Leo punishers (Tekken 7): Difference between revisions

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{{Leo}}
{{Leo}}
{{Infobox tricky moves}}
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
|-
| colspan="4" class="table-cat" | Crouching
|-
| -11 || ws4<ref name="p"/> || 18 || +6
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
|}
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || 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>
|-
|}
<references/>
== Old table (TODO: copy to above) ==


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<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>

Revision as of 10:51, 14 March 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[1] 15 +7
Crouching
-11 ws4[1] 18 +6
Back-turned opponent
-10 1,2,3[1] 40 +10a (+1)
Grounded opponent
-16 d+3[1] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] i10 2.00 15 -1 High[2]
  1. 1.0 1.1 1.2 1.3 1.4 Example. Remove after substitution.
  2. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.

Old table (TODO: copy to above)

Standing
Enemy Move Damage Frames
-10 1,2 17 +7
1,4 24 +5
-11 2,2 29 +6
-13 u/f+1,2 29 +37d (-21d)
u/f+1,1 25 +15g
-14 f+2,2 35 +8
-15 d/f+2 15 (?) +28a (+18a)
u/f+4 15 (?) +33a (+23a)
-23 u/f,n,4 25 (?) +34a (+24a)
Crouching
Enemy Move Damage Frames
-11 ws4,1+2 34 +18a (+11a)
-13 ws1+2 25 +11a (+2a)
-15 u/f+4 15 (?) +33a (+23a)
-16 ws2 17 (?) +28a (+18a)
-23 u/f,n,4 25 (?) +34a (+24a)
Whiff
Startup Move Damage Frames Risk
i14 d/b+2,2 28 +8 -4
i15 d/f+2 15 (?) +28a (+18a) -13[1]
i17 f+1+2 32 +10a (+1a) -14
i14(~17) f,F+2 25 +8a -10
Back-turned opponent
Enemy Move Damage Frames
-10 1,2,1,1 54 +12a
-10 1,2,1,4 64 +32a (+6a)
Grounded opponent
Startup Move Damage Frames
i13(~16) qcf+3 7 +5 (-3)
i16 d+3 9 -3 (-11)
d+4 8 -1 (-9)
i23 d/f+2+3 16 +5 (-3)
i26 u/f+3+4 20 -1 (-9)
i29 f,f+3 16 +11[2]
i30 d+2+3 16 -2 (-10)
  1. Safe at tip range in many matchups.
  2. BOK.2 only guaranteed if f,F+3 spikes, i.e. opponent wasn't grounded yet.