Lidia (Tekken 7) |
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Strings
d/f+1
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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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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.
1,2
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1,2,2 ends in a mid and is -10.
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1,2,4 ends in a low and can be parried even when the jabs hit.
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The low is slow enough that it can be parried on reaction. Otherwise, a fuzzy guard also works.
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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.
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1,2,4,4 ends in a high launcher. It interrupts attempts to punish the low, so parrying is essential.
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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.