Anna punishers: Difference between revisions

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{{Anna}}
{{Anna}}


{{Infobox tricky moves}}
{{Infobox tricky moves
|asuka-a=f+1+2
}}


{| class="punishers"
{| class="punishers"
Line 8: Line 10:
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
| rowspan="3" | -10
| 2,3,B || 24 || +8 CJM
|-
|-
| colspan="4" class="table-cat" | Crouching
| 2,3 || 24 || +0
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| 1,2 || 17 || +5
|-
|-
| colspan="4" class="table-cat" | Back-turned opponent
| rowspan="2" | -13
| df+1,2 || 23 || +2
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| uf+1<ref>uf+1 can punish some things where df+1,2 whiffs.</ref> || 10 || +7
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| rowspan="2" | -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
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| f+2,3 || 34 || +12g
|}
 
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
| -15 || df+2 || 13 ([[Anna combos#Staples|64]]) || +32a (+22)
|-
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
| -18 || UF+4 || 21 ([[Anna combos#Staples|66]]) || +27a (+17)
|-
|-
|}
| colspan="4" class="table-cat" | Crouching
 
<references/>
 
== Old table (TODO: copy to above) ==
 
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
{| class="wikitable"
|+ Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| -10 || FC.1 || 5 || +6
|-
|-
| -10 || 2,3 || 24 || 0
| rowspan="3" | -11
| ws3,B || 20 || +8 CJM
|-
|-
| -10 || 2,3+B<ref>Can't block in CJM</ref> || 24 || +8
| ws3 || 20 || +0
|-
|-
| -13 || d/f+1,2 || 23 || +2
| ws4 || 16 || +5
|-
|-
| -14 || b+2,2 || 30 (53) (55)  || [[Anna combos#Mini-combos|+26a]]
| -13 || ws1,2 || 23 || +2
|-
|-
| -15 || d/f+2 || 13 (58) (64)  || [[Anna combos#Staples|+32(+22a)]]
| -18 || ws2 || 22 ([[Anna combos#Staples|67]]) ||
|-
|-
| -18 || U/F4 || 21 (66) (72) || [[Anna combos#Staples|+27(+17a)]]
| colspan="4" class="table-cat" | Back-turned opponent
|}
 
{| class="wikitable"
|+ Crouching
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| -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> || +8 CJM
|-
|-
| -10 || FC.1 || 5 || +6
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -11 || WS.3 || 20 || 0
| -16 || df+4 || 13 || -3a (-11)
|-
|-
| -11 || WS.3+B || 20 || +8
| -17 || OTG.d+3+4 || 16 || -7d
|-
|-
| -11 || WS.4 || 16 || +5
| -25 || db+4 || 14 || -7a (-15)
|-
|-
| -13 || WS.1,2 || 23 || +2
| -36 || f,F+4 || 16 || +1a (-7)
|-
| -18 || WS.2 || 22 (67) (73) || [[Anna combos#Staples|+29(+19a)]]
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Extra range
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| -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
| 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
|-
|-
| -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
| df+1,2 || i13 || 2.26 || 23 || -3 || Mid
|-
|-
| -18|| f1+2 || 21 || +19(+14a) || Askua b+3
| f+2,3 || i14 || 2.28 || 32 || -7 || High
|}
 
{| class="wikitable"
|+ Back-turned opponent
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|}
 
{| class="wikitable"
|+ Grounded opponent
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|}
 
{| 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/>

Revision as of 15:22, 1 June 2022

Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3 f+1+2
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 2,3,B 24 +8 CJM
2,3 24 +0
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
-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] +8 CJM
Grounded opponent
-16 df+4 13 -3a (-11)
-17 OTG.d+3+4 16 -7d
-25 db+4 14 -7a (-15)
-36 f,F+4 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.