Heihachi punishers: Difference between revisions

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m (Correct BT opponent combo)
(Improve i12 punishers and wording of references.)
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| -10 || 1,1,2<ref name="flash punch combo"/> || 25 || KND
| -10 || 1,1,2<ref name="flash punch combo"/> || 25 || KND
|-
|-
| -12 || d/f+4 || 15 || +5
| -12 || f+1+2 || 16(30<ref name="otgf extension"/>) || KND
|-
| -12 || 1+2 || 27 || KND
|-
|-
| -13 || d/f+1 || 10 || +9
| -13 || d/f+1 || 10 || +9
Line 48: Line 50:


| 1,2<ref name="1,2 mix">
| 1,2<ref name="1,2 mix">
Using 1,2 gives you the opportunity to extend with 2, 1+2, or 4
Using 1,2 gives you the opportunity to extend with 2, 2~1+2, or 4
</ref>
</ref>


| 1,1,2<ref name="flash punch combo">
| 1,1,2<ref name="flash punch combo">
Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
</ref>
| ws4,4<ref name="otgf extension">
Follow with iWS1 for 30 damage or OTGF for 46 & okizeme
</ref>
</ref>


| ws4,4<ref name="hurricane kicks">
| ws4,4<ref name="hurricane kicks">
Extendable with 4 to trade plus frames for damage
Follow with another 4 to trade plus frames for damage
</ref>
</ref>
|-
|-

Revision as of 03:29, 12 July 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
-10 1,1,2[2] 25 KND
-12 f+1+2 16(30[3]) KND
-12 1+2 27 KND
-13 d/f+1 10 +9
-14 f,n,d,d/f#2 23(?) Launch
-15 f+2,3 34 KND
Crouching
-10 FC1 10 +6
-11 ws4[4] 13 +8
-13 ws1 17 KND
-14 ccf,n,d,d/f#2 23(?) LAUNCH
-18 ws3,1+2 30(?) LAUNCH
Back-turned opponent
-10 1,2,4 36 +17
Grounded opponent
-16 d+3 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] 1,1,2[2] ws4,4[3] ws4,4[4]
  1. 1.0 1.1 Using 1,2 gives you the opportunity to extend with 2, 2~1+2, or 4
  2. 2.0 2.1 Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
  3. 3.0 3.1 Follow with iWS1 for 30 damage or OTGF for 46 & okizeme
  4. 4.0 4.1 Follow with another 4 to trade plus frames for damage