Lidia strategy (Tekken 7)

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Revision as of 01:13, 10 December 2021 by RogerDodger (talk | contribs) (merging content from Lidia setups)

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.

1,2,2 on hit

Lidia 1,2,2 on hit in mirror on infinite stage.

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

Note that db+1 and uf+4 beat CFT.4. Against many chars CFT.4 evades these options.

Assumes that CFT.2,3 beats all steps, but note that this isn't always the case.

b
d
b,d
d,b
db+1
uf+4
3:2
ssr,b
ssr,d
swr
swl
CFT.1
-133-133-82861-60-60-30-40
CFT.2,3
0303-8383835353535
CFT.3
-1-60-1-60-7757528282828
CFT.4
32-8032-80-8-673432323232
CFT.1+2
-2931-2931592759-60-60-2031
TAW.1
251512-7-69-85251-60-60
TAW.2
-12828-1-7-69-85-12828-60
TAW.3,1
-14242-1-7-69-85-142-40-40
TAW.4
30-40-4030-7-69-8530-40-60-60

Nash equilibrium with payoff 2.08

CFT.1
0.15
CFT.2,3
0.39
CFT.4
0.14
CFT.1+2
0.15
TAW.1
0.08
TAW.2
0.02
TAW.4
0.07
b
0.53
d
0.16
b,d
0
db+1
0.22
uf+4
0.03
ssr,b
0
swr
0.06

Payoff for dominated options

CFT.3
-7.76
TAW.3,1
0.24
d,b
-2.08
3:2
-22.88
ssr,d
-2.08
swl
-6.1

SWR never beats CFT.2,3. However, CFT.2,3 loses to SSR against Armor King, Bryan, Master Raven, Miguel, Paul, Shaheen, and Steve. Against Claudio, Fahkumram, Feng, Jin, King, and Marduk the first hit whiffs but the second connects. In all cases it's delicate and being off-axis even slightly can cause CFT.2,3 to hit.

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

d/b+3,2 oki

After d/b+3,2 the opponent is grounded but +10, so their wake-up kicks are usually faster. The distance and angle are always the same, regardless of what distance the d/b+3 hits at or whether there's a wall. Because of the angle, the opponent can't do a spring kick, and toe kick whiffs.

The main options are:

  • Another d/b+3,2 – beats wake-up into standing guard; loses to wake-up kicks
  • d/b+3+4 – beats low wake-up kick, side rolls, and staying down; loses to mid and delayed low wake-up kick
  • u/f+4 – beats low wake-up kicks and wake-up into crouching guard; loses to mid wake-up kick
  • Guard – mixup to beat mid or low wake-up kick

Both wake-up kicks can be beaten with d/b+1, and d+4 will trade, but this is only really worth it if they'll kill.

Against characters with shorter legs, a backdash can make the mid wake-up kick whiff for a bigger punish. A backdash into crouch can option select both wake-up kicks, but this is not very practical.[1]

Front roll

The opponent can avoid all main attacking options with a front roll. This loses hard on a read to f+4,3,1, which hits them back turned for a guaranteed f,F+3. The first hit whiffs, but it can hit if a dash is done first, i.e. with f,f,f+4,3,1.

Looping

If the opponent does B getup, then a second d/b+3—

  • will not clean hit against Armor King, Bob, Bryan, Claudio, Devil Jin, Dragunov, Fahkumram, Feng, Ganryu, Geese, Gigas, Heihachi, Hwoarang, Jack-7, Jin, Katarina, Kazuya, King, Lars, Law, Leo, Lidia, Lili, Marduk, Master Raven, Miguel, Negan, Nina, Noctis, Paul, Shaheen, and Steve;
  • will clean hit against Akuma, Alisa, Anna, Asuka, Eliza, Josie, Julia, Kazumi, Kuma, Kunimistsu, Lee, Lei, Leroy, Lucky Chloe, Panda, Xiaoyu, Yoshimitsu, Zafina;
  • i.e. it works against Akuma, Kuma, Lee, Lei, Leroy, Yoshimitsu, and females excluding Katarina, Leo, Lidia, Lili, Master Raven, and Nina.

Against opponents where it doesn't loop, the tiniest dash forward is enough.

A potential option select incorporating this is a dash into d/b to block the low wake-up kick, into d/b+3. The d/b can be held for up to 5 frames before entering crouch, after which d/b+3 can't be done.

TAW.4 oki

After TAW.4, Lidia is +9 and the opponent is FDFA.

With perfect input, f,F+3 is guaranteed.[2] However, if the input is slow by even a single frame, they can guard with b getup, so unless you're an execution god this option is a bit suspicious on its own.

No wall

To beat B getup, there are a number of options:

  • f,F+4 is the most solid choice, doing 16 damage with the shortest recovery, making it safe and getting some oki.
  • d/b+1+2 and f,F+1+2 are higher risk options, doing 20 and 27 damage respectively, but can be whiff punished by a while standing kick if they stay down.
  • d/f+2 or f,F+2 work but all stance moves except TAW.1 whiff if they keep holding B, and they can interrupt with wake-up kicks, so only good if you expect them to mash tech roll.

To beat other options, there are two broad categories to consider:

  • Attacks, such as wake-up and while standing kicks from quickstand, and unique moves such as Marduk's FDFA.d+2.
  • Passive options, such as side roll, front roll, and staying down.

Side roll is beaten handily by b+3+4~n,f as it's too slow to block TAW.2, which can be done on reaction. Other passive options at best give up a free TAW mixup. The main value of this option is it also gets a TAW mixup against B. In this situation, TAW.1, TAW.2, and TAW.4 can't be stepped by most characters; TAW.2 trades with i11 and loses to i10 attacks, most of which TAW.1 evades. The big risk of this option is it loses to any wake-up attack. On a positive note, only delayed wake-up kicks get a counter hit.

Attacks of all variety can be safely beaten by u/f+3, which also covers everything except side roll right and getting up. These attacks can be beaten with higher payoff by f,F+3, but this is risky. Another way to cover these options is d+1, which beats quickstand and side rolls, but loses to staying down.

Wall involved

If near the wall, d/f+2 and f,F+2 become more enticing since the stance moves won't whiff. If near but not quite at the wall, d/f+2 into TAW.1 can push them closer.

Extra options to consider at the wall are:

  • OG.d+2 – beats everything except b getup
  • d+1 – beats everything except staying down

OG.d+2 oki

After OG.d+2 hits, they can't tech roll and it's +0. This is most common at the wall vs a face down opponent.

FDFA

  • There's no way to get more than a free mixup against someone holding B.
  • Most moves whiff to a side roll right.
  • d+1 seems dominant, beating side rolls and getting plus frames if they block it. But it whiffs hard enough that it loses to staying down into a while standing kick.
  • A robust strategy is using d/b+2 to force them to stand up and otherwise doing an ordinary mid/low mixup.
  • At the wall, a riskier strategy is using b+3+4~n,f or f+3+4~n,f to goad attacks, and using d/f+4,3_2 or d/f+3,4 to splat these.

Notes

  1. There is 12 frames to act. Against Eliza, 11 frames of backdash are needed to make the mid whiff, so both the backdash and crouch must be timed with frame perfect accuracy.
  2. If you're practicing this in training mode with «CPU Opponent Action» set to «Guard All», the bot will get launched by an f,F+3 with exactly one frame of delay, but it'll block it if it's set to «Backdash», as will any real opponent holding B.