King punishers (Tekken 7)

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Revision as of 18:36, 28 January 2021 by TGN (talk | contribs)

King is one of The Top-notch when it comes to punishment. He has solid punishers. Standing, while-standing, whiff, you name it. Here is the list with the breakdown.


1. Standing

i10

When it comes to a 10-frame punisher, King can only do jab strings, or a grabs if necessary. King's best option is 2,1. It's a 2-hitting natural combo jab string with a 25 damage and +7 ON HIT. Yep, it is. What can you do with a +7? Well, you can obviously buffer any throw after that with no worries of getting interrupted. Still, they can break it or even duck and launches you. But if they have the balls to do it, then you could go for some fast mids like DF+1, DF+2, or another jab, and you're free from any interruption. Note that on block, 2,1 is only -1. You're definitely at disadvantage. But with only -1, you could go for some stuff like sidesteps their attacks, try to interrupt them, or maybe go for some setups. Also, the 2,1 range is surprisingly decent for a jab punisher. But 1,2 or F+1,2 is actually has a better reach for a jab punisher, though with lesser damage and lesser plus-frames.

  • Alternative 10-frame punisher for King is a buffered Giant Swing. If you have the execution, matchup knowledge, and sharp awareness, you could buffer them while blocking an attack. It's not really ideal because you could mess up by landing another move if you didn't buffer it correctly, and they can obviously break it with 1 if they're ready. Hell, they can even interrupt it or duck it if you didn't buffer it perfectly. But when it connects, you're basically landing the most damaging i10 punisher in the game. Imagine eating a 45-85 damage because you are being -10 on block. Yep, disgusting.
  • Note that a dickjab (D+1) can also be counted as an i10 punisher.

i11

The only 11-frame punisher King could ever pull off is a buffered grabs mixup. Though you can just 1,2 or 2,1 them for the safest option. There are three command grabs that comes out at 11 frames and can be buffered while blocking an attack. It's a:

  1. Piledriver (QCF+1) which break is 1 with its mixup follow-up and its specific breaks,
  2. Tombstone Piledriver (DB,F+2+4) which break is 2,
  3. and Muscle Buster (QCB+1+2) which break is 1+2.

All of them can be used as an ultimate 11-frame punisher if necessary because it's quite damaging. And not only that, due to every single one of them has an oki, you can apply another pressure or even setups. Note that all of them can be broken with their respective breaks. Though they can't duck or interrupt it whatsoever if the grabs buffered perfectly and correctly.

  • Also, note that Giant Swing comes out at 10 frames and can be used as an 11-frame punisher as well.

i12 to i13

All command grabs or even generics are available to land if they're at -12 or -13. But there's one best option that King can pull off. And it's not 2,1. It's B+1,2. What is it? It's a 2-hitting natural combo string with a 33 damage and +5 on hit. As an i12 punisher, it has big damage and a decent plus frame after it hits. Sure, they can interrupt some of King's stuff after it, or even sidesteps it. But when they do, some safe tracking mids like DF+1 and DF+2 would absolutely hit them. If they respect you, you could just buffer grabs out of it and turns it into a mixup game all again. Not only that, B+1,2 is arguably the best i12 punisher in the game when it comes to range. You could punish something that has some pushback with it. Such as Paul's Deathfist, or Marduk's FF+3,2. Even Heihachi's FF+2 could also be punished at a certain specific angle.

  • Note that B+1,2 is a double high-hitting string and -13 on block. Also, there's some specific situation where you couldn't use it as a punisher like when Bears use a certain string into Hunting stance which some of it are -13 on block but their position crushes high. The alternative way for it is using DF+2 because it's the only i13 mid attack that King has.

i14

Outside of grabs and every option above, King has two best options of i14 punisher. It's either DF+1,2 or B+2,1. Each of them has its ups and downs. Here's the breakdown of it.

  • First, DF+1,2. It's a double mid-hitting natural combo string that obviously comes out at 14 frames. It has a decent range, a 30 damage, and +5 on hit. With +5, everything is just like B+1,2 when it comes to plus-frame situation. Though, it's only -10 on block. It's the best choice if the punishable moves have a high crush on block like Devil Jin's Rage Drive. Also, this move is an elbow which means, some parry or reversal setups won't work unless it's Leroy, Jin, Geese, or Heihachi (CMIIW).
  • Second, B+2,1. It's a double high-hitting natural combo string that comes out at 14 frames, has a slightly better range than DF+1,2, a 37 damage, and knockdown on hit, which is also wall-splat if the opponent hits the wall. It's safe, but the second attack can be ducked if the first one is blocked, and vice versa. Because it knocks down the opponent, you could apply pressure or setups after it hits. And when the opponent hits the wall, you can definitely add more damage by doing a wall combo, etc.

i15

At this point, there's an option for King to punish the opponent with a launcher. That's UF+4 for you, the iconic Hopknee. It's a mid launcher that comes out at 15 frames and -13 on block. It also has a decent range and can be used as a whiff punisher occasionally.

  • Note that it's a knee attack. This also means some parry or reversal setups won't work unless it's Leroy, Jin, Geese, or Heihachi (CMIIW). It's also a good punisher for Xiaoyu's Cali-roll launcher.

If there's a wall and your opponent do a mistake that costs them -15 on block, you can use F+2,1, the stolen Armor King's trademark string. It's a long-range 2-hitting natural combo string with a 37 damage, knockdown on hit, and a wall-splat. Well, hopknee also has wall-splat property, but it's obvious that F+2,1 is a better choice due to damage and range. Also, you can apply pressure and setups after it knocks down the opponents because of its FDFA (Face Down Feet Away) position where they can't tech-roll whatsoever. And when it hits the wall, just do some wall combos for optimal damage. Last, but not least, F+2,1 is arguably the best whiff punisher King ever has due to its long-range. It could even easily punish Heihachi's FF+2. However, this is a mid, high attack which means the second attack can be ducked if the first one is blocked.

