Leo punishers (Tekken 7)

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Revision as of 15:58, 25 January 2024 by RogerDodger (talk | contribs) (RogerDodger moved page Leo punishers to Leo punishers (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
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Punishers for tricky moves
Various Slide ws3 ...
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 ws3
Asuka b+3 f+1+2
Claudio f+2,2 f,F+2 (deep dash)
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 ws2 ...
b+3,3 OTG.d+3+4
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
uf+1,1
Paul
  • d+4,2:1+2
  • qcf+2
f+1+2
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 1,2,1,4
AOP.4~3 ws3 ...
Standing
Enemy Move Damage Frames
-10 1,4 25 +5
1,2 17 +7
-11 2,2 29 +6
-14 f+2,2 35 +8
b+2,1+2 32 +8c
-15 df+2 15 (59) +28a (+18)
Crouching
-11 ws4,1+2 34 +18a (+11)
-13 ws1+2 25 +11a (+2)
-15 ws2 17 (61) +28a (+18)
Both
-13 uf+1,2 33 +37d (-21)
-15 uf+4 15 (63) +33a (+23)
-23 uf,n,4 25 (73) +34a (+24)
Back-turned opponent
-10 1,2,1,4 63 +32a (+6)
-13 df+1,2 OTG.d+3+4 52 -2a (-12)
uf+1,2 33 +8d[1]
-14 3,2,4~3 52 (89) +28a (+18)
Grounded opponent
-16 d+3 9 -3a (-11)
d+4 8 -1a (-9)
-20 qcf+1 13 -2a (-10)
-21 df+2+3 16 +3a (-5)
-24 OTG.d+3+4 19 -2a (-10)
-26 uf+3+4 20 -2a (-10)
-30 f,F+3 16 (34) +11a[2] / -4a (-14)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4 i10 2.32 24 -4 High
2,2 i11 2.00 29 -12 High
uf+1,1 i13 2.46 25 -9/-27[3] High
uf+1,2 i13 2.46 33 -14 High
f+2,2 i14 2.68 35 -12 High
db+2,2 i14 2.70 28 -4 High
b+2,1+2 i14 2.43 32 -11c Mid
b+2,1 i14 2.43 22 -4/-22[3] Mid
df+2 i15 2.44 15 (59) -13[4] Mid
qcf+1+2 i13(~16) ~3.05 25 -15 Mid
f+1+2[5] i17 3.20 32 -14 Mid
f,F+2 i14(~17) ~3.1 25 -9 Mid
ws4,1+2 i11 2.18 34 -12 Mid
ws1+2 i13 2.95 25 -15 Mid
ws2 i15 2.75 17 (61) -13 Mid
  1. uf+1,2 in the back gets oki where f,F+4,3 launches getting up.
  2. f,F+3 only spikes vs face-up opponents who are fully grounded.
  3. 3.0 3.1 Duckable high.
  4. Safe at tip range in many matchups.
  5. f+1+2 input can be griefed by b,f+1+2, so best to go for qcf+1+2 instead for whiffs.