TTT2U Paul punishment thread: "No pain, no gain."

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Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#1 “Quote” Edit Post
TTT2U Paul punishment thread: "No pain, no gain."

Dedicated to BlackPriest.

The following punish list is based on BlackPriest's TK6:BR punish list. Basically it's just a small edit by me. I adapted everything to the changes in TTT2 U. I also added new moves for punishment such as WS+3,2.
Credit goes to BP and Catlord for the TTT2 movelist. Also credit goes 2PP for the punish list of Ancient Ogre and Angel from the TTT2 Kuma thread. Huge thx goes to Hades Drops for the complete Michelle move list and optimizing the punishment.

The original “Paul VS the universe: punish lists“ thread can be found here:
http://www.tekkenzaibatsu.com/forum...mp;pagenumber=1

status report:
Finally I'm finished with all this stuff. It was done faster than I thought (just 2 weeks).
I checked the appropriate forums for any new moves, changes and also rbnorway.org to recheck the frames. Keep in mind, that I couldn't check every single move. Most of them remained the same from TK6 BR. So there might be some changes I haven't found yet. Now it's up to you to find errors, better punish options etc. The easiest way is to send me a PM to keep this thread as organized as possible.

Red marked moves are nerfs.

Green marked ones are buffs.

So called clones are listed under the main characters like this: Chrisitie/Eddy - Tiger; Ling - Miharu, Lili - Sebastian. I only added their movelist to save same space.

NOTE:
The bolded moves are the most used moves in mid to high level play, hence it is essential to know how to punish them. Keep in mind however that the used moves may vary depending on many different factors (skill level and mindset of your opponent, wall locations, health bars, etc.) so I recommend training with the whole list if you want to achieve an in depth knowledge on how to punish a certain char properly. Also, moves that are used much in low level play but don't get used at all in mid to high level play (e.g. seeable low sweeps) have not been bolded. [...]

Punishing
Standing:
10f: 1,2 (22 dmg, +6) _ 1,2,3 (30 dmg; should be used only if it kills them)
12f: b+1,2 (40 dmg, +4, forces opponent into crouch) _ d+1+2 (36 dmg, KND_W!)
14f: b+3 (launch, works only at close range)
15f: d/f+2 _ u/f+4 _ u/f+3,4 _ u/f+3 (all 4 launch) _ qcf+2 (57 dmg clean_38 dmg far, KND_W!)
16f: f,f+2:1 (44 dmg, KND_W!)
19f: qcf+1 (launch)
23f: u/f,N+4 (launch)

While standing:
10f: FC 1 (6 dmg, +6)
11f: WS+4 (21 dmg, +6) _ WS+1 (14 dmg, +8)
13f: WS+3,2 (49 dmg, KND_W!)
15f: u/f+4 _ u/f+3 _ u/f+3,4 (all 3 launch)
16f: WS+2 (launch) _ FC d/f+2,1 (49 dmg, KND_W!)
23f: u/f,N+4 (launch)

Alex/Roger
1,2,2 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for 1,2,1)
1,2,3 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for 1,2,1)
1+2,3 - b+1,2 _ d+1+2
1+2,4 - delayed FC u/f,n+4 _ FC d/f+1+2
*note: to avoid the mix-up you can interrupt both 1+2 variations after the 2nd hit with jabs for a floater
3+4 - b+1,2 _ d+1+2
f+4,3 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string) _ jabs
f+4,3,2 - d/f+2_u/f+3,4 _ interrupt after 2nd hit with CH 2,3_jabs
f+1+2,2 - b+1,2 _ d+1+2
f+3+4 - d+1,4,2
d/f+1,2 - jabs
d/f+3 - safe but they're left at -9; mix-up
d/f+3+4 - cc and oki
d+1,n+2 - jabs
d+2 - WS+3,2 on close _ WS+4 on close to far range block _ nothing at max range block
d+1+2,1+2 - jabs (note: you'll get hit if they continue the string)
d+1+2,1+2,2 - b+1,2 _ d+1+2
d+3+4 - FC hopkicks on close to mid range block _ WS+2 at any range
d/b+3 - FC u/f,n+4 on close to mid range block _ WS+2 at any range
d/b+4,3,4,3,4 - d/f+2 _ b+3 _ hopkicks
d/b+1+2 - u/f,n+4 (note: don't punish with qcf+1, it will result in a floater)
b+4 - WS+4 on close to far range block _ noting at very max range block
b+3+4,2 - qcf+1
u/b+3 - interrupt after 2nd hit with jabs for a floater
u/f+2 - cc into oki
u/f+3,3 - jabs
u/f+4 - b+1,2 _ d+1+2
f,f+2 - b+1,2 at close to mid range block _ d+1+2 at any range
f,f+4 - d+1 at close to mid range block _ nothing at far range block
f,f+1+2 (only the low version like at max range block or if you ducked the initial high hit and it turns into a low) - FC u/f,n+4
tgf (= cd+1) - qcf+1(strict timing) _ d/f+2 _ b+3 _ hopkicks
cd+1+2 - b+1,2 _ d+1+2
WR+4,2 - d/f+2 (no NC; works even if 1st low hit connects)
WR+4,4,4 - WS+2 (no NC; works even if 1st low hit connects)
WS+2,2 - WS+3,2 _ WS+4
WS+3,3 - duck 2nd hit and WS+2_FC hopkicks (note: you'll get hit if they went for WS+3,3#)
WS+3,3 - interrupt after 1st hit with CH 2,3_CH 4_b+1,2 (note: you'll get hit if they went for WS+3,3)
FC d/f+2 - b+1,2 _ d+1+2
SS+4 - delayed FC u/f,n+4 _ FC d/f+1+2
BT 3+4 - d/f+2

TTT2 moves:
d/f+3,3 (m,h) - duck 2nd hit and WS+2 _ FC hopkicks
d/b+1+2 - b+1,2 _ d+1+2
d/b+3+4 (m) - safe (-1)
b+2,3,3+4 (h,L,m) - duck block 3 and FC u/f,n+4 _ WS+2 _ FC hopkicks
b+2,4 (h,h) - duck last hit and WS+2 _ FC hopkicks


Alisa
1,1 - duck last hit and WS+2_FC hopkicks
1,2,2 - WS+4 _ LP last hit _ interrupt with u/f,N+4 after 2nd hit
2,3 - jabs
2,3,3 - jabs
2,3,4 - WS+2 _ hopkicks
3 - b+1,2 _ d+1+2
f+2,3,3 - jabs
f+3,2,1 - duck 2nd hit and interrupt with WS+1 for a floater _ interrupt with jabs_CH 2,3 after second hit (note: f+3 = -14 on block)
f+4,4 - flashduck last hit and WS+2 _ hopkicks
f+1+2 - b+1,2 _ d+1+2
d/f+1,1,2 - duck 2nd and 3rd or 3rd alone and WS+2 _ hopkicks
d/f+1,4 - safe but you can reverse the last hit or block and do mixups; they're left at -9
d/f+3 - b+1,2 _ d+1+2
d/f+3,3 - WS+4 _ LP last hit
d+2,4 - b+1,2 _ d+1+2 (can sometimes whiff)
d+3 - WS+4
d+3,3 - WS+4 _ low block 1st hit and interrupt with WS+4
d+3,3,3 - WS+2_hopkicks _ low block any hit and interrupt with WS+4
d+4 - WS+2 _ hopkicks
d+4,1+2 - duck last hit and WS+2 _ hopkicks
d+3+4_d+3+4,1+2 - WS+2 _ hopkicks
d/b+2 - b+3 _ d/f+2 _ hopkicks
d/b+2,2_d/b+2,2,1+2 - jabs
d/b+3 - WS+3,2 _ WS+4
d/b+4 - WS+2 _ hopkicks
b+1,1+2 - block and qcf+2_d+1 _ interrupt after 2nd hit with hopkicks _ d/f+2
b+2,1 - b+1,2 _ d+1+2 (can sometimes whiff)
b+2,4 - duck last hit and WS+2 _ hopkicks
b+3 - is safe now -8 ~ -7, but you can use mix-ups
b+4,3_b+4,3,1+2 - SSR last hit and launch
b+3+4,3+4 - interrupt after 1st hit with d/b+2 for a floater _ interrupt after 1st hit with d+1,4,2 _ SS last hit and launch
u/b+3+4,1+2_BT 3+4,1+2 - b+3 _ d/f+2 _ hopkicks
u/f+3,2 - b+3 on close range block _ d+1+2 on any range _ SSL last hit and launch _ interrupt after 1st hit with jabs_f+4 at mid to far range for a floater _ interrupt after 1st hit with d+1,4,2
u/f+3,3+4_u/f+3,f+3+4 - interrupt after 1st hit with jabs for a floater
u/f+4 - b+3 _ d/f+2 _ hopkicks
u/f+4,4 - WS+4
f,f+2,3 - b+1,2 _ d+1+2
f,f+3,4_f,f+3,4,1+2 - duck last hit and WS+2 _ hopkicks
f,f+3,4,4_f,f+3,4,4,1+2 - jabs
f,f+4 - jabs
f,f+1+2 - b+3 _ d/f+2 _ hopkicks
FC d/f+1+2_FC d/f+1+2,1+2 - WS+4
SS+4 - WS+4
SS+4,1+2 - jabs
WS+1 - b+1,2 _ d+1+2
WS+1,2 - duck last hit and WS+2 _ hopkicks
WS+1,2,3 - duck 2nd hit and WS+2_hopkicks _ block all and jabs _ SSR last hit and launch
WS+1,2,3,1+2 - jabs
WS+2 - b+1,2 _ d+1+2
*note: b+1,2 will B! her if she transitions to SBT with 3+4 or DBT with f+3+4
WS+3 - 3,2 _ d/b+2 for a floater
WS+3,3 - reverse last hit
WS+3,d+3 - interrupt after 1st hit with hopkicks _ block both and WS+4
DES f+1+2,f+1+2 - b+3 _ d/f+2 _ hopkicks
DES d+1 - WS+4
DES u/f+1+2 - WS+4
SBT - 3,2 _ d/b+2 for a floater
SBT 1 - b+3 _ d/f+2 _ hopkicks
SBT 1,2,1 - b+3 _ d/f+2 _ hopkicks
SBT 1,2,1,3+4_SBT 1,2,1,3+4,1+2 - f,f+3 (strict timing) _ qcf+2 _ d/f+3,4
SBT 3 - hopkicks
SBT 4 - u/f,N+4 _ qcf+1
DBT 2 - b+1,2 _ d+1+2

TTT2 moves:
f+4,1,4 - b+1,2 _ d+1+2
d/b+1,3 - safe, SSR and qcf+1 _ qcf+2; interrupt with jabs for a floater
d/b+1,4 - safe, SSR and qcf+1 _ qcf+2; interrupt with jabs for a floater
DES b+2,1 - safe on block!
DES u_d+3+4,1 - qcf+1_ qcf+2 _ b+2 (best option so far, because it's a homing move + high damage)
DES FLY 2,1 - qcb+1+2 _ qcf+1 _ interrupt with jabs for a floater


Ancient Ogre
1,1,2 - b+1,2 _ d+1+2_duck last hit and WS+2
1,1,2 - duck 3rd hit and WS+2
1,2 - duck 2nd hit and WS+2
2,2 - b+1,2 _ d+1+2
2,d+1+2 - b+1,2 _ d+1+2
3,2 - duck 2nd hit and WS+2
4~3 - Oki
f+2 - b+1,2 _ d+1+2
f+1+2 - 1,2
f+3+4 - WS+2
f+2+3 - 1,2
d/f+1,2 - b+1,2 _ d+1+2 (Note: You will get hit if they went d/f+1,2,2)
d/f+1,2,2 _ d+1+2 - b+1,2
d/f+3 - b+1,2 _ d+1+2
d/f+1+2 - d/f+2 _ hopkicks
d/f+3+4 - 1,2
d+2,3 - 1,2
d+3 - WS+4 (note: this move has extremely poor hit box so you may punish on whiff)
d+4,4 - duck 2nd hit and WS+2 (Note: You don't need to block the first hit to punish this)
d+1+2 - b+1,2 _ d+1+2
d+3+4 - d/f+2 _ hopkicks
d/b+2 - WS+2
d/b+3 - WS+3,2
b+1 - b+1,2 _ d+1+2 (Note: You will get hit if they went for b+1,2)
b+1,2 - b+1,2 _ d+1+2_duck 2nd hit and WS+2
b+2 - d/f+2 _ hopkicks (Note: You'll get hit if they went for b+1,2)
b+1,2 - d/f+2 _ hopkicks
b+3 - WS+4
b+3,4 - block 1st hit and interrupt with WS+2_LP 2nd hit if you get hit by the 1st hit
b+4,3 - 1,2
b+4,3,3+4 - d/f+2 _ hopkicks_Interrupt with d/f+2 _ hopkicks after 2nd hit
u/b+3 - d/f+2 _ hopkicks
u/b+3,2 - d/f+2 _ hopkicks
u+3 - b+1,2 _ d+1+2
f,f n+3+4 - WS+4
qcf+1 - SS after 1st hit and b+1,2 _ d+1+2
d,D/B+4 - d/f+2 _ hopkicks
WS+2 - d/f+2 _ hopkicks
WS+3 - d/f+2 _ hopkicks
WS+3,3 - d/f+2 _ hopkicks_f+1+2 (Note: You'll get hit if they continue the string)
WS+3,3,d+3 n 3,3 - LP 3rd hit_u+1+2 after 2nd hit to interrupt (Note: You'll get hit if they went for the mid version)
WS+3,3,d/f+3 n 3,3 - SSR after 2nd hit and d/f+2 _ hopkicks (Note: You'll get hit if they went for the low version)
IKC d+3,3 (Infinite Kick Chain) - LP 3rd hit
IKC u+3,3 - LP 3rd hit
WS+4,4 - d/f+2 _ hopkicks
FC 3,3,3 - d/f+2 _ hopkicks
FC 3,3,d+3 - WS+2
*To avoid mix up, block the first low and LP the 2nd hit
FC f+1 - b+1,2 _ d+1+2
FC f+2 - WS+3,2
FC d/f+1 - WS+3,2
FC d/f+2 - WS+2_qcf+1
SS+2 - b+1,2 _ d+1+2
SS+4 - WS+2


Angel
1,1,2 - d/f+2 _ hopkicks
1,2,2 - b+1,2 _ d+1+2
2,2 - b+1,2 _ d+1+2
1+2 - duck and WS+2_duck and d/f+2 _ hopkicks
FLY 3 - d/f+2 _ hopkicks
FLY 1+2_FLY f+1+2 - SS and qcf+1_d/f+2 _ hopkicks
f+2 - 1,2
f+2,1 - 1,2 (Note:You'll get hit if they went for f+2,1,4)
f+2,1,4 - d/f+2 _ hopkicks
f+3~1,2 - b+1,2 _ d+1+2
f+3~3 - WS+2
f+1+2 - b+1,2 _ d+1+2
f+3+4 - WS+4
d/f+1,2 - b+1,2 _ d+1+2
d/f+3,2 - b+1,2 _ d+1+2 (note: You'll get hit if they went for d/f+3,2,2)
d/f+3,2,2 - d/f+2 _ hopkicks
d+3 - WS+4
d/b+4 - WS+2 (note: You'll get hit if they went for d/b+4,3)
d/b+4,3 - duck 2nd and WS+2
d/b+1+2 - b+1,2 _ d+1+2
b+1,1+2 - d/f+2 _ hopkicks
b+3 - d/f+2 _ hopkicks
b+4,1 - b+1,2 _ d+1+2
u+4 - d/f+2 _ hopkicks
u+4~U(FLY) - qcf+1 for a floater
*if you really don't want to guess whether they go into FLY or not, b+1 will punish both moves
u/f+4,4,4,4 - LP 2nd hit
qcf+1 - b+1,2 _ d+1+2
f,f+3 - d/f+2 _ hopkicks (note: You will get hit if they went for f,f+3,4)
f,f+3,4 - WS+2 (Strict Timing)_WS+3,2
cd+1 - d/f+2 _ hopkicks (Note:You'll get hit if they go for the extensions)
cd+1,3 - b+1,2 _ d+1+2
cd+1,4 - WS+2
*to avoid mix up, interrupt with jabs after cd+1 to beat out all options
WGF - 1,2
cd+3 - b+1,2 _ d+1+2
cd+4 - WS+2_
(cd+4,)3 - d/f+2 _ hopkicks
(cd+4,)4 - WS+2_qcf+1
WS+1,4 - duck 2nd hit and WS+2
WS+2 - b+1,2 _ d+1+2
WS+4,4- d/f+2 _ hopkicks
SS+2 - qcf+1_d/f+2 _ hopkicks


Anna
1,2,3 - WS+3,2 _ WS+4 _ LP last hit
1,2,4 - duck last hit and WS+2 _ FC hopkicks
1,2,1,4 - duck last hit and WS+2 _ FC hopkicks
1,2,1,d+4 - WS+3,2 _ WS+4 _ LP last hit
1,4 - WS+3,2 _ WS+4 _ LP last hit
2,1,4 - duck last hit and WS+2 _ FC hopkicks
2,1,d+4 - WS+3,2 _ WS+4 _ LP last hit
2,3 - jabs _ nothing on max range block
2,4 - duck last hit and WS+2 _ FC hopkicks
2,d+3 - WS+3,2 _ WS+4 _ LP last hit
3,3,2 - jabs _ LP 2nd hit
3,3,4 - flash duck last hit and WS+2 _ LP 2nd hit
*to avoid the mixup you can always LP the 2nd hit
3,4 - duck last hit and WS+2 _ FC hopkicks
4,3 - WS+3,2 _ WS+4 _ LP last hit
f+2,3 - duck last hit and WS+2 _ FC hopkicks
f+4 - b+3 on close range block (-14) _ d/f+2_u/f+3,4 on max range block (-19 and b+3 misses)
f+1+2 - qcf+2 (clean or non clean depending on block range)
f+2+3 - b+1,2 _ d+1+2
d/f+1,2,3 - b+1,2 _ d+1+2
d/f+1,2,4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if you duck and they go for d/f+1,2,3)
d/f+2 - jabs
d/f+3,1,2 - duck last hit and WS+2 _ FC hopkicks
d/f+3,1,4,2 - duck last hit and WS+2 _ FC hopkicks
d/f+3,1,4,2,3 - duck last hit and WS+2 _ FC hopkicks
d/f+3,1,4,2,u/f+3 - interrupt with jabs after 4th hit for a floater
d/f+3,1,4,2,4 - WS+2 _ FC hopkicks _ LP last hit
d/f+3,1,4,2,1+2 - qcf+2 (clean or non clean depending on block range)
d/f+3,2,1,4 - duck last hit and WS+2 _ FC hopkicks
d/f+3,2,1,d+4 - WS+3,2 _ WS+4 _ LP last hit
d/f+3,2,4 - duck last hit and WS+2 _ FC hopkicks
d/f+3,2,3 - block and jabs _ duck last hit and WS+2 _ FC hopkicks
d/f+3,2,d+3 - WS+3,2 _ WS+4 _ LP last hit
*note: to avoid the mixup you can duck the second and the third hit of every d/f+3,1_d/f+3,2 variation and interrupt with WS+2 _ FC hopkicks
d/f+3,3,3,1 - flashduck last hit and WS+2
d/f+3,3,3,4 - flashduck last hit and WS+2
d/f+3,4 - duck last hit and WS+2 _ FC hopkicks
d/f+4 - WS+2 _ FC hopkicks
d+1,n+4 - jabs _ nothing on max range block
d+3,2 - d/f+2 (no NC; works even if 1st low hits you non CH)
d+3,4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d+4 - WS+3,2 _ WS+4 (note: you'll get hit if they continue the string) _ FC d/b+4
d+4,1 - flashduck last hit and WS+2
d+3+4 - WS+2 _ FC hopkicks
d/b+1,1 - WS+2 _ FC hopkicks _ LP last hit (note: you'll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d/b+1,4 - b+3 _ d/f+2 _ hopkicks
d/b+3 - WS+2 _ FC hopkicks
d/b+4,3 - WS+2 _ FC hopkicks _ duckblock 1st hit and crush 2nd hit with FC u/f,n+4 (note: you'll get hit if you try to duckblock the 2nd hit or interrupt with FC u/f,n+4 and they go for d/b+4,4)
d/b+4,4 - WS+2 only _ duckblock 1st hit and interrupt with WS+1_WS+4 for a floater (this will also interrupt them if they go for d/b+4,3)
d/b+3+4 - FC hopkicks (note: you'll get hit if they go for d/b+3+4,3)
d/b+3+4,3 - duck 2nd hit and WS+2 _ FC hopkicks _ block 1st hit and interrupt with WS+1 for a floater (NC on clean range; must block 1st hit)
b+1,2,2 - flashduck 2nd hit and WS+2
b+2,2 - 4,1 _ duck 2nd hit and WS+2 _ FC hopkicks
u+3 - d/f+2 _ u/f+3 _ u/f+3,4 (note: b+3 and u/f+4 whiff on max range block
u/f+1,3 - b+3 (this is actually -15 but if you try to punish with i15 moves you'll get hit if they continue the string)
u/f+1,3,3+4 - interrupt after 2nd hit with b+3 _ SSR after 2nd hit and launch
u/f+4,3,4 - LP 2nd hit
U/F+4 - b+3 _ d/f+2 _ hopkicks
f,f+3 - b+1,2 _ d+1+2
f,f+3,4 - u/f,n+4
f,f+3,4,3 - b+3
f,f+3,4,b+3 [CJM] - safe but they're left at -1 and in CJM; do mix-up's against CJM (note: in CJM they can't block, SS or backdash and they're fastest move is i10, therefore jabs_d/b+1 cannot be interrupted, but jabs can be crushed with CJM d/b+3,3 and d/b+1 can be crushed with CMJ u/f+3)
f,f+1+2 - qcf+2 (clean or non clean depending on block range)
qcf+2 - jabs
qcf+3,2 - duck 2nd hit and WS+2 _ FC hopkicks
qcf+4 - d+1+2 on close to mid range block _ nothing on max range block
f,f,f+3 - 3,2 for a floater
WS+2 - b+1,2 _ d+1+2
FC f+1 - d+1+2 on close to mid range block _ nothing on max range
FC f+2 - WS+3,2 _ WS+4
FC d/f+2 - WS+2 _ FC u/f+3 _ FC u/f+3,4 (FC u/f+4 misses on max range block)
FC u/f+4 - b+3 _ d/f+2 _ hopkicks
FC U/F+4 - 1,2 for a floater
SS+2 - WS+2 _ FC hopkicks
SS+1+2 (only if the 1st punch hits and the 2nd whiffs) - d/f+2
CJM 1 - with -9 on block it's safe now
CJM 2,1 - safe but you can reverse the 2nd hit
CJM 3 - b+1,2 _ d+1+2
CJM 4 - FC u/f,n+4
CJM d/b+3,3 - low block 1st hit, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block 1st hit)
CJM u/f+4 - b+1,2 _ d+1+2
CJM f,f+3 - D+2 _ mixup (Anna left FC at -11)
CJM f,f+4 - duck on reaction (comes out considerably slower than f,f+3) and WS+2_FC hopkicks _ block and mixup (Anna left FC at -10)

TTT2 moves:
f+3,2 - WS+4
CAT 1+2 - safe on block (-4)
qcf+2,1 - b+1,2 _ d+1+2


Armor King
1,2,1 - safe but you can reverse the last hit
1+2 - jabs (note: you'll get hit if they continue the string)
1+2,2 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for 1+2,4)
1+2,4 - b+1,2 _ d+1+2
3+4,1 - interrupt with jabs after 1st hit for a floater (note: you'll get hit if they went for 3+4,2) _ cc and do oki setups
3+4,2 - d+2 _ oki
f+2,1 - jabs _ duck last hit and WS+2_FC hopkicks
f+3,4,3 - duck last hit and WS+2_FC hopkicks
f+1+2 - jabs
f+1+4 - d/f+2 _ b+3 _ hopkicks
d/f+2 - b+1,2 _ d+1+2
d/f+3+4 - FC 3 _ cc and do oki setups
d+1,n+4 - jabs
d+3 - WS+4 on close to mid range block _ nothing on max range block
d+3+4 - WS+2_FC hopkicks (note:you'll get hit if they continue the string)_WS+3,2 _WS+4
d+3+4,3 - d/f+2_b+3 on close to mid range block _ clean qcf+2 (strict timing) on max range block (no NC; works even if the 1st low connects) _ low block 1st hit and interrupt with WS+4
d+1+4,1+2 - WS+4 _ CC and do oki setups
d/b+2 - jabs (note: you'll get hit if they continue the string)
d/b+2,3 - clean qcf+2 (strict timing) _ d+1+2
d/b+3 - FC u/f,n+4
d/b+4 - cc and do oki setups
b+1,2 - b+1,2 _ d+1+2
b+2,1 - b+1,2 (note: you'll get juggled if they continue the string) _ d+1+2 (hits them even if they continue the string)
b+2,1,2 - duck last hit and WS+2 _ FC hopkicks
b+3 - safe but they're left at -10; mix-up
b+4,3 - duck last hit and WS+2 _ FC hopkicks => not existing anymore
u/f+2 - FC 3 _ cc and do oki setups
u/f+4 - b+1,2 _ d+1+2
u/f+3+4 - oki
f,f+2 - safe but they're left at -11; mix-up (note: jabs can punish this but only at range 2, not at range 1 or 3, and they're very inconsistent)
f,f+4 - d+1+2_non clean qcf+2 on close to mid range block _ nothing at max range block
f,f+1+2 - oki
f,f+3+4 - oki
f,f,n+2 - WS+2 _ FC hopkicks
DU (= cd+2) - jabs
cd+4 - safe but they're left at -9; mix-up
WS+1 - jabs
WS+2 - jabs
SS+2 - b+1,2_d+1+2 (note: you'll get hit if they continue the string)
SS+2,1 - WS+4
SS+4 - b+1,2_d+1+2
SS+3+4 - oki
BT 3 - d/f+2_b+3_hopkicks on close range block _ qcf+2 at any range (clean or non clean depending on block range)
BT 4 - safe but they're left at -10; mix-up
d+4,4,4 (= grounded stomp) - WS+2 _ FC hopkicks

