Anna punishers: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
No edit summary
No edit summary
Line 55: Line 55:
|-
|-
| -17 || OTG.d+3+4 || 16 || -7d
| -17 || OTG.d+3+4 || 16 || -7d
|-
| rowspan="2" | -20
| WS.f+2 || 20 || -5a (-13)
|-
| FC.df+2~1 || 16 || -10a (-18)
|-
| -24 || db+3+4 || 14 || -4a (-12)
|-
|-
| -25 || db+4 || 14 || -7a (-15)
| -25 || db+4 || 14 || -7a (-15)
|-
|-
| -36 || f,F+4 || 16 || +1a (-7)
| -36 || f,F+4,D || 16 || +1a (-7)
|}
|}



Revision as of 15:30, 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] 24 (?) +8 CJM
Grounded opponent
-16 df+4 13 -3a (-11)
-17 OTG.d+3+4 16 -7d
-20 WS.f+2 20 -5a (-13)
FC.df+2~1 16 -10a (-18)
-24 db+3+4 14 -4a (-12)
-25 db+4 14 -7a (-15)
-36 f,F+4,D 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.