Bob punishers

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Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{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
  • 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 1,2[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]
  1. ↑ 1.0 1.1 1.2 1.3 1.4 Example. Remove after substitution.
  2. ↑ Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.
Standing
Enemy Move Damage Frames Notes
-10 1,1,2 26 +3 Standard punish. Use f+1 for more range
1,4 22 +5 Better CH setups on hit; safer in case of uncertainty on a punish
-12 f+2,3 32 KND Very good range for an i12 punish
-13 b+2,2 22 +8 Mid punish used ONLY for punishing moves that can recover in crouch, a high crush stance, or backturned (e.g. Bears' b+1, Lucky Chloe BT.2)
-14 d+1+2,2,1 35 KND Follow up with microdash b+3 for 51 dmg guaranteed
-15 u/f+4 20 Launch Tailspins on hit
-20 u/f+3 20 KND Substantial combo damage increase
Crouching
Enemy Move Damage Frames Notes
-10 FC.1 5 +6 Standard downjab
-11 ws4 20 +5 Above average range and dmg for a ws4
-14 ws2,1 24 Launch Best range + dmg of any i14 ws launcher
Extra range
Enemy Move Damage Frames Can reach
-15 d+2,4 33 KND Lucky Chloe u+3
-16 u/f+1+2,1+2 40 KND Bryan ws1
-18 d/b+1+2 16 Launch Leroy d/f+2,1+2
Back-turned opponent
Enemy Move Damage Frames
-13 b+2,2,4,4 58 KND
-20 u/f+2,3,3+4 38 Launch
Grounded opponent
Enemy Move Damage Frames Notes
-17 b3 20 KND Ch launches getup kicks
-18 d1 18 +7 Safe unlike the launch punishable b+3. CH knockdown for guaranteed b+3