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{{Kazumi}} | {{Kazumi}} | ||
{{Infobox tricky moves | {{Infobox tricky moves | ||
|slide={{Plainlist| | |slide={{Plainlist| | ||
* ws4 | * [[Kazumi combos#Float|ws4]] | ||
* | * [[Kazumi combos#Float|ws4,4]] | ||
* | * cc [[Kazumi combos#Float|f+3,F]] | ||
|alisa-a=f+3+4 | * cc [[Kazumi combos#Float|df+4]]}} | ||
|generic-a=1+2 | |||
|alisa-a=[[Kazumi combos#Float|f+3+4~2]] | |||
|alisa-b={{Plainlist| | |alisa-b={{Plainlist| | ||
* 3,1 | * [[Kazumi combos#Float|3,1]] | ||
* uf+4 (can whiff)}} | * [[Kazumi combos#Float|uf+4]] ''(can whiff)''}} | ||
|king-a=FC.d+3 | |king-a={{Plainlist| | ||
ย | * FC.d+3 | ||
ย | * f,F+4 or f,f~d+2<ref>Neither are guaranteed. If King gets up right away, he gets hit by f,F+4. OTG.d+2 only comes out if d+2 is input after the db+4 has recovered, so both timings need to be delayed slightly. If f,F+4 whiffs he has a small window to whiff punish with a FDFT.3 clean hit launch. f+3+4~2 can launch him for standing as well but it whiffs to [[quickstand]] into crouching guard.</ref>}} | ||
|asuka-a={{Plainlist| | |||
* b+4<ref name="asuka-b3">b+4 is almost guaranteed vs Asuka b+3โnever whiffs when off-axis and can only whiff at absolute tip range. df+2 is more consistent than f+3,F~2 but much riskier. Awareness of spacing is critical. All punishers are more likely to hit when off-axis.</ref> ''(can whiff)'' | |||
* df+2<ref name="asuka-b3"/> ''(can whiff)'' | |||
* f+3,F~2<ref name="asuka-b3"/> ''(can whiff)'' | |||
* f,F+2<ref name="r-ff2">In rage, replace with R.f,F+1+2.</ref><ref name="ff2-sus">Not guaranteed at tip range. Often requires a few frames of dash to close the gap.</ref> ''(can whiff)''}} | |||
|claudio-a={{Plainlist| | |||
* wr1 | |||
* f,F+2<ref name="r-ff2"/> ''(can whiff)''}} | |||
|devil-jin-a=f,f uf+4 ''(deep dash)'' | |||
|devil-jin-b={{Plainlist| | |||
* df+1,2 | |||
* uf+2}} | |||
|eddy-a={{Plainlist| | |||
* uf,n,4 | |||
* ws2}} | |||
|eddy-b=[[Kazumi combos#Float|df+1]] | |||
|heihachi-a=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)'' | |||
|jack-7-a=f,F+4 ''(deep dash)'' | |||
|jack-7-b=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)'' | |||
|law-a={{Plainlist| | |||
* df+1,2 | |||
* 1+2}} | |||
|leroy-a=''(None)'' | |||
|lucky-chloe-a={{Plainlist| | |||
* [[Kazumi combos#Float|df+1]]<2<ref>The last hit of df+1,2 can be delayed a lot and still punish BT.f+3+4,3+4, giving more time for a float confirm.</ref> | |||
* ssr f,F+4<ref>Generic [[Lucky Chloe counterplay]] step into dash attack. Timing requires practice.</ref>}} | |||
|paul-a=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)'' | |||
|xiaoyu-a=''(None)'' | |||
|xiaoyu-b=[[Kazumi combos#Back-turned opponent|uf+4]]<ref>uf+4 can't be parried since it's a knee, and Xiaoyu going into a roll again doesn't make her floating fast enough. Gets a normal combo if she does a move or holds B.</ref> | |||
|xiaoyu-c={{Plainlist| | |||
* cc f+3,F | |||
* cc df+4}} | |||
}} | }} | ||
{{Navbox punishers (Tekken 7)}} | |||
{| class="punishers" | {| class="punishers" | ||
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| -16 || d+3 || 9 || -3a (-11) | | -16 || d+3 || 9 || -3a (-11) | ||
|- | |- | ||
| -17 || | | -17 || OTG.d+2 || 16 || -2a (-10) | ||
|- | |- | ||
| -36 || f+3+4~3 || 16 ([[Kazumi combos#Mini-combos|32]]) || +15a | | -36 || f+3+4~3 || 16 ([[Kazumi combos#Mini-combos|32]]) || +15a |
Latest revision as of 09:07, 20 September 2023
