Lidia punishers (Tekken 7): Difference between revisions

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{{Lidia}}
{{Lidia}}
{{Navbox punishers}}
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{{Infobox tricky moves
{{Infobox tricky moves

Revision as of 10:14, 7 January 2022

Punishers for tricky moves
Various Slide ws3 d/f+2~2 d/f+4,3 S!
Generic FUFT.4 f+2,4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,F+4 (deep dash)
  • f,f u/f+4
  • f,f d/f+4~4 (hard)
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 f,F+3
Asuka b+3 u/b+1
Claudio f+2,2
  • f,F+2 (deep dash)
  • f,F+3 (small dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f d/f+4~4
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 u/f,n,4
b+3,3 d/f+3,4
Heihachi f,F+2 f,F+2 (can whiff)
Jack-7 R.b+1+2 f,F+3
d+1+2
  • b+1+3 3:2
  • wr1
Law db+3+4 {{{law-a}}}
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
  • b+2,3
  • 4,3
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2
Xiaoyu BT.3 (None)
BT.f+3+4,3+4
  • 1,2,4
  • 1,2,4,4[1]
AOP.4~3
  • cc d/b+3+4
  • ws1 d/f+2~2 d/f+4,3 S!
Standing
Enemy Move Damage Frames
-10 1,2,2 25 +8 CFT
2,4 23 +8
-11 b+1,2 28 +5c
-12 f+2,4 33 +16a (+7)
-14 f+1+2,3,2,1 41 +19a (+14)
R.f,F+2+3 30 (75) +62a (+42)
-15 u+4 29 (63) +60a (+43)
-17 3:2 26 (77) +66a
Crouching
-10 FC.1 5 +6
-11 ws4,2 25 +8
-12 FC.d/f+2 28 +10a
-13 ws1,4 32 +25a (+20)
-14 ws3,2 38 +9a (+0)
-15 ws2 15 (66) +29a (+19)
-23 u/f,n,4 25 (78) +34a (+24)
Back-turned opponent
-10 1,2,4 30 +3
1,2,4,4[1] 50 (?) +25a
-11 ws4,2 d/f+1,2 48 +8
-14 d/f+3,4 f,F+3 51 +16a (-1)
-17 f+4,3,1 f,F+3 76 +16a (-1)
Grounded opponent
-18 d/b+2 11 -3a (-11)
-20 f,F+3 16 +16a (-1)
-23 OG.d+2 21 +0a
-27 u+3 16 +1a (-7)
Whiff punishers
Move Speed Range Damage Risk Hitbox
2,4 i10 2.21 23 -8 High
b+2,1 i13 2.51 29 -6 High
f+1+2,3,2,1 i14 2.58 41 -10[2] High[3]
d/f+2 i15 2.75 17 -6 Mid
u+4 i15 2.20 29 (63) -13 Mid
b+4,4,4 i16 2.37 54 -26 High
f,F+2 i13(~16) 20 -2 Mid
R.f,F+2+3 i13(~16) 30 (75) +15 CFO Mid
3:2 i17 2.26 26 (77) -20[4] High
SS.4 i16(~25) 2.06 21 (?) -6 High
  1. 1.0 1.1 Opponent can turn with an attack to duck the final hit.
  2. Hit confirm the last attack. Tricky for opponent to punish.
  3. Second hit is i22 mid and can often suffice to punish low recovering whiffs.
  4. +2 if opponent doesn't duck the second hit.