Mist Illusion: Difference between revisions

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* On counter-hit, it will high splat
* On counter-hit, it will high splat
* Against B, it will regular splat
* Against B, it will regular splat
* Against D, D/B, or n, it will reverse splat
* Against D, DB, or n, it will reverse splat


== Mixup ==
== Mixup ==
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{| class="wikitable col-2-center"
{| class="wikitable col-2-center"
|+Mid options (beats D/B)
|+Mid options (beats DB)
|-
|-
! Input !! Damage !! Frames
! Input !! Damage !! Frames
|-
|-
| d/f+3,2,3 || 48 || [[Lee_combos#Back-turned_opponent|+25a (+15a)]]
| df+3,2,3 || 48 || [[Lee_combos#Back-turned_opponent|+25a (+15a)]]
|-
|-
| f+3,3,3,3,3,4 || 32 || [[Lee_combos#Back-turned_opponent|+61a (+44a)]]
| f+3,3,3,3,3,4 || 32 || [[Lee_combos#Back-turned_opponent|+61a (+44a)]]
|-
|-
| u/f+4 || 15 || [[Lee_combos#Back-turned_opponent|+31a (+21a)]]
| uf+4 || 15 || [[Lee_combos#Back-turned_opponent|+31a (+21a)]]
|}
|}


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* Standing jab (1), takes 8 frames, becoming front-turned immediately
* Standing jab (1), takes 8 frames, becoming front-turned immediately
* Crouch jab (d+1), takes 10 frames, becoming front-turned immediately
* Crouch jab (d+1), takes 10 frames, becoming front-turned immediately
* Crouch turn (D/B), takes 11 frames
* Crouch turn (DB), takes 11 frames
* Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit
* Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit


Line 76: Line 76:


{| class="wikitable col-1-end"
{| class="wikitable col-1-end"
! Lee\Opponent !! 1 !! B !! d+1 !! D/B !! 1+3
! Lee\Opponent !! 1 !! B !! d+1 !! DB !! 1+3
|-
|-
! 1 4,3,3
! 1 4,3,3
| class="bg-blue" | 8 +8<ref name="react">Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.</ref>
| class="bg-blue" | 8 +8<ref name="react">Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.</ref>
| class="bg-blue" | 57 +9d<ref>Two part mixup: D/B and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.</ref>
| class="bg-blue" | 57 +9d<ref>Two part mixup: DB and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.</ref>
| class="bg-red" | 10 +9
| class="bg-red" | 10 +9
| class="bg-yellow" | 0<ref>Opponent can in theory punish with a flash duck into BT 3, but this is impractical.</ref>
| class="bg-yellow" | 0<ref>Opponent can in theory punish with a flash duck into BT 3, but this is impractical.</ref>
Line 99: Line 99:
| class="bg-red" | 10 -31<ref name="rev-zwei-throw">Opponent must block quickly after the throw then duck punish.</ref>
| class="bg-red" | 10 -31<ref name="rev-zwei-throw">Opponent must block quickly after the throw then duck punish.</ref>
|-
|-
! d/f+3,2,3
! df+3,2,3
| class="bg-blue" | 27 +5<ref name="mercury-stop">Lee must react and stop after d/f+3,2.</ref>
| class="bg-blue" | 27 +5<ref name="mercury-stop">Lee must react and stop after df+3,2.</ref>
| class="bg-red" | -21<ref>Lee can stop at d/f+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.</ref>
| class="bg-red" | -21<ref>Lee can stop at df+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.</ref>
| class="bg-blue" | 27 +5<ref name="mercury-stop"/>
| class="bg-blue" | 27 +5<ref name="mercury-stop"/>
| class="bg-blue" | 48 [[Lee_combos#Back-turned_opponent|+25a (+15a)]]
| class="bg-blue" | 48 [[Lee_combos#Back-turned_opponent|+25a (+15a)]]
Line 113: Line 113:
| class="bg-blue" | 32 [[Lee combos#Staples|+61a (+44a)]]
| class="bg-blue" | 32 [[Lee combos#Staples|+61a (+44a)]]
|-
|-
! u/f+4
! uf+4
| class="bg-blue" | 15 [[Lee combos#Staples|+31a (+21a)]]
| class="bg-blue" | 15 [[Lee combos#Staples|+31a (+21a)]]
| class="bg-red" | 0 -13
| class="bg-red" | 0 -13

Latest revision as of 02:36, 22 February 2022

Lee's Mist Illusion (or punch parry, input b+1+2) parries high and mid punches. When it does, Lee switches sides with his opponent, leaving them back-turned. From this position, Lee can get guaranteed damage with Mist Illusion Kick, or he can do a mixup between fast highs and launching mids.

Move data

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
+7b
ps2~10
r42
Parries high and mid punches
Mist Illusion Kick

b+1+2,P.4

m
30
+23a (+14a)
i12~14
r21

Mist Illusion Kick

Not always guaranteed

Mist Illusion Kick (b+1+2,P.4) is not guaranteed against:

Wall splat

Mist Illusion Kick can wall splat. The type of splat depends on the opponent's actions:

  • On counter-hit, it will high splat
  • Against B, it will regular splat
  • Against D, DB, or n, it will reverse splat

Mixup

High options (beats B)
Input Damage Frames
1 4,3,3 57 +9d
1,2,2,3 53 +17a (+8a)
2,2,3 47 +17a (+8a)
Mid options (beats DB)
Input Damage Frames
df+3,2,3 48 +25a (+15a)
f+3,3,3,3,3,4 32 +61a (+44a)
uf+4 15 +31a (+21a)

Possible responses

  • Standing turn (B), takes 6 frames, becoming front-turned on frame 4
  • Standing jab (1), takes 8 frames, becoming front-turned immediately
  • Crouch jab (d+1), takes 10 frames, becoming front-turned immediately
  • Crouch turn (DB), takes 11 frames
  • Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit

Outcomes

Lee wins, damage/frames from his perspective
Unclear or neutral, damage/frames from Lee's perspective
Lee loses, damage/frames from opponent's perspective
Lee\Opponent 1 B d+1 DB 1+3
1 4,3,3 8 +8[1] 57 +9d[2] 10 +9 0[3] 7 +8[1]
1,2,2,3 17 -13[4] 53 +17a (+8a) 10 +9 0 -13[4] 16 -13[4]
2,2,3 49 +17a (+8a) 47 +17a (+8a) 10 +9 0 -13[4] 10 -31[5]
df+3,2,3 27 +5[6] -21[7] 27 +5[6] 48 +25a (+15a) 25 +5[6]
f+3,3,3,3,3,4 33 +61a (+44a) 0 -18[8] 33 +61a (+44a) 32 +61a (+44a) 32 +61a (+44a)
uf+4 15 +31a (+21a) 0 -13 15 +31a (+21a) 13 +31a (+21a) 13 +31a (+21a)
  1. โ†‘ 1.0 1.1 Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.
  2. โ†‘ Two part mixup: DB and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.
  3. โ†‘ Opponent can in theory punish with a flash duck into BT 3, but this is impractical.
  4. โ†‘ 4.0 4.1 4.2 4.3 Lee must react and stop after 2,2 (or finish the string to beat a punish).
  5. โ†‘ Opponent must block quickly after the throw then duck punish.
  6. โ†‘ 6.0 6.1 6.2 Lee must react and stop after df+3,2.
  7. โ†‘ Lee can stop at df+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.
  8. โ†‘ Mixup between punishing the mid or ducking the high.