Paul punishers (Tekken 7): Difference between revisions

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m (RogerDodger moved page Paul punishers to Paul punishers (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
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{{Paul}}
{{Paul}}
 
{{Infobox tricky moves
{{Infobox tricky moves}}
|slide=[[Paul combos#Float|ws3]]
|generic-a=b+1,2
|alisa-a=[[Paul combos#Float|f,F+3,4]] ''(deep dash)''
|alisa-b=[[Paul combos#Float|df+2]]
|king-a={{Plainlist|
* cc qcb+1
* cc db+2
* FC.df+1+2}}
|asuka-a=f,F+2:1
|claudio-a=f,F+2:1 ''(deep dash)''
|devil-jin-a=uf+3,4<ref>Only finish the string if Devil Jin comes down.</ref>
|devil-jin-b=b+3
|eddy-a={{Plainlist|
* uf,n,4
* ws2}}
|eddy-b=db+2
|heihachi-a=f,F+2:1 ''(hard)''
|jack-7-a=f,F+2:1 ''(deep dash)''
|jack-7-b=''(None)''
|law-a=d+1+2
|leroy-a=''(None)''
|lucky-chloe-a=d+1+2
|paul-a=f,F+2:1 ''(can whiff)''
|xiaoyu-a=''(None)''
|xiaoyu-b=b+1+4
|xiaoyu-c={{Plainlist|
* ws3
* f,f 3,2}}
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
Line 8: Line 37:
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p">Example. Remove after substitution.</ref> || 15 || +7
| rowspan="2" | -10
| 1,2 || 19 || +6
|-
| 1,2,3 || 26 || -14<ref>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.</ref>
|-
| rowspan="2" | -12
| b+1,2 || 33 || +8 ||
|-
| d+1+2 || 30 || +5a (-4) ||
|-
| -14 || b+3 || 16 ([[Paul combos#Staples|62]]) || +31a (+25)
|-
| -15 || df+2 || 13 ([[Paul combos#Staples|61]]) || +33a (+23)
|-   
|-   
| colspan="4" class="table-cat" | Crouching
| colspan="4" class="table-cat" | Crouching
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| -10 || FC.1 || 5 || +6
|-  
|-
| colspan="4" class="table-cat" | Back-turned opponent
| -11 || ws4 || 16 || +5
|-
| -13 || ws3,2 || 37 || +17a (+8)
|-
| -14 || FC.df+2:1 || 38 || +37a (+11)
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| -15 || ws2 || 20 ([[Paul combos#Staples|64]]) || +31a
|- 
| colspan="4" class="table-cat" | Both
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| -15 || uf+3,4 || 28 ([[Paul combos#Staples|65]]) || +28a (+21)
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| -23 || uf,n,4 || 25 ([[Paul combos#Staples|76]]) || +34a (+24a)
|}
|-
 
| colspan="4" class="table-cat" | Back-turned opponent
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
| -11 || b+1+4 || 50 || +3d
|-
|-
| 1,2<ref name="p"/> || 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>
| -14 || d+1,4,2 || 52 || +3a
|-
|-
|}
| rowspan="2" | -15
 
| 3,2,B~1+2<ref>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.</ref> || 53 ([[Paul combos#Back-turned opponent|104]]) || +37a (+27)
<references/>
 
== Old table (TODO: copy to above) ==
 
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
{| class="wikitable"
|+ Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| 3,2,B d+1+2<ref>3,2,B d+1+2 vs BT oppo is guaranteed vs everyone with no fuss.</ref> || 61 || +5a (-4)
|-
|-
| -10 || 1,2 || 19 || +6 ||
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -12 || b1,2 || 33 || +8 ||
| -16 || d+3 || 9 || -3a (-11)
|-
|-
| -12 || d1+2 || 30 || KND ||
| -18 || OG.d+2 || 16 || -1a (-11)
|-
|-
| -14 || b3 || 16 || LAUNCH ||
| -19 || db+2<ref>db+2 doesn't hit grounded if opponent is in FUFA position.</ref> || 16 || +14a (-3)
|-
|-
| -15 || df2 || 13 || LAUNCH ||
| -32 || f,F+4 || 16 || +2a (-8)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Crouching
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| -11 || ws4 || 16 || +5
| 1,2 || i10 || 2.17 || 19 || -1 || High
|-
|-
| -13 || ws3,2 || 37 || KND
| ws4 || i11 || 2.29 || 18 || -6 || Mid
|-
|-
| -14 || FC df2:1 || 37 || KND
| d+1+2 || i12 || 2.38 || 30 || -16 || Mid
|-
|-
| -15 || ws2 || 20 || Launch
| b+1,2 || i12 || 2.60 || 33 || -5/-34<ref name="duckable">Last hit can be ducked on block.</ref> || High
|-
|-
| -15 || uf4 || 15 || Launch
| ws3,2 || i13 || 2.31 || 37 || -9/-32<ref name="duckable"/> || Mid
|-
|-
| -23 || u/f~n,4 || 25 (?) || [[Fighter combos#Staples|+34a (+24a)]]
| b+3 || i14 || 2.09 || 16 ([[Paul combos#Staples|62]]) || -6 || High
|}
 
{| class="wikitable"
|+ Extra range
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
| FC.df+2:1 || i14 || 2.75 || 38 || -4/-29<ref name="duckable"/> || Mid
|-
|-
| -25 || f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +14a (+4a) || Everything
| df+2 || i15 || 2.20 || 13 ([[Paul combos#Staples|61]]) || -8 || Mid
|}
 
{| class="wikitable"
|+ Back-turned opponent
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| BT || 3,2~b1+2 || 40 || Launch ||
| uf+3,4 || i15 || 2.25 || 28 ([[Paul combos#Staples|65]]) || -13 || Mid
|}
 
{| class="wikitable"
|+ Grounded opponent
 
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| Grounded || d2 || 19 |
| ws2 || i15 || 2.36 || 20 ([[Paul combos#Staples|64]]) || -14 || Mid
|-
|-
| Grounded || b4 || 14 |
| qcf+2 || i13(~15) || 2.87 || 36/54 || -17<ref>Deathfist is notoriously difficult to punish due to its pushback.</ref> || Mid
|-
|-
| Grounded || db2 || 20 |
| 3,2 || i15~16<ref>3,2 is i16 when used from far away.</ref> || 2.68 || 31 || -3/-25<ref name="duckable"/> || Mid
|-
|-
| Grounded || ss3 || 17 |
| qcb+4 || i15(~17) || 3.06 || 23 || +1 || High
|-
|-
| -22<ref>Fastest this can be done from standing.</ref> || FC d+3 || 9 || -3a (-11a)
| qcf+1 || i16(~18) || 2.76 || 21 ([[Paul combos#Staples|69]]) || -4 || High
|}
 
{| class="wikitable"
|+ Whiff
|-
|-
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
| f,F+3,4 || i15(~18) || 2.38 || 27 ([[Paul combos#Staples|64]]) || -16<ref>Can disrupt punishers with extensions.</ref> || Mid
|-
|-
| f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +10a (+1a) || Steppable
| f,F+2:1 || i15(~18) || 3.00 || 38 || -4/-29<ref name="duckable"/> || Mid
|}
|}
</div>


<references/>
<references/>

Latest revision as of 16:00, 25 January 2024

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.