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= Slide Overview =
'''Slide''' is a long-range Low attack that sends your character sliding feet first at the opponent. It knocks the opponent down on hit, side-swaps, and leaves your character laying on the ground in a [[Jargon#f|floatable]] state.
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'''Slide''' is a long-range Low attack that sends your character sliding feet first at the opponent. It is a move shared by [[Law]], [[Lee]], and [[Shaheen]], who are often referred to as "Slide Characters." It is a low that knocks down on hit, side-swaps, and requires the opponent to use a specific [[Jargon#f|float]] combo to punish.
Slide is a powerful move shared by [[Law]], [[Lee]], and [[Shaheen]], who are often referred to as "Slide Characters."


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Characters with a Slide can often form a game plan around it by mixing it in with their other moves that can be done from [[Crouch#While_Standing|While Standing]], like Law's ws1,2 or Lee's ws2,3, or from [[Crouch#Full_crouch|Full Crouch]] like their hopkicks.
Characters with a Slide can often form a game plan around it by mixing it in with other moves that can be done from [[Crouch#While_Standing|While Standing]], like Law's ws1,2 and Lee's ws2,3, or from [[Crouch#Full_crouch|Full Crouch]] like hopkicks.


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== How To Slide ==
== How to slide ==
The input is '''df,d,df+3''' while in '''Full Crouch'''.


{{FrameTable|
[[File:LawDelayedSlide.mp4|thumb|250px|Slides are done from the slide dash, which is similar to a regular dash.]]
{{Frame||d/f|orange}}
{{Frame||d|orange}}
{{Frame||d/f3|orange}}
}}


[[File:LeeFailedSlide.mp4|right]]
The slide input is FC.df,d,DF+3. It's similar to a generic [[dash]] attack (e.g. {{fl|Lee}}'s f,F+3) but with D being held the whole time. The df,d,df inputs enter the slide dash [[stance]] after which df+3 does the slide. This slide dash can be done by slide characters and {{fl|Josie}} (and {{fl|Master Raven}} has something similar).
Slide is a move that can only be done while in Full Crouch (FC for short), which means you need to be crouching for at least 11 frames in total ''before'' the last input of Slide (d/f+3) or it will not come out. If the input is done too quickly then your character will just do FC3 instead. ย 


The fastest slide can be done from standing is 28 [[frame]]s. This involves timing the second df precisely as you enter [[full crouch]], then inputting df+3 on the next frame:


[[File:LeeDBSlide.mp4|right]]
{{Legend|
You can utilize [[Crouch#Instant_full_crouch|Instant Full Crouch]] (iFC) techniques, like using the first input of Slide to buffer the full crouch or inputting d/b first, to ensure you were crouching long enough while still getting Slide out in a reasonably short amount of time.ย 
|yellow=Active frame
ย 
|teal=[[Half crouch]]
ย 
When done as fast as possible, your command history would look similar to the following examples:
{{Legend|float=right
|blue=Standing
|orange=Full crouch
|orange=Full crouch
|teal=Half crouch
|green=Slide dash
|green=While standing}}
|}}
{{FrameTable|
{{FrameTable|caption=Fastest slide from standing|
{{Frame|1|d|blue}}
{{Frame|1|d/f}}
{{Frame|2|d|blue}}
{{Frame|2|d/f}}
{{Frame|3|d|blue}}
{{Frame|3|d/f}}
{{Frame|4|d|blue}}
{{Frame|4|d/f}}
{{Frame|5|d|blue}}
{{Frame|5|d/f}}
{{Frame|6|d|blue}}
{{Frame|6|d/f}}
{{Frame|7|d|teal}}
{{Frame|7|d/f|teal}}
{{Frame|8|d|teal}}
{{Frame|8|d/f|teal}}
{{Frame|9|d|teal}}
{{Frame|9|d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d|teal}}
{{Frame|11|d|teal}}
{{Frame|12|d/f3|orange}}
{{Frame|12|d/f|orange}}
{{Frame|13|d/f3|green}}
{{Frame|14|n}}
{{Frame|15|n}}
{{Frame|16|n}}
{{Frame|17|n}}
{{Frame|18|n}}
{{Frame|19|n}}
{{Frame|20|n}}
{{Frame|21|n}}
{{Frame|22|n}}
{{Frame|23|n}}
{{Frame|24|n}}
{{Frame|25|n}}
{{Frame|26|n}}
{{Frame|27|n}}
{{Frame|28|n|yellow}}
{{Frame|29|n|yellow}}
{{Frame|30|n|yellow}}
{{Frame|31|n|yellow}}
{{Frame|32|n|yellow}}
{{Frame|33|n}}
}}
}}


If the input is done too quickly you get another move instead - probably hFC.3 or FC.df+3:


Since Slide has 16 [[Frame#Moves|frames]] of startup and requires 11 frames of FC, the entire process takes roughly 25-26 frames in total.
[[File:LeeFailedSlide.mp4]]
Although that may sound slow, since [[Snake_Edge|Snake Edges]] are [[Reacting|reactable]] and have similar startup, it's important to distinguish the fact that Slide ''itself'' is not 25-26 frames, just the whole process of ''Full Crouch > Slide''.


