Kazumi punishers: Difference between revisions

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(Kazumi's tricky punishment)
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|slide={{Plainlist|
|slide={{Plainlist|
* ws4 ...
* ws4 ...
* CC f+3,F~2 ...
* CC f+3,F ...<ref name="kazumi-f3"/>
* CC df+4 ...}}
* CC df+4 ...}}
|alisa-a=f+3+4,F~2
|alisa-a=f+3+4,F~2
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* f,F+2}}
* f,F+2}}
|claudio-a={{Plainlist|
|claudio-a={{Plainlist|
* iWR1 wr2
* wr1 wr2
* f,F+2 (can whiff)}}
* f,F+2 (can whiff)}}
|devil-jin-a=f,f uf+4 (deep dash)
|devil-jin-a=f,f uf+4 (deep dash)
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* f,F+2 (hard)
* f,F+2 (hard)
* RD.f,F+1+2 (hard)}}
* RD.f,F+1+2 (hard)}}
|jack-7-a=
|jack-7-a={{Plainlist|
* f,F+4 (deep dash)
* f,F+2 (deep dash)
* RD.f,F+1+2 (deep dash)}}
|jack-7-b={{Plainlist|
* f,F+2 (hard)<ref name="jack-d12">The pushback is as such that you need to use a couple frames to extend your f,f. Requires practice in order to attain consistency.</ref>
* RD.f,F+1+2 (hard)<ref name="jack-d12"/>}}
|law-a={{Plainlist|
* 1+2
* df+1,2}}
|leroy-a=
|lucky-chloe-a={{Plainlist|
* 1,2 (can whiff)
* df+1,2
* SSR f,F+2}}
|paul-a={{Plainlist|
* f,F+2 (hard)<ref name="jack-d12"/>
* RD.f,F+1+2 (hard)<ref name="jack-d12"/>}}
|xiaoyu-a={{Plainlist|
* f,F+2
* RD.f,F+1+2<ref>Backturn launch so perform a standard combo route.</ref>
* f,f 1+2 (hard)}}
|xiaoyu-b={{Plainlist|
* 1,1,2
* uf+4<ref>Kazumi's hopkick is a knee, so it beats Xiaoyu's BT parry, while also being fast enough to beat her trying to turn around. Also beats any attempts at spinning away or performing another roll. Be wary of her body position upon launching. If she goes for the parry, she will launch normally. If she does anything else, she will launch back turned.</ref>}}
|xiaoyu-c={{Plainlist|
* CC f+3,F ...<ref name="kazumi-f3">Having no f,F+3 or wr3 inputs, Kazumi can CC f+3 by simply inputting f,F+3.</ref>
* CC df+4
* ws4 (can whiff)}}





