Devil Jin punishers (Tekken 7)

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Revision as of 19:51, 9 February 2023 by Kalki (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[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.

Old table (TODO: move to above)

Standing
Enemy Move Damage Frames
-10 1,1,2 25 KND
1,2,2 27 +4
2,2 29 -2
-12 b1,2[1] 30 KND
-13 d/f4,4 26 -4c
-14 f,n,d,d/f+2[2] 23 (launcher) KND
-15 d3+4 25 (launcher) KND
Crouching
Enemy Move Damage Frames
-10 FC.1 5 +6
-11 ws4,4 29 -4c
-13 ws1,4 35 KND
-15 ws2 20 (launcher) KND
Extra range
Enemy Move Damage Frames Can reach
-16 f3+4 28 KND
  • Asuka b+3
  • Heihachi f,F+2
  • Paul qcf+2
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
Whiff
Move Damage Frames Risk
1,1,2 [3] 25 KND Safe
b1,2 [4] 30 KND Cancel OK
EWGF [5] Combo Launch +5
  1. Wallsplats. Reaches FUFT4.
  2. Requires a perfect input to connect at -14, very difficult.
  3. 1,1 into hitconfirm 2. Great whiff punish for smaller whiff, particularly after sidestepping!
  4. This is especially useful near the wall as it leads to a wallsplat. Also it can be canceled for shenanigans.
  5. You go-to whiffpunisher. Especially useful in combination with dashing.