Josie punishers: Difference between revisions

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{{Josie}}
{{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)}}


Josie is blessed with some outstanding punishers.
{| class="punishers"
 
| colspan="4"  class="table-cat" | Standing
{| class="wikitable"
|-
|+ Standing Punishers
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| rowspan="2" | -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 ([[Josie combos#Mini-combos|49]]) || +41d (+33)
|-
| -15 || uf+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| 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.
| -16 || b+1+2 || 21 ([[Josie combos#Staples|70]]) || +53a
|
| colspan="4" class="table-cat" | Crouching
|-
|-
| || 1,4,3|| 29 dmg || +1 Frames || More damage, but way fewer frames.
| -10 || FC.1 || 5 || +6
|-
|-
| 11 Frames || B1,1 || 30 dmg || +16g || D4 is unparryable afterwards.
| -11 || ws4 || 16 || +5
|-
|-
| 12 Frames || F2,4|| 33 dmg || KND || Wallsplats, Very good oki
| -13 || ws2,1 || 22 ([[Josie combos#Staples|59]]) || +26a
|-
| -15 || uf+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| || 2,4 || 30 dmg || +21g (SWS)|| All SWS and CD moves are uninterruptible afterwards except CD3 and CD1+2
| -23 || uf,n,4 || 25 ([[Josie combos#Staples|74]]) || +34a (+24)
|-
|-
| 13 Frames|| 3,2f || 11 dmg || +4 (CD) || Not a good option, but there if you want it.
 
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| 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.
| rowspan="3" | -10
| 1,2,3 || 40 || +10a (+1)
|-
|-
| || F1+2 F,F DB4,2,3|| 48 dmg || KND || Wall splats at some distances.  
| 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>
|-
|-
| || UF3+4|| 34 dmg || KND || More range than F1+2. Often enough to punish pushback moves, but not always.
| 1,2,4~4<ref>Third hit can be ducked.</ref> || 60 || +14a (+5)
|-
|-
| || DF4|| 15 dmg || +16g || There if your opponent really can't handle SWS.
| -11 || b+1,2,4,4 || 54 || +15a (+6)
|-
|-
| 15 Frames || UF4 || 13 dmg || Launch || See combo section. This is usually the better -15 punisher since it does 3 more damage than DF2.
| -12 || f+2,3,3 || 51 || +27a (+17)
|-
|-
| || DF2|| 10 dmg || Launch || See combo section
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| 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.
| -15 || d+4 || 6 || +1a (-7)
|-
|-
| || 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.
| -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
|-
|-
| 10 Frames|| DB1|| 5 dmg || +6 Frames || Generic dickjab
| 1,4,3 || i10 || || 29 || -4<ref>Hit confirm last hit</ref> || High
|-
|-
| 11 Frames|| WS4 || 16 dmg || +5 Frames ||  
| b+1,1 || i11 || || 30 || -3<ref name="unsafe-duck"/> || High
|-
|-
| 13 Frames || WS2,1 || 22 dmg || Launch ||  
| b+1,2 || i11 || || 22 || -5 || 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
| 2,4 || i12 || || 30 || +11g<ref name="unsafe-duck">Last hit can be ducked, but is hard.</ref> || High
|-
|-
| 15 Frames || UF4|| 13 dmg || Launch ||
| uf+3+4 || i14 || || 34 || -13 || Mid
|-
|-
| 16+ Frames || Crouch cancel DF2 || 10 dmg || Launch || This is the better, but much harder, option to punish slippery kicks and other lows that UF4 and ws2,1 can't. DF2 reaches nearly to the ground, so it will punish any move provided you can do this fast enough.
| 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.