Kazumi punishers: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
mNo edit summary
Tag: Script
ย 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Row|
{{Kazumi}}
{{Kazumi}}
{{Navbox punishers}}
}}
{{Infobox tricky moves
{{Infobox tricky moves
|slide={{Plainlist|
|slide={{Plainlist|
* ws4 ...
* [[Kazumi combos#Float|ws4]]
* CC f+3,F ...<ref name="kazumi-f3"/>
* [[Kazumi combos#Float|ws4,4]]
* CC df+4 ...}}
* cc [[Kazumi combos#Float|f+3,F]]
* cc [[Kazumi combos#Float|df+4]]}}
|generic-a=1+2
|generic-a=1+2
|alisa-a=f+3+4,F~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|
* FC.d+3
* 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|
|asuka-a={{Plainlist|
* b+4 ''(can whiff)''<ref name="asuka-b3">b+4 is very consistent outside of absolute tip range, and even then it can hit off axis. f+3,F~2 will hit from mid range to up close, with its range being extended to almost tip range off axis. Worth going for f+3,F~2 anytime b+3 is used in a scramble, and b+4 or f,F+2 if blocked in neutral.</ref>
* b+4<ref name="asuka-b3">b+4 is almost guaranteed vs Asuka b+3โ€”never 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)''
* f+3,F~2 ''(can whiff)''<ref name="asuka-b3"/>
* df+2<ref name="asuka-b3"/> ''(can whiff)''
* f,F+2}}
* 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|
|claudio-a={{Plainlist|
* wr1 wr2
* wr1
* f,F+2 ''(can whiff)''}}
* f,F+2<ref name="r-ff2"/> ''(can whiff)''}}
|devil-jin-a=f,f uf+4 ''(deep dash)''
|devil-jin-a=f,f uf+4 ''(deep dash)''
|devil-jin-b={{Plainlist|
|devil-jin-b={{Plainlist|
* d,f+1,2
* df+1,2
* uf+2
* uf+2}}
* RD.f,F+1+2 ''(hard)''}}
|eddy-a={{Plainlist|
|eddy-a={{Plainlist|
* ws2
* uf,n,4
* f,F+4 ''(hard)''
* ws2}}
* RD.f,F+1+2<ref>Due to the Rage Drive's speed, you want to avoid rushing the input. As a safety precaution, input 1+2 a couple of times when going for RD as a punish to ensure that if you get ws1, you finish the string.</ref>}}
|eddy-b=[[Kazumi combos#Float|df+1]]
|eddy-b={{Plainlist|
|heihachi-a=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)''
* df+1
|jack-7-a=f,F+4 ''(deep dash)''
* df+3~1~2~3~2~1~2}}
|jack-7-b=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)''
|heihachi-a={{Plainlist|
* f,F+2 ''(hard)''
* RD.f,F+1+2 (hard)}}
|jack-7-a={{Plainlist|
* f,F+4 ''(deep dash)''
* f,F+2 ''(deep dash)''
* RD.f,F+1+2 ''(deep dash)''}}
|jack-7-b={{Plainlist|
* f,F+2 ''(hard)''<ref name="jack-d12">The pushback is as such that you need to use a couple frames to extend your f,f. Requires practice in order to attain consistency.</ref>
* RD.f,F+1+2 ''(hard)''<ref name="jack-d12"/>}}
|law-a={{Plainlist|
|law-a={{Plainlist|
* 1+2
* df+1,2
* df+1,2}}
* 1+2}}
|leroy-a=
|leroy-a=''(None)''
|lucky-chloe-a={{Plainlist|
|lucky-chloe-a={{Plainlist|
* 1,2 ''(can whiff)''
* [[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>
* df+1,2
* ssr f,F+4<ref>Generic [[Lucky Chloe counterplay]] step into dash attack. Timing requires practice.</ref>}}
* SSR f,F+2}}
|paul-a=f,F+2<ref name="r-ff2"/><ref name="ff2-sus"/> ''(hard)''
|paul-a={{Plainlist|
|xiaoyu-a=''(None)''
* f,F+2 ''(hard)''<ref name="jack-d12"/>
|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>
* RD.f,F+1+2 ''(hard)''<ref name="jack-d12"/>}}
|xiaoyu-a={{Plainlist|
* f,F+2
* RD.f,F+1+2<ref>Backturn launch so perform a standard combo route.</ref>
* f,f 1+2 ''(hard)''}}
|xiaoyu-b={{Plainlist|
* 1,1,2
* uf+4<ref>Kazumi's hopkick is a knee, so it beats Xiaoyu's BT parry, while also being fast enough to beat her trying to turn around. Also beats any attempts at spinning away or performing another roll. Be wary of her body position upon launching. If she goes for the parry, she will launch normally. If she does anything else, she will launch back turned.</ref>}}
|xiaoyu-c={{Plainlist|
|xiaoyu-c={{Plainlist|
* CC f+3,F ...<ref name="kazumi-f3">Having no f,F+3 or wr3 inputs, Kazumi can CC f+3 by simply inputting f,F+3.</ref>
* cc f+3,F
* CC df+4
* cc df+4}}
* ws4 ''(can whiff)''}}
ย 
ย 
}}
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
Line 129: Line 109:
| -16 || d+3 || 9 || -3a (-11)
| -16 || d+3 || 9 || -3a (-11)
|-
|-
| -17 || OG.d+2 || 16 || -2a (-10)
| -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

Punishers for tricky moves
Various Slide
Generic FUFT.4 1+2
Alisa
  • b+4,4
  • b+4,4,3+4~1
f+3+4~2
  • b+3+4
  • b+3+4,3+4
db+4
  • FC.d+3
  • f,F+4 or f,f~d+2[1]
Asuka b+3
  • b+4[2] (can whiff)
  • df+2[2] (can whiff)
  • f+3,F~2[2] (can whiff)
  • f,F+2[3][4] (can whiff)
Claudio f+2,2
  • wr1
  • f,F+2[3] (can whiff)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f uf+4 (deep dash)
R.f,n,d,df+4,3+4
  • df+1,2
  • uf+2
Eddy 3~4
  • uf,n,4
  • ws2
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
  • df+1,2
  • 1+2
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2[3][4] (hard)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 uf+4[7]
AOP.4~3
  • cc f+3,F
  • cc df+4
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
  1. 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.
  2. โ†‘ 2.0 2.1 2.2 b+4 is almost guaranteed vs Asuka b+3โ€”never 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.
  3. โ†‘ 3.0 3.1 3.2 3.3 3.4 In rage, replace with R.f,F+1+2.
  4. 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.
  5. 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.
  6. โ†‘ Generic Lucky Chloe counterplay step into dash attack. Timing requires practice.
  7. 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.
  8. โ†‘ 8.0 8.1 8.2 Often whiffs due to range.
  9. 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.
  10. โ†‘ 10.0 10.1 +8d if they don't turn around.
  11. โ†‘ Only works if the opponent is slightly off-axis to Kazumi's left.
  12. โ†‘ +16a (+7a) if the tiger hits them right in the back.
  13. โ†‘ Hit confirm.
  14. โ†‘ Duckable high. Can be tricky if you mixup with 3,1.
  15. โ†‘ Safe from pushback.
  16. โ†‘ This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.

External links