Bob punishers: Difference between revisions

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| rowspan="2" | -10
| rowspan="2" | -10
| 1,1,2 || 26 || +3 || Standard punish. Use f1 for more range
| 1,1,2 || 26 || +3 || Standard punish. Use f+1 for more range
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| 1,4 || 22 || +5 || Better CH setups on hit; safer in case of uncertainty on a punish
| 1,4 || 22 || +5 || Better CH setups on hit; safer in case of uncertainty on a punish
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| -12 || f2,3 || 32 || KND || Very good range for an i12 punish
| -12 || f+2,3 || 32 || KND || Very good range for an i12 punish
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| -13 || b2,2 || 22 || +8 || Mid punish used ONLY for punishing moves that can recover in crouch, a high crush stance, or backturned (e.g. Bears' b1, Lucky Chloe BT 2)
| -13 || b+2,2 || 22 || +8 || Mid punish used ONLY for punishing moves that can recover in crouch, a high crush stance, or backturned (e.g. Bears' b+1, Lucky Chloe BT.2)
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| -14 || d1+2,2,1 || 35 || KND || Follow up with microdash b3 for 51 dmg guaranteed
| -14 || d+1+2,2,1 || 35 || KND || Follow up with microdash b+3 for 51 dmg guaranteed
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| -15 || uf4 || 20 || Launch || Tailspins on hit
| -15 || u/f+4 || 20 || Launch || Tailspins on hit
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| -20 || uf3 || 20|| KND || Substantial combo damage increase
| -20 || u/f+3 || 20|| KND || Substantial combo damage increase
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
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| -15 || d2,4 || 33 || KND || Lucky Chloe u3
| -15 || d+2,4 || 33 || KND || Lucky Chloe u+3
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| -16 || uf1+2,1+2 || 40 || KND || Bryan ws1
| -16 || u/f+1+2,1+2 || 40 || KND || Bryan ws1
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| -18 || db1+2 || 16 || Launch || Leroy df2,1+2
| -18 || d/b+1+2 || 16 || Launch || Leroy d/f+2,1+2
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
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| -13 || b2,2,4,4 || 58 || KND  
| -13 || b+2,2,4,4 || 58 || KND  
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| -20 || uf2,3,3+4 || 38 || Launch
| -20 || u/f+2,3,3+4 || 38 || Launch
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| -17 || b3 || 20 || KND || Ch launches getup kicks
| -17 || b3 || 20 || KND || Ch launches getup kicks
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| -18 || d1 || 18 || +7 || Safe unlike the launch punishable b3. CH knockdown for guaranteed b3
| -18 || d1 || 18 || +7 || Safe unlike the launch punishable b+3. CH knockdown for guaranteed b+3
|}
|}


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<references/>

Revision as of 00:20, 18 July 2021

Standing
Enemy Move Damage Frames Notes
-10 1,1,2 26 +3 Standard punish. Use f+1 for more range
1,4 22 +5 Better CH setups on hit; safer in case of uncertainty on a punish
-12 f+2,3 32 KND Very good range for an i12 punish
-13 b+2,2 22 +8 Mid punish used ONLY for punishing moves that can recover in crouch, a high crush stance, or backturned (e.g. Bears' b+1, Lucky Chloe BT.2)
-14 d+1+2,2,1 35 KND Follow up with microdash b+3 for 51 dmg guaranteed
-15 u/f+4 20 Launch Tailspins on hit
-20 u/f+3 20 KND Substantial combo damage increase
Crouching
Enemy Move Damage Frames Notes
-10 FC.1 5 +6 Standard downjab
-11 ws4 20 +5 Above average range and dmg for a ws4
-14 ws2,1 24 Launch Best range + dmg of any i14 ws launcher
Extra range
Enemy Move Damage Frames Can reach
-15 d+2,4 33 KND Lucky Chloe u+3
-16 u/f+1+2,1+2 40 KND Bryan ws1
-18 d/b+1+2 16 Launch Leroy d/f+2,1+2
Back-turned opponent
Enemy Move Damage Frames
-13 b+2,2,4,4 58 KND
-20 u/f+2,3,3+4 38 Launch
Grounded opponent
Enemy Move Damage Frames Notes
-17 b3 20 KND Ch launches getup kicks
-18 d1 18 +7 Safe unlike the launch punishable b+3. CH knockdown for guaranteed b+3