Law punishers (Tekken 7): Difference between revisions

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(Added standing and crouching punishers, will add others shortly)
m (added damage numbers)
Line 20: Line 20:
|-
|-
| rowspan="2" | -14
| rowspan="2" | -14
| 3+4,4 || 25 || [[Law combos#Staples|+56a (+39a)]]
| 3+4,4 || 25 (58) || [[Law combos#Staples|+56a (+39a)]]
|-
|-
| b+4,3 || 34 || +23a (+15a) || Use for wallsplat instead of 3+4,4
| b+4,3 || 34 || +23a (+15a) || Use for wallsplat instead of 3+4,4
|-
|-
| rowspan="2" | -15
| rowspan="2" | -15
| d/f+2 || 12 || [[Law combos#Staples|+34a (+24a)]]
| d/f+2 || 12 (65) || [[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.
| u/f+4 || 14 (67) || [[Law combos#Staples|+33a (+23a)]] || This is distinct from U/F+4, which is a slower flipkick.
|}
|}


Line 41: Line 41:
| -13 || ws1,2 || 35 || +40a (-18a)  
| -13 || ws1,2 || 35 || +40a (-18a)  
|-
|-
| -15 || ws2 || 20 || [[Law combos#Staples|+31a (+21a)]]
| -15 || ws2 || 20 (73) || [[Law combos#Staples|+31a (+21a)]]
|-
|-
| -16 || ws3,~f [[DSS|(DSS)]] || 16 || [[Law combos#Staples|+17]]
| -16 || ws3,~f [[DSS|(DSS)]] || 16 (69) || [[Law combos#Staples|+17]]
|-
|-
| -23 || u/f~n,4 || 25 (?) || [[Law combos#Staples|+34a (+24a)]]
| -23 || u/f~n,4 || 25 (78) || [[Law combos#Staples|+34a (+24a)]]
|}
|}



Revision as of 10:48, 2 February 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 (58) +56a (+39a)
b+4,3 34 +23a (+15a) Use for wallsplat instead of 3+4,4
-15 d/f+2 12 (65) +34a (+24a)
u/f+4 14 (67) +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 (73) +31a (+21a)
-16 ws3,~f (DSS) 16 (69) +17
-23 u/f~n,4 25 (78) +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.