Kunimitsu punishers: Difference between revisions

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* qcf+1}}
* qcf+1}}
|law-a=qcf+2
|law-a=qcf+2
|leroy-a=''(None)''
|leroy-a=f,F+4,2 ''(hard)''
|lucky-chloe-a={{Plainlist|
|lucky-chloe-a={{Plainlist|
* [[Kunimitsu combos#Float|f+2,3]] ''(can whiff)''
* qcf+2}}
* qcf+2}}
|paul-a={{Plainlist|
|paul-a={{Plainlist|
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* [[Kunimitsu combos#Float|FC.df+2]]}}
* [[Kunimitsu combos#Float|FC.df+2]]}}
}}
}}
{{Navbox punishers}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
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| f,F+4,2 || 34 || +36d (-22)
| f,F+4,2 || 34 || +36d (-22)
|-
|-
| -13 || ws1,1 || 26 || +3
| -13 || ws1,1 || 26 || +3c
|-
|-
| -14 || ws2,4 || 34 || +11g
| -14 || ws2,4 || 34 || +11g
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| -10 || 1,2,4 f,F+2 || 54 || +19a (+2)
| -10 || 1,2,4 f,F+2 || 54 || +19a (+2)
|-
|-
| -12 || 2,2,2,2,2<ref>Opponent can turn around after last hit with a throw. If they don't turn around f,F+2 is guaranteed. [[Master Raven]] can escape last hit with parry. [[Geese]] can reversal with Raging Storm. [[Akuma]] can reversal with EX DP. </ref> qcf+2 || 95 || -11a (-21)
| -13 || df+1,2,2 qcf+2 || ? || ?
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| colspan="4" class="table-cat" | Grounded opponent

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.