Zig21
Moderator
Born to Duck
Member Since: Sep 2001
From: USA Washington
Posted: May 22nd, 2005 05:05
Jab Punishers (-10 or greater):
1,2 (10 frames, 19 damage)
1,d+2 (10 frames, 20 damage)
2,1 (10 frames, 24 damage)
Jab+ Punishers (-12 or greater):
ff+2 (13~14 frames, 21 damage+knockdown) <-Startup depends on execution
4 (13 frames, 20 damage)
db+2 (14 frames, 18 damage)
d+4 (14 frames, 16 damage)
f+1+2 (15 frames, 21 damage)
Launcher Punishers (-16 or greater):
df+1 (16 frames, 15 damage+juggle)
d+2,4 (16 frames, 39 damage)
uf+1+2 (17 frames, 21 damage+followups)
df+3,1,2_d+2 (17 frames, 37_38 damage)
Launcher+ Punishers (-19 or greater):
d+1+2 (19 frames, 24 damage+juggle)
ff+1 (20~23 frames, 21 damage+juggle) <-Startup depends on execution
uf,N+4 (? frames, 25 damage+juggle) <-Startup depends on execution
db+1+2 (25 frames, 28 damage+juggle)
Light FC/WS Punishers (-8 or greater):
FC 1 (10 frames, 5 damage)
WS 1+2 (10 frames, 12 damage)
FC 2 (11 frames, 8 damage)
Medium FC/WS Punishers (-13 or greater):
WS 4 (13 frames, 21 damage)
WS 1 (14 frames, 12 damage)
Heavy FC/WS Punishers (-18 or greater):
WS 3 (18 frames, 18 damage+juggle)
WS 2 (20 frames, 28 damage+followups)
FC df+4 (21 frames, 19 damage)
FC 1+2~b (22 frames, 24 damage+knockdown)
Misc. Punishers:
Move specific
The format is as follows....
Character name
Punishment category
Blocked move (X) ## <-See note at end of section
Moves in parenthesis are shown when they are the only available option in that category. For example, some jab punishable moves are only punishable with 2,1 due to range, so 2,1 is listed but 1,2 and 1,d+2 are not.
I realize that throws can be used to punish moves as well, but this project was meant to focus on guaranteed damage (although I do list ground throws in a few specific cases). This is not to say you should avoid using throws for punishment; they can definitely offer more damage in some situations if your opponent guesses wrong. As a rule of thumb, moves that fall within the Jab+ category are throw punishable if the distance allows it. Crouch throws can also be used to punish moves that recover crouching and are -16~17 or greater.
Anna
Jab
2,3
3,3,2
df+1,2,3
df+3,1,2
df+3,2,3
[ b ]+1_+1,2_+1,2,2
b+2
CJM 3
FC f+2
Jab+
f+4 (ff+2, 4, db+2, d+4)
f+1+2 (ff+2, d+4, f+1+2)
[df]+3_+3,3_+3,3,3 (ff+2, 4, db+2, d+4)
df+3,3,3,1
d+3,2
db+1 (ff+2, 4)
b+2,2 (ff+2, 4)
CJM 1
uf+4 (ff+2, 4, db+2, d+4)
[UF_FC uf]+4 (ff+2, 4, db+2, d+4) #1
ff+3,4,3 (ff+2, 4, db+2, d+4)
FC f+1 (ff+2, 4, db+2, d+4)
#1: 4 will hit even if opponent recovers crouching
Launcher
3 (df+1, d+2,4)
f+3 (df+1, d+2,4)
db+1,4
CJM f+3 (df+1)
ff+3 (df+1, d+2,4)
Launcher+
3,3 (d+1+2, ff+1)
db+4,3 (d+1+2, ff+1, uf,N+4)
CJM 4 (d+1+2, ff+1, uf,N+4)
ff+3,4 (d+1+2, ff+1, uf,N+4)
FC UF+4
FC df+2 (ff+1)
Light FC/WS
N/A
Medium FC/WS
1,2,3
1,4
1,2,1,d+4
2,1,4
2,d+3
4,3
f+2,1,d+4
df+3,2,1,4
df+3,2,d+3
df+4
d+3
d+4 (WS 4)
uf+4,3
Heavy FC/WS
3,3
df+3,1,4,2,4 (WS 3)
d+3+4 (WS 3)
db+1,1 (WS 3)
db+3 (WS 3)
db+4 (WS 3)
db+4,3
CJM 4 (WS 3, FC df+4, FC 1+2~b)
FC df+2 (WS 3, WS 2, FC df+4) #1
SS+2 (WS 3)
#1: WS 2 whiffs if opponent recovers crouching
Misc.
N/A
Asuka
Jab
db+2
uf+4
ff+2
Jab+
[1+4,2_db+4,1+4,2],4 (ff+2, 4, d+4, f+1+2)
WS 3 (f+1+2) #1
#1: Safe if opponent recovers crouching
Launcher
f+2
b+3,2
WS f+3 (df+1, d+2,4)
WS 2,1
Launcher+
[1+4,2_db+4,1+4,2],d+4 (d+1+2, ff+1, uf,N+4)
d+3+4 (d+1+2, ff+1)
f+1,4 (d+1+2, ff+1)
WS 2,1,1 (d+1+2, ff+1)
WS 2,1,1,3 (d+1+2)
Light FC/WS
1,3 (FC 1)
1,4 (FC 1, WS 1+2)
3 (FC 1)
db+3
Medium FC/WS
3~4
Heavy FC/WS
[1+4,2_db+4,1+4,2],d+4 (WS 3, FC df+4, FC 1+2)
d+3+4
f+1,4
f+1,d+4 (WS 3)
Misc.
N/A
Baek
Jab
1+2_f+1+2
df+3
FLA f+3
FLA b+3 (2,1)
uf+4
ff+3
Jab+
[1,2,3_3_uf,N+3],3,3,4 (ff+2, 4, db+2, d+4)
[1,2,3_3_FLA_uf,N+3_WS],3,4,4,3 (ff+2, 4, db+2, d+4)
2,2 (ff+2, 4)
f+3,3,2
[F+4_WS 4,4],3 (ff+2, 4, db+2, d+4)
d+3,3,3
uf,N+3,4 (ff+2, 4)
bb+2 (ff+2, 4)
Launcher
[1+2_f+1+2],4
b+4 (df+1, d+2,4)
u+4
Launcher+
[1,2,3_3_FLA_uf,N+3_WS],3,4,4,4 (ff+1)
[F+4_WS 4,4],4 (ff+1)
d+4,3,3,d+3 (ff+1, d+1+2, uf,N+4)
db+4
Light FC/WS
f+3,3
db+3
Medium FC/WS
(1,2,3_3_uf,N+3),3,3,d+4
d+3
d+3,3,d+3
d+4 (WS 4)
(FLA_WS) 3,3,4
FLA d+3
Heavy FC/WS
[1,2,3_3_FLA_uf,N+3_WS],3,4,4,4 (WS 3)
[F+4_WS 4,4],4 (WS 3, FC df+4)
d+3,3 (WS 3)
d+4,3,3,d+3
db+4
Misc.