Kazumi (Tekken 7) |
---|
Punishers for tricky moves | ||
---|---|---|
Various | Slide | |
Generic | FUFT.4 | 1+2 |
Alisa |
|
f+3+4~2 |
|
||
db+4 |
| |
Asuka | b+3 | |
Claudio | f+2,2 |
|
Devil Jin |
|
f,f uf+4 (deep dash) |
R.f,n,d,df+4,3+4 |
| |
Eddy | 3~4 |
|
b+3,3 | df+1 | |
Heihachi | f,F+2 | f,F+2[3][4] (hard) |
Jack-7 | R.b+1+2 | f,F+4 (deep dash) |
d+1+2 | f,F+2[3][4] (hard) | |
Law | db+3+4 |
|
Leroy | db+1+2 | (None) |
Lucky Chloe |
|
|
Paul |
|
f,F+2[3][4] (hard) |
Xiaoyu | BT.3 | (None) |
BT.f+3+4,3+4 | uf+4[7] | |
AOP.4~3 |
|
Punishers (Tekken 7) |
---|
Standing | |||
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 1,1,2 | 25 | +20a (+15) |
1,2,2 | 27 | +4 | |
-12 | 1+2,F | 30 | +9 RSS |
-13 | df+1,2 | 31 | +13a |
-15 | uf+4[8] | 13 (58) | +29a (+19) |
3,2 | 29 (50) | +24d | |
-18 | df+2 | 29 (62) | +41a (+23) |
Crouching | |||
-10 | FC.1 | 5 | +6 |
-11 | ws4,4 | 18 | +6 |
-12 | ws1,2[8] | 35 | +10a (+1) |
-14 | ws3,F | 35 | +9 RSS |
-15 | uf+4[8] | 13 (58) | +29a (+19) |
-18 | ws2 | 20 (65) | +28a (+18) |
-23 | uf,n,4 | 25 (72) | +34a (+24) |
Back-turned opponent | |||
-10 | 1 df+1,2[9] | 38 | +13a[10] |
-11 | ws4 df+1,2[9] | 44 | +13a[10] |
-12 | 2,1 1+2,F[9][11] | 50 | +9a[12] |
Grounded opponent | |||
-16 | d+4 | 8 | -2a (-10) |
-16 | d+3 | 9 | -3a (-11) |
-17 | OTG.d+2 | 16 | -2a (-10) |
-36 | f+3+4~3 | 16 (32) | +15a |
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
1,1,2 | i10 | 2.14 | 25 | -3[13] | High |
2,1 | i12 | 2.34 | 20 | -5 | High |
df+1,2 | i13 | 2.33 | 31 | -13c | Mid |
df+3 | i14 | 2.66 | 14 | -9 | Mid |
uf+4 | i15 | 1.74 | 13 (58) | -13 | Mid |
3,2 | i15 | 2.53 | 29 (50) | -29[14] | Mid |
f,F+2 | i13(~16+) | 2.79 | 37 | -13 | Mid |
R.f,F+1+2 | i13(~16+) | 2.79 | 37 (83) | -12[15] | Mid |
f+3,F | i18 | 2.69 | 13 (58) | +8 RSS[16] | Mid |
df+2 | i18 | 2.75 | 29 (62) | -24 | Mid |
- โ Neither are guaranteed. If King gets up right away, he gets hit by f,F+4. OTG.d+2 only comes out if d+2 is input after the db+4 has recovered, so both timings need to be delayed slightly. If f,F+4 whiffs he has a small window to whiff punish with a FDFT.3 clean hit launch. f+3+4~2 can launch him for standing as well but it whiffs to quickstand into crouching guard.
- โ 2.0 2.1 2.2 b+4 is almost guaranteed vs Asuka b+3โnever whiffs when off-axis and can only whiff at absolute tip range. df+2 is more consistent than f+3,F~2 but much riskier. Awareness of spacing is critical. All punishers are more likely to hit when off-axis.
- โ 3.0 3.1 3.2 3.3 3.4 In rage, replace with R.f,F+1+2.
- โ 4.0 4.1 4.2 4.3 Not guaranteed at tip range. Often requires a few frames of dash to close the gap.
- โ The last hit of df+1,2 can be delayed a lot and still punish BT.f+3+4,3+4, giving more time for a float confirm.
- โ Generic Lucky Chloe counterplay step into dash attack. Timing requires practice.
- โ uf+4 can't be parried since it's a knee, and Xiaoyu going into a roll again doesn't make her floating fast enough. Gets a normal combo if she does a move or holds B.
- โ 8.0 8.1 8.2 Often whiffs due to range.
- โ 9.0 9.1 9.2 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin.
- โ 10.0 10.1 +8d if they don't turn around.
- โ Only works if the opponent is slightly off-axis to Kazumi's left.
- โ +16a (+7a) if the tiger hits them right in the back.
- โ Hit confirm.
- โ Duckable high. Can be tricky if you mixup with 3,1.
- โ Safe from pushback.
- โ This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.