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Tech - Crystalline Creating Punishable Gaps with Crystalline

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This tech revolves around Crystalline's armor ability, DD1. When taking a hit, the armor is destroyed leaving Tremor at neutral frames. This allows Tremor to create gaps in opponents' otherwise safe, pressure strings and can even allow him to make strings that are safe on block punishable. Below is a list of strings, by character, that Tremor can make punishable or create gaps in.

A possible gap will be notated by a forward slash ( / ), meaning you eat the hit following hit, then punish with either F1, indicated by a dash ( - ), or by an armored move which will be notated with an asterisk ( * ), also listing a specific special to use in parenthesis. Here are some examples:

Tremor: F1/2-1 This says: block the F1, eat the 2, then punish with F1 before the 1.

Jason: B1/2*2 (DB1D) This says: block the B1, eat the first 2, then armor with DB1D before the second 2.

Kotal Kahn: F1/2- This says: block the F1, eat the 2, then punish with F1.

Some strings have more than one hit per input; if any extra information is needed, it will be explained as shown below:

Cassie Cage: B212/D1+2* (DB1D) This string consists of five hits, two from the D1+2; eat the fourth hit(the first hit of D1+2) then armor with Ex DB1D before the last hit to punish.

Some gaps will be so tight that you will have to use DB2U as you armored punisher in place of DB1D:

D'Vorah: /F1*1 (DB2U) This says to eat the F1, then punish with an armored DB2U before the second 1.

Ex DB1D will yield the most damage, but the speed of Ex DB2U allows you to interrupt certain gaps that Ex DB1D can't.

Note that any string that is still cancelable, or any gap created mid string, can still be punished on read by the opponent if they cancel into an armored special after Tremor breaks his armor, but depending on the character there may be a risk involved if their armored move is punishable on block.

Also note that a gap can be created whenever you read a cancel into a high projectile by eating the last hit of the string before the player cancels into a projectile so that it doesn't jail, ducking the projectile, and then whiff punishing.

I've only listed the strings that give Tremor a favorable risk reward scenario. More gaps exist, but they have poor risk/reward factors for various reasons.

I'll update if I find more relevant punishes, as I'm sure I've missed some.

Again...
( / ) = Eat the following hit.
( - ) = Punish with F1 before the next hit.
( * ) = Punish with an armored special before the next hit. (DB1D or DB2U, as indicated)
B1: /B1*2 (DB1D), B1/2*3 (DB1D)
D+F1: /D+F1- (Eat the first low hit, block the rest, then punish on block)
B2: B212/D1+2* (There are five hits in this string; eat the fourth hit, and armor through the fifth with DB1D)
F3: F3/4* (There are three hits in this string; eat the second hit, and armor through the third with DB1D)
F4: F4/4- (Cassie can't recover in time to block, still special cancelable)

Armor will eat any tick grab set ups when Cassie is in Brawler.

With armor up, you can block and punish any 50/50 by blocking overhead first, then low: you can punish the low starter after it's blocked, and can armor through Hollywood's safe overhead string so be ready to punish accordingly if you see it, and blocking low for the second hit will cover the B212D1+2 string that you can armor through.
F1: /F1*1 (DB2U), F11/2-WGRC
2: 2/1-2 (F1 beat out by 21U3, but used so frequently it's worth listing), 21/2-, 21/U3- (Run in to punish)
F2: /F2*2 (DB2U), F22/4- (D'Vorah can't recover in time to block)
F3: /F3*4 (DB1D)

F22 WGRC into block is safe for D'Vorah.

Swarm Queen: Canceling into Acid Puddle is always punishable by F1 without having to create a gap.

With armor up, and if you have meter, block low by default to be able to punish the gap created in either overhead string: /F2*2, or /F3*4; no way to make her lows punishable.
B1: B12/4- (Non-special cancelable; Ermac can't recover in time to block)

There aren't many gaps but if you have armor up you can punish every 50/50 attempt by blocking low for the first hit then high: your armor will eat the F4 overhead then you will either block the rest of the string or teleport allowing you to punish, and if he goes low, blocking overhead for the second hit will guarantee an easy punish for the low or overhead part of that string.
F1: F1/3*2 (DB1D)
B3: B3/2-, B3/2-1 (Tight link, safer to use Ex DB1D as it also covers B32U1), B3/2*U1 (DB1D)

Armor will eat any tick grab set ups, and allow you to punish with F1.

Erron Black can't use Ex Sand Grenade to sustain pressure: eat the first hit, punish with F1.

Erron Black can make his gaps safe by using Marksman's LSRC's directly into block.

With armor up, blocking overhead then low by default guarantees you can't be opened up by his 50/50 or mix ups: his 50/50 goes overhead into low, or just low, so the armor covers the low, and blocking overhead initially will preserve armor for a possible B12 tick grab set up so there is no guessing involved.
B1: B1/2- (Trades with B121), B1/2*1 (DB2U), B1/2*Ferra Projectile (DB2U)
F2: /F2 (Eat the first hit that's low, block the mid, then punish with F1)

Lackey's B3: B3/2+4- (Torr can't recover in time to block)
Lackey's B2: B2/3- (B232+4 beats out F1, but is punishable on block), B2/3*2+4 (DB1D)
Lackey's Ex DB2: Eat the first hit, block and punish with F1(tight window), or armor though with DB1D.
Lackey's BF3: Eat the hit, punish with F1.

Vicious/Ruthless' B2: B2/3-2+4
Vicious/Ruthless' BF3: Block the first hit, eat the second, and punish with F1.

Vicious/Ruthless: Ferra/Torr cannot option select from F2: since you're eating the hit with armor, it registers as a hit, preventing the hit/block delay differences that create option selects. Ferra/Torr can still preemptively use a Ferra projectile to stay safe.

Low Ferra Toss is punishable when eaten by armor; the overhead is safe still. If you have armor up when put into a situation where you have to guess either option, always block overhead so you can punish the low if used.

