Lidia counterplay (Tekken 7): Difference between revisions

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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-1,1.mp4|'''1,1''' ends in a mid, launches on counter hit, and is -11 on block. It's a natural combo but only if it isn't delayed. 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-1,2.mp4|'''1,2''' is a standard jailing [[jab string]]. It's fast, tracks well, is -2 on block, and has good extensions, so you'll see it a lot.
File:Lidia-1,2.mp4|'''1,2''' is a standard jailing [[jab string]]. It's fast, tracks well, is -2 on block, and has good extensions, so you'll see it a lot.
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. It's -8 on block with low payoff, so it's not used much.
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. It's -8 on block with low payoff, so it's not used much.

Revision as of 07:59, 12 May 2021

Strings

1

You could practice ducking for 1,4 and blocking 1,1 on reaction, but it's hardly worth it 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 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.

Just make sure you launch 4,2 occasionally so 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.