LingM's Bag of Tricks Author: Justin Luria AKA: Avarus the Lingmassacre E-mail: Justinluria@hotmail.com Copyright Statement- All information in this document is open to the public. Text that is used in this document is free for anyone to copy, but not to plagiarize. If anyone wishes to copy this document, my consent is not needed. Introduction ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- Hi, I'm Justin. I've been a Ling player for eight years now. I'd like to share some of the things I've learned with y'all. I'll be straight about it; this is not a beginner's guide. I didn't include a move list or what each move does. Instead I have compiled a list of tricks, traps, and setups. This will not make a beginner player better. Instead the purpose of the FAQ is to keep track of all the Ling tricks out there. This is a guide for gimmicks and strategy. Ling can not survive on gimmicks alone but sometimes Ling needs to use them in order to do damage. I try to advocate a style of Ling that uses gimmicks as they are prescribed, mixed in with poking and evasion. I also give some thought on strategy. Each Ling player has their own style, and there's nothing I can do to change that. But each Ling has a gimmick or two in their repertoire of tekken. So might as well add a few more... Some Tricks ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- SS dodge Bait------------------------------------------------------------------------ - Here's the idea: I attack, you block, you counter-attack, I sidestep and kill you. On paper it's really a good idea! Alot of people make this their primary form of damage within a match. Ling can do it somewhat well... but you got to be careful of telegraphing it... and have a move that will stun just a little bit. Examples: XTMS, SSU, d/f+2~1 uf+1+2, "", "" 4~3, "" , "" " ", SS+3 This method will work on jabs, crouch jabs, WS+4, sometimes WS+1. It's really a wonderful bait because it doesn't put Ling in any great danger, while allowing for some decent damage. This bait actually works better with characters that can do alot of damage on a juggle (Hwo, Anna)... but still is fine with characters that damage on oki (Ling, Marduk). How to get out of it: Moves that track. Sidestep with them. Range throw from crouching. Since Ling's only juggle starter from standing is d/f+2~1, you could perhaps just block and then get in a pair of jabs (or whatever works). This one reason is perhaps why I don't use this method of baiting except when I know it will work. AOP dodge Bait----------------------------------------------------------------------- - Dr. Dogg once posted up a strat where he would D/F+1 in to AOP. This is really a safe way to see what the opponent does regarding AOP. If they tend to be hasty, you can use some nasty AOP dodge bait. Just throw out a pair of jabs, AOP. If they go high, launch their ass with AOP u/f+3. Sounds really simple huh? This bait is good for over-zealous attackers that don't expect AOP. Hwoarang in flamingo can have a very bad (or a very good) day with AOP. It just depends on how much the opponent likes to jab. Example... RD 4 (at the correct range: far), AOP 1, D+2, AOP Recovery Bait-------------------------------------------------------------------------- - Throw out a move. The move is blocked. Opponent thinks that move must be -20 on block. Opponent attacks. Meanwhile Ling throws out really fast punisher. Easy as pie. Examples: U+1, b+3 (WORKS GREAT AGAINST THE WALL) RD ff+3, Roo kick d+1, WS+4 Note that most of Ling's recovery bait is off of Rain Dance. Rain Dance (back turned) is really the place to do the most damage... Ling just doesn't have any safe quick punishers anywhere else. Shadow Bait------------------------------------------------------------------------------- -Take a three hit string. Do the first two hits of the string (ideally, a safe string). Then when it really counts (lets say, near a wall), use the third hit of the string (ideally, at least moderately safe). Examples: 1,d+2,1+2 1,2,1 AOP 2,1 1,2,1 works the best around walls, as it is safe and delayable. 1,d+2,1+2 works well if the first two hits are blocked. If the first two hits connect, forget the shadow bait. Parry Bait--------------------------------------------------------------------------------- -There are moments when the opponent really wants to go low, most often after they are knocked down. Ling performs a move with deceptively fast recovery. Opponent low kicks, Ling parries, Ling juggles. Examples: d/b+1 (against grounded opponents) #1 4~3 (on block) XMTS (on block) Good to throw out once in a blue moon. Worst case scenario, the opponent hits with a right kick and you take a few points of damage... big whoop. Ruby Setups-------------------------------------------------------------------------------- -The 1+3 throw is a little bit different than most throws. Instead of the opponent landing FUHA (face up, head away) he is FUHT (face up, head towards). The properties of FUHT put Ling in a VERY good spot for oki. Examples: d/f+3, juggle D/F+1,1,d+2,1+2,4~3 #2 bb, 4~3 on roll away, run up back throw d/f+3 will juggle people if they are back turned. The D/F+1 combo also works on back turned (and does a hefty bit of damage too). I tend to like d/f+3 because of habit. D/F+1 is probably better just because it can hit people who extended tech roll. Jade Setups-------------------------------------------------------------------------------- -The 2+4 throw has its uses too. Good for hop over setups. Also good to bait out a taunt on hit. If Ling taunts (2+3+4... buffer and push 3 repeatedly for better results) it is likely to connect on wakeup. Free juggle. AOP Roll Throw Setups----------------------------------------------------------------------------- -A relatively new setup I've been toying with. For a long time, people would not use the roll throw. For one thing, it has a nasty habit of putting Ling off axis. But here's the general idea... Ling attacks, goes in to AOP, roll throw to avoid hit, free side throw. Examples: WC d/f+4, AOP 1+3_2+4 AOP 1+3_2+4~D, WS+4 This maneuver (and yes, it does deserve the title of 'maneuver') has its drawbacks. People duck this move on reaction. So it requires the opponent to do a really long move to retaliate AOP. For the people that try to jab