B2 loop: Difference between revisions

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* There's a 3 frame window for the next b+2,f~n to connect in a loop.
* There's a 3 frame window for the next b+2,f~n to connect in a loop.
** Against big characters, or if the opponent is higher up when the first b+2,f~n connects—e.g. df+2 b+2,f~n—this window can be up to 2 frames longer.
** Against big characters, or if the opponent is higher up when the first b+2,f~n connects—e.g. df+2 b+2,f~n—this window can be up to 2 frames longer.
* However, if you {{P|b}} and {{P|2}} aren't on the same frame, then you're spending at least one of those frames on the input, giving only a 2 frame window.
* However, if {{P|b}} and {{P|2}} aren't on the same frame, then you're spending at least one of those frames on the input, giving only a 2 frame window.


{{Legend
{{Legend

Revision as of 19:47, 10 February 2022

It never stops.

A b2 loop is two b+2,f~n in a row by Lee in a juggle. B2 loops both extend Lee's wall carry and make it more flexible.

Alternatives

While b2 loops are great for optimizing wall carry, they don't add much damage. For example, the staple df+2 combo route compared with alternatives:

df+2
[65] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[63] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[62] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3

The combos without b2 loops usually only do 2-3 less damage.

Buffering

B2 loops are hard because the input buffer isn't very helpful during Mist Step:

  • If b is before 2, you'll buffer MS.b, a goofy walk back (not Sway, which is MS.b,n).
  • If 2 is before b, you'll buffer a 2 jab.

So to use the input buffer for b2 loops, you have to press b and 2 on the same frame.

B1 link

See also: Lee combos#B1 link

Buffering is important to how the b1 link works. The b+1 must come out exactly when the b+2 ends, so you must input b and 1 on the same frame. Therefore, the b1 link will always be bufferable, so it actually has a very lenient timing. For this reason, you want to time a b1 link a bit earlier than you would a b2 loop.

Timing

  • One P|b+2,f~n takes 34 frames total.
  • There's a 3 frame window for the next b+2,f~n to connect in a loop.
    • Against big characters, or if the opponent is higher up when the first b+2,f~n connects—e.g. df+2 b+2,f~n—this window can be up to 2 frames longer.
  • However, if b and 2 aren't on the same frame, then you're spending at least one of those frames on the input, giving only a 2 frame window.
MS.b
b+2 (whiffs)
Recovered
b+2 (hits)
Input buffer
Too early, MS.b buffered
Frame
Input
State
1
b2
2
n
3
f
4
n
5
⋯
26
27
28
29
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31
32
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b
35
b2
36
37
38
Earliest timing
Frame
Input
State
1
b2
2
n
3
f
4
n
5
⋯
26
27
28
29
30
31
32
33
34
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b
36
b2
37
38
Latest timing
Frame
Input
State
1
b2
2
n
3
f
4
n
5
⋯
26
27
28
29
30
31
32
33
34
35
36
b
37
b2
38
Too late, b+2 whiffs
Frame
Input
State
1
b2
2
n
3
f
4
n
5
⋯
26
27
28
29
30
31
32
33
34
35
36
37
b
38
b2
b and 2 on same frame, b+2 buffered
Frame
Input
State
1
b2
2
n
3
f
4
n
5
⋯
26
27
b2
28
29
30
31
32
33
34
35
36
37
38

Methods

There are broadly speaking 3 methods, each with their own merits:

  1. Mishima method – Just input b and 2 on the same frame every time and don't worry about the timing.
  2. Chaobla method – Hold B well before the buffer period so that you can focus on only timing the 2.
  3. Mixed method – Try and input b and 2 together and time them for after the buffer period.