TTT2 moves:
u/f+3 - safe, but they're left at -8; mix-up
b+4:1+4 - jabs after 4

Last edited by Onizuk@ on Feb 12th, 2014 at 18:57

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
USMCOgre
Money Inc.
Joined: Oct 2001
Posts: 22639
From: USA California
PSN: MoneyIncUSMCOgre
#2 “Quote” Edit Post
Nice!
Signature The search for equality is a search for the lowest common denominator...
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#3 “Quote” Edit Post
Asuka
1,1 - safe on block but you can reverse the last hit
1,2 - safe on block but you can reverse the last hit
1,2,3 - interrupt after 2nd hit with d/f+2_b+3_hopkicks (note: you'll get hit if they went for 1,2,4)
1,2,4 - d+1+2 (b+1,2 doesn't reach)
1,3 - LP last hit _ WS+4
1,4 - LP last hit _ WS+4
2,1,1+2 - interrupt after 2nd hit with CH 2,3 _ SSL after 2nd hit and d/f+2_u/f+3,4
2,3 - f+2,3,1 _ b+1,2 _ d+1+2 _ 3,2 _ buffered f,f+3,4 (extremely strict timing) _ clean qcf+2 _ d/f+2 (unreliable and often whiffs)
3,1 - jabs
3~4 - WS+2
1+2 - safe on block but they're left at -9 ~ -8; mix-up
1+4 - WS+2_FC hopkicks (note: punishing with WS+2_FC hopkicks works even if they continue the string)
1+4,2,1 - flashduck last hit and WS+2 (note: you'll get hit if they went for 1+4,2,4)
1+4,2,4 - d+1 on close range block _ nothing on max range block
1+4,2,d+4 - FC u/f,n+4
1+4,3 - safe on block but you can b,f+1 _ reverse the last hit
*note: all the 1+4 variations are no NC; punishers work even if the 1st hit connects
f+2 - d/f+2 _ b+3 _ hopkicks
f+1+2 - safe but they're left at -9 ~ -8 ; mix-up
d/f+1,2 - flashduck last hit and WS+2
d/f+3 - safe but they're left at -11; mix-up
d/f+1+2 - b+1,2 _ d+1+2
d+1+2 - WS+2 _ FC hopkicks
d+3+4 - low block 1st hit and WS+2
d/b+1 - jabs (note: you'll get hit if they continue the string)
d/b+1,2 - LP last hit _ crush last hit with hopkicks (note: always LP or crush the last hit, pushback makes it safe)
d/b+2 - b+1,2 _ d+1+2
d/b+3 - WS+4 on close to mid range block _ nothing on max range block
b+1 - WS+4 _ LP on reaction
b+2,4 - LP last hit _WS+4
b+2,1+2 - jabs (note: you'll get hit if they continue the string)
b+2,1+2,4 - b+1,2 _ d+1+2
b+3 - non clean qcf+2 _ f,f+2:1
b+3,2 - interrupt after 1st hit with CH b+3_ CH f,f+3,4_clean CH qcf+2 _ block all and d/f+2_b+3_hopkicks
b+3,4 - interrupt after 1st hit with CH b+3_ CH f,f+3,4 _ LP last hit
*note: to avoid the mix-up you can punish or interrupt all b+3 variations with qcf+3+4 or qcb+2 (qcb+2 misses on max range block though)
b+1+4,3 - LP last hit (no NC; works even if the 1st or the 2nd or both hits connect)
b+1+4,4 - b+3 (no NC; works even if the 1st or the 2nd or both hits connect)
*note: to avoid the mix-up you can LP the 2nd hit of both b+1+4 variations, though it comes out to fast you would pretty much have to know they're going to do b+1+4 to react in time
u/f+4 - jabs
f,f+3 - safe on block now (-9 ~ -8 )
f,f+4 - safe but they're left at around -10 with some pushback; mix-up
WS+1,4 - flashduck 2nd hit and WS+2
WS+2,1 - flashduck 2nd hit and WS+2
WS+3 - buffered f,f+3,4 on close range block (strict timing) _ qcf+2 on any range (clean or non clean depending on range)
WS f+3 - d/f+2_u/f+3,4 on close range block _ clean qcf+2 on any range (strict timing)
FC 3+4,3 - interrupt after 1st hit with jabs for a floater
FC d/f+2 - WS+4
SS+2 - b+1,2 _ d+1+2
Whiplash combo (= haze palm fist _ HPF):
f+1,3,1 - flashduck last hit and WS+2 _ b,f+1 last hit
f+1,4 - duck block 2nd hit and WS+2 _ LP 2nd hit (note: you'll get hit if they went for f+1,3,1)
f+1,d+4 - WS+4 on close to mid range block _ nothing on max range block _ LP 2nd hit
Leg cutter combo (= LCT):
d/b+4 - WS+4 (will interrupt her also if she continues the string)
d/b+4,3 - duck 2nd hit and WS+2_FC hopkicks
d/b+4,4 - LP 2nd hit (works even if the 1st connects) _ duckblock last hit and WS+4
d/b+4,4,3 - LP 2nd hit (works even if the 1st connects) _ duckblock 2nd hit, stay in crouch to duck last and WS+2_FC hopkicks
d/b+4,4,4 - LP 2nd hit _ LP 3rd hit _ duckblock last hit and WS+4
d/b+4,4,4,3 - LP 2nd hit _ LP 3rd hit _ duck last hit and WS+2_FC hopkicks
d/b+4,1+4,2,1 - LP 2nd hit _ duck last hit and WS+2_FC hopkicks
d/b+4,1+4,2,4 - LP 2nd hit
d/b+4,1+4,2,d+4 - LP 2nd hit _ block last hit and FC u/f,n+4
*note: all the d/b+4 variations are no NC; punishers work even if the 1st low hit connects; if you get hit by the 1st hit (d/b+4), simply press and hold d/f immediately after it to avoid the mind games; this way, you'll LP the 2nd hit if they go low again or duck the 2nd hit (for a WS+2_FC hopkick) if they go for the d/b+4,3 extension

TTT2 moves:
d/f+1,4 - b+1,2 _ d+1+2 _ reverse last hit
note: not really a new move, but the animation and frames have changed.
f,f +2 - b+1,2 _ d+1+2
f,f+2,1 - duck last hit and WS+3,2 _ WS+4
f,f+2,1+2 - b+1,2 _ d+1+2 _ reverse last hit


Baek
1,2,3,3,3,4 - duck last and WS+2 _ FC hopkicks
1,2,3,3,3,d+4 - WS+3,2 _ WS+4 _ LP last hit
1,2,3,3,4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
1,2,3,3,4,4,4 - WS+2 _ FC hopkicks
1,2,3,4,3 - f,f+2:1 _ qcf+2 (no clean hit)
*note: you can duck the 3rd hit of every 1,2,3 variation and interrupt with WS+2
2,2 - b+1,2 _ d+1+2
3,3,3,4 - duck last and WS+2 _ FC hopkicks
3,3,3,d+4 - WS+3,2 _ WS+4 _ LP last hit
3,3,4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
3,3,4,4,4 - WS+2 _ FC hopkicks
3,4,3 - f,f+2:1 _ qcf+2 (no clean hit)
4,4 - (-10 now) use jabs
1+2,4 - b+3 _ d/f+2 _ hopkicks
3+4 - b+1,2 _ d+1+2 (note: only if they don't transition to FLA; if they do they're left at +2)
f+2,1,2 - duck last hit and WS+2 _ FC hopkicks
f+2,1,4 - WS+3,2 _ WS+4 _ LP last hit
f+3,3,2 - b+1,2 _ d+1+2
f+3,3,b+2 - b+1,2 _ d+1+2
f+4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
f+4,4 - WS+2 _ FC hopkicks
f+3+4 - jabs
d/f+1,3 - flashduck 2nd hit and WS+2
d/f+3,4 - b+1,2 on close to mid range block _ d+1+2 on max range block
d+2 - (-10 now) use jabs
d+1,4 - b+1,2 (d+1+2 whiffs)
d+3,3,3 - b+3 _ d/f+2 _ hopkicks
d+3,3,d+3 - WS+2 _ FC hopkicks
*note: unlike in previous Tekkens you can't LP any of the low kicks of the d+3,3 variations if the 1st hits you; if you block the 1st hit however LP the 2nd; if you get hit by d+3,3 you should block high to avoid getting launched (punish if they went for the d+3,3,3 mid extension and know that they're left at -1 on hit if they went for d+3,3,d+3)
d/b+2 - b+1,2 _ d+1+2
d/b+3,3 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block both hits)
d/b+4 - delayed u/f,n+4 _ FC d/f+1+2 _ WS+2
b+1 - safe now (-9); mix-up
b+4 - safe now (-8 ~ -7); mix-up
u/b+4 - b+1,2 _ d+1+2
u+4,3 - duck last hit and WS+2 _ FC hopkicks
u/f+3,4 - jabs
u/f+4 - jabs
u/f,n+3,3,3,4 - duck last and WS+2 _ FC hopkicks
u/f,n+3,3,3,d+4 - WS+3,2 _ WS+4 _ LP last hit
u/f,n+3,3,4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
u/f,n+3,3,4,4,4 - WS+2 _ FC hopkicks
u/f,n+3,4 - duck last and WS+2 _ FC hopkicks
u/f,n+3,d+4,3 - f,f+2:1 _ qcf+2 (no clean hit)
WS+2,1 - jabs
WS+3,3,4 - duck last and WS+2 _ FC hopkicks
WS+3,4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
WS+3,4,4,4 - WS+2 _ FC hopkicks
WS+4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2
WS+4,4,4 - WS+2 _ FC hopkicks
SS+3 - WS+4
SS+3+4 - b+3
cd+3 - d/f+2_u/f+3 on close range block _ qcf+2 (no clean hit) on max range block
FLA 3,3,d+4 - WS+3,2 _ WS+4 _ LP last hit
FLA 3,4,4,3 - b+1,2 _ d+1+2 _ SSR last hit and d/f+2 (note: you'll get hit if you SS and they went for FLA 3,4,4,4)
FLA 3,4,4,4 - WS+2_FC hopkicks _ LP last hit
*note: to avoid the mixup you can block high after FLA 3,4,4, and go for a LP as late as possible; that way you'll block FLA 3,4,4,3 and LP the FLA 3,4,4,4 which comes out slighly slower
FLA u/f+3 - b+3

TTT2 moves:
FLA 3,3~f - safe (-2)
f,f+4 - safe, but they're left at -9; mix-up
f,f+4,3 (mh) - duck last and WS+2 _ FC hopkicks
(1,2,)3,3,3~f - safe
uf,n,3,3,3~f - safe
FLA 3,3,4: (mhh) - duck last and WS+2 _ FC hopkicks
FLA 3,3,d+4: (mhl) - WS+3,2 _ LP last hit _ WS+4
huge nerfs:
d/f+4,4,3; WS+4,4,3; f+4,3; FLA+3,4,4,3 => according to TTT2 Baek thread all of them can be interrupted with jabs (not tested by me)


Bob/Slim Bob
1,1,2 - b+1,2 _ d+1+2
1,2,1+2 - b+1,2 _ d+1+2
1,3,3 - f,f+2:1 _ non clean qcf+2 _ LP 2nd hit
1,d+4 - WS+4 _ LP last hit
2,1 - safe, but they're left at around -5; mix-up
2,1,2 - WS+4 _ LP last hit
4,3,3+4 - interrupt after 2nd hit with jabs for a floater _ SS last hit and launch
1+2,1+2 - f,f+3,4 _ clean qcf+2
f+2,3 - b+3 _ d/f+2 _ hopkicks
f+3,4 - SS last hit and launch
f+1+2 - b+3 _ d/f+2 _ hopkicks
d/f+1,2 - b+1,2 _ d+1+2
d/f+3,2 - duck 2nd hit and WS+2 _ FC hopkicks
d/f+3,4,4 - crush 2nd hit with u/f,n+4 _ LP 2nd hit _ low block 2nd, stay in crouch to duck last and WS+2_FC hopkicks
d/f+1+2 - oki
d/f+3+4 - b+1,2 _ d+1+2 _ jabs
*note: you should always punish with jabs as they will float them if they go for d/f+3+4,4
d+2,1,2 - b+1,2 _ d+1+2 (note: you'll get hit if they finish the string with d+2,1,2,2)
d+2,1,2,2 - b,f+1 last hit
d+2,3 - interrupt after 1st hit with b+3 _ d/f+2 _ hopkicks
d+3,4 - jabs _ duck 2nd hit and WS+2_FC hopkicks (no NC; works even if 1st low hits you)
d+4,3,4 - duck 2nd hit and interrupt with WS+2_FC hopkicks _ block and b+1,2_d+1+2 (no NC; works even if 1st low hits you)
d+1+2,2,1 - duck last hit and WS+2_FC hopkicks _ block and b+1,2_d+1+2
d+3+4 - qcf+1 _ f,f+3,4
d/b+3 - WS+3,2 _ WS+4
d/b+4 - WS+4 (note: you'll get hit if they continue the string)
d/b+4,4,3,3 - b,f+1 last hit _ block and b+1,2_d+1+2 _ duck 3rd and interrupt with WS+2_FC hopkicks (no NC; punishers work even if the first low hits you)
d/b+4,4,4 - WS+4 (no NC; works even if 1st low hits you)
d/b+1+2 - b+1,2 _ d+1+2
d/b+3+4 - FC u/f,n+4
(d/b+3+4),4 - WS+2 _ FC u/f+3 _ FC u/f+3,4 _ FC d/f+2,1 at max range block
b+2,2,4,4 - duck last hit and WS+2 _ FC hopkicks
b+3 - d/f+2_u/f+3_u/f+3,4 at close to mid range block _ d+1+2 at max range block
b+1+2,1,2 - FC hopkicks
u/b+3 - non clean qcf+2
u/f+3 - b+1,2 _ d+1+2
u/f+4,4 - safe but you can reverse last hit
u+1+2,1 - b+3 _ d/f+2 _ hopkicks
u+3+4,1 - WS+4 _ LP last hit
u/f+1+2 - jabs
u/f+1+2,1 - interrupt with CH b+1,2_d+1+2_2,3 after 1st hit (note: you'll get hit if they went for u/f+1+2,1+2)
u/f+1+2,1+2 - b+3 _ d/f+2 _ hopkicks
u/f+3+4,4 - duck last and WS+2 _ FC hopkicks
f,f+4,4 - b+1,2 _ d+1+2
b,f+1 - jabs
Shoryuken (= cd+2) - u/f,n+4
cd+3,2 - duck last hit and WS+4
cd+4 - FC u/f,n+4
(cd+4),1+2 - b+3 _ d/f+2 _ hopkicks
cd+1+2 - jabs
WS+1,2 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for WS+1,3)
WS+1,3 - b+1,2 _ d+1+2
WS+2,1 - b+3 _ d/f+2 _ hopkicks
WS+2,2 - WS+4
WS+1+2 - safe now (-9), but no launch anymore
FC 2,1,1+2 - b+3 _ d/f+2 _ hopkicks
FC 2,4,1+2 - b+3 _ d/f+2 _ hopkicks _ LP 2nd hit
BAL 4 - FC u/f,n+4
BAL 3+4 - WS+2 _ FC hopkicks

TTT2 moves:
2,1,4 - the 4 is -2 on block => safe, but you can interrupt with jabs after the 2,1 for a float juggle
f,f+2 - safe on block (-8) + pushback
u+3+4 - safe on block (-4) and puts you in crouch


Bruce
1,2,1 - jabs
1,2,1,2 - b+1,2 _ d+1+2
1,2,3 - jabs
1,2,4 - duck last hit and WS+2 _ FC hopkicks
1,2,d+4,3 - 1,2,d+4,3 - interrupt with WS+2_FC hopkicks after 3rd hit (punishes them even if they stop after the 3rd)
1,4,3 - d/f+2 _ b+3 _ hopkicks
2,3 - jabs
2,4 - duck last hit and WS+2 _ hopkicks
2,d+4,3 - LP 2nd hit
3,2 - b+1,2 _ d+1+2
3,3 - duck last hit and WS+2 _ hopkicks
4,f - hold D and FC 1
f+2,3 - WS+4
f+2,4 - b+1,2 _ d+1+2
f+3,1 - duck last hit and WS+4
f+4,3,4 - duck last hit and WS+2 _ hopkicks
d/f+1,1 - duck last hit and WS+2 _ hopkicks
d/f+1,2,1,4 - b+1,2 _ d+1+2
d/f+1,4 - block low and WS+2 _ FC hopkicks _ LP last hit
d/f+1,4~4 - jabs _ SSR last hit and launch
*note: to avoid the mix-up you should always attempt a LP after d/f+1 to catch d/f+1,4 and immediately go back to block high if they went for d/f+1,4~4
d/f+2 - b+1,2 _ d+1+2
d/f+3,1 - u/f,N+4 _ qcf+1
d/f+3+4,4,4,4,4 - d/f+2 _ b+3 _ hopkicks (note: works after 3 or 4 kicks too should they stop)
d+3 - WS+2 _ hopkicks
d+4 - WS+2 _ u/f+3 _ u/f+3,4 (note: u/f+4 hopkick will miss)
d+3+4 - b+1,2 _ d+1+2
d/b+2,1,4 - d/f+2 _ b+3 _ hopkicks
d/b+3,4 - duck last hit and WS+4 (no NC; works even if first low hits you)
d/b+3,4,f - duck last hit and WS+2 _ hopkicks _ block and WS+4
d/b+4 - b+1,2 _ d+1+2
d/b+3+4 - WS+4
b+1,2,1 - b+1,2 _ d+1+2
b+3,2 - SSR last hit and launch (strict timing) _ interrupt after 1st hit with CH 2,3
b+3,4 - interrupt after 1st hit with CH 2,3
b+4,3 - jabs _ SSR after 1st hit and launch
b+4,3,4 - d/f+2 _ b+3 _ hopkicks _ interrupt after 2nd hit with d/f+2 _ b+3 _ hopkicks
b+4,3,d+4 - LP last hit _ interrupt after 2nd hit with d/f+2 _ b+3 _ hopkicks
b+4,3,d+4~4 - block and jabs _ interrupt after 2nd hit with d/f+2 _ b+3 _ hopkicks
b,f+4 - safe but they're left at -10; mix-up
u/f+3 - b+1,2 _ d+1+2
u/f+4 - b+1,2 _ d+1+2
b,b+3+4,4 - SSR and launch
WS+2,1 - jabs _ flashduck last and WS+2
FC d/f+4 - WS+2 _ hopkicks
SS+4,1 - jabs
SS+4,4 - d/f+2 only
cd+1,2 - duck last hit and WS+4
cd+1,4 - SSR last hit and launch
cd+2 - b+3
cd+3 - WS+3,2 WS+4
cd+3+4,3+4 - d/f+2 _ b+3 _ hopkicks
MTS 1,4 - jabs _ SSR last hit and launch
MTS 3 - b+1,2 _ d+1+2
MTS 4 - WS+4

TTT2 moves:
u/f+3+4 - b+1,2 _ d+1+2
f,f+4 - safe (+6), beware of CH launchers, lows etc.
d+3,4 MTS - flashduck last and hopkick _ block last and qcf+1


Bryan
1,2,3 - WS+4 _ LP last hit
1,2,4 - duck last hit and WS+2
1,4,2,1,2 - duck any of the first 3 hits (4th hit jails) and WS+2
1,4,2,4 - SSL or SSR last hit and launch
1,4,2,1,4 - SSR last hit and launch
1,4,3 - jabs (be sure to do f+1,2 or the 1 will miss and the 2 will get blocked)
1,4,3,3 - duck last hit and WS+2
2,3 - jabs
3,2 - jabs
3,2,1,2 - jabs
3,2,1,4 - WS+4 _ LP last hit
3,3 - duck last and WS+4 (will also interrupt them if they do 3,3,2 _ 3,3,4)
3,3,2 - duck 2nd, stay in crouch or duck only last and WS+2
3,3,4 - SSL last hit and launch
4,3,4 - b+1,2 _ d+1+2
4,3,f+4 - duck last hit and WS+2
1+2,2 - b+1,2 _ d+1+2
3+4 safe but they're left at -10; mix-up
f+2,1,4 - b+1,2 _ d+1+2
f+1+4 unblockable - punishable with b+1,2 _ d+1+2 on hit (!) (strict timing)
d/f+1,2 - jabs
d/f+1,1,1,1 - jabs (note: you'll get hit if they continue the string)
d/f+3 - u/f,N+4
d+2,3 - jabs
d+3 - WS+4
d+3,2 - duck last hit and WS+2 (works even if 1st low hit hits you)
d+4 - WS+4
d+1+2 - jabs if you block 2nd _ if you block 1st and 2nd misses launch (preferrably with hopkicks because they crush the d+1+2,3 low ender)
d+1+2,3 - WS+4 _ LP last hit
d+3+4 - WS+4
d+3+4,2 - b+1,2 _ d+1+2 (works even if 1st low hit hits you)
d/b+3 - WS+4
b+1~2,1,2,1,2,1,2,1,2,1,4 - f,f+3,4
*note: should they stop at any 1 they're left at -13 _ at any 2 they're left at -16
b+2,1 - duck last hit and WS+4
b+2,1,2 - duck last two hits and WS+2 (2nd hit jails)
b+2,4 - SSL or SSR last hit and launch
b+2,1,4 - SSR last hit and launch
b+3,2 - duck last hit and WS+4
b+3,2,1,2 - jabs
b+3,2,1,4 - WS+4 _ LP last hit
b+3,4 - b+1,2 _ d+1+2
b+4 - safe but they're left at -10; mix-up
f,f+3 - b+1,2 _ d+1+2 (you'll get nothing on max range block and if they hold down the 3 they're left at +8)
f,f+4 - FC D+2 _ WS+1
b,b+4 - oki
qcf+4,1,2 - duck last two hits and WS+2
qcf+4,1,4 - SSR last hit and launch
qcf+1+2 - b+1,2 _ d+1+2
qcb+2,4 - flashduck last hit and WS+2
qcb+3 - WS+3,2 WS+4
qcb+4 - b+1,2 _ d+1+2
WS+1 - qcf+2 (strict timing) _ d/f+3,4 _ d+1+2
WS+3 - jabs (note: you'll get hit if they continue the string)
WS+3,4 - jabs
SS+1~2 - b+1,2 _ d+1+2
SS+2,3 - WS+4 _ LP last hit

TTT2 moves:
f+4,1 - WS+4
b,d/f+4 - WS+3,2 _ WS+4
d/f+2,1- duck 2nd hit and WS+3,2
*note: it doesn't jail on block anymore
WS+2~f+2~5 - safe at -8, on hit the throw into tag buffering can't be avoided
d/f+2,3 - d+1+2
d/f+1,1,1,1,2 - Last hit -15 - block all and d/f+2
note: due to the huge nerf, it has to be listed here
d+1+2~ b - safe
qcb+2,4 - duck last and WS+2 _ FC hopkicks

