Lidia punishers (Tekken 7): Difference between revisions

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{{Lidia}}
{{Lidia}}
{{See other}}
{{Infobox tricky moves
{{Infobox tricky moves
|slide=ws3 df+2~2 ...
|slide=ws3 df+2~2 ...
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* ws1 df+2~2 ...}}
* ws1 df+2~2 ...}}
}}
}}
{{Navbox punishers}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| rowspan="2" | -10
| rowspan="4" | -10
| 1,2,2 || 25 || +8 CFT
| 1,2,2 || 25 || +8 CFT
|-
| 1,1 || 24 || +5
|-
| 1,4 || 24 || +1
|-
|-
| 2,4 || 23 || +4
| 2,4 || 23 || +4
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| u+4 || i15 || 2.20 || 29 ([[Lidia combos#Staples|63]]) || -13 || Mid
| u+4 || i15 || 2.20 || 29 ([[Lidia combos#Staples|63]]) || -13 || Mid
|-
|-
| b+4,4,4 || i16 || 2.37 || 54 || -26 || High
| b+4,4,4<ref>[[Rage#Rage_Punisher|Rage punisher]]</ref> || i16 || 2.37 || 54 || -26 || High
|-
|-
| f,F+2 || i13(~16) || ~2.8 || 20 || -2 || Mid
| f,F+2 || i13(~16) || ~2.8 || 20 || -2 || Mid

Latest revision as of 18:42, 27 May 2024

This page is for Tekken 7. For Tekken 8, see Lidia punishers.

Punishers for tricky moves
Various Slide ws3 df+2~2 ...
Generic FUFT.4 f+2,4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,F+4 (deep dash)
  • f,f uf+4
  • f,f df+4~4 (hard)
  • b+3+4
  • b+3+4,3+4
3:2[1]
db+4 f,F+3
Asuka b+3 ub+1
Claudio f+2,2
  • f,F+2 (deep dash)
  • f,F+3 (small dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f df+4~4
R.f,n,d,df+4,3+4 f+1+2,3,2,1
Eddy 3~4 uf,n,4
b+3,3 df+3,4
Heihachi f,F+2 f,F+2 (can whiff)
Jack-7 R.b+1+2 f,F+3
d+1+2
  • b+1+3 3:2
  • wr1
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
  • b+2,3
  • 4,3
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2
Xiaoyu BT.3 (None)
BT.f+3+4,3+4
  • 1,2,4
  • 1,2,4,4[2]
AOP.4~3
  • cc db+3+4
  • ws1 df+2~2 ...
Standing
Enemy Move Damage Frames
-10 1,2,2 25 +8 CFT
1,1 24 +5
1,4 24 +1
2,4 23 +4
-11 b+1,2 28 +5c
-12 f+2,4 33 +5
-14 f+1+2,3,2,1 38 +4
R.f,F+2+3 30 (75) +62a (+42)
-15 u+4 29 (63) +60a (+43)
-17 3:2 26 (77) +66a
Crouching
-10 FC.1 5 +6
-11 ws4,2 25 +8
-12 FC.df+2 28 +10a
-13 ws1,4 32 +25a (+20)
-14 ws3,2 38 +9a (+0)
-15 ws2 15 (66) +29a (+19)
-23 uf,n,4 25 (78) +34a (+24)
Back-turned opponent
-10 1,2,4 30 +3
1,2,4,4[2] 50 (?) +25a
-11 ws4,2 df+1,2 48 +8
-14 df+3,4 f,F+3 51 +16a (-1)
-17 f+4,3,1 f,F+3 76 +16a (-1)
Grounded opponent
-18 db+2 11 -3a (-11)
-20 f,F+3 16 +16a (-1)
-23 OTG.d+2 21 +0a
-27 u+3 16 +1a (-7)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4 i10 2.20 24 -8/-29[3] High
2,4 i10 2.21 23 -8 High
f+2,4 i12 2.49 33 -13 High
b+2,1 i13 2.51 29 -6 High
df+1,2 i13 2.17 23 -3/-21[3] Mid
f+1+2,3,2,1 i14 2.58 41 -8/-10/-15[4] High[5]
df+2 i15 2.75 17 -6 Mid
u+4 i15 2.20 29 (63) -13 Mid
b+4,4,4[6] i16 2.37 54 -26 High
f,F+2 i13(~16) ~2.8 20 -2 Mid
R.f,F+2+3 i13(~16) ~2.8 30 (75) +15 CFO Mid
3:2 i17 2.26 26 (77) +2/-20[3] High
ws4 i11 2.30 13 -4 Mid
ws4,2 i11 2.30 25 -6/-25[3] Mid
FC.df+2 i12 2.56 28 -14 Mid
ws1,2 i13 2.37 30 -5/-23[3] Mid
ws1,4 i13 2.37 32 -12 Mid
ws3,2 i14 2.14 38 -13 Mid
ws2 i15 2.71 15 (66) -12 Mid
  1. React to the audio cue and don't finish the string if she's floating.
  2. 2.0 2.1 Opponent can turn with an attack to duck the final hit.
  3. 3.0 3.1 3.2 3.3 3.4 Duckable high.
  4. See Political Storm for usage tips.
  5. Second hit is i22 mid and can often suffice to punish low recovering whiffs.
  6. Rage punisher