Sidestep: Difference between revisions

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The d can be held for up to 7 frames. If a high is [[crush]]ed while d is held, [[crouch]]ing level 1.5 is entered and the step is no longer possible.
The d can be held for up to 7 frames. If a high is [[crush]]ed while d is held, [[crouch assist]] is entered and the step is no longer possible.


{{Legend
{{Legend

Revision as of 15:50, 7 February 2022

Initial sidestep animations for some of the cast.

A sidestep (u~n or d~n) is one of the major movement options. It's more likely to create whiffs than a backdash, but it's riskier since you can't guard while sidestepping. This risk can be mitigating by doing a step block.

Sidestepping is generally more effective in pressure than neutral, since in pressure the entire input can be buffered. In neutral, the step doesn't start until the n, so you're vulnerable during the frames of u or d without moving at all. This also makes it less evasive—it may only be a difference of 1–3 frames, but when most moves are stepped by about 8–12 frames of step, it's a big deal.

Timing

The u can be held for up to 8 frames and still get a step. While u is held the start of a jump is tweened, which can in some cases be evasive. Holding u for 9 or more frames locks in the jump.

Sidestep
Jump
Frame
Input
State
1
u
2
u
3
u
4
u
5
u
6
u
7
u
8
u
9
n
Frame
Input
State
1
u
2
u
3
u
4
u
5
u
6
u
7
u
8
u
9
u
10
n

The d can be held for up to 7 frames. If a high is crushed while d is held, crouch assist is entered and the step is no longer possible.

Crushed high
Sidestep
While standing
Frame
Input
State
1
d
2
d
3
d
4
d
5
d
6
d
7
d
8
n
Frame
Input
State
1
d
2
d
3
d
4
d
5
d
6
d
7
d
8
d
9
n
Frame
Input
State
1
d
2
n

Stance

Most characters have moves that can only be done from sidestep, making it a temporary stance. These moves can't be done from a sidewalk, so doing a walk instead of a step is one way to avoid them.

Sidestep moves can be input immediately from the step starting, but the attack won't start until the 10th frame of the step (adding 9 frames minimum).

Sidestep
SS.2 startup
Fastest SS.2 input
Frame
Input
State
1
u
1
n
2
2
3
n
4
n
5
n
6
n
7
n
8
n
9
n
10
n
Frame
Input
State
1
u
1
n
2
n
3
n
4
n
5
n
6
n
7
n
8
n
9
n
10
2

The stance lingers for 42 frames and is cancelled by doing any other move, including guarding.

Sidestep
2 startup
SS.2 startup
Latest SS.2 input
Frame
Input
State
1
u
1
n
2
n
3
n
4
n
5
n
6
n
7
n
8
n
9
n
10
n
n
41
n
42
2
Lapsed stance
Frame
Input
State
1
u
1
n
2
n
3
n
4
n
5
n
6
n
7
n
8
n
9
n
10
n
n
41
n
42
n
43
n
Frame
Input
State
1
u
1
n
2
n
3
n
4
n
5
n
6
n
7
n
8
n
9
n
10
n
n
41
n
42
n
43
2

Sidewalk

A sidewalk is done with u~n~U or d~n~D. The longer the direction is held the longer the sidewalk is done for.

There are situations where a sidewalk will cause a whiff, but a sidestep won't, and vice versa. The animations are different. As a general rule, sidewalks are better vs mids and sidesteps are better vs highs.

For Alisa, Lili, and Zafina, sidewalk is almost always better than sidestep.

D skip

Pressing d during a sidestep into the foreground causes the animation to skip ahead by 1 frame. This can be used to step things that otherwise can't be stepped. It can also just be done for the sake of it since there's no real cost to doing so other than the added input.

Comparison of characters' sidesteps

This table tallies situations where some but not all characters can successfully cause a whiff with a sidestep or sidewalk.