Lei throws: Difference between revisions

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| 1 || 25f || 35 || None || 0 || d4 by the wall|| None|| Same
| 1 || 25f || 35 || None || 0 || d4 by the wall|| None|| Same
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This maybe the only throw in the game that can be canceled. Cancel performed with dragon 1b. The hands lie to the opponent about the break since he uses both hands to try the throw. Since its the only throw from dragon with a very distinct animation and its speed is quite slow, you won't be using it with property in mind. The cancel of the throw back into dragon allows the dragon's strong high evasive ch launcher that's plus on block mid to be used to counter hit the 1 jab that comes out very often as the throw break attempt. There is counter play around this though so don't abuse this throw.


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! Break !! Speed !! Damage !! Wall/Floor !! Data on Break !! Follow up Hit !! Position Hit !! Position Break
! Break !! Speed !! Damage !! Wall/Floor !! Data on Break !! Follow up Hit !! Position Hit !! Position Break
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| 1+2 || 15f~16f  || 33 || None || 0 || At wall iws3_ballroom_float combo|| None|| slight axis shift
| 1+2 || 15f~16f  || 33 || None || 0 || See Notes|| None|| slight axis shift
|}
|}
Only a 14f break window. There is a 2nd throw attempt built into the throw. Free follow ups all require a wall to shorten the distance after the throw connects. iws3 is the easiest. Ballroom is a bit trick but is still a combo. At the right angles, the kick from ballroom will splat them on the all for a phx 2 to spin/screw, turning this grab into a full launcher.

Latest revision as of 04:15, 8 February 2021

1+3
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1 or 2 12f 35 Balcony Break -6 None Full Screen, No Swap No Change
2+4
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1 or 2 12f 35 None -3 None Switch Sides Axis Shift
u/f+1+2
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1+2 12f 40 Floor Break -6 None Axis Shift Axis Shift
f,f+1+2
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1+2 12f 38 None 0 d+4 on most Switch Sides Axis Shift
Dragon 1
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1 25f 35 None 0 d4 by the wall None Same

This maybe the only throw in the game that can be canceled. Cancel performed with dragon 1b. The hands lie to the opponent about the break since he uses both hands to try the throw. Since its the only throw from dragon with a very distinct animation and its speed is quite slow, you won't be using it with property in mind. The cancel of the throw back into dragon allows the dragon's strong high evasive ch launcher that's plus on block mid to be used to counter hit the 1 jab that comes out very often as the throw break attempt. There is counter play around this though so don't abuse this throw.

Drunken 1+3_2+4
Break Speed Damage Wall/Floor Data on Break Follow up Hit Position Hit Position Break
1+2 15f~16f 33 None 0 See Notes None slight axis shift

Only a 14f break window. There is a 2nd throw attempt built into the throw. Free follow ups all require a wall to shorten the distance after the throw connects. iws3 is the easiest. Ballroom is a bit trick but is still a combo. At the right angles, the kick from ballroom will splat them on the all for a phx 2 to spin/screw, turning this grab into a full launcher.