Kunimitsu punishers: Difference between revisions

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(Created page with "{{Kunimitsu}} Punisher Template 10f 1,1 h,m 19 +6 -5 Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or t...")
 
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{{Kunimitsu}}
{{Kunimitsu}}
{{Infobox tricky moves
|slide={{Plainlist|
* [[Kunimitsu combos#Float|ws1]]
* [[Kunimitsu combos#Float|ws2,4]]
* [[Kunimitsu combos#Float|cc db+2]]
}}
|generic-a={{Plainlist|
* f,F+4,2
* 4,2}}
|alisa-a=uf+3,4
|alisa-b=uf+3,4
|king-a={{Plainlist|
* cc [[Kunimitsu combos#Float|db+2]] ''(hard)''
* f,F+2}}
|asuka-a={{Plainlist|
* [[Kunimitsu combos#Mini-combos|df+1+2]] ''(can whiff)''
* f,F+4,2
* df+3+4}}
|claudio-a=qcf+1
|devil-jin-a=uf+3,4<ref>First hit can whiff in both cases, but still combos.</ref>
|devil-jin-b=f,d,df+2
|eddy-a={{Plainlist|
* uf+3+4
* ws3}}
|eddy-b=f,d,df+2
|heihachi-a=qcf+1
|jack-7-a={{Plainlist|
* (uf+3),4 ''(can whiff)''
* f+3~4,3}}
|jack-7-b={{Plainlist|
* f,F+4,2 ''(can whiff)''
* qcf+1}}
|law-a=qcf+2
|leroy-a=f,F+4,2 ''(hard)''
|lucky-chloe-a={{Plainlist|
* qcf+2}}
|paul-a={{Plainlist|
* f,F+4,2
* qcf+1}}
|xiaoyu-a=qcf+1
|xiaoyu-b=[[Kunimitsu combos#Back-turned opponent|uf+3,4]]
|xiaoyu-c={{Plainlist|
* [[Kunimitsu combos#Float|ws2,4]]
* [[Kunimitsu combos#Float|cc b+4]]
* [[Kunimitsu combos#Float|FC.df+2]]}}
}}
{{Navbox punishers (Tekken 7)}}


Punisher Template
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| rowspan="2" | -10
| 1,2,2 || 26 || +4
|-
| f,F+4,2 || 34 || +36d (-22)
|-
| rowspan="2" | -12
| 4,2 || 30 || +6 BT
|-
| 2,2 || 26 || +5
|-
| -13 || f+2,3 || 32 || +20a (+11)
|-
| -14 || f,n,d,df+2 || 31 ([[Kunimitsu combos#Staples|?]]) || +59a (+42)
|-
| rowspan="3" | -15
| df+2 || 13 ([[Kunimitsu combos#Staples|?]]) || +30a (+20)
|-
| uf+3 || 13 ([[Kunimitsu combos#Staples|?]]) || +31a (+21)
|-
| uf+3,4 || 27 ([[Kunimitsu combos#Staples|?]]) || +27a (+20)
|-
| -19 || ub+3+4 || 25 ([[Kunimitsu combos#Staples|?]]) || +32a (+22)
|- 
| colspan="4" class="table-cat" | Crouching
|-
| -10 || FC.1 || 5 || +6
|-
| rowspan="2" | -11
| ws4 || 15 || +5
|-
| f,F+4,2 || 34 || +36d (-22)
|-
| -13 || ws1,1 || 26 || +3c
|-
| -14 || ws2,4 || 34 || +11g
|-
| -15 || ws3 || 16 ([[Kunimitsu combos#Staples|?]]) || +32a (+22)
|-
| -19 || ub+3+4 || 25 ([[Kunimitsu combos#Staples|?]]) || +32a (+22)
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,4 f,F+2 || 54 || +19a (+2)
|-
| -13 || df+1,2,2 qcf+2 || ? || ?
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -13 || qcf+2 || 16 || -11a (-19)
|-
| rowspan="2" | -16
| db+2 || 12 || +2a (-6)
|-
| d+3 || 9 || -3a (-11)
|-
| -20 || f,F+2 || 19 || +19a (+2)
|}


10f    1,1       h,m    19   +6    -5
{| class="punishers" style="clear: both"
Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or the option to complete a predetermined string being 1,1,1 / 1,1,2 and 1,1,4
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,1 || i10 || 2.24 || 19 || -5 || High<ref name="high-mid">Second hit mid, so minimal risk vs crouching.</ref>
|-
| 2,2 || i12 || 2.30 || 26 || -6 || High<ref name="high-mid"/>
|-
| 4,2 || i12 || 2.30 || 30 || -3 BT || High
|-
| f+2,3 || i13 || 2.58 || 32 || -28<ref name="duckable">Duckable high with up to 8 frames delay.</ref> || High
|-
| uf+3 || i15 || 2.53<ref>Effective range is lower against crouching opponents.</ref> || 13 ([[Kunimitsu combos#Staples|?]]) || -13 || Mid
|-
| f,F+4,2 || i9(~12+) || 2.63 || 34 || -17 || Mid
|-
| df+1+2 || i17 || 2.84 || 29 ([[Kunimitsu combos#Mini-combos|48]]) || -14 || Mid
|-
| df+3+4 || i17 || 2.87 || 30 || -2 || Mid
|-
| ub+3+4 || i19 || 2.79 || 25 ([[Kunimitsu combos#Staples|?]]) || -17 || Mid
|-
| qcf+1 || i15(~17+) || ∞ || 27 || -11 || Mid
|}


10f    1,2,2        h,h,h    26    +4    -12
<references/>
The more reliable damage punisher with moderate frame advantage.
 
