Noctis punishers: Difference between revisions

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{{Noctis}}
{{Noctis}}


{{Infobox tricky moves}}
{{Infobox tricky moves
|slide = ws2,2 ... <ref name="ws22">ws2,2 4,2 <J.2 1 1 1 f,F+4 (68)</ref>
|generic-a = b+1,2
|alisa-a = {{Plainlist|
* df+1+2 ... <ref>(Combo on extension, KD on non-extension) df+1+2 4,2 <J.2 f,F+4 (53)(</ref>
* db+1+2 ... <ref>(Combo on non-extension, KD on extension) db+1+2 df+1+2 4,2 <J.2 f,F+4 (76)</ref>
}}
|alisa-b = uf+3,U ... <ref> (Change combo on reaction)
Non-extension: ~2 ,uf+3,U~2,2,2 f,F+4 (72)
Extension: ~2,2,2 f,F+4 (51)</ref>
|king-a = ws2,2 ... <ref name="ws22"></ref>
|asuka-a = df+2 ... <ref name="noctis gaming">df+2 df+4,2 uf+3,U~2,2,2 S! 1 f,F+4 (76)</ref>
|claudio-a = {{Plainlist|
* f+1+2
* f+2
* R.f+2+3
* ff+4 (tricky)
}}
|devil-jin-a = df+2 1 ... <ref>df+2 1 uf+3,U~2,2,2 S! f,F+4 (55)</ref>
|devil-jin-b = {{Plainlist|
* df+1,2
* b3,1 (near wall)
}}
|eddy-a = 1 <ref>(Between hits) 1 uf+3,U~2,2,2 f,F+4 (47)</ref>
|eddy-b = db+1,1+2 ... <ref>db+1,1+2 d2,2 S! f,F+4 (38)</ref>
|heihachi-a = df+2 ... <ref name="noctis gaming"></ref>
|jack-7-a = b+4,1+2 <ref>You could hypothetically do ~76 damage in a db+1+2 combo but b+4,1+2 will always hit and always kill</ref>
|jack-7-b = df+2 ... <ref name="noctis gaming"></ref>
|law-a = df+1,2
|leroy-a = ''(None)''
|lucky-chloe-a = 1 ... <ref>Option select: 1 will float Chloe on extension and whiff on non-extension. On float, you can react with uf+3,U~2,2,2 1 f,F+4 (49) and on whiff you can react with df+2 df+4,2 uf+3,U~2,2,2 S! 1 f,F+4 (76)</ref>
|paul-a = df+2 <ref name="noctis gaming"></ref>
|xiaoyu-a = ''(None)''
|xiaoyu-b = 1,2,1+2
|xiaoyu-c = wr3 ... <ref>1 uf+3,U~2,2,2 1 f,F+4 (51)</ref>
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
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| -12 || b+1,2 || 31 || +7
| -12 || b+1,2 || 31 || +7
|-
|-
| -13 || d/f+1,2 || 35 ||
| -13 || df+1,2 || 35 ||
|-
|-
| -14 || b+3,1 || 37 ||
| -14 || b+3,1<ref>Generally worse than df+1,2 unless the opponent is near a wall; it does similar damage and leaves the opponent too far away for Noctis to reliably continue his pressure (you are too far to threaten sidesteps with ff1+2 and so the opponent can simply evade wr1+2). However, this reliably wallsplats at the wall, so in that situation it is superior.</ref> || 37 ||
|-
|-
| -15 || df+2 || 20 ([[Noctis combos#Staples|?]]) ||
| -15 || df+2 || 20 ([[Noctis combos#Staples|74]]) ||
|-
|-
| colspan="4" class="table-cat" | Crouching
| colspan="4" class="table-cat" | Crouching
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| -10 || fc1 || 10 || +6
|-
|-
| colspan="4" class="table-cat" | Back-turned opponent
| -11 || ws4 || 15 || +5
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| -13 || ws1,2 || 33 || +2c
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| -14 || ws3,2 || 37 || +4d
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| -15 || ws2,2 || 31 ([[Noctis combos#Staples|68]]) || +5
|}
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{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
| -16 || FC.df1<ref>Generally inferior to ws2,2, but wallsplats more consistently.</ref> || 25 || +5
|-
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
| -17 || uf+3(,u) || 27 ([[Noctis combos#Staples|74]]) || +5
|-
|}
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<references/>
ย 
== Old table (TODO: copy to above) ==
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{| class="wikitable"
|+ Extra
|-
|-
! Move Input !! Speed !! Damage !! Frame Advantage
| -18 || b+4,1+2<ref>Generally inferior to uf3, but it always kills when used to punish rage arts.</ref> || 44 || +5
|-
|-
| F1+2 || i16 || 24 DMG || Use when DF2 whiffs
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| b4,1+2 || i18 || 44 DMG || Best punish for Rage Arts, always kills.
| -10 || 1,2,1+2 || 38 || +5a (-4)
|-
|-
| F2 || i20 || 33 DMG || Projectile, use when anything else would whiff
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -16 || d+3<ref>Example. Remove after substitution.</ref> || 9 || -3a (-11)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Crouch Punishers
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move Input !! Speed !! Damage !! Frame Advantage
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| WS4 || i11 || 15 DMG || +5
| df+2<ref>Go-to whiff punish in most situations. Relatively fast and leads to some of Noctis' highest damage combos.</ref> || i16 || 3.05 || 20 ([[Noctis combos#Staples|76]]) || -20a || Mid
|-
|-
| WS1,2 || i13 || 31 DMG || +2 (forces opponent into crouch)
| f+1+2<ref>Use this whenever out of df2 range.</ref> || i16 || 3.68 || 24 || -20 || Mid
|-
|-
| WS2,2 || i15 || LAUNCH || Screw
| f+2<ref>Projectile. Use this whenever out of f+1+2 range. Leaves you much closer than f1+2 and does more damage but is slower.</ref> || i20 || 5.89 || 33 || -9 || Mid
|-
|-
| FC DF1 || i16 || 25 DMG || Only use for wallsplat, otherwise do WS2,2
| R.f+2+3<ref>Projectile. Knocks opponent back to maximum distance and wallsplats. Bit of a waste to use it as a whiff punish unless it'll kill.</ref> || i18 || 6.43 || 40 || +2 || Mid
|-
|-
| UF3 || i17 || LAUNCH ||
|}
|}


