B2 loop: Difference between revisions

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[[File:B2-loops.mp4|250px|thumb|It never stops.]]
[[File:B2-loops.mp4|250px|thumb|It never stops.]]


A '''b2 loop''' is two {{P|b+2,f~n}} in a row by Lee in a [[juggle]]. B2 loops both extend Lee's wall carry and make it more flexible.
A '''b+2 loop''' is two or more {{P|b+2,f~n}} in a row by Lee in a [[juggle]]. These loops both extend Lee's wall carry and make it more flexible.


== Alternatives ==
== Alternatives ==


While b2 loops are great for optimizing wall carry, they don't add much damage. For example, the staple df+2 combo route compared with alternatives:
While b+2 loops are great for optimizing wall carry, they don't add much damage. For example, the staple df+2 combo route compared with alternatives:


{{Combolist|columns=1|
{{Combolist|columns=1|
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}}
}}


The combos without b2 loops usually only do 2-3 less damage.
The combos without b+2 loops usually only do 2–3 less damage.


== Buffering ==
== Buffering ==


B2 loops are hard because the [[input buffer]] isn't very helpful during Mist Step:
It's not easy to do b+2 loops because the [[input buffer]] isn't very helpful during Mist Step:


* If {{P|b}} is before {{P|2}}, you'll buffer {{P|MS.b}}, a goofy walk back (''not'' Sway, which is {{P|MS.b,n}}).
* If {{P|b}} is before {{P|2}}, you'll buffer {{P|MS.b}}, a goofy walk back (''not'' Sway, which is {{P|MS.b,n}}).
* If {{P|2}} is before {{P|b}}, you'll buffer a 2 jab.
* If {{P|2}} is before {{P|b}}, you'll buffer a 2 jab.


So to use the input buffer for b2 loops, you have to press {{P|b}} and {{P|2}} on the same frame.
So to use the input buffer for b+2 loops, you have to press {{P|b}} and {{P|2}} on the same frame.


=== B1 link ===
=== B1 link ===
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{{See also|Lee combos#B1 link}}
{{See also|Lee combos#B1 link}}


Buffering is important to how the b1 link works. The b+1 must come out exactly when the b+2 ends, so you ''must'' input {{P|b}} and {{P|1}} on the same frame. Therefore, the b1 link will always be bufferable, so it actually has a very lenient timing. For this reason, you want to time a b1 link a bit earlier than you would a b2 loop.
Buffering is important to how the b+1 link works. The b+1 must come out exactly when the b+2 ends, so you ''must'' input {{P|b}} and {{P|1}} on the same frame. Therefore, the b+1 link will always be bufferable, so it actually has a very lenient timing. For this reason, you want to time a b+1 link a bit earlier than you would a b+2 loop.


== Timing ==
== Timing ==
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# Mishima method – Just input {{P|b}} and {{P|2}} on the same frame every time and don't worry about the timing.
# Mishima method – Just input {{P|b}} and {{P|2}} on the same frame every time and don't worry about the timing.
# Chaobla method – Hold {{P|B}} well before the buffer period so that you can focus on only timing the 2.
# Chaobla method – Hold {{P|B}} well before the buffer period so that you can focus on only timing the 2.
# Mixed method – Try and input b and 2 together and time them for after the buffer period.
# Mixed method – Try and input {{P|b}} and {{P|2}} together and time them for after the buffer period.

Latest revision as of 02:05, 22 February 2022

It never stops.

A b+2 loop is two or more b+2,f~n in a row by Lee in a juggle. These loops both extend Lee's wall carry and make it more flexible.

Alternatives

While b+2 loops are great for optimizing wall carry, they don't add much damage. For example, the staple df+2 combo route compared with alternatives:

df+2
[65] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[63] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[62] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3

The combos without b+2 loops usually only do 2–3 less damage.

Buffering

It's not easy to do b+2 loops because the input buffer isn't very helpful during Mist Step:

  • If b is before 2, you'll buffer MS.b, a goofy walk back (not Sway, which is MS.b,n).
  • If 2 is before b, you'll buffer a 2 jab.

So to use the input buffer for b+2 loops, you have to press b and 2 on the same frame.

B1 link

See also: Lee combos#B1 link

Buffering is important to how the b+1 link works. The b+1 must come out exactly when the b+2 ends, so you must input b and 1 on the same frame. Therefore, the b+1 link will always be bufferable, so it actually has a very lenient timing. For this reason, you want to time a b+1 link a bit earlier than you would a b+2 loop.

Timing

  • One b+2,f~n takes 34 frames total.
  • There's a 3 frame window for the next b+2,f~n to connect in a loop.
    • Against big characters, or if the opponent is higher up when the first b+2,f~n connects—e.g. df+2 b+2,f~n—this window can be up to 2 frames longer.
  • However, if b and 2 aren't on the same frame, then you're spending at least one of those frames on the input, giving only a 2 frame window.
MS.b
b+2 (whiffs)
Recovered
b+2 (hits)
Input buffer
Too early, MS.b buffered
Frame
Input
State
1
b2
2
n
3
f
4
n
5
26
27
28
29
30
31
32
33
34
b
35
b2
36
37
38
Earliest timing
Frame
Input
State
1
b2
2
n
3
f
4
n
5
26
27
28
29
30
31
32
33
34
35
b
36
b2
37
38
Latest timing
Frame
Input
State
1
b2
2
n
3
f
4
n
5
26
27
28
29
30
31
32
33
34
35
36
b
37
b2
38
Too late, b+2 whiffs
Frame
Input
State
1
b2
2
n
3
f
4
n
5
26
27
28
29
30
31
32
33
34
35
36
37
b
38
b2
b and 2 on same frame, b+2 buffered
Frame
Input
State
1
b2
2
n
3
f
4
n
5
26
27
b2
28
29
30
31
32
33
34
35
36
37
38

Methods

There are broadly speaking 3 methods, each with their own merits:

  1. Mishima method – Just input b and 2 on the same frame every time and don't worry about the timing.
  2. Chaobla method – Hold B well before the buffer period so that you can focus on only timing the 2.
  3. Mixed method – Try and input b and 2 together and time them for after the buffer period.