Josie punishers: Difference between revisions

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Josie is blessed with some outstanding punishers.
{{Josie}}
{{Infobox tricky moves
|slide=[[Josie combos#Float|ws3]]
|generic-a=f+2,4
|alisa-a=f,f [[Josie combos#Float|df+2]]
|alisa-b=df+2
|king-a={{Plainlist|
* FC.df+4
* cc [[Josie combos#Float|d+4 df+4~F~1]]<ref>Possible but ridiculously inconsistent.</ref>}}
|asuka-a={{Plainlist|
* f+4,3
* R.f,n,d,df+3+4 ''(hard)''}}
|claudio-a=f,f f+1+2
|devil-jin-a=swl df+2<ref>You will need to react and chase down u+4,U~3.</ref>
|devil-jin-b=f+1+2
|eddy-a={{Plainlist|
* uf,n,4
* cc df+2}}
|eddy-b=[[Josie combos#Float|df+4~f~1]]
|heihachi-a={{Plainlist|
* uf+3+4 ''(can whiff)''
* f+1+2 ''(can whiff)''}}
|jack-7-a={{Plainlist|
* f,f df+2 ''(can whiff)''
* f,f f+1+2}}
|jack-7-b={{Plainlist|
* 1+2
* f+1+2 ''(can whiff)''
* f+4,3 ''(can whiff)''}}
|law-a=3
|leroy-a=b+1,1<ref name="off-axis-punish">Only hits off-axis from point-blank. Works both sides. Does not hit head-on.</ref>
|lucky-chloe-a=[[Josie combos#Float|3,3]]
|paul-a=f+4,3
|xiaoyu-a=uf+3+4<ref name="off-axis-punish"/>
|xiaoyu-b=b+1,2,4,4
|xiaoyu-c=ws3 ''(delay)''
}}
{{Navbox punishers (Tekken 7)}}


{| class="wikitable"
{| class="punishers"
|+ Standing Punishers
| colspan="4"  class="table-cat" | Standing
|-
|-
| 10 Frames || 1,2,2 || 25 dmg || +9 Frames || Simplest mixup after is F3+4 and D4, but 9 is a lot of frames. Most any move will work.
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| || 1,4,3|| 29 dmg || +1 Frames || More damage, but way fewer frames.
| rowspan="2" | -10
| 1,2,2 || 25 || +9
|-
|-
| 11 Frames || B1,1 || 30 dmg || +16g || D4 is unparryable afterwards.
| 1,4,3 || 29 || +1
|-
|-
| 12 Frames || F2,4|| 33 dmg || KND || Wallsplats, Very good oki
| -11 || b+1,1 || 30 || +16g
|-
|-
| || 2,4 || 30 dmg || +21g (SWS)|| All SWS and CD moves are uninterruptible afterwards except CD3 and CD1+2
| -12 || f+2,4 || 33 || +16a (+7)
|-
|-
| 13 Frames|| 3,2f || 11 dmg || +4 (CD) || Not a good option, but there if you want it.
| -14 || f+1+2 || 20 ([[Josie combos#Mini-combos|49]]) || +41d (+33)
|-
|-
| 14 Frames || F1+2 F,F DF1,4,2|| 49 dmg || KND || Very good oki. F1+2 is a long range, safe whiff punisher. Sometimes punishes big pushback moves if you neutral guarded them.
| -15 || uf+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| || F1+2 F,F DB4,2,3|| 48 dmg || KND || Wall splats at some distances.
| -16 || b+1+2 || 21 ([[Josie combos#Staples|70]]) || +53a
|
| colspan="4" class="table-cat" | Crouching
|-
|-
| || UF3+4|| 34 dmg || KND || More range than F1+2. Often enough to punish pushback moves, but not always.
| -10 || FC.1 || 5 || +6
|-
|-
| || DF4|| 15 dmg || +16g || There if your opponent really can't handle SWS.
| -11 || ws4 || 16 || +5
|-
|-
| 15 Frames || UF4 || 13 || Launch || See combo section
| -13 || ws2,1 || 22 ([[Josie combos#Staples|59]]) || +26a
|-
| -15 || uf+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| || DF2|| 10 dmg || Launch || See combo section
| -23 || uf,n,4 || 25 ([[Josie combos#Staples|74]]) || +34a (+24)
|-
|-
| 16 Frames || B1+2 || 21 dmg || Launch || Always worth using over uf4 and df2 when it will connect. Even with the worst combos this gives more damage.
 
