Lidia strategy (Tekken 7)

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Revision as of 21:13, 25 September 2021 by RogerDodger (talk | contribs)

Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.

This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2
2,4
4
b+1
b+2
b+2,1
b+4
f+2
d/f+1
d/f+1,2
d/f+3
d/f+4
d+2
d+3
d+4
d/b+1
ws1
ws3
ws4
4,2
4,3
d/f+1+2
d/b+1+2
b+1+3
u/f+4
SS.2
SS.4
d+1
d/f+2
d/b+2
d/b+3,2
d/b+4
f,F+1+2
f,F+3+4
ws2
FC.d/f+3
f+1+2
d/f+4~4
f,F+2
f,F+4
wr1
d/b+3+4
u/f+3
f,F+3
OG.d+2
Tracks left
  • f+1+2
  • d/f+1
  • d/f+2
  • d/f+4~4
  • d/b+3
  • f,F+3
  • ws1
  • ws2
  • FC.d/f+2
  • FC.d/f+3
Tracks both
  • 1,2
  • d/f+3
  • d+3
  • d+4
  • d/b+2
  • b+1
  • b+2,1
  • b+4
  • u/b+1
  • ws3
  • ws4,2
Tracks right
  • 4
  • b+2
  • f+2
  • d/f+1+2
  • d/f+4
  • d+1
  • d/b+4
  • u/f+3
  • u/f+4
  • f,F+4
  • f,F+1+2
  • f,F+3+4
1
2
4
d/f+1
d/f+3
d/f+4
d+3
b+1
b+2
ws1
ws3
ws4
A common theme with Lidia is solid pokes with high and/or mid extensions. Making best use of these pokes is an exercise in restraint: The purpose of the extensions is to be a threat to let you steal turns on block (i.e. utilizing mental frame advantage). If you overuse the extensions, you not only might die for it, but you never get your free turns. Even if d/f+1,2 never gets ducked on block, the situation is clearly -3; d/f+1 might seem worse at -5, but it has the threat of d/f+1,3 looming.
4
Important in some matchups as the fastest move that reliably tracks right.
d/f+2
Most dependable mid mixup option with great speed, range, and free damage on counter hit.
b+4
More than a cheap string. It's fairly safe, although slow for a poke; the situation on block feels good at -3 with the threat of b+4,4; and 21 damage is solid reward on hit.
f+1+2
Hit confirm into f+1+2,3,2,1 off of movement or attacks.
f+1+2,3,2
Easier hit confirm than f+1+2 and works as a mixup, but much riskier. Delay f+1+2,3,2,1 if you're finishing the string on block to improve the mental frame advantage.
Don't use f+1+2,3 as it can be punished safely by mashing into the jail.
u/f+4
Arguably the best hopkick in the game with great tracking, a low hitbox, and the ability to combo off anti-airs.
SS.4
Anti-poke move. Can launch jabs at -1.

f+1+2,3,2 on block

Lidia f+1+2,3,2 on block in mirror.

Assume P1 is doing max delay on last hit. So in the case of b vs b, P2 should be able to react such that it's about +2. (Blockstun is 19 frames, and delay is 4 frames. So take 15 from an assumed 23 frames to react to give 8 frames of mental frame advantage. Take that away from the +10 to get +2.)

1,2,2
b
f+1+2,3,2,1
31-67
b
-29-1

Nash equilibrium with payoff -15.67

f+1+2,3,2,1
0.22
b
0.78
1,2,2
0.52
b
0.48

While f+1+2,3,2 is much safer than a simple -10 move, it's risky enough that it's far from a safe mid option for mixups.

f,F+2 on hit

Lidia f,F+2 on hit (and R.f,F+2+3 on block) in mirror.

Options such as b,d are composite options meaning b on the timing for first stance and d on timing for second.

Assumes P2 doesn't parry and doesn't react to second stance but rather commits to a particular strategy from start.

d
b
b,d
d,b
db+1
uf+4
ss,b
ss,d
1,2,2
HAE.1+2
-6043-6043-8-6743-60-30
HAE.1
82-182-1-8-67-160-30
CFO.1
-6011-60-726222226
CFO.2
19-29-29198585191985
CFO.3
-60-1-1-60-8627676-30
CFO.4
453345-888-63-63-30

Nash equilibrium with payoff 3.67

HAE.1+2
0.2
HAE.1
0.25
CFO.1
0.23
CFO.2
0.18
CFO.3
0.01
CFO.4
0.13
d
0.08
b
0.59
b,d
0.03
uf+4
0.09
ss,d
0.09
1,2,2
0.13

Payoff for dominated options

d,b
-3.67
db+1
-9.21
ss,b
-9.14