Last edited by Onizuk@ on Feb 4th, 2014 at 19:20

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#4 “Quote” Edit Post
Christie/Eddy
1,2,4 - interrupt with jabs_3,2 after 2nd hit for a floater
1,2,4,3 - LP last hit on reaction
3,4 - interrupt with jabs after 1st hit for a floater
3~4 - WS+2
(3~4),3+4 - d/f+2 _ b+3 _ hopkicks
4~3 - f,f+2:1 (note: f,f+2:1 will also beat out and CH 4~3,3 and 4~3,4)
1+2,3 - interrupt with d/f+2 _ b+3 _ hopkicks after 2nd hit (notes: 1) use d/f+2 to avoid getting punished if they stopped after the 1+2 and block; 2) you'll get launched if they went for 1+2~3 and you try to punish)
1+2~3 - qcf+1 _ f,f+3,4 (no NC; works even if the first hit connects)
f+2,1,4 - b+3
f+4 - d/f+2 at close range block _ f,f+3,4 (strict timing) on max range block (note: you'll get hit if they continue the string)
f+4,3,3+4 - b+3
d/f+2 - they're left at -10 but just out of jab range; mix-up
d/f+4 - WS+4
d/f+3+4 - qcf+1 _ f,f+3,4
d+3 - WS+2 _ FC hopkicks
d+3~4 - WS+4 at close range _ FC 4 at mid range _ nothing at max range
d+4 - WS+4 (note: you'll get hit if they continue the string)
d+4,3 - WS+4 at close range _ FC 4 at mid range _ nothing at max range (no NC; works even if 1st low hit connects)
d/b+2,3 - qcf+1 _ f,f+3,4 (no NC; works even if 1st low hit connects)
d/b+3 - WS+2 (will hit but not launch d/b+3,b HSP transition and d/b+3,3)
d/b+3,3 - block 1st hit and interrupt with WS+2 (won-t launch) _ block last and b+3_d/f+2_hopkicks into off axis juggle (no NC; works even if 1st low hit connects)
d/b+3,n+3 - block 1st and interrupt with WS+2 (launches)
d/b+3,4 - low block 1st hit, stay in crouch to duck 2nd and WS+2_FC hopkicks (NC; must block both hits)
d/b+3,d/b+4 - LP 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2
d/b+3,d/b+4,4 - LP 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2 _ LP 3rd hit (works even if 1st and 2nd low connect) _ low block 2nd and interrupt with WS+1 for a floater _ block and WS+4
d/b+3,d/b+4,3 [RLX] - interrupt with CH b+2 after 1st hit (works even if 1st low connects; - note: you'll get hit if they went for d/b+3,d/b+4,4) _ block and d/b+4 _ block and do mixups against RLX
d/b+3,d/b+4,1+2 - LP 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2_FC hopkicks _ block and b+1,2_d+1+2
d/b+4,4,4- - interrupt with b+3 after any hit (note: you'll get hit if they went for the HSP transition d/b+4,b+4 and you try to launch them immediately after the 1st d/b+4)
d/b+4,b+4 [HSP] - 3,2 for a floater
d/b+3+4,4,3 - duck 3rd or 4th and WS+2_FC hopkicks
b+3,3 [RLX] - 3,2 (if they lie there the 3 hits them and the 2 whiffs, if they do and RLX move however 3,2 picks them up for a floater) _ d+1 _ d/b+4 _ do mixups against RLX
b+3,f - clean qcf+2
b+4,3 - WS+2 _ FC hopkicks (note: you'll get hit if they went for b+4,4) _ LP last
b+4,4 - SSR last and d/f+2 _ interrupt after 1st with jabs for a floater (note: you'll get hit in both cases if they went for b+4,3)
b+4,4,d [RLX] - interrupt after 1st with jabs for a floater (note: you'll get if they went for b+4,3) _ block and d/b+4 _ block and do mixups against RLX
b+4,4,3+4 - SWR 2nd and 3rd and d/f+2 on BT _ interrupt after 1st with jabs for a floater (note: you'll get hit in both cases if they went for b+4,3) _ interrupt after 2nd with jabs for a floater _ block and jabs
u+3+4,d [RLX] - 3,2 for a floater (note: this only works if they transition to RLX by holding down; the regular u+3+4 kick is safe at -9)
u/f+3 - WS+4 (note: you'll get hit if they go for u/f+3,3_u/f+3,3+4)
u/f+3,d [RLX] - WS+4 for a d+1,4,2 combo (note: you'll get hit if they go for u/f+3,3_u/f+3,3+4)
u/f+3,3 - qcf+1 _ f,f+3,4
u/f+3,3+4 [RLX] - LP 2nd hit _ block and WS+4 into d+1,4,2 combo
u/f+3+4 - b+1,2 _ d+1+2
f,f+2,3 - WS+2 _ FC hopkicks
f,f+3 - they're left at -14 but out of d+1+2 range; dash into mix-up
f,f+3,b [HSP] - dash~3,2 for a floater
f,f+3,d [RLX] - do mixups against RLX
f,f+3,b+3+4 - dash~3,2 for a floater
f,f+4,3 [RLX] - LP on reaction
f,f,f+3 [RLX] - WS+4 for a d+1,4,2 combo
WS+1,3 [RLX] - d/b+4 _ do mixups against RLX
WS+2 - b+1,2 _ d+1+2
WS+3 - b+1,2 _ d+1+2
FC 1+2 - b+1,2 _ d+1+2
FC 1+2,1+2 - b+1,2 _ d+1+2
FC 3+4 - d/f+2 _ b+3 _ hopkicks
FC 3+4,b [HSP] - jabs for a floater
FC 3+4,d [RLX] - do mixups against RLX
FC d/f+4 [RLX] - WS+4 for a d+1,4,2 combo
SS+2,4 [HSP] - duck 2nd hit and WS+1 for a floater
SS+3,n,b [HSP] - block 1st and interrupt with 3,2 for a floater
SS+3,n,b+3+4 - block 1st and interrupt with 3,2 for a floater
SS+4,n,3 - LP_ 2nd hit _ block and cc into dash, u/f+3 (no NC; works even if 1st low connects)
SS+4,n,3,b [HSP] - jabs for a floater
SS+4,3+4 - d/f+2 _ b+3 _ hopkicks (no NC; works even if 1st low connects)
SS+4,3+4,b [HSP] - jabs for a floater
SS+3+4 - d/f+2_b+3_FC hopkicks (all of these won-t juggle them if they continue the string; if you think they will continue punish with 3,2 for a floater)
SS+3+4,3+4,3+4,u/f+3+4 - interrupt with 3,2_jabs after 1st hit for a floater _ SSL any hit after the 1st
SS+1+4 - WS+2 at close range _ FC d/f+2,1 at mid range _ nothing on max range
HSP 1,3 - WS+2_FC hopkicks (NC; must block both hits) _ LP 2nd hit
HSP 2,4 - LP 2nd hit
HSP 3~4 - WS+2 _ LP on reaction
HSP 4,3+4 - interrupt with 3,2 after 1st hit for a floater _ LP 2nd hit on reaction _ block and WS+2
HSP 3+4 (= unblockable attack throw) - flashduck and WS+2 _ duck and delayed WS+4 for a floater
HSP b+3 [RLX] - WS+4 for a d+1,4,2 combo
HSP u,n+3_u,n+4 - LP on reaction _ block and cc into deep dash f,f+3,4
RLX 1,3 - low block 1st and reverse 2nd hit _ do mixups against HSP (NC; must block both hits)
RLX 1,4 - flashduck last hit and WS+2 (no NC; works even if the 1st low connects)
RLX 2,3 - SSL 2nd hit and launch _ block and b+1,2_d+1+2
RLX 2,f+3 - SSL 2nd hit and launch
RLX 2,4 - SSL 2nd hit and jabs for a floater
RLX 3,n+4 - reverse last hit (no NC; works even if the 1st low hit connects) _ low block 1st and interrupt with WS+1 for a floater _ LP 1st hit
RLX 3~4 - 3,2_jabs for a floater
RLX 3,3+4 - interrupt after 1st hit with 3,2_jabs for a floater
RLX 4~3 - low block 1st hit and LP 2nd
RLX f+3+4 - b+1,2 _ d+1+2 (note: this is -13 only at close range block, at max range block it-s safe at -3)

TTT2 moves:
b+1,4 (m,m) - d/f+2 _ hopkicks (note: watch out for any low/mid mixups after this string and punish accordingly)
ff+4 (m) - safe
HSP 1 (m) - safe and it binds now
-HSP f+3+4 (m) - hopkicks

Tiger
SS+2 - safe
b+1,2 - safe, but they're left at -6; mix-ups
WS+2,3- SSL and qcf+1


Devil Jin
1,1,2 - b+3 _ d/f+2 _ hopkick
1,2,2 - b+1,2 _ d+1+2
1,2,3,4 - SSL last hit and launch (note: you'll get hit if they went for 1,2,3,f+4)
1,2,4 - jabs
2,2 - b+1,2 _ d+1+2
1+4,2,4 - jabs _ leverse last hit
1+4,2,d+4 - u/f,N+4 _ WS+2
f+2,4 - jabs
f+4,3 - u/f+3 hopkick (u/f+4 misses) _ qcf+1 _ delayed b+3
d/f+3,2,4 - u/f+3 hopkick (u/f+4 misses) _ qcf+1 _ delayed b+3
d/f+4,4 - d/f+2
d+3 - WS+4
d+3+4 - b+3 _ d/f+2 _ hopkick
d/b+2 - WS+4
b+2,4,2,1,2 - reverse third hit (*note: b+2,4 is -13f)
b+3 - b+3 _ d/f+2 _ hopkick
u+4 - f,f+3
u+4~U [FLY] - u/f,n+4 _ f,f+3
u/f+1+2 - backdash and make it whiff
f,f+3,1,3 - hopkicks _ flashduck 2nd hit and WS+2
f,f+3,1,4 - flashduck 2nd hit and WS+2 - reverse last hit
f,f+3,1,b+1+2 - flashduck 2nd hit and WS+2 - reverse last hit
b,f+2,1 - b+1,2 _ d+1+2 (note: you'll get hit if they continue the string)
b,f+2,1,2 - d+1+2 (b+1,2 whiffs) _ reverse last hit
b,f+2,1,d/f+2 - jabs _ reverse last hit
b,f+2,1,4 - safe but you can reverse the last hit
*note: to avoid the mix-up you can SSR the last hit of every b,f+2,1 variation and launch
tgf (= cd+1)- b+3 _ d/f+2 _ hopkick
tgf+3 - b+3
tgf+4 - WS+2
*note: all tgf versions can be interrupted with jabs after you block the punch
f,n,D/F+3 - WS+2
shitfist (= wgf_cd+2 non JF) - jabs
hellsweep (= cd+4) - u/f,N+4 _ WS+2
(cd+4,)4 - b+3 _ d/f+2 _ hopkicks
WS+2 - b+1,2 _ d+1+2
WS+4,4 - d/f+2_hopkick
SS+2 - b+3 _ d/f+2 _ hopkicks
FLY 3 - b+1,2 _ d+1+2

TTT2 moves:
b+1,2 - d/f+2 _ hopkicks
*note: due to the huge nerf, it has to be listed here
f+3+4 - d/f+2 _ hopkicks


Dr. Boskonovitch
2,4 - FC hopkicks
1+2 - safe, because of pushback
f+2 - safe; mix-ups
f+2,2 - duck 2nd hit and d/b+1+mix-ups
f+3 - d/f+2 (close range) _ b+1,2 _ d+1+2
f+1+2 - b+1,2 _ d+1+2
f+1+4 - safe
d/f+2 - safe (-8); mix-ups
d+1 - safe (-9); mix-ups
d+1,1+2 - WS+2 _ FC hopkicks
d+2 - safe
d+3 - WS+3,2 _ WS+4
d+4 - WS+3,2 _ WS+4
d+1+2 - safe
d/b+1 or FC+1 - safe
d/b+1,2 - safe (-8); mix-ups
d/b+2 - safe (-8); mix-ups
d/b+3 - u/f, n+4 _ WS+2 _ FC hopkicks
d/b+4 - WS+4
b+1 - safe; mix-ups
b+1,2 - duck 2nd hit and WS+2 _ FC hopkicks
b+2 - qcf+1 _ d/f+2 _ hopkicks
b+2,4 - safe (-9); mix-ups
b+3 - d/f+2 _ hopkicks
b+4 - safe; Oki mix-ups: b+4 _ f,f+3,2
u/b+3 - b+1,2 _ d+1+2
u+3 - b+1,2 _ d+1+2
u/f+3 - b+1,2 _ d+1+2
u/b+4 - b+3 _ b+1,2 _ d+1+2
u+4 - safe (-8); mix-ups
u/f+4 - safe (-8); mix-ups
u/f+3+4 - d/f+2
f,f+2 - safe (-8); mix-ups
f,f+2,1 - Oki: Demoman
f,f+3 - Oki: Demoman _ d/b+2
f,f+4 - safe; mix-ups
f,f+3+4 - Oki: Demoman _ d/b+2
f,f,f+1+2 or WR+1+2 - safe
WS+1 - safe (-9~-8); mix-ups
WS+1, 1 - duck 2nd hit and WS+2 _ FC hopkicks
WS+2 - Oki
WS+3 - d/f+2 _ hopkicks
MAD 1 - safe
MAD 2 - Oki: b+4 _ 3,2
MAD 3 - safe
MAD 4 - 3,2, d/b+2 to full juggle
MAD 1+2 - d/f+4 _ 3,2 to full juggle
EC 1 - WS+2 _ FC hopkicks
EC 2 - duck and WS+2 _ FC hopkicks
EC 1+2 - duck and d/b+1 to interrupt
PAN 1 - safe (-8); mix-ups
PAN 2 - safe (-7); mix-ups
PAN 3 - FC hopkicks _WS+3,2
PAN 4 - safe
PAN 1+2 - 3,2 to full juggle
ZEN 1 - d/f+2 _ hopkicks _ b+3
ZEN 3 - WS+3 _WS+4 to full juggle
ZEN 4 - WS+3_WS+4 to full juggle


Dragunov
1,1,3 - safe but you can reverse last hit
1,2,1 - b+1,2 _ d+1+2 (NCc; works even if first 2 hits connect non CH)
1,3,2 - jabs
1,3,2,1+2 - duck throw and WS+2 _ FC hopkicks
2,1,3 - duck last hit and WS+2 _ FC hopkicks
2,1,4 - WS+4 _ LP last hit
3,1,2 - b+1,2_d+1+2 _ flashduck 2nd hit and WS+2
4,3 - jabs
4,4 - interrupt after 1st hit with jabs for a floater
3+4 - oki _ mix-up against tech
f+3,2 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for f+3,3)
f+3,3 - jabs
f+4,4 - flashduck last hit and WS+2
f+4,4,3 - duck last hit and WS+2_FC hopkicks _ flashduck 2nd hit and interrupt with WS+2
f+4,d+4 - WS+4 _ LP last hit
f+1+2 - b+1,2 _ d+1+2
d/f+1,4 - duck last hit and WS+2 _ FC hopkicks
d/f+2 - b+1,2 _ d+1+2
d+2 - WS+4
d+3 - WS+2 _ FC hopkicks (note: you'll get hit if the continue the string) _ WS+4
d+3,4 - low block 1st hit and interrupt with WS+4 _ block all and jabs (no NC; works even if 1st low hit connects)
d+4,1,3 - b+1,2 _ d+1+2 _ duck 2nd and 3rd hit and WS+2_FC hopkicks (no NC; works even if 1st low hit connects)
d+4,4 - duck last hit and WS+2 _ FC hopkicks (no NC; works even if 1st low hit connects)
d/b+2,1,2 - b+3
d/b+3 - WS+2
b+2,1 - flashduck 2nd hit and WS+2_FC hopkicks
b+2,1,3 - crush last hit with u/f+3_u/f+4 into off axis combo (to avoid the throw mixup) _ block and WS+2 _ FC hopkicks
b+2,1,3,1+2 - crush throw with u/f+3_u/f+4
b+4,2,1 - flashduck last hit and WS+2
b+4,3 - duck last hit and WS+2
f,f+2 - b+1,2 _ d+1+2
f,f+2,1+2 - duck throw and WS+2 _ FC hopkicks
qcf+2 - b+3
qcf+3_WR+3 - u/f,n+4 _ WS+2
qcf+4 - jabs
WS+1,3 - jabs on close to mid range block _ nothing on max range
WS+2 - b+1,2 _ d+1+2
WS+1+2 - d+1+2 only
SS+2,3 - jabs
SS+2,1+2,4 - duck last hit and WS+2
SS+2,1+2,1+2 - interrupt before last hit d/f+2 _ hopkicks
BT d+3 - WS+4

TTT2 moves:
1+2 - b+1,2 _ d+1+2
1+2,4 - duck 2nd and WS+2
1+2, 1+2 - escape/reverse throw (note: can be canceled for mix-ups, so watch out)
b+1,2 - b+1,2 _ d+1+2
qcb+2 - b+3
note: due to the huge nerf, it has to be listed here


Feng
1,1 - jabs
1,2,2 - b+1,2 _ d+1+2
1,2,2~b - f+2,3,1
2,4 - b+1,2 _ d+1+2
2,4,1 - b+1,2 _ d+1+2
2~1,1 - b+1,2 _ d+1+2
3~4,3 - WS+4 _ LP last hit
1+2 - b+1,2 _ d+1+2
f+2,1,2 - u/f,N+4 _ qcf+1
f+3,4 - d/f+2 _ b+3 _ hopkicks
f+4,3 - jabs
f+4,4 - WS+4 _ lp last hit _ interrupt before last hit with d/f+2 or hopkicks
d+2 - WS+4
d+4 - WS+4
d+4,1+2 - jabs (no NC, works even if the first low hits you)
d+1+2,1,2 - d/f+2 _ hopkicks
d/b+1,2 - jabs
d/b+2,2,2 - block 1st and LP second (even if this is no NC you can't LP the second hit if the first hits you) _ reverse last hit
d/b+3 - FC hopkicks
d/b+4 - FC u/f+4 _ WS+2 at max range (both into off axis combo)
d/b+1+2,2 - WS+4 _ LP last hit
b+1 - jabs
b+2,3,4,2 - LP second hit (note: b+2 is jab punishable)
b+3,3 - flashduck 2nd hit and WS+2
u/b+2 - qcf+2 (strict timing) _ d/f+3,4
u/f+4 - b+1,2 _ d+1+2
u/f+3+4,3 - duck last hit and WS+2
f,f+4,3 - b+1,2 _ d+1+2
b,f+1 - d/f+2 _ b+3 _ hopkicks
b+1+2 - u/f,N+4 _ qcf+1
qcf+1 - WS+4
qcf+2 - b+1,2 _ d+1+2
BT 2,2 - WS+4
BT d+3 - FC u/f+3,4 _ FC u/f+3 (u/f+4 will miss; on max range block BT d+3 is safe)
WS+1,2,1 - b+1,2 _ d+1+2
WS+3 - b+1,2 _ d+1+2
FC d/f+1 - WS+4
SS+4 - FC u/f,N+4
b+3+4,1 - WS+4
b+3+4,3 - b+1,2 _ d+1+2
f+3+4,1 - b+1,2 _ d+1+2 (safe on max range block)
f+3+4,2 - b+1,2 _ d+1+2
f+3+4,4 - WS+4
*note: the variations (f+3+4,)1_2_3_4 can be SSR'ed and launched easily if you SS as soon as you see the f+3+4 motion but the f+3+4,1+2,1,2 variation must be SSL'ed for a launch

TTT2 moves:
3,3,4 - WS+4 (note: watch out for 3,3,4~b => BT follow-ups)
2,4,1~b - wait for follow-ups and punish accordingly
1+4 - block low and WS+2


Forest
1,1,1,1,1 - duck any of the last 3 hits and WS+2 _ FC hopkicks
1,2,2 - duck last and WS+2 _ FC hopkicks
1,2,f+2,2 - duck last and WS+2 _ FC hopkicks
1,2,f+1,1+2 - b+1,2 _ d+1+2
1,2,u/f+3,4 - SSL last hit and launch _ interrupt after 2nd with delayed d/f+2_hopkicks
2,2,1,2 - safe on block but you can reverse the last hit
3,3 - d+1+2
3,4 - duck last hit and WS+2 _ FC hopkicks
and interrpupt or crush DSS followups
4,u+3 - safe
3+4 - jabs
f+2,2,2 - duck last hit and WS+2 _ FC hopkicks
f+2,2,1+2 - d+1+2
d/f+3,3,3 - LP 2nd hit _ block 2nd hit, stay in crouch to duck 3rd hit and WS+2 _ FC hopkicks
d/f+3,3,4 - LP 2nd hit _ block and d/f+2
d/f+4,3 - b+3 _ d/f+2 _ hopkicks
d+1,3 - jabs
d+3 - WS+4
d+3,3 - duck last hit and WS+2 _ FC hopkicks
d+4,3 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block both 1st)
d+3+4,3 - b+3 _ d/f+2 _ hopkicks
d/b+2,4 - interrupt after 1st with 2,1 for a floater
d/b+3 - WS+4
d/b+4 - WS+2 _ delayed u/f,N+4 _ FC d/f+1+2
d/b+3+4 - u/f,N+4 _ wait until he springs back up and b+3_d/f+2_hopkicks
b+1,2,2 - b+3 _ d/f+2 _ hopkicks
b+2,3,4 - LP 2nd hit
b+2,3,d4 - LP 2nd hit _ block and punish just like d/b+4 above
b+4,3 - duck last hit and WS+2 _ FC hopkicks
b+3+4 - d/f+2_u/f+3_u/f+3,4 at close range _ d+1+2 at max range
u/f+1,3 - WS+4 _ LP last hit
u/f+3,4 - b+3 _ d/f+2 _ hopkicks
u/f+4 - b+1,2 _ d+1+2
U/F+4 - b+3_d/f+2_ hopkicks at close range (-15 on block) _ b+1,2_d+1+2 at far range (-13 on block)
U/F+4,3 - b+3 _ d/f+2 _ hopkicks
*note: to avoid the mix-up you should always punish a U/F+4 with d+1+2; it will punish the normal version, in the rare case they continue the string with U/F+4,3
u/f+3+4 - FC u/f,n+4
f,f,+2,1,3 - b+1,2 _ d+1+2 _ flashduck 2nd hit and interrupt with WS+2
f,f+2,3 - d+1+2
f,f+3 - clean qcf+2 (strict timing) _ d+1+2
f,f+4 - WS+2 _ FC hopkicks
qcf+1,2,1,2 - clean qcf+2 (strict timing) _ b+1,2 _ d+1+2
WS+1,2 - duck 2nd hit and WS+2_FC hopkicks _ b+3
WS+2 - clean qcf+2 _ b+1,2 _ d+1+2
WS+4,3 - b+3 _ d/f+2 _ hopkicks
FC 3 - WS+4
FC 3,4 - d/f+2_u/f+3_u/f+3,4
FC U/F+4 - 1,2 for a floater
FC U/F+3+4 - oki
FC d/f,d,D/F+3 (= slide) - WS+4 _ cc and 3,2 for floater
SS+2,1,2,1 - f,f+2:1 _ non clean qcf+2
SS+3+4 - b+1,2 _ d+1+2
BT d+3 - WS+4
BT d+4 - WS+2 _ FC hopkicks
BT 2,2 - b+3 _ d/f+2 _ u/f+3 _ u/f+3,4 (u/f+4 misses)

TTT2 moves:
1+2 - b+1,2 _ d+1+2
4,3,2 - safe and forces you to crouch
4,3,4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for 4,3,2)
*note: to avoid the mix-up you should d/b+1 immediately after 4,3 to punish 4,3 and 4,3,4
f,f+4,3 - b+1,2 _ d+1+2
b+1,2 - b+1,2 _ d+1+2
b+1,2,1 - d/f+2 _ hopkicks
note: compared to Marshall this string is hit confirmable and additionaly NC on CH!
d+2,3 (old version) - d/f+2 _ hopkicks
WS+3 - safe

Last edited by Onizuk@ on Nov 13th, 2013 at 17:30

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#5 “Quote” Edit Post
Ganryu
1,2,1,2,1 - crush any punch from the 3rd onwards with d+3_d+4 (note: they can low block or LP you if they stop)
1,2,1,2,1,2,1,2 - d/f+2 _ b+3 _ hopkicks (note: the last 3 punches are all -18)
2,1,2 - block and FC 1 _ flashduck 2nd hit and WS+2 _ reverse last hit
2,4 - WS+4 _ LP last hit
4,4 - safe but they're left at -11 and you-re left WS; mix-up
3,4,4 - SSR 2nd and 3rd hit and launch _ interrupt after 1st hit with d/f+2_b+3_hopkicks
3,4,3,4,[-] - duck any hit and interrupt with FC u/f,n+4
1+2,1+2 - b+1,2 _ d+1+2
1+2,b+1+2 - interrupt with f,f+3,4_CH d+1,2 after 1st hit (note: you'll get launched if they went for 1+2,1+2)
1+2,b+1+2,2 - interrupt with f,f+3,4 (strict timing)_CH d+1,2 after 1st hit (note: you'll get launched if they went for 1+2,1+2)
*note: to avoid the mix-up you can SSR the 2nd hit of any 1+2 variation and punish with d/f+2 if they went for 1+2,1+2_1+2,b+1+2,2 or with a dash up into f,f+3,4_qcb+3,2,1 combo on BT if they went for 1+2,b+1+2
f+2 - b+1,2 at close range block _ d+1+2 at mid range block
f+3 - jabs
f+1+2 - b+1,2 at close range block _ d+1+2 at mid range block _ nothing on max range block
f+3+4 - b+1,2 at close range block _ d+1+2 at any range
d/f+1,4 - b+1,2 _ d+1+2 (note: you'll get hit if they continue the string)
d/f+1,4,1 - flashduck last hit and WS+2
d/f+2 - jabs (note: you'll get hit if they continue the string)
d/f+2,1,2,1,2,1 - crush 2nd punch with d/b+3 or any punch from the 4th onwards with d+3_d+4 (note: they can low block or LP you if they stop after d/f+2)
d/f+2,1,2,1,2,1,2,1, 2 - d/f+2 _ b+3 _ hopkicks (note: the last 3 punches are all -18)
d/f+3 - WS+4 at close to mid range block _ nothing at max range block
d/f+4,1 - flashduck last hit and WS+2
note: you'll get hit if they contiue the string
d/f+1+2,1 - d/f+2 _ b+3 _ hopkicks
d/f+2+3 - FC hopkicks
d+1,2 - jabs
d+2,2,2,[-] low block any hit and interrupt with WS+1 for a floater (note: you can also LP or even crush any hit with FC hopkicks if you blocked the previous one)
d+4 - WS+4 at close to mid range block _ nothing at max range block
d+3+4 - FC hopkicks at close range block _ WS+2 at any range (note: be sure to interrupt them if you see the unblockable sparks)
d/b+2 - FC hopkicks at close to mid range block _ WS+2 at any range
b+1,1,1 - flashduck 2nd hit and WS+2
b+1~2_FC d/b+1+2 - b+1,2 _ d+1+2
b+2,1,2 - b+1,2 _ d+1+2
b+2,1,d+2 - WS+2 _ FC hopkicks
b+4,1 - interrupt after 1st hit with CH 2,3 _ jabs (punish them even if they stop after b+4)
b+1+2- b+1,2 _ d+1+2
f,f+2 - d/f+2 _ b+3 _ hopkicks
f,f+4 - oki
f,f+1+2 - safe but they're left at -8; mix-up
f,f+3+4 - oki
b,f+1 - b+3
b,d/b,d,d/f+1 - f,f+2:1 _ non clean qcf+2
b,d/b,d,d/f+2 - safe but they're left at -11; mix-up
WS+1,2 - WS+4 at close to mid range block_nothing on max range block _ LP last hit
WS+2 - jabs
WS+1+2 - b+1,2 _ d+1+2 (note: you'll get hit if they continue the string)
WS+1+2,1+2 - safe but they're left at -9 and you-re left recovering WS; mix-up
FC 1,1,1,2,1 - low block 1st hit and interrupt with FC u/f,n+4 _ duck last hit and WS+2_FC hopkicks
FC 1,1,1,2,d/f+1 - low block 1st hit and interrupt with FC u/f,n+4 _ interrupt after 4th hit with d/f+2_b+3_hopkicks
FC 1,1,1,2,d+1 - low block 1st hit and interrupt with FC u/f,n+4 _ WS+2_FC hopkicks
*note: to avoid the mix-up you can LP the second hit of any FC 1,1 variation even if the 1st low hits you
FC d/f+1,2,1 - safe but you can reverse the last hit and on block they're left at -8; mix-up
FC d/f+2 - b+1,2 _ d+1+2
FC 1+2 - WS+2
SS+1 - jabs
SIT 1 - safe but they're left at -8; mix-up
SIT 2 - WS+2 _ FC u/f+3,4 _ FC u/f+4 (misses on max range block)
SIT 3+4 - cc into d+4:2:1+2 _ WS+4 into oki