With armor up, block overhead by default and punish any raw F2's and be ready to create and punish gaps in their overhead strings: B2/3*2+4 for Lackey and B2/3-2+4 for Vicious/Ruthless.
F1: F1/2-4, F1/2-2+4, F1/2-B2
B1: B12/1-, B12-U2 (A gap punishable by F1 already exists)
2: 2/1-, 2/1-4
3: 3/D3- (Non-special cancelable; Goro can't recover in time to block)

Armor will eat any tick grab set ups, and allow you to punish with F1.

With armor up, you can always go for the F1 after B12: it will punish B12 and B12U2 and if he goes for B121 the armor will cover you and can you can still punish.

It's risky to create gaps due to the possibility of Goro canceling into Punch Walk.

You can make Punch Walk punishable by eating the third hit, then reblocking, causing it to go into it's hit animation which will make it punishable on block.

Always block low; it will preserve your armor for the B3 tick grab set up or to make Punch Walk punishable, and allow you to create a punishable gap on his overhead string: 3/D3-.
Jacqui's frame data makes creating gaps too risky since she can almost always stop short at a lot of possible gaps and still be safe; however, you can blow up cancels into machine gun on block, on read: eat the last hit before the machine gun cancel so that it doesn't jail, low profile the shots, then be ready to whiff punish or armor through if Jacqui tries to use meter for the rockets.

With armor up, blocking low by default guarantees that you won't be opened up by her 50/50 as your armor will eat the overhead, and blocking low will cover her double hitting, low string.
B1: B1/2-, B1/2*2 (DB1D)
F4: F4/4-

Slasher's B4: /B4-2

BF3: Eat the hit, punish with F1.

Armor will eat any tick grab set up, allowing you to punish with F1.
1: 1/2*3 (DB1D)
B1: B12/1-
F2: F2/1*2 (DB1D)
B2: /B2- (F1 beaten out by B2 into Gotcha Grab)
B3: /B3*D2 (DB1D)

Dash Punch: You can eat any Dash Punch, mid or overhead derivation, and punish with F1.

Any Law Rocket run cancel can be punished by eating the last string hit before the cancel, then punishing before he can recover to block with F1.

Armor will eat any tick grab set ups from Wrestler, allowing you to punish with F1.

With armor up you can block low to guarantee that you can't be opened up by his 50/50 or mix up from 12. If Jax breaks your armor with the overhead B2, block overhead immediately after to be ensure you won't be launched by the overhead Dash Punch.
1: 11/3- (Cage can't recover in time to block; F1 beaten out by canceling into NP)
2: 2/1*4 (DB1D)
F2: F2/2*4 (DB1D)
B3: B3/4- (Cage can't recover in time to block), B3/4-3

Cage cannot use Ex Fireball to sustain pressure: block the first fireball, eat the second, punish with F1.

Stunt Double: Cage cannot use Mimic cancels to sustain pressure safely: on read eat the last hit of the string before the cancel, then armor through the Mimic with Ex DB2U(tight cancel to actually punish).

Blocking overhead against Cage's 11 mix up guarantees you won't be opened up, and guarantees a punish if Cage goes for the low string either by making the string punishable, 11/3-, or by punishing Nut Punch.
B1: /B1*3- (Kano can't recover in time to block; will also beat out B1 into B1)
B3: /B3*1 (DB1D), B3/1-2

Cutthroat's B1: /B1*2 (DB1D), B1/2*1 (DB1D)
Cutthroat's F2: F2/1- (Kano can finish F212 to beat out F1, but that's punishable on block by F1)

Armor will eat any tick grab set ups from Commando, allowing you to punish with F1.

Commando/Cutthroat: You can punish Ex Knives on read by eating the last hit of a string before the cancel, and punishing with ex DB2U, or if you don't have meter you can duck the first knife and low poke Kano before he throws the second knife that is a mid.

Cybernetic: You can punish a cancel into regular knife on read by eating the knife then punishing with F1; Kano can't recover in time to block. Risky, though, as Kano could use Ex Knives to sustain pressure and punish you out right since it's three hits.
B1: B1- (Block the first hit, then eat the second; F1 may be punished with a special cancel)
2: 2/1-, 2/3-
F3: F3/2-
B3: B3/2-
4: 4/D4-, 4/4*1 (DB1D)

Risky to create gaps against Kenshi because without armor, many of his special cancels are safe on block.

Balance: Kenshi can only cancel into Ex Tele Push(Ex BF2) or Tele Slice(BF3) to be safe on block: with armor up, after a blocking a string you can attempt to eat any other special and punish with F1. If Kenshi does cancel into either of his safe specials, then eat the first hit then immediately reblock for the following hits.

Kenjustu: All Tele special cancels are punishable by F1 when eaten by armor, which means all that all Kenjutsu special cancels can be punishable if you attempt to eat them, and are confident in your ability to reblock for the follow up hits from Ex Rising Blade and Spinning Blade.
F1: F1/1-2
B1: B1/2-2, B1/4-, B1/4*3 (DB1D)
2: 21/2-
B2: /B2- (Non-special cancelable; Kitana can't recover in time to block)

Any string canceled into a fan can be punished on read by eating the last hit of the string, ducking the fan, then whiff punishing with F1 before she recovers. If she uses Ex Fans then you can low profile the first fan then armor through the second with DB1D.

Assassin/Royal Storm: Kitana's regular Fan is punishable when canceled into from a block string by eating it, then punishing with F1. If she uses Ex Fans, you can eat the first fan and armor through the second with Ex DB1D. Mournful's regular Fan is safe when eaten.

Assassin/Royal Storm: Kitana's Ex Fans are punishable on reaction by either blocking the first hit, eating the second, then punishing with F1 before she can recover, or by eating the first fan, and armoring through the second fan with Ex DB1D(Kitana can't recover in time to block). Mournful's Ex Fan is always safe.

