Punish Timing Windows
Identify and execute optimal punishes based on frame disadvantage windows.
Punishing opponents' unsafe moves is fundamental to fighting games. Understanding punish windows helps you maximize damage from opponent mistakes.
## Punish Windows Explained
### Light Punishes (-3 to -5)
- Usually limited to fast jabs or shorts
- Focus on starting pressure rather than damage
- Some characters may not have punishes this fast
### Medium Punishes (-6 to -9)
- Most characters have 6-7f normals
- Can often start combos for real damage
- Common after blocked sweeps
### Heavy Punishes (-10+)
- Full combo opportunities
- Can use slower, more damaging starters
- Common after blocked DPs or raw supers
## Execution Considerations
### Buffer Windows
Most games allow you to input your punish slightly before block stun ends. Learn your game's buffer window to ensure consistent punishes.
### Range Factors
- Pushback affects what punishes work
- Some -10 moves might only be punishable by specific long-range options
- Practice punishes at various spacings
## Common Punish Scenarios
### Anti-Air Punishes
- Blocked jump-ins: Usually -2 to -10 depending on height
- Practice your go-to anti-air conversions
### Reversal Punishes
- DPs: Typically -20 or worse
- Wake-up supers: Often -30+
- Go for maximum damage
### String Punishes
- Gaps in pressure: Requires system knowledge
- Unsafe enders: Character-specific knowledge
## Training Mode Practice
1. Set dummy to do unsafe move → block
2. Practice punishing at various ranges
3. Increase difficulty by randomizing timing
4. Build muscle memory for common scenarios