Revision as of 06:13, 22 January 2022

Punishers for tricky moves
Various Slide
  • ws4 ...
  • CC f+3,F ...[1]
  • CC df+4 ...
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
f+3+4,F~2
  • b+3+4
  • b+3+4,3+4
  • 3,1
  • uf+4 (can whiff)
db+4 FC.d+3
Asuka b+3
  • b+4 (can whiff)[2]
  • f+3,F~2 (can whiff)[2]
  • f,F+2
Claudio f+2,2
  • wr1 wr2
  • f,F+2 (can whiff)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,f uf+4 (deep dash)
R.f,n,d,df+4,3+4
  • d,f+1,2
  • uf+2
  • RD.f,F+1+2 (hard)
Eddy 3~4
  • ws2
  • f,F+4 (hard)
  • RD.f,F+1+2[3]
b+3,3
  • df+1
  • df+3~1~2~3~2~1~2
Heihachi f,F+2
  • f,F+2 (hard)
  • RD.f,F+1+2 (hard)
Jack-7 R.b+1+2
  • f,F+4 (deep dash)
  • f,F+2 (deep dash)
  • RD.f,F+1+2 (deep dash)
d+1+2
  • f,F+2 (hard)[4]
  • RD.f,F+1+2 (hard)[4]
Law db+3+4
  • 1+2
  • df+1,2
Leroy db+1+2
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
  • 1,2 (can whiff)
  • df+1,2
  • SSR f,F+2
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+2 (hard)[4]
  • RD.f,F+1+2 (hard)[4]
Xiaoyu BT.3
  • f,F+2
  • RD.f,F+1+2[5]
  • f,f 1+2 (hard)
BT.f+3+4,3+4
AOP.4~3
  • CC f+3,F ...[1]
  • CC df+4
  • ws4 (can whiff)
Standing
Enemy Move Damage Frames
-10 1,1,2 25 +20a (+15)
1,2,2 27 +4
-12 1+2,F 30 +9 RSS
-13 df+1,2 31 +13a
-15 uf+4[7] 13 (58) +29a (+19)
3,2 29 (50) +24d
-18 df+2 29 (62) +41a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4,4 18 +6
-12 ws1,2[7] 35 +10a (+1)
-14 ws3,F 35 +9 RSS
-15 uf+4[7] 13 (58) +29a (+19)
-18 ws2 20 (65) +28a (+18)
-23 uf,n,4 25 (72) +34a (+24)
Back-turned opponent
-10 1 df+1,2[8] 38 +13a[9]
-11 ws4 df+1,2[8] 44 +13a[9]
-12 2,1 1+2,F[8][10] 50 +9a[11]
Grounded opponent
-16 d+4 8 -2a (-10)
-16 d+3 9 -3a (-11)
-17 OG.d+2 16 -2a (-10)
-36 f+3+4~3 16 (32) +15a
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2 i10 2.14 25 -3[12] High
2,1 i12 2.34 20 -5 High
df+1,2 i13 2.33 31 -13c Mid
df+3 i14 2.66 14 -9 Mid
uf+4 i15 1.74 13 (58) -13 Mid
3,2 i15 2.53 29 (50) -29[13] Mid
f,F+2 i13(~16+) 2.79 37 -13 Mid
R.f,F+1+2 i13(~16+) 2.79 37 (83) -12[14] Mid
f+3,F i18 2.69 13 (58) +8 RSS[15] Mid
df+2 i18 2.75 29 (62) -24 Mid
  1. 1.0 1.1 Having no f,F+3 or wr3 inputs, Kazumi can CC f+3 by simply inputting f,F+3.
  2. 2.0 2.1 b+4 is very consistent outside of absolute tip range, and even then it can hit off axis. f+3,F~2 will hit from mid range to up close, with its range being extended to almost tip range off axis. Worth going for f+3,F~2 anytime b+3 is used in a scramble, and b+4 or f,F+2 if blocked in neutral.
  3. Due to the Rage Drive's speed, you want to avoid rushing the input. As a safety precaution, input 1+2 a couple of times when going for RD as a punish to ensure that if you get ws1, you finish the string.
  4. 4.0 4.1 4.2 4.3 The pushback is as such that you need to use a couple frames to extend your f,f. Requires practice in order to attain consistency.
  5. Backturn launch so perform a standard combo route.
  6. Kazumi's hopkick is a knee, so it beats Xiaoyu's BT parry, while also being fast enough to beat her trying to turn around. Also beats any attempts at spinning away or performing another roll. Be wary of her body position upon launching. If she goes for the parry, she will launch normally. If she does anything else, she will launch back turned.
  7. 7.0 7.1 7.2 Often whiffs due to range.
  8. 8.0 8.1 8.2 Sequence can be interrupted Master Raven and Xiaoyu's parry, Geese's Raging Storm, and Yoshimitsu's spin.
  9. 9.0 9.1 +8d if they don't turn around.
  10. Only works if the opponent is slightly off-axis to Kazumi's left.
  11. +16a (+7a) if the tiger hits them right in the back.
  12. Hit confirm.
  13. Duckable high. Can be tricky if you mixup with 3,1.
  14. Safe from pushback.
  15. This a tricky situation but very favorable for opponent, since everything but RSS.2 is interrupted by i12 or faster moves.

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