With armor up, block low by default: Kitana's only overhead is punishable when eaten by the armor, and you have multiple options to blow up any Fan cancels from her low B3, and you can can create gaps in her string B14 that goes low. See options above.
1: 11/4-AG
F1: /F1- (F1 beaten by F12 or F1B2), /F1*2 or /F1*B2 (DB1D), F1/2-, F1B2/(Any Cancel)-
B1: /B1- (beaten by B14 or B122), /B1*4 or /B1*22 (DB2U), B14/(Any Cancel)-, B122/(Non Ex DF3)-
F3: /F3-4
D4: /D4 (Punish with standing 2; tight punish), /D4*(WG: Ex)

Punishing D4 with standing 2 can be risky because Kotal can cancel into a sword special; however, if you make the read you can punish all cancels other than Ex Overhead Sword with Ex DB1D. If you read that he will do the Ex OH sword then you can block and punish since it's punishable.

War God: All cancel options other than DF3(sword projectile) are punishable from F1B2, B14, and B122: block the string, then run forward slightly and be ready to block again for the second hit of the ex OH sword if he does it. The Ex OH sword is punishable on block, and the rest of hit cancels are single hitting, and will be absorbed by the armor. You need the slight run forward to be able to punish a DF2 sword cancel, as it can be safe if done at a far enough distance. These strings are also punishable on block without canceling into a special by F1, so they're virtually useless when Tremor has armor up.

If Kotal uses the Ex Sword Projectile you can reblock after the first hit to be safe.

Blood/Sun God: Kotal can make B122 safe cancling into EX Sun Disc; F1 strings and B14 are still always unsafe.

Armor will eat all tick grab set ups from Sun God.

With armor up, block low by default to preserve armor for either the B14 tick grab set up or to be able to punish any special cancels: armor will either eat the low or the overhead, as the second hit is mid, and allow you to punish with F1.
B1: B1/4-
2: 2/2-1 (Bojustsu and Ancestral)
F2: /F2-4, F2/4-

Shaolin: DB3: DB3/D4- (Kung Jin can't recover in time to block)

It's risky to try and create gaps in Shaolin's strings due to Chakram's speed; you can make Kung Jin negative when using Ex Chakram by blocking the first hit and eating the second.

With armor up, block low by default then punish the gap created by /F2-4 if he goes overhead, or eat the second hit of the low to punish the gap created by B1/4-.
F1: /F1-3
B2: /B2-2, /B2-OH
B3: B3/2-1

You must purposefully lose your armor before using an armored special to go through an Orbiting Hat; if Tremor is hit while he has his armor up, he gets stunned, even when using an armored special, so if you try to armor through a hat with armor up, the hat will bust your armor, and you'll have wasted a bar of meter.

With armor up, block low by default an be ready punish the gaps created by /B2-2 or /B2-OH.
B1: B1/2-FBRC
B2: /B2-
F4: F4/4-FBRC

Dragon's Roar: With armor up, you can eat any Dragon's Roar and punish with F1 before Liu can recover to block.

Flame Fist's Windmill Punch: With armor up, you can block the Windmill Punch, eat any special Liu cancels into, then punish with B3. Always go for the B3 during the gap just in case he doesn't cancel it into anything. The armor will still protect you if he does and you can still punish regardless, and B3 is a low so it can't be parried.

Dragon's Fire: Liu cannot use any 214 FBRC loops for pressure: you can eat the 4 and punish if he tries to continue with any pressure, though he can block in time to make himself safe.

With armor up, block low by default: his overhead is punishable when eaten by armor and it will preserve armor that you can use to punish the gap F4/4-FBRC against Dragon's Fire, to punish Windmill Punch's gap worry free against Flame Fist, or to eat and punish any Dragon's Roar attempts.
B2: B2/2-
F3: F3/4-
F4: /F4*4 (DB1D)

Mileena cannot use her teleport into Air Sai when Tremor has armor up: block the teleport then go for a F1 punish; if she throws a sai, your armor will eat it and you'll still get a punish.

It's never completely safe to create gaps Mileena's strings since ex Roll hits twice, quickly.

With armor up, block overhead by default and let the armor eat any low, and punish any overhead attempts or the gap created in F4/4-.
B2: B2/2-D2 (Predator is safe in HQT by canceling into low laser or in Hunter by using Ex Trap; aerial conversion)

Hish-Qu-Ten destroys all hopes of creating gaps safely due to how safe low ground laser is, and it is still risky against Hunter due to how often Ex Trap can be used.
F2: F2/1-2

Gaps cannot be made in his strings safely: it's too common for Quan to cancel into Ex Pillars and that shuts down any F1 or armored special punishes.

Summoner: If you block a 50/50 correctly with armor up, you can eat the hit from Puggles and then back dash or punish a follow up 50/50 with Ex DB1D.

If you block a 50/50 correctly with armor up, you can eat the 2nd hit of Ex Pillar to make it barely plus for Quan, so that he has no guaranteed options, though Quan is still slightly plus.
B2: B2- (Block the first hit, eat the Shocker option select, and then punish)

Any lightning string into Shocker, a popular frame trap, can be punished by eating the Shocker then punishing with F1.

All LBRC pressure is unsafe. Eat the last hit of a string before the LBRC and punish: LBRC's usually follow B11, B14 or F24; Raiden cannot recover in time to block.

With armor up, block overhead by default against a 50/50: armor will cover the low option that is always safe, but the overhead becomes punishable when using the option select into shocker.
1: 1/4-, 1/4*1 (DB1D)
F1: F1/2-, F1/2*1+3
B3: B3/4- (Three hits in this string: block the first two hits, eat the third, then punish)

You should never have to use meter to punish F1 gaps from Reptile: there is more than enough time to visually confirm if he is going for F12 or F121+3 due to F1/2- having a rather large punish window; if Reptile goes for F121+3, reblock, then punish with F1, and if he stops F12 you can punish so long as you created the gap.

