Lidia tech

From Wavu Wiki, the 🌊 wavy Tekken wiki

Tech broadly covers anything that doesn't fit elsewhere, such as:

  • Notable tricks or niche uses for a string/move
  • Execution tips for a particular technique

If a section gets too long, it might be sensible to move it to its own page.

Uncategorized

  • If you want to let the stance lapse and then block immediately, you can do qcb to avoid the n,f input that does the jump back. (This isn't necessary vs rage art if you did nothing after a transition. The stance lapses before the time freeze happens, so holding B will suffice.)

Blue sparks

Lidia has many moves that deal more damage with precise input, creating a blue visual effect when performed correctly. The blue sparks and regular versions only differ in damage—except for b+3,4,qcf+1+2 which also has much more tracking than the regular version (so much that she will turn around to hit an opponent behind her).

The combo enders b+3,4,qcf+1+2 (bab) and qcf+2,2,b,f,f+1+2 (blossom) have a regular version with the simpler inputs b+3,4,1+2 and qcf+2,2,b,f+1+2 respectively.

The strings 3:2, b+1+3,P.2,1:2, and df+1+2:P.2 get blue sparks if the appropriate input is timed correctly. The input window for each of these is 3 frames.

For 3:2, the timing is as the first attack hits. Since it can't be delayed, the regular version means too fast, and no second hit means too slow.

For df+1+2:P.2, the timing is as the first attack hits and isn't affected by when the opponent's attack is parried. Since it can be delayed, there's no clear feedback on whether you're too fast or too slow.

b+1+3

For b+1+3,P.2,1:2, consistency is tricky:

  • You want to do b+1+3,P.2 as fast as possible so that it isn't interrupted by any strings. (For example, if you parry the second hit of Akuma's df+1,2, you can interrupt the third hit but only with no delay.)
  • But if you don't delay it a bit, it could be input during the 5 frames of hitstop (depending on when you parry the hit) and throw off your timing.

Consider if one does 2,1,2 with a perfect 16 frames tempo.

(The last 2 input must be within 1 frame of the 2nd active frame: either before, on, or after it.)

Active frame
Parry state
Hitstop
Early hitstop (okay)
Frame
Input
State
1
b1+3
1
2
3
4
5
1
2
3
1
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
2
Late hitstop (fail)
Frame
Input
State
1
b1+3
2
3
4
5
6
7
8
9
1
2
2
3
4
5
1
2
3
4
5
6
7
8
9
10
11
12
1
13
14
15
16
1
2
3
4
5
6
7
8
9
10
11
12
2
13
14
15
16

To avoid this issue, we can make use b+1+3,P.2,1 being delayable and change the timing:

Early hitstop, delay method
Frame
Input
State
1
b1+3
1
2
3
4
5
1
2
3
1
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
2
3
4
5
6
7
8
9
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
2
Late hitstop, delay method
Frame
Input
State
1
b1+3
2
3
4
5
6
7
8
9
1
2
2
3
4
5
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
2
3
4
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
2

The above delay is 8 frames, half of the target 16 frame tempo, for intervals of 24 and 16 frames respectively. (The delay could be 10 frames, but this would be a much harder rhythm.) To make it easier to perform, add a dummy 2 input with an 8 frame interval, i.e.

Delay method with dummy input
Frame
Input
State
0
2
8
2
24
1
40
2