you out of AOP, this maneuver will not work. If you find yourself, however, completing the roll to a ducking opponent: hold down and WS+4. Note! Always roll in to the screen (1+3 on left, 2+4 on right). This will cut down on the number of times Ling is off axis. Reverse Overhead Setups------------------------------------------------------------------------------ - A.K.A "The Ling Bitch Slap", the reverse overhead (RD ff+3+4) is perhaps the greatest move against opponents who do no sidestep. Spaced correctly, this move will hit even when blocked. Examples: 1,d+2 (hit), Ling Bitch Slap #1 d/f+1, L.B.S. The trick is to know how the opponent will react. If they will hold back, 1,d+2 (hit) setup works really well. If they get smart and dash in to avoid the block throw, d/f+1 setup will hit them. If they are really smart, they'll just sidestep (which is a bummer). This move is also one heck of a biggie killer. Against the wall (more so if they're at an angle), they're screwed. The L.B.S is actually a two hit move. The first hit normally misses... except on biggies it hits... leaving them helpless for the throw or the damage. If the first hit connects but the second misses, free juggle (little known fact). Raccoon Kick CH Setups------------------------------------------------------------------------------- - It's always helpful to have a couple of setups for a CH raccoon kick (ff+3). Examples: AOP 4~3, grounded 3, raccoon db+4 (hit), raccoon Spinner Away Setups---------------------------------------------------------------------------------- - Also good to have some spinner away (RD u+3+4) setups. Examples: ff+3, u+3+4 2,1 u+3+4 The Tech Hop Kick Setup of Pain--------------------------------------------------------------------- - If the opponent techs there is a small gap which Ling can do a jumping hop kick (U/F,n+4), connect and land on the other side of the opponent. When this happens, Ling is at plus frames in RD against a backturned opponent... major pain! Example: launcher, 1,d+2, RD 2, RD 2, Hop kick (opponent techs), RD 4, juggle juggle, RD d+4, hop kick (opponent inst. stands), RD 2,1, 1,d+2,1+2, 4~3 Flapping Wings Juggle Setups------------------------------------------------------------------------- -Perhaps the greatest addition to T5:DR is RD 2,2,1. Perhaps your view of this move is simply a transition from rain dance (back turned) to AOP in a poking game. It also looks like a perfectly decent juggle ender. But this move also has its setups... particularly the first two moves of the flapping wings. Examples: juggle, 2,2, b, 4~3 #2 juggle, 2,2, d/b~WS+2 juggle, 2,2, RD ff+3 1,d+2, 2,2, 1 Each move corresponds to a different type of opponent. For opponents who'll lay on the ground and take the extra hit, 4~3 will work. For opponents who instant stand or kick at close range wakeup, WS+2 WILL OKI RESET JUGGLE! And for opponents who are smart enough to mix the two, RD ff+3 (aka peg leg). If the opponent is real good, they can get up in time to block the peg leg, so in that case the last ender will set them up to be juggled again.. like with ff+3, RD d+3, cali roll setup. McTwist Bait----------------------------------------------------------------------------------------- -Yet another setup that I've been toying with. The bayonet mctwist combo (1,d+2,1+2) has the property that if the second hit connects (CH) then the third hit is guaranteed... which in turn guarantees a 4~3. Here are a few ways to set it up. Examples: ff+4 (at max range), 1,d+2,1+2 D/F+1, 1,d+2 (fast), 1+2 d/b+1, 1,d+2 (slow), 1+2 There is more good news. The d+2 part of the bayonet mctwist combo is delayable. That means that you can tailor the bayonet Mctwist to fit the setup that it's being used with. For all of these setups the first part of the bayonet mctwist MUST MISS. This setup is basically a really strange CH bait. Opponent Backturned-------------------------------------------------------------------------------------- -Much like the ruby setups, but in a broader approach. For opponents who are face up, head towards or face down, head away... watch for the instant stand or the roll away. When the opponent is backturned, d/f+3 will launch. For opponents who run away, it is possible to run up and back throw them (they can get out of it by performing a low kick). Another example: 1,d+2,1+2, 4~3 (against back turned opponent). Major damage! D/F+1,1,d+2,1+2, 4~3 ("" ""). Yes, it connects. #2 1,2,1 Some moves that put the opponent in this position include ff+1,4 , 3, and 1+3. The last setup is great for people who roll away near a wall. Run up and 1,2,1 in to the wall back turned for major nastiness. Backturned Juggle Relaunch------------------------------------------------------------------------------ -Really tricky. The timing on this is rough. If the opponent is face up head towards (FUHT) or face-down head away (FDHA) during a juggle, there is a nasty setup you can employ. Since Tekken DR d/f+2~1 no long turns the opponent FUHT, there is less application of this maneuver... but can still be performed by df+3 on backturned opponents. Example: d/f+3 (on backturned opponent), 1,d+2, *extremely slight delay*, 2, f+3+4,3+4 (roo kick) d/f+3 (""), 1,2, dash, d/f+3 any launcher to back turned... This trick works on the fact that if the opponent is FUHT or FDHA in the juggle, as soon as the roll away they are considered ducking facing away... juggle-able! So for example, on the first setup, the roo kick will relaunch. If the opponent does nothing, the roo kick will hit like it is apart of the juggle. If the opponent techs, it actually opens up the opponent to a side throw... nasty! The second setup is slightly easier, but less damage. The timing of this setup is difficult, but the rewards are plentiful. Sadly this setup seems to only work of the opponent rolls back after a juggle... not just a knockdown like SS+4(ch). #3 Rollback Juggle Relaunch------------------------------------------------------------------------------ -Another relaunch technique, much easier than the backturned version. When an opponent rolls back after a juggle (FUHA, like most juggles), at the end of the roll they are considered to be ducking. This is something out of the control of the opponent. Plenty of opportunity to juggle. The trick is, once again, in the