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* CAT.1/CAT.1+2 lose to parries (CAT.2 loses to i3 parries) | * CAT.1/CAT.1+2 lose to parries (CAT.2 loses to i3 parries) | ||
* CAT.4 loses to RA | * CAT.4 loses to RA | ||
* POTENTIAL BUG: CAT.3 loses to crouch jab, despite the frames indicating that it shouldn't. Note that CAT.2 does counterhit crouch jabs! This means that a delayed crouch jab will beat both options. If they do this, launch them with CAT.4 or take your free mids. | * POTENTIAL BUG: CAT.3 loses to crouch jab, despite the frames indicating that it shouldn't. Note that CAT.2 does counterhit crouch jabs! This means that a delayed crouch jab will beat both high options. If they do this, launch them with CAT.4 or take your free mids. | ||
* Take your pick otherwise! | * Take your pick otherwise! | ||
* (Vs. Yoshimitsu: Everything beats flash, but only CAT.3 beats spin) | * (Vs. Yoshimitsu: Everything beats flash, but only CAT.3 beats spin) |
Revision as of 08:36, 2 August 2024
Lidia |
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Tech (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lidia tech (Tekken 7).
Stance Situations
Summarized from the Lidia Stance Dance spreadsheet, with further corrections and tests.
Note: All situations assume i3 parry / i6 flash / i7 power crush / i8 Rage Art armor (also NSS flash) on immediate timing. Please check the spreadsheet for more details, as this is only a summary. Delayed options may change these results, particularly in the case of armor, parry, and Rage Art. All fully punishable transitions are not included, e.g. -8 CAT (1,2,2 on block), -11 HRS (db+3 on block).
Everything (except slow moves) basically guaranteed situations (all moves on hit):
- 3+4 (+23g CAT)
- f,F+2 (+15 HRS)
- qcf+1+2,2 (+24g WLF)
- HRS.1 (+16g WLF)
- CAT.1+2 (+27g WLF)
+5 HRS (f,F+2 on block)
- Everything loses to Rage Art!
- HRS.1 beats attacks and movement
- HRS.3 beats crouch jab and movement
- HRS.1+2 beats parry and armor
- KEY MOVE: HRS.2 when they stop attacking and start ducking to avoid HRS.1/HRS.1+2
- (Vs. Yoshimitsu: Everything loses to flash except HRS.1/HRS.3)
+7 HRS (db+3 on hit)
- Everything loses to Rage Art!
- HRS.1/HRS.2/HRS.3 beats all attacks and stepping
- HRS.1+2 still beats armor and parries
- (Vs. Yoshimitsu: HRS.1/HRS.3 beat flash and spin)
+0 CAT (all non-punishable blocked CAT transitions)
Opponent can interrupt all options with i12 or faster, as CAT.3 is i13.
+8 CAT (1,2,2 / ws4,2 on hit)
- CAT.2/CAT.3 beats armor and RA
- CAT.3 beats movement
- CAT.4 beats parry but loses to crouch jab
- (Vs. Yoshimitsu: CAT.3 beats flash and spin)
+11 CAT (2,2 / df+2 / ws1,2 / uf+1.P on hit)
- CAT.1/CAT.1+2 lose to parries (CAT.2 loses to i3 parries)
- CAT.4 loses to RA
- POTENTIAL BUG: CAT.3 loses to crouch jab, despite the frames indicating that it shouldn't. Note that CAT.2 does counterhit crouch jabs! This means that a delayed crouch jab will beat both high options. If they do this, launch them with CAT.4 or take your free mids.
- Take your pick otherwise!
- (Vs. Yoshimitsu: Everything beats flash, but only CAT.3 beats spin)
+1 WLF (HRS.1 on block)
Opponent can interrupt all options with i13 or faster, as WLF.2 is i15.
+8 WLF (HRS.4 on block)
- Everything loses to armor!
- WLF.2 beats attacks, RA, and movement
- WLF.3 only beats attacks
- WLF.1/WLF.4 beats parries but can be interrupted
- (Vs. Yoshimitsu: WLF.1/WLF.4 beat flash, but everything loses to spin)
+8 WLF forced crouch (CAT.4 on hit)
Same as +8 WLF, except...
- WLF.4 beats armor
- (Vs. Yoshimitsu: WLF.1 beats flash, WLF.2 beats spin)
+1 HAE (H.1+2 on block)
Opponent can interrupt all options with i11 or faster, as HAE.2 is i13.
+5 HAE (H.f,f,F+1 on block)
- Everything loses to Rage Art!
- HAE.1 beats parry
- HAE.2 beats attacks
- HAE.1+2 beats movement
- (Vs Yoshimitsu: HAE.1 beats flash, everything loses to spin)
+8 HAE (HRS.2 on hit)
- Opponent cannot press at all (everything beats attacks and movement)
- HAE.1 loses to parries, armor, and RA
- HAE.2 only loses to parries
- HAE.1+2 only loses to RA
- (Vs Yoshimitsu: HAE.1/HAE.2 beat flash, but everything loses to spin)
+10 HAE (Heat Smash on block)
Same as +8 HAE, except...
- HAE.1+2 beats RA as well, making it fully uninterruptable
- (Vs. Yoshimitsu: Everything beats flash, HAE.1+2 beats spin)