Lidia |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lidia movelist (Tekken 7).
Heat
Input
2+3
- Cancel to r45 with b,b
- 3 chip damage on block
- Partially uses Heat
H.2+3
- Transition to r31 HVN on block
- Cancel HVN transition with B
- Transition to attack throw on hit
H.1+2
- Partially uses remaining Heat time
- Cancel with input b,b or f,f
- Cancel HVN transition with input B
H.f,F+2
- Partially uses remaining Heat time
- Input H.f,f,F+2 to power up
H.f,f,F+1
- Partially uses remaining Heat time
- Cancel HVN transition with input B
H.WLF.1
- Can hold, cancel hold with input b,b or f,f
- Cancel HVN transition with input B
f+1+2,3,1+2
- Power up with input qcf+1+2 (adds 5 dmg to last hit)
- Jail from any attack
HRS.2
- Transitions to attack throw on front hit
- Does not transition to throw when using Heat Dash
- Activates Heat when throw is completed
- Transition to r33 HAE on hit only
- Cancel HAE transition with B
n
Input
1,2,2
- Combo from 1st hit
- Combo from 2nd hit with 3f delay
- Transition to CAT on hit or block only
- CAT transition is -16
1,2,3
- Input can be delayed 3f
1,2,4
- Input can be delayed 8f
- Interrupt with i7 from 2nd block
- Can be low parried on hit
- Can hit grounded while off-axis
1,4
- Combo from 1st hit with 4f delay
- Balcony break on airborne hit
2,2
- Combo from 1st hit with 4f delay
- Transition to CAT on hit or block only
- CAT transition is -12
2,4
3,2
- Combo from 1st hit with 3f delay
- Just frame input within a 3f window (14~16) adds 2 damage
- Balcony break on airborne hit
- Hitstop 20f on hit
4,3
- Combo from 1st CH
1+2
- Cancel with b,b or f,f
- Opponent recovers crouching on hit
- Hold for 20~30 frames
1+2*
- Cancel with input b,b or f,f
- Hold for 31~54 frames
- 5 chip damage on block
1+2**
- 9 chip damage on block
- Hold for 55 frames
3+4
- Jail from 1st attack
- Balcony break on airborne hit
- Transition to CAT on hit or block only
f
Input
f+3,4
- Combo from 1st CH with 10f delay
- Move can be delayed 7f
- Can be ducked on hit
- Interrupt with i5 from 1st block
- Power up with input qcf+4, adds 2 damage
- Balcony break on airborne hit
- 6 chip damage on block
f+4,3
f+4,3,1
- Combo from 2nd CH
f+4,3,4
- Combo from 2nd CH
f+1+2,3,1+2
- Power up with input qcf+1+2 (adds 5 dmg to last hit)
- Jail from any attack
df
Input
df+1,2
df+1,3
- Combo from 1st CH with 3f delay
- Input can be delayed 6f
- Move can be delayed 5f
df+2
- Transition to CAT on hit or block only
df+3,4
- Combo from 1st CH with 2f delay
df+4,2
- Combo from 1st hit with 1f delay
- Balcony break on airborne hit
d
Input
d+3,1
- Combo from 1st CH with 1f delay
- Jail from 1st block
d+3,1,2
- Combo from 2nd hit
- Combo from 1st CH
db
Input
db+3
- Clean hit adds 3 damage
- Transition to HRS on hit or block only
- Transition to attack throw on CH
- HRS transition is -19
CH.db+3
- Power up based on Heaven and Earth level
- Restores recoverable health
db+3+4
- Has low parry effect
- Does not parry weapon lows
db+3+4,P.1
- Combo from 1st hit
- Just frame input within a 2f window (21~22) adds 2 damage
b
Input
b+2,3
- Combo from 1st hit with 7f delay
- Input 3 on frames 12~14 to add 3 damage
b+3,4,1+2
- Combo from 1st or 2nd hit
- Input qcf+1+2 to add 2 damage
b+1+2
- Frame advantage -8 on successful attack absorption
u
Input
- ub+1
- u+1
uf+1
- Parries high punches or kicks
- Hitstop on successful parry
- Forced 2nd hit on successful parry
uf+4
- Transition to CAT on hit or block only
- 2nd hit available only as combo from 1st hit
- CAT transition is -13
Motion Input
