Law punishers (Tekken 7): Difference between revisions

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(skeleton for punishers)
 
(Added standing and crouching punishers, will add others shortly)
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|+ Standing
|+ Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
|-
|-
| -10 || 1<ref>Generic 1 jab. Great punish!</ref> || 7 || +8
| rowspan="2" | -10
| 1,1,2 || 20 || +6 || Can transition to [[DSS]] with b,f input for upto +7
|-
| 2,b+2 || 16 || +7 || Leaves you in [[back-turn state]]
|-
| -11 || 4,3 || 26 || -5 || Can transition to [[DSS]] with b,f~f input for upto +16g
|-
| rowspan="2" | -12
| 3,4 || 32 || +19a (+10a)
|-
| u/f+1,3 || 20 || -1 || For moves with more pushback
|-
| rowspan="2" | -14
| 3+4,4 || 25 || [[Law combos#Staples|+56a (+39a)]]
|-
| b+4,3 || 34 || +23a (+15a) || Use for wallsplat instead of 3+4,4
|-
| rowspan="2" | -15
| d/f+2 || 12 || [[Law combos#Staples|+34a (+24a)]]
|-
| u/f+4 || 14 || [[Law combos#Staples|+33a (+23a)]] || This is distinct from U/F+4, which is a slower flipkick.
|}
|}


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|+ Crouching
|+ Crouching
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
|-
| -11 || ws4 || 14 || +7 || Can transition to [[DSS]] with b,f~f input for upto +17g
|-
| -12 || u/f+1,3 || 20 || -1
|-
| -13 || ws1,2 || 35 || +40a (-18a)
|-
| -15 || ws2 || 20 || [[Law combos#Staples|+31a (+21a)]]
|-
|-
| -11 || ws4 || 16 || +5
| -16 || ws3,~f [[DSS|(DSS)]] || 16 || [[Law combos#Staples|+17]]
|-
|-
| -23 || u/f~n,4 || 25 (?) || [[Fighter combos#Staples|+34a (+24a)]]
| -23 || u/f~n,4 || 25 (?) || [[Law combos#Staples|+34a (+24a)]]
|}
|}



Revision as of 17:12, 22 January 2021

Standing
Enemy Move Damage Frames Notes
-10 1,1,2 20 +6 Can transition to DSS with b,f input for upto +7
2,b+2 16 +7 Leaves you in back-turn state
-11 4,3 26 -5 Can transition to DSS with b,f~f input for upto +16g
-12 3,4 32 +19a (+10a)
u/f+1,3 20 -1 For moves with more pushback
-14 3+4,4 25 +56a (+39a)
b+4,3 34 +23a (+15a) Use for wallsplat instead of 3+4,4
-15 d/f+2 12 +34a (+24a)
u/f+4 14 +33a (+23a) This is distinct from U/F+4, which is a slower flipkick.
Crouching
Enemy Move Damage Frames Notes
-11 ws4 14 +7 Can transition to DSS with b,f~f input for upto +17g
-12 u/f+1,3 20 -1
-13 ws1,2 35 +40a (-18a)
-15 ws2 20 +31a (+21a)
-16 ws3,~f (DSS) 16 +17
-23 u/f~n,4 25 (?) +34a (+24a)
Extra range
Enemy Move Damage Frames Can reach
-25 f,f,F+3[1] 30 +14a (+4a) Everything
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
-22[2] FC d+3 9 -3a (-11a)
Whiff
Move Damage Frames Risk
f,f,F+3[1] 30 +10a (+1a) Steppable
  1. ↑ 1.0 1.1 Generic running 3. Yuge punish!
  2. ↑ Fastest this can be done from standing.