Josie punishers: Difference between revisions

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{{Josie}}
{{Josie}}
{{Infobox tricky moves}}


Josie is blessed with some outstanding punishers.
{| class="punishers"
 
| colspan="4"  class="table-cat" | Standing
{| class="wikitable"
|-
|+ Standing Punishers
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| rowspan="2" | -10
| 1,2,2 || 25 || +9
|-
| 1,4,3 || 29 || +1
|-
| -11 || b+1,1 || 30 || +16g
|-
| -12 || f+2,4 || 33 || +16a (+7)
|-
| -14 || f+1+2 || 20 ([[Josie combos#Mini-combos|49]]) || +41d (+33)
|-
| -15 || u/f+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| 10 Frames || 1,2,2 || 25 dmg || +9 Frames || Simplest mixup after is F3+4 and D4, but 9 is a lot of frames. Most any move will work.
| -16 || b+1+2 || 21 ([[Josie combos#Staples|70]]) || +53a
|
| colspan="4" class="table-cat" | Crouching
|-
|-
| || 1,4,3|| 29 dmg || +1 Frames || More damage, but way fewer frames.
| -10 || FC.1 || 5 || +6
|-
|-
| 11 Frames || B1,1 || 30 dmg || +16g || D4 is unparryable afterwards.
| -11 || ws4 || 16 || +5
|-
|-
| 12 Frames || F2,4|| 33 dmg || KND || Wallsplats, Very good oki
| -13 || ws2,1 || 22 ([[Josie combos#Staples|59]]) || +26a
|-
| -15 || u/f+4 || 13 ([[Josie combos#Staples|62]]) || +33a (+23)
|-
|-
| || 2,4 || 30 dmg || +21g (SWS)|| All SWS and CD moves are uninterruptible afterwards except CD3 and CD1+2
| -23 || u/f,n,4 || 25 ([[Josie combos#Staples|74]]) || +34a (+24)
|-
|-
| 13 Frames|| 3,2f || 11 dmg || +4 (CD) || Not a good option, but there if you want it.
 
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| 14 Frames || F1+2 F,F DF1,4,2|| 49 dmg || KND || Very good oki. F1+2 is a long range, safe whiff punisher. Sometimes punishes big pushback moves if you neutral guarded them.
| rowspan="3" | -10
| 1,2,3 || 40 || +10a (+1)
|-
|-
| || F1+2 F,F DB4,2,3|| 48 dmg || KND || Wall splats at some distances.  
| 1,2,2 || 25 || +9b<ref>Against most characters d/f+4 is guaranteed, and a mixup between b+1,2,4,4 and d/f+2 covers all options.</ref>
|-
|-
| || UF3+4|| 34 dmg || KND || More range than F1+2. Often enough to punish pushback moves, but not always.
| 1,2,4~4<ref>Third hit can be ducked.</ref> || 60 || +14a (+5)
|-
|-
| || DF4|| 15 dmg || +16g || There if your opponent really can't handle SWS.
| -11 || b+1,2,4,4 || 54 || +15a (+6)
|-
|-
| 15 Frames || UF4 || 13 dmg || Launch || See combo section. This is usually the better -15 punisher since it does 3 more damage than DF2.
| -12 || f+2,3,3 || 51 || +27a (+17)
|-
|-
| || DF2|| 10 dmg || Launch || See combo section
| colspan="4" class="table-cat" | Grounded opponent
|-
|-
| 16 Frames || B1+2 || 21 dmg || Launch || Always worth using over uf4 and df2 when it will connect. Even with the worst combos this gives more damage.
| -15 || d+4 || 6 || +1a (-7)
|-
|-
| || f4,3 || 27 dmg || +1 || Consistently punishes all the big pushback moves. It's never the optimal punish, but it will reach when nothing else will.
| -16 || d/b+3 || 9 || -3a (-11)
|-
|-
| -19 || d+3+4 || 19 || +9a (-8)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Crouching Punishers
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
| 10 Frames|| DB1|| 5 dmg || +6 Frames || Generic dickjab
| 1,4,3 || i10 || || 29 || -4<ref>Hit confirm last hit</ref> || High
|-
|-
| 11 Frames|| WS4 || 16 dmg || +5 Frames ||  
| b+1,1 || i11 || || 30 || -3<ref name="unsafe-duck"/> || High
|-
|-
| 13 Frames || WS2,1 || 22 dmg || Launch ||  
| b+1,2 || i11 || || 22 || -5 || High
|-
|-
| 14 Frames || UF3+4 || 34 dmg || KND || Has a lower hitbox than WS2 and UF4, so this is necessary against moves like slippery kicks or Zafina's D3
| 2,4 || i12 || || 30 || +11g<ref name="unsafe-duck">Last hit can be ducked, but is hard.</ref> || High
|-
|-
| 15 Frames || UF4|| 13 dmg || Launch ||
| u/f+3+4 || i14 || || 34 || -13 || Mid
|-
|-
| 16+ Frames || Crouch cancel DF2 || 10 dmg || Launch || This is the better, but much harder, option to punish slippery kicks and other lows that UF4 and ws2,1 can't. DF2 reaches nearly to the ground, so it will punish any move provided you can do this fast enough.
| d/f+2 || i15 || || 10 ([[Josie combos#Staples|59]]) || -13 || Mid
|-
|-
| 23 Frames || UF, N, 4|| 25 dmg|| For stagger lows
| b+4,3 || i16 || || 28 || -6 || Mid
|-
| f+4,3 || i17 || || 27 || -10 || Mid
|}
|}
<references/>


