Lee punishers (Tekken 7): Difference between revisions

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m (RogerDodger moved page Lee punishers to Lee punishers (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
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{{Row|
{{Lee}}
{{Lee}}
{{Navbox punishers}}
}}
{{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|
* uf+3,4
* f~n<3,4<ref>Continue with f+4,1 if she's flying. The opposite Devil Jin's u+4,U.</ref>
* f~n<3,4<ref>Continue with f+4,1 if she's flying. The opposite Devil Jin's u+4,U.</ref>
* f,f 4,3,4<ref>Don't finish the string if she lands.</ref>
* f,f 4,3,4<ref>Don't finish the string if she lands.</ref>
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|xiaoyu-c=ws2,3 ...
|xiaoyu-c=ws2,3 ...
}}
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
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|-
|-
| -15 || uf+4 || 13 ([[Lee combos#Staples|66]]) || +31a (+21)
| -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

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