Devil Jin punishers (Tekken 7)

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Revision as of 14:04, 20 April 2021 by Cassan (talk | contribs)
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.