Jin punishers (Tekken 7): Difference between revisions

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Line 22: Line 22:
| f+1+2 || 38 || +7a (-2a)
| f+1+2 || 38 || +7a (-2a)
|-
|-
| f,d,d/f:2<ref>i14 with perfect input, though usually comes out slower.</ref> || 25 (69) || +70a (+50a)  
| f,d,d/f:2<ref>i14 with perfect input, though usually comes out slower.</ref> || 25 (69) || [[Jin combos#Staples|+70a (+50a)]]
|-
|-
| rowspan="2" | -15
| rowspan="2" | -15
| u/f+4 || 13 (62) || +33a (+23a)
| u/f+4 || 13 (62) || [[Jin combos#Staples|+33a (+23a)]]
|-
|-
| d+3+4 || 25 (74) || +32a (+22a)
| d+3+4 || 25 (74) || [[Jin combos#Staples|+32a (+22a)]]
|}
|}


Line 44: Line 44:
| R! b+1+2 || 55–82 || +0d
| R! b+1+2 || 55–82 || +0d
|-
|-
| -14 || ws2 || 14 (65) || +39a (+29a)
| -14 || ws2 || 14 (65) || [[Jin combos#Staples|+39a (+29a)]]
|}
|}


Line 65: Line 65:
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
|-
|-
| -u/f+4 || 13 (62) || +33a (+23a) || unsafe, steppable
| -u/f+4 || 13 (62) || [[Jin combos#Staples|+33a (+23a)]] || unsafe, steppable
|-
|-
| -d+3+4 || 25 (74) || +32a (+22a) || launchable, walkable
| -d+3+4 || 25 (74) || [[Jin combos#Staples|+32a (+22a)]] || launchable, walkable
|-
|-
| -f,d,d/f:2 || 25 (69) || +70a (+50a) || safe, duckable
| -f,d,d/f:2 || 25 (69) || [[Jin combos#Staples|+70a (+50a)]] || safe, duckable
|-
|-
| -f,d,d/f:1 || 22 (73) || +36a (+26a) || launchable, steppable left
| -f,d,d/f:1 || 22 (73) || [[Jin combos#Staples|+36a (+26a)]] || launchable, steppable left
|}
|}



Revision as of 17:08, 22 January 2021

Standing
Enemy Move Damage Frames
-10 2,1 18 +6
2,4 29 +18a (+9a)
-12 1+2 30 +12a (+3a)
-13 d/f+1,4 28 +10g
R! b+1+2 55–82 +0d
-14 f+1+2 38 +7a (-2a)
f,d,d/f:2[1] 25 (69) +70a (+50a)
-15 u/f+4 13 (62) +33a (+23a)
d+3+4 25 (74) +32a (+22a)
Crouching
Enemy Move Damage Frames
-10 FC d+1 5 +6
-11 ws4 16 +8
-13 ws1,2 26 +3
R! b+1+2 55–82 +0d
-14 ws2 14 (65) +39a (+29a)
Extra range
Enemy Move Damage Frames Can reach
-14 f,F+2 24 +15a (6a) Everything
-16 f+4 21 +4 Everything
f+4,F ZEN 21 +11 Everything
Whiff
Move Damage Frames Risk
-u/f+4 13 (62) +33a (+23a) unsafe, steppable
-d+3+4 25 (74) +32a (+22a) launchable, walkable
-f,d,d/f:2 25 (69) +70a (+50a) safe, duckable
-f,d,d/f:1 22 (73) +36a (+26a) launchable, steppable left
Grounded opponent
Enemy Move Damage Frames
-16 d+4 8 -1 (-9)
-19 d+2 19 -2 (-10)
-24 f,F+4 15 +2 (-6)
-31 4~3 21 -1 (-9)
  1. i14 with perfect input, though usually comes out slower.