Tekken 5 DR Ling Xiayou Combo Thread

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jtchinoi
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#641 “Quote” Edit Post
If your opponent has less than half life (let's say.... 40%?) and you're about to get them to the wall (at said 1.5 character distance), I'd more than likely go for the uf+1+2, rds ff+3.

It's better for guaranteed damage, but 1,2,1/ uf+4/ dash 4~3 are better for followup.

It's hardly what i'd call hard if you only use it for that situation. if you try to get it from the distance of a dash 4~3, no way in hell it'll work consistently. I'd 4~3 over anything all day if I can't get a dash 1,2,1.

cliff notes:

uf+1+2 over 1,2,1 when the uf+1+2, ff+3 will do lethal. 1,2,1/ uf+4 in any other situation.
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amanasleep
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#642 “Quote” Edit Post
Originally posted by jtchinoi
If your opponent has less than half life (let's say.... 40%?) and you're about to get them to the wall (at said 1.5 character distance), I'd more than likely go for the uf+1+2, rds ff+3.

It's better for guaranteed damage, but 1,2,1/ uf+4/ dash 4~3 are better for followup.

It's hardly what i'd call hard if you only use it for that situation. if you try to get it from the distance of a dash 4~3, no way in hell it'll work consistently. I'd 4~3 over anything all day if I can't get a dash 1,2,1.

cliff notes:

uf+1+2 over 1,2,1 when the uf+1+2, ff+3 will do lethal. 1,2,1/ uf+4 in any other situation.


Doesn't u/f+4, d/f+2,1 do about the same damage as u/f+1+2~b, f,f+3?
jtchinoi
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#643 “Quote” Edit Post
I dunno?

I never thought about it

I just know I uf+4, df+2~1 over 1,2,1 if possible.
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CD-DT
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#644 “Quote” Edit Post
i can only see use of uf+1+2 in casuals first round or 2 round lead.
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jtchinoi
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#645 “Quote” Edit Post
Originally posted by CD-DT
i can only see use of uf+1+2 in casuals first round or 2 round lead.

okay it's not THAT bad of an alternative >_>
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Pixel
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#646 “Quote” Edit Post
Probably not exact damages, but it's the best test I can do not knowing how the walls work in DR.

u/f+1+2, RDS ff+3 = 38 Damage
u/f+4, d/f+2~1 = 32 Damage
1,2,1 = 22 Damage
4~3 = 25 Damage or 19 Damage if you miss the 100% timing all the time like me.
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CD-DT
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#647 “Quote” Edit Post
Originally posted by Pixel
Probably not exact damages, but it's the best test I can do not knowing how the walls work in DR.

u/f+1+2, RDS ff+3 = 38 Damage
u/f+4, d/f+2~1 = 32 Damage
1,2,1 = 22 Damage
4~3 = 25 Damage or 19 Damage if you miss the 100% timing all the time like me.


Okay so what's the risk reward...

1) uf+1+2, RDS ff+3, RDS d+3
- Reward 38 Dmg +
- Mixups? i don't think so. I'm pretty sure just straight dmg
- On whiff it can be murder..awkurd position no life taken vulnerable to side_backthrows
- seems pretty situational

2) uf+4, df+2~1
- I can't seem to consistently do the uf+4 on the wall soo i can't say much

3) 1,2,1
- Super solid stable wall juice. Nice choice of mixups, can be done from almost any range.

4) 4~3
- On whiff you're pretty safe maybe a wake up low but i've never felt one.
- i tend to follow with 4~3~d, AoP f+4, f+1 or AoP uf+4
- should be used with moderate amount of practice before hand

anything missed?
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jtchinoi
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#648 “Quote” Edit Post
uf+4, df+2~1

if they lie there you can df+2~1 or 4~3 them or ss+4 or ss+3.... yeah.

if you ssl and they tech to your right you get the side throw.

that's about it for any possible free damage?

uf+1+2~b, rds ff+3, they tech and you rds D+3.

This combo idea hasn't existed long enough for me to have a deep understanding of it.

my only thoughts are you get a rds mixup with their back to the wall if they tech. I just chose D+3 since it seemed like the most practical option at the time.

Also after a landed 4~3 at wall, you can try the ws+2~f, dash 1,2,1. I just do ws+4 since i've been missing this combo for 1 reason or another lately >_>
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6killer
4th Dan
Joined: Jul 2006
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#649 “Quote” Edit Post
Sorry for the randomness, but what follow-ups are used for RDS b+1+2 parry/stun?

I've used D d/f 4 AoP 1, 2

I just joined TZ and am still a newb. I appreciate the help.
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jtchinoi
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#650 “Quote” Edit Post
if you get the punch parry and they start falling, you do ws+2 to stabilize into combo.

if you got the parry hit without a punch being parried, it'll just hit them and that's the end of it.

welcome to TZ. don't take the trash talk thread too seriously
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DaRizat
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#651 “Quote” Edit Post
Originally posted by jtchinoi
don't take the trash talk thread too seriously


Spoken like a true Ling forums veteran. There might be hope for you yet.

Eh, Probably not.
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jtchinoi
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#652 “Quote” Edit Post
Originally posted by DaRizat
Spoken like a true Ling forums veteran. There might be hope for you yet.

Eh, Probably not.

MM at EVO pl0x. mirror match this time so I don't have a ridiculous advantage where I only need 2 moves to beat you
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Dannie Lennox
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Joined: Jul 2005
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#653 “Quote” Edit Post
a question concerning her wall game

what is a good combo from RDS f+3+4,3+4~wall splat?

---
I often do RDS d+3 against the wall, when it hits RDS f,f+3 is hard to escape since it's a low crush, so your opponent can't retaliate with a wake-up kick. And when they block RDS f,f+3, RDS f+3+4, 3+4 is still a good option (and that brings me back to my question)

Last edited by Dannie Lennox on Aug 14th, 2007 at 08:14

Foxfire
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#654 “Quote” Edit Post
U/F~N~4 to 1,2,1 works quite well!
Reindancer
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#655 “Quote” Edit Post
would backdash, b+3, 2,1,4 work?
JMS
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#656 “Quote” Edit Post
i dont think b3 would work too well, because its high if im not mistaken. but backdash df1 214 should work.
jtchinoi
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#657 “Quote” Edit Post
isn't bd b+3, 2,1,4 from that combo video where they did db+1 at 1 step from wall into that combo?

i'll do uf+4 if the splat is long enough. otherwise i'll take my 1,2,1 crossover.
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jtchinoi
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#658 “Quote” Edit Post
did anyone post this combo up yet? seems like it would be old but i just discovered it:

uf+4~aop(ch), aop+1, fc DF+2, rds 2... whatever you want to finish the combo with.

i was messing around and thought it might work and it does
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|Galen|
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#659 “Quote” Edit Post
This thread is for bums...
JMS
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#660 “Quote” Edit Post
fuck combos. its all about the setups!

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