Jin punishers (Tekken 7)

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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] 19 +3
-10 2,4 29 +18(+9)
-12 1+2 30 +12(+3)
-13/-14 D/F+1, 4 28 +10
-13/-14 4 18 +16 (CH Launcher)
-14 3, 1 26 +7
-14 f,d,df#2Cite error: Closing </ref> missing for <ref> tag i10 2.00 15 -1 High[2] [3]
  1. Cite error: Invalid <ref> tag; no text was provided for refs named p
  2. Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.
  3. 14 frames is the fastest that Jin's electric can come out, but just because you can do electrics doesn't mean you are doing them 14 frames fast. You should practice in training mode before trying to use electric as a 14 frame punisher.

Old table (TODO: copy to above)

Standing
Enemy Move Damage Frames
-10 2,1 18 +6
2,4 29 +18a (+9a)
-12 1+2 30 +12a (+3a)
-13 df+1,4 28 +10g
R.b+1+2 55–82 +0d
-14 f+1+2 38 +7a (-2a)
f,d,df#2 25 (69) +70a (+50a)
-15 uf+4 13 (62) +33a (+23a)
d+3+4 25 (74) +32a (+22a)
Crouching
Enemy Move Damage Frames
-10 FC.d+1 5 +6
-11 ws4 16 +8
-13 ws1,2 26 +3
R.b+1+2 55–82 +0d
-14 ws2 14 (65) +39a (+29a)
Extra range
Enemy Move Damage Frames Can reach
-14 f,F+2 24 +15a (6a) Everything
-16 f+4 21 +4 Everything
f+4,F 21 +11 Everything
Whiff
Move Damage Frames Risk
uf+4 13 (62) +33a (+23a) unsafe, steppable
d+3+4 25 (74) +32a (+22a) launchable, walkable
f,n,d,df#2 25 (69) +70a (+50a) safe, duckable
f,n,d,df#1 22 (73) +36a (+26a) launchable, steppable left
Grounded opponent
Enemy Move Damage Frames
-16 d+4 8 -1 (-9)
-19 d+2 19 -2 (-10)
-24 f,F+4 15 +2 (-6)
-31 4~3 21 -1 (-9)