Kunimitsu punishers: Difference between revisions

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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p">Example. Remove after substitution.</ref> || 15 || +7
| rowspan="2" | -10
| 1,2,2 || 26 || +4
|-
| f,F+4,2 || 34 || +36d (-22)
|-
| rowspan="2" | -12
| 4,2 || 30 || +6 BT
|-
| 2,2 || 26 || +5
|-
| -13 || f+2,3 || 32 || +20a (+11)
|-
| -14 || f,n,d,df+2 || 31 (?) || +59a (+42)
|-
| rowspan="3" | -15
| df+2 || 13 (?) || +30a (+20)
|-
| uf+3 || 13 (?) || +31a (+21)
|-
| uf+3,4 || 27 (?) || +27a (+20)
|-
| -19 || ub+3+4 || 25 (?) || +32a (+22)
|-   
|-   
| colspan="4" class="table-cat" | Crouching
| colspan="4" class="table-cat" | Crouching
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| rowspan="2" | -10
| FC.1 || 5 || +6
|-
| f,F+4,2 || 34 || +36d (-22)
|-
| -11 || ws4 || 15 || +5
|-
| -13 || ws1,1 || 26 || +3
|-
| -14 || ws2,4 || 34 || +11g
|-
| -15 || ws3 || 16 (?) || +32a (+22)
|-
| -19 || ub+3+4 || 25 (?) || +32a (+22)
|-  
|-  
| colspan="4" class="table-cat" | Back-turned opponent
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| -10 || 1,2,4 f,F+2 || 54 || +19a (+2)
|-
| -12 || 2,2,2,2,2 qcf+2<ref>Opponent can turn around after last hit of 2,2,2,2,2 with a throw, so f,F+2 isn't guaranteed. But if they don't turn around it is.</ref> || 95 || -11a (-21)
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| -13 || qcf+2 || 16 || -11a (-19)
|-
| rowspan="2" | -16
| db+2 || 12 || +2a (-6)
|-
| d+3 || 9 || -3a (-11)
|-
| -20 || f,F+2 || 19 || +19a (+2)
|}
|}


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! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| 1,2<ref name="p"/> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>  
| 1,1 || i10 || 2.24 || 19 || -5 || High<ref name="high-mid">Second hit mid, so minimal risk vs crouching.</ref>
|-
|-
| 2,2 || i12 || 2.30 || 26 || -6 || High<ref name="high-mid"/>
|-
| 4,2 || i12 || 2.30 || 30 || -3 BT || High
|-
| f+2,3 || i13 || 2.58 || 32 || -28<ref name="duckable">Duckable high.</ref> || High
|-
| uf+3 || i15 || 2.53<ref>Effective range is lower against crouching opponents.</ref> || 13 (?) || -13 || Mid
|-
| f,F+4,2 || i9(~12+) || 2.63 || 34 || -17 || Mid
|-
| df+1+2 || i17 || 2.84 || 29 ([[Kunimitsu combos#Mini-combos|48]]) || -14 || Mid
|-
| ub+3+4 || i19 || 2.79 || 25 (?) || -17 || Mid
|-
| qcf+1 || i15(~17+) || ∞ || -11 || Mid
|}
|}