Any string canceled into a Forceball or Ex Forceball is punishable by eating the Forceball then punishing with F1; Reptile can't recover in time to block.

With armor up, block low by default; your armor will eat the overhead that is safe regardless, and you can create a gap in B34 if the Reptile player isn't using B3 option selects.
B1: B12/1-
2: 2/1*4 (DB1D)
F2: /F2-
B3: B32/F2-
F4: /F4- (All specials cancels punishable, including Ex Spear; Scorpion can't recover in time to block)

Both B3 and B32 are punishable on block by F1, so if Tremor has his armor up, Scorpion cannot safely use B3 at all.

Be wary of using the gap in 214, as 21 FBRC into block is completely safe and you could possibly waste a bar going for the punish; 214 is used frequent enough to warrant being listed.

With armor up, blow low by default to punish either overhead option, /F2- or F4-, or preserve your armor to create create a gap in his low option, B32/F2-.
1: 11/2-3

Bone Shaper's F4: /F4*1 (DB1D), F4/1-D2

Shinnok's overhead string, B3, becomes safe when eaten by armor.

Necromancer: A cancel into Devil Flick(BF2) on block can be punished on reaction by eating the hit, then punishing with F1.

With armor up, block overhead by default: the overhead becomes safe when eaten by armor so blocking it allows it to be punished. Against Imposter/Necromancer there is no way to make the low punishable with gaps so you have to continue to block the inevitable cancel into Hellsparks after the low, with a chance to punish it if Shinnok doesn't have meter. Against Bone Shaper, eating the low will allow you to punish the gap F4*1 with Ex DB1D if he continues the string; Shinnok can still cancel F4 into Hellsparks to be safe if he has meter.
B1: /B1*4 (DB1D), B1/4-
F2: F2/B1-
B3: B3/3 (Back dashing is the only safe option)

With armor up, you can eat any dive kick, then back dash to safely avoid her 50/50.

Energy Blast(Ex BF2): Eat the hit and punish if canceled into from a block string.

Covert Ops: If armor is up when going into Military Stance, blocking overhead covers all options: the armor will eat the command grab and the first hit of the low(it's second hit is mid), then you can either whiff punish the throw or punish the low or overhead on block.

Gaps in strings that are still cancelable can be canceled into parry to punish a F1 from Tremor, but to do so is still a risk for Sonya since the parry is punishable when whiffed.

Demolition: Must use armor at all gaps to guarantee a safe punish against grenade cancels.

Frag Grenade: Eat the hit and punish if canceled into from a block string.

Stun Grenade is always safe.

With armor up, block low by default: it will guarantee that you block the 50/50, and can give you an opportunity to armor out against Military Stance or Grenade Cancels if Sonya goes low.
1: 1/2*3
B1: B1/2-
B3: B3/3*D3 (DB1D), B3/3-IB (Able to punish Ex and non-Ex Ice Blast)
F4: F4/2-

Sub-Zero can make each of the gaps completely safe from F1 punishes by canceling into Ice Clone, so as long as the Sub-Zero player is playing safe, it isn't likely to happen

Ex Ice Burst: Eat and punish with F1; this means that you can eat and punish any offensive, special cancel from Sub-Zero, which is useful information when playing against Cyromancer.

Sub-Zero's overhead string, B2, becomes safe when eaten by armor.

Crystaline has no way to punish cancels into Ice Clone; he lacks an armored special quick enough to punish it. The best options he has is to shatter with DB1, or if you want to be cute you can try to condition the player with the overhead rock projectile, or with the tremor.

With armor up, block overhead by default: this will allow you to punish the overhead on block, and give you time to block the second low of B33, with the chance of punishing a cancel into an ice ball with F1 if they try to hit confirm into it when seeing the first low hit.
F1: F1/2+4-TPC, F1/2*2+4 (DB1D)
B1: B1/1*Kunai (DB1D)
F2: F2/1-
B2: B2-TPC, B2-Kunai, B2/1*Kunai (DB1D)
F3: F3- (Block the first hit, eat the second; Takeda can't recover in time to block)
B3: /B3-TPC, /B3-Kunai

Any F1 punish leading into a TPC or Kunai can be blown up if Takeda uses an armored special, but to do so is a risk for Takeda since all his armored options are punishable.

With armor up, block overhead by default: this will allow you to punish the low, B3, into Kunai or a TPC, while preserving armor to create punishable gap in the overhead, B2(see options above).
1: 11/2-TPC
F2: F2-TPC (Block the first hit, eat the second hit, then punish)
B3: B3/1-2, B3/1-TPC

Kobu Justsu's B1: B1-TPC (Block the first hit, eat the second hit, then punish)
Kobu Justu's Tonfa Toss: Block the first hit, eat the second, and punish with F1.
Kobu Justu's Tonfa Swipe(Rekkas): Block the first hit, eat the second, and punish with F1 if she stops there or armor through the third with DB1D.

Tanya cannot safely use any teleport cancels if Tremor has his armor up; Tanya must either complete the back teleport or take a risk and go directly into a special attack.

With armor up, block low by default: this will allow you to create a gap in both the low, B3, or overhead, B1, options. See the options above.
F1: F1/2-, F1/2-1
B1: B1D4/U4-
B2: B2/4 (Non-special cancelable; Tremor can't recover in time to block)
3: 3/3- (Non-special cancelable; Tremor can't recover in time to block)
B3: B3/2-, B3/2*2

When creating a gap in the B322 sting, you need to be prepared to either reblock low or armor through the second 2.
 
Last edited:

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
it's so hard to know when to input this stuff considering the game does not allow players to mash to get normals out as fast as possible.
In Crystalline parries case, we can' reversal special either. It'll be hard o do these, but there is huge potential for it.
 

buyacushun

Normalize grab immunity.
Nice work labbing up the crystal variation. Crystal definitely has more potential as a character more than the other 2 variations. Seems like his moves were designed with this mind as it covers his major frame problems and I think Crystal is the only one with the special cancel gap. Makes me feel like I picked the wrong variation to screw around with.
 