[1,2,3_3],4,3 (b+4, f+1+2)
uf,N+3,d+4,3 (b+4, f+1+2)
Bruce
Jab
3,2,1,2
f+1
f+4,3
df+1,2 (1,2) #1
b+4,3
uf+3
WS 2_WS 2,1
#1: 1,d+2 and 2,1 will hit if Craig is slightly off-axis to his left
Jab+
1,2,f+4_2,f+4
1,4,3
df+2 (ff+2, 4)
bb,N+3+4,4 (ff+2, 4)
f,N,d,df,uf+3+4 (ff+2, 4)
Launcher
f+1,2,1 (df+1, d+2,4)
[df+3+4,3],3_3,3_3,3,3 (df+1, d+2,4) #1
b+1 (df+1, d+2,4)
b+3,4 (df+1, d+2,4)
#1: 5th hit can be punished with all launcher-class moves
Launcher+
df+3,1
b+4,3,4 (d+1+2)
bb+4 (d+1+2, ff+1, uf,N+4)
SS+3 (d+1+2)
Light FC/WS
4~f_d+3,4 (FC 1)
df+3 (FC 1, WS 1+2)
f,N,d,df+3
Medium FC/WS
1,2,1,2
1,2,d+4_2,d+4
3,2,1,4
d+3
db+3_db+3,4
b+4,3,d+4
ff+1 (WS 4)
FC df,d,df+4
Heavy FC/WS
bb+4
Misc.
N/A
Bryan
Jab
1,4,3
2,3
[3_b+3],2,1,2_2,1,2
f+2
f+1+4 (hit)
df+1,2
[DF+1],1_1,1_1,1,1
d+3,2
d+3+4,2,3
b+3,4
b+4
qcb+2
SS+1
SS+1~2
Jab+
1+2 (ff+2, 4)
Launcher
WS 1 (df+1) #1
#1: f+1+2 and ff+2 are more reliable punishers
Launcher+
df+3 (d+1+2, ff+1, uf,N+4)
b+1~2,1,2,1,2,1,2,1,2,1,4
Light FC/WS
[3_b+3],2,1,4_2,1,4 (FC 2)
d+3
db+3
ff+4 (FC 1)
Medium FC/WS
1,2,3 (WS 4)
d+4
d+3+4
Heavy FC/WS
df+3
Misc.
f+2,1,4 (b+4, df+1, f+1+2, ff+2)
bb+4 (f+4)
Christie
Jab
3+4
[f]+2_+2,1
f+3+4
df+2
db+4
b+3
b+4,4,3+4
FC f+3
RLX 4,3+4
RLX 3+4
Jab+
[1_1+2],3~D (d+4)
f+2,1,4
f+4~B (d+4)
d+3~3 (d+4)
[db+3,4_FC],1+2 (ff+2, 4)
db+4,b+4 (d+4)
[b+3_WS 1],3 (d+4)
b+4,4,D (d+4)
ff+3~D (d+4)
[FC_SS+4],3+4~D (d+4)
[SS+_HSP]3 (d+4)
SS+3+4 (ff+2, d+4, f+1+2)
[HSP u_d]+3~D_+4~D (d+4)
RLX 3+4,3 (d+4)
RLX f+3+4 (ff+2, 4) #1
#1: Safe if blocked at max range
Launcher
f+4 (df+1, df+3,1,2_d+2)
b+3~f
[FC_SS+4],3+4
RLX 2,4 (df+1, df+3,1,2_d+2)
Launcher+
1+2~3 (d+1+2, ff+1)
df+3+4 (d+1+2, ff+1)
[db+_b+4_HSP 1],3 (d+1+2, ff+1)
db+3,3 (d+1+2, ff+1, db+1+2) #1
uf+3,3 (d+1+2, ff+1)
SS+4,3 #2
SS+3+4,3+4 (d+1+2, ff+1, db+1+2) #2
SS+1+4 (d+1+2, ff+1)
[HSP u_d],N+3_N+4 #2
RLX 4 (d+1+2)
#1: db+1+2 will always launch on-axis; sidestep right before d+1+2 and ff+1 to avoid an off-axis launch
#2: Must first dash into range
Light FC/WS
uf+3 (FC 1, WS 1+2)
RLX 1
Medium FC/WS
3~4 (WS 4)
df+4 (WS 4)
d+3
d+3~4 (WS 4)
uf+3,3+4 (WS 4)
ff+4,3 (WS 4)
SS+4~B (WS 4)
HSP 4,3+4 (WS 4)
HSP b+3 (WS 4)
RLX 3
Heavy FC/WS
3~4 (FC df+4)
f+4,3+4 (FC df+4)
[db+_b+4_HSP 1],3 (WS 3, FC df+4, FC 1+2~b)
SS+4,3 (WS 3, FC df+4, FC 1+2~b) #1
SS+3+4,3+4 (WS 3, FC df+4)
SS+1+4
HSP 3~4 (FC df+4)
HSP 4,3+4 (FC df+4)
[HSP u_d],N+3_N+4 (WS 3, FC df+4, FC 1+2~b) #1
RLX 4~3,3+4 (FC df+4)
#1: WS 3 must be delayed
Misc.
3~4,B (df+3,1_d+1 to juggle)
uf+3+4,D (df+3,1_d+1 to juggle)
ff+3~B (f+3+4)
ff+3~B+3+4 (df+3,1_d+1 to juggle)
[FC_SS+4],3+4~B (df+3,1_d+1 to juggle)
[SS+3,N]+B_+B+3+4 (df+3,1_d+1 to juggle)
SS+4,3~B (df+3,1_d+1 to juggle)
HSP 3~4,B (df+3,1_d+1 to juggle)
HSP 4 (df+3,1_d+1 to juggle)
HSP D+3+4 (df+3,1_d+1 to juggle)
[HSP u_d]+3_+4 (b+4)
RLX 2,3 (1,2 to juggle)
RLX 3~4 (df+3,1_d+1 to juggle)
RLX 4~3 (df+3,1_d+1 to juggle)
Craig
Jab
[1,2],3_3,1+2
2,d+1+2
f+2
df+1
[df+3,1,2],3_3,1+2
df+3,d+1
df+4
df+1+2
d+1+2
b+2
ff+1
WS 3 (1,2, 2,1)
Jab+
f+1+2
Launcher
N/A
Launcher+
db+1+2 (d+1+2)
FC df+4 (d+1+2, ff+1, uf,N+4)
Light FC/WS
f+4 (WS 1+2)
[d_db]+3
Medium FC/WS
f+2,d+1 (WS 4)
d+4
Heavy FC/WS
FC df+4 (WS 3, FC df+4, FC 1+2~b)
Misc.
