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* f+3,F~2 (can whiff)<ref name="asuka-b3"/> | * f+3,F~2 (can whiff)<ref name="asuka-b3"/> | ||
* f,F+2}} | * f,F+2}} | ||
|claudio-a={{Plainlist| | |||
* iWR1 wr2 | |||
* f,F+2 (can whiff)}} | |||
|devil-jin-a=f,f uf+4 (deep dash) | |||
|devil-jin-b={{Plainlist| | |||
* d,f+1,2 | |||
* uf+2 | |||
* RD.f,F+1+2 (hard)}} | |||
|eddy-a={{Plainlist| | |||
* ws2 | |||
* f,F+4 (hard) | |||
* RD.f,F+1+2<ref>Due to the Rage Drive's speed, you want to avoid rushing the input. As a safety precaution, input 1+2 a couple of times when going for RD as a punish to ensure that if you get ws1, you finish the string.</ref>}} | |||
|eddy-b={{Plainlist| | |||
* df+1 | |||
* df+3~1~2~3~2~1~2}} | |||
|heihachi-a={{Plainlist| | |||
* f,F+2 (hard) | |||
* RD.f,F+1+2 (hard)}} | |||
|jack-7-a= | |||
}} | }} |
Revision as of 05:30, 22 January 2022
Kazumi (Tekken 7) |
---|
Punishers (Tekken 8) |
---|
Punishers for tricky moves | ||
---|---|---|
Various | Slide |
|
Generic | FUFT.4 | {{{generic-a}}} |
Alisa |
|
f+3+4,F~2 |
|
| |
db+4 | FC.d+3 | |
Asuka | b+3 | |
Claudio | f+2,2 |
|
Devil Jin |
|
f,f uf+4 (deep dash) |
R.f,n,d,df+4,3+4 |
| |
Eddy | 3~4 |
|
b+3,3 |
| |
Heihachi | f,F+2 |
|
Jack-7 | R.b+1+2 | |
d+1+2 | {{{jack-7-b}}} | |
Law | db+3+4 | {{{law-a}}} |
Leroy | db+1+2 | {{{leroy-a}}} |
Lucky Chloe |
|
{{{lucky-chloe-a}}} |
Paul |
|
{{{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 | 1,1,2 | 25 | +20a (+15) |
1,2,2 | 27 | +4 | |
-12 | 1+2,F | 30 | +9 RSS |
-13 | df+1,2 | 31 | +13a |
-15 | uf+4[3] | 13 (58) | +29a (+19) |
3,2 | 29 (50) | +24d | |
-18 | df+2 | 29 (62) | +41a (+23) |
Crouching | |||
-10 | FC.1 | 5 | +6 |
-11 | ws4,4 | 18 | +6 |
-12 | ws1,2[3] | 35 | +10a (+1) |
-14 | ws3,F | 35 | +9 RSS |
-15 | uf+4[3] | 13 (58) | +29a (+19) |
-18 | ws2 | 20 (65) | +28a (+18) |
-23 | uf,n,4 | 25 (72) | +34a (+24) |
Back-turned opponent | |||
-10 | 1 df+1,2[4] | 38 | +13a[5] |
-11 | ws4 df+1,2[4] | 44 | +13a[5] |
-12 | 2,1 1+2,F[4][6] | 50 | +9a[7] |
Grounded opponent | |||
-16 | d+4 | 8 | -2a (-10) |
-16 | d+3 | 9 | -3a (-11) |
-17 | OG.d+2 | 16 | -2a (-10) |
-36 | f+3+4~3 | 16 (32) | +15a |
Whiff punishers | |||||
Move | Speed | Range | Damage | Risk | Hitbox |
---|---|---|---|---|---|
1,1,2 | i10 | 2.14 | 25 | -3[8] | High |
2,1 | i12 | 2.34 | 20 | -5 | High |
df+1,2 | i13 | 2.33 | 31 | -13c | Mid |
df+3 | i14 | 2.66 | 14 | -9 | Mid |
uf+4 | i15 | 1.74 | 13 (58) | -13 | Mid |
3,2 | i15 | 2.53 | 29 (50) | -29[9] | Mid |
f,F+2 | i13(~16+) | 2.79 | 37 | -13 | Mid |
R.f,F+1+2 | i13(~16+) | 2.79 | 37 (83) | -12[10] | Mid |
f+3,F | i18 | 2.69 | 13 (58) | +8 RSS[11] | Mid |
df+2 | i18 | 2.75 | 29 (62) | -24 | Mid |
- ↑ 1.0 1.1 b+4 is very consistent outside of absolute tip range, and even then it can hit off axis. f+3,F~2 will hit from mid range to up close, with its range being extended to almost tip range off axis. Worth going for f+3,F~2 anytime b+3 is used in a scramble, and b+4 or f,F+2 if blocked in neutral.
- ↑ Due to the Rage Drive's speed, you want to avoid rushing the input. As a safety precaution, input 1+2 a couple of times when going for RD as a punish to ensure that if you get ws1, you finish the string.
- ↑ 3.0 3.1 3.2 Often whiffs due to range.
- ↑ 4.0 4.1 4.2 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin.
- ↑ 5.0 5.1 +8d if they don't turn around.
- ↑ Only works if the opponent is slightly off-axis to Kazumi's left.
- ↑ +16a (+7a) if the tiger hits them right in the back.
- ↑ Hit confirm.
- ↑ Duckable high. Can be tricky if you mixup with 3,1.
- ↑ Safe from pushback.
- ↑ This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.