NapalmCL

Professional training dummy
That... is awesome.

Nice job btw. That must have been a ton of work.
Right? I'm used to OPs full of empty spoilers but he's gone in and done a ton of work.

This is an amazing thread. Good work on it all. I've got a lot of reading to do.
 
for erron blacks f132 u can eat the 2 and run up and punish him but if he cancels into mb sandgrenade the second hit of the grenade will force to to block
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
This tech revolves around Crystalline's armor ability, DD1. When taking a hit, the armor is destroyed leaving Tremor at neutral frames. This allows Tremor to create gaps in opponents' otherwise safe, pressure strings and can even allow him to make strings that are safe on block punishable. Below is a list of strings, by character, that Tremor can make punishable or create gaps in.

A possible gap will be notated by a forward slash ( / ), meaning you eat the hit following hit, then punish with either F1, indicated by a dash ( - ), or by an armored move which will be notated with an asterisk ( * ), also listing a specific special to use in parenthesis. Here are some examples:

Tremor: F1/2-1 This says: block the F1, eat the 2, then punish with F1 before the 1.

Jason: B1/2*2 (DB1D) This says: block the B1, eat the first 2, then armor with DB1D before the second 2.

Kotal Kahn: F1/2- This says: block the F1, eat the 2, then punish with F1.

Some strings have more than one hit per input; if any extra information is needed, it will be explained as shown below:

Cassie Cage: B212/D1+2* (DB1D) This string consists of five hits, two from the D1+2; eat the fourth hit(the first hit of D1+2) then armor with Ex DB1D before the last hit to punish.

Some gaps will be so tight that you will have to use DB2U as you armored punisher in place of DB1D:

D'Vorah: /F1*1 (DB2U) This says to eat the F1, then punish with an armored DB2U before the second 1.

Ex DB1D will yield the most damage, but the speed of Ex DB2U allows you to interrupt certain gaps that Ex DB1D can't.

Note that any string that is still cancelable, or any gap created mid string, can still be punished on read by the opponent if they cancel into an armored special after Tremor breaks his armor, but depending on the character there may be a risk involved if their armored move is punishable on block.

Also note that a gap can be created whenever you read a cancel into a high projectile by eating the last hit of the string before the player cancels into a projectile so that it doesn't jail, ducking the projectile, and then whiff punishing.

I've only listed the strings that give Tremor a favorable risk reward scenario. More gaps exist, but they have poor risk/reward factors for various reasons.

I'll update if I find more relevant punishes, as I'm sure I've missed some.

Again...
( / ) = Eat the following hit.
( - ) = Punish with F1 before the next hit.
( * ) = Punish with an armored special before the next hit. (DB1D or DB2U, as indicated)
B1: /B1*2 (DB1D), B1/2*3 (DB1D)
D+F1: /D+F1- (Eat the first low hit, block the rest, then punish on block)
B2: B212/D1+2* (There are five hits in this string; eat the fourth hit, and armor through the fifth with DB1D)
F3: F3/4* (There are three hits in this string; eat the second hit, and armor through the third with DB1D)
F4: F4/4- (Cassie can't recover in time to block, still special cancelable)

Armor will eat any tick grab set ups when Cassie is in Brawler.

With armor up, you can block and punish any 50/50 by blocking overhead first, then low: you can punish the low starter after it's blocked, and can armor through Hollywood's safe overhead string so be ready to punish accordingly if you see it, and blocking low for the second hit will cover the B212D1+2 string that you can armor through.
F1: /F1*1 (DB2U), F11/2-WGRC
2: 2/1-2 (F1 beat out by 21U3, but used so frequently it's worth listing), 21/2-, 21/U3- (Run in to punish)
F2: /F2*2 (DB2U), F22/4- (D'Vorah can't recover in time to block)
F3: /F3*4 (DB1D)

F22 WGRC is safe for D'Vorah.

Swarm Queen: Canceling into Acid Puddle is always punishable by F1 without having to create a gap.

With armor up, and if you have meter, block low by default to be able to punish the gap created in either overhead string: /F2*2, or /F3*4; no way to make her lows punishable.
B1: B12/4- (Non-special cancelable; Ermac can't recover in time to block)

There aren't many gaps but if you have armor up you can punish every 50/50 attempt by blocking low for the first hit then high: your armor will eat the F4 overhead then you will either block the rest of the string or teleport allowing you to punish, and if he goes low, blocking overhead for the second hit will guarantee an easy punish for the low or overhead part of that string.
F1: F1/3*2 (DB1D)
B3: B3/2-, B3/2-1 (Tight link, safer to use Ex DB1D as it also covers B32U1), B3/2*U1 (DB1D)

Armor will eat any tick grab set ups, and allow you to punish with F1.

Erron Black can't use Ex Sand Grenade to sustain pressure: eat the first hit, punish with F1.

Erron Black can make his gaps safe by using Marksman's LSRC's directly into block.

With armor up, blocking overhead then low by default guarantees you can't be opened up by his 50/50 or mix ups: his 50/50 goes overhead into low, or just low, so the armor covers the low, and blocking overhead initially will preserve armor for a possible B12 tick grab set up so there is no guessing involved.
B1: B1/2- (Trades with B121), B1/2*1 (DB2U), B1/2*Ferra Projectile (DB2U)
F2: /F2 (Eat the first hit that's low, block the mid, then punish with F1)

Lackey's B3: B3/2+4- (Torr can't recover in time to block)
Lackey's B2: B2/3- (B232+4 beats out F1, but is punishable on block), B2/3*2+4 (DB1D)
Lackey's Ex DB2: Eat the first hit, block and punish with F1(tight window), or armor though with DB1D.
Lackey's BF3: Eat the hit, punish with F1.

