Lee punishers (Tekken 7): Difference between revisions

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Tag: Script
 
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{{Lee}}
{{Lee}}
{{Infobox tricky moves
{{Infobox tricky moves
|slide=ws2,3 ...
|slide=ws2,3 ...
|generic-a=f+4
|generic-a=f+4
|alisa-a={{Plainlist|
|alisa-a={{Plainlist|
* f~n<3,4 (Floated).f+4,1 ...
* uf+3,4
* f,f 4,3,(Floated).4 ...
* f~n<3,4<ref>Continue with f+4,1 if she's flying. The opposite Devil Jin's u+4,U.</ref>
* f,f 4,(Floated).u+3 ...}}
* f,f 4,3,4<ref>Don't finish the string if she lands.</ref>
* f,f 4,u+3}}
|alisa-b=uf+4
|king-a={{Plainlist|
|king-a={{Plainlist|
* cc b+3,3,f~n ...
* cc b+3,3,f~n ...
* cc f+3+4
* cc f+3+4
* u/b+3}}
* ub+3}}
|asuka-a={{Plainlist|
|asuka-a={{Plainlist|
* f,F+3
* f,F+3
* R.d/f+3+4}}
* R.df+3+4}}
|claudio-a={{Plainlist|
|claudio-a=f,F+3 ''(deep dash)''<ref>This can be done easily with Assist.3.</ref>
* f,F+3 ''(deep dash)''
|devil-jin-a=f~n<3,4<ref>Don't finish the string if he's still flying. Can continue with d+2 b+2,f~n(x3) S! f+2,1 for max damage.</ref>
* (Assist).3}}
|devil-jin-b=f+2,1
|devil-jin-a={{Plainlist|
|eddy-a=uf,n,4
* f~n<3 (Floated).f+4,1 ...
* f~n<3,(Grounded).4 ...}}
|eddy-a=u/f,n,4
|eddy-b=3 b+3,3,f~n ...
|eddy-b=3 b+3,3,f~n ...
|heihachi-a={{Plainlist|
|heihachi-a={{Plainlist|
* f,F+3
* f,F+3
* R.d/f+3+4}}
* R.df+3+4}}
|jack-7-a=f,F+4 ''(deep dash)''
|jack-7-a=f,F+4 ''(deep dash)''
|jack-7-b=f,F+3
|jack-7-b=f,F+3
|law-a=df+4
|leroy-a=f+4
|leroy-a=f+4
|lucky-chloe-a=f+4,1
|lucky-chloe-a=f+4,1
|paul-a={{Plainlist|
|paul-a={{Plainlist|
* f,F+3
* f,F+3
* R.d/f+3+4}}
* R.df+3+4}}
|xiaoyu-a=''(None)''
|xiaoyu-a=''(None)''
|xiaoyu-b=4,3,3
|xiaoyu-b=4,3,3
|xiaoyu-c=ws2,3 ...
|xiaoyu-c=ws2,3 ...
}}
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
Line 44: Line 44:
|-
|-
| rowspan="2" | -10
| rowspan="2" | -10
| 1,3:3:3 || 28 (44) || [[Lee combos#Mini-combos|+14a]]
| 1,3:3:3 || 28 ([[Acid Rain#Followup|44]]) || +14a
|-
|-
| 1,2,4 || 26 || -1
| 1,2,4 || 26 || -1
Line 50: Line 50:
| -11 || 4,3 || 30 || -3
| -11 || 4,3 || 30 || -3
|-
|-
| -13 || f+1+2 || 30 || +18a (+9a)
| -13 || f+1+2 || 30 || +18a (+9)
|-
|-
| -14 || f+2,1 || 36 || +42d (-16d)
| -14 || f+2,1 || 36 || +42d (-16)
|-
|-
| -15 || f+3,3,3,3,3,4 || 32 (66) || [[Lee combos#Staples|+61a (+44a)]]
| -15 || f+3,3,3,3,3,4 || 32 ([[Lee combos#Staples|66]]) || +61a (+44)
|-
|-
| -15 || u/f+4 || 13 (66) || [[Lee combos#Staples|+31a (+21a)]]
| -15 || uf+4 || 13 ([[Lee combos#Staples|66]]) || +31a (+21)
|-
| -16 || R.df+3+4,f~n || 25 ([[Lee combos#Staples|78]]) || +54a (+34)
|-   
|-   
| colspan="4" class="table-cat" | Crouching
| colspan="4" class="table-cat" | Crouching
Line 64: Line 66:
| -13 || ws1,4 || 30 || +4
| -13 || ws1,4 || 30 || +4
|-
|-
| -14 || ws2,3 || 36 (54) || [[Lee combos#Mini-combos|+32a (+22a)]]
| -14 || ws2,3 || 36 ([[Lee combos#Mini-combos|54]]/[[Lee combos#Rage|94]]) || +32a (+22)