{| class="wikitable"
{| class="wikitable"

Revision as of 15:58, 5 December 2021

Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 1,2,2 25 +9
1,4,3 29 +1
-11 b+1,1 30 +16g
-12 f+2,4 33 +16a (+7)
-14 f+1+2 20 (49) +41d (+33)
-15 u/f+4 13 (62) +33a (+23)
-16 b+1+2 21 (70) +53a
Crouching
-10 FC.1 5 +6
-11 ws4 16 +5
-13 ws2,1 22 (59) +26a
-15 u/f+4 13 (62) +33a (+23)
-23 u/f,n,4 25 (74) +34a (+24)
Back-turned opponent
-10 1,2,3 40 +10a (+1)
1,2,2 25 +9b[1]
1,2,4~4[2] 60 +14a (+5)
-11 b+1,2,4,4 54 +15a (+6)
-12 f+2,3,3 51 +27a (+17)
Grounded opponent
-15 d+4 6 +1a (-7)
-16 d/b+3 9 -3a (-11)
-19 d+3+4 19 +9a (-8)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4,3 i10 29 -4[3] High
b+1,1 i11 30 -3[4] High
b+1,2 i11 22 -5 High
2,4 i12 30 +11g[4] High
u/f+3+4 i14 34 -13 Mid
d/f+2 i15 10 (59) -13 Mid
b+4,3 i16 28 -6 Mid
f+4,3 i17 27 -10 Mid
  1. Against most characters d/f+4 is guaranteed, and a mixup between b+1,2,4,4 and d/f+2 covers all options.
  2. Third hit can be ducked.
  3. Hit confirm last hit
  4. 4.0 4.1 Last hit can be ducked, but is hard.
Special Cases
Big Pushback Moves (Deathfist, HEI FF2) F1+2 F,F Df1,4,2 49 dmg This will only reach when you neutral blocked the move shallow.
UF3+4 34 dmg Most of the time this will reach, but can still whiff against tip range
F4,3 27 dmg This will almost always work.
RLX Pickup DF4~f CD1 4 3,2~f CD1,3 S! DF1,2~f CD1,3 43 dmg Thankfully Josie get's a pretty great punish on Eddy's shenanigans.
Slide Pickup WS3 2 F1+2 3,2~f CD1,3 S! DF1,2~f CD1,3 49 dmg
King and Armor King Dropkick Crouch Cancel D4 DF4~f CD1 3,2~f CD1,3 S! DF1,2~f CD1,3 38 dmg Hard af. Josie doesn't have any suitable mids to pick up for a combo, so this is what we have to do if we want to get a combo.
FC DF4 20-30 dmg Much easier. This isn't a true punish in terms of frames, but I'm don't think it can be escaped. Depending on what your opponent does off the ground this will do differing amounts of damage and put you in a variety of situations.