Kunimitsu punishers

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Punishers for tricky moves
Various Slide {{{slide}}}
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 {{{king-a}}}
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
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 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
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
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 1,2[1] 15 +7
Crouching
-11 ws4[1] 18 +6
Back-turned opponent
-10 1,2,3[1] 40 +10a (+1)
Grounded opponent
-16 d+3[1] 9 -3a (-11)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2[1] i10 2.00 15 -1 High[2]
  1. ↑ 1.0 1.1 1.2 1.3 1.4 Example. Remove after substitution.
  2. ↑ Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.

10f 1,1 h,m 19 +6 -5 Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or the option to complete a predetermined string being 1,1,1 / 1,1,2 and 1,1,4

10f 1,2,2 h,h,h 26 +4 -12 The more reliable damage punisher with moderate frame advantage.

10f ff+4,2 m,h 34 KND -17 Most preferred punisher for moves -10~12 as it knocks down and wallsplats, though the caveat of it being launch punishable by nearly the entire cast.

12f 2,2 h,m 26 +5 -6 Another punisher that exchanges damage for a potential KAT mixup in 2,2,1+2.

12f 4,2 h,h 30 +6 -3 Safer damage option that leaves you in URA for additional pressure.

13f f+2,3 h,h 32 KND -6 A very high range option that wall splats from a far distance and knocks down; though missing the punish makes this move slightly risky as the second hit is high.

13f qcf+2 m 21 KND -12s With even higher effective range than f+2, this punisher is bufferable and used as a matchup specific punisher for moves with a large amount of push back, examples being Bryan’s 3+4 and d/f+2,3 / Lucky Chloe’s Kick Up (f+3+4,3+4,3+4) / Paul’s Demoman (d+4:2:1+2)

14f cd+2 m,h 31 Launch -17 An auto screw launcher that like qcf+2 is bufferable in block stun, though again another risky punisher if you miss your opportunity considering it’s also -17.

15f d/f+2 m 13 Launch -12 Being a knife this is an unparryable launcher with great range. (Test Tracking)

15f u/f+3 m 13 Launch -13 Another unparryable launcher with great range which in addition can be done from crouch.. (Test Tracking)

15f qcf+1 m 27 KND -11 An additional matchup specific punisher for moves with an exorbitant amount of push back including but not limited to Paul’s Deathfist/Sledgehammer (qcf+2] and Heihachi’s Demon Upper (ff+2)

19f u/b+3+4 m 25 Launch -17

Crouching

10f ff+4,2 m,h 34 KND -17 11f ws+4 m 15 +5 -6 13f ws+1,1 m,m 26 +3 -8 14f ws+2,4 m,h 34 +11g -9 15f ws+3 m 16 Launch -13 15f u/f+3 m 13 Launch -13 19f u/b+3+4 m 25 Launch -17

Whiff Punishers 10f ff+4,2 m,h 34 KND -17 Range 2 but risky

13f f+2,3 h,h 32 KND -6 Range 1 wall splat

15f d/f+2 m 13 Launch -12 Range 1 Launch

15f qcf+1 m 27 KND -11 Range 3+

17f d/f+1+2 m,m 29 KND -14 Alternative to ff+4,2 as an easier input and slightly safer option at Rage 2.