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== Alternatives == | == Alternatives == | ||
While | While b+2 loops are great for optimizing wall carry, they don't add much damage. For example, the staple df+2 combo route compared with alternatives: | ||
{{Combolist|columns=1| | {{Combolist|columns=1| | ||
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== Buffering == | == Buffering == | ||
It's not easy to do b+2 loops because the [[input buffer]] isn't very helpful during Mist Step: | |||
* If {{P|b}} is before {{P|2}}, you'll buffer {{P|MS.b}}, a goofy walk back (''not'' Sway, which is {{P|MS.b,n}}). | * If {{P|b}} is before {{P|2}}, you'll buffer {{P|MS.b}}, a goofy walk back (''not'' Sway, which is {{P|MS.b,n}}). | ||
* If {{P|2}} is before {{P|b}}, you'll buffer a 2 jab. | * If {{P|2}} is before {{P|b}}, you'll buffer a 2 jab. | ||
So to use the input buffer for | So to use the input buffer for b+2 loops, you have to press {{P|b}} and {{P|2}} on the same frame. | ||
=== B1 link === | === B1 link === |
Revision as of 02:03, 22 February 2022
Lee (Tekken 7) |
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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 b+2 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
It's not easy to do b+2 loops 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 b+2 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 b+1 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 b+1 link will always be bufferable, so it actually has a very lenient timing. For this reason, you want to time a b+1 link a bit earlier than you would a b+2 loop.
Timing
- One 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 |
Methods
There are broadly speaking 3 methods, each with their own merits:
- Mishima method – Just input b and 2 on the same frame every time and don't worry about the timing.
- Chaobla method – Hold B well before the buffer period so that you can focus on only timing the 2.
- Mixed method – Try and input b and 2 together and time them for after the buffer period.