db+4 (db+1+3_2+4, FC df+4, db+4)
Devil Jin
Jab
1,2,2
1,2,4
1+4,2,4
df+2,1
[uf]+4_4,4,4,4
f,N,d,df+2
WS 2
Jab+
2,2 (ff+2, 4)
[df_WS]+4,4
b,f+2,1,df+2 (ff+2, 4)
f,N,d,df+1
f,N,d,df+1,3 (ff+2, 4, db+2, d+4)
Launcher
1,1,2
Launcher+
1+4,2,d+4 (d+1+2, ff+1, uf,N+4)
[uf+4],4_4,4 (d+1+2, ff+1, uf,N+4)
f,N,d,df+4 (d+1+2, ff+1, uf,N+4)
f,N,d,df+4,4 (d+1+2)
Light FC/WS
N/A
Medium FC/WS
df+2,2
d+3
ff+3,1,3
Heavy FC/WS
1+4,2,d+4 (WS 3, FC df+4, FC 1+2)
[uf+4],4_4,4 (WS 3, FC df+4, FC 1+2)
f,N,d,df+1,4 (WS 3)
f,N,d,df+4 (WS 3, FC df+4, FC 1+2)
f,N,d,DF+3 (WS 3)
Misc.
4~3 (f+4)
Last edited by Zig21 on Jun 10th, 2005 at 20:53
Signature I have come to the conclusion that Josh Ray (aka jTm) was derived artificially from chemicals; he was not naturally conceived by human birth. Test results show that Hattorii Sazabi is made up of the same chemicals. If somehow they could fuze their bodies together, they would become HATTORAY; the ultimate human being. Hattoray's TJ points would just be off the scale. - Tekken Justice
Zig21
Moderator
Born to Duck
Member Since: Sep 2001
From: USA Washington
Posted: May 22nd, 2005 05:05
Feng Wei
Jab
2~1
f+4,3
[db]+1_1,2
uf+4
[f_b]+3+4,2
[f_b]+3+4,4
ff+2 (1,2, 2,1)
ff+4_ff+4,3
[WS 1],2_2,1 #1
WS 2
WS 3
#1: 3rd hit is only punishable with 2,1
Jab+
1,2,2 (ff+2, 4, db+2, d+4)
1+2 (ff+2, 4)
f+3 (ff+2, 4)
uf+2 (ff+2, 4)
uf+3
qcf+2 (ff+2, 4)
qcf+3+4
Launcher
2~2 (df+1, d+2,4)
b,f+1 (df+1, d+2,4)
Launcher+
f+2,1,2 (d+1+2, ff+1)
db+4 (d+1+2, ff+1, uf,N+4)
b+1+2 (d+1+2, ff+1)
Light FC/WS
f+4,4
d+2
db+2
FC df+1
Medium FC/WS
3~4,3 (WS 4)
db+2,2
db+3
qcf+1
SS+4
Heavy FC/WS
db+4 (WS 3, FC df+4, FC 1+2~b)
Misc.
N/A
Ganryu
Jab
3
4
1+2_1+2,1+2
f+3
b+1,1
ff+1+2
SS+1
Jab+
f+2
df+1,4 (ff+2, 4)
b+1+2
b,db,d,df+1 (d+4, f+1+2)
ff+2
Launcher
df+1+2,1
WS 1+2 (df+1)
Launcher+
[1_df+2,1],2,1,2,1,2,1,2
d+4 (d+1+2, ff+1, uf,N+4)
FC 1,1,1,2,1 (d+1+2, ff+1, uf,N+4)
Light FC/WS
N/A
Medium FC/WS
df+3
df+2+3
Heavy FC/WS
[3+4_uf+3+4],2 (WS 3)
d+2 (WS 3)
d+4
db+2 (WS 3, WS 2)
FC 1+2 (WS 3, FC df+4, FC 1+2~b)
FC 1,1,1,2,d+1 (WS 3)
Misc.
uf+3+4 (df+3,1_d+1 to juggle, WS 4)
Heihachi
Jab
1,2,2
df+1+2
d+3+4,1
SS+2
Jab+
2,2 (ff+2, 4)
f+2 (ff+2, 4)
f+1+2 (ff+2, 4, db+2, d+4)
ff+2 (d+4, f+1+2)
qcf+2
f,N,d,df+1
WS 4,4
Launcher
1,1,2
Launcher+
1,2,4 (d+1+2)
f+1,b+2,1
df+1,2
f,N,d,df+4 (d+1+2, ff+1, uf,N+4)
FC df+4 (d+1+2, ff+1, uf,N+4)
Light FC/WS
N/A
Medium FC/WS
d+3+4,1,2
db+2
Heavy FC/WS
f,N,d,DF+3 (WS 3)
f,N,d,df+4
FC df+4 (WS 3, FC df+4, FC 1+2)
Misc.
4~3 (f+4)
f,N,d,df+4,1 (1_2 to juggle)
Hwoarang
Jab
[1,2_2],f+4 (1,d+2, 2,1) #1
4,f+3
f+1+2
[df+_LFS]3,4 (1,2, 2,1)
[bb]+4_+4,4_+4,4,4
[RFF_RFS] 2,b+4
RFF f+4~4
RFF b+4
LFS b+3
RFS b+3
RFS b+4
#1: Must neutral guard f+4
Jab+
1,1,3,3
3,3 (ff+2, 4, d+4) #1
3,3,3 (d+4)
f+4~b (ff+2, 4)
df+3 (ff+2, 4, db+2, d+4)
b+3
uf+4,4 (ff+2, 4)
bb+4,3
LFF BT 4 (ff+2, 4)
RFF BT 3 (ff+2, 4)
LFS 3
LFS 3,3 (ff+2, d+4)
LFS b+4 (ff+2, 4, db+2, d+4)
RFS 4 (ff+2, 4, db+2, d+4)
#1: ff+2 and 4 will not reach unless first hit whiffs or is ducked
Launcher
ub+4 (df+1, uf+1+2, df+3,1,2_d+2)
uf+4 (df+1, d+2,4)
SS+3,3~b (df+1, uf+1+2, df+3,1,2_d+2)
RFF ff+4
Launcher+
f+3~3 (d+1+2, ff+1)
db+4
uf+4,4,4
SS+3 (d+1+2, ff+1, uf,N+4)
LFS db+3 (d+1+2, ff+1)
LFS db+4
RFS db+3 (d+1+2, ff+1)
Light FC/WS
1,1,3 (FC 1)
SS+4
RFF f+3,4 (FC 1, WS 1+2)
RFF ff+3
Medium FC/WS
4,4,4,3 #1
d+3 (WS 4)
d+4
d+3+4 (WS 4)
db+3 (WS 4)
RFF [2,4_4],3 (WS 1) #2
RFF db+3 (WS 4)
RFS 2,4,3 (WS 4, WS 1)
#1: WS 3 will also hit if opponent does not recover crouching
#2: Initial hits must whiff or be ducked
Heavy FC/WS
db+4
uf+4,4,4
LFS db+3
LFS db+4
RFS db+3
RFS db+4 (WS 3)
Misc.