timing. Examples: launcher, 1,d+2,RD 2,RD 2,RD 2, *opponent rolls back*, f+3+4 (cali roll), RD 4 (mistrust) launcher, 1,D+2, 1,2, *opponent rolls back*, run in, d/f+2~1 launcher, 1,d+2, RD d+3, cali roll, RD 4 #1 #1 #1 #1 4 (ch), ff+3, cali roll, RD 4 #1 In the first setup the RD 2 punches (or the last one at least) should be delayed as long as possible. This is for two reasons... first, it messes up the opponents rythmn mid-juggle (making them less likely to tech). Second, it makes the timing of the roll back juggle easier. The second setup is the same concept, except for facing forward... although this setup is likely to make the opponent tech roll. There are plenty of other examples of this type of setup... I leave them up to discovery. Wall Games------------------------------------------------------------------------------------------- -Wall games are still important! By keeping an opponent at the way you take away alot of their mobility. Ling can do really well at close range, so keeping the opponent at the wall will force close range poking. Stick to jabs, d/b+1, (1,2,1), 4... anything with a fast recovery. If the opponent tries to SS out of the wall, SS with them. Examples: 1, 1, 1,2, (delay) 1 d/b+1 (blocked), 4 uf+3+4, RD d+1, uf+3+4 Watch out for throws. There are several throws that will reverse the situation (even on break). Avoid this by constantly being on the offensive. The first setup is an example of shadow baiting. The second, an example of counter-hit baiting. The third is probably most akin to recovery baiting. Hop N Throw Setups-------------------------------------------------------------------------------------- Too many to count. Pretty much any way to quickly get in to Rain Dance (back turned) that forces the opponent to turtle (often out of sheer confusion) is worth the hop n throw. Examples please? Examples: AOP, b+3+4, HnT hop over, HnT f+1+2, HnT There are a couple of other setups, which are absolutely absurd (but quite fun). Try coming up with a few... it's really a valuable exercise! The hop over hop n throw is especially dirty. Time it right and it will low crush a wake up kick. Flap Taunt------------------------------------------------------------------------------------------- -Ahhhh the flap taunt. This move has some interesting properties. It can even oki reset! On hit, it can guarantee juggle. Try some of these out for size... Examples: near wall oki, taunt... if they stand, the taunt will juggle. after throw (2+4), taunt... will hit of they get up or kick. The flap taunt also works if you repeatedly push it near a wall. For example, db+1, buffer 2+4, 3,3,3, 3,3, etc. It only does wall damage, but it is beautiful. Ling's 10 Strings--------------------------------------------------------------------------------------- -Ling has some really useful tenstrings! One tenstring starts m,h,h,m,m,m... if the opponent doesn't duck the high hits (which they probably won't) then it's six unanswered hits! The last hit of that sequence (u+4,1, 2,1+2,1,3) leaves Ling in BT. After six unanswered hits the opponent gets antsy... and thinks of jabbing. NO ONE SHOULD EVER JAB LING IN BACKTURNED! Roo kick setup. The other ten string has some uses too. (uf+4,1,2,4,4) Puts Ling at +10 frames on hit! If the opponent gets to expecting the first ten string (m,h,h,m,...) you can switch with (m,h,h,l,...) if the first low hits, the second is guaranteed... as well as a pair of jabs (if you crouch cancel) or the next two hits on the ten string. If you want the guaranteed damage that's great, but you can recovery bait off of it. As soon as the opponent figures out that Ling has stopped the tenstring, they get antsy. Crouch cancel (push u~n) d/f+2~1 for some juggle goodness. #1 The Curious Punt Kick----------------------------------------------------------------------------------- - d/f+3 has another interesting property besides launching on backturned opponents. It can also stagger crouching opponents. If the opponent doesn't hold a direction, they will stagger back with enough time to get in a storming flower (db+1) a for wall stun combo. If they hold a direction, there is still enough time to get in a 4~3 if you are really fast about it. #4 The ALMOST kick setups---------------------------------------------------------------------------------- - d/f+2+4, u/f+3+4. This is a throw in to the shooting star (uf+3+4). If the opponent rolls, the kicks will hit them. If they stay on the ground consistently when attempting this setup, use 4~3. But if they stay on the ground after the u/f+3+4, they'll attempt a kick or roll away. If they attempt the kick after u/f+3+4 they will BARELY miss... leaving them wide open to juggle. Sadly this same setup will not work off of d/f+1+2. There is another setup like this with a juggle, 2,2 finisher... then RD 3. The RD 3 will take Ling just barely out of kick range. If you bait out the kick, free RD 4. The Great Walls----------------------------------------------------------------------------------------- - b+1 and b+2 are decent moves, but sadly they are worse than the used to be. They're good for interrupting a string or baiting out after a bad recovery move. For example... Examples: RD 2,1, b+1 Dash in, b+2 ff+3+4, b+2 These are great moves for going in to RD. Good setup for the hop n throw, good setup for the Ling b*tch slap (RD ff+3+4). It's sad but b+2 used to push away on block... and be a few frames faster on hit. It was hilarious to do multiple B+2 in a row... but for Tekken DR at least, limit yourself to b+2. #5 Oki Roll Setup------------------------------------------------------------------------------------------ - If they opponent likes to tech roll, there is a way to setup a juggle in to more damage. Try out a juggle ending with a jab (or some move that gives sufficient time)... preferably ending in crouching or RD that allows the opponent to tech roll. Quickly go in to AOP and AOP f+3+4. Examples: launcher, 1,d+2, RD 2, RD 2, d+1+2~f+3+4 If the timing and spacing are correct, Ling will end up in RD on the opposite side of the opponent (backturned). If the opponent doesn't duck, this even guarantees RD 2,1, 1,d+2,1+2, 4~3... but if the opponent ducks, might as well RD uf+4. The reason why it's better to end in RD or crouching is because the entry in to