Punishers for tricky moves
|
Various
|
Slide
|
{{{slide}}}
|
Generic
|
FUFT.4
|
{{{generic-a}}}
|
Alisa
|
|
{{{alisa-a}}}
|
|
{{{alisa-b}}}
|
|
db+4
|
{{{king-a}}}
|
Asuka
|
b+3
|
{{{asuka-a}}}
|
Claudio
|
f+2,2
|
{{{claudio-a}}}
|
Devil Jin
|
|
{{{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
|
|
{{{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 |
27 |
+1
|
-12 |
b+1,2 |
31 |
+7
|
-14 |
b+3,1 |
37 |
|
-15 |
df+2 |
20 (?) |
|
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]
|
- â 1.0 1.1 1.2 1.3 Example. Remove after substitution.
- â Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.
Old table (TODO: copy to above)
Extra
Move Input |
Speed |
Damage |
Frame Advantage
|
F1+2 |
i16 |
24 DMG |
Use when DF2 whiffs
|
b4,1+2 |
i18 |
44 DMG |
Best punish for Rage Arts, always kills.
|
F2 |
i20 |
33 DMG |
Projectile, use when anything else would whiff
|
Crouch Punishers
Move Input |
Speed |
Damage |
Frame Advantage
|
WS4 |
i11 |
15 DMG |
+5
|
WS1,2 |
i13 |
31 DMG |
+2 (forces opponent into crouch)
|
WS2,2 |
i15 |
LAUNCH |
Screw
|
FC DF1 |
i16 |
25 DMG |
Only use for wallsplat, otherwise do WS2,2
|
UF3 |
i17 |
LAUNCH |
|
Punishment notes:
Generally, DF1,2 is gonna be better than the i14 punishes unless the opponent is at the wall where B3,1 gives a wallsplat into a wall combo.
B3,1 is generally a pretty bad punish in the open as it pushes the opponent far away while allowing them to backroll, putting you in a situation where they can step your WR1+2 after wake-up while youâre too far away to comfortably threaten their Side Step with FF1+2.
FC DF1 can be used as a punish against stagger lows in situations where WS2,2 doesnât give a clean wallsplat.