TTT2 moves:
u/f+2,1+2 (m,m) - d/f+2 _ b+3 _ hopkicks
f,f+3 (m) - safe, but really slow stomp (33f) that is easily sidesteppable
d/f+4,1,2 (m,h,m) - b+1,2 _ d+1+2


Heihachi
1,1,2- d/f+2 _ b+3 _ hopkicks
note: it doesn't wallsplat anymore
1,2,2 - b+1,2 _ d+1+2
1,2,2,1+2 - SSR_SSL last hit and launch
1,2,4 - duck last hit and WS+2 _ FC hopkicks
1,b+2,1 - u/f,n+4 _ SSL last hit and launch
1,b+2,4 - SSL last hit and launch
2,2 - b+1,2 _ d+1+2
3,4 - d+1 _ SSR last hit and d/f+2
4~3 - oki
1+2 - b+1,2 _ d+1+2
f+1+2 - b+1,2 _ d+1+2
d/f+1,1 - duck last hit and WS+4 (note: you'll get hit if they went for d/f+1,2)
d/f+1,2 - WS+4
d/f+1+2 - b+3 (missen on max range block) _ d/f+2 _ hopkicks
d/b+2 - FC hopkicks
note: insane buff, so watch out for follow-ups such as f,f+2 or FC+d/f+4
b+1,2 - flashduck last hit and WS+2 _ FC hopkicks
note: you'll get hit if they went for b+1,2~1+2
b+1,4 - WS+4 => not existing anymore
b+3,3 - WS+4
b+1+2,1+2 - jabs
f,f+2 - non clean qcf+2_d+1+2_3,2 at close range block _ nothing at far range block
b,f+2,1 - duck last hit and WS+2 _ FC hopkicks
b,f+2,2 - WS+4
qcf+2 - qcf+2 (non clean) _ d+1+2 _ nothing on max range block
WS+ - jabs
WS+4,4 - u/f+3 _ u/f+3,4 _ d+1+2 on max range block
FC d/f+4 - FC u/f,N+4
SS+2,1 - d/f+2 _ u/f+3 _ u/f+3,4 _ (b+3 and u/f+4 miss on max range block)
d+4 (= grounded stomp) - FC hopkicks
shitfist (= wgf_cd+2 non JF) - jabs
tgf ( = cd+1 non JF) - b+3 _ d/f+2 _ hopkicks
f,n,d,D/F+3 - FC u/f,n+4
hellsweep (= cd+4) - FC u/f,N+4 (note: only the first HS is punishable)
cd+4,1 - b+3 _ d/f+2 _ FC hopkicks
cd+4,n+4,4 - b+3 _ d/f+2 _ FC hopkicks

TTT2 moves:
b+2 (old DR move) - safe (-2)
d/b+1+2 - b+1,2 _ d+1+2
RAI 1 - duck WS+2 _ FC hopkicks
RAI 2 - b+1,2 _ d+1+2
RAI 2,1 - WS+2 _ FC hopkicks _ WS+3,2


Hwoarang
LFF (Left Foot Forward):
1,1,3,3 - LP 3rd hit _ duck block 3rd hit, stay in crouch to duck last and WS+2_FC hopkicks
1,2,f+4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if you duck and they go for 1,2,f+3)
2,f+4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for 2,f+3)
3,3,3 - b+3
3,3,4 - flashduck last hit and WS+2
3,3,f+4 - duck last hit and WS+2 _ FC hopkicks
3,3,d+3 - LP 3rd hit (note: -11 on block but safe due to pushback)
4,4,3 - reverse last hit (note: -15 and leaves you FC on block but hopkicks and WS+4 whiff due to pushback)
4,4,4_4,4,f+4_4,4,b+4 - flashduck 3rd hit and WS+2
4,4,4,3 - WS+2 _ FC u/f+3 _ FC u/f+3,4
4,4,4,4 - reverse last hit
f+3,n+3 - d/f+2 _ u/f+3 _ u/f+3+4
f+1+2 - safe but they're left at -9; mix-up
d/f+3,3 - b+3
d/f+3,4_df+3,f+4 - duck 2nd and WS+2 _ FC hopkicks (note: you'll get hit if they went for d/f+3,3)
d+3 - WS+4 (note: you'll get hit if they continue the string)
d+3,3 - low block 1st, stay in crouch to duck 2nd and 3rd and WS+2 _ FC hopkicks (NC; must block first hit)
d+3,4 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block first hit)
d+4,4 - duck last hit and WS+2_FC hopkicks (no NC; works even if the 1st low hits you)
d+3+4 - WS+4 => not existing anymore
d/b+3 - WS+4
d/b+4 - WS+4
d/b+4,4 - duck last hit and WS+2_FC hopkicks (no NC; works even if the 1st low hits you)
b+3 - d/f+2 _ b+3 _ hopkicks
u/b+4 - b+1,2 _ d+1+2
u/f+4,4,4 - WS+4
u/f+3+4 - jabs
u/f+3+4,4 - b+1,2 _ d+1+2
f,f+4 - f+2,3,1 on BT opponent
f,n,d,d/f+4 (= non JF Sky Rocket) - clean qcf+2
cd+3+4,3 - reverse last hit
SS+3 - jabs
SS+3,3 - flashduck 2nd hit and WS+2
SS+4 - WS+4
BT 4 - b+1,2 _ d+1+2

RFF (Right Foot Forward):
2,4,3 - FC d/b+4 _ reverse last hit (note: -14S on block but WS+4 whiffs due to pushback)
2,b+4 - jabs
3,4_3,f+4 - duck 2nd hit and WS+2 _ FC hopkicks
4,3 - FC d/b+4 _ reverse last hit (note: -14S on block but WS+4 whiffs due to pushback)
f+4~4 - b+1,2 _ d+1+2
f+3,4 - crush 2nd hit with u/f,n+4 _ LP 2nd hit
d+4 - WS+4
d/b+3 - safe but they're left at -9; mix-up
b+4 - jabs
f,f+4,3 - duck 2nd hit and WS+2 _ FC hopkicks
BT 3 - b+1,2 _ d+1+2
BT 4,3 - FC d/b+4 _ reverse last hit (note: -14S on block but WS+4 whiffs due to pushback)
BT d+3 - WS+4

LFS (Left Flamingo):
3,3 - b+3
3,4 - duck the 2nd hit and WS+2 _ FC hopkicks
f+3,3 - duck the 2nd hit and WS+2 _ FC hopkicks
f+4,3 - duck the 2nd hit and WS+2 _ FC hopkicks
d+3,4 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block first hit)
d+4 - WS+2 _ FC hopkicks
d/b+3 - WS+4
d/b+4 - WS+4
u/f+4 - b+1,2 _ d+1+2
2,2,3,4 - LP 4th hit

RFS (Right Flamingo):
2,4,3 - FC d/b+4 _ reverse last hit (note: -15S on block but hopkicks and WS+4 whiff due to pushback)
2,b+4 - jabs
f+3,4 - duck the 2nd hit and WS+2 _ FC hopkicks
f+4,4 - duck the 2nd hit and WS+2 _ FC hopkicks
d+3 - WS+2 _ FC hopkicks
d+4,3 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block first hit)
d/b+4 - WS+4
b+3 - df+2 _ b+3 _ hopkicks
b+4 - jabs
1,2,3,4 - LP 4th hit

TTT2 moves:
LFS u/f+3+4,4 - b+1,2 _ d+1+2
*note: generic u/f+3+4 coming out of LFS.
d+3+4,3_ d+3+4,4,3 - b+1,2 _ d+1+2
d+3+4,4,4 - duck last hit and WS+2 _ FC hopkicks
note: b,b+4 is now d+3+4
RFS d+4,4 - duck 2nd and WS+2 _ FC hopkicks (note: works even if first low hits you)
RFS d+4,3 - b+1,2 _ d+1+2
d/f+4,3 - duck 2nd and WS+2


Jack-6
1,1 - WS+4
1,2 - duck 2nd hit ant WS+2_FC hopkicks (note: you'll get hit if they went for 1,1)
2,1,2 - b+1,2 _ d+1+2 _ SSR last hit and launch
1+2,1+2 - interrupt after 2nd hit with CH b+2_u/f,n+4 (note: if you-re not sure if they continue the string after the first 1+2 SWL_SWR after the 2nd hit to make the last hit whiff if they continue)
f+1,2,2 - duck 2nd hit and interrupt with WS+2_FC hopkicks _ interrupt after 2nd hit with b+3
f+2 - b+1,2 on close range block _ d+1+2 on mid to far range block _ nothing on very max range block
f+1+2 - qcf+2 (clean or not clean depending on block range)_ f,f+2:1 _ nothing at very max range block
f+3+4 - b+1,2 _ d+1+2
d/f+1,2,1,2 - SSR after 1st hit and d/f+2 _ duck all after 1st hit and WS+2_FC hopkicks
d/f+2 - b+3 at close range block or if they continue the string _ d+1+2 at any range
d/f+2,1,2,f+1 - duck last hit and WS+2_FC hopkicks (you'll get hit if you duck and they went for the d/f+1 ender)
d/f+2,1,2,d/f+1 - SSR after 1st hit and d/f+2
d/f+2,1,2,d+1 - block all and WS+2_FC hopkicks
*note: to avoid the mix-up you can b,f+1 the 2nd hit _ interrupt after 1st hit with CH 2,3_jabs _ SSR after 1st hit and d/f+2 during all d/f+1,2 and d/f+2,1 variations
d/f+3,2 - duck last hit and WS+2_FC hopkicks
d/f+1+2 - FC u/f,n+4 _ FC d/f+1+2
d/f+3+4 - qcf+1 _ f,f+3,4
d+1+2 - qcf+1 _ f,f+3,4
d/b+1 - with -9 on block it's safe now
d/b+1,1,1,2 - block 1st and 2nd hit and WS+2_FC hopkicks (the pushback of the 2nd hit will make the 3rd whiff and your WS+2_FC hopkicks will interrupt them before the last hit) _ block last and b+1,2_d+1+2
d/b+2 - FC u/f,n+4
d/b+3,4,3,4,3,4 - WS+2_FC hopkicks (note: any hit is WS+2_FC hopkicks punishable in case they stop)
d/b+3,[4,3,4,3,4,]1+2 - duck last hit and WS+2_FC hopkicks _ interrupt before last hit with WS+4
d/b+3,[4,3,4,3,4,]d+1+2 - crush crouch grab extension with u/f,n+4 _ interrupt before last hit with WS+4
*note: to avoid the mix-up you can LP any low kick if you blocked the previous one
d/b+4 - WS+4 _ nothing on max range block
d/b+1+2,1+2 - b+3
b+1,1 - b+1,2 _ d+1+2
b+3,2,2 - duck last hit and WS+2_FC hopkicks
b+4,4 - interrupt after 1st hit with CH 2,3_jabs
b+1+2 - qcb<1_d+4:2:1+2 immediately after the pushback of the 1st hit
u+1+2 - d+1+2
u/f+3+4 - WS+1 for a floater
u/f+3+4,3+4 - interrupt after 1st hit with WS+1 for a floater
f,f+2 - qcf+2 (non clean; strict timing) _ 3,2_b+1,2_d+1+2 _ nothing at very max range block
f,f+1+2 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string but hopkicks crush the f,f+1+2,1+2 extension) _ b+1,2 (interrupts them if they continue with the 2 but you'll get hit if they went for the 1+2 extension)
f,f+1+2,2 - b+1,2 _ d+1+2
f,f+1+2,1+2 - WS+2
f,f+3+4 - qcf<1 _ b,b+1+2
b,d/b,d,d/f+1 - FC u/f,n+4 on close to mid range block _ cc into f,f+3,4 on max range block
b,d/b,d,d/f+2 - b+3
emgf (= hcf,d/f+1) - qcf+2 (non clean)
WS+1 - b+1,2 _ d+1+2
WS+1+2,1+2 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
WS+1+2,1+2,1+2 - FC u/f,n+4
*note: to avoid the mix-up you can punish WS+1+2,1+2 with b+1,2_d+1+2 which will also interrupt the 1+2 low extension
WS f+1,2,f+1 - duck last hit and WS+2_FC hopkicks _ block all and jabs
WS f+1,2,d/f+1 - b,f+1 last hit
WS f+1,2,d+1 - WS+2_FC hopkicks
*note: to avoid the mix-up you can parry the 2nd hit of all WS f+1,2 variations
FC 1,1,1,2,f+1 - low block 1st hit and interrupt with FC hopkicks _ duck last hit and WS+2_FC hopkicks
FC 1,1,1,2,d/f+1 - low block 1st hit and interrupt with FC hopkicks _ reverse last hit
FC 1,1,1,2,d+1 - low block 1st hit and interrupt with FC hopkicks _ block last and WS+2_FC hopkicks
* note: to avoid the mix-up you can LP the 2nd hit of all FC 1,1 variations; this works even if the 1st low hits you but you'll get hit if they went for FC 1,2
FC 1,2 - b+1,2 _ d+1+2
FC d/f+1,2,1 - jabs
FC d/f+1,2,1,1 - duck last hit and WS+2_FC hopkicks
FC d/f+2,f+1 - duck last hit and WS+2_FC hopkicks _ block all and jabs
FC d/f+2,d/f+1,2 - safe but you can reverse the last hit
FC d/f+2,d+1 - WS+2_FC hopkicks
FC d/f+1+2 - WS+2_FC hopkicks
FC d/b+1,1,1,2 - low block 1st hit and interrupt with WS+2_FC u/f+3,4_FC u/f+3 _ block last d/f+2 on close range block _ qcf+2 (non clean; strict timing)_d+1+2 on far range block
SIT 1,2,1,2_2,1,2,1 - WS+1 for a floater _ FC d/f+1+2 (note: every punch is FC d/f+1+2 punishable in case they stop)
SIT 1+2 - 3,2 for a floater _ qcf+1+2

TTT2 moves:
WS+2,1 - WS+4
f+3,1+2 (m,m) - WS+3,2

P-Jack
SS+1- safe
SS+2 - safe
SS 1+2 - b+1,2 _ d+1+2
b,d/b,d,d/f+1,1 (l,h) - duckblock and WS+2 _ FC hopkicks
d+1,2 (m,m) - d/f+2 _ b+3 _ hopkicks
1,1,1 (h,h,m) - WS+4
1,1,2 (h,h,m) - rev. last hit
f,f+1+2,1+2 (m,m) - b+1,2 _ d+1+2
f+1 - safe


Jaycee
1,1 - jabs
1,1,1 - b+1,2 _ d+1+2 _ reverse last hit
1,1,2 - SSR last hit and launch _ reverse last hit
1,1,4 - WS+4
1,2,1 - b+1,2 _ d+1+2
1,2,1,1 - WS+2
4~2 - WS+4 (note: you'll get hit if they continue the string)
4~2,1 - b+3 _ d/f+2 _ hopkick (works even if 1st hits you)
4,4 - LP last hit
4,4,1 - b+3 (works even if 2nd low hits you)
4,4,1~2 - jabs
4,4,4 - duck last hit and WS+2
4,4,d+4 - duck block last hit and WS+2
1+2,4 - b+1,2 _ d+1+2
1+2,4,1+2 - jabs
1+4 - WS+4 (NC; must block both hits)
f+2,1,2 - b+1,2 _ d+1+2 => not existing anymore
d/f+2,1 - qcf+2
d/f+2,3 - WS+2
d/f+4 - jabs
d/f+4,2 - b+3 _ d/f+2 _ hopkick
d/f+4,2,3 - duck last hit and WS+2
d/f+4,2,b,f+1 - b+3 _ d/f+2 _ hopkick
d+2,3 - jabs
d+3 - WS+4
d+4 - block and WS+4 _ punishable with d+1+2 on hit (note: you'll get hit in both cases if they continue the string)
d+4,1 - b+3
d+4,1,2 - jabs _ SSR last hit and launch
d+4,4 - duck last hit and WS+2
d+4,d+4 - duck block last hit and WS+2
d+1+2 - b+1,2 _ d+1+2
d/b+1 - jabs
d/b+2 - jabs
d/b+2,1 - WS+4
d/b+2,2 - b+3 _ d/f+2 _ hopkick
d/b+3 - WS+2
d/b+1+2 - b+1,2 _ d+1+2
d/b+1+2,1 - duck last and WS+4
b+1 - jabs
b+2 - jabs
b+2,3 - b+3
b+2,3,1+2 - jabs
b+3 - WS+4
b+3,4 - LP last hit (no NC; works even ift first low connects)
b+1+2 - b+1,2 _ d+1+2
u/f+4,3 - b+3 _ d/f+2 _ hopkick
u/f+4,3,1 - SSL last hit and launch _ reverse last hit
* note: to avoid guessing you should always punish with b+1,2_d+1+2 as soon as u/f+4,3 hopkick ends
u/f+3+4 - b+3 _ d/f+2 _ hopkick
f,f+1,4 - duck last hit and WS+2
f,f+2 - b+3
f,f+3 - b+3
d,d/f+1,2 - b+1,2 _ d+1+2
WS+1 - b+1,2 _ d+1+2
WS+1~2 - jabs
WS+2,1 - flashduck last hit and WS+2
WS+2,2 - b+3 _ d/f+2 _ hopkick
WS+2,2,1+2 - b+3 _ d/f+2 _ hopkick
WS+4 - d+1+2 only
FC d/f+2 - b+3
FC (d/b_d)+4 - FC hopkicks
FC d/f+4 - WS+4
FC d/f+4,3 - b+3 _ d/f+2 _ hopkick (NC; must block both hits)
SS+2 - jabs
SS+2,1 - b+3
SS+3+4 - qcf+1
ES 3 - b+3 _ d/f+2 _ hopkick
ES 3,1 - interrupt after 1st hit with d/f+2 _ hopkick
ES 4 - WS+2
f+3,4 - WS+4

TTT2 moves:
2~b, 2+3 - safe (2+3 only works when 2 hits)
3 - safe, because of pushback
1+4 - SS either side and d/b+2 to full juggle
f+1+2 - safe, but can be ducked on reaction and WS+2
f+2+3 - safe (-9 ~ -6);mix-ups
f+2,2,1 - jabs, interrpupt with d/b+1 after first hit
f+2,2,2 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they go for f+2,2,1)
f+4:1+2 - use jabs after f+4, 1+2 is a throw that only works on hit
f+3,1 - duck last hit and WS+2 _ FC hopkicks
f+3,2 - safe (-6)
f+3,3 - b+1,2 _ d+1+2
f+3,1+2 - 1+2 break.
f+3+4 - safe (-4)
f,f+4 - safe (+2)
f,f+1+2 - mid diving chop
f,f+3+4 - jabs for a floater
f,f,F+2+4 - 2 for cancel
b+2+3 - safe
b+2,1+2 - safe (-8); mix-ups
b+3+4 - step into BT
d+2+3 - safe (-6); mix-ups
d/f+3+4 - safe, if blocked use oki options such as d/b+2 to full juggle
u/f+1,2,3,3+4 - safe (-8), mix-ups
u/f+2 - safe (-6); mix-ups
u/f+3+4 - safe(0)
d/b+1+2,4 - qcf+1 (on close range) _ qcf+2 (on mid range)
d/b+1+2, 1+2 - qcf+1 (on close range) _ qcf+2 (on mid range)
d/b+1+2, f+1+2 - Oki: Demoman

Michelle
1+4 (ml) - after blocking the 1st hit use u/f,n+4 _ hopkick
2+3 _ d+2,3 - 2,3 _ jabs
2+3,1 _ d+2,3,1 - interrupt after 2nd hit with qcb+4 _ u/f,n+4 _ b+2 _ qcf+1 _ SSL qcf+1
f+2,1,2 - b+3 _ d/f+2 _ hopkick
f+3~1 - safe
f+3,2 - b+3 _ b+1,2 _ d+1+2
f+3,4 - WS+4
f+1+2 - safe; but they're left at -9
b+2,3 - b+3 _ b+1,2 _ d+1+2
b+2,3,1+2 - SS qcf+1
d/b+2 - jabs
d/b+1+2 - b+1,2 _ d+1+2
d/f+2,3~1 - duck last hit and WS+2 _ FC hopkicks
d/f+3+4 - d/f+2 _ hopkicks_ b+3
d/b+2,1 - WS+2 _ FC hopkicks _ WS+3,2
d/b+2,2 - d/f+2 _ hopkicks_ b+3
d/b+1+2,1 - duck last and WS+2 _ FC hopkicks
u/f+3+4 - d/f+2 _ hopkicks_ b+3
f,f+1+2 - safe; but they're left at -9
SS+1 - jabs
SS+2 - safe (-5)
SS+2~1 - jabs

Last edited by Onizuk@ on Nov 14th, 2013 at 16:59

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#6 “Quote” Edit Post
Jin
1,2,3 - interrupt with CH 2,3 after 2nd hit _ b,f+1 last hit
1,2,4 - duck last hit and WS+2 _ FC hopkicks
1,3,2,1,4 - mix-up (safe but they're left at -9 and you're left in FC_WS)
1,d+3 - WS+4 _ LP 2nd hit
1,d+3,4 - WS+4 _ LP 2nd hit _ low block 2nd and LP 3rd hit
2,1,4~4 - u/f,n+4
2,4 - duck last hit and WS+2 _ FC hopkicks
3,1,4 - WS+4 _ LP last hit
4~3 - oki (they're left KND at -10)
1+2 - b+3_ b+1,2 _ d+1+2
d/f+1,4~4 - u/f,n+4 => replaced with a new move (look below
d/f+3,3 - duck last hit and WS+2 _ FC hopkicks
d/f+1+2 - b+1,2 _ d+1+2
d+3 - WS+4
d+3,3 - b+3 _ d/f+2 _ hopkicks (NC; must block both hits)
d+4 - WS+3,2
d+3+4 - b+3 _ d/f+2 _ hopkicks
d/b+2 - jabs
d/b+2,2 - b+1,2 _ d+1+2
d/b+2,2,3 - SSL last hit and launch
d/b+2,3 - b+1,2 _ d+1+2
d/b+3 - b+1,2 _ d+1+2
d/b+4 - WS+3,2 _ WS+4
u/f+4 - b+1,2 _ d+1+2
b,f+2,1,2 - flashduck 2nd and interrupt with WS+2 (note: strict timing, interrupt with WS+4 if you feel you are a little late)
b,f+2,3 - b+1,2 _ d+1+2
WS+2 - b+1,2 _ d+1+2
d+2 (grounded punch) - WS+4
cd+1 - b+1,2 _ d+1+2
ecd+1 (= cd:1) - jabs
cd+4 - u/f,n+4
CDS 1,2 - b+3 _ b+1,2 _ d+1+2
CDS 2 - b+1,2 _ d+1+2
CDS 4 - FC u/f+3_u/f+3,4 at close to mid range block _ WS+2 at any range

TTT2 moves:
d/f+1,4 - duck last and WS+2 _ FC hopkicks; note: you'll get stunned if they go for d/f+1,4~4
d/f+1,4~4 - SS either side and d/f+2 _ hopkicks; note: you'll get hit if they go for d/f+1,4
CDS 1+2 - duck and WS+2 _ FC hopkicks