10f    ff+4,2        m,h    34    KND    -17
Most preferred punisher for moves -10~12 as it knocks down and wallsplats, though the caveat of it being launch punishable by nearly the entire cast.
 
12f    2,2        h,m    26    +5    -6
Another punisher that exchanges damage for a potential KAT mixup in 2,2,1+2.
 
12f    4,2        h,h    30    +6    -3
Safer damage option that leaves you in URA for additional pressure.
 
13f    f+2,3        h,h    32    KND    -6
A very high range option that wall splats from a far distance and knocks down; though missing the punish makes this move slightly risky as the second hit is high.
 
13f    qcf+2        m    21    KND    -12s
With even higher effective range than f+2, this punisher is bufferable and used as a matchup specific punisher for moves with a large amount of push back, examples being Bryan’s 3+4 and d/f+2,3 / Lucky Chloe’s Kick Up (f+3+4,3+4,3+4) / Paul’s Demoman (d+4:2:1+2)
 
14f    cd+2        m,h    31    Launch    -17
An  auto screw launcher that like qcf+2 is bufferable in block stun, though again another risky punisher if you miss your opportunity considering it’s also -17.
 
15f    d/f+2        m    13    Launch    -12
Being a knife this is an unparryable launcher with great range. (Test Tracking)
 
15f    u/f+3        m    13    Launch    -13
Another unparryable launcher with great range which in addition can be done from crouch.. (Test Tracking)
 
15f    qcf+1        m    27    KND    -11
An additional matchup specific punisher for moves with an exorbitant amount of push back including but not limited to Paul’s Deathfist/Sledgehammer (qcf+2] and Heihachi’s Demon Upper (ff+2)
 
19f    u/b+3+4        m    25    Launch    -17
 
Crouching
 
10f    ff+4,2        m,h    34    KND    -17
11f    ws+4        m    15    +5    -6
13f    ws+1,1        m,m    26    +3    -8
14f    ws+2,4        m,h    34    +11g    -9
15f    ws+3        m    16    Launch    -13
15f    u/f+3        m    13    Launch    -13
19f    u/b+3+4        m    25    Launch    -17
 
Whiff Punishers
10f    ff+4,2        m,h    34    KND    -17
Range 2 but risky
 
13f    f+2,3        h,h    32    KND    -6
Range 1 wall splat
 
15f    d/f+2        m    13    Launch    -12
Range 1 Launch
 
15f    qcf+1        m    27    KND    -11
Range 3+
 
17f    d/f+1+2        m,m    29    KND    -14
Alternative to ff+4,2 as an easier input and slightly safer option at Rage 2.

Latest revision as of 09:07, 20 September 2023

Punishers for tricky moves
Various Slide
Generic FUFT.4
  • f,F+4,2
  • 4,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
uf+3,4
  • b+3+4
  • b+3+4,3+4
uf+3,4
db+4
  • cc db+2 (hard)
  • f,F+2
Asuka b+3
  • df+1+2 (can whiff)
  • f,F+4,2
  • df+3+4
Claudio f+2,2 qcf+1
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf+3,4[1]
R.f,n,d,df+4,3+4 f,d,df+2
Eddy 3~4
  • uf+3+4
  • ws3
b+3,3 f,d,df+2
Heihachi f,F+2 qcf+1
Jack-7 R.b+1+2
  • (uf+3),4 (can whiff)
  • f+3~4,3
d+1+2
  • f,F+4,2 (can whiff)
  • qcf+1
Law db+3+4 qcf+2
Leroy db+1+2 f,F+4,2 (hard)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
  • qcf+2
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+4,2
  • qcf+1
Xiaoyu BT.3 qcf+1
BT.f+3+4,3+4 uf+3,4
AOP.4~3
Standing
Enemy Move Damage Frames
-10 1,2,2 26 +4
f,F+4,2 34 +36d (-22)
-12 4,2 30 +6 BT
2,2 26 +5
-13 f+2,3 32 +20a (+11)
-14 f,n,d,df+2 31 (?) +59a (+42)
-15 df+2 13 (?) +30a (+20)
uf+3 13 (?) +31a (+21)
uf+3,4 27 (?) +27a (+20)
-19 ub+3+4 25 (?) +32a (+22)
Crouching
-10 FC.1 5 +6
-11 ws4 15 +5
f,F+4,2 34 +36d (-22)
-13 ws1,1 26 +3c
-14 ws2,4 34 +11g
-15 ws3 16 (?) +32a (+22)
-19 ub+3+4 25 (?) +32a (+22)
Back-turned opponent
-10 1,2,4 f,F+2 54 +19a (+2)
-13 df+1,2,2 qcf+2 ? ?
Grounded opponent
-13 qcf+2 16 -11a (-19)
-16 db+2 12 +2a (-6)
d+3 9 -3a (-11)
-20 f,F+2 19 +19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.24 19 -5 High[2]
2,2 i12 2.30 26 -6 High[2]
4,2 i12 2.30 30 -3 BT High
f+2,3 i13 2.58 32 -28[3] High
uf+3 i15 2.53[4] 13 (?) -13 Mid
f,F+4,2 i9(~12+) 2.63 34 -17 Mid
df+1+2 i17 2.84 29 (48) -14 Mid
df+3+4 i17 2.87 30 -2 Mid
ub+3+4 i19 2.79 25 (?) -17 Mid
qcf+1 i15(~17+) ∞ 27 -11 Mid
  1. ↑ First hit can whiff in both cases, but still combos.
  2. ↑ 2.0 2.1 Second hit mid, so minimal risk vs crouching.
  3. ↑ Duckable high with up to 8 frames delay.
  4. ↑ Effective range is lower against crouching opponents.