Katarina punishers

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Punishers for tricky moves
Various Slide ws4, ...[1]
Generic FUFT.4 2,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • b+3+4
  • b+3+4,3+4
  • df+2,4[2]
  • b+4,1+2 ub+4[4]
  • uf+4,4
db+4
  • ub+4
  • cc d+3 ... (hard)[5]
Asuka b+3 ub+4
Claudio f+2,2 f,F+2,4, ... (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf+3[3]
R.f,n,d,df+4,3+4 3,3,3,3,3
Eddy 3~4 uf+3, ...
b+3,3 df+1, ...
Heihachi f,F+2 ub+4
Jack-7 R.b+1+2 dash uf+3, ...
d+1+2 ub+4[6]
Law db+3+4 df+1,1
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
(None)[7]
Paul
  • d+4,2:1+2
  • qcf+2
ub+4
Xiaoyu BT.3 ub+4[8]
BT.f+3+4,3+4 1,1,3 ub+4
AOP.4~3
  • cc df+1 ...
  • cc b+1 ...
  • ws4 ... (inconsistent)
Standing
Enemy Move Damage Frames
-10 1,1 17 +4
1,1,F 17 +5 HAR
-12 2,2 30 +10g
-14 3,3,3,3,3 38 +4c
3,4 29 KND
Crouching
-11 ws4 15 +8
-13 ws1,1 25 +6
ws1,1,F 25 +10g HAR
-14 ws3,3,3,3,3 41 +4c
-15 ws2 20 (70) +27a (+17)
Both
-15 uf+4,4 20 (72) +46a (+38)
-19 uf+3 27 (79) +25a (+15)
Back-turned opponent
-10
1,1,3 ub+4 55 +8a (-9)
1,1,2 3,4[9] 63 +16a (+7)
1,1,2 3,3,3,3,3[10] 72 +4c
-11 4,4,4 42 Mixup[11]
-14 b+1,F HAR.df+1+2 65 +0d
Grounded opponent
-16 ub+4 18 +8a (-9)
d+3 9 +0a (-8)
-25 f,F+3 16 (32) +12d[12]
-26 OTG.d+3+4 22 -1a (-9)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.03 17 -2 High
4 i11 2.25 17 -12[13] High
ws4 i11 2.27 15 -3 Mid
2,2 i12 2.50 30 -12 High
df+1 i13 2.31 13 -2 Mid
df+1,1 i13 2.31 21 -5/-24[14] Mid
b+1,2 i14 2.36 23 -8 Mid
3,3,3,3,3 i14 2.41 38 -1 HAR[15]/-14 Mid
ws3,3,3,3,3[16] 41
f,F+2,4 i12(~15) 2.46 27 (58) -9/-34[14] High
uf+4,4 i15 2.14 20 (72) -13 Mid
ws2 i15 2.49 20 (70) -13 Mid
ub+4 i16 2.92 23 -14 Mid
b+4,1+2[16] i17 2.48 37 (55) +1/-32[14] Mid
df+2,2 i17 2.61 38 -10 Mid
uf+3 i19 2.63 27 (79) -15 Mid
  1. ws4 d+2,F~d ws4 d+2,F~df+2,3 S! d+2,F~4 (52)
  2. 2.0 2.1 KND punish without extension, instant tailspin with extension)
  3. 3.0 3.1 Launch punish without extension, KND with extension
  4. confirm ub+4 only if Alisa continues the string
  5. cc d+3 b+1,F~D ws4 d+2,F~df+2,3 S! d+2,F~4 (44 dmg)
  6. can whiff at tip range
  7. 2,2 works as an OS if you neutral guard instead of holding back, but this will whiff if she cancels the string and you're holding back.
  8. not a true punish since Xiaoyu can parry it with BT.1+4, but works in all situations otherwise. With conditioning, BT.1+4 can be baited and whiff punished. ub+4 whiffs at tip range.
  9. Xiaoyu can evade by holding DB
  10. can be mitigated by not pressing anything - causes 3rd and 5th hit to whiff (for a total of 51 dmg) and allowing for a BT.3_4 punish
  11. 4,4,4 in the back gives a 50/50 between 4,4,4,4,4 and 4,4,4,F~4 (or ~df+2,3). This doesn't work directly at the wall since the first 4 turns them around. Useful near the wall since every option splats or bounces. 4,4,4,4,4 always bounces, but HAR.4 doesn't bounce if they're BT. If you get a reverse splat, then f,F+3 OTG.d+3+4 is good damage.
  12. f,F+3 (and HAR.uf+3) only spikes face-up opponents. Face-down opponents can tech roll to avoid any guaranteed hits.
  13. 4 is hard to punish because of its extensions, and many chars can't block punish it at tip range.
  14. 14.0 14.1 14.2 Duckable high.
  15. 3,3,3,3,3 (and ws3,3,3,3,3) can be hit confirmed to be safe by doing 3,3,3,F when the first hit is blocked.
  16. 16.0 16.1 Rage punisher

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