Anna punishers: Difference between revisions

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{{Anna}}
{{Anna}}


<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
{{Infobox tricky moves
{| class="wikitable"
|slide=ws1
|+ Standing
|generic-a=d+4
|alisa-a=f,F+3
|alisa-b=df+2
|king-a=FC df+4,1
|asuka-a={{Plainlist|
*f+1+2
*f+4
}}
|claudio-a={{Plainlist|
*Dash R.b+1+2
*WR+2,3 ''(hard)''
}}
|devil-jin-a=f,F+3,​4~b+3
|devil-jin-b={{Plainlist|
*R.b+1+2
*b+2,2
*df+1,2 ''(shallow block)''
}}
|eddy-a=ws2
|eddy-b=d+4,1
|heihachi-a=R.b+1+2 ''(can whiff)''
|jack-7-a=f,F+3
|jack-7-b=f+1+2 ''(can whiff)''
|law-a=df+1,2
|leroy-a=''(None)''
|lucky-chloe-a=R.b+1+2
|paul-a={{Plainlist|
*R.b+1+2
*f+2+3 ''(can whiff)''
}}
|xiaoyu-a=''(None)''
|xiaoyu-b={{Plainlist|
*f+2+3
*R.b+1+2
}}
|xiaoyu-c={{Plainlist|
*ws1
*ws2
*FC df+4,1
}}
}}
{{Navbox punishers (Tekken 7)}}
 
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 2,3 || 24 || 0
| rowspan="4" | -10
| 2,3,B || 24 || +8 CJM
|-
| 2,3 || 24 || +0
|-
| 1,4 || 19 || -2 FC
|-
|-
| -10 || 2,3+B<ref>Can't block in CJM</ref> || 24 || +8
| 1,2 || 17 || +5
|-
|-
| -13 || d/f+1,2 || 23 || +2
| rowspan="2" | -13
| df+1,2 || 23 || +2
|-
|-
| -14 || b+2,2 || 30 (53) (55)  || [[Anna combos#Mini-combos|+26a]]
| uf+1<ref>uf+1 can punish some things where df+1,2 whiffs.</ref> || 10 || +7
|-
|-
| -15 || d/f+2 || 13 (58) (64) || +32(+22a)
| rowspan="3" | -14
| b+2,2<ref>Female characters can interrupt b+2,2 on hit by mashing 2. Both players can keep counter slapping until someone dies.</ref> || 30 ([[Anna combos#Mini-combos|55]]) || +26a
|-
|-
| -18 || U/F4 || 21 (66) (72) || +27(+17a)
| f+2,3 || 34 || +12g
|}
|-
 
| f+2+3 || 30 || +10a (+1a)
{| class="wikitable"
|-
|+ Crouching
| -15 || df+2 || 13 ([[Anna combos#Staples|64]]) || +32a (+22)
|-
| -18 || UF+4 || 21 ([[Anna combos#Staples|66]]) || +27a (+17)
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| colspan="4" class="table-cat" | Crouching
|-
|-
| -10 || FC.1 || 5 || +6
| -10 || FC.1 || 5 || +6
|-
|-
| -11 || WS.3 || 20 || 0
| rowspan="3" | -11
| ws3,B || 20 || +8 CJM
|-
| ws3 || 20 || +0
|-
| ws4 || 16 || +5
|-
|-
| -11 || WS.3+B || 20 || +8
| -13 || ws1,2 || 23 || +2
|-
|-
| -11 || WS.4 || 16 || +5
| -18 || ws2 || 22 ([[Anna combos#Staples|67]]) ||
|-
|-
| -13 || WS.1,2 || 23 || +2
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| -18 || WS.2 || 22 (67) (73) || +29(+19a)
| -10 || 2,3,B<ref>After 2,3,B in the back, you have a [[mixup]] between CJM.1 and CJM.uf+4. If they don't duck CJM.1 you get a guaranteed microdash into df+2.</ref> || 24 ([[Anna combos#Back-turned opponent|?]]) || +8 CJM
|}
|-
 
