Lidia counterplay (Tekken 7): Difference between revisions

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(1,2 strings)
(→‎Strings: 3:2, 4, and f+4,3 sections)
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== Strings ==
== Strings ==


=== d/f+1 ===
=== 1 ===


<gallery>
<gallery>
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-1,1.mp4|'''1,1''' ends in a mid, launches on counter hit, and is -11 on block. Because it can be delayed, the 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.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-1,2.mp4|'''1,2''' is a standard jailing [[jab string]]. It's fast, tracks well, is -1 on block, and has good extensions, so you'll see it a lot.
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-1,4.mp4|'''1,4''' ends in a high and is a natural combo. It can be delayed, so you can't fuzzy guard it and the mid.
File:Lidia-df1-os.mp4|The mid is slower than the high, so both can be beaten with a [[fuzzy guard]]. Doing this, the high is instead punished by a standing move on reaction.
</gallery>
</gallery>
You could practice ducking for 1,4 and blocking 1,1 on reaction, but it's hardly worth the bother given how rarely 1,4 is used.


=== 1,2 ===
=== 1,2 ===
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File:Lidia-1,2,4.mp4|'''1,2,4''' ends in a low and can be parried even when the jabs hit.
File:Lidia-1,2,4.mp4|'''1,2,4''' ends in a low and can be parried even when the jabs hit.
File:Lidia-1,2,4-react.mp4|The low is slow enough that it can be parried on reaction. Otherwise, a fuzzy guard also works.
File:Lidia-1,2,4-react.mp4|The low is slow enough that it can be parried on reaction. Otherwise, a fuzzy guard also works.
File:Lidia-1,2,4-delay.mp4|The low can be delayed and has counter hit properties, so it's also used to stuff counter attacks. With maximum delay it trades with i16 moves.
File:Lidia-1,2,4-delay.mp4|The low can be delayed and has counter hit properties, so it's also used to steal turns. With maximum delay it trades with i16 moves.
File:Lidia-1,2,4,4.mp4|'''1,2,4,4''' ends in a high launcher. It interrupts attempts to punish the low, so parrying is essential.
File:Lidia-1,2,4,4.mp4|'''1,2,4,4''' ends in a high launcher. It interrupts attempts to punish the low, so parrying is essential.
File:Lidia-1,2,3.mp4|'''1,2,3''' ends in a high. It's the same speed as the low and has no counter hit properties, so it's rarely used outside of combos.
File:Lidia-1,2,3.mp4|'''1,2,3''' ends in a high. It's the same speed as the low and has no counter hit properties, so it's rarely used outside of combos.
</gallery>
</gallery>
=== 3:2 ===
<gallery>
File:Lidia-3,2.mp4|'''3:2''' is a natural combo and leads to Lidia's highest damage combo route.
</gallery>
This one is a notorious noob killer because the payoff on hit is massive and its quick recovery (r20) makes it difficult to launch punish without practice. Extra difficulty arises from:
* The active frame on the second hit being much earlier than it feels to the defender.
* The blue sparks making it feel like the active frame is later than it really is.
* The attack itself being quite fast (,i22), as it must also be reacted to in case Lidia doesn't finish the string.
The blue sparks don't change the frames at all. They only add 2 damage.
=== 4 ===
<gallery>
File:Lidia-4,2.mp4|'''4,2''' ends in a high and at r23 can be easily launched when ducked.
File:Lidia-4,3.mp4|'''4,3''' ends in a mid and is -11.
</gallery>
Lidia must commit to one of these extensions to combo off a CH 4, so it's usually safe to assume she'll do one of them. They're slow enough that reacting to which comes out is possible, but the animations are similar so this isn't easy. A fuzzy guard is possible but probably not worth it because without reacting to the high you won't launch it.
Guessing also works fine. The important thing is to launch 4,2 occasionally so that she's always taking a risk to get a combo.
=== d/f+1 ===
<gallery>
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 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-os.mp4|The mid is slower than the high, so both can be beaten with a [[fuzzy guard]]. Doing this, the high is instead punished by a standing move on reaction.
</gallery>
=== f+4,3 ===
<gallery>
File:Lidia-f4,3.mp4|'''f+4,3''' is two mids and a natural combo that deals good damage. It's -10 on block.
File:Lidia-f4,3,1.mp4|'''f+4,3,1''' ends in a mid and is -12 on block.
File:Lidia-f4,3,4.mp4|'''f+4,3,4''' ends in a high and leads to a huge combo on counter hit.
</gallery>
The payoff on the mid extension isn't that good and the mixup is easy to both [[fuzzy guard]] and react to, so the main threat is the high, making it risky to punish f+4,3.
The extensions will combo if the second attack gets a counter hit.

Revision as of 10:21, 11 May 2021

Strings

1

You could practice ducking for 1,4 and blocking 1,1 on reaction, but it's hardly worth the bother given how rarely 1,4 is used.

1,2

3:2

This one is a notorious noob killer because the payoff on hit is massive and its quick recovery (r20) makes it difficult to launch punish without practice. Extra difficulty arises from:

  • The active frame on the second hit being much earlier than it feels to the defender.
  • The blue sparks making it feel like the active frame is later than it really is.
  • The attack itself being quite fast (,i22), as it must also be reacted to in case Lidia doesn't finish the string.

The blue sparks don't change the frames at all. They only add 2 damage.

4

Lidia must commit to one of these extensions to combo off a CH 4, so it's usually safe to assume she'll do one of them. They're slow enough that reacting to which comes out is possible, but the animations are similar so this isn't easy. A fuzzy guard is possible but probably not worth it because without reacting to the high you won't launch it.

Guessing also works fine. The important thing is to launch 4,2 occasionally so that she's always taking a risk to get a combo.

d/f+1

f+4,3

The payoff on the mid extension isn't that good and the mixup is easy to both fuzzy guard and react to, so the main threat is the high, making it risky to punish f+4,3.

The extensions will combo if the second attack gets a counter hit.