String: Difference between revisions

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A '''string''' is an attack with one or more built-in follow-up attacks. These are sometimes called '''extensions'''. In most cases these follow-ups are optional.
A '''string''' is a canned sequence of attacks. It is not necessarily a [[combo]], but it can be.


What a string is good for varies greatly based on what the follow-ups are.
In the in-game [[movelist]], a single string is usually considered one “move”. Another way to think of it is that the first attack in a string is the “move” and every extra attack is an extension of that move. In either case, each step in a string must be considered, because the attacking player has the option to finish it, but doesn't necessarily need to.  
They may track people who sidestepped the original move, or not. They may counter hit people who blocked the original move and retaliated, or be gauranteed to hit when the original move hits, or none of these.


A string can even jail on block. This means if the original attack is blocked, so is the extension. This changes how the string can be used.
Strings are a large part of the movelists in Tekken. Most of them have some weakness which can be exploited when known, and without knowledge of these weaknesses they can be unreasonably strong, so knowing your opponent's strings and how to deal with them is a significant part of matchup knowledge. Nonetheless, many strings even once known are real threats, either because of a favorable risk to reward, [[mental frame advantage]], or simply the difficulty of [[punish]]ing them accurately.


== Properties ==


<big>Examples:</big>
In addition to the usual [[attack]] properties, in a string&mdash;


* An opponent doing a DF1 is commonly -3 on block. But they often have a '''string''' follow-up that can counterhit any attack you do, due to coming out faster than a non-'''string''' attack would. This is often a high or unsafe mid that also hits people trying to sidestep after the DF1 is blocked. If you visually confirm they haven't done the string extension before doing anything, you'll be acting at a delay.
* A '''delayable''' attack gives the attacking player the option of doing the attack later than usual by delaying its input.
* A '''jailing''' attack forces the defending player to guard if the previous attack was blocked.
* An attack is a '''natural combo''' (or '''neutral hit combo''') if it can't be blocked after a previous attack in the string hits.
** In some cases, the attack is only guaranteed when the previous attack gets a [[counter hit]].


The longer a string can be delayed and still be a natural combo, the easier it is to [[hit confirm]].
== Typical weaknesses ==
When an attack in a string is blocked, the next attack can often be beaten by one of:
* [[Sidestep]]ping, if the attack is linear
* Blocking, if the attack is punishable
* Ducking, if the attack is high
* [[Low parry]]ing, if the attack is low
* Interrupting it, if the attack is slow
** Some characters might also interrupt it with a [[parry]], [[powercrush]], or evasive move
As a general rule, every extra mid and extra option in a string makes it more likely to have a fatal weakness. This “count” can be reset whenever there's a high or low, since these have an inherent weakness. When a string jails, this is generally treated (from a balance perspective) as though the two attacks are a single one.
== Examples ==
* An opponent doing a DF1 is commonly -3 on block. But they often have a string follow-up that can counterhit any attack you do, due to coming out faster than a non-string attack would. This is often a high or unsafe mid that also hits people trying to sidestep after the DF1 is blocked. If you visually confirm they haven't done the string extension before doing anything, you'll be acting at a delay.


* Most 1 jabs have a 2 string extension that adds damage, range and sometimes tracking, but is -1 on block. This string jails, so if the 1 jab is blocked, so is the 2. Because the 1 jab is i10 and the 2 is often i10 to i12 after this, this string will rarely be interrupted even on whiff. Hence, it can be used to control space, too.
* Most 1 jabs have a 2 string extension that adds damage, range and sometimes tracking, but is -1 on block. This string jails, so if the 1 jab is blocked, so is the 2. Because the 1 jab is i10 and the 2 is often i10 to i12 after this, this string will rarely be interrupted even on whiff. Hence, it can be used to control space, too.

Revision as of 09:40, 28 February 2021

A string is a canned sequence of attacks. It is not necessarily a combo, but it can be.

In the in-game movelist, a single string is usually considered one “move”. Another way to think of it is that the first attack in a string is the “move” and every extra attack is an extension of that move. In either case, each step in a string must be considered, because the attacking player has the option to finish it, but doesn't necessarily need to.

Strings are a large part of the movelists in Tekken. Most of them have some weakness which can be exploited when known, and without knowledge of these weaknesses they can be unreasonably strong, so knowing your opponent's strings and how to deal with them is a significant part of matchup knowledge. Nonetheless, many strings even once known are real threats, either because of a favorable risk to reward, mental frame advantage, or simply the difficulty of punishing them accurately.

Properties

In addition to the usual attack properties, in a string—

  • A delayable attack gives the attacking player the option of doing the attack later than usual by delaying its input.
  • A jailing attack forces the defending player to guard if the previous attack was blocked.
  • An attack is a natural combo (or neutral hit combo) if it can't be blocked after a previous attack in the string hits.
    • In some cases, the attack is only guaranteed when the previous attack gets a counter hit.

The longer a string can be delayed and still be a natural combo, the easier it is to hit confirm.

Typical weaknesses

When an attack in a string is blocked, the next attack can often be beaten by one of:

  • Sidestepping, if the attack is linear
  • Blocking, if the attack is punishable
  • Ducking, if the attack is high
  • Low parrying, if the attack is low
  • Interrupting it, if the attack is slow
    • Some characters might also interrupt it with a parry, powercrush, or evasive move

As a general rule, every extra mid and extra option in a string makes it more likely to have a fatal weakness. This “count” can be reset whenever there's a high or low, since these have an inherent weakness. When a string jails, this is generally treated (from a balance perspective) as though the two attacks are a single one.

Examples

  • An opponent doing a DF1 is commonly -3 on block. But they often have a string follow-up that can counterhit any attack you do, due to coming out faster than a non-string attack would. This is often a high or unsafe mid that also hits people trying to sidestep after the DF1 is blocked. If you visually confirm they haven't done the string extension before doing anything, you'll be acting at a delay.
  • Most 1 jabs have a 2 string extension that adds damage, range and sometimes tracking, but is -1 on block. This string jails, so if the 1 jab is blocked, so is the 2. Because the 1 jab is i10 and the 2 is often i10 to i12 after this, this string will rarely be interrupted even on whiff. Hence, it can be used to control space, too.