|-
|-
| -15 || u/f+4 || 13 (66) || [[Lee combos#Staples|+31a (+21a)]]
| -15 || uf+4 || 13 ([[Lee combos#Staples|66]]) || +31a (+21)
|-
|-
| -23 || u/f,n,4 || 25 (78) || [[Lee combos#Staples|+34a (+24a)]]
| -23 || uf,n,4 || 25 ([[Lee combos#Staples|78]]) || +34a (+24)
|-  
|-  
| colspan="4" class="table-cat" | Back-turned opponent
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| -10 || 1,2,2,3 || 53 || +17a (+8a)
| -10 || 1,2,2,3 || 53 || +17a (+8)
|-
|-
| -11 || 4,3,3 || 50 || +8d
| -11 || 4,3,3 || 50 || +8d
|-
|-
| -15 || d/f+3,2,3 || 48 (91) || [[Lee combos#Back-turned opponent|+25a (+15a)]]
| -15 || df+3,2,3 || 48 ([[Lee combos#Back-turned opponent|91]]) || +25a (+15)
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -16 || d+3 || 13 || -3a (-11a)
| -16 || d+3 || 13 || -3a (-11)
|-
|-
| -18 || u/b+3 || 16 || +20a (+3a)
| -18 || ub+3 || 16 || +20a (+3)
|-
|-
| -23 || d,D/B+4 || 19 || +10a (-7a)
| -23 || d,DB+4 || 19 || +10a (-7)
|-
|-
| -30 || f+3+4 || 22 || -2a
| -30 || f+3+4 || 22 || -2a
Line 94: Line 96:
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| 1,3:3:3 || i10 || 2.03 || 28 (47) || -11<ref name="hc">Hit confirm</ref><ref>Full string is -18 but with enough pushback to be tricky or even safe in many matchups</ref> || High
| 1,3:3:3 || i10 || 2.03 || 28 ([[Acid Rain#Followup|44]]) || -11<ref name="hc">Hit confirm</ref><ref>Full string is -18 but with enough pushback to be tricky or even safe in many matchups</ref> || High
|-
|-
| 2,1 || i10 || 2.07 || 18 || -5 || High
| 2,1 || i10 || 2.07 || 18 || -5 || High
Line 100: Line 102:
| f+4 || i11 || 2.31 || 13 || -7 || High
| f+4 || i11 || 2.31 || 13 || -7 || High
|-
|-
| f+3,3,3,3,3,4 || i15 || 2.63 || 32 (66) || -18<ref>Opponent has to guess if you finish the string or not</ref> || Mid
| f+3,3,3,3,3,4 || i15 || 2.63 || 32 ([[Lee combos#Staples|66]]) || -18<ref>Opponent has to guess if you finish the string or not</ref> || Mid
|-
|-
| b+1:1,2 || i15 || 2.64 || 43 || -1 HMS<ref name="hc"/> || High
| b+1:1,2 || i15 || 2.64 || 43 || -1 HMS<ref name="hc"/> || High
|-
|-
| u/f+4 || i15 || 2.21 || 13 (66) || -13 || Mid
| uf+4 || i15 || 2.21 || 13 ([[Lee combos#Staples|66]]) || -13 || Mid
|-
|-
| d/f+2 || i15 || 2.05 || 12 (65) || -7 || Mid<ref>Won't launch crouching recovery, and bad vertical hitbox</ref>
| df+2 || i15 || 2.05 || 12 ([[Lee combos#Staples|65]]) || -7 || Mid<ref>Won't launch crouching recovery, and bad vertical hitbox</ref>
|-
|-
| R.d/f+3+4 || i16 || 2.86 || 25 (78) || -1 || Mid
| R.df+3+4 || i16 || 2.86 || 25 ([[Lee combos#Staples|78]]) || -1 || Mid
|-
|-
| f,F+3 || i13(~16+) || 3.10 || 26 || -11<ref>Safe from pushback (usually)</ref> || Mid
| f,F+3 || i13(~16+) || 3.10 || 26 || -11<ref>Safe from pushback (usually)</ref> || Mid
|-
| f,n,3,4 || i15(~17+) || 2.25<ref>Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers</ref> || 20 ([[Lee combos#Staples|73]]) || -13 || Mid
|}
|}



