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"
ย 
| colspan="4"ย  class="table-cat" | Standing
{| class="wikitable"
|+ Standing Punishers
|-
|-
| 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
|-ย 
| 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 dmg || Launch || See combo section. This is usually the better -15 punisher since it does 3 more damage than DF2.
| -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.
ย 
| colspan="4" class="table-cat" | Back-turned 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.
| 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>
ย 
{| class="wikitable"
|+ Crouching Punishers
|-
|-
| 10 Frames|| DB1|| 5 dmg || +6 Frames || Generic dickjab
| 1,2,4~4<ref>Third hit can be ducked.</ref> || 60 || +14a (+5)
|-
|-
| 11 Frames|| WS4 || 16 dmg || +5 Frames ||
| -11 || b+1,2,4,4 || 54 || +15a (+6)
|-
|-
| 13 Frames || WS2,1 || 22 dmg || Launch || ย 
| -12 || f+2,3,3 || 51 || +27a (+17)
|-
|-
| 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
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| 15 Frames || UF4|| 13 dmg || Launch ||
| -15 || d+4 || 6 || +1a (-7)
|-
|-
| 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.
| -16 || db+3 || 9 || -3a (-11)
|-
|-
| 23 Frames || UF, N, 4|| 25 dmg|| For stagger lows
| -19 || d+3+4 || 19 || +9a (-8)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Special Cases|-
| colspan="6" class="table-cat" | Whiff punishers
| Big Pushback Moves (Deathfist, HEI FF2) || F1+2 F,F Df1,4,2 || 49 dmg || This will only reach when you neutral blocked the move shallow.
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,4,3 || i10 || || 29 || -4<ref>Hit confirm last hit</ref> || High
|-
| b+1,1 || i11 || || 30 || -3<ref name="unsafe-duck"/> || High
|-
|-
| || UF3+4 || 34 dmg || Most of the time this will reach, but can still whiff against tip rangeย 
| b+1,2 || i11 || || 22 || -5 || High
|-
|-
| || F4,3 || 27 dmg || This will almost always work.
| 2,4 || i12 || || 30 || +11g<ref name="unsafe-duck">Last hit can be ducked, but is hard.</ref> || High
|-
|-
| RLX Pickup || DF4~f CD1 4 3,2~f CD1,3 S! DF1,2~f CD1,3 || 43 dmg || Thankfully Josie get's a pretty great punish on Eddy's shenanigans.
| uf+3+4 || i14 || || 34 || -13 || Mid
|-
|-
| Slide Pickup || WS3 2 F1+2 3,2~f CD1,3 S! DF1,2~f CD1,3 || 49 dmg || Example
| df+2 || i15 || || 10 ([[Josie combos#Staples|59]]) || -13 || Mid
|-
|-
| King and Armor King Dropkick || Crouch Cancel D4 DF4~f CD1 3,2~f CD1,3 S! DF1,2~f CD1,3 || 38 dmg || Hard af. Josie doesn't have any suitable mids to pick up for a combo, so this is what we have to do if we want to get a combo.
| b+4,3 || i16 || || 28 || -6 || Mid
|-
|-
| || FC DF4 || 20-30 dmg || Much easier. This isn't a true punish in terms of frames, but I'm don't think it can be escaped. Depending on what your opponent does off the ground this will do differing amounts of damage and put you in a variety of situations.
| 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. โ†‘ Possible but ridiculously inconsistent.
  2. โ†‘ You will need to react and chase down u+4,U~3.
  3. โ†‘ 3.0 3.1 Only hits off-axis from point-blank. Works both sides. Does not hit head-on.
  4. โ†‘ Against most characters df+4 is guaranteed, and a mixup between b+1,2,4,4 and df+2 covers all options.
  5. โ†‘ Third hit can be ducked.
  6. โ†‘ Hit confirm last hit
  7. โ†‘ 7.0 7.1 Last hit can be ducked, but is hard.