Negan punishers: Difference between revisions

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(fix notation, remove redundant punishers, add combo numbers/links for launchers, fix range and approx frames for whiff punishers with motion inputs)
m (trimmed tricky punishers list)
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|slide=uf+4
|slide=uf+4
|generic-a=2,2 ''(can whiff)''
|generic-a=2,2 ''(can whiff)''
|alisa-a={{Plainlist|
|alisa-a=f,F+3,2<ref name="float">React and finish the string if she lands, float with f,F+3 into b+1,2 to float combo if she's flying.</ref>
* f+1+2
|alisa-b=df+4,2<ref name="stance">Holding the 2 button will allow you to transition into stance.</ref><ref name="plus">This string is +10 if you enter stance.</ref>
* df+1,2<ref name="stance">Holding the 2 button will allow you to transition into stance.</ref>
* f,F+3,2<ref name="float">React and finish the string if she lands, float with f,F+3 into b+1,2 to float combo if she's flying.</ref>
}}
|alisa-b=df+4,2<ref name="stance"></ref><ref name="plus">This string is +10 if you enter stance.</ref>
|king-a={{Plainlist|
|king-a={{Plainlist|
* cc [[Negan combos#Float|f+3]]<ref>Still hits grounded if you miss the float.</ref>
* cc [[Negan combos#Float|f+3]]<ref>Still hits grounded if you miss the float.</ref>
* cc b+1+2}}
* cc b+1+2}}
|asuka-a={{Plainlist|
|asuka-a=qcf+1
* f+3,2
|claudio-a=f,F+4
* db+4
|devil-jin-a=df+2<ref name="stance"></ref><ref name="dvj float">Do not go into stance if you want the float combo.</ref>
* f,F+2
|devil-jin-b=qcf+1
* qcf+1
}}
|claudio-a={{Plainlist|
* f,F+2
* f,F+3,2
* f,F+4
}}
|devil-jin-a={{Plainlist|
* df+2<ref name="stance"></ref><ref name="dvj float">Do not go into stance if you want the float combo.</ref>
* b+4
* b+1+2
}}
|devil-jin-b={{Plainlist|
* 1+2
* df+4,2<ref name="stance"></ref><ref name="plus"></ref>
* qcf+1
}}
|eddy-a=ws2<ref name="stance"></ref>
|eddy-a=ws2<ref name="stance"></ref>
|eddy-b={{Plainlist|
|eddy-b={{Plainlist|
Line 40: Line 19:
|heihachi-a=qcf+1 ''(can whiff)''
|heihachi-a=qcf+1 ''(can whiff)''
|jack-7-a={{Plainlist|
|jack-7-a={{Plainlist|
* f,F+4
* f,F+1+2
* f,F+1+2
* f,f R.b+2+3 ''(deep dash)''
* f,f R.b+2+3 ''(deep dash)''

Revision as of 15:33, 20 March 2023

Punishers for tricky moves
Various Slide uf+4
Generic FUFT.4 2,2 (can whiff)
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+3,2[1]
  • b+3+4
  • b+3+4,3+4
df+4,2[2][3]
db+4
Asuka b+3 qcf+1
Claudio f+2,2 f,F+4
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
df+2[2][5]
R.f,n,d,df+4,3+4 qcf+1
Eddy 3~4 ws2[2]
b+3,3
Heihachi f,F+2 qcf+1 (can whiff)
Jack-7 R.b+1+2
  • f,F+1+2
  • f,f R.b+2+3 (deep dash)
d+1+2
  • f+3,2 (can whiff)
  • qcf+1 (can whiff)
Law db+3+4 df+1,2[2]
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
df+1 (can whiff)
Paul
  • d+4,2:1+2
  • qcf+2
  • b+2 (can whiff)
  • qcf+1 (can whiff)
Xiaoyu BT.3 f,F+2
BT.f+3+4,3+4 1,2,2
AOP.4~3 uf+4
Standing
Enemy Move Damage Frames
-10 1,2,4 29 +1
-13 1+2 38 +8a (-1)
-14 qcf+1 25 (45) +14a
-15 df+2[2] 12 +30a (+20)
Crouching
-10 hFC.1 5 +6
-11 ws4 18 +6
-12 ws1,2[2] 31 +7
-14 ws3,2 33 +25a (+10)
-15 ws2[2] 20 (?) +51a
-23 uf,n,4 25 (?) +34a (+24)
Back-turned opponent
-10 1,2,2[7] 38 (?) +52a
1,4,2 44 +7bc
-11 2,2,2,2 63 +2d[8]
-14 df+4,2* 35 +10b INT[9]
Grounded opponent
-15 d+3 9 -1a (-9)[10]
-16 db+3 9 -4a (-12)[10]
-18 OTG.d+3+4 20 +2a (-15)
-20 b+4 16 +17a (+0)
-23 b+3 17 +0a (-8)[10]
-24 b+1+2 20 -2a (-10)[10]
R.b+2+3 15 (35) +35d
R.b+2+3,F 15
R.b+2+3,B 15 (?) +61a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2,4 i10 2.23 29 -1/-9/-30[11][12] High
1+2 i13 2.53 38 -14 High[13]
df+2 i15 2.45 12 (?) -14 Mid
f+3,2 i18 3.00 33 -19 Mid
f,F+3,2 i18(~21+) ~3.3 36 -3/-20[14] Mid
f,F+2 i18(~21+) ~3.3 22 -9 Mid
f+1+2 i24 3.19 21 -15 Mid
f,F+4 i24(~27+) ~4.1 23 +4 Mid
ws2 i15 2.80 20 -16 Mid
  1. React and finish the string if she lands, float with f,F+3 into b+1,2 to float combo if she's flying.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Holding the 2 button will allow you to transition into stance.
  3. This string is +10 if you enter stance.
  4. Still hits grounded if you miss the float.
  5. Do not go into stance if you want the float combo.
  6. Floats or crumples him if he does anything stupid.
  7. Sequence can be escaped by using Akuma's Teleport and EX DP, Geese's Raging Storm and Master Raven's Parry.
  8. Free damage with db+3 or go for big oki potential. If slightly off-axis, 2,2,2,2 in back will give normal knockdown.
  9. Free INT.1,2 or launcher mixup between INT.df+2 and INT.1+2.
  10. 10.0 10.1 10.2 10.3 Adds an additional -2 to the tech frames if opponent is Face Down.
  11. 24 frame hit confirm.
  12. Duckable high
  13. Second hit is mid at i28.
  14. 17 frame hit confirm.