<references/>
<references/>
10f    1,1        h,m    19    +6    -5
Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or the option to complete a predetermined string being 1,1,1 / 1,1,2 and 1,1,4
10f    1,2,2        h,h,h    26    +4    -12
The more reliable damage punisher with moderate frame advantage.
10f    ff+4,2        m,h    34    KND    -17
Most preferred punisher for moves -10~12 as it knocks down and wallsplats, though the caveat of it being launch punishable by nearly the entire cast.
12f    2,2        h,m    26    +5    -6
Another punisher that exchanges damage for a potential KAT mixup in 2,2,1+2.
12f    4,2        h,h    30    +6    -3
Safer damage option that leaves you in URA for additional pressure.
13f    f+2,3        h,h    32    KND    -6
A very high range option that wall splats from a far distance and knocks down; though missing the punish makes this move slightly risky as the second hit is high.
13f    qcf+2        m    21    KND    -12s
With even higher effective range than f+2, this punisher is bufferable and used as a matchup specific punisher for moves with a large amount of push back, examples being Bryan’s 3+4 and d/f+2,3 / Lucky Chloe’s Kick Up (f+3+4,3+4,3+4) / Paul’s Demoman (d+4:2:1+2)
14f    cd+2        m,h    31    Launch    -17
An  auto screw launcher that like qcf+2 is bufferable in block stun, though again another risky punisher if you miss your opportunity considering it’s also -17.
15f    d/f+2        m    13    Launch    -12
Being a knife this is an unparryable launcher with great range. (Test Tracking)
15f    u/f+3        m    13    Launch    -13
Another unparryable launcher with great range which in addition can be done from crouch.. (Test Tracking)
15f    qcf+1        m    27    KND    -11
An additional matchup specific punisher for moves with an exorbitant amount of push back including but not limited to Paul’s Deathfist/Sledgehammer (qcf+2] and Heihachi’s Demon Upper (ff+2)
19f    u/b+3+4        m    25    Launch    -17
Crouching
10f    ff+4,2        m,h    34    KND    -17
11f    ws+4        m    15    +5    -6
13f    ws+1,1        m,m    26    +3    -8
14f    ws+2,4        m,h    34    +11g    -9
15f    ws+3        m    16    Launch    -13
15f    u/f+3        m    13    Launch    -13
19f    u/b+3+4        m    25    Launch    -17
Whiff Punishers
10f    ff+4,2        m,h    34    KND    -17
Range 2 but risky
13f    f+2,3        h,h    32    KND    -6
Range 1 wall splat
15f    d/f+2        m    13    Launch    -12
Range 1 Launch
15f    qcf+1        m    27    KND    -11
Range 3+
17f    d/f+1+2        m,m    29    KND    -14
Alternative to ff+4,2 as an easier input and slightly safer option at Rage 2.

Revision as of 09:42, 7 January 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 {{{heihachi-a}}}
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
Enemy Move Damage Frames
-10 1,2,2 26 +4
f,F+4,2 34 +36d (-22)
-12 4,2 30 +6 BT
2,2 26 +5
-13 f+2,3 32 +20a (+11)
-14 f,n,d,df+2 31 (?) +59a (+42)
-15 df+2 13 (?) +30a (+20)
uf+3 13 (?) +31a (+21)
uf+3,4 27 (?) +27a (+20)
-19 ub+3+4 25 (?) +32a (+22)
Crouching
-10 FC.1 5 +6
f,F+4,2 34 +36d (-22)
-11 ws4 15 +5
-13 ws1,1 26 +3
-14 ws2,4 34 +11g
-15 ws3 16 (?) +32a (+22)
-19 ub+3+4 25 (?) +32a (+22)
Back-turned opponent
-10 1,2,4 f,F+2 54 +19a (+2)
-12 2,2,2,2,2 qcf+2[1] 95 -11a (-21)
Grounded opponent
-13 qcf+2 16 -11a (-19)
-16 db+2 12 +2a (-6)
d+3 9 -3a (-11)
-20 f,F+2 19 +19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.24 19 -5 High[2]
2,2 i12 2.30 26 -6 High[2]
4,2 i12 2.30 30 -3 BT High
f+2,3 i13 2.58 32 -28[3] High
uf+3 i15 2.53[4] 13 (?) -13 Mid
f,F+4,2 i9(~12+) 2.63 34 -17 Mid
df+1+2 i17 2.84 29 (48) -14 Mid
ub+3+4 i19 2.79 25 (?) -17 Mid
qcf+1 i15(~17+) -11 Mid
  1. Opponent can turn around after last hit of 2,2,2,2,2 with a throw, so f,F+2 isn't guaranteed. But if they don't turn around it is.
  2. 2.0 2.1 Second hit mid, so minimal risk vs crouching.
  3. Duckable high.
  4. Effective range is lower against crouching opponents.