AOP is instantaneous. Going in to AOP from neutral there is a tiny amount of lag. Coming Out of the Roo Kick-------------------------------------------------------------------------------- - The Roo Kick is a dangerous move, both for Ling and the opponent. When oki is used properly, one roo kick is enough to change the course of a match. When the roo kick is blocked however, bad things happen to Ling. Here are a couple of ideas for escaping from a blocked roo kick with minimal damage... Examples: Roo Kick (blocked), RD f+1+2 #2 Roo Kick (blocked), Roo Kick The Roo Kick is at enough minus frames to guarantee jabs. Most other things can be avoided. By using RD f+1+2 Ling will interrupt most punch moves that would otherwise be very painful. It also happens to put Ling in neutral as soon as the move is inputted, so that moves like Hwoarang's d+3,4 (which juggles on back turned opponents) will not juggle. A roo kick followed by another roo kick is an old staple for Ling players to use on opponents who don't have the timing of the roo kick down. If the opponent does not understand their recovery down to a few frames, the second roo kick will crush highs, mids, and special mids. Closing Concentration------------------------------------------------------------------------------------ - I talk briefly about concentration later on in this FAQ, but here is an example of concentration at work. Closing a round can be difficult, especially against a high damaging character. When all Ling needs is a small bit of damage, stop all concentration on dancing and offense. Concentrate simply on the incoming opponent and prepare for a d/f+4 or a 1,2. Don't go low unless it is masked very well. Also try to hide the fact that you are simply focusing on the opponent's attack. Examples: b+1+2, *wait for opponent* 1,2 b+1+2, *wait for opponent* df+4 d+1+2, AOP 1 b+3+4, RD b+3 Closing Bait---------------------------------------------------------------------------------------------- - Against characters that maybe are a bit slower, or opponents who are smarter than to rush in on Ling in Hypnotist/AOP, it is wise to have a couple of strings that are almost guaranteed to hit or with very little in the way of retaliation. Again, try not to close with lows. When the opponent is at the end of their health bar, they tend to be a bit antsy (unless you are facing a cool customer). Examples: RD 2,1, b+2 1,2, df+4 u+1, RD b+3 1,d+2, *listen to their controller* RD d+1 Some Treats --------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------- Words from the Miser Ling as a Pitbull- Reckless abandon. At no point should you not be attacking. Close gaps with ff+3, 4~3. Every move should have a follow up or be at plus frames. Most people use Ling as a pitbull because of her ability to lead one setup in to another and her poking speed. Certainly there are Ling matches where all she has to do is frag the entire match. And she can get away with it against most people! This may seem like a noobish style, but there is a real reason why Ling should frag. SHE HAS A HARD TIME DOING A SH*T LOAD OF DAMAGE ALL AT ONCE! She's not Steve. She's not Jack. She's not Paul. In order to keep those characters from doing damage on Ling, she constantly has to keep them under lockdown. The trick is not exposing your ass while you're doing it. Ling as a Turtle- If you define turtle as a player who wants the opponent to attack at ill conceived moments, then sure Ling can turtle! Use her evasion moves (u~u/b, AOP, b+3+4, SS) after moves with a slight disadvantage (like 4~3, XMTS, RD ff+3) to bait out jabs, crouch jabs, or other ill conceived moves. The only problem is, when you hit back you have to hit hard! And Ling just can't do that in DR (at least not in one hit). So once Ling gets that initial juggle/punisher, switch over to pitbull!! If you define a turtle as a player who only uses moves that are relatively safe, Ling has a tough time being a turtle. She's got a gaping weakness tracking SS left. Pretty much any move she throws out can be sidestepped or parried. She can't counterhit bait. And with the crush system you're that much more likely to get your ass blown off if all you throw out is D/F+1 and 1,D+2. Not to mention nothing juggles from WS or neutral that isn't punishable. And I can't be clear enough on this... AOP,RD= Damage ... neutral, WS= Poking. Taking Down Pitbulls- Ling against pitbulls is a matter of switching in between defensive and offensive. There are matches where Ling can simply out pitbull the opponent (Law/Hwoarang, not Nina/Steve). But for the most part, try being offensive almost up to the point of being reckless. Force the opponent to get a little sloppy by pouring on the offense. Then, quickly go in to AOP! Or perhaps roo kick (RD f+3+4,3+4). The trick is being as offensive as you can possibly be without getting juggled for it. Sometimes the opponent has the same strategy as you. This is likely to be one of those times. In fact this is how I spend most of my matches. When both players are using this style of play, confusion plays a big roll. Ling unfortunately can not do the same amount of damage for every juggle as, let's say, Nina. Therefore she has to rely more on confusion to get in that juggle for oki. Taking Down Turtles- I used to think Ling was designed for taking down turtles. This is almost true, with the exception of Sidestep left (SSL). Ling has damn near nothing that tracks to that side. So turtles who sidestep baited moves have tons of success against Ling. What do I suggest? SS+4 works well if they aren't looking for it. Range throws (f+2+4_1+3) can also track well. Don't count of ff+3 or XMTS to get the job done... they simply don't work as well as they used to. Use moves like the Ling.Bitch.Slap (ff+3+4) and cali roll (f+3+4) to put the turtle in some pressure. Turtles do not like things that they have never seen before... and are more likely to attack (incorrectly). If you're facing a cool cat who knows how to break throws... well there's something for that too. Against sidesteppers, Ling constantly has to sidestep with them to keep the fight as linear as possible. If They Know how to Break Throws- Ling hasn't had much of a throw game until T5. Thank the gods that she finally has something more than a 2 break! Ling