Punishers for tricky moves
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Various
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Slide
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{{{slide}}}
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Generic
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FUFT.4
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{{{generic-a}}}
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Alisa
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{{{alisa-a}}}
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{{{alisa-b}}}
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db+4
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{{{king-a}}}
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Asuka
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b+3
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{{{asuka-a}}}
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Claudio
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f+2,2
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{{{claudio-a}}}
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Devil Jin
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{{{devil-jin-a}}}
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R.f,n,d,df+4,3+4
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{{{devil-jin-b}}}
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Eddy
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3~4
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{{{eddy-a}}}
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b+3,3
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{{{eddy-b}}}
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Heihachi
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f,F+2
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{{{heihachi-a}}}
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Jack-7
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R.b+1+2
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{{{jack-7-a}}}
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d+1+2
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{{{jack-7-b}}}
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Law
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db+3+4
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{{{law-a}}}
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Leroy
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db+1+2
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{{{leroy-a}}}
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Lucky Chloe
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- BT.f+3+4,3+4
- BT.f+3+4,3+4,3+4
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{{{lucky-chloe-a}}}
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Paul
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{{{paul-a}}}
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Xiaoyu
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BT.3
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{{{xiaoyu-a}}}
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BT.f+3+4,3+4
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{{{xiaoyu-b}}}
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AOP.4~3
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{{{xiaoyu-c}}}
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Standing
|
Enemy |
Move |
Damage |
Frames
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-10 |
1,2 |
15 |
+7
|
-10 |
2,4 |
27 |
+10
|
-12 |
4,1 |
29 |
+5
|
-13 |
db+2,1 |
28 |
+7
|
-14 |
b+4,4 |
30 |
+6
|
-15 |
f+4 |
25 (45/93)
|
-16 |
df+2 |
16 (62)
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Crouching
|
-10 |
FC.1 |
5 |
+6
|
-11 |
ws4 |
18 |
+4
|
-13 |
ws2 |
17 |
+8
|
-14 |
ws1 |
14 (65)
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Both
|
-16 |
f,F+3 |
20 (?)
|
-23 |
uf,n,4 |
25 (76)
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Back-turned opponent
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-10 |
1,1,4 |
39 |
+15a (+8)
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-14 |
3,3,4 |
44 |
+11
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Grounded opponent
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-14 |
d+3 |
9 |
+2 (-8)
|
-21 |
d+4 |
14 |
-2 (-12)
|
-24 |
db4 |
16 |
-3 (-13)
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Whiff punishers
|
Move |
Speed |
Range |
Damage |
Risk |
Hitbox
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1,2 |
i10 |
2.00 |
15 |
-1 |
High[1]
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- â Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.
Crouching mids/highs
Raven's f+4 and df+2 don't work against crouching opponents, so there are some mids and highs on block where you need to use df+4 instead, as as:
This list is incomplete. You can help by expanding it.
Old table (TODO: copy to above)
Standing Punishers
Startup |
Notation |
Damage |
Frames |
Notes
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i10 |
1,2 |
19 |
+6 |
more range than 2,4 and leaves the opponent closer.
|
2,4 |
27 |
+10 |
wallsplats and deal more damage 1,2 but no real mixup after because of pushback
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i12 |
4,1 |
29 |
+5 |
Allows for BT mixup on hit and your optimal punish up to i15
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i13 |
db+2,1 |
28 |
+7 |
Does less damage than 4,1 however has slightly more range and hits mid.
|
i14 |
1+2 |
23 |
+13 |
CD FC3 is guaranteed if executed perfectly, it gives good okizeme regardless and at the wall a db4 is guaranteed.
|
b+4,4 |
30 |
+6 |
b4,4 leaves Master Raven in BT, however she is too far from the opponent to enforce any pressure in open ground, this will wallsplat however.
|
i15 |
f+4 ff+3/ff+2 |
41/45 |
+7 (-1)/-11 (-19) |
f4 gives a guaranteed ff3/ff2, ff3 gives great okizeme, ff2 does more damage, if you have rage f4 into RD will launch for a full combo. f4 also wallsplats.
|
df+4,4,3 |
43 |
-1 (-11) |
Hits low recovering moves and if they recover in crouch df+4 alone launches for a full combo
|
i16 |
df+2 |
16 |
+32 (+22) |
Leaves Master Raven in BT and only launches crouchers on CH
|
i17 |
4~3 |
18 |
+30 (+20) |
|
i23 |
uf,n4 |
25 |
+34 (+24) |
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While Standing Punishers
Startup |
Notation |
Notes
|
i10 |
FC1 |
|
i11 |
WS4 |
|
i13 |
WS2 |
Does less damage than WS4, but gives nosebleed stun. Crouch cancel 2,4 can be used instead to punish some moves i.e. those that force crouch.
|
i14 |
WS1 |
Launch
|
i17 |
ff3 |
Not WS but can be done from crouch. Yields higher dmg combos than ws1 so useful to keep in mind for -17 lows
|
i23 |
uf,n4 |
Launch punisher for stagger lows
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