Tekken Things:
- Punishers: As a start, learn your character's 10 frame, 12 frame, 15 frame launch punisher and their distance punisher, if they have one. Distance punisher is necessary to punish moves that are unsafe, but they have pushback making those moves appear safe - Paul's "Death Fist", for example.
- Hopkicks and Hopknees are typically 15 frames on start and -13 frames on block (15/-13), so make sure to always try to punish hopkicks with your character's 12 frame punish instead of their 10 frame punish.
- Lucky Chloe's Hopkick is 15/-17, so launch punish it everytime instead of using a standard punish.
- df2 launchers - Unsafe: Dragunov: 15/-12, Chloe: 15/-13, Josie: 15/-13, Leo: 15/-13, Jack: 15/-14 (Bryan can Jet Upper because Jet Upper is 14 frames on start).
- df2 launchers - Safe: Asuka: 15/-6, Shaheen: 15/-7, Yoshimitsu: 15/-7, Bob: 15/-8, Alisa: 16/-9.
- Chicken: How to perform a "Chicken" (deny a reversal) = If a left limb is in the process of getting reversed, press f1+3. If a right limb is in the process of getting reversed, press f2+4. Left limbs are odd numbers (1 and 3), right limbs are even numbers (2+4). Also note that 1 and 3 are the buttons on the left on a pad and 2 and 4 are on the right side.
- Crouch Dash: Crouch Dash is performed with characters who have a forward, neutral, down + forward movement (f,n,df) - Mishimas, Armor King, Hwoarang, Bob etc.
- Wave Dash - "Waivu-Waivu": Repeated succession of Crouch Dash input/movement (forward, neutral, down + forward, repeat) - difficult to perform, but not impossible with practice.
- 1. Simply block. Strings that end with a mid are typically negative, so you can at least get a 10f punish, strings that end with a high are safe.
- 2. Duck high strings and punish appropriately. This requires a degree of matchup knowledge and/or recognition of the string. An advanced tactic would be to use a fast enough high crushing move right before the high string comes out.
- 3. Interrupt with a 10f. With some strings, the first few hits are fast, but it takes the final hit a good second to come out, you can typically interrupt the final move on its startup with a quick move. It's worth noting that typically ending strings that you can interrupt may have counterhit properties.
- 4. Side-Step or Walk. Strings that end with a move that tracks more to the left or right can be stepped or walked in a specifc direction (left or right), although some strings can be stepped in both directions.
4 ways to deal with strings (moves that consist of 3+ individual hits):