Vicious/Ruthless' B2: B2/3-2+4
Vicious/Ruthless' BF3: Block the first hit, eat the second, and punish with F1.

Vicious/Ruthless: Ferra/Torr cannot option select from F2: since you're eating the hit with armor, it registers as a hit, preventing the hit/block delay differences that create option selects. Ferra/Torr can still preemptively use a Ferra projectile to stay safe.

Low Ferra Toss is punishable when eaten by armor; the overhead is safe still. If you have armor up when put into a situation where you have to guess either option, always block overhead so you can punish the low if used.

With armor up, block overhead by default and punish any raw F2's and be ready to create and punish gaps in their overhead strings: B2/3*2+4 for Lackey and B2/3-2+4 for Vicious/Ruthless.
F1: F1/2-4, F1/2-2+4, F1/2-B2
B1: B12/1-, B12-U2 (A gap punishable by F1 already exists)
2: 2/1-, 2/1-4
3: 3/D3- (Non-special cancelable; Goro can't recover in time to block)

Armor will eat any tick grab set ups, and allow you to punish with F1.

With armor up, you can always go for the F1 after B12: it will punish B12 and B12U2 and if he goes for B121 the armor will cover you and can you can still punish.

It's risky to create gaps due to the possibility of Goro canceling into Punch Walk.

You can make Punch Walk punishable by eating the third hit, then reblocking, causing it to go into it's hit animation which will make it punishable on block.

Always block low; it will preserve your armor for the B3 tick grab set up or to make Punch Walk punishable, and allow you to create a punishable gap on his overhead string: 3/D3-.
Jacqui's frame data makes creating gaps too risky since she can almost always stop short at a lot of possible gaps and still be safe; however, you can blow up cancels into machine gun on block, on read: eat the last hit before the machine gun cancel so that it doesn't jail, low profile the shots, then be ready to whiff punish or armor through if Jacqui tries to use meter for the rockets.

With armor up, blocking low by default guarantees that you won't be opened up by her 50/50 as your armor will eat the overhead, and blocking low will cover her double hitting, low string.
B1: B1/2-, B1/2*2 (DB1D)
F4: F4/4-

Slasher's B4: /B4-2

BF3: Eat the hit, punish with F1.

Armor will eat any tick grab set up, allowing you to punish with F1.
1: 1/2*3 (DB1D)
B1: B12/1-
F2: F2/1*2 (DB1D)
B2: /B2- (F1 beaten out by B2 into Gotcha Grab)
B3: /B3*D2 (DB1D)

Dash Punch: You can eat any Dash Punch, mid or overhead derivation, and punish with F1.

Any Law Rocket run cancel can be punished by eating the last string hit before the cancel, then punishing before he can recover to block with F1.

Armor will eat any tick grab set ups from Wrestler, allowing you to punish with F1.

With armor up you can block low to guarantee that you can't be opened up by his 50/50 or mix up from 12. If Jax breaks your armor with the overhead B2, block overhead immediately after to be ensure you won't be launched by the overhead Dash Punch.
1: 11/3- (Cage can't recover in time to block; F1 beaten out by canceling into NP)
2: 2/1*4 (DB1D)
F2: F2/2*4 (DB1D)
B3: B3/4- (Cage can't recover in time to block), B3/4-3

Cage cannot use Ex Fireball to sustain pressure: block the first fireball, eat the second, punish with F1.

Stunt Double: Cage cannot use Mimic cancels to sustain pressure safely: on read eat the last hit of the string before the cancel, then armor through the Mimic with Ex DB2U(tight cancel to actually punish).

Blocking overhead against Cage's 11 mix up guarantees you won't be opened up, and guarantees a punish if Cage goes for the low string either by making the string punishable, 11/3-, or by punishing Nut Punch.
B1: /B1*3- (Kano can't recover in time to block; will also beat out B1 into B1)
B3: /B3*1 (DB1D), B3/1-2

Cutthroat's B1: /B1*2 (DB1D), B1/2*1 (DB1D)
Cutthroat's F2: F2/1- (Kano can finish F212 to beat out F1, but that's punishable on block by F1)

Armor will eat any tick grab set ups from Commando, allowing you to punish with F1.

Commando/Cutthroat: You can punish Ex Knives on read by eating the last hit of a string before the cancel, and punishing with ex DB2U, or if you don't have meter you can duck the first knife and low poke Kano before he throws the second knife that is a mid.

Cybernetic: You can punish a cancel into regular knife on read by eating the knife then punishing with F1; Kano can't recover in time to block. Risky, though, as Kano could use Ex Knives to sustain pressure and punish you out right since it's three hits.
B1: B1- (Block the first hit, then eat the second; F1 may be punished with a special cancel)
2: 2/1-, 2/3-
F3: F3/2-
B3: B3/2-
4: 4/D4-, 4/4*1 (DB1D)

Risky to create gaps against Kenshi because without armor, many of his special cancels are safe on block.

Balance: Kenshi can only cancel into Ex Tele Push(Ex BF2) or Tele Slice(BF3) to be safe on block: with armor up, after a blocking a string you can attempt to eat any other special and punish with F1. If Kenshi does cancel into either of his safe specials, then eat the first hit then immediately reblock for the following hits.

Kenjustu: All Tele special cancels are punishable by F1 when eaten by armor, which means all that all Kenjutsu special cancels can be punishable if you attempt to eat them, and are confident in your ability to reblock for the follow up hits from Ex Rising Blade and Spinning Blade.
F1: F1/1-2
B1: B1/2-2, B1/4-, B1/4*3 (DB1D)
2: 21/2-
B2: /B2- (Non-special cancelable; Kitana can't recover in time to block)

Any string canceled into a fan can be punished on read by eating the last hit of the string, ducking the fan, then whiff punishing with F1 before she recovers. If she uses Ex Fans then you can low profile the first fan then armor through the second with DB1D.

Assassin/Royal Storm: Kitana's regular Fan is punishable when canceled into from a block string by eating it, then punishing with F1. Mournful's regular Fan is safe when eaten.

