Josie punishers: Difference between revisions

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(Created page with "{| class="wikitable" |+ Standing Punishers |- ! 10 Frames !! 1,2,2 !! 25 dmg !! +9 !! Header text |- | Example || 1,4,3|| 29 dmg || +1 || Example |- | 11 Frames || B1,1 || 30...")
 
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|+ Standing Punishers
|+ Standing Punishers
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! 10 Frames !! 1,2,2 !! 25 dmg !! +9 !! Header text
| 10 Frames || 1,2,2 || 25 dmg || +9 ||
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| Example || 1,4,3|| 29 dmg || +1 || Example
| || 1,4,3|| 29 dmg || +1 ||  
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| 11 Frames || B1,1 || 30 dmg || +16g || D4 is unparryable
| 11 Frames || B1,1 || 30 dmg || +16g || D4 is unparryable

Revision as of 00:58, 8 February 2021

Standing Punishers
10 Frames 1,2,2 25 dmg +9
1,4,3 29 dmg +1
11 Frames B1,1 30 dmg +16g D4 is unparryable
12 Frames F2,4 33 dmg KND Wallsplats, Very good okiv
Example 2,4 30 dmg +21g (SWS) All SWS and CD moves are uninterruptible except CD3 and CD1+2
13 Frames 3,2f 11 dmg +4 (CD) Not a good option, but there if you want it.
14 Frames F1+2 F,F DF1,4,2 49 dmg KND Very good oki
F1+2 F,F DB4,2,3 48 dmg KND Wall splats at some distances. Sometimes punishes big pushback moves if you neutral guarded them.
UF3+4 29 dmg KND More range than F1+2. Often enough to punish pushback moves, but not always.
15 Frames UF4 13 Launch See combo section
DF2 10 dmg Launch See combo section
16 Frames B1+2 21 dmg Launch Always worth using over uf4 and df2 when it will connect. Even with the worst combos this gives more damage.
f4,3 27 dmg +1 Consistently punishes all the big pushback moves. It's never the optimal punish, but it will reach when nothing else will.