can use throws to torment opponents who are forced to block Ling's constant barrage. But when the opponent knows how to break throws, Ling runs in to deep trouble in a hurry. If they can break throws then they can wait for obvious low hits (Ling doesn't have a quick low that does tons of damage). So throw breakers tend to parry-juggle Ling. To get around this little dilemma, first, think of RD ff+3+4 (can't be broken). Second (and most devious), it is REALLY REALLY REALLY hard to tell the difference between a 1+3 and a 2+4 if Ling is in RD (backturned). It just so happens Ling is also really good at getting close range while in RD. Put two and two together... and you can start throwing people again! As soon as the opponent gets wise, throw in the reverse hop kick... and once again Ling is at the 50-50 mixup (where she can excel). How to Take Down Ling- It's important to know how to take down your own character. You don't want some scrub to come in to your arcade and beat you with your own character simply because you're unused to it. First off, EVERY LING IS DIFFERENT. Do not respond to their attacks by thinking that they are going to do the same thing that you always do. Go through your normal motions of learning their habits. Some helpful tips. Sidestep left, alot! Do it after 4~3 or XMTS ... in other words use sidestep bait. A ling versus ling match is about momentum... ANY hit is a victory. Bust out WS+1, b+1, and any other quick move to interrupt the opponent's flow. How to Close a Round- When the opponent has a sliver of life left, don't be throwing away the match by going in to berserker mode. 1,2,d/f+4 and d/f+1 Work very well. It is infinitely better catching them with a jab as they try to do something rather than getting parried for half your life. Remember, all you need is a jab or two to get the momentum to take away what remains of their life! Watch for Habits- People have their habits, even in tekken. For example, a blocked XMTS. Did they punch? Crouch punch? Hit high? Block? There is a counter for every scenario. Keep this fact in the back of your mind. Don't immediately use XMTS again (good players know that you're looking for this). Perhaps, even wait another round. Then when the time is right, bust out that XMTS and respond accordingly. This example can be extended to any move that is used for recovery bait (for example, u+1, RD ff+3), any move with an interesting guard property (XMTS, 4~3), or simply any move that puts pressure on (1,d+2). Throw out False Habits- Get the opponent used to a certain routine. 1,2, d+4... 1,2, d+4... etc. Then change the habit when it will work out in your favor. Like at the end of a match, instead of 1,2,d+4 Ling uses 1,2,df+4. That extra damage comes very handy at times. This method of establishing a false habits can also be used mid match. 1,d+2,RD d+1 or 1,d+2, RD throw can be alternated with 1,d+2, uf+4. As a rule of thumb I use the false habit routine twice before alternating. Against very good players, I use it only once. And against incredibly good players, I don't use it at all... When Not to use 50-50 Mixups- If the opponent can take away half your life on a 50-50 mixup that went awry, please consider something different. Ling can win any match on 50-50 mixup, but it isn't likely. Flip a coin and see how many times it comes up heads in a row... that's how many times Ling wins the mixup (that's not entirely true... you can increase your odds by using mind games). Generally she needs to get four or five mixups for the round. So obviously the round isn't decided by that alone. Instead, poke/evade and use confusion to throw the opponent in to a state of being uncomfortable. Then think about the 50-50. And hell, if Ling is winning the match by alot, frag out the 50-50. How to Stop a Tackle- Back handspring (u~ub) and ub+4 are completely impervious to the tackle. The backhandspring is especially handy because it sets up for a following juggle. Ub+4 is a move that is harder to screw up, and it comes in handy as a close range shield sometimes. How to Get Back Momentum- It stinks when the opponent's wake up game keeps Ling from doing any damage at all. Ling does have a bit of trouble when it comes to getting momentum back. Here are a couple of tips to help with that... First off, if you can break throws then instant stand and break the throw back to neutral momentum. If you're shaky on throw breaking, still consider blocking high. Most mid moves when blocked will put both opponents back to neutral momentum. If the opponent has a quick sweep (Lei, Paul), things get tricky. In this scenario I suggest ub+4, backhandspring, WS+1, or b+1. Button Listening- This can be a handy tool. You can absorb information about the opponent without even looking at the screen. If they are furiously mashing the buttons during a juggle, chances are they are going to tech roll. That little piece of knowledge allows me to keep the pressure on, or perhaps even set up a tech catch. Watch for quick motions of the arms (peripheral vision) or the sounds of the buttons to tell. Also on a defensive note, don't give away what you're going to do either! Don't furiously mash at your buttons to tech roll! Don't jerk your arms around when you want to instant stand after a juggle. False Signals- Sometimes it is advantageous to throw out a wrong signal. Let's say I'm thrown by Nina. Here I am on the ground with Nina very close nearby... and she's just standing there. "Aha!" I think. "She's looking for oki reset d+4,2." That means that they are listening or looking for any motion of my hands to begin the input. Throw out a false signal... feint chest heave, move your button hand really fast, push the first player button (that's a korean trick). Nina throws out the d+4,2 leaving me free to get away without a scratch (and maybe perhaps low kick). Knowing when the opponent is looking for signals becomes very obvious if you are paying attention to it. On Wake up- With the recovery of some moves being what they are, it is much better to get away safe than to kick. If the opponent doesn't have a low kick and you know how to throw break, the instant stand is the best option. Juggles that end at a distance (with no walls around), use the back roll. For juggles that end with a crush to the ground (like