Lee punishers (Tekken 7)

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Revision as of 11:04, 17 November 2021 by RogerDodger (talk | contribs)
Punishers for tricky moves
Various Slide ws2,3 ...
Generic FUFT.4 f+4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f~n<3,4 (Floated).f+4,1 ...
  • f,f 4,3,(Floated).4 ...
  • f,f 4,(Floated).u+3 ...
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • cc b+3,3,f~n ...
  • cc f+3+4
  • u/b+3
Asuka b+3
  • f,F+3
  • R.d/f+3+4
Claudio f+2,2
  • f,F+3 (deep dash)
  • (Assist).3
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
  • f~n<3 (Floated).f+4,1 ...
  • f~n<3,(Grounded).4 ...
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 u/f,n,4
b+3,3 3 b+3,3,f~n ...
Heihachi f,F+2
  • f,F+3
  • R.d/f+3+4
Jack-7 R.b+1+2 f,F+4 (deep dash)
d+1+2 f,F+3
Law db+3+4 {{{law-a}}}
Leroy db+1+2 f+4
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+4,1
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+3
  • R.d/f+3+4
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 4,3,3
AOP.4~3 ws2,3 ...
Standing
Enemy Move Damage Frames
-10 1,3:3:3 28 (44) +14a
1,2,4 26 -1
-11 4,3 30 -3
-13 f+1+2 30 +18a (+9a)
-14 f+2,1 36 +42d (-16d)
-15 f+3,3,3,3,3,4 32 (66) +61a (+44a)
-15 u/f+4 13 (66) +31a (+21a)
Crouching
-10 ws3,3 27 -4c
-13 ws1,4 30 +4
-14 ws2,3 36 (54) +32a (+22a)
-15 u/f+4 13 (66) +31a (+21a)
-23 u/f,n,4 25 (78) +34a (+24a)
Back-turned opponent
-10 1,2,2,3 53 +17a (+8a)
-11 4,3,3 50 +8d
-15 d/f+3,2,3 48 (91) +25a (+15a)
Grounded opponent
-16 d+3 13 -3a (-11a)
-18 u/b+3 16 +20a (+3a)
-23 d,D/B+4 19 +10a (-7a)
-30 f+3+4 22 -2a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,3:3:3 i10 2.03 28 (47) -11[1][2] High
2,1 i10 2.07 18 -5 High
f+4 i11 2.31 13 -7 High
f+3,3,3,3,3,4 i15 2.63 32 (66) -18[3] Mid
b+1:1,2 i15 2.64 43 -1 HMS[1] High
u/f+4 i15 2.21 13 (66) -13 Mid
d/f+2 i15 2.05 12 (65) -7 Mid[4]
R.d/f+3+4 i16 2.86 25 (78) -1 Mid
f,F+3 i13(~16+) 3.10 26 -11[5] Mid
f,n,3,4 i15(~17+) 2.25[6] 20 (73) -13 Mid
  1. 1.0 1.1 Hit confirm
  2. Full string is -18 but with enough pushback to be tricky or even safe in many matchups
  3. Opponent has to guess if you finish the string or not
  4. Won't launch crouching recovery, and bad vertical hitbox
  5. Safe from pushback (usually)
  6. Move itself has poor range, so is only really useful with a deep mist step to punish a big whiff too far away for other launchers

External links