lidia

lidia

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Quick overview

Stance dancer. Risky / bad lows, bad poking. Decently linear.
Strong pressure sequences if you don't commit to a read/option.
SSR > b1, df2, df4, db4, uf4,
SSL > df1, ?
Both ways: ff2, WR1, jabs, ...
HAE has auto parry, parries ALL highs and mids (hopkicks,
elbows, knees, ...) Nothing guaranteed, but at least +9(true 50/50)
"Punish" (uf4, ...) with i12 lows, dickjab or throw.

HEAT

Heat powers: Can use HAE stance. Entering HAE gives 1 level,
(up to 3), giving more dmg on certain moves, and HAE uses less meter.
WR1 improved: +5oB into HAE, followup oH. Reversal break.
1+2 improved: +1/+10/+15oB into HAE, followup oH. Reversal break.
ff2 improved: Now +17 on normal hit. Reversal break.
Heat engagers: f1+2,3,1+2 | b1 | FC df2 | HRS2 | CAT3
Heat smash: i18 m, throw. Ends +10HAE / +10 oB.

Stances

Horse stance (HRS). Transitions: ff2(+15oH,+17 oH in heat,+5oB)
db3(+7oH, -11oB) | f3+4. Fastest moves: i16m, i17h (PC), i20l
Cat stance (CAT). Transitions: 3+4(+23oH, 0oB) | df2(+11oH, 0oB)
ws1,2(+11oH, 0oB) | 2,2(+11oH, -4oB) | uf1(+11oH) | ws4,2(+8oH, 0oB)
uf4(-5oB) | 1,2,2(+8oH, -8oB) | b3+4. Fastest moves: i13h, i16m, i19l
Stalking wolf stance (WLF). Transitions: HRS4(+8oB) |
HRS1(+16oH, +1oB) | CAT1+2(+27oH, -3oB) | QCF1+2,2(+24oH, -6oB)
CAT4(+8oH, -6oB) | stance~f. Fastest moves: i15m, i20l
Heaven and earth (HAE). Transitions: stance~u | WLF1(+10oB)
HT1+2(+1/+10/+15oB) | HS(+10oB) | HT WR1(+5oB) | HRS2(+8oH)

Standing block punishment

−15 pushbackff4,3(-27) | qcf2,2,1+2(-17) |
−151,2,2(-16 (-8 CAT), "-12" in heat) | f1+2,3,1+2(-15) | b3,4,1+2(-15) |
−144,3 | ff3 | qcf2,2 | QCF1+2,2(-6 WLF, "-10" in heat) | FC df2 | CAT4,3+4 |
−13f2,4 | f1+2,3 | df1,3 | b1+2 | uf4(-5 CAT, "-9" in heat) | uf,n,4 | ff4 | ff1+2 | ws1,4 |
−122,2 (-4 CAT, "-8" in heat) | f4,3,1 | df3,4 | QCF1+2 | ws2 | ws3 |
-11 / -10f3(-11) | f4,3(-10) | f4,3,4(-10) | f1+2(-10) | b2,3(-10) | b3,1(-11) | b3,4(-11) | HRS2(-10) | CAT2,2(-10,-10) |
-11 / -10CAT2,3,1(-10,-10,-10) | CAT1+2(-11 (-3 WLF), "-7" in heat) | HAE1(-11) |

While standing block punishment

String handling

f1+2,3,1+2: Jails, just spam punish. Easy option is to spam i10 until the last hit (-15).
f3,4: Dickjab? Gets crushed by followup, but you're at least +6 when both characters whiff, and stops all mindgames.
d3,1,2: Jails, just spam a launcher if you block the first hit. Last hit might catch you if you wait too long for the second hit.
10-hit: High on #3, low on #4 (starts with 2,1)
qcf1+2,2: Can step delayed version both ways (last hit very delayable, and CH launch, might be a common tactic)

Other notes

8f to leave all stances? 4f to enter HAE and activate parry (i.e. -8 in HRS is -12, etc).

Duckable highs

Plus on block

1+2* (+7 / +17 WC) | HT 1+2*(+1/+8 /+15HAE / -5/+4/+7) | df4~3(+8) | HRS4(+8 WLF) |
HT WLF1 / WLF1* (+10HAE / +15) | QCF4(+1) | HRS1(+1 WLF) | df4~4(+6c) | WR1(+6~8) |
WR3(+6~8) | HAE2(+6) | b1(+2) | QCF4(+1) | HRS1(+1 WLF)
f3,4(+1) | 3+4(+0 CAT) | df2(+0 CAT) | ws1,2(+0 CAT) | ws4,2(+0 CAT) | SS2(+0c) |

Low minus

Low hit advantage