Lidia punishers (Tekken 7): Difference between revisions

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{{Lidia}}
{{Lidia}}


{{Infobox tricky moves}}
{{Infobox tricky moves
|slide=ws3 d/f+2~2 d/f+4,3 S!
|generic-a=f+2,4
|alisa-a={{Plainlist|
* f,F+4 ''(deep dash)''
* f,f u/f+4
* f,f d/f+4~4 ''(hard)''}}
|king-a=f,F+3
|asuka-a=u/b+1
|claudio-a=f,F+2 ''(deep dash)''
|devil-jin-a=f,f d/f+4~4
|eddy-a=u/f,n,4
|eddy-b=d/f+3,4
|heihachi-a=f,F+2 ''(can whiff)''
|jack-7-a=f,F+3
|jack-7-b=''(None)''
|leroy-a=''(None)''
|lucky-chloe-a=b+2,3
|paul-a=f,F+2
|xiaoyu-a=''(None)''
|xiaoyu-b={{Plainlist|
* 1,2,4
* 1,2,4,4<ref name="bt-turn"/>}}
|xiaoyu-c={{Plainlist|
* cc d/b+3+4
* ws1 d/f+2~2 d/f+4,3 S!}}
}}


{| class="punishers"
{| class="punishers"
Line 47: Line 73:
| 1,2,4 || 30 || +3
| 1,2,4 || 30 || +3
|-
|-
| 1,2,4,4<ref>Opponent can turn with an attack to duck the final hit.</ref> || 50 ([[Lidia combos#Back-turned opponent|?]]) || +25a
| 1,2,4,4<ref name="bt-turn">Opponent can turn with an attack to duck the final hit.</ref> || 50 ([[Lidia combos#Back-turned opponent|?]]) || +25a
|-
|-
| -11 || ws4,2 d/f+1,2 || 48 || +8
| -11 || ws4,2 d/f+1,2 || 48 || +8

Revision as of 14:30, 22 November 2021

Punishers for tricky moves
Various Slide ws3 d/f+2~2 d/f+4,3 S!
Generic FUFT.4 f+2,4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,F+4 (deep dash)
  • f,f u/f+4
  • f,f d/f+4~4 (hard)
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 f,F+3
Asuka b+3 u/b+1
Claudio f+2,2 f,F+2 (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f d/f+4~4
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 u/f,n,4
b+3,3 d/f+3,4
Heihachi f,F+2 f,F+2 (can whiff)
Jack-7 R.b+1+2 f,F+3
d+1+2 (None)
Law db+3+4 {{{law-a}}}
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
b+2,3
Paul
  • d+4,2:1+2
  • qcf+2
f,F+2
Xiaoyu BT.3 (None)
BT.f+3+4,3+4
  • 1,2,4
  • 1,2,4,4[1]
AOP.4~3
  • cc d/b+3+4
  • ws1 d/f+2~2 d/f+4,3 S!
Standing
Enemy Move Damage Frames
-10 1,2,2 25 +8 CFT
2,4 23 +8
-11 b+1,2 28 +5c
-12 f+2,4 33 +16a (+7)
-14 f+1+2,3,2,1 41 +19a (+14)
R.f,F+2+3 30 (75) +62a (+42)
-15 u+4 29 (63) +60a (+43)
-17 3:2 26 (77) +66a
Crouching
-10 FC.1 5 +6
-11 ws4,2 25 +8
-12 FC.d/f+2 28 +10a
-13 ws1,4 32 +25a (+20)
-14 ws3,2 38 +9a (+0)
-15 ws2 15 (66) +29a (+19)
-23 u/f,n,4 25 (78) +34a (+24)
Back-turned opponent
-10 1,2,4 30 +3
1,2,4,4[1] 50 (?) +25a
-11 ws4,2 d/f+1,2 48 +8
-14 d/f+3,4 f,F+3 51 +16a (-1)
-17 f+4,3,1 f,F+3 76 +16a (-1)
Grounded opponent
-18 d/b+2 11 -3a (-11)
-20 f,F+3 16 +16a (-1)
-23 OG.d+2 21 +0a
-27 u+3 16 +1a (-7)
Whiff punishers
Move Speed Range Damage Risk Hitbox
2,4 i10 2.21 23 -8 High
b+2,1 i13 2.51 29 -6 High
f+1+2,3,2,1 i14 2.58 41 -10[2] High[3]
d/f+2 i15 2.75 17 -6 Mid
u+4 i15 2.20 29 (63) -13 Mid
b+4,4,4 i16 2.37 54 -26 High
f,F+2 i13(~16) 20 -2 Mid
R.f,F+2+3 i13(~16) 30 (75) +15 CFO Mid
3:2 i17 2.26 26 (77) -20[4] High
SS.4 i16(~25) 2.06 21 (?) -6 High
  1. 1.0 1.1 Opponent can turn with an attack to duck the final hit.
  2. Hit confirm the last attack. Tricky for opponent to punish.
  3. Second hit is i22 mid and can often suffice to punish low recovering whiffs.
  4. +2 if opponent doesn't duck the second hit.