ff+4 (1,2,3,1+2, 2,1,3,1,2,1,4,3,1,4, 1+3, df+3,1,2,f+1)
Jack-5
Jab
f+3+4
df+1
WS 2
Jab+
2,1,2
1+2
f+1+2
df+2 (ff+2, 4, db+2, d+4)
WS 1 (ff+2, 4)
Launcher
1+2,1+2
[DF+2,1,2_FC 1,1,1,2_FC DF+1,2_FC df+2],f+1 (df+1, d+2,4)
ff+2 (df+1, uf+1+2, df+3,1,2_d+2)
WS 1+2 (df+1, d+2+4)
WS 1+2,1+2
Launcher+
df+1+2
df+3+4 (d+1+2)
d+1+2 (d+1+2, ff+1)
[d+3+4_uf+3+4],3+4
db+2 (d+1+2, ff+1, uf,N+4)
[DB+3],4_3,4,3,4_3,4,3,4,3,4 (ff+1)
b+1+2 #1
[d+3+4_uf+3+4],1,2,1,2_2,1,2,1 #2
uf+3+4
ff+3+4 #3
b,db,d,df+1
[FC df]+1_1,2 (d+1+2, ff+1)
#1: Duck or backdash during the move to ensure ideal punishment
#2: Any launcher must be delayed in order to juggle; either string is punishable on hit as well
#3: Can also be punished with b+2+3 if you want to make Jack cry
Light FC/WS
db+1
Medium FC/WS
1,1
[DF+2,1,2_FC 1,1,1,2_FC DF+1,2_FC df+2],d+2
db+4 (WS 4)
Heavy FC/WS
f+1+2,1+2 (WS 3)
df+1+2
db+2
(DB)+3_3,4,3_3,4,3,4,3 (WS 3, WS 2)
(DB+3),4_3,4,3,4_3,4,3,4,3,4
uf+3+4
[d+3+4_uf+3+4],B (WS 3, FC df+4) #1
b,db,d,df+1 (WS 3, FC df+4, FC 1+2~b)
FC 1+2 (WS 3)
#1: WS 3 does not launch unless delayed; also applies to Sit Down 3+4 and 1_2 strings
Misc.
[d+3+4_uf+3+4],1,2,1,2_2,1,2,1 (df+3,1_d+1 to juggle) #1
1#: Easier option than Launcher+ punishers
Jin
Jab
[1,3~3_f+3~3],df+3
db+3
b+1,1
b+1,2
b+2
uf+4
WS 2
Jab+
f+2
d+3,3 (ff+2, db+2, d+4, f+1+2)
[db]+2_2,2
b+2,3 (ff+2, 4)
f,N,d,df+1 (ff+2, 4)
Launcher
df+4
Launcher+
[2,1_df+1],4~4
d+3+4
f,N,d,df+4
Light FC/WS
1,d+3 (FC 2)
d+3
b+1,4 (FC 2)
Medium FC/WS
d+4
db+4
b+3,4
Heavy FC/WS
[2,1_df+1],4~4
4~3_f,N,d,df+4,3+4 (FC df+4)
f,N,d,df+4
Misc.
N/A
Julia
Jab
1~1,2 (2,1)
1~1,4,3
1,2
1+2,4
1+4,3
f+1~2
df+3
d+2,3
ff+1,4 (2,1)
d,df+1,2
WS 2,2,1+2
WS 2,1,4,3
FC df+2
SS+2
Jab+
1~1
1~1,1 (ff+2, 4, db+2, d+4)
[4,4_d+4_WS 2,4],4
f+1
df+4,2,b,f+1 (ff+2, db+2, d+4, f+1+2)
b+1+2 (ff+2, 4)
uf+4,3
ff+3 (ff+2, 4)
WS 4 (db+2, d+4, d+1+2
[WS 2],1_1,1 (ff+2, 4, db+2, d+4)
FC df+4,3 <-ff+2 and 4 must be delayed
SS+2,1
Launcher
[4,4_d+4_WS 2,4],1 (df+1, d+2,4)
3+4,3
df+2,1 (df+1, uf+1+2, df+3,1,2_d+2)
uf+4 (df+1, d+2,4)
Launcher+
3+4,2 (d+1+2, ff+1)
b+3
uf+3+4
WS 2,2 (d+1+2)
Light FC/WS
f+3,4
d+3 (FC 1)
d+4 (FC 2)
Medium FC/WS
1,2,3
1+4 (WS 4)
df+2,3
db+3
WS 2,1,4 (WS 4)
FC df+4
Heavy FC/WS
[4,4_d+4_WS 2,4],d+4 (WS 3)
b+3 <-WS 2 must be delayed
Misc.
SS+3+4 (f+1+2, b+4, f+1+2)
Last edited by Zig21 on Jun 10th, 2005 at 20:55
Signature I have come to the conclusion that Josh Ray (aka jTm) was derived artificially from chemicals; he was not naturally conceived by human birth. Test results show that Hattorii Sazabi is made up of the same chemicals. If somehow they could fuze their bodies together, they would become HATTORAY; the ultimate human being. Hattoray's TJ points would just be off the scale. - Tekken Justice
Zig21
Moderator
Born to Duck
Member Since: Sep 2001
From: USA Washington
Posted: May 22nd, 2005 05:07
Kazuya
Jab
1,2,2
df+1
b+2,4
b+4
uf+4_uf+4,4,4,4
ff+2
ff+3 (1,2, 2,1)
f,N,df+2_f,N,d,df+2
f,N,df+3_f,N,d,df+3
WS 1,2
Jab+
2,2 (ff+2, 4)
df+2 (ff+2, 4) <-Safe if blocked deep
df+4,4_WS 4,4
b+2,4,1 (ff+2, 4, db+2, d+4)
f,N,df+1_f,N,d,df+1
[f,N,df+4_f,N,d,df+4],1
[f,N,df+1_f,N,d,df+1],3 (ff+2, 4, db+2, d+4)
Launcher
1,1,2
f+1+2 (df+1, d+2,4)
WS 2
Launcher+
[uf+4],4_4,4 (d+1+2, ff+1, uf,N+4)
f,N,df+4_f,N,d,df+4 (d+1+2, ff+1, uf,N+4)
[f,N,df+4_f,N,d,df+4],4 (d+1+2, ff+1, uf,N+4)
Light FC/WS
FC df+3+4
Medium FC/WS
1,2,4
db+3
[f,N,df+1_f,N,d,df+1],4
Heavy FC/WS
[uf+4],4_4,4 (WS 3, FC df+4, FC 1+2~b)
f,N,df+4_f,N,d,df+4
[f,N,df+4_f,N,d,df+4],4 <-WS 2 must be delayed
Misc.
