Noctis punishers

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Revision as of 22:31, 11 September 2022 by JaSpecific (talk | contribs)
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 1,2,2 27 +1
-12 b+1,2 31 +7
-13 df+1,2 35
-14 b+3,1[1] 37
-15 df+2 20 (74)
Crouching
-10 fc1 10 +6
-11 ws4 15 +5
-13 ws1,2 33 +2c
-14 ws3,2 37 +4d
-15 ws2,2 31 (68) +5
-16 FC.df1[2] 25 +5
-17 uf+3(,u) 27 (74) +5
-18 b+4,1+2[3] 44 +5
Back-turned opponent
-10 1,2,2 27 +1
Grounded opponent
-16 d+3[4] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
df+2[5] i16 3.05 20 (76) -20a Mid
f+1+2[6] i16 3.68 24 -20 Mid
f+2[7] i20 5.89 33 -9 Mid
R.f+2+3[8] i18 6.43 40 +2 Mid
  1. b+3,1 is generally worse than df+1,2 unless the opponent is near a wall; it does similar damage and leaves the opponent too far away for Noctis to reliably continue his pressure (you are too far to threaten sidesteps with ff1+2 and so the opponent can simply evade wr1+2). However, this reliably wallsplats at the wall, so in that situation it is superior.
  2. Generally inferior to ws2,2, but wallsplats more consistently.
  3. Generally inferior to uf3, but it always kills when used to punish rage arts.
  4. Example. Remove after substitution.
  5. Go-to whiff punish in most situations. Relatively fast and leads to some of Noctis' highest damage combos.
  6. Use f+1+2 whenever out of df2 range. Away from a wall, the opponent can simply backroll and your pressure ends, although Noctis does thrive at longer ranges. Near a wall, the opponent cannot backroll and the move will wallsplat if close enough.
  7. f+2 is a projectile to be used whenever out of f+1+2 range. Leaves you much closer than f1+2 and does more damage but is slower.
  8. Projectile. Knocks opponent back to maximum distance and wallsplats. Bit of a waste to use it as a whiff punish unless it'll kill.