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{{Tech}} | {{Tech}} | ||
* INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3. | |||
== Hopkick from crouch == | == Hopkick from crouch == | ||
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* Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input. This will be active on [[frame]] 15 starting from the u input—not the u/f+4 input—because of [[jump tweening]]. | * Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input. This will be active on [[frame]] 15 starting from the u input—not the u/f+4 input—because of [[jump tweening]]. | ||
== | == iWS from MS == | ||
{{See also|Lee#Staples}} | |||
MS.b,n is in [[while standing]] state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it. |
Revision as of 00:30, 10 December 2021
Lee (Tekken 7) |
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Tech broadly covers anything that doesn't fit elsewhere, such as:
- Notable tricks or niche uses for a string/move
- Execution tips for a particular technique
If a section gets too long, it might be sensible to move it to its own page.
- INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.
Hopkick from crouch
Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid getting FC.u/f+4:
- If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be buffered.
- Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a crouch cancel, but rather avoiding the “correct” FC.u/f+4 input. This will be active on frame 15 starting from the u input—not the u/f+4 input—because of jump tweening.
iWS from MS
See also: Lee#Staples
MS.b,n is in while standing state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it.