Asuka punishers (Tekken 7)

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Revision as of 04:43, 2 June 2022 by RogerDodger (talk | contribs)
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[1] 15 +7
Crouching
-11 ws4[1] 18 +6
Back-turned opponent
-10 1,2,3[1] 40 +10a (+1)
Grounded opponent
-16 d+3[1] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] i10 2.00 15 -1 High[2]
  1. 1.0 1.1 1.2 1.3 1.4 Example. Remove after substitution.
  2. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.
Standing
Enemy Move Damage Frames
-10 1[1] 7 +8
-12 2,3 9,20 KND
-14 u/f+2 20,25(45) KND
-15 d/f+2 14(62) +35a (+25a)
-16 b+3 15(58) +22a (12a)
-17 f+2 20(68) +33a (+23a)
Crouching
Enemy Move Damage Frames
-11 ws4 15 +8
-13 ws2,1 18,10 +9
-14 ws1,4 32(49) +33a (+25a)
-17 FC d/f+3[2] 20 KND
-18 ws3 20(68) +35a (+25a)
-21 u/f+4 25(73)
Extra range
Enemy Move Damage Frames Can reach
-15 f+1+2[2] 26 KND / WB! Heihachi f,f+2
-17 f+2 20(68) +33a (+23a) Paul qcf+2
Back-turned opponent
Enemy Move Damage Frames Notes
BT Spring Kick b+2,1,4 Launch n/a On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them.
BT Spring Kick b+2,1,d+4 Launch n/a On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them, this is an alternative to the one above and can be seen as more consistent by some players.
BT Spring Kick u/f+2 20 KND On back-turned opponents, u/f+2 will not hit-grab them, instead will flip them for a guaranteed f+2 after.
Grounded opponent
Enemy Move Damage Frames
-17 f+2[3] 16 +13d (-4d)
-20 d/f+3[3] 17 +17d
-22[4] FC d+3 9 -3a (-11a)
-23 3+4[5] 16 0
Whiff
Move Damage Frames Risk
d/b+1,2 13,25(38) KND Not hit-confirming the string, opp can duck and launch 2nd hit.
u/f+2 20,25(45) KND Whiffing it
f+2 20(68) +33a (+23a) Getting it blocked
f+1+2[2] 26 KND / WB! Whiffing it
d/f+2 14(62) +35a (+25a) Whiffing it
f,f,F+3[6] 30 +10a (+1a) Steppable
  1. Generic 1 jab. Great punish!
  2. 2.0 2.1 2.2 Wall bounce
  3. 3.0 3.1 Flips opponent to face down
  4. Fastest this can be done from standing.
  5. Low crush
  6. Generic running 3. Yuge punish!