Kunimitsu (Tekken 7) |
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Punishers for tricky moves | ||
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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 |
|
{{{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 |
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-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] |
10f 1,1 h,m 19 +6 -5 Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or the option to complete a predetermined string being 1,1,1 / 1,1,2 and 1,1,4
10f 1,2,2 h,h,h 26 +4 -12 The more reliable damage punisher with moderate frame advantage.
10f ff+4,2 m,h 34 KND -17 Most preferred punisher for moves -10~12 as it knocks down and wallsplats, though the caveat of it being launch punishable by nearly the entire cast.
12f 2,2 h,m 26 +5 -6 Another punisher that exchanges damage for a potential KAT mixup in 2,2,1+2.
12f 4,2 h,h 30 +6 -3 Safer damage option that leaves you in URA for additional pressure.
13f f+2,3 h,h 32 KND -6 A very high range option that wall splats from a far distance and knocks down; though missing the punish makes this move slightly risky as the second hit is high.
13f qcf+2 m 21 KND -12s With even higher effective range than f+2, this punisher is bufferable and used as a matchup specific punisher for moves with a large amount of push back, examples being Bryanâs 3+4 and d/f+2,3 / Lucky Chloeâs Kick Up (f+3+4,3+4,3+4) / Paulâs Demoman (d+4:2:1+2)
14f cd+2 m,h 31 Launch -17 An auto screw launcher that like qcf+2 is bufferable in block stun, though again another risky punisher if you miss your opportunity considering itâs also -17.
15f d/f+2 m 13 Launch -12 Being a knife this is an unparryable launcher with great range. (Test Tracking)
15f u/f+3 m 13 Launch -13 Another unparryable launcher with great range which in addition can be done from crouch.. (Test Tracking)
15f qcf+1 m 27 KND -11 An additional matchup specific punisher for moves with an exorbitant amount of push back including but not limited to Paulâs Deathfist/Sledgehammer (qcf+2] and Heihachiâs Demon Upper (ff+2)
19f u/b+3+4 m 25 Launch -17
Crouching
10f ff+4,2 m,h 34 KND -17 11f ws+4 m 15 +5 -6 13f ws+1,1 m,m 26 +3 -8 14f ws+2,4 m,h 34 +11g -9 15f ws+3 m 16 Launch -13 15f u/f+3 m 13 Launch -13 19f u/b+3+4 m 25 Launch -17
Whiff Punishers 10f ff+4,2 m,h 34 KND -17 Range 2 but risky
13f f+2,3 h,h 32 KND -6 Range 1 wall splat
15f d/f+2 m 13 Launch -12 Range 1 Launch
15f qcf+1 m 27 KND -11 Range 3+
17f d/f+1+2 m,m 29 KND -14 Alternative to ff+4,2 as an easier input and slightly safer option at Rage 2.