I’ve seen punishes for specific moves scattered in other topics, figured I would make one to organize them. I feel it’s pretty important, knowledge is power as they say. So I’ll update each character’s punishable moves and what the best punisher is for each as people post them/I get the time to try it in training. Credit for some of these goes to others in match up topics etc.
I was thinking mostly for punishes on block, but there might be some moves worth mentioning another way to punish. Only specifying move strength if it changes what you punish with.
It gets a little redundant, so this is a key for certain punishes that work on a lot of different moves.
Punish 1:
- cl. hp (may need to dash/walk forward to get close enough)
- cl. mp (may need to dash/walk forward to get close enough)
- Super
- Ultra
Punish 2:
- light Rekka
- cr. mk
Punish 3 (punish 3 is pretty much punish 1 when you aren’t able to reach for cl. hp):
- heavy Rekka
- cr. mk
- Super
- Ultra
It’s understood that cr. mk/cl. hp can combo to super. I just figured I would list super by itself too incase you’re feeling lazy and it’s going to kill anyway.
For reference,
cr. mk
> super
cl. hp
> super
> heavy Rekka
> heavy/EX Flame Kick
> EX CW (on Seth/Abel)
cl. mp
> EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*)
*On Vega and Zangief, for unknown reasons, they have 2 different hit-stun animations from cl. mp. If they do an animation where they lean over a lot, CW will miss. If they do the other animation, it will hit. Leaning over animation seems less common for Zangief than Vega.
heavy CW
> cl. hp
Post any corrections if you find any.
Abel
Wheel Kick (qcb k)
Light/Medium
- Punish 2
Heavy
- Punish 3
EX
- cr. mk
Change of Direction* (Rekkas, qcf p > etc)
Second Mid
- medium Flame Kick
Finish Mid
- Punish 1
Finish Low
- cr. mk
- Super
- Ultra
*Punish Second Mid with medium Flame Kick because it’s free if he stops OR tries for the 3rd hit. Can also medium Flame Kick after Second Low to go through 3rd hit, but it will miss if Abel doesn’t continue for 3rd hit.
Heartless (super)
- Punish 1
Soulless (ultra)
- Punish 1
Akuma
cr. hk
- Punish 2
Shoryuken
- Punish 1
Tatsumaki (spin kicks)*
Light/Medium
- cl. hp
EX
- heavy Rekka
Demon Flip
Low
- Punish 1
Super**
- heavy CW
- Flame Kick
- Super
- Ultra
Ultra
- same as Super
*Or crouch, wait until he lands, and heavy Rekka.
**Hit him on his way towards you. Or you can jump and get a combo from an air move if you’re spaced properly.
Balrog
Dash Straight
Heavy
- Punish 2 (must standing block)
Dash Low Straight
Light
- light Rekka
Medium/Heavy
- heavy Rekka
- Super
Dash Swing Blow (the overhead one)
Light/EX
- medium Flame kick
Medium/Heavy
- Punish 2
Dash Low Smash
Light
- medium Flame Kick
Medium/Heavy
- Punish 2
Turn Punch
- medium Flame Kick
Buffalo Head
- Punish 1
Crazy Buffalo (super)
- Punish 3
Violent Buffalo (ultra)
- Punish 1
Bison
cr. hk
- Punish 1
Psycho Crusher
Light
- cl. hp
Medium/Heavy/EX
- Punish 1
Double Knee Press (flip kick)
Heavy/EX
- Punish 2
Knee Press Nightmare* (super)
- heavy Rekka
*He will pass through you on block, you have to hit him on the other side after he slides through you.
Nightmare Booster (ultra)
- Punish 1
Blanka
cr. hk
- Punish 2
cr. hp
- Punish 3
df. hp (downforward hp, slide)
- Punish 1
Blanka Balls
- dash > light Rekka (must standing block)
- light rekka > heavy 2nd hit Rekka (must standing block, must reversal light Rekka, 2nd heavy rekka will reach)
Backstep Roll (blackflip, bounces off you)
- Punish 1
Electric Thunder*
- medium Flame Kick
- cr. mk
- cr. hk
- Super
- Ultra
*If they stop immediately, you can’t punish it. If they keep going after you block it, or are just doing it far away, you can do those things (hitting at max range) to hit him out of it.
