Feng punishers (Tekken 7)

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Revision as of 06:05, 26 February 2021 by RogerDodger (talk | contribs)
Standing
Enemy Move Damage Frames
-10 1[1] 7 +8
Crouching
Enemy Move Damage Frames
-10 FC.1 5 +6
Extra range
Enemy Move Damage Frames Can reach
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
Whiff
Move Damage Frames Risk
1[2] 7 +8 Safe
  1. ↑ Generic 1 jab. Great punish!
  2. ↑ Generic 1 jab. Great whiff punish!

Standing:

i10:

1-2-2, 26 damage, +3 or +5BT. However, resets to range 1. Not much pressure off this, backdash can cause almost all BT options to whiff.

1-3, 24 damage, +6. Resets slightly further than range 1. + frames mitigate backdashing, giving more pressure than 122 and allowing B4 and jabs to not whiff.

2-4, 18 damage, -1 or -2BT. In reach for BT options.

i13:

B1+2. 30 damage, KND or wallsplat. Pushback punisher.

i15:

UF4, launch. Range issues, i17 at tip. Cannot punish Paul D1+2, for instance.

DF4-3, 32 damage, +13.

i18:

F4, launch. This is useful for punishing things like Law & Kazuya WS2 without range issues.

i19:

F1+2, launch. Better range than F4.

WS:

i11: WS4, 18 damage, +7. High pushback on hit.

i13: WS1-2, 26 damage, +1. Range 0 on hit.

i15: WS3, launch. Can whiff on things like Eddy recovering from Slippery Kicks; recommend CC F3-4 in this case.