Law punishers (Tekken 7): Difference between revisions

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|-
|-
| rowspan="2" | -10
| rowspan="2" | -10
| 1,1,2 || 20 || +6 || Can transition to [[DSS]] with b,f input for upto +7
| 1,1,2 || 20 || +6 || Can transition to [[Dragon Sign Stance|DSS]] with [[Dragon_Sign_Stance#Transition|b,f]] input for upto +7
|-
|-
| 2,b+2 || 16 || +7 || Leaves you in [[back-turn state]]
| 2,b+2 || 16 || +7 || Leaves you in [[Back turned|back-turn state]]
|-
|-
| -11 || 4,3 || 26 || -5 || Can transition to [[DSS]] with b,f~f input for upto +16g
| -11 || 4,3 || 26 || -5 || Can transition to [[Dragon Sign Stance|DSS]] with [[Dragon_Sign_Stance#Transition|b,f f]] input for upto +16g
|-
|-
| rowspan="2" | -12
| rowspan="2" | -12
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes
|-
|-
| -11 || ws4 || 14 || +7 || Can transition to [[DSS]] with b,f~f input for upto +17g
| -11 || ws4 || 14 || +7 || Can transition to [[Dragon Sign Stance|DSS]] with [[Dragon_Sign_Stance#Transition|b,f f]] input for upto +17g
|-
|-
| -12 || u/f+1,3 || 20 || -1
| -12 || u/f+1,3 || 20 || -1
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| -15 || ws2 || 20 (73) || [[Law combos#Staples|+31a (+21a)]]
| -15 || ws2 || 20 (73) || [[Law combos#Staples|+31a (+21a)]]
|-
|-
| -16 || ws3,~f [[DSS|(DSS)]] || 16 (69) || [[Law combos#Staples|+17]]
| -16 || ws3,~f [[Dragon_Sign_Stance#Transition|(DSS)]] || 16 (69) || [[Law combos#Staples|+17]]
|-
|-
| -23 || u/f~n,4 || 25 (78) || [[Law combos#Staples|+34a (+24a)]]
| -23 || u/f~n,4 || 25 (78) || [[Law combos#Staples|+34a (+24a)]]
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
|-
|-
| -25 || f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +14a (+4a) || Everything
| -25 || [[Instant while running|f,f,F+3]]<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +14a (+4a) || Everything
|}
|}


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! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
|-
|-
| f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +10a (+1a) || Steppable
| [[Instant while running|f,f,F+3]]<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +10a (+1a) || Steppable
|}
|}
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<references/>
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Revision as of 06:58, 17 July 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.