| colspan="4" class="table-cat" | Back-turned opponent
|-
| rowspan="3" | -10
| 1,2,3 || 40 || +10a (+1)
|-
| 1,2,2 || 25 || +9b<ref>Against most characters df+4 is guaranteed, and a mixup between b+1,2,4,4 and df+2 covers all options.</ref>
|-
| 1,2,4~4<ref>Third hit can be ducked.</ref> || 60 || +14a (+5)
|-
| -11 || b+1,2,4,4 || 54 || +15a (+6)
|-
| -12 || f+2,3,3 || 51 || +27a (+17)
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| || f4,3 || 27 dmg || +1 || Consistently punishes all the big pushback moves. It's never the optimal punish, but it will reach when nothing else will.
| -15 || d+4 || 6 || +1a (-7)
|-
|-
| -16 || db+3 || 9 || -3a (-11)
|-
| -19 || d+3+4 || 19 || +9a (-8)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Crouching Punishers
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,4,3 || i10 || || 29 || -4<ref>Hit confirm last hit</ref> || High
|-
|-
| 10 Frames|| DB1|| 5 dmg || +6 Frames || Generic dickjab
| b+1,1 || i11 || || 30 || -3<ref name="unsafe-duck"/> || High
|-
|-
| 11 Frames|| WS4 || 16 dmg || +5 Frames ||  
| b+1,2 || i11 || || 22 || -5 || High
|-
|-
| 13 Frames || WS2,1 || 22 dmg || Launch ||  
| 2,4 || i12 || || 30 || +11g<ref name="unsafe-duck">Last hit can be ducked, but is hard.</ref> || High
|-
|-
| 14 Frames || UF3+4 || 34 dmg || KND || Has a lower hitbox than WS2 and UF4, so this is necessary against moves like slippery kicks or Zafina's D3
| uf+3+4 || i14 || || 34 || -13 || Mid
|-
|-
| 15 Frames || UF4|| 13 dmg || Launch ||
| df+2 || i15 || || 10 ([[Josie combos#Staples|59]]) || -13 || Mid
|-
|-
| 23 Frames || UF, N, 4|| 25 dmg|| For stagger lows
| b+4,3 || i16 || || 28 || -6 || Mid
|-
| f+4,3 || i17 || || 27 || -10 || Mid
|}
|}
<references/>

Latest revision as of 09:07, 20 September 2023

Punishers for tricky moves
Various Slide ws3
Generic FUFT.4 f+2,4
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,f df+2
  • b+3+4
  • b+3+4,3+4
df+2
db+4
Asuka b+3
  • f+4,3
  • R.f,n,d,df+3+4 (hard)
Claudio f+2,2 f,f f+1+2
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
swl df+2[2]
R.f,n,d,df+4,3+4 f+1+2
Eddy 3~4
  • uf,n,4
  • cc df+2
b+3,3 df+4~f~1
Heihachi f,F+2
  • uf+3+4 (can whiff)
  • f+1+2 (can whiff)
Jack-7 R.b+1+2
  • f,f df+2 (can whiff)
  • f,f f+1+2
d+1+2
  • 1+2
  • f+1+2 (can whiff)
  • f+4,3 (can whiff)
Law db+3+4 3
Leroy db+1+2 b+1,1[3]
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
3,3
Paul
  • d+4,2:1+2
  • qcf+2
f+4,3
Xiaoyu BT.3 uf+3+4[3]
BT.f+3+4,3+4 b+1,2,4,4
AOP.4~3 ws3 (delay)
Standing
Enemy Move Damage Frames
-10 1,2,2 25 +9
1,4,3 29 +1
-11 b+1,1 30 +16g
-12 f+2,4 33 +16a (+7)
-14 f+1+2 20 (49) +41d (+33)
-15 uf+4 13 (62) +33a (+23)
-16 b+1+2 21 (70) +53a
Crouching
-10 FC.1 5 +6
-11 ws4 16 +5
-13 ws2,1 22 (59) +26a
-15 uf+4 13 (62) +33a (+23)
-23 uf,n,4 25 (74) +34a (+24)
Back-turned opponent
-10 1,2,3 40 +10a (+1)
1,2,2 25 +9b[4]
1,2,4~4[5] 60 +14a (+5)
-11 b+1,2,4,4 54 +15a (+6)
-12 f+2,3,3 51 +27a (+17)
Grounded opponent
-15 d+4 6 +1a (-7)
-16 db+3 9 -3a (-11)
-19 d+3+4 19 +9a (-8)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4,3 i10 29 -4[6] High
b+1,1 i11 30 -3[7] High
b+1,2 i11 22 -5 High
2,4 i12 30 +11g[7] High
uf+3+4 i14 34 -13 Mid
df+2 i15 10 (59) -13 Mid
b+4,3 i16 28 -6 Mid
f+4,3 i17 27 -10 Mid
  1. Possible but ridiculously inconsistent.
  2. You will need to react and chase down u+4,U~3.
  3. 3.0 3.1 Only hits off-axis from point-blank. Works both sides. Does not hit head-on.
  4. Against most characters df+4 is guaranteed, and a mixup between b+1,2,4,4 and df+2 covers all options.
  5. Third hit can be ducked.
  6. Hit confirm last hit
  7. 7.0 7.1 Last hit can be ducked, but is hard.