Jinpachi
1, 2 - d/f+2 _ hopkicks
1, b+2 - safe
2, 2 - b+1,2 _ d+1+2
4 - safe; mixups
1+2 - SS either side
f+2 - safe; mixups
f+2, 1 - jabs
f+2, 1, 1+2 - b+3_ b+1,2 _ d+1+2
f+3 - safe
f+4 - safe
f+1+2 - safe; mixups
f+1+4 - b+3_ b+1,2 _ d+1+2
d/f+1 - safe
d/f+1, 1 - safe
d/f+2 - b+1,2 _ d+1+2
d/f+2, 1 - d/f+2 _ hopkicks
d/f+3 - duck 2nd hit and WS+2 _ FC hopkicks
d/f+3, 1 - b+1,2 _ d+1+2
d/f+3, 2 - jabs
d/f+4 - safe
d/f+1+2 - safe; mix-ups
d+1 - safe; mix-ups
d+2 - safe, because of pushback
d+2, 1 - safe; mix-ups
d+3 - WS+2 _ FC hopkicks
d+1+2 - safe
d/b+1 - safe
d/b+1, 2 - d/f+2 _ hopkicks
d/b+2 - WS+4
d/b+2, 1 - duck 2nd hit and WS+2 _ FC hopkicks
d/b+3 - u/f,n+4 _ WS+2 _ FC hopkicks
d/b+3, 1 - duck block 3 and u/f,n+4 _ WS+2 _ FC hopkicks
note: if 3 whiffs and you block 1, punish with b+1,2 _ d+1+2
d/b+4 - WS+3,2
d/b+1+2 - safe; mix-ups
b+1 - b+1,2 _ d+1+2
b+1, 2 - duck 2nd hit and WS+2 _ FC hopkicks
b+2 - b+1,2 _ d+1+2
b+3 - safe and forces you to crouch
b+4 - safe
b+1+2 - WS+4
u/b+1 - b+1,2 _ d+1+2
u/b+1, 2 - d/f+2 _ hopkicks
u+4 - safe; mix-ups
u/f+3 - safe; mix-ups
u/f+3, 4 - safe
u/f+4 - jabs (only at wall, because of pushback)
f, F+2 - jabs
f, F+3 - safe, forces you to crouch
f, F+4 - safe
f, f, f+3 or WR+3 - safe
WS+1 - safe; mix-ups
WS+1, 1 - b+1,2 _ d+1+2
WS+2 - d+1+2
WS+3 - jabs
WS+4 - safe; mix-ups
WS+4, 4 - d/f+2 _ hopkicks _ b+3
WS+4, 4, 1 - d/f+2 _ hopkicks _ b+3
FC+d/f+1 - WS+3,2
FC+d/f+2 - safe; mix-ups
SS+2 - b+1,2 _ d+1+2
SS+2, 1 - d+1+2
AP 1 - b+1,2 _ d+1+2
AP 2 - safe
AP 1+2 - break throw with 1+2
FLY 1 - safe
FLY 1, 1 - safe; mix-ups
FLY 1, 1, 2 - safe; mix-ups
FLY 1, 2 - b+1,2 _ d+1+2
FLY 1, 2, 4 - b+1,2 _ d+1+2
FLY 2 - safe; mix-ups
FLY 3 - b+1,2 _ d+1+2
FLY 3, 4 - b+1,2 _ d+1+2
FLY 4 - u/f,n+4 _ WS+2 _ FC hopkicks
CHG 1 - d+1+2
CHG 2 - safe


Jun
1, 2, 4 - b+1,2 _ d+1+2
1, 3 - WS+4 _ LP
1, 4 - WS+4 _ LP
2, 1, 4 - b+1,2 _ d+1+2
2, 1, 4, 1 - interrupt after 4 with d/f+2 _ hopkicks _ SSL after 4 and qcf+1 _ reverse last hit
2, 1, 4, 3 - duck 3 and u/f,n+4 _ WS+2 _ hopkicks
2, 1, 1+2 - duck 1+2 and _WS+2 _ FC hopkicks
1+2 - jabs
3+4 - safe; mix-ups
1+4 (First hit only) - WS+2_FC hopkicks (note: punishing with WS+2_FC hopkicks works even if they continue the string)
1+4, 2, 4 - b+1,2 _ d+1+2 _ reverse the 4
1+4, 2, d+4 - WS+2 _ hopkicks
1+4, 2, 1 - flashduck last hit and WS+2 (note: you'll get hit if they went for 1+4,2,4) _ interrupt 2nd hit with d/b+1+mix-up
1+4, 3 - safe
2+3 - duck on reaction and WS+2 _ FC hopkicks
f+2 - qcf+1 _ d/f+2 _ hopkicks _ b+3
f+3 - safe; use mix-ups afterwards
f+4 - safe
d/f+1 - safe
d/f+1, 1 - safe; use mix-up
d/f+2 - jabs
d/f+2, 2 - b+1,2 _ d+1+2 _ reverse last hit
d/f+3 - safe
d+2 - safe
d+4 - WS+4
d+4, 4 - duck high and WS+2 _ FC hopkicks
d+3+4 - duckblock and WS+2
d/b+1 - safe; mix-up
d/b+1, 2 - jabs _ reverse last hit
d/b+1, 4 - safe, duck 4 and WS+2 _ FC hopkicks
d/b+2 - WS+4
d/b+3 - duckblock and FC hopkicks
b+1 - WS+4
b+2 - safe
b+2, 1 - duck last and WS+2 _ FC hopkicks
note: you'll get hit if they continue the string
b+2, 1, 1 - b+1,2 _ d+1+2 _ rev. last hit
b+2, 1, 4 - duck last and WS+2 _ FC hopkicks
b+2, 3 - qcf+1 _ qcf+2
b+2, 4 - hopkick after 2; block and WS+4
b+3 - non clean qcf+2 _ f,f+2:1
b+3, 2 - interrupt after 1st hit with CH b+3 _ CH f,f+3,4_clean CH qcf+2 _ block all and d/f+2_b+3_hopkicks
b+3, 4 - hopkick after 3; block and WS+4
b+4 - safe
b+4, 2 - b+1,2 _ d+1+2
u/b or u or u/f+3 - safe
u/b or u+4 - safe
u/f+4 - qcf+1 _ qcf+2
u/f+4, 3 - b+1,2 _ d+1+2
f, F+2 - b+1,2 _ d+1+2
f, F+2, 2 - d/f+2 _ hopkicks _ b+3 _ qcf+2
f, F+2, 3 - duck last and WS+2 _ FC hopkicks
f, F+3 - safe; mix-ups
f, F+4 - b+1,2 _ d+1+2
f, F+1+2 - safe
u/b, b, 3 - SSL and qcb+1+2 _ qcf+1
f, f, f+3 or WR+3 - SSL and qcf+1
WS+1 - safe
WS+1, 4 - safe; jabs don't reach
options: rev. 2nd move or wait for the last follow up and punish
WS+1, 4, 2 - duck last and WS+2 _ FC hopkicks
WS+1, 4, 1+2 - qcf+1
WS+2 - safe
WS+2, 1 - safe; rev. last hit
WS+3 - qcf+1
WS+1+2 - safe
FC+3+4, 3 - interrupt after 1st hit with jabs for a floater
FC+d/f+2 - WS+4
SS+2 - b+1,2 _ d+1+2
SS+4 - safe
f+1 - safe; mix-up
f+1, 3 - safe
f+1, 3, 1 - duck last and WS+2 _ FC hopkicks
f+1, 4 - duckblock last and WS+2 _ FC hopkicks
f+1, d+4 - duckblock last and WS+2 _ FC hopkicks
d/b+4 - WS+4
d/b+4, 4 - LP 2nd hit (works even if the 1st connects)
d/b+4, 4, 4 - LP 2nd hit _ LP 3rd hit
d/b+4, 3 - safe
d/b+4, 1+4 - safe, duckblock all lows and FC hopkicks
f+1+2 - safe
IZU 1 - duck and WS+2 _ FC hopkicks
note: if they continue the string you'll get hit by 2 | best option: SSR after IZU and qcf+1 _ rev. last hit
IZU 1, 2 - safe puts you in crouch, SSR after IZU and qcf+1
IZU 1, 4 - WS+4 _ LP
IZU 2 - d/f+2 _ hopkicks
IZU 3 - SSL and qcf+1
IZU 4 - block low and u/f,n+4 _ interrupt after IZU with d/f+2 _ hopkicks
IZU 4, 1 - same as above
IZU 1+2 - SS either way and d/f+2
IZU 3+4 - block low and WS+2 _ FC hopkicks
IZU 1+4 or 2+3 - 1+2 to break throw
GEN 1 - WS+3,2
GEN 2 - safe; mix-up
GEN 3 - safe
GEN 4 - WS+2 _ FC hopckicks
note: it comes out so slow, that you can easily duck and launchpunish

Unknown
1+2 - any launcher depending on the range
b+4,2 - b+1,2 _ d+1+2
u/f+2,1 - d/f+2 _ b+3 _ hopkicks
u/f+2,2 - b+2 after 1st hit gets blocked
d/f+1+2 - break throw with 1+2


Kazuya
1,1,2 - b+3 _ d/f+2 _ hopkick
1,2,2 - b+1,2 _ d+1+2
1,2,4 - WS+4 _ LP last hit
1,2,4,3 - interrupt after 3rd hit with WS+4 _ LP third hit
2,2 - jabs
3,1,4 - flashduck 2nd hit and WS+2_u/f+4 (strict timing) _ flashduck 2nd hit and WS+4
1+2 - b+3
f+2 - jabs
f+3 - d+1+2 _ b+1,2 (whiffs on max range block)
f+1+2 - b+3 _ d/f+2 _ hopkick
f+1+2,2 - b+1,2 _ d+1+2
d/f+1,2 - - flash duck last hit and WS+2
d/f+1,4 - flash duck last hit and WS+2
d/f+1,f+2 - b+1,2 _ d+1+2
d/f+2 - b+1,2 _ d+1+2
d/f+3,2 - jabs
d/f+3,2,1 - b+3 _ d/f+2 _ hopkick
d/f+4,4 - b+3 _ d/f+2 _ hopkick
d/b+3 - WS+4
d/b+4 - WS+4
b+1,2 - b+3
b+2,4,1 - b+3
b+3,1,4,1 - LP 3rd hit
b+3,1,4,3 - LP 3rd hit
b+4 - jabs
u/f+4,4,4,4 - LP 2nd hit
f,f+2 - jabs
b,b+2,2 - WS+4 _ LP last hit (works even if 1st hit hits non CH)
tgf (= cd+1)- b+3 _ d/f+2 _ hopkick
tgf+3 - b+3
tgf+4 - interrupt after 1st hit with hopkick _ LP last _ WS+4
*note: all tgf versions can be interrupted with jabs after you block the punch
shitfist (= wgf_cd+2 non JF) - jabs
cd+3 - jabs
hellsweeps (= cd+4 _ cd+4,4) - u/f,N+4 _ WS+2
tp (= WS+1,2) - b+1,2 _ d+1+2
WS+2 - b+3 _ d/f+2 _ hopkick
WS+4,4 - b+3 _ d/f+2 _ hopkick
FC d/f+3+4 - WS+4
d+3+4 (stomp) - WS+4

TTT2 moves:
b+4,1 - jabs
d+1+2 - FC hopkicks
f,f+2 – safe

Devil form (u/b+1+2):
d/f+1,2 - b+1,2 _ d+1+2
SS+2 - b+3 _ d/f+2 _ hopkicks
f,f+2 - d+1+2


King
1,2,2+4 - b,f+1 after 2nd hit _ duck last hit and WS+2 _ FC hopkicks
1,2,d+2+4 - qcb+2 after 2nd hit _ block high to make the crouch throw miss and launch
1,2,1 - b,f+1 after 2nd hit
1,2,1,2+4 - b,f+1 after 2nd hit _ duck last hit and WS+2 _ FC hopkicks
1,2,1,d+2+4 - b,f+1 after 2nd hit _ block high to make the crouch throw miss and launch
1+2 (opponent BT at -11) - jabs _ do mixups on BT (note: you'll get interrupted if they go for 1+2,1_1+2,3)
1+2,1 - b+1,2 _ d+1+2
1+2,3 - duck last hit and WS+2 _ FC hopkicks
1+4 (unblockable bodyslam) - interrupt with jabs on reaction for a floater
f+2,2,1 - flashduck last hit and WS+2 (note: you'll get interrupted if they go for f+2,2,2)
f+2,2,2 - SSL last hit and launch (note: you'll get interrupted if they go for f+2,2,1)
d/f+1,2 - jabs
d/f+2,1 - duck last hit and WS+2 _ FC hopkicks
d/f+3,4 - interrupt after 1st hit with 1,2 for the following off axis floater: b+1,2 B! qcf+2 _ duck 2nd hit and WS+4
d/f+4 - WS+4
d/f+4,3,4 - duck 2nd hit and interrupt with WS+1 for a floater _ block last and b+3
d/f+4,3,d+4 - duck 2nd and interrupt with WS+1 for a floater _ LP last hit
d/f+3+4 (= Frankensteiner; special mid attack throw) - duckblock and FC 3 _ cc and oki
d+1,n+2 - jabs (note: use f+1,2 for punishing or the 1 will miss and 2 will get blocked)
d+3+4_d+3+4,3_d+3+4,3,3 - u/f,n+4
d+3+4,2_d+3+4,3,2_d+3+4,3,3,2 - d/f+2 _ b+3 _ hopkicks
d/b+3 - WS+2 _ FC hopkicks
d/b+4 - FC 3 _ cc and oki
b+1,2 - duck 2nd hit and WS+2 _ FC hopkicks
b+1,4 - SSR 2nd hit and oki
b+1,1+2 - duck 2nd hit and WS+2 _ FC hopkicks
b+2,4 - safe but you can reverse last hit
u/f+4 - b+1,2 _ d+1+2
u/f+2 - FC 3 _ cc and oki
f,f+2,1 - duck 2nd hit and WS+2 _ FC hopkicks
f,f+4 - non clean qcf+2 (strict timing) _ d+1 at close range
f,f+2+3 - oki
f,f,n+2, - WS+4
WS+1+2 - jabs
FC d/f+1 - safe but you can LP it on reaction
FC d/f+2 - b+1,2 _ d+1+2
BT 3 - qcf+2
BT d+4 - FC 3 _ cc and oki
cd+2 - b+1,2 _ d+1+2
EWBB (= cd+1+2) - WS+4
JGS 1 - duck and WS+2 _ FC hopkicks (note: you'll get hit if they go for JGS d/f+4)
JGS 3,2+3 - interrupt with b+1,2 B! after 1st hit (note: strangely if you try to interrupt with i10 jabs for a floater it will result in trading hits between King and Paul, but b+1,2 bounds King)
JGS 4 - duck and WS+2 _ FC hopkicks (1st note: you'll get hit if they go for JGS d/f+4; 2nd note: this turns into an unblockable after 2 or more spins; be sure to interrupt or duck it)
JGS d/f+4 - d+1+2 _ nothing on max range block (note: this gives King +8 after 2 or more spins; be sure to interrupt after the first spin)

TTT2 moves:
d+1+2 - d/f+2_b+3_hopkicks
d+2+3 - Oki
(note: new notation for elbow drop)
WS+2,2 ( m,m) - b+1,2 _ d+1+2


Kuma
2,1,2 - b+1,2 _ d+1+2
2,1,3 - WS+4 _ LP last hit
1+2 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
1+2,3+4 [HBS] - u/f+4
1+2,1+2 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
1+2,1+2,1+2 - WS+2 _ FC hopkicks
f+1,1 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
f+1,1,1 - d/f+2 _ b+3 _ hopkicks
f+2,1 - duck last hit and WS+2 _ FC hopkicks
f+1+2 - b+1,2 _ d+1+2
f+3+4 - FC u/f,n+4 (note: you'll whiff and get hit if they continue the string) _ WS+2
f+3+4,2 - interrupt after 1st hit with WS+2
d/f+1,2 - b+1,2 _ d+1+2 (note: you'll get hit if they continue the string)
d/f+1,2,1,2 - b,f+1 last hit _ reverse 3rd hit
d/f+2,1 - d/f+2 _ b+3 _ hopkicks
d/f+3,2 - SSL last hit and launch
d+1+2 - qcf+1 _ f,f+3,4
d/b+1,2 - jabs
d/b+2 - WS+4
d/b+4 - WS+2 _ FC hopkicks (note: even if the stun looks like this is u/f,n+4 punishable, it isn-t)
b+1 - safe but they're left at -8; mix-up
b+2,1 - flashduck 2nd hit and WS+2
b+2,1,1+2 - flashduck 2nd hit and interrupt with WS+2 _ reverse last hit
b+3~4 - d/f+2 _ b+3 _ u/f+3
b+3+4 - u/f,n+4
u+1+2 - WS+2 _ FC hopkicks
u/f+3,4 - jabs (note: you'll get hit if they continue the string)
u/f+3,4,1+2 - d/f+2 _ b+3 _ hopkicks
u/f+3,4,1+2,3+4 [HBS] - d+1+2
f,f+2 - f,f+2:1_non clean qcf+2 on close to mid range block _ nothing at very max range block
f,f+1+2 - safe but they're left at -9; mix-up
b,f+2+3 - WS+1+2
b,d/b,d,d/f+2,1 - d/f+2
b,d/b,d,d/f+2,2 - WS+2 _ FC hopkicks
WS+1 - jabs (note: you'll get hit if they continue the string)
WS+1,1 - SSR 2nd hit and launch _ block all and b+1,2_d+1+2
WS+1,2 - SSR 2nd hit and launch _ interrupt after 1st hit with CH b+2
WS+2 - b+1,2 _ d+1+2
WS+3 - safe but they're left at a good amount of - frames (looks like -9); mix-up
WS+1+2 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
WS+1+2,1+2 - d/f+2_b+3_hopkicks
FC 1,1,1,2,f+1 - block all and d/f+2
FC 1,1,1,2,d/f+1 - reverse last hit
FC 1,1,1,2,d+1 - WS+2 _ FC hopkicks
*note: to avoid the mix-up you can LP the 2nd hit of any FC 1,1, variation even if the 1st low hit connects _ interrupt with WS+4 if you blocked the 1st hit
FC f+1,2 - safe but they're left at -8 ~ -9; mix-up
FC f+1,2,f+1 - d/f+2_b+3_hopkicks
FC f+1,2,d/f+1 - reverse last hit
FC f+1,2,d+1 - WS+2 _ FC hopkicks
*note: to avoid the mix-up you can b,f+1 the 2nd hit of any FC f+1,2 variation
FC d/f+1,2,1 - jabs (note: you'll get hit if they continue the string)
FC d/f+1,2,1,1 - duck last hit and WS+2
FC d/f+2,d/f+1,2 - safe but they're left at -8 ~ -9; mix-up
DF d/f+3,d+1 - WS+2 _ FC hopkicks
HBS 1,2 - WS+4
HBS 2 - FC u/f+4
HBS 1+2 - b+3 at close to mid range block _ d+1+2 at max range block
HBS d/f+2 - d/f+2 at close to mid range block _ non clean qcf+2_f,f+2:1 at far range block
HBS b+1+2,1+2 - FC u/f,n+4
HBS 3_HBS 4 - oki
HBS d+3+4 - oki
SIT 1 - FC u/f+4
SIT 2 - d/f+2_b+3_hopkicks
ROL 2 - b+1,2 _ d+1+2
ROL 3 - WS+4 into a d+1,4,2 combo
ROL 1+2 - oki

TTT2 moves:
1+2~f - d/b+2 to full juggle _ minijuggle d/b+1, WS+3, d+1,4,2
u/f+4, 3 - safe
d+3+4, 3+4 - b+1,2 _ d+1+2 if 2nd hit whiffs (happens quite often), if 2nd is blocked it's safe
d/b+1+2, 1+2, 2 - b+1,2 _ d+1+2


Kunimitsu
1, 2, 4 - b+1,2 _ d+1+2
2, 2 - safe; mix-up
3, 3 - duck last and WS+2 _ FC hopkicks
3, 4 - b+1,2 _ d+1+2
4 - 1,4 (note: you'll get hit if they continue the string)
4,4,4 - duck 2nd or 3rd hit and WS+2 _ FC hopkicks
1+2 - d/f+2 _ hopkicks
f+2 - safe (-9); mix-up
f+2, 3 - jabs
f+4 - safe (-8); mix-up
f+4, F - safe
f+4, F, b (Cancel) - b+1,2 _ d+1+2
f+4, F, d/b (Cancel) - b+1,2 _ d+1+2
f+1+2 - safe; (-9) mix-up
f+3+4 - safe
d/f+1 - safe
d/f+1, 3 - duck last and WS+2 _ FC hopkicks
d/f+2 - safe
d/f+3 - safe
d/f+3, 2 - duck last and WS+2 _ FC hopkicks
d/f+3, 2, d (Cancel) - d/f+2 _ hopkicks
d/f+1+2 - jabs
d/f+3+4 - safe
d+1 - safe
d+2 - jabs
d+2, 1 - b+1,2 _ d+1+2
d+2, 1, 2 - b+1,2 _ d+1+2
d+2, 1, 2, 1+2 - b+3 _ b+1,2 _ d+1+2
d+3 - WS+2 _ FC hopkicks
d/b+3,3,3,3,3,3 - WS+4 for a d+1,4 follow-up (note: should they stop after the last kick know that they're left at -27, but you'll get hit if you try to punish with FC hopkicks_WS+2 and they went for the 4 extension)
d/b+3, 3.. (two to five hits), f+4 - safe, mix-up
d/b+4 - WS+3,2
b+1,1,1,1,1,1 - u/f,n+4 (note: most players will stop after a few spinning punches, the best way to punish this is ducking any punch and doing FC low kicks)
b+1, ,, d/b+3 - duck last and WS+2 _ FC hopkicks
b+2 - jabs
b+3 - jabs
b+3, 4 - d/f+2 _ hopkicks
b+4 - jabs
b+4, 3 - d/f+2 _ hopkicks
b+1+2 - b+1,2 _ d+1+2
u/b+3+4 - qcf+1_ d/f+2 _ hopkicks
u+3+4 - safe and forces you to crouch
u/f+2 - WS+2 _ FC hopkicks
u/f+3 - b+1,2 _ d+1+2
u/f+3, 4 - d/f+2 _ hopkicks
u/b+4 - b+3
u or u/f+4 - safe
u/f+3+4 - b+1,2 _ d+1+2
u/f+3+4, u or u/f+3+4
f, F+2 - b+1,2 _ d+1+2
f, F+4- b+1,2 _ d+1+2
f, F+3+4 - d/f+2 _ hopkicks
f, F+3+4, B - b+1,2 _ d+1+2
f, F+3+4, 2 - d/f+2 _ hopkicks
f, F+3+4, 2, 4 - b+1,2 _ d+1+2
f, F+3+4, 3 - safe
f, F+3+4, U - qcf+1_ d/f+2 _ hopkicks
u/b, b, 3 - safe
f, f, f+2 - cancel with 2
f, f, f+3 - safe
WS+1 - safe, mix-up
WS+1, 1 - jabs
WS+2 - b+1,2 _ d+1+2
WS+3 - b+1,2 _ d+1+2
FC+d/f+3 - u/f,n+4 _ WS+2 _ FC hopkicks
SS+1+2 - safe
SS+3+4 - u/f,n+4 _ WS+2 _ FC hopkicks
SET 1 - safe
SET 1, 2 - safe
SET 1, 2, 4 - safe
SET 2 - safe
DUST 2 - d/f+2 _ hopkicks
DUST 2, 4 - b+1,2 _ d+1+2
DUST 3 - safe
MUS 2 - WS+2 _ FC hopkicks
MUS 4 - b+3_ b+1,2 _ d+1+2
BT 1 - safe
BT 1, 2 - safe
BT 2 - jabs
BT 2, 3 - duck last and WS+2 _ FC hopkicks
BT 3 - safe
BT 1+2 - safe
BT d+4 - safe


Lars
1,1,1 - b+1,2 _ d+1+2
1,4 - WS+4 _ LP last hit
2,1,3 - b+1,2 _ d+1+2
2,1,4 - duck last hit and WS+2 (note: you'll get hit if they went for 2,1,3)
3 - b+1,2 _ d+1+2
1+2 - jabs
f+1,2,f SE ... - all SE followups can be interrupted with d/f+2
f+1,2,3 - b+1,2 _ d+1+2
f+2,4 - b+1,2 _ d+1+2 _ duck last hit and WS+2_FC hopkicks
f+1+2 - b+3_ b+1,2 _ d+1+2
f+1+4 - b+3 _ d/f+2 _ hopkick
d/f+3,3 - non clean qcf+2 _ f,f+2:1 _ d/f+4
d+3,1 - b+3 _ d/f+2 _ hopkick (no NC; works even if 1st low hits)
d+1+2 - WS+2
d/b+1,3 - duck block 1st, stay in crouch to duck 2nd and WS+2
d/b+2,3 - b+1,2 _ d+1+2
d/b+4 - WS+2
d/b+1+2 - jabs
b+2,1 - jabs
b+3,4 - b+1,2 _ d+1+2 _ duck last hit and WS+2_FC hopkicks
b+1+2 - jabs
u/f+3 - b+3 _ d/f+2 _ hopkick
u/f+4 - safe but they're left at -9; mix-up
u/f+3+4,1 - WS+2
f,f+2 - b+1,2 _ d+1+2
f,f+4,3 - block 1st hit and u/f,n+4 (NC; must block both hits)
(f,f+4),3 - d/f+2
f,f+3+4 - WS+2
f,b+2 - b+1,2 _ d+1+2
f,b+2,1 - b+3 _ d/f+2 _ hopkick
WS+1 - b+1,2 _ d+1+2
WS+2,1 - WS+4
FC d/f+1+2 - WS+4
d+3+4 (= stomp) - WS+4
1+2+3+4,2 - b+3 _ d/f+2 _ hopkick
SE 2 - WS+2
SE 3 - b+3
DE 1,2 - flash duck last hit and WS+2
DE 1+2 - jabs

