Lidia tech

From Wavu Wiki, the 🌊 wavy Tekken wiki
Revision as of 23:43, 1 August 2024 by Lacey (talk | contribs)

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 3f parry / 6f flash / 7f power crush / 8f Rage Art armor (also NSS flash) on immediate timing. Please check the spreadsheet for more details, as this is only a summary. Delayed options may change these results, particularly in the case of armor, parry, 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).

Everything (except slow moves) basically guaranteed situations:

  • 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
  • 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)