Ling's RD 2,2,1), extended tech roll to a roll away works well... or extended tech roll to a false signal (see above). I'm hesitant to give these examples out because really it depends on the situation. Dealing with wake up is a mark of an experienced player. Movement- Ling must always be in motion. During the course of a match I frequently use button buffering to go from attack to attack, movement to movement. The art of being a pitbull is to constantly attack in a well thought-out and careful manner. It is also important to be random and original... to fight with a broken rhythm. Note, this takes alot of concentration. If you opt for a more conservative style, by all means adopt it. But I still believe (even as an antiflash Ling) that constant movement is essential. Concentration- I have a finite amount of concentration. I can not be focused on more than one thing at a time. More often than not I am thinking about patterns in my opponents play, or planning my next attack. I'm certainly not thinking about breaking throws... for this reason I have to spam throw breaks. This is the downside of an overly aggressive style. I try to make up for this by leaving my opponent no opportunity to throw me (ie constant attack). But with the increased priority of throws in DR, this can prove to be exceedingly difficult. Should one adopt a conservative style, keep in mind throw breaks and the opponents pattern. A great defense begins with concentration on low parries, throw breaks, and sidesteps. Damage versus Setups- This is an ongoing debate within me. Ling, as you might now, has a myriad of options after her juggles. Ling's Juggles, by themselves, are really quite harmless. Compare it to a character like Hwoarang, Anna, or Lili and there really is no comparison. So then the question becomes, go for guaranteed damage with a juggle? Or instead go for setups after a juggle (at the cost of guaranteed damage). My aggressive style tends to favor the setups. An Anti-flash Ling (or anyone concerned with ending a round) would definitely opt for the guaranteed damage. All up to how well the setups are performed and how well the opponents actions are predicted. ------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------- Move Like you Mean It The Butt Wiggle---------------------------------------------------------------------------------------------------- - A damn near completely useless movement, but fun to show your friends. Put Ling in AOP and do a wave dash in the reverse direction (so for example, to the left if you are on the first player side). This move has no real evasion properties, a little bit of a recovery time, and minimal use as confusion. But look at her go! The Crackhead Sidestep--------------------------------------------------------------------------------------------- -A good sidestepping maneuver. Try using reverse hadoukens (any quarter circle down or up) repeatedly. Ling will stutter sidestep. By performing it with the appropriate timing, Ling can sidestep extremely well (about as good as a sidewalk) while looking confusing as hell. She also as a chance to duck a high or parry a low should it come in. In addition, most opponents whiff while Ling is in the crackhead sidestep, so free 1,d+2,1+2 on a backturned opponent. This takes about a day of practice to really nail. Notation: f~d/f~d,f~d/f~d, ... for example. #2 The AOP Cancel----------------------------------------------------------------------------------------------------- -The AOP cancel is the safest move to go from AOP to neutral. Simply push u~n. Good when you want a WS/WC move to come out of AOP. In T4 I used to use this as a way to mask a wall push. Similarly, you could use this movement to mask a throw. I still see Borami (#7) using this trick. AOP Restep--------------------------------------------------------------------------------------------------------- - A movement that I've been working on. The notation is d+1+2, u~u~d+1+2. Buffering helps here (as well as being on the 2nd player side). The movement is AOP, AOP cancel, Sidestep up, AOP,... AOP has a natural SSR to it. So putting it in a SSR movement makes it difficult to hit. The movement can be performed pretty much as fast as one can input it. The Crouching RD---------------------------------------------------------------------------------------------------- -There are some people that love this move. It's WC d/b+3+4. Very few people have seen this move, so it looks brand new to them. After Ling does this move, she isn't quite in RD yet... if you push forward she'll go right back in to neutral stance. The sidestep property of this move isn't quite enough to make it that useful... and the fact that Ling can not block for a fraction of a second after you do it. Hypnotist----------------------------------------------------------------------------------------------------------- - Hypnotist lives up to its name. People don't know what to do with this move. It is cancelable any time by a jab or a backhandspring. Try going in to hypnotist and paying attention to the opponent's next move... jab series when they come close... it's a small trick to build some momentum. Also, HYP 2 is great when used against the wall... pushes Ling far enough away to lead in to a db+1. HYP 2 when charged fully can also guarantee a db+1. Command Low Parry--------------------------------------------------------------------------------------------------- - God knows if Ling is the only one left with a command low parry (RD d+1+4). The low parry can be used to mask a movement. For example (RD d+1+4) leaves Ling in neutral while (RD D+1+4) leaves Ling in crouching. Essentially any move from WC, WS, or neutral can be executed after this move... making it somewhat valuable for mixups. #4 Backhandspring---------------------------------------------------------------------------------------- -This is a fantastic move. For characters that can't close distance very well, this move spaces Ling to a good range. It also baits out moves that might otherwise be safe (such as Marduk's tackle/ WC df+4). This move is another move in Ling's arsenal that can bait out whiffs as well as space. If your opponent lets you backhandspring without closing the gap, run in and shoulder charge (if your opponent doesn't know how to