Dragunov punishers (Tekken 7)

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Revision as of 15:53, 25 January 2024 by RogerDodger (talk | contribs) (RogerDodger moved page Dragunov punishers to Dragunov punishers (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
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Punishers for tricky moves
Various Slide ws4
Generic FUFT.4 1,2[1]
Alisa
  • b+4,4
  • b+4,4,3+4~1
b+4,3 (deep dash)
  • b+3+4
  • b+3+4,3+4
f+1+2
db+4 cc d+2 (32)
Asuka b+3 f,F+2
Claudio f+2,2 iWR.2
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
df+2 (small dash)
R.f,n,d,df+4,3+4 db+2,1
Eddy 3~4 d+2
b+3,3 ws2
Heihachi f,F+2
  • b+3 (can whiff)
  • uf+1 (can whiff)
Jack-7 R.b+1+2 qcf+2 (deep dash)
d+1+2 f+1+2 (can whiff)
Law db+3+4 df+4
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
SSR f,F+2
Paul
  • d+4,2:1+2
  • qcf+2
f+1+2 (can whiff)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 f+1+4 (or f+2+3)
AOP.4~3 ws4
Standing
Enemy Move Damage Frames
-10 1,3 21 +1
2,1 18 +6
-12 4,1 27 +8
-14 b+3 17 +11g
-15 df+2 14 (63) +28a (+18a)
uf+1 20 (40) KND
-17 qcf+1 20 (69) +51a
-20 qcf+2 25 (71) +36a (+26a)
Crouching
-11 ws4 15 +6
-12 ws1,2[2] 29 +10g
ws1,3 28 KND
ws1+2 28 KND
-15 ws2 (63) 15 +28a (+18a)
-23 uf,n,4 25 (?) +34a (+24a)
Back-turned opponent
-10 2,1,3 42 +11a
-11 f+1+4 (or f+2+3) 50 +3
-14 db+2,1,2 42 +19a (+12)
-15 b+2,1,3 49 (69) +26a
Grounded opponent
-15 d+4 9 -4 (-12)[3]
-17 d+3 10 -3 (-11)[3]
-18 d+2 13 -2 (-10)[3]
-24 OTG.d+3+4 19 0 (-8)[3]
-27 f,F+4 16 -1
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,3 i10 2.37 21 -7 High
4,1 i12 2.05 20 -6 High
b+3 i14 2.90 17 -9 High
df+2 i15 2.55 14 -12 Mid
d+4 i15 2.82 12 -15 Low
b+2,1 i15 2.55 25 -5/-22[4] Mid
b+4,3 i15 2.15 37 -9/-30[4] Mid
uf+1 i15 2.90 20 (40) -9 High
f+1+2 i17 2.90 20 (?) -9 High
d+3 i17(~18) 3.03 13 -14 Low
b+1,2 i17 2.55 32 -13 Mid
uf+3 i17 2.80 16 -7 Mid
d+2 i18 2.85 17 -13 Low
b+1+2 i22 2.76 26 (45) +6 Mid
uf+4 i22 2.76 21 (41) -9 Mid
f,F+2 i15(~18) ~3.6 20 -12 Mid
f,F+3 i21(~24) ~4.0 35 +5 High
f,F+4 i26(~29) ~4.1 21 -1 Mid
qcf+1 i15(~17) ~3.4 20 (69) -3 High
qcf+2 i18(~20) ~3.4 25 (71) -14 Mid
WR.2 i15(~20) ~4.0 25 +6 Mid
ws4 i11 2.59 15 -5 Mid
ws2 i15 2.70 15 (63) -12 Mid
ws3 i16 3.0 21 -9 Mid
  1. ↑ 2nd hit mid to catch opponent attempting to duck the jab whiff.
  2. ↑ Has range/hitbox issues, use ws1+2 for punishing on long reaching or low profiling moves.
  3. ↑ 3.0 3.1 3.2 3.3 Adds an additional -2 to the tech frames if opponent is Face Down.
  4. ↑ 4.0 4.1 Duckable high.