Jin punishers (Tekken 7): Difference between revisions

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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 2,4 || 29 || +18a (+9a) W! KND
| rowspan="2" | -10
| 2,4 || 29 || +18a (+9a) W! KND
|-
|-
|  || 2,1 || 18 || +6
| 2,1 || 18 || +6
|-
|-
| -12 || 1+2 || 30 || +12a (+3a) W! KND
| -12 || 1+2 || 30 || +12a (+3a) W! KND
|-
|-
| -13 || d/f+1,4 || 28 || +10g W!
| rowspan="2" | -13  
| d/f+1,4 || 28 || +10g W!
|-
|-
| || Rage Art (in rage, b+1+2) || 55 || 0
| R! b+1+2 || 55–82 || +0d
|-
|-
| -14 || f+1+2 || 38 || +7 (-2) W!
| rowspan="2" | -14
| f+1+2 || 38 || +7a (-2a) W!
|-
|-
|  || f,n,d,d/f+2<ref>i14 with perfect input, though usually comes out slower.</ref> || 25 (launch) || +70a (+50a)  
| f,n,d,d/f:2<ref>i14 with perfect input, though usually comes out slower.</ref> || 25 (launch) || +70a (+50a)  
|-
|-
| -15 || d+3+4 || 25 (launch) || +32a (+22a)
| rowspan="2" | -15
| d+3+4 || 25 (launch) || +32a (+22a)
|-
|-
|  || u/f+4 || 13 (launch) || +33a (+23a)
| u/f+4 || 13 (launch) || +33a (+23a)
 
|}
|}


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| -11 || ws4 || 16 || +8
| -11 || ws4 || 16 || +8
|-
|-
| -13 || ws1,2 || 26 || +3
| rowspan="2" | -13
| ws1,2 || 26 || +3
|-
|-
| || Rage Art (in rage, b+1+2) || 55 || 0
| R! b+1+2 || 55–82 || +0d
|-
|-
| -14 || ws2 || 14 (launch) || +39a (+29a)
| -14 || ws2 || 14 (launch) || +39a (+29a)

Revision as of 15:50, 16 January 2021

Standing
Enemy Move Damage Frames
-10 2,4 29 +18a (+9a) W! KND
2,1 18 +6
-12 1+2 30 +12a (+3a) W! KND
-13 d/f+1,4 28 +10g W!
R! b+1+2 55–82 +0d
-14 f+1+2 38 +7a (-2a) W!
f,n,d,d/f:2[1] 25 (launch) +70a (+50a)
-15 d+3+4 25 (launch) +32a (+22a)
u/f+4 13 (launch) +33a (+23a)
Crouching
Enemy Move Damage Frames
-10 FC d+1 5 +6
-11 ws4 16 +8
-13 ws1,2 26 +3
R! b+1+2 55–82 +0d
-14 ws2 14 (launch) +39a (+29a)
-15 u/f+4 13 (launch) +33a (+23a)
-23 u/f~n,4 25 (launch) +34a (+24a)
Extra range
Enemy Move Damage Frames Can reach
-25 f,f,F+3[2] 30 +14a (+4a) Everything
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
-22[3] FC d+3 9 -3a (-11a)
Whiff
Move Damage Frames Risk
f,f,F+3[2] 30 +10a (+1a) Steppable
  1. i14 with perfect input, though usually comes out slower.
  2. 2.0 2.1 Generic running 3. Yuge punish!
  3. Fastest this can be done from standing.