| colspan="4" class="table-cat" | Grounded opponent
{| class="wikitable"
|-
|+ Extra range
| -16 || df+4 || 13 || -3a (-11)
|-
| -17 || OTG.d+3+4 || 16 || -7d
|-
| rowspan="2" | -20
| WS.f+2 || 20 || -5a (-13)
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
| FC.df+2~1 || 16 || -10a (-18)
|-
|-
| -13 || d/f+1,2<ref>d/f+1,2 is good at punishing moves that recover in crouch. Also good at punishing pushback moves</ref> || 23 || +2 || Claudio FC.2,1 Lee 4,3,3
| -24 || db+3+4 || 14 || -4a (-12)
|-
|-
| -13 || u/f+1<ref>d/Good at punishing moves with pushback where d/f+1,2 comes out on the second active frame, making it 14 frames instead of 13.</ref> || 10 || +8 || King 1+2,2 Bryan d/f+2,3
| -25 || db+4 || 14 || -7a (-15)
|-
|-
| -18|| f1+2 || 21 || +19(+14a) || Askua b+3
| -36 || f,F+4,D || 16 || +1a (-7)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Back-turned opponent
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2 || i10 || 2.03<ref>1 on its own can hit at range ~2.09, but the second hit of 1,2 can whiff at tip range.</ref> || 17 || -1 || High
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| df+1,2 || i13 || 2.26 || 23 || -3 || Mid
|}
 
{| class="wikitable"
|+ Grounded opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| f+2,3 || i14 || 2.28 || 32 || -7 || High
|}
 
{| class="wikitable"
|+ Whiff
|-
|-
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
| df+2 || i15 || 2.25 || 13 ([[Anna combos#Staples|64]]) || -12 || Mid
|-
|-
| 1<ref>Generic 1 jab. Great whiff punish!</ref> || 7 || +8 || Safe
|}
|}
</div>


<references/>
<references/>

Latest revision as of 09:07, 20 September 2023

Punishers for tricky moves
Various Slide ws1
Generic FUFT.4 d+4
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+3
  • b+3+4
  • b+3+4,3+4
df+2
db+4 FC df+4,1
Asuka b+3
  • f+1+2
  • f+4
Claudio f+2,2
  • Dash R.b+1+2
  • WR+2,3 (hard)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,F+3,​4~b+3
R.f,n,d,df+4,3+4
  • R.b+1+2
  • b+2,2
  • df+1,2 (shallow block)
Eddy 3~4 ws2
b+3,3 d+4,1
Heihachi f,F+2 R.b+1+2 (can whiff)
Jack-7 R.b+1+2 f,F+3
d+1+2 f+1+2 (can whiff)
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
R.b+1+2
Paul
  • d+4,2:1+2
  • qcf+2
  • R.b+1+2
  • f+2+3 (can whiff)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4
  • f+2+3
  • R.b+1+2
AOP.4~3
  • ws1
  • ws2
  • FC df+4,1
Standing
Enemy Move Damage Frames
-10 2,3,B 24 +8 CJM
2,3 24 +0
1,4 19 -2 FC
1,2 17 +5
-13 df+1,2 23 +2
uf+1[1] 10 +7
-14 b+2,2[2] 30 (55) +26a
f+2,3 34 +12g
f+2+3 30 +10a (+1a)
-15 df+2 13 (64) +32a (+22)
-18 UF+4 21 (66) +27a (+17)
Crouching
-10 FC.1 5 +6
-11 ws3,B 20 +8 CJM
ws3 20 +0
ws4 16 +5
-13 ws1,2 23 +2
-18 ws2 22 (67)
Back-turned opponent
-10 2,3,B[3] 24 (?) +8 CJM
Grounded opponent
-16 df+4 13 -3a (-11)
-17 OTG.d+3+4 16 -7d
-20 WS.f+2 20 -5a (-13)
FC.df+2~1 16 -10a (-18)
-24 db+3+4 14 -4a (-12)
-25 db+4 14 -7a (-15)
-36 f,F+4,D 16 +1a (-7)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2 i10 2.03[4] 17 -1 High
df+1,2 i13 2.26 23 -3 Mid
f+2,3 i14 2.28 32 -7 High
df+2 i15 2.25 13 (64) -12 Mid
  1. uf+1 can punish some things where df+1,2 whiffs.
  2. Female characters can interrupt b+2,2 on hit by mashing 2. Both players can keep counter slapping until someone dies.
  3. After 2,3,B in the back, you have a mixup between CJM.1 and CJM.uf+4. If they don't duck CJM.1 you get a guaranteed microdash into df+2.
  4. 1 on its own can hit at range ~2.09, but the second hit of 1,2 can whiff at tip range.