Punishment notes:
<references/>
ย 
Generally, DF1,2 is gonna be better than the i14 punishes unless the opponent is at the wall where B3,1 gives a wallsplat into a wall combo.
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B3,1 is generally a pretty bad punish in the open as it pushes the opponent far away while allowing them to backroll, putting you in a situation where they can step your WR1+2 after wake-up while youโ€™re too far away to comfortably threaten their Side Step with FF1+2.
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FC DF1 can be used as a punish against stagger lows in situations where WS2,2 doesnโ€™t give a clean wallsplat.

Latest revision as of 09:08, 20 September 2023

Punishers for tricky moves
Various Slide ws2,2 ... [1]
Generic FUFT.4 b+1,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • b+3+4
  • b+3+4,3+4
uf+3,U ... [4]
db+4 ws2,2 ... [1]
Asuka b+3 df+2 ... [5]
Claudio f+2,2
  • f+1+2
  • f+2
  • R.f+2+3
  • ff+4 (tricky)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
df+2 1 ... [6]
R.f,n,d,df+4,3+4
  • df+1,2
  • b3,1 (near wall)
Eddy 3~4 1 [7]
b+3,3 db+1,1+2 ... [8]
Heihachi f,F+2 df+2 ... [5]
Jack-7 R.b+1+2 b+4,1+2 [9]
d+1+2 df+2 ... [5]
Law db+3+4 df+1,2
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
1 ... [10]
Paul
  • d+4,2:1+2
  • qcf+2
df+2 [5]
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 1,2,1+2
AOP.4~3 wr3 ... [11]
Standing
Enemy Move Damage Frames
-10 1,2,2 27 +1
-12 b+1,2 31 +7
-13 df+1,2 35
-14 b+3,1[12] 37
-15 df+2 20 (74)
Crouching
-10 fc1 10 +6
-11 ws4 15 +5
-13 ws1,2 33 +2c
-14 ws3,2 37 +4d
-15 ws2,2 31 (68) +5
-16 FC.df1[13] 25 +5
-17 uf+3(,u) 27 (74) +5
-18 b+4,1+2[14] 44 +5
Back-turned opponent
-10 1,2,1+2 38 +5a (-4)
Grounded opponent
-16 d+3[15] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
df+2[16] i16 3.05 20 (76) -20a Mid
f+1+2[17] i16 3.68 24 -20 Mid
f+2[18] i20 5.89 33 -9 Mid
R.f+2+3[19] i18 6.43 40 +2 Mid
  1. โ†‘ 1.0 1.1 ws2,2 4,2 <J.2 1 1 1 f,F+4 (68)
  2. โ†‘ (Combo on extension, KD on non-extension) df+1+2 4,2 <J.2 f,F+4 (53)(
  3. โ†‘ (Combo on non-extension, KD on extension) db+1+2 df+1+2 4,2 <J.2 f,F+4 (76)
  4. โ†‘ (Change combo on reaction) Non-extension: ~2 ,uf+3,U~2,2,2 f,F+4 (72) Extension: ~2,2,2 f,F+4 (51)
  5. โ†‘ 5.0 5.1 5.2 5.3 df+2 df+4,2 uf+3,U~2,2,2 S! 1 f,F+4 (76)
  6. โ†‘ df+2 1 uf+3,U~2,2,2 S! f,F+4 (55)
  7. โ†‘ (Between hits) 1 uf+3,U~2,2,2 f,F+4 (47)
  8. โ†‘ db+1,1+2 d2,2 S! f,F+4 (38)
  9. โ†‘ You could hypothetically do ~76 damage in a db+1+2 combo but b+4,1+2 will always hit and always kill
  10. โ†‘ Option select: 1 will float Chloe on extension and whiff on non-extension. On float, you can react with uf+3,U~2,2,2 1 f,F+4 (49) and on whiff you can react with df+2 df+4,2 uf+3,U~2,2,2 S! 1 f,F+4 (76)
  11. โ†‘ 1 uf+3,U~2,2,2 1 f,F+4 (51)
  12. โ†‘ Generally worse than df+1,2 unless the opponent is near a wall; it does similar damage and leaves the opponent too far away for Noctis to reliably continue his pressure (you are too far to threaten sidesteps with ff1+2 and so the opponent can simply evade wr1+2). However, this reliably wallsplats at the wall, so in that situation it is superior.
  13. โ†‘ Generally inferior to ws2,2, but wallsplats more consistently.
  14. โ†‘ Generally inferior to uf3, but it always kills when used to punish rage arts.
  15. โ†‘ Example. Remove after substitution.
  16. โ†‘ Go-to whiff punish in most situations. Relatively fast and leads to some of Noctis' highest damage combos.
  17. โ†‘ Use this whenever out of df2 range.
  18. โ†‘ Projectile. Use this whenever out of f+1+2 range. Leaves you much closer than f1+2 and does more damage but is slower.
  19. โ†‘ Projectile. Knocks opponent back to maximum distance and wallsplats. Bit of a waste to use it as a whiff punish unless it'll kill.