4~3 (f+4)
King
Jab
df+1,2
d+1,2 (1,2) <-2,1 will hit if d+1 hits or whiffs
ub+1
uf+4
SS+2
Jab+
b+3 (d+4, f+1+2)
f,N,d,df+4 (ff+2, 4, db+2, d+4)
f,N,d,df+1+2
WS 2 (ff+2, 4)
FC df+2 (ff+2, 4, db+2, d+4)
Launcher
N/A
Launcher+
[d]+3+4_3+4,4_3+4,4,4
d+3+4,2
ff+4 (d+1+2)
ff+1+2 (d+1+2, ff+1, uf,N+4)
Light FC/WS
f+2,2,2
f+2+3 <-Must be blocked deep
Medium FC/WS
db+3
ff,N+2
Heavy FC/WS
[d]+3+4_3+4,4_3+4,4,4 (WS 3, FC df+4, FC 1+2)
ff+1+2
Misc.
3+4,df+4 (FC 4)
df+3+4 (FC df+4) <-Must be blocked crouching
db+4 (db+1+3_2+4)
uf+3+4 (f+4)
uf+2+4 (db+1+3_2+4)
SS+3+4 (f+4)
Kuma/Panda
Jab
ROL 2 (1,2, 2,1)
[uf]+3_3,4
Jab+
2,1,2
1+2
HBS 1+2 (ff+2)
f+1,1
f+1,1,1 (ff+2, 4, db+2, d+4)
df+1 (ff+2, 4)
df+2 (ff+2, 4)
SIT 2
ff+2 (ff+2) <-Requires a delayed ff input
b,db,d,df+2 (ff+2, d+4, f+1+2)
WS 1
WS 1,2 (ff+2, d+4, f+1+2)
WS 1+2,1+2
Launcher
1+2,1+2
f+1+2
uf+3,4,1+2 (df+1, d+2,4)
WS 1+2 (df+1, d+2,4)
[FC 1,1,1,2_FC DF+1,2_FC df+2],f+1
Launcher+
1+2,1+2,1+2 (ff+1)
HBS 1_1,2 (d+1+2, ff+1)
HBS 2 (d+1+2, ff+1, db+1+2)
b+3+4
uf+3+4
[FC df]+1_1,2 (d+1+2, ff+1)
Light FC/WS
Medium FC/WS
db+2
b,f+2
Heavy FC/WS
1+2,1+2,1+2 (WS 3, WS 2, FC df+4)
HBS 1_1,2 (WS 3, FC df+4, FC 1+2~b)
HBS 2 (WS 3, FC df+4, FC 1+2~b)
SIT 1 (WS 3)
uf+3+4 <-WS 2 must be delayed
[FC 1,1,1,2_FC DF+1,2_FC df+2],d+1 (WS 3)
Misc.
ROL 3 (WS 4, FC df+4)
Law
Jab
1,2,uf+3,4 (1,2, 2,1)
2,f+2,2
d+1,3
b+1,2
UF+3,4 (1,2, 2,1)
uf+4
SS+2
Jab+
3_3,3_3,3,3_3,f+3 (ff+2, 4, db+2, d+4)
4,3 (ff+2, 4, db+2, d+4)
f+2~1_DSS 2~1 (d+4, f+1+2)
2,f+2,1+2 (ff+2, 4)
df+3 (ff+2, 4, db+2, d+4)
df+3,3,3
df+3,3,4 (ff+2, db+2, d+4, f+1+2)
d+2,3
d+3,3 (ff+2, 4, db+2, d+4)
DSS 1,f+1_f+1 (ff+2, d+4)
[DSS_DFS]+3 (ff+2, db+2, d+4, f+1+2)
db+4,4 (ff+2, 4)
DFS 1,f+1_f+1 (ff+2, db+2, d+4)
ff+2,1,3 (ff+2, 4, db+2, d+4)
ff+3 (d+4, f+1+2)
qcf+1,2,1,2 (ff+2, 4, db+2, d+4)
SS+3+4 (ff+2, 4, db+2, d+4)
Launcher
[3],4_3,4_3,3,4 (df+1, d+2,4, df+3,1,2_d+2)
3+4 (df+1, d+2,4, df+3,1,2_d+2)
[3+4_U+4],3 (df+1, d+2,4, df+3,1,2_d+2)
df+4,3 (df+1, d+2,4, df+3,1,2_d+2)
d+3,3,3 (df+1, d+2,4, df+3,1,2_d+2)
d+4,3 (df+1, d+2,4, df+3,1,2_d+2)
b+1,2,1 (df+1, d+2,4)
uf+3
uf+3,4 (df+1, d+2,4, df+3,1,2_d+2)
WS 2 (df+2) <-Must be blocked deep; f+1+2 and ff+2 are more reliable punishers
WS 4,3 (df+1, d+2,4, df+3,1,2_d+2)
FC 3,4 (df+1, d+2,4, df+3,1,2_d+2)
FC 4,3 (df+1, d+2,4, df+3,1,2_d+2)
Launcher+
d+3+4
db+4
b+2,3,d+4
DFS 2 (d+1+2)
FC UF+4 (d+1+2, ff+1)
SS+2,1,2,1
Light FC/WS
[DSS_DFS]+4 (WS 1+2, FC 2)
b+2,3
uf+1,3 (WS 1+2, FC 2)
Medium FC/WS
df+3,3
d+1
d+3
d+4 (WS 4)
db+3
FC 3
FC 4
Heavy FC/WS
db+4 <-WS 3 and WS 2 must be delayed
b+2,3,d+4 <-WS 3 and WS 2 must be delayed
ff+4 (WS 3)
Misc.
d+3+4~D (db+1+3_2+4, db+4)
db+2,4~D (db+1+3_2+4, db+4)
UF+4 (db+1)
FC UF+3+4 (f+4)
FC df,d,df+3 (u+3+4)
Lee
Jab
1,2,4
[3_4,3_d+4,N+4,3],3 (2,1) <-Only if previous kicks whiff or are ducked
[4,3_d+4,N+4,3],4
[ b ]+3,3_3~3
uf+4
Jab+
3 (ff+2, 4, db+2, d+4)
4,3 (ff+2, 4, db+2, d+4)
HMS uf+3 <-ff+2, 4 and f+1+2 will whiff if opponent recovers crouching
[f,N_ff,N_WR]+3,4 (ff+2, 4)
[f,N_ff,N_WR]+3,4,f+4 (ff+2, 4, db+2, d+4)
b+1,1,2
uf+3+4 (ff+2, 4, db+2, d+4) <-ff+2 and 4 will whiff if opponent recovers crouching
d,db+4 (f+1+2)
FC uf+4
Launcher
[f]+3_3,3,3,3,3
[f]+3,3_3,3,3_3,3,3,3 (df+1, d+2,4)
[f,N_ff,N_WR]+3
Launcher+
d+4,4,4,4 (d+1+2)
WS 3 (d+1+2, ff+1)
[WS 3],3_3,d+3,3_3,df+3 (d+1+2)
FC UF+4 (d+1+2, ff+1, uf,N+4)
Light FC/WS
Medium FC/WS
d+3
d+4 (WS 4)
[d+4],4_4,4
db+3
Heavy FC/WS
HMS 4 (WS 3, FC df+4, FC 1+2~b)
[f,N_ff,N_WR]+3,4,d+4 (WS 3, FC df+4)
WS 3,3,d+3 (WS 3)
FC df+4 (WS 3)
Misc.
