Tekken8 Ling String Connection Frame

Contents

About

This is data about Ling’s string moves that connect if you press the button in time. This would help if you want to confirm hit or counter hit when doing string moves.

It’s a bit complicated, so please read “Explanation” section if you need help.

Notable Moves

This move does connect even if you delay the second hit a little, so speaking only of conncection, you can always use delay and there’s no demerit.
If you do this without delay it jails, but if you delay a bit, an opponent may do some unnecessary moves and get counter hit, which will lead to a certain damage. And if this delay time is short enough for the second hit to connect, an opponent can’t side step the second hit even if he/she blocked the first hit.
However, you should be careful using delay since an opponent can attempt parry for the second hit.

RDS

This move can be hit confirmed fairly easily so when using this you should better confirm every time. The problem is when first and second strings are blocked, the last hit of the third string would whiff sometimes(ofen near the wall), which gives Ling about -17~18Fs of disadvantage. So we can’t do the third string casually.

RDS

It does have enough frames to confirm, but thinking about online lag, it would be slightly difficult. You should watch at the opponent’s move carefully and assist hit confirm.

AOP

Hit confirm only by button, it’s too difficult, but you can do cancel too. It’s better you would cancel and shift to RDS using , only when blocked. However, if the opponent read this move, you have a lot of disadvantage with back turned. Sometimes just showing the second hit would be needed.
Note that you can delay second hit a little with in time second hit connects, and then use to hit confirm, which will make confirmation easier.

Explanation

Explanation

About “Impact”

If it’s a 2 strings move, impact frame of the first string. When it’s 3 strings move and you want to hit confirm the second string, impact frame of the second string(time when the second string hits, counting from the first input).

In case of , impact frame of the first string.

About “Input”

The last frame that you can execute the following string, counting from the first input. You may better see “Diff” which is more intuitive.

In case of , if you press in 22Fs(like the image below, counting from the first input), you can perform the second hit which connects.
And as said in the note, 22F is the max delay for this move.

About “Diff”

This value shows the range of frames you have to press the button to confirm hit or counter hit. So it’s important.

If you have 0F for this value, this move can’t be delayed and you have to press the button until the impact frame, witch indicates it’s a quite ordinary move.

About “Confirm”

I’ve certified it’s possible to hit confirm if it has “Diff” frames with approximately 15Fs or more.

If you have around 10Fs for “Diff,” you will be able to watch at the opponent’s move carefully and perform the following string only when he/she does move. Even though it’s not possible to hit confirm, it is still better than ordinary string moves.

Facing Forward

Command Hit Delay Impact Input Diff Confirm Note
(2nd hit) CH OK 21 33 12 NG Connects with max delay.
When 2nd hit counter hits at far distance, the 3rd hit may whiff.
NH OK 10 16 6 NG Max delay:22F
(2nd hit) CH OK 26 28 2 NG Max delay:32F
NH OK 14 25 11 NG Connects with max delay.
NH OK 13 22 9 NG Connects with max delay.
During Heat(Heat Dash) NH OK 13 48 35 OK Confirm block and then Heat Dash.
With max delay.
(2nd hit) CH OK 37 44 7 NG Max delay:48F
During Heat(1st hit) NH OK 16 37 21 OK Does not connect if delayed even by 1F.
Max delay:48F
(2nd hit) CH NG 39 42 3 NG
(2nd hit) CH NG 39 42 3 NG
NH OK 15 26 11 NG Max delay:28F
CH NG 14 16 2 NG
(2nd hit) NH OK 51 55 4 NG Max delay:72F
NH NG 15 15 0 NG
CH NG 15 15 0 NG
During Heat NH NG 15 15 0 NG
NH OK 15 19 4 NG Max delay:28F
NH OK 14 23 9 NG Does no jail when slightly delayed.
Max delay:31F
While rising NH OK 12 21 9 NG Max delay:22F
Can be blocked with the max delay(1F).
While crouching CH OK 19 29 10 NG Max delay:30F
Can be blocked with the max delay(1F).
While crouching CH NG 18 20 2 NG
10 Hit Combo 1

(4th hit)
NH NG 79 113 34 OK Confirm 4th hit and then input 6th hit.
5th hit: -2F on hit, -13F on block, far distance after block
10 Hit Combo 2

(4th hit)
NH NG 85 87 2 NG 4th hit:-6F on hit, -17F on block
5th hit:+13F on hit, -8F on block
May be better doing 5th hit unless the opponent does low parry.

Rain Dance Stance (Back Turned)

Command Hit Delay Impact Input Diff Confirm Note
RDS NH NG 16 16 0 NG
RDS NH NG 12 13 1 NG
RDS NH NG 12 36 24 OK
RDS (2nd hit) CH OK 26 29 3 NG Max delay:31F
RDS NH OK 16 33 17 OK Max delay:34F
Can be blocked with the max delay(1F).
RDS NH OK 16 34 18 OK Connects with max delay.
RDS CH OK 16 29 13 NG Connects with max delay.

Art of Phoenix

Command Hit Delay Impact Input Diff Confirm Note
AOP NH OK 13 23 10 NG Max delay:27F
AOP NH OK 13 34 21 OK Cancel and shift to RDS by when blocked.
Pressing with no delay.
AOP NH OK 13 42 29 OK Pressing with max delay.
AOP NH OK 18 28 10 NG Max delay:31F
AOP NH OK 18 24 6 NG Max delay:31F
AOP CH NG 18 20 2 NG
AOP (1st hit, at max range) NH NG 25 29 4 NG When hit with max range.

To Hypnotist

Command Hit Delay Impact Input Diff Confirm Note
NH OK 10 32 22 OK
NH NG 16 39 23 OK
RDS NH NG 12 28 16 OK
AOP NH 18 20 2 NG

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