Lidia counterplay (Tekken 7): Difference between revisions
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File:Lidia-df1,2.mp4|'''d/f+1,2''' ends in a high and is a natural combo. It's r21 so it can be launched off a hard read. However, if you're [[reacting]] to seeing the high first, [[punish]]ing with anything slower than i11 is a stretch. The d/f+1 on its own has bad frames, and it's her main [[mid check]], so she's likely to use this a lot. | File:Lidia-df1,2.mp4|'''d/f+1,2''' ends in a high and is a natural combo. It's r21 so it can be launched off a hard read. However, if you're [[reacting]] to seeing the high first, [[punish]]ing with anything slower than i11 is a stretch. The d/f+1 on its own has bad frames, and it's her main [[mid check]], so she's likely to use this a lot. | ||
File:Lidia-df1,3.mp4|'''d/f+1,3''' ends in a mid, can be delayed, and the | File:Lidia-df1,3.mp4|'''d/f+1,3''' ends in a mid, can be delayed, and the last hit is a counter hit launcher. It's -13 on block with a lot of pushback, so using the right punisher is essential (i.e. not jabs, unless you're [[Gigas]]). Because it can be delayed, the d/f+1 on its own gets too much [[mental frame advantage]] if you try and wait first, so you're gonna have to eat the counter hit sometimes. | ||
File:Lidia-df1,3-safe.mp4|At some wall positions, the pushback from d/f+1,3 is big enough that on some characters even the proper punisher whiffs. The main position to look out for is if both players are against the wall and the wall is to Lidia's left. | File:Lidia-df1,3-safe.mp4|At some wall positions, the pushback from d/f+1,3 is big enough that on some characters even the proper punisher whiffs. The main position to look out for is if both players are against the wall and the wall is to Lidia's left. | ||
File:Lidia-df1-os.mp4|d/f+1,3 is slower than d/f+1,2, so both can be beaten with a [[fuzzy guard]]. Doing this, d/f+1,2 is instead punished by a standing move on reaction. | File:Lidia-df1-os.mp4|d/f+1,3 is slower than d/f+1,2, so both can be beaten with a [[fuzzy guard]]. Doing this, d/f+1,2 is instead punished by a standing move on reaction. | ||
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Revision as of 20:29, 10 May 2021
Lidia (Tekken 7) |
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Strings
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d/f+1,2 ends in a high and is a natural combo. It's r21 so it can be launched off a hard read. However, if you're reacting to seeing the high first, punishing with anything slower than i11 is a stretch. The d/f+1 on its own has bad frames, and it's her main mid check, so she's likely to use this a lot.
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d/f+1,3 ends in a mid, can be delayed, and the last hit is a counter hit launcher. It's -13 on block with a lot of pushback, so using the right punisher is essential (i.e. not jabs, unless you're Gigas). Because it can be delayed, the d/f+1 on its own gets too much mental frame advantage if you try and wait first, so you're gonna have to eat the counter hit sometimes.
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At some wall positions, the pushback from d/f+1,3 is big enough that on some characters even the proper punisher whiffs. The main position to look out for is if both players are against the wall and the wall is to Lidia's left.
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d/f+1,3 is slower than d/f+1,2, so both can be beaten with a fuzzy guard. Doing this, d/f+1,2 is instead punished by a standing move on reaction.