Lee punishers (Tekken 7): Difference between revisions

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(move combo links from frame advantage to damage)
Line 44: Line 44:
|-
|-
| rowspan="2" | -10
| rowspan="2" | -10
| 1,3:3:3 || 28 (44) || [[Lee combos#Mini-combos|+14a]]
| 1,3:3:3 || 28 ([[Acid Rain#Followup|44]]) || +14a
|-
|-
| 1,2,4 || 26 || -1
| 1,2,4 || 26 || -1
Line 50: Line 50:
| -11 || 4,3 || 30 || -3
| -11 || 4,3 || 30 || -3
|-
|-
| -13 || f+1+2 || 30 || +18a (+9a)
| -13 || f+1+2 || 30 || +18a (+9)
|-
|-
| -14 || f+2,1 || 36 || +42d (-16d)
| -14 || f+2,1 || 36 || +42d (-16)
|-
|-
| -15 || f+3,3,3,3,3,4 || 32 (66) || [[Lee combos#Staples|+61a (+44a)]]
| -15 || f+3,3,3,3,3,4 || 32 ([[Lee combos#Staples|66]]) || +61a (+44)
|-
|-
| -15 || u/f+4 || 13 (66) || [[Lee combos#Staples|+31a (+21a)]]
| -15 || u/f+4 || 13 ([[Lee combos#Staples|66]]) || +31a (+21)
|-   
|-   
| colspan="4" class="table-cat" | Crouching
| colspan="4" class="table-cat" | Crouching
Line 64: Line 64:
| -13 || ws1,4 || 30 || +4
| -13 || ws1,4 || 30 || +4
|-
|-
| -14 || ws2,3 || 36 (54) || [[Lee combos#Mini-combos|+32a (+22a)]]
| -14 || ws2,3 || 36 ([[Lee combos#Mini-combos|54]]) || +32a (+22)
|-
|-
| -15 || u/f+4 || 13 (66) || [[Lee combos#Staples|+31a (+21a)]]
| -15 || u/f+4 || 13 ([[Lee combos#Staples|66]]) || +31a (+21)
|-
|-
| -23 || u/f,n,4 || 25 (78) || [[Lee combos#Staples|+34a (+24a)]]
| -23 || u/f,n,4 || 25 ([[Lee combos#Staples|78]]) || +34a (+24)
|-  
|-  
| colspan="4" class="table-cat" | Back-turned opponent
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| -10 || 1,2,2,3 || 53 || +17a (+8a)
| -10 || 1,2,2,3 || 53 || +17a (+8)
|-
|-
| -11 || 4,3,3 || 50 || +8d
| -11 || 4,3,3 || 50 || +8d
|-
|-
| -15 || d/f+3,2,3 || 48 (91) || [[Lee combos#Back-turned opponent|+25a (+15a)]]
| -15 || d/f+3,2,3 || 48 ([[Lee combos#Back-turned opponent|91]]) || +25a (+15)
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -16 || d+3 || 13 || -3a (-11a)
| -16 || d+3 || 13 || -3a (-11)
|-
|-
| -18 || u/b+3 || 16 || +20a (+3a)
| -18 || u/b+3 || 16 || +20a (+3)
|-
|-
| -23 || d,D/B+4 || 19 || +10a (-7a)
| -23 || d,D/B+4 || 19 || +10a (-7)
|-
|-
| -30 || f+3+4 || 22 || -2a
| -30 || f+3+4 || 22 || -2a
Line 94: Line 94:
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| 1,3:3:3 || i10 || 2.03 || 28 (47) || -11<ref name="hc">Hit confirm</ref><ref>Full string is -18 but with enough pushback to be tricky or even safe in many matchups</ref> || High
| 1,3:3:3 || i10 || 2.03 || 28 ([[Acid Rain#Followup|44]]) || -11<ref name="hc">Hit confirm</ref><ref>Full string is -18 but with enough pushback to be tricky or even safe in many matchups</ref> || High
|-
|-
| 2,1 || i10 || 2.07 || 18 || -5 || High
| 2,1 || i10 || 2.07 || 18 || -5 || High
Line 100: Line 100:
| f+4 || i11 || 2.31 || 13 || -7 || High
| f+4 || i11 || 2.31 || 13 || -7 || High
|-
|-
| f+3,3,3,3,3,4 || i15 || 2.63 || 32 (66) || -18<ref>Opponent has to guess if you finish the string or not</ref> || Mid
| f+3,3,3,3,3,4 || i15 || 2.63 || 32 ([[Lee combos#Staples|66]]) || -18<ref>Opponent has to guess if you finish the string or not</ref> || Mid
|-
|-
| b+1:1,2 || i15 || 2.64 || 43 || -1 HMS<ref name="hc"/> || High
| b+1:1,2 || i15 || 2.64 || 43 || -1 HMS<ref name="hc"/> || High
|-
|-
| u/f+4 || i15 || 2.21 || 13 (66) || -13 || Mid
| u/f+4 || i15 || 2.21 || 13 ([[Lee combos#Staples|66]]) || -13 || Mid
|-
|-
| d/f+2 || i15 || 2.05 || 12 (65) || -7 || Mid<ref>Won't launch crouching recovery, and bad vertical hitbox</ref>
| d/f+2 || i15 || 2.05 || 12 ([[Lee combos#Staples|65]]) || -7 || Mid<ref>Won't launch crouching recovery, and bad vertical hitbox</ref>
|-
|-
| R.d/f+3+4 || i16 || 2.86 || 25 (78) || -1 || Mid
| R.d/f+3+4 || i16 || 2.86 || 25 ([[Lee combos#Staples|78]]) || -1 || Mid
|-
|-
| f,F+3 || i13(~16+) || 3.10 || 26 || -11<ref>Safe from pushback (usually)</ref> || Mid
| f,F+3 || i13(~16+) || 3.10 || 26 || -11<ref>Safe from pushback (usually)</ref> || Mid
|-
|-
| f,n,3,4 || i15(~17+) || 2.25<ref>Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers</ref> || 20 (73) || -13 || Mid
| f,n,3,4 || i15(~17+) || 2.25<ref>Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers</ref> || 20 ([[Lee combos#Staples|73]]) || -13 || Mid
|}
|}



