i14 NH launcher knee.No range, can only punish moves with no pushback. Akuma’s i13 punish, gives +6 on hit, doesn’t jail. NCc. Will not punish some 12f moves, for example, Face up Feet Toward(FUFT) wake up 4. Your go to while standing punisher, this move gets you good advantage on hit and puts you in RFF which has some of your best moves. His best non launching punisher, KND on hit and has good pushback on block. Tomahawk(WR+2+4): Known as shining wizard, this is a 1+2 break done with WR+2+4. 2 frames slower than a standard WS+4. qcf+1 can be focus cancelled (qcf+1,1+2~f,f) to get frame advantage on block (+5) or a guaranteed launch on hit (+15). You can use this as instant while standing as well. Can be done from a Wavedash for mix-up at wake. This is your best launcher since it launches your opponent really high in the air to have time to land RFF 3~4 which leads to really high damage and really good corner carry. A mid launcher, usually safe due to the pushback. Cancel into qcb+4 for pressure on block. F+4 has 1 more frame of advantage but slightly more pushback (and a KND on CH). A very good safe mid from any of his stances, from crouchdash or from while standing. A must have in your arsenal. Learn and add some combos to improve your gameplay and rock juggle to your opponent. Safe so can be used as a frame trap but be careful with range and because it’s a high too. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. “Hadouken”. Has two possible follow-ups that leads to either a high or a mid. 53 combos for Asuka. Ultimate Granblue Fantasy: Versus Mortal Kombat 11 Tekken 7 Samurai Shodown More site features Tiers Podcast Learn this from a Wavedash and be the master of his Wavedash mix-up. 25 damage. A mid that forces crouch on block, +2 on hit. One of the best panic moves in the game. Useful in Oki as it’ll catch people trying to crouch on wakeup or do a slow get up move. Decent high crushing low poke that leaves you neutral on hit. Can be mixed up with WS1+2 thanks to their similar animations. Cancels into FLK afterwards. Gives a combo on counter hit (Screw starter). A CH launcher from crouching, can be cancelled with ~d and is good for closing the gap with the opponent. This is one of Kazumis screw moves, however it’s also one of her homing moves. Good NC punisher that you can cancel the second hit to go into LFS if you want to sacrifice damage for a higher reward from a mixup. ‘3’ is a homing attack, ‘4’ is a linear + on block divekick, ‘1+3_2+4’ is an unbreakable throw, and no input during DFLIP gives a knockdown low. DSS 2 is guaranteed on hit. Don’t be fooled by the -30, this thing is pretty much impossible to punish since it knocks you back a ton on block. Note: Gigas is pretty awful in the arcade version. Quick mid poke. Can be more tricky to punish than usual because it has a bit of pushback on block. Superman punch. Self-explanatory (Extremely effective whiff punisher, can be used defensively/setting up a wall, and has offensive applications due to plus frames). Helps Akuma hold his ground. Good mid range move, can be hard to get around. Also known as “mach kick.” High CH launcher, high damage quick homing move, important to keep opponents from stepping Bryan’s linear moves all day. +4~5 OC. Amazing 10f punish that knocks down the opponent after the 3rd hit. Used with d+2 for mix-up. Easy understanding with buttons and common legend. Your generic 1,2 jabs but with Hwoarang you can go into your left/right flamingo stance depending on what you end your string and start your mixup. Law’s main mid poke tool, good when paired with his low poke db+3. NC string with KND on hit. De facto opener at mid/long range. Giant Swing (f,b,d/b,d,d/f,f+1): very high damage, fast startup. If people mess up the punish a lot of Xiaoyus tend to use RDS f+1+2 as a parry attempt. Good move overall. Fast mid kick that is safe and has a lot of range because Hwoarang moves slightly forward and fully extends his leg and is really hard to step. Safe high damaging launch. Kat bends sideways making it hard for some highs to hit her. Tijuana Twister does a spinning power bomb, which can floor break. Demon Steel Pedal, 22 damage. Good for keeping the opponent in place. Steves “fastest” launcher. Has good tracking. Very strong panic tool and was made safe in T7 from -12 in TTT2. After the first grab there is no animation to give away what the next grab is, so the opponent has to guess. Fast high launcher. Similar to Marduk’s WS+4. i15 df+2 punisher, longer range compared to generic df+2 but unsafe. KND homing move with a lot of pushback making it safe vs most opponents. Unsafe on block. Extension is a high that is a ch launcher(the greatest). Jumping animation which gives low crush. Good to harass the opponent upclose. Heihachi will be free to initiate pressure towards the floored opponent as they try to recover. One of his primary low pokes. d+3,qcb+3 is NC on clean hit. Long range slash kick with heavy + frames on block. Very good as a keepout tool and interrupt the opponent’s approach. Safe mid knockdown that gives a guaranteed follow-up on hit. Linear. Can mix it up with f+2,d+1. Mid that forces crouch, +8~+9 on hit which allows for guaranteed pressure afterwards and a Ch launcher. Slides are now low parryable so keep that in mind. 23 damage. Charging it provides frame advantage on block and is a good way to start GOL (walking stance) mixups. He became a Catholic priest and renounced his old fighting ways. Everybody needs a low crushing hopkick launcher. Slow and linear but hits grounded and good to chase opponents after a knockdown. Raven’s quickest mid. Pretty much the best use for STB. A knee that launches on CH, safe but linear. On wall splattered opponents it does Shining Torpedo. Safe mid launcher. While ws+4 is the fastest, ws+2 has better range, and has the option to continue into the second hit as a frame trap, which launches on counter hit, but is pretty unsafe on block. This move is usually used when his opponent has their back to the wall to fish for a wall splat. 