Kazumi punishers: Difference between revisions

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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1<ref>Generic 1 jab. Great punish!</ref> || 7 || +8
| rowspan="2" | -10
| 1,1,2 || 25 || +20a (+15a)
|-
| 1,2,2 || 27 || +4
|-
| -12 || 1+2,F || 30 || +9
|-
| -13 || d/f+1,2 || 31 || +13a
|-
| -15 || u/f+4 || 13 (58) || [[Kazumi combos#Staples|+29a (+19a)]]
|}
|}


{| class="wikitable"
{| class="wikitable"
|+ Crouching
|+ Extra range
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -11 || ws4 || 16 || +5
| -14 || f,f+2 || 37 || +0d
|-
| -15 || 3,2 || 29 (50)
|-
| -15 || b+2 || 12 || +4
|-
|-
| -23 || u/f,n,4 || 25 (?) || [[Fighter combos#Staples|+34a (+24a)]]
| -18 || f+3,F || 13 (58) || [[Kazumi combos#Staples|+16a]]
|}
|}


{| class="wikitable"
{| class="wikitable"
|+ Extra range
|+ Crouching
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10 || FC.d+1 || 5 || +6
|-
| -11 || ws4,4 || 29 || +13g
|-
| -12 || ws1,2 || 35 || +10a (+1a)
|-
| -14 || ws3,F || 35 || +9
|-
| -15 || u/f+4 || 13 (58) || [[Kazumi combos#Staples|+29a (+19a)]]
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
| -18 || ws2 || 20 (65) || [[Kazumi combos#Staples|+28a (+18a)]]
|-
|-
| -25 || f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +14a (+4a) || Everything
| -23 || u/f,n,4 || 25 (72) || [[Kazumi combos#Staples|+34a (+24a)]]
|}
|}


Line 32: Line 57:
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10
| 1 d/f+1,2<ref name="special-bts">Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin</ref>
| 38
| +13a<ref>+8d if they don't turn around after the jab</ref>
|-
| -12
| 2,1 1+2,F<ref name="special-bts"/><ref>Only works if the opponent is slightly off-axis to Kazumi's left</ref>
| 50
| +9a<ref>+16a (+7a) if the tiger hits them right in the back</ref>
|}
|}


Line 39: Line 74:
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -22<ref>Fastest this can be done from standing.</ref> || FC d+3 || 9 || -3a (-11a)
| -16 || d+4 || 8 || -2a (-10a)
|-
| -16 || d+3 || 9 || -3a (-11a)
|-
| -17 || OG.d+2 || 16 || -2a (-10a)
|-
| -36 || f+3+4 RSS.3 || 16 (32) || [[Kazumi combos#Mini-combos|+15a]]
|-
|}
|}


Line 45: Line 87:
|+ Whiff
|+ Whiff
|-
|-
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
! Move !! Range !! Damage !! [[Movelist#Hit|Frames]] !! Risk
|-
| u/f+4 || 1.74 || 13 (58) || [[Kazumi combos#Staples|+29a (+19a)]] || unsafe
|-
| 1,1,2 || 2.14 || 25 || +20a (+15a) || safe if [[hit confirm]]ed
|-
| d/f+1,2 || 2.33 || 31 || +13a || safe if hit confirmed
|-
| b+2 || 2.47 || 12 || +4 || safe
|-
|-
| f,f,F+3<ref name="run3">Generic running 3. Yuge punish!</ref> || 30 || +10a (+1a) || Steppable
| 3,2 || 2.53 || 29 (50) || [[Kazumi combos#Mini-combos|+24d]] || safe if hit confirmed
|}
|}
</div>
</div>


<references/>
<references/>

Revision as of 16:18, 8 February 2021

Standing
Enemy Move Damage Frames
-10 1,1,2 25 +20a (+15a)
1,2,2 27 +4
-12 1+2,F 30 +9
-13 d/f+1,2 31 +13a
-15 u/f+4 13 (58) +29a (+19a)
Extra range
Enemy Move Damage Frames
-14 f,f+2 37 +0d
-15 3,2 29 (50)
-15 b+2 12 +4
-18 f+3,F 13 (58) +16a
Crouching
Enemy Move Damage Frames
-10 FC.d+1 5 +6
-11 ws4,4 29 +13g
-12 ws1,2 35 +10a (+1a)
-14 ws3,F 35 +9
-15 u/f+4 13 (58) +29a (+19a)
-18 ws2 20 (65) +28a (+18a)
-23 u/f,n,4 25 (72) +34a (+24a)
Back-turned opponent
Enemy Move Damage Frames
-10 1 d/f+1,2[1] 38 +13a[2]
-12 2,1 1+2,F[1][3] 50 +9a[4]
Grounded opponent
Enemy Move Damage Frames
-16 d+4 8 -2a (-10a)
-16 d+3 9 -3a (-11a)
-17 OG.d+2 16 -2a (-10a)
-36 f+3+4 RSS.3 16 (32) +15a
Whiff
Move Range Damage Frames Risk
u/f+4 1.74 13 (58) +29a (+19a) unsafe
1,1,2 2.14 25 +20a (+15a) safe if hit confirmed
d/f+1,2 2.33 31 +13a safe if hit confirmed
b+2 2.47 12 +4 safe
3,2 2.53 29 (50) +24d safe if hit confirmed
  1. 1.0 1.1 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin
  2. +8d if they don't turn around after the jab
  3. Only works if the opponent is slightly off-axis to Kazumi's left
  4. +16a (+7a) if the tiger hits them right in the back