Josie (Tekken 7) |
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Josie | |
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Key techniques | Crouch dash |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Parry | 1+2 (right punches) |
Mid check |
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Hopkick | uf+4 |
Orbital | uf+3 |
Generic moves | |
Remapped | none |
Missing |
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External links | |
Lore | Josie Rizal |
#{{{twitter}}} | |
Discord | [1] |
Josie is an unorthodox character with powerful space control, punishment and counterhits. However, she has no standard d/f+1 and mediocre frames outside of her Switch stance, which she relies on heavily for poking. Until Season 4 her threatening lows were gated behind FC and CD, but she now has a War Drums.
Strengths:
- Excellent CH capability, from her homing moves and lows to dedicated CH tools like an i12 magic 4 and her jab strings. CH-confirm capability extends this to her basic i13 and i14 mid pokes.
- i13 WS launcher, powerful i14 standing punish that gives a minicombo, only WS4 is less than stellar punishment-wise. Pushback punishment isn't spectacularly rewarding, but is extremely easy and consistent.
- Excellent df+2 with high evasion, and solid hopkick, as well as a high crush CH launcher mid.
- Long range on standard pokes, and threatening long range mix-up with CD.
- Good amount of knees and elbows to beat parries, and in general kills mashers, since Switch stance forces quick defensive decisions and she has many strings.
Weaknesses:
- i13 mid poke has pretty bad frames outside of its string followups, and i14 mid poke forces Switch.
- Threatening lows require setup, encouraging her to counter-hit for respect.
- i13 WS launcher requires execution, and Josie generally benefits from sharp hitconfirming.
- While Switch stance can be explosive with correct reads, it can also quickly get you blown up with incorrect ones.
Characters (Tekken 8) |
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