Steve punishers (Tekken 7)

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Revision as of 11:30, 5 October 2022 by Summerboy52 (talk | contribs)
Punishers for tricky moves
Various Slide ws1
Generic FUFT.4 (None)
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,f b+2[1]
  • f,f df+1+2
  • f+3+4~f+2,1
  • b+3+4
  • b+3+4,3+4
db+4 FC.db+2
Asuka b+3 df+1+2
Claudio f+2,2
  • f,F+2 (deep dash)
  • f,f df+1+2
  • 3+4~2
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f+3+4~uf+2[3]
R.f,n,d,df+4,3+4 df+1+2
Eddy 3~4 uf+2
b+3,3
  • df+1+2
  • iws1 (hard)
Heihachi f,F+2 df+1+2
Jack-7 R.b+1+2
  • f+3~2 (can whiff)
  • 3+4~2 (can whiff)
  • f,F+2 (deep dash)
d+1+2
  • df+1+2 (can whiff)
  • f,F+2 (hard)
Law db+3+4 df+1,2 (can whiff)
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
ssr f,F+2
Paul
  • d+4,2:1+2
  • qcf+2
  • f,F+2 (hard)
  • df+1+2 (can whiff)
Xiaoyu BT.3 df+1+2
BT.f+3+4,3+4 1,2,1,2
AOP.4~3
  • cc f+2,1
  • df+1+2
Standing
Enemy Move Damage Frames
-10 1,1,2 29 +4[4]
-12 2,1 26 +6[5]
-13 b+1,2 26 +19g[6]
f+3+4~f+1+2 35 +24a (+15)
-14 df+1+2 28 +18a (+11)
R.df+1+2,f+3 25 +38a (+28)
-15 f+1+2,2 42 +3a
-17 b+2 15 (56) +32a
-18 f+3+4~uf+2 23 (71) +34 (+24)
Crouching
-10 FC.d+1 5 +6
-11 ws1,2 32 +3c
-18 FC.df+2 20 (?) +34a (+24)
Both
-13 R.1+2 55 +0d
-15 f,F+2 24 (40) +11d
-22 uf+2 20 (?) +42a
-23 uf+4 20 (?) +31a (+21)
Back-turned opponent
-10 1,2,1,2 47 +16a (+7)[7]
-12 2,1,F~df+1,1,2,1 db+2[8] 100 -1a (-9)
-16 df+2,f+3~2[8] 33 (?) +35a (+25)
Grounded opponent
-16 d+1+2 12 0a (-8)
-26 db+2 16 -1a (-9)
FC.db+2 16 -1a (-9)
-28 f+3+4~d+2 20 +3a (-5)
-50 F+3* EXTDCK.2 16 +21a (+4)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2 i10 2.10 29 -7[9] High
df+1+2 i14 3.00 28 -12 Mid
f+1+2,2 i15 2.50 42 -13 Mid
b+3+4~b+2 i14(~15) 2.80 21 (58) -9 High
b+2 i17 2.20 15 (56) -14 Mid
f,F+2 i14(~17) 3.10 24 (40) -13c Mid
f+3+4~uf+2 i17(~18) 2.75 23 (?) -15 Mid
f+3+4~f+2,1 i18(~19) 3.40 35 -13[10] Mid
  1. If she commits to flying, begin your float combo with iws1.
  2. If she commits to the full string, begin your float combo with df+1. On a read, you can also sidewalk the second hit for a full back-turn punish.
  3. If he commits to flying options, begin your float combo with iws1.
  4. +4 on normal hit. +6 if you transition into LWV (3), RWV (4), or SWY (b). +8 if you transition into DCK (f+3).
  5. +6 on normal hit. +14 if you transition into FLK (b). +13 if you transition into PAB (f).
  6. +19 regardless of whether you transition into PAB (f) or not.
  7. +16a (+7) with no stance transition. +22a (+13) if you cancel into DCK (f+3).
  8. 8.0 8.1 Master Raven, Kunimitsu, and Xiaoyu can all parry this punish after the stance transition.
  9. -7 if Steve doesn't transition into a stance. -5 if Steve transitions into LWV (3), RWV (4), or SWY (b+3). -3 if Steve transitions into DCK (f+3).
  10. Second hit is +1 but can be interrupted by i15 or faster. Most people will go with an i13 punisher since the first hit is only -13.