RogerDodger (talk | contribs) |
RogerDodger (talk | contribs) No edit summary |
||
(18 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Lee}} | {{Lee}} | ||
[[File:B2-loops.mp4|250px|thumb| | [[File:B2-loops.mp4|250px|thumb|It never stops.]] | ||
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 | 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| | ||
; 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 == | == Buffering == | ||
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|2}} is before {{P|b}}, you'll buffer a 2 jab. | |||
So to use the input buffer for b+2 loops, you have to press {{P|b}} and {{P|2}} on the same frame. | |||
So to use the input buffer for | |||
=== B1 link === | === B1 link === | ||
Line 43: | Line 31: | ||
{{See also|Lee combos#B1 link}} | {{See also|Lee combos#B1 link}} | ||
Buffering is important to how the | 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 == | ||
* 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 {{P|b}} and {{P|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. | |||
{{Legend | |||
|float=right | |||
|red=MS.b | |||
|orange=b+2 (whiffs) | |||
|teal=Recovered | |||
|green=b+2 (hits) | |||
|purple=[[Input buffer]] | |||
}} | |||
{{FrameTableSet| | |||
{{FrameTable|caption=Too early, MS.b buffered| | |||
{{Frame|1|b2}} | |||
{{Frame|2|n}} | |||
{{Frame|3|f}} | |||
{{Frame|4|n}} | |||
{{Frame|5}} | |||
{{Frame}} | |||
{{Frame|26}} | |||
{{Frame|27||purple}} | |||
{{Frame|28||purple}} | |||
{{Frame|29||purple}} | |||
{{Frame|30||purple}} | |||
{{Frame|31||purple}} | |||
{{Frame|32||purple}} | |||
{{Frame|33||purple}} | |||
{{Frame|34|b|purple}} | |||
{{Frame|35|b2|red}} | |||
{{Frame|36||red}} | |||
{{Frame|37||red}} | |||
{{Frame|38||red}} | |||
}} | |||
{{FrameTable|caption=Earliest timing| | |||
{{Frame|1|b2}} | |||
{{Frame|2|n}} | |||
{{Frame|3|f}} | |||
{{Frame|4|n}} | |||
{{Frame|5}} | |||
{{Frame}} | |||
{{Frame|26}} | |||
{{Frame|27||purple}} | |||
{{Frame|28||purple}} | |||
{{Frame|29||purple}} | |||
{{Frame|30||purple}} | |||
{{Frame|31||purple}} | |||
{{Frame|32||purple}} | |||
{{Frame|33||purple}} | |||
{{Frame|34||purple}} | |||
{{Frame|35|b|teal}} | |||
{{Frame|36|b2|green}} | |||
{{Frame|37||green}} | |||
{{Frame|38||green}} | |||
}} | |||
{{FrameTable|caption=Latest timing| | |||
{{Frame|1|b2}} | |||
{{Frame|2|n}} | |||
{{Frame|3|f}} | |||
{{Frame|4|n}} | |||
{{Frame|5}} | |||
{{Frame}} | |||
{{Frame|26}} | |||
{{Frame|27||purple}} | |||
{{Frame|28||purple}} | |||
{{Frame|29||purple}} | |||
{{Frame|30||purple}} | |||
{{Frame|31||purple}} | |||
{{Frame|32||purple}} | |||
{{Frame|33||purple}} | |||
{{Frame|34||purple}} | |||
{{Frame|35||teal}} | |||
{{Frame|36|b|teal}} | |||
{{Frame|37|b2|green}} | |||
{{Frame|38||green}} | |||
}} | |||
{{FrameTable|caption=Too late, b+2 whiffs| | |||
{{Frame|1|b2}} | |||
{{Frame|2|n}} | |||
{{Frame|3|f}} | |||
{{Frame|4|n}} | |||
{{Frame|5}} | |||
{{Frame}} | |||
{{Frame|26}} | |||
{{Frame|27||purple}} | |||
{{Frame|28||purple}} | |||
{{Frame|29||purple}} | |||
{{Frame|30||purple}} | |||
{{Frame|31||purple}} | |||
{{Frame|32||purple}} | |||
{{Frame|33||purple}} | |||
{{Frame|34||purple}} | |||
{{Frame|35||teal}} | |||
{{Frame|36||teal}} | |||
{{Frame|37|b|teal}} | |||
{{Frame|38|b2|orange}} | |||
}} | |||
{{FrameTable|caption=b and 2 on same frame, b+2 buffered| | |||
{{Frame|1|b2}} | |||
{{Frame|2|n}} | |||
{{Frame|3|f}} | |||
{{Frame|4|n}} | |||
{{Frame|5}} | |||
{{Frame}} | |||
{{Frame|26}} | |||
{{Frame|27|b2|purple}} | |||
{{Frame|28||purple}} | |||
{{Frame|29||purple}} | |||
{{Frame|30||purple}} | |||
{{Frame|31||purple}} | |||
{{Frame|32||purple}} | |||
{{Frame|33||purple}} | |||
{{Frame|34||purple}} | |||
{{Frame|35||green}} | |||
{{Frame|36||green}} | |||
{{Frame|37||green}} | |||
{{Frame|38||green}} | |||
}} | |||
}} | |||
== Methods == | |||
There are broadly speaking 3 methods, each with their own merits: | |||
# 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. | |||
# 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
Lee (Tekken 7) |
---|
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 |
Methods
There are broadly speaking 3 methods, each with their own merits:
- Mishima method – Just input b and 2 on the same frame every time and don't worry about the timing.
- Chaobla method – Hold 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.