Paul punishers (Tekken 7)

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Punishers for tricky moves
Various Slide ws3
Generic FUFT.4 b+1,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+3,4 (deep dash)
  • b+3+4
  • b+3+4,3+4
df+2
db+4
  • cc qcb+1
  • cc db+2
  • FC.df+1+2
Asuka b+3 f,F+2:1
Claudio f+2,2 f,F+2:1 (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf+3,4[1]
R.f,n,d,df+4,3+4 b+3
Eddy 3~4
  • uf,n,4
  • ws2
b+3,3 db+2
Heihachi f,F+2 f,F+2:1 (hard)
Jack-7 R.b+1+2 f,F+2:1 (deep dash)
d+1+2 (None)
Law db+3+4 d+1+2
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
d+1+2
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2:1 (can whiff)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 b+1+4
AOP.4~3
  • ws3
  • f,f 3,2
Standing
Enemy Move Damage Frames
-10 1,2 19 +6
1,2,3 26 -14[2]
-12 b+1,2 33 +8
d+1+2 30 +5a (-4)
-14 b+3 16 (62) +31a (+25)
-15 df+2 13 (61) +33a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4 16 +5
-13 ws3,2 37 +17a (+8)
-14 FC.df+2:1 38 +37a (+11)
-15 ws2 20 (64) +31a
Both
-15 uf+3,4 28 (65) +28a (+21)
-23 uf,n,4 25 (76) +34a (+24a)
Back-turned opponent
-11 b+1+4 50 +3d
-14 d+1,4,2 52 +3a
-15 3,2,B~1+2[3] 53 (104) +37a (+27)
3,2,B d+1+2[4] 61 +5a (-4)
Grounded opponent
-16 d+3 9 -3a (-11)
-18 OG.d+2 16 -1a (-11)
-19 db+2[5] 16 +14a (-3)
-32 f,F+4 16 +2a (-8)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2 i10 2.17 19 -1 High
ws4 i11 2.29 18 -6 Mid
d+1+2 i12 2.38 30 -16 Mid
b+1,2 i12 2.60 33 -5/-34[6] High
ws3,2 i13 2.31 37 -9/-32[6] Mid
b+3 i14 2.09 16 (62) -6 High
FC.df+2:1 i14 2.75 38 -4/-29[6] Mid
df+2 i15 2.20 13 (61) -8 Mid
uf+3,4 i15 2.25 28 (65) -13 Mid
ws2 i15 2.36 20 (64) -14 Mid
qcf+2 i13(~15) 2.87 36/54 -17[7] Mid
3,2 i15~16[8] 2.68 31 -3/-25[6] Mid
qcb+4 i15(~17) 3.06 23 +1 High
qcf+1 i16(~18) 2.76 21 (69) -4 High
f,F+3,4 i15(~18) 2.38 27 (64) -16[9] Mid
f,F+2:1 i15(~18) 3.00 38 -4/-29[6] Mid
  1. Only finish the string if Devil Jin comes down.
  2. This isn't a typo. 1,2,3 is unsafe on hit and should only be used to kill or if the opponent doesn't know.
  3. 3,2,B~1+2 vs BT oppo loses to Geese's Raging Storm and Xiaoyu's BT.3. Akuma and Eliza's EX DP can avoid the last hit, but they'll whiff big time. Akuma's forward teleport, dp+3+4, can avoid the last hit, but you can run him down with f,F+2:1. Master Raven can teleport with BT.b+1+3, but you get a guaranteed BT.d+3 after. Devil Jin can absorb the last hit with b+1+3, but his attack whiffs so you can just do it again.
  4. 3,2,B d+1+2 vs BT oppo is guaranteed vs everyone with no fuss.
  5. db+2 doesn't hit grounded if opponent is in FUFA position.
  6. 6.0 6.1 6.2 6.3 6.4 Last hit can be ducked on block.
  7. Deathfist is notoriously difficult to punish due to its pushback.
  8. 3,2 is i16 when used from far away.
  9. Can disrupt punishers with extensions.