Revision as of 15:32, 17 November 2021

Punishers for tricky moves
Various Slide ws2,3 ...
Generic FUFT.4 f+4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f~n<3,4 (Floated).f+4,1 ...
  • f,f 4,3,(Floated).4 ...
  • f,f 4,(Floated).u+3 ...
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • cc b+3,3,f~n ...
  • cc f+3+4
  • u/b+3
Asuka b+3
  • f,F+3
  • R.d/f+3+4
Claudio f+2,2
  • f,F+3 (deep dash)
  • (Assist).3
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
  • f~n<3 (Floated).f+4,1 ...
  • f~n<3,(Grounded).4 ...
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 u/f,n,4
b+3,3 3 b+3,3,f~n ...
Heihachi f,F+2
  • f,F+3
  • R.d/f+3+4
Jack-7 R.b+1+2 f,F+4 (deep dash)
d+1+2 f,F+3
Law db+3+4 {{{law-a}}}
Leroy db+1+2 f+4
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+4,1
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+3
  • R.d/f+3+4
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 4,3,3
AOP.4~3 ws2,3 ...
Standing
Enemy Move Damage Frames
-10 1,3:3:3 28 (44) +14a
1,2,4 26 -1
-11 4,3 30 -3
-13 f+1+2 30 +18a (+9)
-14 f+2,1 36 +42d (-16)
-15 f+3,3,3,3,3,4 32 (66) +61a (+44)
-15 u/f+4 13 (66) +31a (+21)
Crouching
-10 ws3,3 27 -4c
-13 ws1,4 30 +4
-14 ws2,3 36 (54) +32a (+22)
-15 u/f+4 13 (66) +31a (+21)
-23 u/f,n,4 25 (78) +34a (+24)
Back-turned opponent
-10 1,2,2,3 53 +17a (+8)
-11 4,3,3 50 +8d
-15 d/f+3,2,3 48 (91) +25a (+15)
Grounded opponent
-16 d+3 13 -3a (-11)
-18 u/b+3 16 +20a (+3)
-23 d,D/B+4 19 +10a (-7)
-30 f+3+4 22 -2a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,3:3:3 i10 2.03 28 (44) -11[1][2] High
2,1 i10 2.07 18 -5 High
f+4 i11 2.31 13 -7 High
f+3,3,3,3,3,4 i15 2.63 32 (66) -18[3] Mid
b+1:1,2 i15 2.64 43 -1 HMS[1] High
u/f+4 i15 2.21 13 (66) -13 Mid
d/f+2 i15 2.05 12 (65) -7 Mid[4]
R.d/f+3+4 i16 2.86 25 (78) -1 Mid
f,F+3 i13(~16+) 3.10 26 -11[5] Mid
f,n,3,4 i15(~17+) 2.25[6] 20 (73) -13 Mid
  1. 1.0 1.1 Hit confirm
  2. Full string is -18 but with enough pushback to be tricky or even safe in many matchups
  3. Opponent has to guess if you finish the string or not
  4. Won't launch crouching recovery, and bad vertical hitbox
  5. Safe from pushback (usually)
  6. Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers

External links