Alisa punishers (Tekken 7): Difference between revisions

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{{Row|
{{Alisa}}
{{Alisa}}
{{Navbox punishers}}
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{{Infobox tricky moves}}
{{Infobox tricky moves}}

Revision as of 07:12, 17 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 1,1 15 +5[1]
-12 2,4 31 +21a (+12)
-13 3,2 32 +5 DES
-14 f+3,2 27 (52) +69a (+49) DES
-15 b+4,4,3+4 34 (64) +27a (+17) SBT
-16 df+2 16 (?) +32a (+22)
Crouching
-10 FC.1 5 +6
-11 ws4 15 +6
-13 ws1,2 25 +6[1]
-17 ws2,3+4 24 (72) +39a (+29) SBT
Both
-15 uf+4,4[2] 20 (67) +45a (+37)
Back-turned opponent
-10 1,2,2 34 +2
-12 2,3,3 43 +16a (+7)
Grounded opponent
-16 db+3 8 -1a (-9)
-17 d+4 12 -5a (-13)
-21 FC.df+1+2 19 (?)[3] +20a (+13)
-23 d+3 13 +1a (-7)
-24 db+4 18 -6a (-14)
-25 d+2 13 -2a (-10)
OG.db+1+2 20 -5a (-13)
-39 uf+3+4 22 -5a (-13)
BT.3+4 20 +7a (-1)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.16 25 -3/-26[4] High
1,2 i10 2.16 17 -2 High
2,4 i12 1.98 31 -5/-28[4] High
4 i13 2.33 24 -5 High
3,2 i13 2.22 32 -12 Mid
uf+4,4 i15 1.98 20 (?) -13c Mid
b+4,4 i15 2.53 34 (64) -37[5] Mid
df+2 i16 2.20 20 (?) -9 Mid[6]
uf+3,2 i17 2.92 45 -14 Mid
f,F+2,3 i16(~19) 2.65 35 -13 Mid
f,F+1+2 i17(~20) 2.78 23 (?) -16 Mid
b,f+2 i16(~18) 3.74[7] 26 +38d (-20) High
  1. 1.0 1.1 Can transition to DES with 1+2, same frame advantage.
  2. Often whiffs due to range.
  3. Only at certain angles.
  4. 4.0 4.1 Second hit can be ducked.
  5. Tricky to punish.
  6. Doesn't launch crouchers.
  7. Max range for last active frame (i24). Range for first active frame is 2.7.