Input
f,F+2
- Transition to HRS on hit or block only
- Input f,f,F+2 to power up
f,F+4,3
- Combo from 1st hit
- Transition to attack throw on airborne hit
(airborne).f,F+4,3
- Power up based on Heaven and Earth level
- Regain recoverable health
f,f,F+1
- 7 Chip damage on block
f,f,F+3
- 9 Chip damage on block
qcf+2,2,1+2
- Combo from 2nd hit
- Combo from 1st CH
- Input qcf,qcf+2,2,b,f,F+1+2 to power up, adds 5 damage
- Full string deals 47 damage with power up input, 42 damage without
qcf+1+2,2
- Combo from 1st hit
- Combo from 1st CH with 12f delay
- Transition to WLF on hit or block only
- Balcony break on airborne hit
- WLF transition is -14
Crouch
Input
- FC.db+1
- FC.df+1
FC.d+1
- Transition to r25? with f
- Transition input can be delayed 16f
WS
Input
ws1,2
- Combo from 1st hit with 1f delay
- Transition to CAT on hit or block only
ws1,4
- Combo from 1st hit with 1f delay
ws4,2
- Combo from 1st hit with 2f delay
- Transition to CAT on hit or block only
HRS (Horse Stance)
Input
HRS.2
- Transitions to attack throw on front hit
- Does not transition to throw when using Heat Dash
- Activates Heat when throw is completed
- Transition to r33 HVN on hit only
- Cancel HVN transition with B
HRS.4
- 6 chip damage on block
- Transition to WLF on hit or block only
HRS.b
- After recovery, limited to blocking for 13 frames
- Takes 8f to cancel into block
H.HRS.U
- Increases Heaven and Earth level
- Parries all highs or mids
CAT (Cat Stance)
Input
CAT.2,2
- Combo from 1st CH
- Just frame input within a 3f window (13~15) adds 2 damage
CAT.2,3,1
- Combo from 2nd hit with 10f delay
- Combo from 1st CH
- Move can be delayed 9f
CAT.4
- Transition to WLF on hit or block only
- Crouching state ends early on frame 20 when transitioning to WLF
- WLF transition is -14
CAT.4,3+4
- Combo from 1st CH
CAT.1+2
- Transition to WLF on hit or block only
CAT.b
- After recovery, limited to blocking for 13 frames
- Takes 8f to cancel into block
H.CAT.U
- Increases Heaven and Earth level
- Parries all highs or mids
WLF (Stalking Wolf Stance)
Input
WLF.1
- Cancel with b,b or f,f on frames 10~18
- 4 Chip damage on block
WLF.3,1
- Combo from 1st CH
WLF.4
- Second hit available on hit or block only
WLF.b
- After recovery, limited to blocking for 13 frames
- Takes 8f to cancel into block
H.WLF.U
- Increases Heaven and Earth level
- Parries all highs or mids
HVN (Heaven and Earth)
Input
- H.CAT.U
- H.WLF.U
H.HRS.U
- Parries all highs or mids
- Partially uses remaining Heat time
- Entering HVN increases Heaven and Earth level (carries over into next round)
- Heat consumption is reduced the higher the level
HVN.1
- Power up based on Heaven and Earth level
- Chip damage on block
- Guarantees grounded hit vs airborne opponent
HVN.2
- Chip damage on block
- Power up based on Heaven and Earth level
- +35a (-1) on hit with HVN level 3
- 2nd hit available on hit or block only
HVN.1+2
- Power up based on Heaven and Earth level
P.HVN
- Transition to HVN
- Partially restore remaining Heat time
Others
Input
- P.b+2+4
- P.b+1+3:2
- P.b+2+4:2
P.b+1+3
OTG.d+1+2
- Power up based on Heaven and Earth level
- Regain recoverable health
Throws
Input
1+3
- Throw break: 1 or 2
- Opponent on break: standing
2+4
- Throw break: 1 or 2
- Opponent on hit: FUFA
- Side switch on hit
Right throw
- Throw break: 2
- Opponent on hit: FUFA
- Side switch on hit
uf+1+2
- Throw break: 1+2
- Opponent on hit: FUFA
- Power up based on Heaven and Earth level
- Regain recoverable health
10 Strings
Input
2,1,4,4,1,2,1,3,2
2,1,4,4,1,2,1,3,2,1