TTT2 moves:
f+4,1,2,1 - b+3 _ b+1,2 _ d+1+2
SE d/f+1 - b+3 _ d/f+2 _ hopkick

Last edited by Onizuk@ on Feb 12th, 2014 at 18:58

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
USMCOgre
Money Inc.
Joined: Oct 2001
Posts: 22639
From: USA California
PSN: MoneyIncUSMCOgre
#7 “Quote” Edit Post
Stickied this for you.
Signature The search for equality is a search for the lowest common denominator...
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#8 “Quote” Edit Post
Law
1,1,1,1,1 - duck any of the last 3 hits and WS+2 _ FC hopkicks (note: every punch after the first is jab punishable)
1,2,2 - duck last and WS+2 _ FC hopkicks
1,2,f+2,2 - duck last and WS+2 _ FC hopkicks
1,2,f+1,1+2 - b+1,2 _ d+1+2
1,2,u/f+3,4 - SSL last hit and launch _ interrupt after 2nd with delayed d/f+2_hopkicks
2,2,1,2 - safe on block but you can reverse the last hit
3,3 - d+1+2
3,4 - duck last hit and WS+2 _ FC hopkicks
4,3,4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for 4,3~DSS f+1)
4,3~DFS f+1 - d+1+2
*note: to avoid the mix-up you should d/b+1 immediately after 4,3 to punish 4,3 and 4,3,4 and interrpupt or crush DSS followups
4,u+3 - d+1+2
3+4 - jabs
f+2,2,2 - duck last hit and WS+2 _ FC hopkicks
f+2,2,1+2 - d+1+2
d/f+3,3,3 - LP 2nd hit _ block 2nd hit, stay in crouch to duck 3rd hit and WS+2 _ FC hopkicks
d/f+3,3,4 - LP 2nd hit _ block and d/f+2
d/f+4,3 - b+3 _ d/f+2 _ hopkicks
d+1,3 - jabs
d+2,3 - b+3 _ d/f+2 _ hopkicks
d+3 - WS+4
d+3,3 - duck last hit and WS+2 _ FC hopkicks
d+4,3 - low block 1st, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block both 1st)
d+3+4,3 - b+3 _ d/f+2 _ hopkicks
d/b+2,4 - interrupt after 1st with 2,1 for a floater
d/b+3 - WS+3,2 WS+4
d/b+4 - WS+2 _ delayed u/f,N+4 _ FC d/f+1+2
d/b+3+4 - u/f,N+4 _ wait until he springs back up and b+3_d/f+2_hopkicks
b+1,2,2 - b+3 _ d/f+2 _ hopkicks
b+2,3,4 - LP 2nd hit
b+2,3,d4 - LP 2nd hit _ block and punish just like d/b+4 above
b+4,3 - duck last hit and WS+2 _ FC hopkicks
b+3+4 - d/f+2_u/f+3_u/f+3,4 at close range _ d+1+2 at max range
u/f+1,3 - WS+4 _ LP last hit
u/f+3,4 - b+3 _ d/f+2 _ hopkicks
u/f+4 - b+1,2 _ d+1+2
U/F+4 - b+3_d/f+2_ hopkicks at close range (-15 on block) _ b+1,2_d+1+2 at far range (-13 on block)
U/F+4~DSS parry - b+3 _ d+1+2
U/F+4,3 - b+3 _ d/f+2 _ hopkicks
*note: to avoid the mix-up you should always punish a U/F+4 with d+1+2; it will punish the normal version and it will trade with the 3 in the rare case they continue the string with U/F+4,3
u/f+3+4 - FC u/f,n+4
f,f,+2,1,3 - b+1,2 _ d+1+2 _ flashduck 2nd hit and interrupt with WS+2
f,f+2,3 - d+1+2
f,f+3 - clean qcf+2 (strict timing) _ d+1+2
f,f+4 - WS+2 _ FC hopkicks
qcf+1,2,1,2 - clean qcf+2 (strict timing) _ b+1,2 _ d+1+2
WS+1,2 - duck 2nd hit and WS+2_FC hopkicks _ b+3 (works even if they transition to DSS after it)
WS+2 - clean qcf+2 _ b+1,2 _ d+1+2
WS+4,3 - b+3 _ d/f+2 _ hopkicks
FC 3 - WS+4
FC 3,4 - d/f+2_u/f+3_u/f+3,4
FC U/F+4 - 1,2 for a floater
FC U/F+3+4 - oki
FC d/f,d,D/F+3 (= slide) - WS+4 _ cc and 3,2 for floater
SS+2,1,2,1 - f,f+2:1 _ non clean qcf+2
SS+3+4 - b+1,2 _ d+1+2
BT d+3 - WS+4
BT d+4 - WS+2 _ FC hopkicks
BT 2,2 - b+3 _ d/f+2 _ u/f+3 _ u/f+3,4 (u/f+4 misses)
DSS_DFS 1,f+1 - d+1+2
DSS_DFS 1,4 - duck last hit and WS+2 _ FC hopkicks
DSS_DFS 1+2 - d+1+2
DSS_DFS 3+4 - duck and WS+2 _ FC hopkicks
DSS_DFS f+1 - d+1+2
DSS_DFS f+2,2,1,2 - safe on block but you can reverse last hit
DSS_DFS f+2~1 -d+1+2
DSS_DFS f+3 - clean qcf+2 (strict timing) on close range block _ d+1+2 on mid range block _ nothing on max range block

TTT2 moves:
f+3+4 - safe
b+4,3 - b+3 _ b+1,2 _ d+1+2
f,f+4,3 - b+1,2 _ d+1+2

Lee
1,2,2,3 - duck last hit and WS+2 _ FC hopkicks
1,2,4 - b+1,2 _ d+1+2
1,2,4# - b,f+1 last hit _ interrupt with CH 2,3 after 2nd hit
2,1,1 - b+1,2 _ d+1+2
2,1,4 - WS+2 _ FC hopkicks
2,2 - b+1,2 _ d+1+2 (note: you'll get hit if they continue the string)
2,2,3 - duck last hit and WS+2_FC hopkicks
*note: to avoid the mix-up you can punish 2,2 with d/b+1_d+2_d/b+4 which will also interrupt them if they continue the string
3,3 - jabs
3~3 - jabs _ duck when you see the feint knee and WS+2 _ FC hopkicks (to avoid 3~3:4)
4,3 - b+1,2 _ d+1+2 (note: you'll get hit if you try to punish and they finish the string)
4,3,3 - b+1,2 _ d+1+2
4,3,4 - SSL last hit and launch - interrupt with jabs after 2nd hit for a floater
4,4,4 - block 1st and 2nd to make the 3rd whiff and b+1,2 _ d+1+2
4,u+3 - SSL last hit and launch
*note: A good way to deal with the 4,3,3_4,3,4_4,u+3 mix-up is with an option select. Block the 4, then hit b~B (back dash while blocking) after the first kick, then again after the second. This will let you back dash when possible out of 4,3,4 and 4,u3 and block punish 4,3,3.
f+2,1 - duck last hit and WS+2_FC hopkicks _ block and b+1,2_d+1+2
f+3,3,3,3,3,4 - duck last hit and WS+2 (note: every hit except the last one is launch punishable at -16)
d/f+3,2,3 - b+1,2 _ d+1+2
d+3 - WS+2 _ FC hopkicks (note: if they transition to HMS after d+3 they're left at -15 and you should punish with FC hopkicks)
d+4 - WS+4
d+4,n+4 - duck last hit and WS+2 _ FC hopkicks (no NC; works even if the 1st low hits you)
d+4,n+4,3,3 - b+1,2 _ d+1+2
d+4,n+4,3,4 - SSL last hit and launch - interrupt with jabs after 2nd hit for a floater
d+4,n+4,4,4 - block 1st and 2nd to make the 3rd whiff and b+1,2 _ d+1+2
d+4,n+4,u+3 - SSL last hit and launch
d+4,4,4,4 - qcf+1 _ b+3 _ d/f+2 _ hopkicks _ LP any of the first three hits (note: can LP 2nd if the 1st hits; d+4,4 is launch punishable at -16 on hit in case they stop)
d/b+3 - WS+4
d/b+3+4 - WS+3,2
b+1,1,2_b+1:1:2 - duck last hit and WS+2 _ FC hopkicks
b+2,4 - duck last hit and FC u/f+4 for a d/b+2, b+1<2 B! combo if they continued the string; u/f+4 doesn-t launch them high enough or for a full combo if they stop after b+2,4
b+2,4,3 - duck last hit and WS+2 _ FC hopkicks
b+3,4 - duck last hit and WS+2_FC hopkicks _ SSR last hit and launch
u/f+3,1 - b+1,2 _ d+1+2
u/f+3,4 - duck last hit and WS+2 _ FC hopkicks (note: you'll get hit if you try to duck the 2nd and they go for u/f+3,1)
u/f+4 - b+1,2 _ d+1+2
d,d/b+4 - qcf+2 (clean or non clean depending on range)
f,f,f+3 - b+3 _ d/f+2 _ hopkicks
f,f,f+3,4 - b+1,2 _ d+1+2
f,f,f+3,4,4 - SSL last hit and launch _ duck last hit and WS+2_FC hopkicks
f,f,f+3,4,f+4 - SSL last hit and launch _ block and b+1,2_d+1+2 at max range
f,f,f+3,4,d+4 - WS+2 _ FC u/f+3 _ FC u/f+3,4
WS+2,3 - b+3
WS+3,3,D+3 - LP 3rd hit
FC d/f+4 - WS+3,2 _ WS+4
FC u/f+4 - b+3 _ d/f+2 _ hopkicks
FC U/F+4 - jabs for a floater
FC d/f,d,D/F+3 (= slide) - cc and 3,2 pickup into a full B! combo _ WS+4 into d+1,4,2 combo
HMS 1,1,1,1 - d+1+2 immediately after the pushback of the 2nd or 3rd hit
HMS 2 - b+1,2 _ d+1+2
HMS 4 - WS+2 _ FC hopkicks (note: even if the stun looks like this is u/f,n+4 punishable, it isn-t)
MS 3,4 - b+1,2 _ d+1+2
MS 3+4(= slide) - cc and 3,2 pickup into a full B! combo _ WS+4 into d+1,4,2 combo
MS b,n+4 - WS+4
TTT2 moves:
f,f,f_WR+3,4 - safe
f+1+2,3,4 - duck last and WS+2
f,f+1+2 - safe
MS 3+4 - WS+3 to full juggle

Violet
SWY 4 - WS+3,2 _ WS+4
f,n+3,4_MS+3,4 - b+3 _ d/f+2 _ hopkicks
u/f+3+4 - b+3 _ b+1,2 _ d+1+2
f+3:3:3 - jabs

Lei
1,1 - safe but they're left at -8; mix-up
2,1,3+4 - b+1,2 _ d+1+2
3 - b+3 (note: you'll get hit if they continue the string) _ jabs (interrupt them even if they continue)
3,3 - WS+2 on close range block _ FC d/f+2,1 on far range block _ crush 2nd hit with hopkicks
4~3 [FCD] - oki
4~4,3,3 [FCD] - low block 1st hit and LP 2nd _ block last and do oki setups
1+2,1 - duck last hit and WS+2_FC hopkicks (note: you'll get launched if they went for 1+2,2)
1+2,2 - SSR last hit and launch (note: you'll get hit if they went for 1+2,1) _ block all and jabs
f+3,1 - flashduck last hit and WS+2
f+4,2,1,2,3 - WS+2_FC hopkicks (note: you'll get hit if you duck and they went for f+4,2,1,2,4) _ SWL after 1st hit and launch (note: sidewalking with Paul works only at a max range block f+4)
f+4,2,1,2,4 - SWL after 1st hit and launch (note: sidewalking with Paul works only at a max range block f+4)
d/f+1,1 - jabs (note: you'll get hit if they continue the string)
d/f+1,1,1 - jabs (note: d/f+1,1<1 is often used as a bait; if they delay the last hit know that you can SSR and launch it, you'll get hit if they went for the undelayed d/f+1,1,1 though)
d/f+3 - safe but they're left at -10; mix-up
d+2,2 - b+1,2 _ d+1+2
d+4 - WS+4 (note: you'll get hit if they went for d+4,4)
d+4,d [SNA] - WS+4 (note: you'll get hit if they went for d+4,4)
d+4,4 - clean qcf+2 (strict timing) _ 3,2 (no NC; works even if 1st low hit connects)
d/b+4 - FC u/f,n+4 at close to mid range block _ WS+2 at far range block
d/b+1+2 - b+1,2 _ d+1+2
d/b+3+4 [FCD] - oki
b+4 - WS+4 (note: you'll get hit if they continue the string)
b+4,1 - duck 2nd hit and WS+2_FC hopkicks (no NC; works even if 1st low hit connects)
u/f+2 [PLD] - oki
u/f+4 - b+1,2 _ d+1+2
u/f+3+4,4 - interrupt after 1st hit with jabs for a floater
f,n+1,2,1,2,3 - WS+2_FC hopkicks (note: you'll get hit if they went for f,n+1,2,1,2,4)
f,n+1,2,1,2,4 - safe but you can reverse the last hit _ SSR last hit and launch (note: strict timing on the SS)
f,n+2,1,2,1 - SSR last hit and launch
f,n+3,4 - SSL_SSR 2nd hit and launch _ interrupt after 1st hit with jabs_CH 2,3 (note: you'll get hit in both cases if they went for f,n+3,d+4)
f,n+3,d+4 - WS+4 _ LP 2nd hit (note: you'll get stunned in all cases if they went for f,n+3,4)
*note: to avoid the mix-up you can interrupt both f,n+3 variations with d/b+1_d+2 after the 1st hit
f,n+4,1,2,2,2 - WS+2 _ FC hopkicks
f,n+4,1,2,2,4,3,3 - LP 5th hit _ low block 5th hit and LP 4th _ block last and do oki setups
f,n+4,1,2,3,4 - SSL_SSR 4th hit and launch _ interrupt after 4th hit with jabs_CH 2,3 (note: you'll get hit in both cases if they went for f,n+4,1,2,3,d+4)
f,n+4,1,2,3,d+4 - WS+4 _ LP last hit (note: you'll get stunned in all cases if they went for f,n+4,1,2,3,4)
*note: to avoid the mix-up you can duck the 3 in every f,n+4,1,2,3 variation and WS lanch or interrupt every followup with d/b+1 after the 4th hit
f,f+2 - WS+1 on close to mid range block _ mix-up on far range block
f,f+3 - d/f+2_b+3_hopkicks (note: you'll get hit if they went for f,f+3,4)
f,f+3~b - hopkicks on close to mid range block _ qcf+2 on max range block
f,f+3,4 - duck 2nd hit and FC u/f,n+4
note: to avoid the mix-up you can punish_interrupt all f,f+3 variations with d/b+4 after the 1st hit, but you'll be missing out big damage if you were to guess right
f,f+4,3+4 - interrupt after 1st hit with jabs for a floater (note: jabs also punish them in case they stop after f,f+4) _ duck 2nd hit and FC u/f,n+4
WS+3 - d/f+2 _ b+3 _ hopkicks
WS+2,1 - b+1,2 _ d+1+2
FC d/f+2,1,4 [CRA] - low block 1st hit and LP 2nd _ low block 2nd hit and interrupt with WS+4 (works even if the 1st low hit connects) _ block last and d/f+2_b+3_hopkicks (works even if they transition to normal by doing FC d/f+2,1,4,b and if the 1st two low hits connect; no NC)
SS+4 - safe but they're left at -9; mix-up
DRU 2,2 - duck 2nd hit and WS+2_FC hopkicks
DRU 3 - WS+4 (punishes them also if they continue the string)
DRU 3,2,4 - low block 1st hit and interrupt with WS+4 _ block 1st two hits and FC d/f+2,1 (no NC; works even if 1st low connects)
DRU 4 - b+1,2 _ d+1+2
DRU 3+4 - cc into oki
DRU b+1+2 - guaranteed d+4:2 (last hit whiffs)_d+1_d/b+3 _ oki
DRU u/f+1+2 - FC oki
FCD 3 - delayed WS+2 _ cc and qcf+1
FCD 3~4 - FC u/f,n+4
FCD 4~3 - oki
SLD 4~3 - WS+4 into d+1,4,2 combo (note: can't LP the slide and followup with a combo; LP makes it safe)
SLD 3+4 - oki
SLD d+3+4 - cc into f,f+4
KND 3 - delayed WS+2 _ cc and qcf+1
KND 4 - b+3
PLD 3 - FC u/f,n+4
PLD 4 - b+1,2 _ d+1+2
PLD 3+4 - FC u/f,n+4
BT 1,1,3,2 - duck block 3rd hit, stay in crouch to duck last hit and WS+2_FC hopkicks (no NC, works even if the 1st two hits connect) _ LP 3rd hit
BT 2 - jabs
BT 4 - b+3 (note: you'll get hit if they continue the sting)
BT 4,3 - d/f+2 _ b+3 _ hopkicks
BT 1+2,2 - d+4:2:1+2 _ oki
BT 3+4,3+4,3+4 - interrupt between any hit with jabs for a floater
BT d+1 - WS+4 (note: can't LP this)
BT d+4 - FC u/f,n+4
BT u/f+2 - oki
PNX 2 - hold d and FC 1
PHX 3,3 - WS+2 on close range block _ FC d/f+2,1 on far range block _ crush 2nd hit with hopkicks
PHX 4 - WS+4
SNA 1,2,1 - jabs (note: you'll get hit if they finish the string)
SNA 1,2,1,2 - duck last hit and WS+2 _ FC hopkicks
SNA 2,2,2 - WS+2 _ FC hopkicks
SNA 2,2,4,3,3 [FCD] - LP 3rd hit _ low block 3rd hit and LP 4th _ block last and do oki setups
SNA 3 [FCD] - oki
SNA 4 [SNA] - WS+4 on close to mid range block _ nothing on max range block
SNA 1+2 - jabs
DRA 3 - WS+2
DRA 4,1,2 - jabs (note: you'll get hit if they continue the string)
DRA 4,1,2,3 - duck last hit and WS+2_FC hopkicks
DRA 4,1,2,3,4 - duck 4th hit and interrupt with WS+2_FC hopkicks
DRA 4,1,2,3,d+4 - duck 4th hit and interrupt with WS+2_FC hopkicks
PAN 1~2 - FC u/f,n+4
PAN 2 - jabs
PAN 3 - WS+4
PAN 4,2,1,2,3 - WS+2_FC hopkicks (note: you'll get hit if you duck and they went for PAN 4,2,1,2,4) _ SWL after 1st hit and launch (note: sidewalking with Paul works only at a max range block PAN 4)
PAN 4,2,1,2,4 - SWL after 1st hit and launch (note: sidewalking with Paul works only at a max range block PAN 4)
TGR 3 - d+1+2
TGR 3,f+4 - interrupt after 1st hit with CH qcb+1
TRG 3,f+1+2 - interrupt after 1st hit with CH qcb+1
*note: to avoid the mix-up you can punish all TGR 3 variations with d+1+2, which punishes TGR 3 and interrupts them if they went for TGR 3,f+4 or TGR 3,f+1+2
TGR 4 - FC u/f,n+4
CRA 3,4,2,3 - LP 2nd hit _ block all and b+1,2_d+1+2
CRA 4 - WS+2
CRA u/f+4 - b+1,2 _ d+1+2

TTT2 moves:
d/b+1 - WS+3 to full juggle
b+2~f - safe
BT+4,4 - SSL last hit and qcf+1 _ rev. last hit
PHX 1~d_b,b+1~d - Oki: 3_ b+4
PHX 1,d+2_b,b+1,d+2 - WS+4
WS+3+4 - d/f+2 _ b+3 _ hopkicks
f+3,1,2 - b+1,2 _ d+1+2 _ rev. last hit

Leo
1,2,1,1 - b+3 _ flashduck 3rd hit and interrupt with WS+4
1,2,1,4 - same as above
1,2,4 - WS+3,2 _ WS+4 _ LP last hit
2,2 - d/f+2 _ b+3 _ hopkicks
3,2,3 - flashduck 2nd hit and interrupt with WS+4 _ reverse last hit
3,2,4 - same as above, but no reversal
f+2,2 - b+1,2 _ d+1+2
f+1+2 - b+3
d/f+2 - b+1,2 _ d+1+2
BBP (= d/f+1+2,1+2,qcf+2) - d/f+2 _ f,f+3,4
* note: all hits of BBP are d/f+2 punishable
d/f+2+3 - WS+4
d+4 - WS+4
d+4,2 - duck last hit and WS+2 _ FC hopkicks (no NC; works even if first low hits you)
d/b+4 - FC u/f,n+4
d/b+4,1 - d/f+2 _ b+3 _ hopkicks
d/b+1+2,1 - b+1,2 _ d+1+2
b+2,1 - flashduck last hit and WS+2
b+2,1+2 - WS+4
b+1+4 - duckblock and WS+3,2 _ WS+4
u/f+1,2 - b+3
u/f+2,1 - SSR last hit and launch (strict)
u/f+4 - b+1,2 _ d+1+2
f,f+2 - jabs _ nothing on max range block
f,f+4 - b+1,2 _ d+1+2
f,f+4,3 - b+1,2 _ d+1+2
f,f+4,3,4 - FC u/f,n+4
WS+1,4,1 - b+3 _ LP 2nd hit
WS+2 - b+1,2 _ d+1+2
WS+3,1 - d/f+2 _ b+3 _ hopkicks
WS+3,1,2 - duck last hit and WS+2 _ FC hopkicks
WS+1+2 - b+1,2 _ d+1+2
FC d/f+3 - WS+3,2 at close range _ WS+4 at mid range
SS+1+2 - jabs
BT 1+2 - d/f+2 _ hopkicks
d+3+4 (grounded stomp) - WS+3,2 _ WS+4
1+2+3+4,b+3,1,2 - d/f+2 _ b+3 _ hopkicks
1+2+3+4,d/b+4 - FC u/f,n+4
KNK 1,2 - b+1,2 _ d+1+2
KNK 3 - b+1,2 _ d+1+2
KNK 3,4 - b+1,2 _ d+1+2
KNK 4 - WS+2 _ FC hopkicks
d+1+2 or FC+d/b or d+1+2
BOK 3 - duck and WS+2_FC hopkicks
qcf+1 - WS+3,2 _ WS+4
qcf+3,1 - d/f+2 _ hopkicks
qcf+1+2 - b+3 and b+1,2 at close range _ d+1+2 at midrange

TTT2 moves:
3,2,3~b - flashduck 2nd hit and interrupt with WS+4
3,2 ~d - duck last hit and WS+3,2
d/f+1,2 - duck last hit and WS+2 _ FC hopkicks
d/b+3 - WS+2 _ FC hopkicks
b+4, 1+2 - safe, but they're left at -9; mix-up
b+3,1~d - d/b+1 and mix-ups
qcf+3,1,2 - duck last hit and WS+2 _ FC hopkicks
qcf+3+4 - safe, but they're left at -5 ~ -6; mix-up
BOK 1,2 - b+1,2 _ d+1+2 _ rev. last hit

Lili
1,2,3 - WS+2_FC hopkicks (note: you'll get hit if you duck and they went for 1,2,4)
1,2,4 - SSL last hit and qcf+1 (note: you'll get hit if you SS and they went for 1,2,3)
2,3 - WS+2 _ FC hopkicks
2,4 - duck last hit and WS+2_FC hopkicks
3 - b+3 (note: you'll get hit if they continue the string)
3,1 - b+3 at close block _ b+1,2 at mid range block _ d+1+2 at very max range block
3,2 - duck last hit WS+2 (doesn't give a combo if they continue the string) _ duck last hit and <WS+1 (results in a floater and gives a full B! combo if they continue the string) _ reverse last hit
3,2,3 - duck last hit and WS+2 _ FC hopkicks _ block all and jabs
1+2 - b+1,2 _ d+1+2
3+4 - safe on block (though easy to SS for a launch) but they're left at -8 ~ -7 ; mix-up
f+2,3 - b+1,2 _ d+1+2
f+3 - safe on block but they're left at -6 ~ -5 ; mix-up
f+4 - safe, because of pushback (-11 on block)
f+3+4 - safe but they're left at -4~-2 ; mix-up
f+3+4,3_f+3+4,3,4 - interrupt with d/f+2_b+3_hopkicks after 1st hit
*note: since the 1st hit of f+3+4 jails you can input d/f+2_b+3_hopkicks immediately after the 1st hit; that way you will still block the 2nd hit of f+3+4 but you'll interrupt them if they went for f+3+4,3_f+3+4,3,4
d/f+2 - jabs
d/f+4,4 - WS+2 _ FC hopkicks
d/f+3+4,3+4 - SSL last hit and d/f+2
d+1 - WS+4 (note: you'll get hit if they continue the string)
d+1,2,b - duck last hit and WS+2 (note: since they're BT when WS+2 hits you can do most of the staple combos from d/f+2_u/f+4)
d+1,2,4 - duck 2nd hit and WS+2 _ block all and d/f+2_b+3_hopkicks
*note: d+1,2 variations are no NC; ducking works even if 1st low hit connects
d+2,2,3 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for d+2,2,4) _ reverse last hit
d+2,2,4 - clean qcf+2 _ reverse last hit
d+3 - WS+4
d+3+4 - qcf+1
d/b+4 - FC u/f,N+4
d/b+3+4 - WS+2 _ FC hopkicks
b+1 - safe, but they're left at -6; mix-up
b+2,1 - duck last hit and WS+2 _ FC hopkicks
b+3,3_b+4,3 - WS+2 _ FC hopkicks
b+3,4_b+4,4 - jabs
b+1+2 - b+3 at close range block _ d/f+2_u/f+3+4 at any range
u+3+4,3,3+4 - interrupt with jabs after 1st hit for a floater
u/f+3 - b+1,2 _ d+1+2
u/f+4,3 - b+1,2 _ d+1+2
u/f+3+4,3 - duck last hit and WS+2_FC hopkicks (note: you'll get juggled if you duck and they went for u/f+3+4,3+4) _ block all and f+jabs
u/f+3+4,3+4 - qcf+1
ff+2 - jabs
ff+4 - WS+3,2 _ WS+4
qcf+1,2 - b+3
WS+2 - jabs
WS+3 - qcf+1 (note: follow up with a b+1,2, B! mini combo if you noticed qcf+1 hit them mid air because the continued the string)
WS+3,4 - interrupt after 1st hit with qcf+1 for a floater _ SSL last hit and qcf+1
FC d/f+1 - b+1,2 _ d+1+2
FC d/f+3 - WS+2_FC hopkicks at close to far range block (-18); mix-up at max range block (-9)
BT 1,2 - flashduck last hit and WS+2
BT 4,3+4 - they're left BT at -10; mix-up
BT 3+4,2 - jabs
BT d+3 - WS+2_FC hopkicks (note: you'll get hit if they continue the string)
BT d+3,4 - b+1,2 _ d+1+2 (no NC; works even if 1st low hit connects)
BT d+3+4 - FC u/f,N+4