ff,N+3+4_FC df,d,df+3 (u+3+4)
FC UF+3+4 (f+4)
Lei
Jab
[1+2_BT],2
[f+_PAN]4,2,1,2
DRU 4 (1,2, 2,1)
PLD 3+4 (2,1)
[f,N+1_TGR 3,1],2_2,1
[f,N+_DGN]4,1,2
ff+4
SNA 2
PAN 2
CRA 3,4,2,3
Jab+
3 (ff+2, 4, db+2, d+4)
BT 4 (ff+2, 4, db+2, d+4)
f,N+1,2,1,2 (ff+2, 4, db+2, d+4)
ff+3
DGN 3 (ff+2, 4, db+2, d+4)
Launcher
[f+_PAN]4
[f+_PAN]4,2,1 (df+1, d+2,4)
CRA 3,4,2 (df+1, d+2,4)
Launcher+
FCD 3~4 (d+1+2, ff+1, uf,N+4)
PLD 3 (d+1+2, ff+1, uf,N+4)
PLD 3,4 (d+1+2, ff+1) #1
[db+_d+]4 (d+1+2, ff+1, uf,N+4)
[db+_BT d+]4,4 (d+1+2, ff+1) #1
[AOP] 3_3,3_3,3,3_3,3,3,3
[f,N+_DGN]4 (d+1+2, ff+1)
PAN 3 (d+1+2, ff+1, uf,N+4)
TGR 3
#1: First hit must whiff
Light FC/WS
DRU 3
d+4 (FC 2)
f,N+3,d+4 (FC 2)
[f,N+_DGN]4,1,2,3,d+4 (FC 2)
ff+2
CRA 3,4
Medium FC/WS
[f+_PAN]4,2,1,2,3
[f,N+_TGR 3],1,2,1,2,3
[f,N+_DGN]4,1,2,2,2
SNA 2,2,2
PAN 3
Heavy FC/WS
4~4 (FC df+4)
FCD 3~4 (WS 3, FC df+4, FC 1+2~b)
PLD 3 (WS 3, FC df+4, FC 1+2~b)
[db+_d+]4 (WS 3, FC df+4, FC 1+2~b)
f,N+4,1,2,2,4 (FC df+4)
TGR 3 #1
CRA 4 (WS 3)
#1: WS 2 must be delayed
Misc.
[3_DGN 3],3 (f+1+3_2+4, df+3,1,2,f+1, WS 3, FC df+4)
4~3 (db+1+3_2+4, f+4, uf+3+4)
[4~4_f,N+4,1,2,2,4_SNA 2,2,4_DGN 4,1,2,2,4],3,3 (f+4)
DRU 3+4 (f+4, uf+3+4)
SLD 4~3 (FC df+4, u+3+4)
FCD 4~3 (db+1+3_2+4, f+4, uf+3+4)
SLD 3+4 (f+4)
[uf_DB uf]+2 (db+4)
[BT 3+4],3+4_3+4,3+4 (1,2,3,1+2, 2,1,3,1,2,1,4,3,1,4)
SNA 3 (f+4)
PAN 1~2 (b+4)
CRA 2 (1,2,3,1+2, [2,1,3,1,2,1],2,2,3_4,3,1, 1+3_2+4, df+3,1,2,f+1)
Nina
Jab
1,4,1
[3,3_4,3_df+3,2,d+3_uf,N,d+3],2
[3~(d_u)_4~(u_d)_SS+],1+2
f+4
df+3,1,2
b+2
[b]+3_3,4,3+4
UF+4
ff+2
qcf+1
SS+2
Jab+
[1,2_df+1,2_WS 1,2_2_WS_b,f+],3 (ff+2, 4, d+4, db+2)
f+4,3+4
[df]+3_3,3_3,3,3 (ff+2, 4, db+2, d+4)
d+3,2
db+4,3
db+3+4 (ff+2, 4, db+2, d+4)
d,df+2 (ff+2, 4, db+2, d+4)
uf,N,d+3,3 (ff+2, 4, d+4)
Launcher
[1,2_df+1,2_WS 1,2],f+1+2_1,2,f+1+2 (df+1, uf+1+2, df+3,1,2_d+2)
[2_df+3,1,2],f+1+2 (df+1, uf+1+2, df+3,1,2_d+2)
3 (df+1, d+2,4)
f+1+2 (df+1, uf+1+2, df+3,1,2_d+2)
b+1
uf+4
ff+3 (df+1, d+2,4)
Launcher+
1,4,3 (d+1+2, ff+1, uf,N+4)
[3,3_uf,N,d+3] (d+1+2, ff+1, uf,N+4)
3~d_u (ff+1) #1
df+3,2,3 (d+1+2)
b+2,2
d,df+4
SS+4 (d+1+2, ff+1, uf,N+4)
#1: All other Launcher+ punishers will not reliably track
Light FC/WS
N/A
Medium FC/WS
[1,2_df+1,2_WS 1,2_2],1,4
[3,3_4,3_d+3],d+4
4,3
df+4,3+4,4
df+3,2,1,4
df+3,2,d+3
d+3
d+4 (WS 4)
b+3,4,4
Heavy FC/WS
1,4,3
[3,3_uf,N,d+3]
f+3 #1
db+4 (FC df+4) #2
uf+4,3 (WS 3)
d,df+4 #3
SS+4 (WS 3, FC df+4, FC 1+2~b)
#1: Must duck second hit after blocking the first
#2: Opponent is tripped if they attempt to backroll or stand up, allowing for a CH FC df+4 combo
#3: WS 3 and WS 2 must be delayed
Misc.
