Yoshimitsu punishers (Tekken 7)

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Revision as of 06:57, 20 November 2022 by DuckmanTheThird (talk | contribs)
Punishers for tricky moves
Various Slide
  • ws4
Generic FUFT.4
  • df+4
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,​n,​d,​df+1
  • f+3+4
  • b+3+4
  • b+3+4,3+4
  • df+2
  • f,​n,​d,​df+1
db+4
  • cc f,​n,​d,​df+1
  • uf+3+4,​b+1
  • FC.df+4
Asuka b+3
  • f,​n,​d,​df+1
  • 1SS.f+1+2
Claudio f+2,2
  • f+3+4
  • f,F+3 (hard)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
f,​n,​d,​df+1
R.f,n,d,df+4,3+4
  • NSS.1+4
  • df+1,4 (shallow block)
  • b+2,2
  • R.f,​n,​d,​df+1+2
Eddy 3~4
  • 1SS.ws2,​1
  • cc uf+3
b+3,3 f,​n,​d,​df+2
Heihachi f,F+2 b+2,2 (can whiff)
Jack-7 R.b+1+2
  • f,​n,​d,​df+1
  • f+3+4
d+1+2 f,​n,​d,​df+1
Law db+3+4 df+1,​4
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
df+1
Paul
  • d+4,2:1+2
  • qcf+2
  • f,​n,​d,​df+1
  • b+2,2
Xiaoyu BT.3 f,​n,​d,​df+1
BT.f+3+4,3+4 uf+3
AOP.4~3
  • ws4
  • cc d+2,2
  • cc f,​n,​d,​df+2
  • cc f+3+4
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