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 
   
  
					
			


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 
   
  
					
			

 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.
 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).


, 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.


, if you press 
 in 22Fs(like the image below, counting from the first input), you can perform the second hit which connects.
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 | 







(Heat Dash)