21 Damage+Knocks down on hit and guarantees a dash up b+4. Df+2,1 is the mid,high extension and safe but the mid is duckable. Short range. Using it from close is not recommended. But before you put your skills to the test online, read through these 10 essential tips. This allows for some good mixup. A mid poke with immense stopping power thanks to its speed and pushback. f,N,d,D/F+(1+4 or 2+3): These lead to different chain grabs. A Mid that screws on NH as well as in a combo, 20 damage. Long range safe mid. A safe homing mid that knocks down, wall splats and stuns on CH for combo, enough said already. Also good for wallsplats. Really good to shut down people sidewalking Asuka, and to keep the advantage on block if you “guessed wrong” on their stepping. KND low which puts opponent FDFT. A jab with tons of followups, low followups, mid follows with even more followups after that. From there, not finishing the last hit can lead to mixups and block string pressure. Devil Kazuya Version gives +17 frames on crouched opponent, df+1,2 or ewgf is guaranteed thus making it a launcher for mix-ups. It’s a Ch launcher and high crushes at particular ranges and startup frames. He then became a man with a mission; he dreamed of … Typical choice for whiff punish launch. The characters were inspired by the pro wrestler Satoru Sayama, as well as Mexican wrestler Fray Tormenta, a Catholic priest who became a masked wrestler in order to support an orphanage. Quick mid that gives a lot of frame advantage on hit (0 on block). Law’s slide, on a good mixup tool with WS+2. the followup db+4,4 is -9 on block and +3 on hit. Gives better oki. Full chain grab does over 100 damage. Hopkick. If you want to CH someone up close then this is what you press. You need a quick low mid to mix with the quick poke. Wallsplats, KNDs and tailspins should you catch a float with it. One of the fastest non-reversal Rage Arts in the game at i13. Safe (3 on its own) i13 with a high/mid mixup followup, delayable and can cancel into crouch dash. Anti-ssr. “Tatsu”. On block the most characters can only punish it with a WR+4. -12 on block which people still seem to forget sometimes and try to launch it…. Tekken 7 King Tips to help you learn everything you need to know about playing as King, strategies, frame data, and custom combos. If fast enough, can mix this up with a dash in giant swing to mixup a 1 with a 1+2 break. Fast pressure tool with a guaranteed follow-up on hit for easy massive damage. Evasive mid that tracks to his left (their right). Duck highs in a string and hit WS2 to ensure a screw, 15f fast thus his WS punisher too. Can’t be low parried. Long reaching homing move, safe, jails on block, Screw launcher on normal hit. High profiles. A mid with awesome range, 22 damage, safe and tracks a little from far, +5 on hit and God awful frames on CH. Good low poke that leaves him in PAB stance afterwards. Great hitbox, gives Lili a safer approach to her opponent, +9 on hit if cancelled into crouch dash. Preferences Language Holding B makes it -8 instead of -11. Good damaging homing mid. Tijuana Twister(f,b,d/b,d,d/f,f+2): good to mix up with giant swing, but it not a 1+2 grab animation. The console version contains a lot of stealth changes, most of it are not yet known, so don’t be surprised if you encounter something that contradicts the info here, but most of it should still be relevant. +1 with the spin effect stun on hit, with W! Also usable as damage filler and a wall carry in combos. It’s a CH launcher that leaves the opponent in crouching with pushback on block and on hit, extremely good to control space with Asuka. A decent low to add to your frame traps, +3 on hit and it’s good for opening people up. Learn and add some combos to improve your gameplay and rock juggle to your opponent. +15 frames on block means he can follow it up with an unblockable Duck f+2 or Duck cancel WS+1, 2 for big damage.Since it’s a high it can be ducked, but as a mixup instead of going for the Ext Duck f+2 he can go for Ext Duck 1 which is a mid. CH launcher that can be done from crouch or CD, very good tool to make people afraid of CD. Wall splat and KND. Oh and it comes off of RDS stance where she already has access to an i13 mid launcher and grabs.And whilst it’s not really a top move, the normal version (RDS d3,4) tailspins which is worth mentioning. Only -5 so not many options for opponent after they block. Not as fast as a lot of other df+1s, but in return it’s 0 on block. 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