Kunimitsu punishers

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Revision as of 16:50, 11 January 2022 by Tupai (talk | contribs)
Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
uf+3,4
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • cc db+2 (hard)
  • qcf+2
Asuka b+3
  • df+1+2 ...
  • f,F+4,2
  • df+3+4
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf3+4
R.f,n,d,df+4,3+4 f,n,d,df+2
Eddy 3~4 {{{eddy-a}}}
b+3,3 f,n,d,df+2
Heihachi f,F+2 qcf+1
Jack-7 R.b+1+2 {Plainlist
d+1+2 {{{jack-7-b}}}
Law db+3+4 qcf+2
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+2,3
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+4,2
  • qcf+1
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}

|jack-7-b={Plainlist|

  • f,F+4,2
  • qcf+1}}

|xiaoyu-a=qcf+2 |xiaoyu-c=ws2,4 }}

Standing
Enemy Move Damage Frames
-10 1,2,2 26 +4
f,F+4,2 34 +36d (-22)
-12 4,2 30 +6 BT
2,2 26 +5
-13 f+2,3 32 +20a (+11)
-14 f,n,d,df+2 31 (?) +59a (+42)
-15 df+2 13 (?) +30a (+20)
uf+3 13 (?) +31a (+21)
uf+3,4 27 (?) +27a (+20)
-19 ub+3+4 25 (?) +32a (+22)
Crouching
-10 FC.1 5 +6
f,F+4,2 34 +36d (-22)
-11 ws4 15 +5
-13 ws1,1 26 +3
-14 ws2,4 34 +11g
-15 ws3 16 (?) +32a (+22)
-19 ub+3+4 25 (?) +32a (+22)
Back-turned opponent
-10 1,2,4 f,F+2 54 +19a (+2)
-12 2,2,2,2,2[1] qcf+2 95 -11a (-21)
Grounded opponent
-13 qcf+2 16 -11a (-19)
-16 db+2 12 +2a (-6)
d+3 9 -3a (-11)
-20 f,F+2 19 +19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.24 19 -5 High[2]
2,2 i12 2.30 26 -6 High[2]
4,2 i12 2.30 30 -3 BT High
f+2,3 i13 2.58 32 -28[3] High
uf+3 i15 2.53[4] 13 (?) -13 Mid
f,F+4,2 i9(~12+) 2.63 34 -17 Mid
df+1+2 i17 2.84 29 (48) -14 Mid
ub+3+4 i19 2.79 25 (?) -17 Mid
qcf+1 i15(~17+) 27 -11 Mid
  1. Opponent can turn around after last hit with a throw. If they don't turn around f,F+2 is guaranteed. Master Raven can escape last hit with parry. Geese can reversal with Raging Storm.
  2. 2.0 2.1 Second hit mid, so minimal risk vs crouching.
  3. Duckable high with up to 8 frames delay.
  4. Effective range is lower against crouching opponents.