ff+4 (f+4) #1
[WR 3_uf+3+4] (f+4)
#1: Safe if opponent tech rolls
Last edited by Zig21 on Jul 16th, 2005 at 04:50
Signature I have come to the conclusion that Josh Ray (aka jTm) was derived artificially from chemicals; he was not naturally conceived by human birth. Test results show that Hattorii Sazabi is made up of the same chemicals. If somehow they could fuze their bodies together, they would become HATTORAY; the ultimate human being. Hattoray's TJ points would just be off the scale. - Tekken Justice
Zig21
Moderator
Born to Duck
Member Since: Sep 2001
From: USA Washington
Posted: May 22nd, 2005 05:08
Paul
Jab
[2_f+2],3 (1,2, 2,1)
ff+2,1
Jab+
f+1+4
[uf+3_ff+3],4 (ff+2, 4)
ff+3,4,f+4 (ff+2, d+4) #1
qcf+2 #2
#1: Jabs, 4 and db+2 will hit if you hold forwards between the 2nd and 3rd hit
#2: f+1+2 can punish qcf+2 when blocked at max range
Launcher
d+1,2 (uf+1+2)
d+1,4,2
d+1+2 (df+1, d+2,4)
[uf_ff]+3
ff+2
qcf+2 (uf+1+2) #1
qcb+3,2 (df+1, uf+1+2, df+3,1,2_d+2)
qcb+3,2,1 (uf+1+2) #2
WS 2
FC df+2 (df+1, uf+1+2)
#1: uf+1+2 will whiff if qcf+2 is blocked at max range; f+1+2 will still reach
#2: Can also be punished with Jab+ punishers
Launcher+
f+2,d+3 (d+1+2, ff+1)
d+1,4
[d]+4_+4,2
qcb+3 (ff+1)
FC df+2,1 (d+1+2)
[1,2],3_3,1 (d+1+2)
1,2,3,1,2 (d+1+2, ff+1, db+1+2)
Light FC/WS
SS+3 (WS 1+2, FC 2)
Medium FC/WS
2,d+3
db+3
Heavy FC/WS
f+2,d+3 (WS 3, FC df+4, FC 1+2~b)
d+1,4 (WS 3, FC df+4, FC 1+2~b)
d+4
[ff+2_qcb+3,2_FC df+2],2 (WS 3)
ff+3,4,d+4 (WS 3, FC df+4, FC 1+2~b)
qcf+1+2 (WS 3)
qcb+3 (WS 3, FC df+4)
Misc.
FC (hold), u+2+3+4 (db+1+3_2+4, db+4, uf+3+4)
Raven
Jab
2,4
3
3~4
4~3
1+2
[f]+1_+1,2
f+3
[f+3+4,4_f+3+4,f+4],2
b+4
SDW 1+2
SDW f+1
SDW f+2
SDW f+2,4 (2,1)
SDW f+3
SDW f+4,3
SDW ff+3
u+3,3
ff+3
ff,N+3
WS 2
WS 3
Jab+
3,3,4
4~3,4 (ff+2, 4, db+2, d+4) #1
f+4
f+3+4 (ff+2, 4, db+2, d+4)
df+4
b+2 (ff+2, 4)
uf+3 (ff+2, 4)
bb+2 (ff+2, 4)
WS 1 (ff+2, 4, db+2, d+4)
WS f+4
#1: Jabs and f+1+2 will hit if you hold forwards between the 2nd and 3rd hit
Launcher
df+4,4 (df+1, d+2,4)
b+2,2,3 (df+1, uf+1+2, df+3,1,2_d+2)
b+1+2
SDW 2,2
SDW f+3+4
uf+4,4 (df+1, d+2,4)
Launcher+
3+4
f+3+4,3+4
b+2,2 (d+1+2, ff+1)
b+2,2,1+2
b+1+2,3 #1
SDW 3+4 (d+1+2, ff+1)
qcf+4 (d+1+2)
qcf+3+4
#1: d+1+2 must be delayed
Light FC/WS
2,3 (FC 2)
f+3+4,4
f+3+4,f+4 (FC 1, WS 1+2)
d+3
db+3
b+1+2,2
Medium FC/WS
4~3,1
d+4
b+4,b+4,3 (WS 4)
SDW f+4
SDW d+3 (WS 4)
qcf+2
Heavy FC/WS
db+4 (WS 3)
b+2,2,1+2
b+1+2,3 (WS 3, FC df+4, FC 1+2~b)
qcf+3+4 #1
#1: WS 2 must be delayed
Misc.
N/A
Roger Jr.
Jab
1,2,3
1+2,3+4
3+4
f+1,2,1,2
df+1,2
d+1,2 (1,d+2, 2,1)
uf+3
uf+4
ff+2
FC df+2
Jab+
f+4,3,2
WS 3
Launcher
d+3+4,2
Launcher+
1+2,u+3+4
f+4,3 (d+1+2)
d+3+4 (d+1+2, ff+1)
[d+3+4],4_4,4
[db+4_b+3+4],3_3,4_3,4,3_3,4,3,4
db+1+2 #1
ff+4 (d+1+2)
ff+1+2 #2
f,N,d,df+1 (d+1+2, ff+1)
f,N,d,df+1+2 (d+1+2, ff+2, db+1+2)
SS+4
#1: Must delay any move in order to launch
#2: Must be blocked low
Light FC/WS
b+4
Medium FC/WS
d+2 (WS 4)
db+3 (WS 4)
Heavy FC/WS
1+2,u+3+4 #1
[d]+3+4_+3+4,4_+3+4,4,4 (WS 3, FC df+4, FC 1+2~b) #2
ff+1+2
SS+4 #1
#1: WS 3 and WS 2 must be delayed
#2: WS 3 must be delayed
Misc.
df+3+4 (db+1+3_2+4) #1
db+1+2 (df+3,1_d+1 to juggle)
uf+2+4 (db+1+3_2+4)
#1: Must be blocked crouching
Steve
Jab
3,1,1
d+2,1 #1
SWY 1
uf+4
qcf+1 #2
#1: Can also be punished if d+2 hits, but only with 1,2 and 2,1
#2: Safe if opponent goes into FLK
Jab+
4,2
df+1+2 (ff+2) #1
[d+2~1_WS 1],2 (ff+2, 4)
uf+2 (ff+2, 4)
#1: Will whiff if off-axis to Craig's left; 2,1 will hit as well when off-axis
to Craig's right
Launcher
FLK 1,1,1,2 (df+1, d+2,4)
Launcher+
df+2,2 (d+1+2) #1
[db+3_uf+3],2 (d+1+2, ff+1, uf,N+4) #1
#1: Second hit will whiff if first is blocked
Light FC/WS
3+4,U_D,d+1
uf+3 (WS 1+2, FC 2)
ff,N+2
Medium FC/WS
[1,2,1_2,1_3+4],d+2
d+1 (WS 4)
db+2
db+3
b+1,2
Heavy FC/WS
d+2 (WS 3)
[db+3_uf+3],2 #1
#1: Second hit will whiff if first is blocked
Misc.