Ground Shave Roll (super)
- Punish 1
Lightning Cannonball (ultra)
- Punish 1
C. Viper
Cammy
cr. hk
- Punish 2
Spiral arrow
Light
- Punish 1 (Cammy lands close)
- Punish 2 (Cammy lands far)
Medium/Heavy/EX
- Punish 1 (Cammy lands close)
Cannon Spike*
- EX CW
- Punish 3
*Blocked close enough, you can also dash > cl. hp.
Spin Drive Smasher (super)
- heavy CW
- Punish 1
Gyro Drive Smasher (ultra)
- heavy CW
- Punish 1
Chun-li
Tenkukyaku* (2nd upper-kick from back mk)
- Punish 1
- Flame kick
Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks)
- Punish 1
- EX CW
*Advisable to punish 2nd hit with Flame kick, because it will hit whether she stops OR continues.
Spinning Bird Kick*
- Punish 1 (Chun-li lands close)
- cr. mk (Chun-li lands far)
- heavy Rekka (Chun-li lands far)
*This is a weird move to punish, it’s very distant dependent, and sometimes she goes to your other side. Best method of punishment is block low > wait until she lands > punish accordingly.
Senretsukyaku (super)
- Punish 1
Hosenka (ultra)
- Punish 1
*Little flip kick at the end will not hit you and it does not make Chun-li airborne.
Dan
Dhalsim
E. Honda
Sumo Headbutt
Medium/Heavy
- heavy Rekka
- Super
EX
- EX Rekka
Sumo Splash*
- Flame kick (after first hit blocked)
*He is safe if you block the landing part. To punish, you either have to Flame Kick through when it comes or after you block the first hit up close
Super
- cr. mk
Ultra
- Punish 1
El Fuerte
F. Dash MP: HP Rekka, super (Ultra seems to whiff regularly on second hit)
F. Dash HK: c. LP xx HP Rekka, or HK flame kick
Super: HP xx HP Rekka, super, ultra
Fei Long
cr. hk
- Punish 2
forward mk (overhead)
- cr. lp
- cr. mp
Rekkas*
Light, 2nd
- cr. lp
- cr. mk
Medium, 1st
- cr. lp
- cr. mk
2nd
- Punish 2
Heavy/EX, 1st
- Punish 2
2nd
- Punish 1
Flame Kick
- Punish 1
- heavy CW
CW
Light
- cr. lp/lk
Super
- Punish 1
Ultra
- Punish 1
*If the Fei Long is stupid enough to do the 3rd Rekka, any version, you get Punish 1.
Gen
Gouken
Guile
cr. hk
- block first hit, Flame Kick (close to far range)
- block first hit, overhead (MAX range)
- block first hit, cl. hp (close range)
forward mp(overhead punch)
- cr. lk
Flash Kick
- Punish 1
Super
- Punish 1
Ultra
- Punish 1
Ken
back mk
- medium Flame Kick
Hurricane Kick (except EX)
- cl. hp
Hadoken (except EX)
- light Rekka
- cr. mk
- Super
Shoryuken
- Punish 1
Shoryureppa (super)
- Punish 1
Shinryuken (ultra)
- Punish 1
Rose
Soul Spark (LP only, at point blank): LP Rekka
Soul Spiral (Close range only): HP xx HP Rekka, LP Rekka
Shamwow: HP Rekka, Super, ultra. It’s safe against Fei, depending on how far it hits.
Rufus
Ryu
cr. hk
- Punish 3
Hadoken (except EX)
- cr. mk
Shoryuken
- Punish 1
Metsu Hadoken (ultra)
- jump over it > j. hk
Sagat
cr. hk
- medium Flame Kick
Tiger Knee
Light
- Punish 2
Medium
- cl. hp
- super
Heavy
- Punish 1
Tiger Uppercut
- Punish 1
Tiger Genocide
- Punish 1
Tiger Desctruction
- Punish 1
Sakura
Shouoken: HP xx HP Rekka, super, ultra
Super: LP Rekka
Ultra: HP Rekka, super, ultra
Seth
Lightning kick: HP Rekka, super, ultra
Shoryuken: Same as shotos
Super: HP Rekka, super, ultra
Vega
Zangief
cr. hk
- cr. lp/lk
- cr. mk
Long Kick (looks like sweep but goes farther)
- Punish 3
Banishing Flat (green hand)
Light/Medium
- cl. hp
Heavy/EX
- Punish 1 (no Ultra on EX)
Double Lariat
- wait until he spins 3 times (listening helps) > Punish 3
Quick Double Lariat
- Punish 1
----------------To be added-------------------