Wavu Wiki Kazumi punishers

Kazumi punishers

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Punishers for tricky moves
Various Slide
Generic FUFT.4 1+2
Alisa
  • b+4,4
  • b+4,4,3+4~1
f+3+4~2
  • b+3+4
  • b+3+4,3+4
db+4
  • FC.d+3
  • f,F+4 or f,f~d+2[1]
Asuka b+3
  • b+4[2] (can whiff)
  • df+2[2] (can whiff)
  • f+3,F~2[2] (can whiff)
  • f,F+2[3][4] (can whiff)
Claudio f+2,2
  • wr1
  • f,F+2[3] (can whiff)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f uf+4 (deep dash)
R.f,n,d,df+4,3+4
  • df+1,2
  • uf+2
Eddy 3~4
  • uf,n,4
  • ws2
b+3,3 df+1
Heihachi f,F+2 f,F+2[3][4] (hard)
Jack-7 R.b+1+2 f,F+4 (deep dash)
d+1+2 f,F+2[3][4] (hard)
Law db+3+4
  • df+1,2
  • 1+2
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2[3][4] (hard)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 uf+4[7]
AOP.4~3
  • cc f+3,F
  • cc df+4
Standing
Enemy Move Damage Frames
-10 1,1,2 25 +20a (+15)
1,2,2 27 +4
-12 1+2,F 30 +9 RSS
-13 df+1,2 31 +13a
-15 uf+4[8] 13 (58) +29a (+19)
3,2 29 (50) +24d
-18 df+2 29 (62) +41a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4,4 18 +6
-12 ws1,2[8] 35 +10a (+1)
-14 ws3,F 35 +9 RSS
-15 uf+4[8] 13 (58) +29a (+19)
-18 ws2 20 (65) +28a (+18)
-23 uf,n,4 25 (72) +34a (+24)
Back-turned opponent
-10 1 df+1,2[9] 38 +13a[10]
-11 ws4 df+1,2[9] 44 +13a[10]
-12 2,1 1+2,F[9][11] 50 +9a[12]
Grounded opponent
-16 d+4 8 -2a (-10)
-16 d+3 9 -3a (-11)
-17 OTG.d+2 16 -2a (-10)
-36 f+3+4~3 16 (32) +15a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2 i10 2.14 25 -3[13] High
2,1 i12 2.34 20 -5 High
df+1,2 i13 2.33 31 -13c Mid
df+3 i14 2.66 14 -9 Mid
uf+4 i15 1.74 13 (58) -13 Mid
3,2 i15 2.53 29 (50) -29[14] Mid
f,F+2 i13(~16+) 2.79 37 -13 Mid
R.f,F+1+2 i13(~16+) 2.79 37 (83) -12[15] Mid
f+3,F i18 2.69 13 (58) +8 RSS[16] Mid
df+2 i18 2.75 29 (62) -24 Mid
  1. ↑ Neither are guaranteed. If King gets up right away, he gets hit by f,F+4. OTG.d+2 only comes out if d+2 is input after the db+4 has recovered, so both timings need to be delayed slightly. If f,F+4 whiffs he has a small window to whiff punish with a FDFT.3 clean hit launch. f+3+4~2 can launch him for standing as well but it whiffs to quickstand into crouching guard.
  2. ↑ 2.0 2.1 2.2 b+4 is almost guaranteed vs Asuka b+3—never whiffs when off-axis and can only whiff at absolute tip range. df+2 is more consistent than f+3,F~2 but much riskier. Awareness of spacing is critical. All punishers are more likely to hit when off-axis.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 In rage, replace with R.f,F+1+2.
  4. ↑ 4.0 4.1 4.2 4.3 Not guaranteed at tip range. Often requires a few frames of dash to close the gap.
  5. ↑ The last hit of df+1,2 can be delayed a lot and still punish BT.f+3+4,3+4, giving more time for a float confirm.
  6. ↑ Generic Lucky Chloe counterplay step into dash attack. Timing requires practice.
  7. ↑ uf+4 can't be parried since it's a knee, and Xiaoyu going into a roll again doesn't make her floating fast enough. Gets a normal combo if she does a move or holds B.
  8. ↑ 8.0 8.1 8.2 Often whiffs due to range.
  9. ↑ 9.0 9.1 9.2 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin.
  10. ↑ 10.0 10.1 +8d if they don't turn around.
  11. ↑ Only works if the opponent is slightly off-axis to Kazumi's left.
  12. ↑ +16a (+7a) if the tiger hits them right in the back.
  13. ↑ Hit confirm.
  14. ↑ Duckable high. Can be tricky if you mixup with 3,1.
  15. ↑ Safe from pushback.
  16. ↑ This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.

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