counter charges/tackles), slide, or chop. AOP Roll Forward--------------------------------------------------------------------------------------------------- -The roll forward (AOP f+3+4) is great if you're playing someone who is only slightly hesitant. The roll leaves Ling in either AOP or WC. I find the forward AOP roll baits out a counter WS+2 quite nicely in this scenario. Otherwise, use it as a means to close distance quickly for a mixup. AOP Side Roll---------------------------------------------------------------------------------------------------- -Besides using the throw to punish overzealous AOP punishers, the roll comes in handy too. Not many people risk whiffing against this move, so bust it out at medium distance in to a WC mixup. It works well at the end of a match when you need that last little bit. Also fun to use it repeatedly at a distance... (AOP 2+4~d, AOP 2+4~d, ...). The roll will come out instantly from AOP if Ling starts in crouching or in RD... but not in crouching RD. Cartwheel-------------------------------------------------------------------------------------------------------- - The range on this one can be tricky. Too close, and you can be jabbed out of it. Too far and Ling remains in neutral. There's a nice range where after this move the opponent can't tell if Ling is in RD or neutral. So it can be a very confusing move. Just inside of RD range, I like to hop n throw afterwards. Or if you like, immediately cancel RD (by holding db) in to WC 3,2. The Jump and Roll-------------------------------------------------------------------------------------------------- - f+3+4. It's there when you f*ck up another move. This is generally useless. It works the same as the cartwheel only slower. Spinner Away----------------------------------------------------------------------------------------------------- - VERY VALUABLE MOVE (RD u+3+4). Ling can catch so many people whiffing with this move. ff+3, u+3+4 works nicely. Or if you just want to dance around, d/f+1, u+3+4 can do the job too. Spinner up to RD cancel back (hold back) almost looks like a continuous motion, further confusing an opponent. Spinner------------------------------------------------------------------------------------------------------- - (3+4, RD 3+4) Not a move you want to rely on, but still has its uses. Opponents tend not to attack during or after spinner (they are too scared). Free throw attempt. Or at the very least, free 50-50 opportunity. RD Cancel Forward--------------------------------------------------------------------------------------------- - Ling can cancel Rain Dance by going forward through the motion u/f~f. It's a neat move to use in combos (if you're really practiced at it). This move isn't so great outside of combos however. Ling's 50-50 game is better in RD than in neutral anyway. The Lame Ass Fox Step----------------------------------------------------------------------------------------- - There is a way that Ling can step backward in RD. It sucks, but it's the easiest way to do it. Push u/f~n~ u/f~n~u/f~n... Every now and again Ling will fox step. If there is actually a button push that I am missing in order to make Ling go forward, somebody tell me. I theorize a fox step is possible from this, but have not confirmed it. The u/f has to be a precise button push or Ling will just go in to neutral. RD Transition Cancels----------------------------------------------------------------------------------------- - When going in to RD by using b+3+4 or WC db+3+4 it is possible to cancel the move as soon as it completes. For b+3+4, tap ff right when recovery time is over. For WC db+3+4, just hold forward. Remember, as soon as the move is cancelled, Ling can do any neutral move. The Usual Way to Fox Step-------------------------------------------------------------------------------------- - b+3+4, f:f~n. I'm not the best person to be talking to about the fox step. In truth, I've only done it twice. This is a really cool move to master though. The idea is to use a move that goes in to RD, push the first forward during recovery and then the second forward at a precise time betwixt the moment the move can be cancelled and the moment that Ling is in RD. Supposedly you can perform this move from b+3+4, WC d/b+3+4, and AOP b+3+4. AOP to RD----------------------------------------------------------------------------------------------------- - AOP b+3+4. Great way to get in RD close range without the opponent even thinking about it. No one sees this move coming. Great for confusion! Great for speed! Great for style points! AOP Jump Away------------------------------------------------------------------------------------------------- -AOP U/B, AOP U/B, AOP U/B, etc. Good way to retreat. Can throw in a AOP u/b,n+3_4 for opponents that get the timing wrong. Also a way to lead in to the AOP forward roll. Dancing------------------------------------------------------------------------------------------------------- - All of these moves can be combined in such a way as to make Ling look like she's dancing. This can confuse the hell out of some opponents... causing them to turtle or to mistakenly attack. Dancing requires alot of dexterity, buffering, and planning to be used effectively. DO NOT USE DANCING AGAINST BEGINNER OPPONENTS... they're going to push buttons no matter what you do. Also, do not use dancing excessively... you lose out on alot of opportunities to damage if you spend all your time dancing. ---------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------- Follow-ups I never liked the word custom strings. No advanced player should ever use something called a custom string. It's cheap, synthetic, and predictable. Advanced players should however be used to certain followups that a specific move has. It may seem like a custom string, but in reality it is just one move flowing in to another. It is much easier to use move that have followups continuously than memorizing a custom string that is a few seconds long. So without further chat... --note: commas mean options, not strings. 