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* If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|buffered]]. | * If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|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. | * 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. | ||
== Uncategorized == | == Uncategorized == | ||
* 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. | * 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. |
Revision as of 16:20, 19 March 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.
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.
Uncategorized
- 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.