Law punishers (Tekken 7)

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Standing
Enemy Move Damage Frames Notes
-10 1,1,2 20 +6 Can transition to DSS with b,f input for upto +7
2,b+2 16 +7 Leaves you in back-turn state
-11 4,3 26 -5 Can transition to DSS with b,f f input for upto +16g
-12 3,4 32 +19a (+10a)
u/f+1,3 20 -1 For moves with more pushback
-14 3+4,4 25 (58) +56a (+39a)
b+4,3 34 +23a (+15a) Use for wallsplat instead of 3+4,4
-15 d/f+2 12 (65) +34a (+24a)
u/f+4 14 (67) +33a (+23a) This is distinct from U/F+4, which is a slower flipkick.
Crouching
Enemy Move Damage Frames Notes
-11 ws4 14 +7 Can transition to DSS with b,f f input for upto +17g
-12 u/f+1,3 20 -1
-13 ws1,2 35 +40a (-18a)
-15 ws2 20 (73) +31a (+21a)
-16 ws3,~f (DSS) 16 (69) +17
-23 u/f~n,4 25 (78) +34a (+24a)
Extra range
Enemy Move Damage Frames Can reach
-25 f,f,F+3[1] 30 +14a (+4a) Everything
Back-turned opponent
Enemy Move Damage Frames
Grounded opponent
Enemy Move Damage Frames
-22[2] FC d+3 9 -3a (-11a)
Whiff
Move Damage Frames Risk
f,f,F+3[1] 30 +10a (+1a) Steppable
  1. ↑ 1.0 1.1 Generic running 3. Yuge punish!
  2. ↑ Fastest this can be done from standing.