  • Also, note that the first hit of this move is an elbow. So, it pretty much like DF+1 or hopknee.
  • FYI, F+3:1+2 can also be counted as an i15 punisher, though it's not really effective as a punisher.

i16 and above

At 16 frames and above, there are several options like B+3:1+2, B+4, 1+2 strings, and even Atlas Hammer (D+1+2). Most of the mentioned moves didn't really work as a proper on-block punisher because of its slow startup and there are obviously better options like i15 and below. Some lows like D+3, D+4, and D+3+4 could also be counted as a punisher. Though, it's ultimately ineffective, except for some kind of 'Last Resort' whiff punisher.


2. While-Standing

i10 to i13

King's while standing punisher is quite solid. At 10 frames, Dickjab (D+1) is obviously the easiest and least damaging option. But remember that Giant Swing could be buffered from literally everywhere. Well, it's very unreliable and could be too hard to be buffered perfectly.

Then there's WS1, it's a unique mid-move because it could be used as an i10 while-standing punish in point-blank range, but also as an i11 in farther range. It's also safe on block.

But for a proper i11 WS punisher, there's WS4. King's WS4 is one of those hard-hitting WS4. It's a mid-attack with a decent range, has chunky damage, and +6 on hit, but with a pushback. So, it needs slightly more effort to apply some pressure after it. It's also safe on block.

From i12 to i13, King could use grabs because it's damaging. It could be some buffered standing grab, a buffered while-standing grab, or a crouch-grab mixup. Note that crouch-grab mixup is a mid-grab that only connects on crouched opponents. So, it's best to use it to punish some lows where the opponents leave themselves at crouch status. Also, note that they could break it even if it's a mixup between 1 or 2 break. As an alternative, WS4 is still the best option in terms of safety.

i14

At 14 frames, King can use WS2,2. A homing double mid-hitting natural combo string that leaves the opponent at -14 because of 'Balerina' spin and a wall-splat if it hits the wall. It has a decent range and can be heavily delayed and hit-confirmed if timed perfectly, but it's -13 on block.

i15 and above

Just like standing punishment. King has enough launcher from a while-standing state to launch the opponent at 15 frames fast. He could use his hopknee from a while-standing state, or he could use another one with better range, damage, and consistency. It's a FC DF+2. It's also a mid launcher, but it's -14 on block. Though it sometimes has a little pushback which fails some jab punishers. Still, if they're about to hit the wall, you could just use WS2,2. Note that most of the heavy lows are minus more than 15 on blocks, which let King use his another while-standing launch punisher, the WS1+2. It's a mid-hitting launcher that comes out at 18 frames and only -10 on block. It also has a better combo option. Still, the move's has lesser range and lesser damage of its own. Then there's one more option which is the most damaging of them all. The Delayed Hopkick (UF, 4). It's a mid-hitting launcher that comes out at 23 frames, has a decent range, and huge damage for a single launcher with a great combo option afterwards. With all that, it's only -10 on block.


3. Whiff

King's whiff punisher is not as good as Mishima's or some other character. But he does have enough and decent tools for it.

Standing

Depending on the opponent's range and how slow their recovery, you could even use Atlas Hammer (D+1+2) to launch them for whiffing. But it's a very high-risk move because it's -24 on block with some pushback. The safer and faster for launching is Hopknee (UF+4) which comes out at 15 frames and only -13 block compared to Atlas Hammer. Still, it has quite inconsistent hitboxes when it used to be a whiff punisher. The best alternative is F+2,1. It has much better range, much better hitboxes consistency, and much safer. However, it's not a launcher and only knocks down the opponent if there's no wall. The other whiff punisher could be varied to B+2,1, DF+1,2, and B+1,2 mostly for minor whiffs. The last resort is obviously some lows or even jabs.

While-Standing

There could be some situation where you're at crouch state and your opponent's whiffs. And again, depending on their range or how slow their recovery, you could always choose between these three best options from the while-standing state. It's either WS4, WS2,2, or FC DF+2. Each of them has their ups and downs, so you could always make a wise choice before landing them.


4. Grounded

There are some moves which leave the opponents grounded. While some of the cast doesn't have a proper punisher for it, thankfully, King is one of them who have the proper one.

Obviously, the lows like D+3 and D+3+4 are his easiest and effortless tools for punishing these grounded opponents. But again, if the opponent needs a longer time to stand up, he could attempt a ground grab mixup which comes out at 19 frames.


5. Specific situation

There is also some kind of situation where you could punish something with a specific move or even setups.

For example, Xiaoyu's Cali-roll Launcher is a -10 or -11 mid launcher on block which leaves her in a back turned state. It also leads her to a parry setup if someone tries to punish the moves with a wrong punisher. But for King, he can punish it easily by using his Hopknee, F+2,1, or DF+1,2 because Xiaoyu can't parry those moves.

However, there's one option that is also great for King. For any back turned state, include Xiaoyu's situation, he could use his 'back turned only' command grabs, BF+1+2. It's a 10-frame unbreakable grab (which is obvious because it catches back turned opponents) with a 75 damage on its own (without rage), and has a good oki position afterward. Note that it's also breaking the floor if it connects on a stage with the breakable floor.


Summary

As you can see, King's punishment is arguably Top 10. They're solid, strong, and near-perfect beyond beliefs.