Last edited by Onizuk@ on Feb 12th, 2014 at 18:54

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#9 “Quote” Edit Post
Lili
TTT2 moves:
f,f+3 - b+1,2 _ d+1+2
qcf+1,2~b - d/f+2
qcf+2 - safe on block with -6, mix-ups
qcf+4 - safe on block with -8 ~ -7 , mix-ups
qcf+3+4 - safe on block (+8!), beware of the frame advantage and be ready to punish launchers, lows or break grabs
BT 1+2 - safe on block and puts you in crouch

Sebastian
f+2,1+2 - jabs
b+1 - safe (-1~ +1 on block)
u/f+4 (m) - safe, but they're left at -6; mix-up
d/b+4 - u/f,n+4 _ WS+2_FC hopkicks
note: actually it's like Lilis d/b+4 from TK6 BR, which gives free juggle on hit
WS+3,3+4 - d/f+2_b+3_hopkicks


Ling
1,d+2,1+2 - SSL last hit and launch _ b+1,2 _ d+1+2
3 - b+1,2 _ d+1+2
f+3,1,1+2 - b+1,2 _ d+1+2
f+4,4 - WS+4 _ LP last hit
f+1+2 - d/f+2 _ u/f+3 _ u/f+3,4 _ d+1+2 at max range
d/f+2~1 - b+1,2 _ d+1+2
d+3 - WS+4
d+3,4 - duck last hit and WS+2_FC hopkicks _ block and b+1,2_d+1+2 (no NC; works even if 1st low hits you)
d/b+4 - WS+4
B+1 - jabs
b+2,2 - LP 2nd hit
b+4,4 - duck last hit and WS+2_FC hopkicks _ block and jabs
u/b+3+4 - f,f+2:1 _ non clean qcf+2 (note: both will miss if she does the AOP transition with d+1+2 after u/b+3+4)
u+1+2 - jabs
u+1+2,2 - jabs
u+1+2,2,1 - jabs _ SSR last hit and launch
u+1+2,3+4 - b+3 _ d/f+2 _ hopkicks
u/f+3 - b+1,2 _ d+1+2
f,f+1 - jabs
f,f+1,3 - duck last hit and WS+2 _ FC hopkicks
f,f+1,4 - b+1,2 _ d+1+2
f,f+2,1 - jabs
FC 3 - FC hopkicks
FC 3,2,1,4 - b+3 on close range block _ d/f+2 _ u/f+3 _ u/f+3,4 (no NC)
FC d/f+2,1 - WS+4 _ low block 1st hit and LP 2nd for a 3,2 floater (no NC but you can't LP the 2nd if the 1st hits)
FC d/f+4,4 - last hit is safe on block, low block 1st and LP 2nd (no NC but you can't LP the 2nd if the 1st hits)
SS+3 - u/f,N+4
SS+4 - WS+4
RDS 1,4 - duck last hit and WS+2 _ FC hopkicks
RDS 2,1,4 - clean qcf+2
RDS 3 - clean qcf+2
RDS 4 - d/f+2 on close range block _ clean qcf+2 on any range
RDS 1+2,1+2 - jabs
RDS f+3+4,3+4 - hopkicks _ b+1+4 backgrab
RDS d+3 - WS+4
RDS d+4 - u/f,n+4
AOP 1,2 - duck last hit and WS+2 _ FC hopkicks
AOP 2 - jabs
AOP 2,1 - jabs
AOP 4~3 - FC d/f+3
AOP 1+2 - jabs
AOP 3+4 - b+1,2 _ d+1+2
AOP f+4,4 - low block 1st and LP 2nd (no NC but you can't LP the 2nd if the 1st hits)
AOP d+1 - WS+4
AOP u/f+3 - b+3
AOP u/f+3,1 - SSL last hit and launch with hopkicks
AOP u/f+3,3 - duck last hit and WS+2 _ FC hopkicks
AOP u/f+3,4 - b+3
AOP u/f+4,4 - b+1,2 _ d+1+2
AOP u/f, while landing 3 - WS+2 _ FC hopkicks
AOP u/f,n+3 - b+3 _ d/f+2 _ hopkicks _ nothing if she transitions to AOP by doing d+1+2 after it

TTT2 moves:
f+2,1,4 (m,h,m) - duck 2nd hit and interrupt string with d/b+1+ mix-ups afterwards
AOP 1+2 (m) - safe, because of pushback (at wall use jabs)

Miharu
RDS f,f+3+4 - jabs (at close range)
FC d/f+4 - u/f,n+4 _ WS+2_FC hopkicks
d/f+1 - safe (-4)
b+4 - jabs
u/f+3+4 - safe (-3)
AOP 1+2 - safe, because of pushback (at wall use jabs)


Marduk
1,2,3 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
1,2,3,1+2 - duck last hit and WS+2_FC hopkicks
1,2,f+1 - duck last hit and WS+2_FC hopkicks
1,d+2 - safe but they're left at -9; mix-up
2,1 - duck last hit and WS+2_FC hopkicks
2,d+1+2 - b+1,2_d+1+2 _ SSR last hit and launch
1+2 - safe but they're left at -8; mix-up
f+2,1 - duck last hit and WS+2_FC hopkicks (note: you'll get launched if they went for f+2,d+1,2)
f+2,d+1 - WS+4
f+2,d+1,2 - d/f+2_b+3_FC hopkicks
f+3,2 - SSL last hit and d/f+2 _ b,f+1 last hit
f+4 - WS+4
f+1+4 - oki
d/f+1 - b+1,2 _ d+1+2
d/f+2,1 - b+1,2 _ d+1+2
d/f+3 - jabs (note: you'll get hit or launched if they continue the string)
d/f+3,1,2,3 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string)
d/f+3,1,2,3,1+2 - duck last hit and WS+2_FC hopkicks
d/f+3,1,2,f+1 - duck last hit and WS+2_FC hopkicks
d/f+3,1,d+2 - safe but they're left at -9; mix-up
d/f+3,1+2 - duck last hit and WS+2_FC hopkicks (note: you'll get launched if they went for d/f+3,d/f+1)
d/f+3,d/f+1 - b+1,2_d+1+2 (note: you'll get hit if they continue the string) _ jabs (interrupts them also if they continue)
d/f+3,d/f+1,2 - interrupt after 2nd hit with jabs_CH 2,3 _ duck last hit and WS+2_FC hopkicks
d/f+4,2 - d/f+2 _ b+3 _ hopkicks
d/f+1+2 - jabs
d+2,4 - safe but they're left at -9; mix-up
d+3 - WS+4
d+4 - WS+2 _ FC hopkicks
d+1+2 - b+1,2 _ d+1+2
d/b+3 - WS+4 (note: you'll get hit if they continue the string)
d/b+3,1,1 - b+1,2_d+1+2 _ duck 2nd hit and interrupt with WS+2_FC hopkicks (note: you'll get hit if you duck and they went for d/b+3,4)
d/b+3,4 - jabs
*note: all the d/b+3 variations are no NC; punishers work even if 1st low hit connects
d/b+4 - oki
d/b+1+2 - qcf+1
b+1,2 - WS+4
b+2 - safe but they're left at -9; mix-up
b+3 - jabs on close range block _ nothing on max range block
b+4 - safe but they're left at -9; mix-up
u/f+4 - safe but they're left at -9; mix-up
f,f+4 - jabs on close range block _ nothing on max range block
b,b+1+2 - safe but they're left at -9; mix-up
qcf+1 - jabs
qcf+2 - WS+4
VTS 1,2_WS+1,2 - duck 2nd hit and WS+2 _ FC hopkicks
VTS 2_WS+2 - safe but they're left at -8; mix-up
VTS 3_WS+3 - b+1,2 on close to mid range block _ d+1+2 on max range block
VTS d+1+2 - FC u/f,n+4
FC d/f+4 - FC u/f,n+4
FDFA d+2 - WS+2
d/b+4 (= grounded stomp) - FC hopkicks

TTT2 moves:
f+1+2, 2 - b+1,2 _ d+1+2
d/f+1 - b+1,2 _ d+1+2
d/b+2 – safe, but they're left at -8; mix-up


Miguel
1,2,4_1,2,4,f - flashduck 3rd hit and WS+2
1,2,1+2 - reverse last _ interrupt with d/f+2_b+3_hopkicks after 2nd hit (note: you'll get hit if they went for 1,2,4 and you try to interrupt after the 1,2)
*note: to avoid the mix-up you can interrupt both 1,2 variations with d/b+1_d/b+4 after the 2nd hit
1,3 - WS+4 _ LP 2nd hit
3,4 - jabs
1+2,1+2 - clean qcf+2 _ b+1,2 _ d+1+2
f+3,4 - b+1,2 _ d+1+2
f+4,2 - d/f+2_b+3_hopkicks
d/f+1,1_d/f+1,1,f - flashduck 2nd hit and WS+2
d/f+1,1,2 - flashduck 2nd hit and WS+2 _ block all and jabs
d/f+1,1,3_d/f+1,1,3,f - flashduck 2nd hit and WS+2 _ block all and WS+4 _ LP last hit (note: you'll get hit if you duck or try to LP and they went for d/f+1,1,2)
*note: to avoid the mix-up you can duck the 2nd hit of both d/f+1,1 variations and interrupt with WS+2_FC hopkicks or SSL the last hit of both d/f+1,1 variations and launch
d/f+1,2 - jabs
d/f+2,1 - d/f+2_b+3_hopkicks
d/f+2,2 - SSL 2nd hit and launch (note: you'll get hit if they went for d/f+2,1) _ reverse 2nd hit
d/f+4,1_d/f+4,1,f - flashduck 2nd hit and WS+2
d/f+4,1,1 - flashduck 2nd hit and WS+2 _ block all and jabs
d+3 - WS+4
d+4 - WS+4 (note: you'll get hit if they continue the string)
d+4,1+2_d+4,1+2,f - duck block 1st hit, stay in crouch to duck 2nd and WS+2_FC hopkicks _ duck 2nd hit and WS+2_FC hopkicks (no NC; works even if 1st low hits you)
d+1+2 - b+1,2 _ d+1+2
d/b+1 - WS+2 _ FC hopkicks
d/b+3_d/b+3,f - WS+4 (note: you'll get hit if they continue the string)
d/b+3,4 - WS+2 _ FC hopkicks (no NC; works even if 1st low hits you)
d/b+4 - WS+2 _ FC hopkicks
b+1,4 - FC hopkicks
b+2,2 - safe but you can reverse the 2nd hit
b+1+2_b+1+2,f - b+1,2 _ d+1+2
u/f+4 - b+3
f,f+2 - b+1,2 _ d+1+2
f,f+2,1 - b+3 on close to mid range block _ b+1,2_d+1+2 on max range block (note: f,f+2,1 jails so you can't duck the 2nd high hit if undelayed; if they delay the 1 it's no longer -14 but the last hit can be ducked and WS launched)
WS+2,2 - duck last hit and WS+2_FC hopkicks _ block all and jabs
WS+2,2,2 - duck 2nd hit and interrupt with WS+2_FC hopkicks _ interrupt after 2nd hit with d/f+2_b+3_hopkicks
note: to avoid the getting punished or missing out damage if they stop after WS+2,2 you can interrupt them also with jabs
FC d/f+2 - oki
FC d/f+4 - WS+2 _ FC hopkicks
d+3 (= grounded stomp) - WS+4
SAV 1,2_SAV 1,2,f - jabs (note: you'll get hit if they continue the string)
SAV 1,2,1 - d/f+2_b+3_hopkicks
SAV 2 - b+1,2 on close to mid range block _ d+1+2 on any range
SAV 3,3_ SAV 3,3,f - safe but they're left at -9; mix-up
SAV 1+2 - clean qcf+2 on close range block _ f,f+2:1 on far range block
SAV d/f+2 - u/f+3,4 on close range block _ clean qcf+2 on far range block
SAV d+4_ SAV d+4,f - WS+4 (note: you'll get hit if they continue the string)
SAV d+4,3 - d/f+2_b+3_hopkicks (NC; must block both hits)
SAV d/b+3_SAV d/b+3,f - WS+4
SAV d/b+4 - FC u/f,n+4
SAV b+1,2 - WS+2 _ FC hopkicks
SAV b+1,4 - jabs
SAV b+2 - b+1,2 _ d+1+2
SAV u/f+3 - jabs

TTT2 moves:
f+2+3 - safe
f,f+2,2 (m,m) - b+3 (note: beware of f,f+2,2~d mix-ups)
f,f+3 (h) - safe


Nina
1,2,1,4 - WS+3,2 _WS+4 _ LP last hit
1,2,3 - b+3
1,2,4 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for 1,2,f+1+2)
1,2,f+1+2 - clean qcf+2
1,2,1,2 - jabs (note: you'll get hit if they continue the string)
1,2,1,2,f+1+2 - clean qcf+2
1,4 - flashduck 2nd hit and WS+2
1,4,1 - b+1,2 _ d+1+2
1,4,3 - FC u/f,n+4
*note: to avoid the mix-up you can flashduck the 2nd hit of every 1,4 variation and interrupt with WS+2
2,1,4 - WS+3,2 _WS+4 _ LP last hit
2,3 - b+3
2,4 - duck last hit and WS+2_FC hopkicks (note: you'll get hit if they went for 2,f+1+2)
2,f+1+2 - clean qcf+2
3,4 - duck last hit and WS+2_FC hopkicks
3,3,2 - jabs _ LP 2nd hit
3,3,4 - duck last hit and WS+2_FC hopkicks (note: you'll get juggled if they went for 3,3,2) _ LP 2nd hit
3,3,d+4 - WS+2_FC u/f+3,4 (note: you'll get juggled if they went for 3,3,2) _ LP 2nd hit
*note: to avoid the mix-up, duck with D/F after the first hit to duck the last hit of 3,4 and LP the second kick of the 3,3 variations
3,d - interrupt the roll with b+2
3,d,1+2 - interrupt with CH b+2 after 1st hit _ block all and jabs
4,3 - WS+2 (note: you'll get hit if they continue the string)
4,3,2 - b+1,2 _ d+1+2
4,3,4 - duck last hit and WS+2_FC hopkicks (note: you'll get juggled if they went for 4,3,2)
4,3,d+4 - WS+2 (note: you'll get juggled if they went for 4,3,2)
*note: to avoid the mix-up you can LP the 2nd hit of any 4,3 variation
4,u - interrupt the roll with b+2
4,d,1+2 - interrupt with CH b+2 after 1st hit _ block all and jabs
f+3 - flashduck 2nd hit and WS+4
f+4,3 - b+3 (results in a floater if they continue the string but doesn-t give a full B! combo) _ b+1,2 (will B! them if they continue the string) _ jabs (result in a floater for a full B! combo but do the least damage if they stop after f+4,3)
f+4,3,3 - interrupt after 2nd hit with b+1,2_jabs for a floater _ SSL last hit and u/f,n+4 _ block all and b+3
f+1+2 - clean qcf+2
d/f+3,1,2 - jabs _ duck 2nd and 3rd hit and WS+2_FC hopkicks (note: you'll get hit if you try to jab punish or duck and they continue the string) _ duck 2nd and 3rd hit and WS+4
d/f+3,1,2,f+1+2 - clean qcf+2 _ duck 2nd and 3rd hit and interrupt with WS+4
d/f+3,3,3 - b+3 (note: you'll get launched if they continue the string) _ d/b+4
d/f+3,3,3,4 - duck last hit and WS+2_FC hopkicks
d/f+3,2,1,4 - WS+4 _ LP last hit _ duck 2nd and 3rd hit and interrupt with WS+2_FC u/f+4_FC (u/f+3,)4 (note: you'll get launched if you duck and they went for d/f+3,2,3)
d/f+3,2,3 - f,f+3,4 (strict timing) _ d/f+2 _ b+3 _ hopkicks
d/f+3,2,4 - duck last hit and WS+2_FC hopkicks (note: you'll get launched if they went for d/f+3,2,3)
d/f+3,2,d+3,2 - jabs _ LP 3rd hit
d/f+3,2,d+3,4 - duck last hit and WS+2_FC hopkicks (note: you'll get launched if they went for d/f+3,2,d+3,2) _ LP 3rd hit
d/f+3,4 - duck last hit and WS+2 _ FC hopkicks
d+1,n+4 - jabs
d+2 - WS+4 (note: you'll get launched if they continue the string) _ FC d/b+4
d+2,3 - duck last hit and WS+2 _ FC hopkicks
d+3 - WS+2_FC hopkicks (note: you'll get hit or launched if they continue the string)
d+3,2 - WS+3,2 _ WS+4
d+3,4,3 - duck 2nd hit and interrupt with WS+2_FC hopkicks (note: you'll launched if you duck and they went for d+3,2) _ SSR last hit and launch
d+3,d+4 - WS+2_FC hopkicks (note: you'll launched if you duck and they went for d+3,2)
d+4 - WS+4 (note: you'll get hit if they continue the string) _ FC d/b+4
d+4,1 - flashduck 2nd hit and WS+2
*note: all d+2_d+3_d+4 variations are no NC; punishers work even if the 1st low connects
d/b+2 - safe now (-9); mix-ups
d/b+3 - WS+3,2 _ WS+4
d/b+4 - oki
d/b+4,3 - clean qcf+2 (strict timing) _ b+1,2 _ d+1+2 (no NC; works even if 1st low connects)
d/b+3+4 - d/f+2_u/f+3,4 on close to mid range block _ b+3_u/f+4 on close range block _ clean qcf+2 on any range
b+1 - d/f+2 _ b+3 _ hopkicks
b+2,2,2 - jabs _ duck last hit and WS+2_FC hopkicks
b+3,4,4 - FC hopkicks (note: you'll get hit if they went for b+3,4,3+4)
b+3,4,3+4 - interrupt after 2nd hit with jabs for a floater (note: you'll get hit if they went for b+3,4,4) _ block all and jabs
*note: to avoid the mix-up and punish them if they stop after b+3,4 you can flashduck the 2nd hit of both b+3,4 variations and interrupt with WS+1+2
b+1+4 - clean qcf+2
u/f+2,1 - b+1,2 _ d+1+2
u/f+3 - jabs
u/f+4,3,4 - low block 2nd hit, stay in crouch to duck last and WS+2_FC hopkick _ LP 2nd hit
u/f,n,d+3,2 - b+1,2 _ d+1+2
u/f,n,d+3,3 - d+1+2
u/f,n,d+3,4 - flashduck last hit and WS+2 (note: you'll get launched or hit if they went for the u/f,n,d+3,2 or u/f,n,d+3,3 variation)
*note: all u/f,n+3 variations are no NC; punishers work even if the 1st low connects
f,f+3 - b+1,2 _ d+1+2
f,f+4 - oki
f,f+1+2 - d/f+2 at close range block _ clean qcf+2 at any range
WTF (= d,D/F+4_FC D/F+4) - FC d/f+1+2 _ cc into f,f+3,4 _ delayed FC u/f,n+4
qcf+1 - jabs
qcf+2 - jabs
qcf+3 - WS+2 _ FC hopkicks
qcb+4 - b+3
f,f,f+3_u/f+3+4 - oki
WS+1,1+2 - jabs _ duck 2nd and 3rd hit and FC u/f,n+4
WS+2 - b+1,2 _ d+1+2
WS+3 - b+1,2 _ d+1+2
WS+4,3 - duck last hit and WS+2 _ FC hopkicks
FC 2,4 - nothing but they're left at -10; mix-up
SS+1 - jabs
SS+2 - b+3 _ b+1,2 _ d+1+2
SS+4 - FC u/f,n+4
SS+1+2 - jabs
d+3+4 (= grounded stomp) - WS+2

TTT2 moves:
f+2,1,1+2 (h,m,m) - WS+4
b+3+4 (mh) - duck last hit and WS+2 _ FC hopkicks
f,f+2 (h) - safe
qcf+4,2,3 (m,h,h) - duck last hit and WS+2 _ FC hopkicks


Paul
1,4 - WS+4 from close to mid range block _ nothing on max range block _ LP last hit
2,3 - b+1,2 _ d+1+2 _ duck last hit and WS+2_FC hopkicks
2,D+3 - WS+4 _ LP last hit
3,2 - flashduck last hit and WS+2
f+2,3,1 - b+1,2 _ d+1+2
f+1+4 - b+3 on close range block _ b+1,2_d+1+2 on max range block
d/f+1,1,2 - flashduck 2nd and WS+2
d/f+3,4 - b+1,2 _ d+1+2
d+1,2 - d+1+2 at close range _ non clean qcf+2 at mid range _ d+1 at any range _ SSL_SSR last hit and launch
d+1,2# - SSL_SSR last hit and launch
d+1,4,2 - duck block 2nd hit and u/f,n+4 _ block last hit and d+1+2
d+4:2:1+2 - block 1st hit and u/f,n+4 _ (if 1st hit doesn-t trip) block last hit non clean qcf+2 (strict timing)
d+1+2 - d/f+2
d/b+3 - WS+2 _ FC hopkicks
b+1,2 - b+1,2 _ d+1+2
b+3 - jabs
b+4 - WS+4
u/f+3 - d/f+2 _ b+3 _ hopkicks
u/f+3,4 - b+1,2 _ d+1+2
u/f+4 - b+1,2 _ d+1+2
f,f+2,1 - b+1,2 _ d+1+2
f,f+2:1 - flashduck last hit and WS+2
f,f+2,2 - FC d/f+2,1 only _ LP last hit on reaction _ crush last hit on reaction with u/f,n+4
f,f+3,4 - b+1,2 _ d+1+2
f,f+3,4,4 - duck last hit and WS+2_FC hopkicks _ SSL last hit and launch
f,f+3,4,f+4 - b+1,2 _ d+1+2
f,f+3,4,d+4 - WS+2 _ FC hopkicks
*note: to avoid the mix-up you can punish_interrupt all f,f+3,4 variations with d/b+1_d+2_d/b+4 after the 2nd kick
WS+2 - b+3 on close range block _ b+1,2_d+1+2 on mid to max range block
FC d/f+2,1 - non clean qcf+2 _ d+1+2
FC d/f+2,2 - FC d/f+2,1 only _ LP last hit on reaction _ crush last hit on reaction with u/f,n+4
SS+3 - WS+4
d+2 (grounded punch) - WS+4
qcf+2 - clean qcf+2 (strict timing)_d+1+2 on close range block (-15) _ non clean qcf+2_d+1+2_d+1 on far range block (-17) (note: all can whiff on very max range block)
qcf+3 - WS+2 at any range _ FC hopkicks at close to mid range block
qcf+1+2 - WS+4 _ LP on reaction
SWY 3,2,1 - duck last hit and WS+2 (note: SWY 3,2 is jab punishable and SWY 3 WS+2 punishable but you'll get hit if you try to punish and they continue the string)
SWY 3,2,3 - WS+4 _ LP last hit

TTT2 moves:
WS+3,2 - duck last hit and WS+2_FC hopkicks
SWY+1+2 - b+3 _ b+1,2 _ d+1+2
SWY+4 - safe