Latest revision as of 15:58, 25 January 2024

Punishers for tricky moves
Various Slide ws2,3 ...
Generic FUFT.4 f+4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • uf+3,4
  • f~n<3,4[1]
  • f,f 4,3,4[2]
  • f,f 4,u+3
  • b+3+4
  • b+3+4,3+4
uf+4
db+4
  • cc b+3,3,f~n ...
  • cc f+3+4
  • ub+3
Asuka b+3
  • f,F+3
  • R.df+3+4
Claudio f+2,2 f,F+3 (deep dash)[3]
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f~n<3,4[4]
R.f,n,d,df+4,3+4 f+2,1
Eddy 3~4 uf,n,4
b+3,3 3 b+3,3,f~n ...
Heihachi f,F+2
  • f,F+3
  • R.df+3+4
Jack-7 R.b+1+2 f,F+4 (deep dash)
d+1+2 f,F+3
Law db+3+4 df+4
Leroy db+1+2 f+4
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+4,1
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+3
  • R.df+3+4
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 4,3,3
AOP.4~3 ws2,3 ...
Standing
Enemy Move Damage Frames
-10 1,3:3:3 28 (44) +14a
1,2,4 26 -1
-11 4,3 30 -3
-13 f+1+2 30 +18a (+9)
-14 f+2,1 36 +42d (-16)
-15 f+3,3,3,3,3,4 32 (66) +61a (+44)
-15 uf+4 13 (66) +31a (+21)
-16 R.df+3+4,f~n 25 (78) +54a (+34)
Crouching
-10 ws3,3 27 -4c
-13 ws1,4 30 +4
-14 ws2,3 36 (54/94) +32a (+22)
-15 uf+4 13 (66) +31a (+21)
-23 uf,n,4 25 (78) +34a (+24)
Back-turned opponent
-10 1,2,2,3 53 +17a (+8)
-11 4,3,3 50 +8d
-15 df+3,2,3 48 (91) +25a (+15)
Grounded opponent
-16 d+3 13 -3a (-11)
-18 ub+3 16 +20a (+3)
-23 d,DB+4 19 +10a (-7)
-30 f+3+4 22 -2a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,3:3:3 i10 2.03 28 (44) -11[5][6] High
2,1 i10 2.07 18 -5 High
f+4 i11 2.31 13 -7 High
f+3,3,3,3,3,4 i15 2.63 32 (66) -18[7] Mid
b+1:1,2 i15 2.64 43 -1 HMS[5] High
uf+4 i15 2.21 13 (66) -13 Mid
df+2 i15 2.05 12 (65) -7 Mid[8]
R.df+3+4 i16 2.86 25 (78) -1 Mid
f,F+3 i13(~16+) 3.10 26 -11[9] Mid
f,n,3,4 i15(~17+) 2.25[10] 20 (73) -13 Mid
  1. Continue with f+4,1 if she's flying. The opposite Devil Jin's u+4,U.
  2. Don't finish the string if she lands.
  3. This can be done easily with Assist.3.
  4. Don't finish the string if he's still flying. Can continue with d+2 b+2,f~n(x3) S! f+2,1 for max damage.
  5. 5.0 5.1 Hit confirm
  6. Full string is -18 but with enough pushback to be tricky or even safe in many matchups
  7. Opponent has to guess if you finish the string or not
  8. Won't launch crouching recovery, and bad vertical hitbox
  9. Safe from pushback (usually)
  10. Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers

External links