Armor King punishers: Difference between revisions

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{{Infobox tricky moves
{{Infobox tricky moves
|side={{Plainlist|
|slide={{Plainlist|
* ws4 ...
* ws4 d/b+2,4 ...
* d+3+4,1 ...}}
* d+3+4,1 ...}}
|generic-a=b+1,2
|generic-a=b+1,2

Revision as of 01:18, 14 May 2022

Punishers for tricky moves
Various Slide
  • ws4 d/b+2,4 ...
  • d+3+4,1 ...
Generic FUFT.4 b+1,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,f,n,d,d/f+2[1]
  • b+3+4
  • b+3+4,3+4
db+4 d+3+4,1 ...
Asuka b+3
Claudio f+2,2 f,F+4
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
  • f,n,d,d/f+2[5]
  • SSR f,n,d,d/f+2[6]
R.f,n,d,df+4,3+4
  • b+1,2
  • f+1+4
  • d/b+2,4
Eddy 3~4
  • FC.d/f+2
  • f,f,n,d,d/f+2
b+3,3 d/b2,4
Heihachi f,F+2
  • f+2,1
  • f+1+4
Jack-7 R.b+1+2
  • f,f,n,d,d/f+2
  • f,f u/f+4
d+1+2 f+1+4[7]
Law db+3+4 f+1+4
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+1+4
Paul
  • d+4,2:1+2
  • qcf+2
Xiaoyu BT.3 f+1+4[9]
BT.f+3+4,3+4
  • f+2,1
  • f+1+4
AOP.4~3
  • d+3+4,1 ...
  • f,f d/b+2,4 ...
  • f,f,n,d,d/f,n+4 d/b2,4 ...[10]
Standing
Enemy Move Damage Frames
-10 1,2[11] 15 +7
Crouching
-11 ws4[11] 18 +6
Back-turned opponent
-10 1,2,3[11] 40 +10a (+1)
Grounded opponent
-16 d+3[11] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[11] i10 2.00 15 -1 High[12]
  1. If hit while flying, continue with d+3+4,1 .
  2. If they're hit grounded, d+4,4,4, f+4, and d/b+3 are guaranteed. If hit while flying, continue with d/f+1 d/b2,4
  3. If they're hit while flying, float with d+3+4,1. d/b+2,4 will not reach if blocked at range. This is not consistent and yields less damage than floating with 1+2,2.
  4. Can whiff at max range, but its rare.
  5. If done too early, will whiff over Devil Jin if he lands. If you hit him while he's flying, continue with 1+2,2 d/b+2,4
  6. Wait for any FLY attacks to whiff before punishing. If he whiffs a move that leaves him back turned when launched by Dark Upper, you can continue into a guaranteed Burning Knuckle combo by with u/f+3 d/f+1 d+3+4,1 S! u/f+1+2 (hold)
  7. Won't reach if blocked at range
  8. Can't punish at max range
  9. Won't reach at max range
  10. dash ws4
  11. 11.0 11.1 11.2 11.3 11.4 Example. Remove after substitution.
  12. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.

Old table (TODO: Copy to above)

Standing
Enemy Move Damage Frames
-10 1,2 7, 10 +5
2,1 25 +7
-12 b+1,2 32 +6
-13 f+1+4 28 +16d (+11d)
-14 d/b+2,4 30 +13g
-14 f,n,d,d/f+2 20 (?) +36a (+26a)
-15 f+2,1 37 +16d
-15 u/f+4 13 (?) +33a (+23a)
Crouching
Enemy Move Damage Frames
-10 FC.1 5 +6
-11 ws4 20 +5
-15 u/f+4 13 (?) +33a (+23a)
-16 ws1 16 +31a (+21a)
-23 u/f,n,4 25 (?) (+34a) (+24a)
-24 FC.d/f+2 23 (?) +52a
Extra range
Enemy Move Damage Frames Can reach
-13 f+1+4 28 +30d (+22d) ? Heihachi f,F+2 (AK's most consistent long range punisher)
-16 b+3 23 +30d (+22d) Paul qcf+2 (dash f+1+4 followup guaranteed)
-17+ f,F,n,d,d/f+2 20 +36a (+26a) Almost anything (hard)
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
-17 d+3 8 -1 (-9)
-17 d+3+4 9 -5 (-13)
-19 d+4,4,4 24 -8
Whiff
Move Range Damage Frames Risk
f,n,d,d/f+2 ~2.8 20 +36a (+26a) High, -10
f,n,d,d/f+1 ~3.7 23 +16a High
d/b+2,4 ~2.8 30 +13g First hit -11, second hit high
f+2,1 ~3.1 27 +16d First hit -11, second hit high
u/f+4 ~2.1 13 +33a (+23a) -13
f,F+4 ~3.5 30 +9a (0a) -14

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