Kitana's Ex Fans are punishable on reaction by blocking the first hit, eating the second, then punishing with F1 before she can recover.

With armor up, block low by default: Kitana's only overhead is punishable when eaten by the armor, and you have multiple options to blow up any Fan cancels from her low B3, and you can can create gaps in her string B14 that goes low. See options above.
1: 11/4-AG
F1: /F1- (F1 beaten by F12 or F1B2), /F1*2 or /F1*B2 (DB1D), F1/2-, F1B2/(Any Cancel)-
B1: /B1- (beaten by B14 or B122), /B1*4 or /B1*22 (DB2U), B14/(Any Cancel)-, B122/(Non Ex DF3)-
F3: /F3-4
D4: /D4 (Punish with standing 2; tight punish), /D4*(WG: Ex)

Punishing D4 with standing 2 can be risky because Kotal can cancel into a sword special; however, if you make the read you can punish all cancels other than Ex Overhead Sword with Ex DB1D. If you read that he will do the Ex OH sword then you can block and punish since it's punishable.

War God: All cancel options other than DF3(sword projectile) are punishable from F1B2, B14, and B122: block the string, then run forward slightly and be ready to block again for the second hit of the ex OH sword if he does it. The Ex OH sword is punishable on block, and the rest of hit cancels are single hitting, and will be absorbed by the armor. You need the slight run forward to be able to punish a DF2 sword cancel, as it can be safe if done at a far enough distance. These strings are also punishable on block without canceling into a special by F1, so they're virtually useless when Tremor has armor up.

If Kotal uses the Ex Sword Projectile you can reblock after the first hit to be safe.

Blood/Sun God: Kotal can make B122 safe cancling into EX Sun Disc; F1 strings and B14 are still always unsafe.

Armor will eat all tick grab set ups from Sun God.

With armor up, block low by default to preserve armor for either the B14 tick grab set up or to be able to punish any special cancels: armor will either eat the low or the overhead, as the second hit is mid, and allow you to punish with F1.
B1: B1/4-
2: 2/2-1 (Bojustsu and Ancestral)
F2: /F2-4, F2/4-

Shaolin: DB3: DB3/D4- (Kung Jin can't recover in time to block)

It's risky to try and create gaps in Shaolin's strings due to Chakram's speed; you can make Kung Jin negative when using Ex Chakram by blocking the first hit and eating the second.

With armor up, block low by default then punish the gap created by /F2-4 if he goes overhead, or eat the second hit of the low to punish the gap created by B1/4-.
F1: /F1-3
B2: /B2-2, /B2-OH
B3: B3/2-1

You must purposefully lose your armor before using an armored special to go through an Orbiting Hat; if Tremor is hit while he has his armor up, he gets stunned, even when using an armored special, so if you try to armor through a hat with armor up, the hat will bust your armor, and you'll have wasted a bar of meter.

With armor up, block low by default an be ready punish the gaps created by /B2-2 or /B2-OH.
B1: B1/2-FBRC
B2: /B2
F4: F4/4-FBRC

Dragon's Roar: With armor up, you can eat any Dragon's Roar and punish with F1 before Liu can recover to block.

Flame Fist's Windmill Punch: With armor up, you can block the Windmill Punch, eat any special Liu cancels into, then punish with B3. Always go for the B3 during the gap just in case he doesn't cancel it into anything. The armor will still protect you if he does and you can still punish regardless, and B3 is a low so it can't be parried.

Dragon's Fire: Liu cannot use any 214 FBRC loops for pressure: you can eat the 4 and punish if he tries to continue with any pressure, though he can block in time to make himself safe.

With armor up, block low by default: his overhead is punishable when eaten by armor and it will preserve armor that you can use to punish the gap F4/4-FBRC against Dragon's Fire, to punish Windmill Punch's gap worry free against Flame Fist, or to eat and punish any Dragon's Roar attempts.
B2: B2/2-
F3: F3/4-
F4: /F4*4 (DB1D)

Mileena cannot use her teleport into Air Sai when Tremor has armor up: block the teleport then go for a F1 punish; if she throws a sai, your armor will eat it and you'll still get a punish.

It's never completely safe to create gaps Mileena's strings since ex Roll hits twice, quickly.

With armor up, block overhead by default and let the armor eat any low, and punish any overhead attempts or the gap created in F4/4-.
B2: B2/2-D2 (Predator is safe in HQT by canceling into low laser or in Hunter by using Ex Trap; aerial conversion)

Hish-Qu-Ten destroys all hopes of creating gaps safely due to how safe low ground laser is, and it is still risky against Hunter due to how often Ex Trap can be used.
F2: F2/1-2

Gaps cannot be made in his strings safely: it's too common for Quan to cancel into Ex Pillars and that shuts down any F1 or armored special punishes.

Summoner: If you block a 50/50 correctly with armor up, you can eat the hit from Puggles and then back dash or punish a follow up 50/50 with Ex DB1D.

If you block a 50/50 correctly with armor up, you can eat the 2nd hit of Ex Pillar to make it barely plus for Quan, so that he has no guaranteed options, though Quan is still slightly plus.
B2: B2- (Block the first hit, eat the Shocker option select, and then punish)

Any lightning string into Shocker, a popular frame trap, can be punished by eating the Shocker then punishing with F1.

All LBRC pressure is unsafe. Eat the last hit of a string before the LBRC and punish: LBRC's usually follow B11, B14 or F24; Raiden cannot recover in time to block.

With armor up, block overhead by default against a 50/50: armor will cover the low option that is always safe, but the overhead becomes punishable when using the option select into shocker.
1: 1/4-, 1/4*1 (DB1D)
F1: F1/2-, F1/2*1+3
B3: B3/4- (Three hits in this string: block the first two hits, eat the third, then punish)

You should never have to use meter to punish F1 gaps from Reptile: there is more than enough time to visually confirm if he is going for F12 or F121+3 due to F1/2- having a rather large punish window; if Reptile goes for F121+3, reblock, then punish with F1, and if he stops F12 you can punish so long as you created the gap.

