Yoshimitsu punishers (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
No edit summary
No edit summary
Line 1: Line 1:
{{Yoshimitsu}}
{{Yoshimitsu}}
{{Infobox tricky moves}}
{| class="punishers"
| colspan="4"  class="table-cat" | Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
|-
| colspan="4" class="table-cat" | Crouching
|-
| -11 || ws4<ref name="p"/> || 18 || +6
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
|}
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
|-
|}
<references/>
== Old table (TODO: copy to above) ==


<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>

Revision as of 04:30, 12 May 2022

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.

Old table (TODO: copy to above)

Standing
Enemy Move Damage Frames
-6 1SS 1+4[1] 21 (67) +22a
-8 NSS 1+4[1] 21 (67) +29a
-10 1SS 1,1 26 +4c
2,2 18 +5
NSS 2,1 30 +19a
-13 d/f+1,4 31 +4
-14 1SS b+2,2 33 +2a
NSS b+2,2 30 0
R.f,n,d,d/f+1+2 35 (82) +58a (+38a)
-15 d/f+2 13 (59) +34a (+24a)[2]
u/f+3 15 (61) +32a (+22a)
-17 f,n,d,d/f+1 22 (71) +35a (+25a)
Crouching
Enemy Move Damage Frames
-6 1SS ws1+4[1] 21 (67) +22a
-8 NSS ws1+4[1] 21 (67) +31a
NSS FC d+1+2[1] 21 (67) +29a
-10 ws1+2 12 +7
-11 ws4 14 +5 (+5 ~ KIN)
-14 ws1,2 30 +14g
-15 1SS ws2,1 27 (75) +31a (+21a)
u/f+3 15 (61) +32a (+22a)
-18 NSS f,F,n+1+4 21 (71) +29a
Extra range
Enemy Move Damage Frames Can reach
-12 d/f+4 15 +4
  • FUFT 4
  • Feng 1+2
-17 f,n,d,d/f+1 22 (71) +35a (+25a)
  • Paul qcf+2
Back-turned opponent
Enemy Move Damage Frames
-10 1SS 2,1 33 +12a
NSS 2,1 30 +14a (+5a)
-13 d/f+1,2 32 +21a (+12a)
-14 b+2,1 32 (76) +28a (+18a)
b+2,1,1+2~KIN 32 (85) +39a (+29a)
Grounded opponent
Enemy Move Damage Frames
-16 d+3 9 -3a (-11a)
-17 1SS f,n,d,d/f+1 17 +15a (-2a)
-18 (-24) FC d/f+4 14 +1a (-7a)
-28 1SS u+1 19 -12a (-20a)
Whiff
Move Range Damage Frames Risk
f,n,d,d/f+1 3.38 22 (65) +61a (+44a) unsafe
b+2,2 2.69 33 +2a unsafe; mid,high
3~4 2.9 28 +3 (+14 ~ DGF) safe, unless transitioned into DGF
f,F+4 2.9 20 (59) +37a (+23a) recovers backturned -6
u/f+3 1.93 15 (61) +32a (+22a) unsafe
d/f+2 2.05 13 (59) +34a (+24a) safe
R.f,n,d,d/f+1+2 2.65 35 (82) +58a (+38a) safe

Notes

  1. 1.0 1.1 1.2 1.3 1.4 Just because a move is -6 or -8 does not mean Flash will connect. See Yoshimitsu flash.
  2. Against moves that recover crouching, d/f+2 is +4g