Last edited by Onizuk@ on Feb 4th, 2014 at 19:40

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
Onizuk@
Legend
Joined: Aug 2006
Posts: 508
From: Germany
#10 “Quote” Edit Post
Raven
2,3 - WS+4 (misses on max range block) _ LP 2nd hit
2,4 - b+1,2 _ d+1+2
3,3,4 - duck last hit and WS+2 _ FC hopkicks
3~4 - 1,2,3,2,1 on BT opponent _ do mixups against BT
4~3 - hopkicks (note: you'll get hit if they went for 4~3,3 but hopkicks will beat out 4~3,1 and (unlike d/f+2) 4~3,4)
4~3,1 - WS+2_FC hopkicks _ LP last hit _ interrupt with hopkicks after 2nd hit (note: you'll get hit if they went for 4~3,3 but hopkicks will beat out 4~3,1 and (unlike d/f+2) 4~3,4)
4~3,3 - duck last and WS+2 _ b,f+1 last hit
4~3,4 - b+1,2_d+1+2 _ interrupt with hopkicks after 2nd hit
1+2 - safe but they're left at -9; mix-up
f+2,3 - jabs _ crush 2nd hit with d/b+2
f+3 - jabs
f+4 - safe due to pushback but they're left at -11; mix-up
f+1+2 - safe but they're left at -9; mix-up
f+3+4,4,2 - d/f+2_b+3_hopkicks (works even if the 2nd hit connects) _ LP 2nd hit
f+3+4,f+4,2 - d/f+2_b+3_hopkicks (works even if the 2nd hit connects) _ LP 2nd hit
f+3+4,f+4,3 - b+1,2 _ d+1+2
f+3+4,3+4 - u/f,n+4 _ qcf+1
d/f+2,3 - flashduck last hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for d/f+2,4)
d/f+2,4 - d/f+2 _ b+3 _ hopkicks
*note: to avoid the mixup you can b,f+1 the 2nd hit of both d/f+2,3 and d/f+2,4
d/f+3 (close range block) - safe now
d/f+3 (max range block) - safe but they're left at -9; mix-up
d/f+4,4 - u/f+4
d/f+4,4,3 - u/f+4 after 2nd hit for a floater
d/f+3+4 - u/f,n+4 _ qcf+1 (note: some of the more damaging juggles (e.g. qcf+1, f+2, b+1,2 B! _ d/f+4, d/b+2, b+1<2 B! _ b+3, d/b+2, b+1<2 B!) don'twork due to axis; do 3,2, b+1,2 B! _ 2, qcf+1, b+1,2 B! juggles)
d+3 - WS+4 on close to mid range block _ nothing on max range block
d+4 - WS+3,2
d/b+2,1 - flashduck last hit and WS+2
d/b+3 - WS+4
d/b+4 - WS+3,2 on close range block (-13) _ WS+4 on far range block (-13) _ nothing on max range block (out of WS+4 range)
b+2,2,3 - d/f+2 _ b+3 _ hopkicks
b+2,2,+1+2 - FC u/f,n+4
b+2,4,3+4 - FC u/f,n+4
b+4,b+4 - they're left at -9 and BT; mix-up
b+4,b+4,3 - LP 2nd hit
b+4,b+4,3,4,2 - LP 2nd or LP 3rd hit _ block all and d/f+2_b+3_hopkicks
b+4,b+4,3,f+4,2 - LP 2nd or 3rd hit _ block all and d/f+2_b+3_hopkicks
b+4,b+4,3,f+4,3 - LP 2nd hit _ block all and b+1,2_d+1+2
b+4,b+4,3,3+4 - LP 2nd hit _ block all and u/f,n+4_qcf+1
*note: to avoid the mixup you can interrupt all b+4 variations (except b+4,4 but that one jails) after the 1st hit with d/f+2_b+3_hopkicks
b+1+2,2 interrupt after 1st hit with u/f+3,4
b+1+2,3 - interrupt after 1st hit with u/f+3,4 _ block and FC u/f,n+4
u/b+1,2 - b+1,2 _ d+1+2
u+3,3 - clean qcf+1 (strict timing) _ b+1,2 _ d+1+2
u+3,4 - duck 2nd hit on reaction and WS+4
u+3,d+3 - FC u/f+4 (will also float them for a combo if they went for u+3,d+3,3)
u+3,d+3,3 - interrupt after 2nd hit with FC u/f+4 for a floater _ block all and jabs (the d+3,3 part is NC; must block all hits)
u/f+3 - safe
u/f+4,4 - b+3 _ b+1,2 _ d+1+2
f,f+2 - d+1+2 on close to mid range block _ nothing on max range block
f,f+3 - b+3
f,f+4 - jabs
qcf+2 - WS+2 _ FC hopkicks
qcf+2~1 - b+1,2 _ d+1+2
qcf+3 - safe now (-7 ~ -6)
qcf+4 - d+1,4,2 on BT opponent
qcf+1+2 - hopkicks
WS+1 - b+3
WS+2 - safe but they're left at -9; mix-up
WS+3 - safe now
WS+3+4 - b+3 (close) _ b+1,2 _d+1+2
FC d/f+3+4 - FC u/f,n+4
FC d/f+3+4,4 - low block 1st hit and interrupt with FC u/f,n+4
HAZ 1 - safe but they're left at -9; mix-up
HAZ 3 - safe now
HAZ 4 (close range block) - 1,2,3,2,1 on BT opponent _ do mixups against BT (note: HAZ 4 is only -4~-2 on max range block)
HAZ 1+2 - d/f+2 _ b+3 _ hopkicks
HAZ 3+4 - FC u/f,n+4
SDW 1,4 - duck last hit and WS+2 _ FC hopkicks
SDW 2,2 - safe but they're left at -9; mix-up or reverse last hit
SDW 3,4,3 - SSL last hit and launch _ block and jabs
SDW 3,4,4 - f+2,3,1 on BT opponent
SDW 1+2 - b+3
SDW 3+4 - qcf+1 _ d/f+2 _ b+3 _ hopkicks
SDW f+2 - b+1,2 _ d+1+2 (note: you'll get hit if they went for f+2,3_f+2,4,3+4)
SDW f+2,3 -
SDW f+2,4,3+4 - FC u/f,n+4
SDW f+3 - jabs
SDW f+4,3 - duck block 1st hit, stay in crouch to duck 2nd and WS+2 _ FC hopkicks (NC; must block both hits)
SDW f+3+4 - 1,2,3,2,1 on BT opponent
SDW d+3 - FC u/f,n+4
SDW b+2,3 - qcf+1 _ d/f+2 _ b+3 _ hopkicks
SDW b+2,4 - safe but they're left at -9; mix-up
SDW f,f+3 - safe but they're left at -9; mix-up
SDW f,f+3+4 - WS+2 _ FC hopkicks

TTT2 moves:
f+3,2 - b+3 _ b+1,2 _ d+1+2
4,1 - flashduck 2nd hit and WS+3,2
BT f+2,3 - safe (-7 ~ -6)


Steve
1,1,2 - flash duck last hit and WS+2
1,1,d+1 - reverse last hit
1,2,1,2 - jabs
1,2,1,d+2 - hopkicks
2,1,2 - jabs _ reverse last hit
3,1 - jabs
3,1,1 - jabs on close range block _ nothing
3,1,f+1,1 _ 3,1,f+1,1~b - flashduck last hit and WS+4
4,1,2 - b+1,2 _ d+1+2
4,2 - d/f+2 _ u/f+3 (b+3 and u/f+4 will whiff) _ d+1+2 on max range block
d/f+1,2_d/f+1,2~1_d/f+1,2~1,b - duck last hit and WS+4
d/f+1+2 - b+1,2 on close range block (d+1+2 whiffs) _ d+1+2 on far range block
d+1 - WS+4
D+2,1,2 - flashduck last hit and WS+2 (no NC; works even if frist two hits connect)
d+2~1,2 - b+1,2 _ d+1+2
d/b+2 - hopkicks
d/b+3 - hopkicks
d/b+3,2 - low block 1st hit, stay in crouch to duck 2nd and WS+2
b+1 - b+3 (safe if they transition to FLK by holding b)
b+2 - jabs
b+1,d+2,1 - LP second hit
f+1+2 - f,f+2:1 _ non clean qcf+2
u/f+2 - b+1,2 _ d+1+2
u/f+3 - WS+4
u/f+3,2 - low block 1st hit, stay in crouch to duck 2nd and WS+2
u/f+4 - b+3
f,f+2 - WS+4
qcf+1 - jabs (safe if they transition to FLK by holding b)
WS+1,2 - b+1,2 _ d+1+2
WS+1+2 - d/f+3 _ hopkicks _ b+1,2 _ d+1+2
ALB d+2 - hopkicks
ALB (d_u)+1 - jabs on close range block _ nothing
ALB (d_u),d+1 - WS+4
DCK 2 - b+1,2 _ d+1+2 (DCK 2 is -14 but b+3 misses)
DCK 1+2,1,2,1,2,1,2,1,2,1 - b+1,2 _ d+1+2
PAB 1,2,1 - b+1,2 _ d+1+2
PAB d/f+1,1,2,1 - b+3
PAB d/f+1,2 - duck last hit and WS+2
PAB d/f+2 - jabs
PAB d+2 - WS+2
PAB b+1,1,2 - jabs
PAB b+1,1,2,1 - jabs (safe if they transition to FLK by holding b)
PAB b+2 - b+1,2 _ d+1+2
PAB u/f+2 - b+3 _ d/f+2 _ hopkicks
SWY 2 - d+1+2 only
FLK 1,1,1,2 - b+3 _ d/f+2 _ hopkicks

TTT2 moves:
b+2 - jabs
f+1+2,1 (m,m,h) - duck last hit and WS+2 _ FC hopkicks _ rev. last hit
b+1,2 (h,h) - duck last hit and WS+3,2


Wang
1,1,2 - b+1,2 _ d+1+2
2,3 - jabs
4,4,1 - b+3 _ d/f+2 _ hopkicks
4,4,4 - duck last hit and WS+2_FC hopkicks _ LP 2nd hit
4,4,d+4 - FC hopkicks
f+2_f+2,2 - jabs
f+4,1+2,2 - b+1,2 _ d+1+2
f+1+2 - b+1,2 _ d+1+2
d/f+1,1 - jabs
d/f+2,1 - b+3 _ d/f+2 _ hopkicks
d/f+3 - WS+4
d/f+1+2 - d+1+2 _ qcf+2
d+2,1+2 - b+1,2 _ d+1+2
d+3,4 - duck last hit and WS+2 _ FC hopkicks
d+4,1 - b+1,2 _ d+1+2 (works even if 1st hit hits you)
d+4,4 - duck last hit and WS+2 _ FC hopkicks
d+4,d+4 - FC hopkicks
d+1+2 - b+1,2 _ d+1+2
d+3+4 - FC hopkicks
d/b+2,4,1 - d+1+2 _ qcf+2
d/b+2,4,2 - duck last hit and WS+2 _ FC hopkicks
d/b+3 - WS+4
d/b+4,2 - b+3 (works even if 1st hit hits you)
d/b+1+2 - b+1,2 _ d+1+2
b+2,1,1+2 - b+1,2 _ d+1+2
u/f+4 - b+1,2 _ d+1+2
u/f+3 - b+1,2 _ d+1+2
u/f+3+4 - WS+4
f,f+1+2 - b+1,2 _ d+1+2
qcf+2 - b+1,2 _ d+1+2 _ qcf+2
WS+1 - jabs
[/b]WS+1,1[/b] - b+1,2 _ d+1+2
WS+2,2,2 - WS+4 or LP last hit
WS+3,2 - duck last hit and WS+2 _ FC hopkicks
FC d/f+4,3 - b+3 _ d/f+2 _ hopkicks (NC; must block both hits)
SS+3 - WS+4
SS+4 - WS+4

TTT2 moves:
f,f+3,4 - duck last hit and WS+2 _ FC hopkicks
b+3,4 - duck last hit and WS+2 _ FC hopkicks
u/f+3,1 - b+1,2 _ d+1+2


Yoshi
1,1 - safe but they're left at -9; mix-up
1,2 - safe but they're left at -9; mix-up
1,2,1 - duck last hit and WS+2 _ FC hopkicks
2,1 - interrupt with jabs_CH 2,3 after 1st hit (note: you'll get hit if they went for 2,2_2,3_2,d+3) _ safe on block but they're left at -9; mix-up
2,2 - duck 2nd hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for 2,1)
2,3 - 4,1 _ duck 2nd hit and WS+2 _ FC hopkicks (note: you'll get hit if they went for 2,1)
2,d+3 - WS+4 _ LP 2nd hit
4~3 - b+1,2 _ d+1+2
4 - 1,4 (note: you'll get hit if they continue the string)
4,4,4 - duck 2nd or 3rd hit and WS+2 _ FC hopkicks
1+4 (= flash) - d/f+2 _ b+3 _ hopkicks
f+2,d/b+2,2,2,2,2,2 - 3,2_d/b+2 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix-up)
f+3 - jabs (note: you'll get hit if they continue the string with f+3,3)
f+3,3 - WS+2 _ FC hopkicks
f+3,4 - interrupt with jabs_CH 2,3 after 1st hit _ SSR last hit and d/f+2 (note: you'll get hit in both cases if they went for f+3,3)
f+4 - safe but they're left at -9; mix-up
f+1+2 - safe but they're left at -8; mix-up
f+3+4 - b+1,2 _ d+1+2
d/f+2,2 - b+4
d/f+3,1 - jabs
d/f+1+2 - FC hopkicks (note: you'll get hit if they continue the string)
d/f+1+2,2 - d/f+2 (NC; must block both hits)
f+3+4 - b+1,2 _ d+1+2
d+2,2 - b+3
d/b+1,1 - safe but they're left at -8; mix-up
d/b+2,2,2,2,2,2 - 3,2_d/b+2 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix-up)
d/b+3,3,3,3,3,3 - WS+4 for a d+1,4 follow-up (note: should they stop after the last kick know that they're left at -23, but you'll get hit if you try to punish with FC hopkicks_WS+2 and they went for the 4 extension)
- 4 (during Manji spin low kicks) - interrupt before 4 with WS+4 for a d+1,4 followup _ safe on block but they're left at -8; mix-up
d/b+4 - WS+4 at close to mid range block _ nothing at max range
b+1,1,1,1,1,1 - u/f,n+4 (note: most players will stop after a few spinning punches, the best way to punish this is ducking any punch and doing FC low kicks)
b+2,1 - d/f+2 _ hopkicks
b+1+2 - d/f+2 on close range block _ non clean qcf+2 (strict timing)_3,2 on any range
u/f+2 - WS+2 _ FC hopkicks
u/f+3 - b+1,2 _ d+1+2
u/f+4 - safe but they're left at -9; mix-up
u/f+3+4 - d/f+2 _ b+3 _ hopkicks (note: you'll get hit if they went for u/f+3+4,3+4)
u/f+3+4,3+4 - b+1,2 _ d+1+2 _ SSR 2nd hit and f,f+2:1_d+4:2:1+2
u/f+3+4,d+1+2 [FLE] - d/b+2 for a floater
u/f+3+4,d+3+4 [INS] - d/b+2 for a floater
u/f+3+4,b+1 - duck 2nd hit and WS+2 _ FC hopkicks
u/f+3+4,b+1,4 - duck 2nd hit and WS+2 _ FC hopkicks
u/f+3+4,b+1,4,d+1 - duck 2nd hit and WS+2 _ FC hopkicks
u/f+3+4,b+1,3+4 - duck 2nd hit and WS+2 _ FC hopkicks
*note: to avoid the mix-up you can punish almost all u/f+3+4 variations with d+1 immediately after the 1st hit, but you'll get hit if they went for u/f+3+4,u+3+4;
u/f+3+4,u+3+4 - SSR 2nd hit and d/f+2
f,f+2 - jabs
f,f+3 - safe but they're left at -8; mix-up
f,f+1+2 - safe but they're left at -8 and BT; mix-up
f,f+3+4 - qcf+1 _ f,f+3,4 (note: you'll get hit if they continue the string)
f,f+3+4,1+2 - qcf+1 _ f,f+3,4 (note: you'll get hit if they continue the string) _ d/b+4
f,f+3+4,1+2,3+4 - b+1,2_d+1+2 _ interrupt after 2nd hit with d/b+4 _ SSR last hit and d/b+2 for a floater
cd+1 - d/f+2_hopkicks at close range block _ non clean qcf+2 at far range block
WS+1,1,1,1 - flashduck 2nd hit and WS+2 (strict timing and you'll get hit if they went for WS+1,2) _ duck 2nd and 3rd and interrupt with WS+4
WS+1,2 - duck 2nd hit and WS+2
WS+1,2,d/b+2,2,2,2,2,2 - duck 2nd hit and WS+2
*note: to avoid the mix-up you can interrupt every WS+1 variation with d/b+1 immediately after the 1st punch; d/b+1 punishes them also in case they stop
WS+2 - safe but they're left at -8 and BT; mix-up
WS+2,1,2 - flashduck 2nd hit and WS+2
WS+2,1,3 - flashduck 2nd hit and WS+2
WS+3,2 - WS+4
FC d/f+4 - WS+2_FC hopkicks (note: even if the stun looks like this is FC u/f,n+4 punishable, it isn-t)
FC d/f+1 (= sword sweep) - crush with u/f+4 (note: can't LP or block sweep)
SS+1 - b+1,2 _ d+1+2
SS+2 - b+1,2 _ d+1+2
BT 1,3 - duck last hit and WS+2 _ FC hopkicks
BT d+1 - WS+4
BT u/f+4 - b+1,2 _ d+1+2
KIN 1,1 - b+1,2 _ d+1+2
KIN 2 - d/f+2 _ b+3 _ hopkicks (note: you'll get hit if they continue the string)
KIN 2,1+2 - WS+2 _ FC hopkicks
KIN 3 - WS+2 _ FC hopkicks
KIN f+2 - b+1,2 _ d+1+2
FLE 2 - cc into oki
FLE 1+2 - safe but they're left at -8; mix-up
FLE 3+4 - b+1,2 _ d+1+2
FLE f,n+3 - jabs for a floater
FLE f,n+4 - cc into oki
*note: FLE stance can be punished with 1,2 for a floater even at close range block without resulting in you getting hit
INS 2,d/b+2,2,2,2 - 3,2_d/b+2 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix-up)
INS 3 - d/f+2 _ b+3 _ hopkicks (note: you'll get hit if they continue the string) _ d/b+4
INS 3,3+4 - b+1,2 _ d+1+2 _ interrupt after 1st hit with d/b+4_ SSR last hit and d/b+2 for a floater
INS 4 - b+1,2 _ d+1+2
*note: INS stance can be punished with 3,2_d/b+2 for a floater
DRG 3 - WS+2 _ FC hopkicks
DRG 3+4 - duck throw and WS+4 for a floater
*note: DRG stance can be punished with jabs for a floater
NSS 2,1 - duck 2nd and 3rd hit and WS+2 _ FC hopkicks
NSS f+1+2 - b+1,2 _ d+1+2
NSS D/F+1,2 - WS+2 only

TTT2 moves:
f,f+3~1+2 - safe
b+2,2 - duck last hit and WS+2_block all and b+1,2 _ d+1+2
d+2,2,1 - duck last hit and WS+2 (note: you'll get hit if last hit is d+1)
d+2,2,d+1 - jabs
d+2,2,2+3 - b+1,2 _ d+1+2
NSS u+1+2 - d/b+2


Zafina
1,2,3 [SCR] - duck last hit and WS+2 _ FC hopkicks
1,3 - safe but they're left at -8; mix-up
1,4 [TNT] - f+1+2 B! into qcf+2 combo
2,1,3 [MNT] - WS+2 _ LP last hit
2,2,1+2 - interrupt after 2nd hit with jabs_CH 2,3 _ SSL after 2nd hit and launch
1+2,4 - jabs (will also interrupt them if they continue the string)
1+2,4,4 - interrupt after 2nd hit with jabs _ block all and jabs
f+2,3,4 - duck 2nd hit an interrupt with WS+2_FC hopkicks _ block all and clean qcf+2
f+4 - safe buy they're left at -9; mix-up
f+1+2 - jabs on close range block _ nothing on max range block
d/f+1,2 - b+3_ b+1,2 _ d+1+2
d/f+1,4 - duck last hit and WS+2_FC hopkicks
d/f+2 - b+1,2 _ d+1+2
d/f+3,4 - duck last hit and WS+2_FC hopkicks
d/f+3,d+4 - WS+2_FC u/f+3,4
d/f+4,1 - b+1,2 _ d+1+2
d/f+1+2 - jabs
d+1,1 - b+1,2 _ d+1+2
d+2,4,3 - b+1,2 _ d+1+2
d+4,3 - duck last hit and WS+2_FC hopkicks (no NC; works even if 1st low connects)
d/b+2 - safe but they're left at -9; mix-up
d/b+3 [SCR] - they're left at -8 and in SCR (they can't block); do mix-ups against SCR
d/b+4,2 - b+1,2 _ d+1+2 (no NC; works even if 1st low connects)
d/b+1+2 - WS+2_FC hopkicks (note: you'll get hit if they continue the string) _ WS+4
d/b+1+2,1+2 - low block 1st hit and interrupt with WS+4 _ block all and b+3
b+1 - b+1,2 _ d+1+2
b+2 - safe but they're left at -8; mix-up
b+4,4 - b+4
b+1+2 - WS+2 _ FC hopkicks
u/f+3 - safe but they're left at -8; mix-up
f,f+3,1 - b+3_hopkicks on close to mid range block _ d/f+2 on any range
b+2 - safe but they're left at -8; mix-up
f,f+3+4 - jabs
WS+1 - d/f+2_b+3_hopkicks (note: you'll get hit if they continue the string) _ jabs
WS+1,2 - interrupt after 1st hit with CH 2,3_jabs1 _ block all and b+1,2_d+1+2
WS+2 - b+3
FC d/f+3 - FC u/f,n+4
TNT 1 - WS+4 into oki
TNT 2 - safe but they're left at -9; mix-up
TNT 3 [TNT] - safe but they're left at -7 and in TNT; do mix-ups against TNT
TNT 4,3 - d/f+2 _ b+3 _ hopkicks
TNT 1+2 - WS+4
TNT d+1+2 [MNT] - WS+2
SCR 2,2 - jabs
SCR 3,3,4 - WS+2 _ FC hopkicks
SCR 3,f+3 [SCR] - flashduck last hit and WS+2 (note: you'll get hit if they went for SCR 3,3)
SCR 4 [SCR] - clean qcf+2 (strict timing)
SCR 3+4 - WS+4
SCR d/f+3 - WS+2 _ FC hopkicks (note: even though with the block stun animation this looks like FC u/f,n+4 punishable, it-s only -21)
SCR d/f+4 - WS+3,2
SCR d+3,3 [SCR] - flashduck last hit and WS+2 (no NC combo; works even if the 1st low connects)
SCR d+3,d+3 [SCR] - they're left at -8 and in SCR (they can't block); do mix-ups against SCR (no NC combo; works even if the 1st low connects) _ LP 2nd hit (works even if the 1st low connects)
SCR d+4 - FC u/f,n+4
MNT 2,1,4 [MNT] - d+1+2
MNT 3,4,4 - WS+2_FC hopkicks _ interrupt after 2nd hit with WS+4_WS+1 for a floater (no NC; punishers work even if the 1st low connects)
MNT 3,4,d+4 - WS+2_FC hopkicks _ interrupt after 2nd hit with WS+4 (no NC; punishers work even if the 1st low connects)
*note: to avoid the mix-up you can interrupt both MNT 3,4, variations with WS+4 after the 2nd hit; WS+4 also punishes them if they stop after the 2nd hit;
MNT 4,3 [MNT] - qcf+1 (no NC; works even if the 1st low connects)
MNT d/f+2 - b+3
MNT d/f+3 [MNT] - non clean qcf+2
MNT d+1,4 - d/f+2 _ b+3 _ FC hopkicks (no NC; works even if 1st low connects)
MNT d+3,1 [MNT] - they're left at -8 and in MNT (they can't block); do mix-ups against MNT
MNT d+4 - FC u/f,n+4
MNT u/f+3 [MNT] - WS+3,2 _ WS+4

TTT2 moves:
u/f+1+2 - d+1
d/f+1,2,1 - b+1,2_d+1+2
d+3 - WS+3,2

------------------------------------------------------------------------------

generic wake-up punishment

FUFT punishment:
wake-up 4 (-12) - b+1,2 from close to mid range block _ d+1+2 at any range
wake-up 3 (-12) - WS 4 from close to far range block _ nothing at very max range
wake-up d+3_d+4 (-18) - WS+2
delayed wake-up 4 (-12) - same as undelayed
delayed wake-up 3 (-12) - same as undelayed

FUFA punishment:
wake-up 4 (-14) - b+1,2 at close range block _ d+1+2 at close to far range block _ d+1 at very max range block
wake-up 3 (-13) - WS+3,2 _ WS+4
delayed wake-up 4 (-15) - b+1,2 at close range block _ d+1+2 at close to far range block _ qcf+2 (strict)_d+1 at any range
delayed wake-up 3 (-10) - WS+1_FC 1 at close range block _ nothing at mid to far range block

FDFT punishment:
wake-up 4 (-14) - b+1,2 from close to mid range block _ d+1+2 at any range
non clean wake-up 3 - WS+4 at mid range _ noting at very max range block
clean wake-up 3 (-17) - WS+2
delayed wake-up 4 (-12) - same as undelayed
delayed wake-up 3 (-15) - FC hopkicks or WS+3,2 at close range block _ WS+4 at mid range block _ nothing at very max range block

FDFA punishment:
wake-up 4 (-19) - f,f+3,4 (strict)_d+1+2 at close to mid range block _ qcf+1 (strict)_qcf+2 at any range
wake-up 3 (-22) - WS+2
(note: no delayables in FDFA)

*note: delayed wake-up kicks are done by pressing u to recover standing and inputting the button while the character is already in the early animation of standing up

Last edited by Onizuk@ on Feb 12th, 2014 at 18:59

Signature TTT2U Paul punishment thread: "No pain, no gain."
http://www.tekkenzaibatsu.com/forum...threadid=128452
The most complete punishment thread on TZ.
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate."
Sun Tzu 孫子; Sūn Zǐ; (c. 6th century BCE)
USMCOgre
Money Inc.
Joined: Oct 2001
Posts: 22639
From: USA California
PSN: MoneyIncUSMCOgre
#11 “Quote” Edit Post
Great work man. That's what I call dedication.
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