Dragunov punishers (Tekken 7): Difference between revisions

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| rowspan="3" | -12
| rowspan="3" | -12
| ws1,2 || 29 || +10g || Wallsplats
| ws1,2<ref>ws1 itself is stubby and will whiff if the opponent is further away. If you're unsure if it will connect use ws1+2</ref>|| 29 || +10g || Wallsplats
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| ws1,3 || 28 || KND || Wallbounces
| ws1,3 || 28 || KND || Wallbounces
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<references/>


{| class="punishers" style="clear: both"
{| class="punishers" style="clear: both"

Revision as of 23:36, 8 November 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 b+3
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 Punishers
Startup Notation Damage Frames Notes
-10 1,3 22 +1
2,1 19 +6
-12 4,1 27 +8 Leaves the opponent close.
-14 b+3 17 +11g Wallsplats and can punish Deathfist, but has moderate pushback.
-15 d/f+2 14 (?) +28a (+18a)
u/f+1 20 KND used for punishing moves with high pushback when d/f+2 can't reach. Leads to a mini-combo on hit.
-17 qcf+1 20 (?) +51a
-20 qcf+2 25 (?) +36a (+26a)
Crouching
Enemy Move Damage Frames Notes
-11 ws4 15 +6
-12 ws1,2[1] 29 +10g Wallsplats
ws1,3 28 KND Wallbounces
ws1+2 28 KND
-15 ws2 15 +28a (+18a)
-23 u/f,n,4 25 +34a (+24a)
  1. ws1 itself is stubby and will whiff if the opponent is further away. If you're unsure if it will connect use ws1+2
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 or 1,3 [1] i10 15/21 High, High
b+3 i14 17 High
d/f+2 i15 14 (?) Mid
b+4,3 i15 37 Mid, High
u/f+1 i15 20 High
qcf+1 ~i17 20 High
  1. You cannot sidestep and punish with 2,1 because Dragonuv has SS2, f+2, and b+2, so there's no way to get his 2 jab series to come out during or immediately after a sidestep.

Old table (TODO: copy to above)

Standing
Enemy Move Damage Frames
-10 1,3 22 +1
2,1 19 +6
-12 4,1 27 +8
-14 b+3 17 +11g[1]
-15 d/f+2 14 (?) +28a (+18a)
-17 qcf+1 20 (?) +51a
-20 qcf+2 25 (?) +36a (+26a)
Crouching
Enemy Move Damage Frames
-11 ws4 15 +6
-12 ws1,2 29 +10g
ws1,3 28 +14a (+5a)
ws1+2 28 +19a (+14a)
-15 ws2 15 +28a (+18a)
-23 u/f,n,4 25 +34a (+24a)
Extra range
Enemy Move Damage Frames Can reach
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
Whiff
Move Damage Frames Risk
  1. Only better than 4,1 at the wall, since it can splat.