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{{Tech}} | {{Tech}} | ||
== Blue sparks == | |||
Lidia has many moves that deal more damage with precise input, creating a blue visual effect when performed correctly. The blue sparks and regular versions typically only differ in damage and never differ in [[frame advantage]]. Notably, b+3,4,qcf+1+2 has much more tracking than the regular version (so much that she will turn around to hit an opponent behind her). | |||
The combo enders b+3,4,qcf+1+2 and qcf+2,2,b,f,f+1+2 have a regular version with the simpler inputs b+3,4,1+2 and qcf+2,2,b,f+1+2 respectively. | |||
The strings 3:2, b+1+3,P.2,1:2, and df+1+2:P.2 get blue sparks if the appropriate input is timed correctly. The input window for each of these is 3 frames. | |||
For 3:2, the timing is as the first attack hits. Since it can't be delayed, the regular version means too fast, and no second hit means too slow. | |||
For df+1+2:P.2, the timing is as the first attack hits and isn't affected by when the opponent's attack is parried. Since it can be delayed, there's no clear feedback on whether you're too fast or too slow. | |||
=== b+1+3 === | |||
For b+1+3,P.2,1:2, consistency is tricky: | |||
* You want to do b+1+3,P.2 as fast as possible so that it isn't interrupted by any strings. (For example, if you parry the second hit of [[Akuma]]'s df+1,2, you can interrupt the third hit but only with no delay.) | |||
* But if you do so, it could be input during the 5 frames of hitstop (depending on when you parry the hit) and throw off your timing. | |||
Consider if one does 2,1,2 with a perfect 16 frames tempo. | |||
(The last 2 input must be within 1 frame of the 2nd active frame: either before, on, or after it.) | |||
{{Legend | |||
|purple=Hitstop | |||
|green=Parry state | |||
|yellow=Active frame | |||
}} | |||
{{FrameTableSet| | |||
{{FrameTable|caption=Early hitstop (okay)| | |||
{{Frame|1|b1+3}} | |||
{{Frame|1||purple}} | |||
{{Frame|2||purple}} | |||
{{Frame|3||purple}} | |||
{{Frame|4||purple}} | |||
{{Frame|5||purple}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|1|2}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1|2}} | |||
}} | |||
{{FrameTable|caption=Late hitstop (fail)| | |||
{{Frame|1|b1+3}} | |||
{{Frame|2||green}} | |||
{{Frame|3||green}} | |||
{{Frame|4||green}} | |||
{{Frame|5||green}} | |||
{{Frame|6||green}} | |||
{{Frame|7||green}} | |||
{{Frame|8||green}} | |||
{{Frame|9||green}} | |||
{{Frame|1|2|purple}} | |||
{{Frame|2||purple}} | |||
{{Frame|3||purple}} | |||
{{Frame|4||purple}} | |||
{{Frame|5||purple}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12|1}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12|2}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
}} | |||
}} | |||
To avoid this issue, we can make use b+1+3,P.2,1 being delayable and change the timing: | |||
{{FrameTableSet| | |||
{{FrameTable|caption=Early hitstop, delay method| | |||
{{Frame|1|b1+3}} | |||
{{Frame|1||purple}} | |||
{{Frame|2||purple}} | |||
{{Frame|3||purple}} | |||
{{Frame|4||purple}} | |||
{{Frame|5||purple}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|1|2}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9|1}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1|2}} | |||
}} | |||
{{FrameTable|caption=Late hitstop, delay method| | |||
{{Frame|1|b1+3}} | |||
{{Frame|2||green}} | |||
{{Frame|3||green}} | |||
{{Frame|4||green}} | |||
{{Frame|5||green}} | |||
{{Frame|6||green}} | |||
{{Frame|7||green}} | |||
{{Frame|8||green}} | |||
{{Frame|9||green}} | |||
{{Frame|1|2|purple}} | |||
{{Frame|2||purple}} | |||
{{Frame|3||purple}} | |||
{{Frame|4||purple}} | |||
{{Frame|5||purple}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4|1}} | |||
{{Frame|1}} | |||
{{Frame|2}} | |||
{{Frame|3}} | |||
{{Frame|4}} | |||
{{Frame|5}} | |||
{{Frame|6}} | |||
{{Frame|7}} | |||
{{Frame|8}} | |||
{{Frame|9}} | |||
{{Frame|10}} | |||
{{Frame|11}} | |||
{{Frame|12}} | |||
{{Frame|13}} | |||
{{Frame|14}} | |||
{{Frame|15}} | |||
{{Frame|16||yellow}} | |||
{{Frame|1|2}} | |||
}} | |||
}} | |||
The above delay is 8 frames, half of the target 16 frame tempo, for intervals of 24 and 16 frames respectively. (The delay could be 10 frames, but this would be a much harder rhythm.) To make it easier to perform, add a dummy 2 input with an 8 frame interval, i.e. | |||
{{FrameTable|caption=Delay method with dummy input| | |||
{{Frame|0|2}} | |||
{{Frame}} | |||
{{Frame|8|2}} | |||
{{Frame}} | |||
{{Frame|24|1}} | |||
{{Frame}} | |||
{{Frame|40|2}} | |||
}} |
Revision as of 04:00, 10 December 2021
Lidia (Tekken 7) |
---|
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.
Blue sparks
Lidia has many moves that deal more damage with precise input, creating a blue visual effect when performed correctly. The blue sparks and regular versions typically only differ in damage and never differ in frame advantage. Notably, b+3,4,qcf+1+2 has much more tracking than the regular version (so much that she will turn around to hit an opponent behind her).
The combo enders b+3,4,qcf+1+2 and qcf+2,2,b,f,f+1+2 have a regular version with the simpler inputs b+3,4,1+2 and qcf+2,2,b,f+1+2 respectively.
The strings 3:2, b+1+3,P.2,1:2, and df+1+2:P.2 get blue sparks if the appropriate input is timed correctly. The input window for each of these is 3 frames.
For 3:2, the timing is as the first attack hits. Since it can't be delayed, the regular version means too fast, and no second hit means too slow.
For df+1+2:P.2, the timing is as the first attack hits and isn't affected by when the opponent's attack is parried. Since it can be delayed, there's no clear feedback on whether you're too fast or too slow.
b+1+3
For b+1+3,P.2,1:2, consistency is tricky:
- You want to do b+1+3,P.2 as fast as possible so that it isn't interrupted by any strings. (For example, if you parry the second hit of Akuma's df+1,2, you can interrupt the third hit but only with no delay.)
- But if you do so, it could be input during the 5 frames of hitstop (depending on when you parry the hit) and throw off your timing.
Consider if one does 2,1,2 with a perfect 16 frames tempo.
(The last 2 input must be within 1 frame of the 2nd active frame: either before, on, or after it.)
Active frame | |
Parry state | |
Hitstop |
To avoid this issue, we can make use b+1+3,P.2,1 being delayable and change the timing:
The above delay is 8 frames, half of the target 16 frame tempo, for intervals of 24 and 16 frames respectively. (The delay could be 10 frames, but this would be a much harder rhythm.) To make it easier to perform, add a dummy 2 input with an 8 frame interval, i.e.