-------------------
There's no secret motion inputs that can make this faster. However, some people find that starting from db and sliding over to df helps with the timing:
=== Slide Feint ===


(Work in Progress)
[[File:LeeDBSlide.mp4]]


== Slide Pressureย  ==
Note that for {{fl|Law}}'s slide, starting from d instead of db or df actually makes it 1 frame slower. (For some reason he takes an extra frame to enter full crouch if you start with d. Do not ask why. ''Tekken'''s [[crouch]] code is extremely spaghetti.)


As mentioned above, Slide can be done quickly and sometimes faster than your opponent can recognize the situation, but you can also do Slide slower than that to begin the mind games. Once you've hit your opponent with Slide a couple times they ''should'' start looking for it, which is the perfect time to start changing your timing and mixing things up.
=== Delayed slide ===


[[File:LawDelayedSlide.mp4|right]]
[[File:LeeShimmy.mp4.mp4|thumb|250px|The threat of a slide can be better than the slide itself.]]
You can purposefully do Slide pretty slowly (as the game seems to hold onto the inputs for quite a while) to throw the opponent off of your timing if they're trying to low parry or block it. You can even get a whole crouching dash out before executing Slide, as the example on the right shows. ย 


Once you've successfully conditioned your opponent to fear the Slide you can start taking more aggressive approaches. You can use crouching dashes to inch closer to your opponent, or mix in some mid pokes to chip away at the opponent to keep them guessing. Be as unpredictable as possible while making sure to adapt to the opponent's responses.
The slide dash lasts for 19 frames, and it can be cancelled to [[full crouch]] instantly with d or db. This allows a lot of flexibility in what timing you do the slide at, as you can both delay the button significantly and shimmy in and out of the stance over and over.


You can think of Slide Pressure similarly to [[Wave_dash|Wave Dash]] pressure; it's a unique and effective way of closing distance and placing your opponent in mix-up situations if you have conditioned them well enough. ย 
Shimmying is simply doing d,df,d,df over and over. The first d cancels the previous slide dash, then the df,d,df does the next one. The main thing with this shimmy is internalizing which df input is full crouch and which is the slide dash, since if you press 3 on the wrong one you'll get FC.df+3 instead.
ย 
== Slide pressure ==
ย 
As mentioned above, slide can be done quickly or slowly. Once you've hit your opponent with Slide a couple times they ''should'' start looking for it, which is the perfect time to start changing your timing and mixing things up.
ย 
By utilizing the aforementioned slide dash stance, you can throw the opponent off of your slide timing if they're trying to low parry or block it. You can also slide dash to inch closer to your opponent, or mix in some mid pokes to chip away at the opponent to keep them guessing. Be as unpredictable as possible while making sure to adapt to the opponent's responses.


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This is just meant to be a brief overview of Slide. If you are looking for character specifics visit the pages for [[Law]], [[Lee]], or [[Shaheen]].
This is just meant to be a brief overview of Slide pressure and tactics. If you are looking for character specifics visit the pages for [[Law]], [[Lee]], or [[Shaheen]].
ย 
== Slides that aren't slide ==


== Characters With A Similar Tool ==
There are other moves similar to slide, such as:


There are 3 other characters who have a move similar to Slide. They are:
* {{fl|Bob}}'s Stealing Home (BAL.4). Only available during his Spinner Ball (f+3+4) and is a [[launcher]].
* '''[[Bob]] - Stealing Home (BAL 4)'''. Only available during his Spinner Ball (f+3+4) and is a Launcher
* {{fl|Lee}}'s Lee Sliding (MS.3+4). As close as it gets to a proper slide. The wake-up 3 is even guaranteed after (except you can't [[input buffer|buffer]] it so it's not easy). But it's much slower and doesn't high crush at any point.
* '''[[Lei]] - Sliding Kick (SLD 4~3)'''. Only available during his [[Lei_stances#Slide|Sidewind (head first)]] (d+1+4) stance
* {{fl|Lei}}'s Sliding Kick (SLD.4~3). Only available during his [[Lei_stances#Slide|Sidewind (head first)]] (d+1+4) stance.
* '''[[Master Raven]] - Vermillion (BT f,F+3+4)'''. Only available during [[Master_Raven_BT|Backturn]]. Like Bob's, it is a launcher
* {{fl|Master Raven}}'s Vermillion (BT.f,F+3+4). Only available during [[Master_Raven_BT|Backturn]]. Like Bob's, it is a launcher.
While these moves are often also referred to as "slides", they are different in that they are all restricted to specific stances and they are not a central part of that character's game plans. You might not see any of the above moves in a match, but it's almost a guarantee that you will see a Law/Lee/Shaheen slide at least once.
* {{fl|Noctis}}'s Tumble Slide (f+3+4,3+4). Only available during Roll-Dodge (f+3+4).


