Josie punishers: Difference between revisions

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| || DF4|| 15 dmg || +16g || There if your opponent really can't handle SWS.
| || DF4|| 15 dmg || +16g || There if your opponent really can't handle SWS.
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| 15 Frames || UF4 || 13 || Launch || See combo section
| 15 Frames || UF4 || 13 dmg || Launch || See combo section. This is usually the better -15 punisher since it does 3 more damage than DF2.
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| || DF2|| 10 dmg || Launch || See combo section
| || DF2|| 10 dmg || Launch || See combo section
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| 15 Frames || UF4|| 13 dmg || Launch ||
| 15 Frames || UF4|| 13 dmg || Launch ||
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| 16+ Frames || Crouch cancel DF2 || 10 dmg || Launch || This is the better, but much harder, option to punish slippery kicks and other lows that UF4 and ws2,1 can't. DF2 reaches nearly to the ground, so it will punish any move provided you can do this fast enough.
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| 23 Frames || UF, N, 4|| 25 dmg|| For stagger lows
| 23 Frames || UF, N, 4|| 25 dmg|| For stagger lows
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Revision as of 18:19, 12 February 2021

Josie is blessed with some outstanding punishers.

Standing Punishers
10 Frames 1,2,2 25 dmg +9 Frames Simplest mixup after is F3+4 and D4, but 9 is a lot of frames. Most any move will work.
1,4,3 29 dmg +1 Frames More damage, but way fewer frames.
11 Frames B1,1 30 dmg +16g D4 is unparryable afterwards.
12 Frames F2,4 33 dmg KND Wallsplats, Very good oki
2,4 30 dmg +21g (SWS) All SWS and CD moves are uninterruptible afterwards 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 is a long range, safe whiff punisher. Sometimes punishes big pushback moves if you neutral guarded them.
F1+2 F,F DB4,2,3 48 dmg KND Wall splats at some distances.
UF3+4 34 dmg KND More range than F1+2. Often enough to punish pushback moves, but not always.
DF4 15 dmg +16g There if your opponent really can't handle SWS.
15 Frames UF4 13 dmg Launch See combo section. This is usually the better -15 punisher since it does 3 more damage than DF2.
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.
Crouching Punishers
10 Frames DB1 5 dmg +6 Frames Generic dickjab
11 Frames WS4 16 dmg +5 Frames
13 Frames WS2,1 22 dmg Launch
14 Frames UF3+4 34 dmg KND Has a lower hitbox than WS2 and UF4, so this is necessary against moves like slippery kicks or Zafina's D3
15 Frames UF4 13 dmg Launch
16+ Frames Crouch cancel DF2 10 dmg Launch This is the better, but much harder, option to punish slippery kicks and other lows that UF4 and ws2,1 can't. DF2 reaches nearly to the ground, so it will punish any move provided you can do this fast enough.
23 Frames UF, N, 4 25 dmg For stagger lows