Bob punishers: Difference between revisions

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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
| rowspan="2" | -10
| 1,1,2 || 26 || +3
|-
|-
| colspan="4" class="table-cat" | Crouching
| 1,4 || 22 || +5
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| -12 || f+2,3 || 32 || +12a (+3)
|-
|-
| colspan="4" class="table-cat" | Back-turned opponent
| -14 || d+1+2,2,1 || 35 ([[Bob combos#Mini-combos|51]]) || +12a
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| -15 || uf+4 || 20 ([[Bob combos#Staples|?]]) || +65a (+45)
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| -20 || uf+3 || 20 ([[Bob combos#Staples|?]]) || +33a (+23)
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| colspan="4" class="table-cat" | Crouching
|}
 
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
| -10 || FC.1 || 5 || +6
|-
|-
| 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>
| -11 || ws4 || 20 || +5
|-
| -14 || ws2,1 || 24 ([[Bob combos#Staples|?]]) || +30a (+20)
|-
|-
|}
| -15 || ws1,3 || 36 ([[Bob combos#Wall|?]]) || +11a (+2)
 
<references/>
 
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
{| class="wikitable"
|+ Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| rowspan="2" | -10
| -10 || 1,2,1+2 || 37 || +16a (+7)
| 1,1,2 || 26 || +3 || Standard punish. Use f+1 for more range
|-
|-
| 1,4 || 22 || +5 || Better CH setups on hit; safer in case of uncertainty on a punish
| -13 || b+2,2,4,4 || 58 || +18a (+9)
|-
|-
| -12 || f+2,3 || 32 || KND || Very good range for an i12 punish
| -20 || uf+2,3,3+4,4 || 58 ([[Bob combos#Back-turned opponent|?]]) || +19a
|-
|-
| -13 || b+2,2 || 22 || +8 || Mid punish used ONLY for punishing moves that can recover in crouch, a high crush stance, or backturned (e.g. Bears' b+1, Lucky Chloe BT.2)
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -14 || d+1+2,2,1 || 35 || KND || Follow up with microdash b+3 for 51 dmg guaranteed
| -17 || b+3 || 16 || +17a (+0)
|-
|-
| -15 || u/f+4 || 20 || Launch || Tailspins on hit
| -18 || d+1 || 14 || +3a (-5)
|-
|-
| -20 || u/f+3 || 20|| KND || Substantial combo damage increase
| -19 || d+3 || 11 || -7a (-15)
|-
|-
| -24 || db+4 || 12 || -1a (-9)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Crouching
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| -10 || FC.1 || 5 || +6 || Standard downjab
| 1,1,2 || i10 || 2.28 || 28 || -12 || High
|-
|-
| -11 || ws4 || 20 || +5 || Above average range and dmg for a ws4
| 1,1 || i10 || 2.28 || 14 || -1 || High
|-  
| -14 || ws2,1 || 24 || Launch || Best range + dmg of any i14 ws launcher
|}
 
{| class="wikitable"
|+ Extra range
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
| 1,4 || i10 || 2.06<ref name="jab-strings-sus">Second hit of 1,4 and 1,2 whiff at tip range.</ref> || 22 || -6 || High
|-
|-
| -15 || d+2,4 || 33 || KND || Lucky Chloe u+3
| 1,2 || i10 || 2.06<ref name="jab-strings-sus"/> || 17 || -3 || High
|-
|-
| -16 || u/f+1+2,1+2 || 40 || KND || Bryan ws1
| f+2,3 || i12 || 2.75 || 32 || -15 || High
|-
|-
| -18 || d/b+1+2 || 16 || Launch || Leroy d/f+2,1+2
| b+2,2 || i13 || 2.43 || 22 || -3/-22<ref name="duckable>Duckable high.</ref> || Mid
|}
 
{| class="wikitable"
|+ Back-turned opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| df+1,2 || i14 || 2.29 || 28 || -10 || Mid
|-
|-
| -13 || b+2,2,4,4 || 58 || KND
| uf+4 || i15 || 2.44 || 20 ([[Bob combos#Staples|?]]) || -9 || High
|-
|-
| -20 || u/f+2,3,3+4 || 38 || Launch
| d+2,4 || i15 || 2.88 || 33 || -13 || Mid
|}
 
{| class="wikitable"
|+ Grounded opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
| uf+1+2,1+2 || i16 || 3.18 || 40 || -17<ref name="uf12-risk">uf+1+2 extensions can be delayed a lot for a [[hit confirm]], and opponent has to guess mid/high to get a [[punish]].</ref> || Mid
|-
|-
| -17 || b3 || 20 || KND || Ch launches getup kicks
| uf+1+2,4 || i16 || 3.18 || 35 || -1/-28<ref name="uf12-risk"/> || Mid
|-
|-
| -18 || d1 || 18 || +7 || Safe unlike the launch punishable b+3. CH knockdown for guaranteed b+3
| db+1+2 || i18 || 2.90 || 16 ([[Bob combos#Staples|?]]) || -13 || Mid
|}
|}


<references/>
<references/>

Revision as of 06:07, 2 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 {{{asuka-a}}}
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 1,1,2 26 +3
1,4 22 +5
-12 f+2,3 32 +12a (+3)
-14 d+1+2,2,1 35 (51) +12a
-15 uf+4 20 (?) +65a (+45)
-20 uf+3 20 (?) +33a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4 20 +5
-14 ws2,1 24 (?) +30a (+20)
-15 ws1,3 36 (?) +11a (+2)
Back-turned opponent
-10 1,2,1+2 37 +16a (+7)
-13 b+2,2,4,4 58 +18a (+9)
-20 uf+2,3,3+4,4 58 (?) +19a
Grounded opponent
-17 b+3 16 +17a (+0)
-18 d+1 14 +3a (-5)
-19 d+3 11 -7a (-15)
-24 db+4 12 -1a (-9)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2 i10 2.28 28 -12 High
1,1 i10 2.28 14 -1 High
1,4 i10 2.06[1] 22 -6 High
1,2 i10 2.06[1] 17 -3 High
f+2,3 i12 2.75 32 -15 High
b+2,2 i13 2.43 22 -3/-22[2] Mid
df+1,2 i14 2.29 28 -10 Mid
uf+4 i15 2.44 20 (?) -9 High
d+2,4 i15 2.88 33 -13 Mid
uf+1+2,1+2 i16 3.18 40 -17[3] Mid
uf+1+2,4 i16 3.18 35 -1/-28[3] Mid
db+1+2 i18 2.90 16 (?) -13 Mid
  1. 1.0 1.1 Second hit of 1,4 and 1,2 whiff at tip range.
  2. Duckable high.
  3. 3.0 3.1 uf+1+2 extensions can be delayed a lot for a hit confirm, and opponent has to guess mid/high to get a punish.