While these moves are often also referred to as slides because of their animations, they have very different properties: they're done from specific stances instead of from full crouch; they're mostly too slow or inflexible to be real [[mixup]] tools; they don't always recover floating; the reward on hit is usually different.


---------------------------
You might not see any of the above moves in a match, and they aren't a central part of their character's gameplan. On the other hand, it's almost a guarantee that you'll see a slide character do or threaten a proper slide every round.


== Resources ==
== External links ==


* [https://www.youtube.com/watch?v=SU2A3xjoMSg| How To Do Slide] by King Jae
* [https://www.youtube.com/watch?v=SU2A3xjoMSg| How To Do Slide] by King Jae
* [https://www.youtube.com/watch?v=1hvQ2_TF9Jo| Slide Fundamentals] by LegendKicker
* [https://www.youtube.com/watch?v=1hvQ2_TF9Jo| Slide Fundamentals] by LegendKicker
{{Navbox system}}

Latest revision as of 11:37, 3 July 2023

Slide is a long-range Low attack that sends your character sliding feet first at the opponent. It knocks the opponent down on hit, side-swaps, and leaves your character laying on the ground in a floatable state.

Slide is a powerful move shared by Law, Lee, and Shaheen, who are often referred to as "Slide Characters."

Characters with a Slide can often form a game plan around it by mixing it in with other moves that can be done from While Standing, like Law's ws1,2 and Lee's ws2,3, or from Full Crouch like hopkicks.

How to slide

Slides are done from the slide dash, which is similar to a regular dash.

The slide input is FC.df,d,DF+3. It's similar to a generic dash attack (e.g. Lee's f,F+3) but with D being held the whole time. The df,d,df inputs enter the slide dash stance after which df+3 does the slide. This slide dash can be done by slide characters and Josie (and Master Raven has something similar).

The fastest slide can be done from standing is 28 frames. This involves timing the second df precisely as you enter full crouch, then inputting df+3 on the next frame:

Active frame
Full crouch
Half crouch
Slide dash
Fastest slide from standing
Frame
Input
State
1
d/f
2
d/f
3
d/f
4
d/f
5
d/f
6
d/f
7
d/f
8
d/f
9
d/f
10
d/f
11
d
12
d/f
13
d/f3
14
n
15
n
16
n
17
n
18
n
19
n
20
n
21
n
22
n
23
n
24
n
25
n
26
n
27
n
28
n
29
n
30
n
31
n
32
n
33
n

If the input is done too quickly you get another move instead - probably hFC.3 or FC.df+3:

There's no secret motion inputs that can make this faster. However, some people find that starting from db and sliding over to df helps with the timing:

Note that for Law's slide, starting from d instead of db or df actually makes it 1 frame slower. (For some reason he takes an extra frame to enter full crouch if you start with d. Do not ask why. Tekken's crouch code is extremely spaghetti.)

Delayed slide

The threat of a slide can be better than the slide itself.

The slide dash lasts for 19 frames, and it can be cancelled to full crouch instantly with d or db. This allows a lot of flexibility in what timing you do the slide at, as you can both delay the button significantly and shimmy in and out of the stance over and over.

Shimmying is simply doing d,df,d,df over and over. The first d cancels the previous slide dash, then the df,d,df does the next one. The main thing with this shimmy is internalizing which df input is full crouch and which is the slide dash, since if you press 3 on the wrong one you'll get FC.df+3 instead.

Slide pressure

As mentioned above, slide can be done quickly or slowly. Once you've hit your opponent with Slide a couple times they should start looking for it, which is the perfect time to start changing your timing and mixing things up.

By utilizing the aforementioned slide dash stance, you can throw the opponent off of your slide timing if they're trying to low parry or block it. You can also slide dash to inch closer to your opponent, or mix in some mid pokes to chip away at the opponent to keep them guessing. Be as unpredictable as possible while making sure to adapt to the opponent's responses.

This is just meant to be a brief overview of Slide pressure and tactics. If you are looking for character specifics visit the pages for Law, Lee, or Shaheen.

Slides that aren't slide

There are other moves similar to slide, such as:

  • Bob's Stealing Home (BAL.4). Only available during his Spinner Ball (f+3+4) and is a launcher.
  • Lee's Lee Sliding (MS.3+4). As close as it gets to a proper slide. The wake-up 3 is even guaranteed after (except you can't buffer it so it's not easy). But it's much slower and doesn't high crush at any point.
  • Lei's Sliding Kick (SLD.4~3). Only available during his Sidewind (head first) (d+1+4) stance.
  • Master Raven's Vermillion (BT.f,F+3+4). Only available during Backturn. Like Bob's, it is a launcher.
  • Noctis's Tumble Slide (f+3+4,3+4). Only available during Roll-Dodge (f+3+4).

While these moves are often also referred to as slides because of their animations, they have very different properties: they're done from specific stances instead of from full crouch; they're mostly too slow or inflexible to be real mixup tools; they don't always recover floating; the reward on hit is usually different.

You might not see any of the above moves in a match, and they aren't a central part of their character's gameplan. On the other hand, it's almost a guarantee that you'll see a slide character do or threaten a proper slide every round.

External links