f+1+2 (b+4)
Wang
Jab
2,3 (1,d+2)
[4,4_d+4],1
f+2 #1
df+3 (1,d+2)
d+2
d+1+2
db+2
b+1+2 (2,1)
#1: Safe if blocked at max range
Jab+
1~1
1~1,1 (ff+2, 4, db+2, d+4)
f+1+2 (d+4, f+1+2)
df+1
df+1,1 (ff+2, 4, db+2, d+4)
d+2,1+2 (ff+2, 4, db+2, d+4)
db+4,2 (ff+2, 4)
uf+4 (ff+2, 4)
WS 4
Launcher
[4,4_d+4],4 (df+1, d+2,4)
1+2 (df+1) #1
df+1,2 (df+1, uf+1+2, df+3,1,2_d+2)
df+1+2 (df+1, uf+1+2)
ff+2 (df+1, d+2,4)
qcf+2 (uf+1+2)
FC df+4,3 (df+1, d+2,4, df+3,1,2_d+2)
#1: Must be blocked deep; f+1+2, ff+2 and d+4 are more reliable punishers
Launcher+
uf+3+4
WS 2 (d+1+2, ff+1, uf,N+4)
Light FC/WS
d+3
db+4
WS 2,2,2
Medium FC/WS
d+4 (WS 4)
d+3+4
db+3
FC df+4
SS+4 (WS 4)
Heavy FC/WS
[4,4_d+4],d+4
Misc.
WS 2,2 (db+1)
Xiaoyu
Jab
[1,2_ff+2],1 (1,d+2, 2,1) #1
1,d+2,1+2
df+3 (1,d+2, 2,1)
uf+3
ff+1
AOP 1+2
AOP 2,1
AOP uf+3,4
#1: To punish 1,2,1, the first two hits must whiff or be ducked
Jab+
f+3
df+2~1 (ff+2, 4, db+2, d+4)
ub+3+4 (f+1+2)
RDS 2,1,4
d+1+2~1+2 (ff+2, 4)
AOP 3+4
AOP 2 (ff+2, 4, db+2, d+4)
AOP 4 (ff+2, 4)
AOP uf+3 (ff+2, 4, db+2, d+4)
AOP uf+3,3
Launcher
FC 3,2,1,4
RDS 4 (df+1, d+2,4)
AOP 4~b (df+1, d+2,4, df+3,1,2_d+2) #1
#1: df+3,d+1 to juggle will also work; hits opponent back-turned
Launcher+
ub+3+4,d+1+2 (ff+1, db+1+2)
uf+4,d+1+2 (ff+1, db+1+2)
FC df+2 (d+1+2, ff+1)
[FC df_AOP f]+4 (ff+1, db+1+2)
SS+3 (d+1+2, ff+1)
AOP 4~3 (ff+1, db+1+2) #1
[AOP uf],N+3_N+3,d+1+2 (d+1+2, ff+1)
#1: Must hit opponent as soon as possible in order to launch
Light FC/WS
db+4
Medium FC/WS
d+3 (WS 4)
FC 3
SS+4 (WS 4)
RDS D+3 (WS 4)
AOP 3 (WS 4)
AOP d+1 (WS 4)
Heavy FC/WS
SS+3
RDS d+3 (WS 3, FC df+4)
AOP 4~3 (FC df+4, FC 1+2~b) #1
AOP uf,N,3 (WS 3)
#1: WS 4 is a more reliable punisher
Misc.
RDS 3 (b+1)
RDS f+3+4,3+4 (1,2,f+1, 2,1,3,1,2)
Yoshimitsu
Jab
1+4
f+3+4 #1
df+1,2
df+3 (2,1)
ff+2
bb+1,1+2 (hit)
SS+1
SS+4 (1,d+2, 2,1)
#1: Safe if blocked at max range
Jab+
3,4 (ff+2, 4, db+2, d+4)
4 (ff+2, 4, db+2, d+4)
uf+3 (ff+2, 4, db+2, d+4)
Launcher
3,d+3+4 (df+1, d+2,4)
4~3 (df+1, d+2,4)
FLE 3+4 (df+3,1,2_d+2)
f+2 (df+1, d+2,4)
f+1+2 (df+1, d+2,4, df+3,1,2_d+2)
INS 4 (df+1, d+2,4)
[INS 3_ff+3+4,1+2],3+4
b+1+2 (df+1)
[uf]+3+4_3+4,3+4 (df+1, d+2,4)
ff+4
Launcher+
INS 3 (d+1+2, ff+1, db+1+2) #1
[db]+3_+3,3_+3,3,3_+3,3,3,3_+3,3,3,3,3 (d+1+2, ff+1)
ff+3+4,1+2
b+1,1,1,1,1,1
DGF 3 (d+1+2, ff+1)
uf+3+4,b+1 (d+1+2, ff+1, db+1+2) #2
uf+3+4,b+1,3+4
ff+3+4 (d+1+2, ff+1)
ff+3+4,1+2 (d+1+2, ff+1, db+1+2) #1
#1: d+1+2 must be delayed
#2: Must first dash into range
Light FC/WS
N/A
Medium FC/WS
2,d+3
FC df+3
Heavy FC/WS
3,3 (WS 3, WS 2)
FLE f+3+4 (FC df+4)
[db]+3_+3,3_+3,3,3_+3,3,3,3_+3,3,3,3,3 (WS 3, FC df+4, FC 1+2~b)
DGF 3
Misc.
FLE f+3+4 (FC df+4, f+4)
db+2,2,2,2,2,2 (df+3,1_d+2 to juggle)
db+3,3,3,3,3,3 (f+4, FC df+4, uf+3+4)
uf+3+4,b+1,4 (b+4) #1
#1: Third hit must whiff
Last edited by Zig21 on Jun 5th, 2005 at 01:49
Signature I have come to the conclusion that Josh Ray (aka jTm) was derived artificially from chemicals; he was not naturally conceived by human birth. Test results show that Hattorii Sazabi is made up of the same chemicals. If somehow they could fuze their bodies together, they would become HATTORAY; the ultimate human being. Hattoray's TJ points would just be off the scale. - Tekken Justice
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Zig21
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Chicken
Member Since: Jul 2002
From: Slovenia
PSN: Friends don't let
XBL: friends play online.
Posted: May 26th, 2005 23:40
Great thread.
Sometimes a crouch throw can punish moves that are usually punishable by Medium FC/WS Punishers. Though not being guaranted damage, it's still more than double that of WS 4, so maybe it could at least get mentioned. Unfortunately it's not fast (it seems about i15 or even more) and I still haven't found any move it can punish that regular moves like WS 4 couldn't. Maybe there a re no such moves at all, but there might be some, as the crouch throw can grab Law as soon as he finishes his d/b+4, while with WS 4 or WS 3 we have to wait a bit (ok, we should go for a d+1+2, but the point stays ).
Some moves it catches are Baek's d+3,3,d+3, Kazuya's d/b+3, Lee's d+3...
Oh, and the d+2+4 looks sooo painful!
Zig21
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