Heihachi punishers: Difference between revisions

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(Improve i12 punishers and wording of references.)
(Add nuance to Hachi's d/f+1 punish block.)
Line 16: Line 16:
| -12 || 1+2 || 27 || KND
| -12 || 1+2 || 27 || KND
|-
|-
| -13 || d/f+1 || 10 || +9
| -13 || d/f+1,2<ref name="d/f+1 drop/> || 34 || KND
|-
|-
| -14 || f,n,d,d/f#2 || 23(?) || Launch
| -14 || f,n,d,d/f#2 || 23(?) || Launch
Line 55: Line 55:
| 1,1,2<ref name="flash punch combo">
| 1,1,2<ref name="flash punch combo">
Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
</ref>
| 1,1,2<ref name="d/f+1 drop">
Can skip the 2 extension to be +9 in a good range for Heihachi
</ref>
</ref>



Revision as of 03:41, 12 July 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 1,2[1] 15 +7
-10 1,1,2[2] 25 KND
-12 f+1+2 16(30[3]) KND
-12 1+2 27 KND
-13 d/f+1,2[4] 34 KND
-14 f,n,d,d/f#2 23(?) Launch
-15 f+2,3 34 KND
Crouching
-10 FC1 10 +6
-11 ws4[5] 13 +8
-13 ws1 17 KND
-14 ccf,n,d,d/f#2 23(?) LAUNCH
-18 ws3,1+2 30(?) LAUNCH
Back-turned opponent
-10 1,2,4 36 +17
Grounded opponent
-16 d+3 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] 1,1,2[2] 1,1,2[4] ws4,4[3] ws4,4[5]
  1. 1.0 1.1 Using 1,2 gives you the opportunity to extend with 2, 2~1+2, or 4
  2. 2.0 2.1 Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
  3. 3.0 3.1 Follow with iWS1 for 30 damage or OTGF for 46 & okizeme
  4. 4.0 4.1 Can skip the 2 extension to be +9 in a good range for Heihachi
  5. 5.0 5.1 Follow with another 4 to trade plus frames for damage