Any string canceled into a Forceball or Ex Forceball is punishable by eating the Forceball then punishing with F1; Reptile can't recover in time to block.

With armor up, block low by default; your armor will eat the overhead that is safe regardless, and you can create a gap in B34 if the Reptile player isn't using B3 option selects.
B1: B12/1-
2: 2/1*4 (DB1D)
F2: /F2-
B3: B32/F2-
F4: /F4- (All specials cancels punishable, including Ex Spear; Scorpion can't recover in time to block)

Both B3 and B32 are punishable on block by F1, so if Tremor has his armor up, Scorpion cannot safely use B3 at all.

Be wary of using the gap in 214, as 21 FBRC into block is completely safe and you could possibly waste a bar going for the punish; 214 is used frequent enough to warrant being listed.

With armor up, blow low by default to punish either overhead option, /F2- or F4-, or preserve your armor to create create a gap in his low option, B32/F2-.
1: 11/2-3

Bone Shaper's F4: /F4*1 (DB1D), F4/1-D2

Shinnok's overhead string, B3, becomes safe when eaten by armor.

Necromancer: A cancel into Devil Flick(BF2) on block can be punished on reaction by eating the hit, then punishing with F1.

With armor up, block overhead by default: the overhead becomes safe when eaten by armor so blocking it allows it to be punished. Against Imposter/Necromancer there is no way to make the low punishable with gaps so you have to continue to block the inevitable cancel into Hellsparks after the low, with a chance to punish it if Shinnok doesn't have meter. Against Bone Shaper, eating the low will allow you to punish the gap F4*1 with Ex DB1D if he continues the string; Shinnok can still cancel F4 into Hellsparks to be safe if he has meter.
B1: /B1*4 (DB1D), B1/4-
F2: F2/B1-
B3: B3/3 (Back dashing is the only safe option)

With armor up, you can eat any dive kick, then back dash to safely avoid her 50/50.

Energy Blast(Ex BF2): Eat the hit and punish if canceled into from a block string.

Covert Ops: If armor is up when going into Military Stance, blocking overhead covers all options: the armor will eat the command grab and the first hit of the low(it's second hit is mid), then you can either whiff punish the throw or punish the low or overhead on block.

Gaps in strings that are still cancelable can be canceled into parry to punish a F1 from Tremor, but to do so is still a risk for Sonya since the parry is punishable when whiffed.

Demolition: Must use armor at all gaps to guaranteed a safe punish against grenade cancels.

Frag Grenade: Eat the hit and punish if canceled into from a block string.

Stun Grenade is always safe.

With armor up, block low by default: it will guarantee that you block the 50/50, and can give you an opportunity to armor out against Military Stance or Grenade Cancels if Sonya goes low.
1: 1/2*3
B1: B1/2-
B3: B3/3*D3 (DB1D), B3/3-IB (Able to punish Ex and non-Ex Ice Blast)
F4: F4/2-

Sub-Zero can make each of the gaps completely safe from F1 punishes by canceling into Ice Clone, so as long as the Sub-Zero player is playing safe, it isn't likely to happen

Ex Ice Burst: Eat and punish with F1; this means that you can eat and punish any offensive, special cancel from Sub-Zero, which is useful information when playing against Cyromancer.

Sub-Zero's overhead string, B2, becomes safe when eaten by armor.

Crystaline has no way to punish cancels into Ice Clone; he lacks an armored special quick enough to punish it. The best options he has is to shatter with DB1, or if you want to be cute you can try to condition the player with the overhead rock projectile, or with the tremor.

With armor up, block overhead by default: this will allow you to punish the overhead on block, and give you time to block the second low of B33, with the chance of punishing a cancel into an ice ball with F1 if they try to hit confirm into it when seeing the first low hit.
F1: F1/2+4-TPC, F1/2*2+4 (DB1D)
B1: B1/1*Kunai (DB1D)
F2: F2/1-
B2: B2-TPC, B2-Kunai, B2/1*Kunai (DB1D)
F3: F3- (Block the first hit, eat the second; Takeda can't recover in time to block)
B3: /B3-TPC, /B3-Kunai

Any F1 punish leading into a TPC or Kunai can be blown up if Takeda uses an armored special, but to do so is a risk for Takeda since all his armored options are punishable.

With armor up, block overhead by default: this will allow you to punish the low, B3, into Kunai or a TPC, while preserving armor to create punishable gap in the overhead, B2(see options above).
1: 11/2-TPC
F2: F2-TPC (Block the first hit, eat the second hit, then punish)
B3: B3/1-2, B3/1-TPC

Kobu Justsu's B1: B1-TPC (Block the first hit, eat the second hit, then punish)
Kobu Justu's Tonfa Toss: Block the first hit, eat the second, and punish with F1.
Kobu Justu's Tonfa Swipe(Rekkas): Block the first hit, eat the second, and punish with F1 if she stops there or armor through the third with DB1D.

Tanya cannot safely use any teleport cancels if Tremor has his armor up; Tanya must either complete the back teleport or take a risk and go directly into a special attack.

With armor up, block low by default: this will allow you to create a gap in both the low, B3, or overhead, B1, options. See the options above.
F1: F1/2-, F1/2-1
B1: B1D4/U4-
B2: B2/4 (Non-special cancelable; Tremor can't recover in time to block)
3: 3/3- (Non-special cancelable; Tremor can't recover in time to block)
B3: B3/2-, B3/2*2

When creating a gap in the B322 sting, you need to be prepared to either reblock low or armor through the second 2.
What are the best ways to setup the armor dd1
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
No I'm not ketchup or mustard haha just from the same group (PND). They are close friends of mine.
i added you in! would love to here from you in there, i think most people are on break, maybe at some point they will all chime in