1 (block): -4, df+4, SS DF+1 1 (hit): -forward throw, 3, 4 1,2: -d+4, df+4, DF+1, 4, AOP 1,d+2 (block): -RD d+1, RD u+4, roo kick, dash reverse throw/hopkick 1,d+2 (hit): -RD d+1, dash reverse throw/hopkick, RD ff 3+4 (L.B.S), iWS 3 1,D+2: - AOP, d+4, (1,2), df+4 u+1: - RD b+3, The Roo 2,1: - RD u+3+4, hold back DF+1 (block): - SS 4~3, SS 4, u~ub (back handspring) 4: -(1,2), 4, DF+1 4~3: - SSU 4~3, SSU d/f+2~1, SSU 4, low parry db+3: - XMTS, d+4 d+4: - (WC 3,2), (WC 3), back handspring, d+4 db+4 (hit): - uf+3+4, ff+3 XMTS: - 1, d+4, SS RD 2,1: - b+2, delay 4, delay to neutral 4, throw RD d+1 (hit): - WS 4, d+4, throw, (WC 3,2), WC 3, WC d/f+4 WC 3: - WS 4, d+4, WS 1 WC d/f+4 (hit): - AOP f+4, AOP 1 WC d/f+4 (block): - AOP 1+3_2+4 1+3: - d+4, df+3, bb 4~3, (WC 3,2) 2+4: - hop over, iWS 2 (hold) WS 4: - run up hop over, run up throw, back handspring hop over: - RD 4, RD d+1, Hop n throw, RD b+3 AOP 4~3: -3 (take the damage every time), roll forward (if you feel ballsy) ff+3: - hold back, RD u+3+4 Again... I do not condone fragging (continuous, damn near thoughtless offense). This just gives you some more ideas about followups (hopefully). --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- For the Juggle Inclined -I always wanted to put out a combo vid. I really did. I was going to have Christopher Walken narrate with a Balalaika quartet for music. "You got the moves, I'll give you that!" But alas, it does not appear as though I will ever have the chance. Alas, here are some combos I really enjoy... most of them have probably been done before... if I got the idea from someone else I'll give credit. -WS 2*, RD 4, 1,d+2, 2,1, XMTS -WS b+4 (ch), AOP u+4, RD 2, roo kick The AOP u+4 actually brings Ling to the other side of the opponent... cross over juggle. -WS 2*, RD b+3, ff+2,1, XMTS -db+1 (wall hit), 2+3+4~3, b+3 Distance is key in this wall juggle. -db+1 (wall hit), 2+3+4, u+4,1,2,1+2,1 *works on biggies* -db+1 (wall hit), 2+3+4~3, 1,d+2,1+2 *on biggies* -db+1, 2+3+4, (buffer 2+4) 3, dash, 2+3+4 (buffer 2+4), 3~3~3~3~3~3~3~3~3~3 Taunt combo of doom -AOP uf+3, ff+2,1, ff+2, ff+2,1, wall followup It's been done, but I still think it looks cool. Good juggle for carrying to the wall. -ub+3+4, ff+2, ff+2, ff+2, ff+2,1 This juggle requires Ling start out a little bit on the side of the opponent -Backturned AOP 1, df+2~1 Backturned AOP 1 is the same thing as RD 1... only Ling will go through the opponent. -SS+4 (ch), d+1+2, AOP 1, WC 3,2,1, XMTS The second hit of WC 3,2,1 should whiff. -Roo kick (wall), roo kick, RD 1 -Roo kick (wall), roo kick, XMTS This juggle requires that Ling start out a little to the side of the opponent. The second roo kick should go under the opponent. -WS 2*, RD db~WS+2, RD db~WS+2, 2, u/f~f~1,d+2,1+2 -roo kick, 1+3+4, RD 2, 1+3+4, RD 2, 1+3+4, 2,1, XMTS The good ol' days. Learned that originally from 7th Pixel. Thank God for button buffering. - df+3 (opponent crouching near wall), uf+3+4, 3, 4~3 Only works on big guys, Ling needs to start at a little bit of a sidestep. - 3 (wall on right), 4, 1,d+2, 2,1, wall follow up Sithlord showed me that connects. Rararar - (opponent facing wall, Ling behind them) D/F+1, 1,d+2,1+2, 1,2, d+4 - AOP u~n+3, AOP 2,1, sidewalk, 1,d+2,1+2, *wall* 4~3 And this one... -WS 2*, uf~f 1,d+2, uf~f 1,d+2, uf~f 1,d+2,1+2 This is the only combo I have yet to confirm. It pains me how close I've come to connecting... but never has. I also like... -WS 2*, 1+3+4 RD 2, u/f~f, 1,2, 1+3+4, XMTS ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ Some Random Good Things to Know - RD d+1 hits low - AOP uf+3,1 guarantees AOP 2,1 - 4 (ch) - From RD, as soon as Ling inputs a move that would leave her in neutral, she is in neutral - db+3, ff+4 (no kickup), HYP 2, and WS 3 all leave Ling at plus frames on block - Ling is now at minus frames on block with 4~3... about 3 frames - AOP d+1+2 is safe on block (only minus 4 frames) - HYP 2 when charged fully will guarantee alot of stuff... opponent at -24 frames on block - in AOP backturned (AOP in the wrong direction), any RD move (without directional input) will work - The last kick of uf+3+4 sometimes won't hit on big characters (Kuma, Jack, Marduk)... which is bad - The 2+3+4 taunt can hit more than once, easily performed by buffering 2,4 and pushing 3 - Buffering moves is a technique everyone should learn... buffer moves at the end of the previous move - When it counts, db+3 sets up XMTS rather well #6 - While in RD, as soon as b or db is input, Ling is considered in neutral (fast way to do certain moves) - When face down feet away, don't kick. Instead do instant stand to kick (if that's the route you want to go) - 2,D/F+1 is a good move if you'll give it a chance... still can't track though. - Roo kick tracks anything. And it will beat out most things on priority (Like Marduk's jump stomp) - Dashes and RD Dashes track - If you are backturned and in serious trouble, Roo kick. - If you are facing forward and in serious trouble, AOP. - If know you're going to take a big hit while in RD, jump forward... do not jump away... forward is quicker. - If you aren't doing anything better, d+4, SS+4. ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- references You may have noticed strange little # symbols scattered throughout the FAQ. There is a reason for them. Like any scholarly paper, this FAQ contains references. While the notation isn't exactly APA, it is good to let the reader know where I got this information from. I do this for two reasons... the first is that it establishes this FAQ as information that is well regarded by the community of Ling players (and not just some wacko from Reno/Upstate NY). The second reason is that it makes me look ten times cooler to include the names of people you might know. These are the people I got these setups from. If no number is indicated, then I've either forgotten or the work is original (BUT NOT UNIQUE). The setups have either been viewed personally or by match videos. #1: Shauno #2: JMS #3: AC #4: Dom #5: Nall-Ohki #6: TekkenQueen #7: Borami ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ That should keep you guys busy for a while ------------------------------------------------------------------------------------------------------------ Thank You's I've played too many damn people to thank. Everyone I've faced has added something to my game. I'd also like to thank Beethoven, my George Foreman grill, and the state of Nevada. Lastly, thank you to my Dulcinea, Ling. Chicken sure does taste good.