Lidia |
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Tech (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lidia tech (Tekken 7).
Stance Situations
Summarized from the Lidia Stance Dance spreadsheet, with further corrections and tests.
Note: All situations assume i3 parry / i6 flash / i7 power crush / i8 Rage Art armor (also NSS flash) on immediate timing. Delayed options may change these results, particularly in the case of armor, parry, flash, and Rage Art. All fully punishable transitions are not included, e.g. -8 CAT (1,2,2 on block), -11 HRS (db+3 on block). Please check the spreadsheet for more details, as this is only a summary.
Everything (except slow moves) basically guaranteed situations (all moves on hit):
- 3+4 (+23g CAT)
- f,F+2 (+15 HRS)
- qcf+1+2,2 (+24g WLF)
- HRS.1 (+16g WLF)
- CAT.1+2 (+27g WLF)
+5 HRS (f,F+2 on block)
- Everything loses to Rage Art!
- HRS.1 beats attacks and movement
- HRS.3 beats crouch jab and movement
- HRS.1+2 beats parry and armor
- KEY MOVE: HRS.2 when they stop attacking and start ducking to avoid HRS.1/HRS.1+2
- (Vs. Yoshimitsu: Everything loses to flash except HRS.1/HRS.3)
+7 HRS (db+3 on hit)
- Everything loses to Rage Art!
- HRS.1/HRS.2/HRS.3 beats all attacks and stepping
- HRS.1+2 still beats armor and parries
- (Vs. Yoshimitsu: HRS.1/HRS.3 beat flash and spin)
+0 CAT (all non-punishable blocked CAT transitions)
Opponent can interrupt all options with i12 or faster, as CAT.3 is i13.
+8 CAT (1,2,2 / ws4,2 on hit)
- CAT.2/CAT.3 beats armor and RA
- CAT.3 beats movement
- CAT.4 beats parry but loses to crouch jab
- (Vs. Yoshimitsu: CAT.3 beats flash and spin)
+11 CAT (2,2 / df+2 / ws1,2 / uf+1.P on hit)
- CAT.1/CAT.1+2 lose to parries (CAT.2 loses to i3 parries)
- CAT.4 loses to RA
- POTENTIAL BUG: CAT.3 loses to crouch jab, despite the frames indicating that it shouldn't. Note that CAT.2 does counterhit crouch jabs! This means that a delayed crouch jab will beat both high options. If they do this, launch them with CAT.4 or take your free mids.
- Take your pick otherwise!
- (Vs. Yoshimitsu: Everything beats flash, but only CAT.3 beats spin)
+1 WLF (HRS.1 on block)
Opponent can interrupt all options with i13 or faster, as WLF.2 is i15.
+8 WLF (HRS.4 on block)
- Everything loses to armor!
- WLF.2 beats attacks, RA, and movement
- WLF.3 only beats attacks
- WLF.1/WLF.4 beats parries but can be interrupted
- (Vs. Yoshimitsu: WLF.1/WLF.4 beat flash, but everything loses to spin)
+8 WLF forced crouch (CAT.4 on hit)
Same as +8 WLF, except...
- WLF.4 beats armor
- (Vs. Yoshimitsu: WLF.1 beats flash, WLF.2 beats spin)
+1 HAE (H.1+2 on block)
Opponent can interrupt all options with i11 or faster, as HAE.2 is i13.
+5 HAE (H.f,f,F+1 on block)
- Everything loses to Rage Art!
- HAE.1 beats parry
- HAE.2 beats attacks
- HAE.1+2 beats movement
- (Vs Yoshimitsu: HAE.1 beats flash, everything loses to spin)
+8 HAE (HRS.2 on hit)
- Opponent cannot press at all (everything beats attacks and movement)
- HAE.1 loses to parries, armor, and RA
- HAE.2 only loses to parries
- HAE.1+2 only loses to RA
- (Vs Yoshimitsu: HAE.1/HAE.2 beat flash, but everything loses to spin)
+10 HAE (Heat Smash on block)
Same as +8 HAE, except...
- HAE.1+2 beats RA as well, making it fully uninterruptable
- (Vs. Yoshimitsu: Everything beats flash, HAE.1+2 beats spin)