Josie punishers

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Revision as of 19:54, 10 February 2021 by RogerDodger (talk | contribs)

Josie is blessed with some outstanding punishers.

Standing Punishers
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.
1,4,3 29 dmg +1 Frames More damage, but way fewer frames.
11 Frames B1,1 30 dmg +16g D4 is unparryable afterwards.
12 Frames F2,4 33 dmg KND Wallsplats, Very good oki
2,4 30 dmg +21g (SWS) All SWS and CD moves are uninterruptible afterwards except CD3 and CD1+2
13 Frames 3,2f 11 dmg +4 (CD) Not a good option, but there if you want it.
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.
F1+2 F,F DB4,2,3 48 dmg KND Wall splats at some distances.
UF3+4 34 dmg KND More range than F1+2. Often enough to punish pushback moves, but not always.
DF4 15 dmg +16g There if your opponent really can't handle SWS.
15 Frames UF4 13 Launch See combo section
DF2 10 dmg Launch See combo section
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.
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.
Crouching Punishers
10 Frames DB1 5 dmg +6 Frames Generic dickjab
11 Frames WS4 16 dmg +5 Frames
13 Frames WS2,1 22 dmg Launch
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
15 Frames UF4 13 dmg Launch
23 Frames UF, N, 4 25 dmg For stagger lows