Feng punishers (Tekken 7): Difference between revisions

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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1<ref>Generic 1 jab. Great punish!</ref> || 7 || +8
| rowspan="4" | -10
| 1,2,2 || 26 || +3
|-
| 1,2,2,B || 26 || +5 BT
|-
| 1,3 || 24 || +6<ref>Leaves opponent closer than 1,2,2</ref>
|-
| 2,4,1,B || 18 || -2 BT<ref>Leaves opponent much closer than 1,2,2,B</ref>
|-
| -13 || b+1+2 || 30 || +19a (+14a)
|-
| -15 || u/f+4<ref>Very bad range</ref> || 13 (?) || [[Feng combos#Staples|+33a (+23a)]]
|-
| -18 || f+4 || 15 (?) || [[Feng combos#Staples|+52a]]
|-
| -19 || f+1+2 || 28 (?) || [[Feng combos#Staples|+58a (+38a)]]
|}
|}


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|-
|-
| -10 || FC.1 || 5 || +6
| -10 || FC.1 || 5 || +6
|-
| -11 || ws4 || 18 || +7
|-
| -13 || ws1,2 || 26 || +1
|-
| -15 || ws3 || 16 (?) || [[Feng combos#Staples|+33a (+23a)]]
|-
| -20 || cc f+3+4 || 28 (?) || [[Feng combos#Staples|+58a (+38a)]]
|-
| -23 || u/f,n,4 || 25 (?) [[Feng combos#Staples|+34a (+24a)]]
|}
|}


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|-
|-
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
|-
| 1<ref>Generic 1 jab. Great whiff punish!</ref> || 7 || +8 || Safe
|}
|}
</div>
</div>


<references/>
<references/>
'''Standing:'''
i10:
1-2-2, 26 damage, +3 or +5BT. However, resets to range 1.
''Not much pressure off this, backdash can cause almost all BT options to whiff.''
1-3, 24 damage, +6. Resets slightly further than range 1.
''+ frames mitigate backdashing, giving more pressure than 122 and allowing B4 and jabs to not whiff.''
2-4, 18 damage, -1 or -2BT. In reach for BT options.
i13:
B1+2. 30 damage, KND or wallsplat. Pushback punisher.
i15:
UF4, launch. Range issues, i17 at tip. Cannot punish Paul D1+2, for instance.
DF4-3, 32 damage, +13.
i18:
F4, launch. This is useful for punishing things like Law & Kazuya WS2 without range issues.
i19:
F1+2, launch. Better range than F4.
'''WS''':
i11: WS4, 18 damage, +7. High pushback on hit.
i13: WS1-2, 26 damage, +1. Range 0 on hit.
i15: WS3, launch. Can whiff on things like Eddy recovering from Slippery Kicks; recommend CC F3-4 in this case.

Revision as of 06:19, 26 February 2021

Standing
Enemy Move Damage Frames
-10 1,2,2 26 +3
1,2,2,B 26 +5 BT
1,3 24 +6[1]
2,4,1,B 18 -2 BT[2]
-13 b+1+2 30 +19a (+14a)
-15 u/f+4[3] 13 (?) +33a (+23a)
-18 f+4 15 (?) +52a
-19 f+1+2 28 (?) +58a (+38a)
Crouching
Enemy Move Damage Frames
-10 FC.1 5 +6
-11 ws4 18 +7
-13 ws1,2 26 +1
-15 ws3 16 (?) +33a (+23a)
-20 cc f+3+4 28 (?) +58a (+38a)
-23 u/f,n,4 25 (?) +34a (+24a)
Extra range
Enemy Move Damage Frames Can reach
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
Whiff
Move Damage Frames Risk
  1. Leaves opponent closer than 1,2,2
  2. Leaves opponent much closer than 1,2,2,B
  3. Very bad range