Kazumi punishers

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Revision as of 05:30, 22 January 2022 by Poultry (talk | contribs)
Punishers for tricky moves
Various Slide
  • ws4 ...
  • CC f+3,F~2 ...
  • CC df+4 ...
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
f+3+4,F~2
  • b+3+4
  • b+3+4,3+4
  • 3,1
  • uf+4 (can whiff)
db+4 FC.d+3
Asuka b+3
  • b+4 (can whiff)[1]
  • f+3,F~2 (can whiff)[1]
  • f,F+2
Claudio f+2,2
  • iWR1 wr2
  • f,F+2 (can whiff)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f uf+4 (deep dash)
R.f,n,d,df+4,3+4
  • d,f+1,2
  • uf+2
  • RD.f,F+1+2 (hard)
Eddy 3~4
  • ws2
  • f,F+4 (hard)
  • RD.f,F+1+2[2]
b+3,3
  • df+1
  • df+3~1~2~3~2~1~2
Heihachi f,F+2
  • f,F+2 (hard)
  • RD.f,F+1+2 (hard)
Jack-7 R.b+1+2
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
  • d+4,2:1+2
  • qcf+2
{{{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 1,1,2 25 +20a (+15)
1,2,2 27 +4
-12 1+2,F 30 +9 RSS
-13 df+1,2 31 +13a
-15 uf+4[3] 13 (58) +29a (+19)
3,2 29 (50) +24d
-18 df+2 29 (62) +41a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4,4 18 +6
-12 ws1,2[3] 35 +10a (+1)
-14 ws3,F 35 +9 RSS
-15 uf+4[3] 13 (58) +29a (+19)
-18 ws2 20 (65) +28a (+18)
-23 uf,n,4 25 (72) +34a (+24)
Back-turned opponent
-10 1 df+1,2[4] 38 +13a[5]
-11 ws4 df+1,2[4] 44 +13a[5]
-12 2,1 1+2,F[4][6] 50 +9a[7]
Grounded opponent
-16 d+4 8 -2a (-10)
-16 d+3 9 -3a (-11)
-17 OG.d+2 16 -2a (-10)
-36 f+3+4~3 16 (32) +15a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2 i10 2.14 25 -3[8] High
2,1 i12 2.34 20 -5 High
df+1,2 i13 2.33 31 -13c Mid
df+3 i14 2.66 14 -9 Mid
uf+4 i15 1.74 13 (58) -13 Mid
3,2 i15 2.53 29 (50) -29[9] Mid
f,F+2 i13(~16+) 2.79 37 -13 Mid
R.f,F+1+2 i13(~16+) 2.79 37 (83) -12[10] Mid
f+3,F i18 2.69 13 (58) +8 RSS[11] Mid
df+2 i18 2.75 29 (62) -24 Mid
  1. 1.0 1.1 b+4 is very consistent outside of absolute tip range, and even then it can hit off axis. f+3,F~2 will hit from mid range to up close, with its range being extended to almost tip range off axis. Worth going for f+3,F~2 anytime b+3 is used in a scramble, and b+4 or f,F+2 if blocked in neutral.
  2. Due to the Rage Drive's speed, you want to avoid rushing the input. As a safety precaution, input 1+2 a couple of times when going for RD as a punish to ensure that if you get ws1, you finish the string.
  3. 3.0 3.1 3.2 Often whiffs due to range.
  4. 4.0 4.1 4.2 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin.
  5. 5.0 5.1 +8d if they don't turn around.
  6. Only works if the opponent is slightly off-axis to Kazumi's left.
  7. +16a (+7a) if the tiger hits them right in the back.
  8. Hit confirm.
  9. Duckable high. Can be tricky if you mixup with 3,1.
  10. Safe from pushback.
  11. This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.

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