Yoshimitsu punishers (Tekken 7): Difference between revisions

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|rowspan="2"|-8 || NSS ws1+4<ref name="Flash"/> || 21 (67) || [[Yoshimitsu combos#Staples|+31a]]
|rowspan="2"|-8 || NSS ws1+4<ref name="Flash"/> || 21 (67) || [[Yoshimitsu combos#Staples|+31a]]
|-
|-
| NSS fc d+1+2<ref name="Flash"/> || 21 (67) || [[Yoshimitsu combos#Staples|+29a]]
| NSS FC d+1+2<ref name="Flash"/> || 21 (67) || [[Yoshimitsu combos#Staples|+29a]]
|-
|-
| -10 || ws1+2 || 12 || +7
| -10 || ws1+2 || 12 || +7
Line 52: Line 52:
|-
|-
| u/f+3 || 15 (61) || [[Yoshimitsu combos#Staples|+32a (+22a)]]
| u/f+3 || 15 (61) || [[Yoshimitsu combos#Staples|+32a (+22a)]]
|-
| -18 || NSS f,F,n+1+4 || 21 (71) || [[Yoshimitsu combos#Staples|+29a]]
|}
|}


Line 92: Line 94:
| -17 || 1SS f,n,d,d/f+1 || 17 || +15a (-2a)
| -17 || 1SS f,n,d,d/f+1 || 17 || +15a (-2a)
|-
|-
| -18 [[Crouch#Crouch_levels|(-24)]] || fc d/f+4 || 14 || +1a (-7a)
| -18 [[Crouch#Crouch_levels|(-24)]] || FC d/f+4 || 14 || +1a (-7a)
|-
|-
| -28 || 1SS u+1 || 19 || -12a (-20a)
| -28 || 1SS u+1 || 19 || -12a (-20a)

Revision as of 07:59, 21 May 2021

Standing
Enemy Move Damage Frames
-6 1SS 1+4[1] 21 (67) +22a
-8 NSS 1+4[1] 21 (67) +29a
-10 1SS 1,1 26 +4c
2,2 18 +5
NSS 2,1 30 +19a
-13 d/f+1,4 31 +4
-14 1SS b+2,2 33 +2a
NSS b+2,2 30 0
R.f,n,d,d/f+1+2 35 (82) +58a (+38a)
-15 d/f+2 13 (59) +34a (+24a)[2]
u/f+3 15 (61) +32a (+22a)
-17 f,n,d,d/f+1 22 (71) +35a (+25a)
Crouching
Enemy Move Damage Frames
-6 1SS ws1+4[1] 21 (67) +22a
-8 NSS ws1+4[1] 21 (67) +31a
NSS FC d+1+2[1] 21 (67) +29a
-10 ws1+2 12 +7
-11 ws4 14 +5 (+5 ~ KIN)
-14 ws1,2 30 +14g
-15 1SS ws2,1 27 (75) +31a (+21a)
u/f+3 15 (61) +32a (+22a)
-18 NSS f,F,n+1+4 21 (71) +29a
Extra range
Enemy Move Damage Frames Can reach
-12 d/f+4 15 +4
  • FUFT 4
  • Feng 1+2
-17 f,n,d,d/f+1 22 (71) +35a (+25a)
  • Paul qcf+2
Back-turned opponent
Enemy Move Damage Frames
-10 1SS 2,1 33 +12a
NSS 2,1 30 +14a (+5a)
-13 d/f+1,2 32 +21a (+12a)
-14 b+2,1 32 (76) +28a (+18a)
b+2,1,1+2~KIN 32 (85) +39a (+29a)
Grounded opponent
Enemy Move Damage Frames
-16 d+3 9 -3a (-11a)
-17 1SS f,n,d,d/f+1 17 +15a (-2a)
-18 (-24) FC d/f+4 14 +1a (-7a)
-28 1SS u+1 19 -12a (-20a)
Whiff
Move Range Damage Frames Risk
f,n,d,d/f+1 3.38 22 (65) +61a (+44a) unsafe
b+2,2 2.69 33 +2a unsafe; mid,high
3~4 2.9 28 +3 (+14 ~ DGF) safe, unless transitioned into DGF
f,F+4 2.9 20 (59) +37a (+23a) recovers backturned -6
u/f+3 1.93 15 (61) +32a (+22a) unsafe
d/f+2 2.05 13 (59) +34a (+24a) safe
R.f,n,d,d/f+1+2 2.65 35 (82) +58a (+38a) safe

Notes

  1. 1.0 1.1 1.2 1.3 1.4 Just because a move is -6 or -8 does not mean Flash will connect. See Yoshimitsu flash.
  2. Against moves that recover crouching, d/f+2 is +4g