GiantDojoALPHAv0.01
Lidia

Lidia

Lidia - stance/mixup. Tools include i14 launcher.

stancemixup

Key Moves

df+1

Mid poke for checking situations. It has a couple follow-ups you can use to stop opponents from challenging it.

fthenf+2

Use this button to approach opponents from the midrange and enforce your HRS stance pressure. The low and power crush options can beat jab attempts, HRS 3 will beat them if they check it with a down jab instead. This move gets greatly enhanced during heat.

fthenfthenf+1

An useful high attack for approach and pressure. It gets greatly enhanced during heat.

db+1+2then2

Another mid attack to start your stance offense. The second hit can be charged to enter stance with advantage, however it can be stepped, so mix it up.

d+2 and d+3then1

Low pokes to harass the opponent. The last hit of d+3,1,2 can be confirmed on counterhit.

db+3

Risky homing low you can use to start your stance offense.

d+2

High crushing low poke to harass the opponent.

b+4

Homing high attack to check sidestepping opponents.

heat onHAE

Tap up during any stance to transition to HAE stance. This stance improves your pressure as its reversal properties limits further the opponent's retaliations. But don't get too predictable as the transition can lose to throws.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • FC.df+3 -26 on block (low)
  • HRS.1+2 -18 on block (low)
  • R.df+1+2 -18 on block
  • hFC.3 -17 on block (low)
  • d+3 -16 on block (low)
  • d+4 -15 on block (low)

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • d+2 -14 on block
  • f,F+3 -14 on block
  • FC.df+2 -14 on block
  • WLF.4 -14c on block
  • db+4 -13 on block
  • b+1+2 -13 on block

Jab punish (-12 to -10, fast string starter):

  • qcf+1+2 -12 on block
  • ws2 -12 on block
  • ws3 -12 on block
  • f+3 -11 on block
  • db+3 -11 on block
  • HAE.1 -11 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • df+4~3 (i20, high, +8 on block, launcher)
  • f,f,F+1 (i13, high, +6 on block, launcher)
  • df+4~4 (i12, high, +6c~+7c on block)

Step their linear strings

The data doesn’t flag specific step weaknesses for Lidia. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Lidia threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

HRS (9 moves):

  • Mid threat: HRS.2 (i16, mid, -10 on block)
  • Low option: HRS.1+2 (i20, low, -18 on block, CH launch low)
  • Punishable on block: HRS.1+2 (i20, low, -18 on block, CH launch low); HRS.2 (i16, mid, -10 on block)

CAT (8 moves):

  • Mid threat: CAT.1 (i17, mid, -4 on block)
  • Low option: CAT.4 (i19, low, -6 on block, CH launch low)
  • Punishable on block: CAT.2 (i14, high, -10 on block)

WLF (7 moves):

  • Launcher: WLF.1 (i22, mid, +2 on block, launcher)
  • Mid threat: WLF.1* (i36, mid, +7 on block, launcher)
  • Low option: WLF.4 (i20, low, -14c on block)
  • Punishable on block: WLF.4 (i20, low, -14c on block)

HAE (3 moves):

  • Launcher: HAE.1 (i18, mid, -11 on block, launcher)
  • Mid threat: HAE.2 (i13, mid, +2 on block)
  • Punishable on block: HAE.1 (i18, mid, -11 on block, launcher)