Lidia counterplay (Tekken 7): Difference between revisions

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File:Lidia-4,2.mp4|'''4,2''' ends in a high and at r23 can be easily launched when ducked.
File:Lidia-4,2.mp4|'''4,2''' ends in a high and at r23 can be easily launched when ducked.
File:Lidia-4,3.mp4|'''4,3''' ends in a mid and is -10. This one is tricky because it looks like it's got a low profile recovery and that jab punishers don't work, but they do.
File:Lidia-4,3.mp4|'''4,3''' ends in a mid and is -10. It looks like it's got a low profile recovery and that jab punishers don't work, but they do.
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Revision as of 07:32, 12 May 2021

Strings

1

You could practice ducking for 1,4 and blocking 1,1 on reaction, but it's hardly worth the bother given how rarely 1,4 is used.

1,2

3:2

This one is a notorious noob killer because the payoff on hit is massive and its quick recovery (r20) makes it difficult to launch punish without practice. Extra difficulty arises from:

  • The active frame on the second hit being much earlier than it feels to the defender.
  • The blue sparks making it feel like the active frame is later than it really is.
  • The attack itself being quite fast (,i22), as it must also be reacted to in case Lidia doesn't finish the string.

The blue sparks don't change the frames at all. They only add 2 damage.

4

Lidia must commit to one of these extensions to combo off a CH 4, so it's usually safe to assume she'll do one of them. They're slow enough that reacting is possible, but the animations are similar so this isn't easy. A fuzzy guard is possible but probably not worth it because without reacting to the high you won't launch it. Guessing also works fine.

Just make sure you launch 4,2 occasionally so she's always taking a risk to get a combo.

d/f+1

f+4,3

The payoff on the mid extension isn't that good and the mixup is easy to both fuzzy guard and react to, so the main threat is the high, making it risky to punish f+4,3.

The extensions will combo if the second attack gets a counter hit.