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== Vs. Marstorius: == | == Vs. Marstorius: == | ||
You need to be able to play a careful spacing game against Marst. His Double German will own your Zetsuu on block, so don't resort to spam. Look for openings to plant his C.HP and S.HP, this will be your formula for winning. A final note: Don't jump in at all. Just don't. | |||
== Vs. Matlock Jade: == | == Vs. Matlock Jade: == |
Revision as of 18:38, 24 November 2008
Introduction
Moves List
Normal Moves
Light Punch
Standing (Far) - Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!).
Standing (Close) -
Crouching - Bufferable, you will be using this inside of bnb's.
Jumping - Will stuff attacks, but not as effective as jumping light kick. Use that instead!
Jumping (Neutral) -
Strong Punch
Standing (Far) - Excellent range and priority. More often than not this will at the very least clash if not outright stuff many other moves and pokes. A staple for Lee's ground game. Bufferable.
Standing (Close) -
Crouching - Similar to standing but with slightly less range... This is definitely a move you will be using. Bufferable.
Jumping -
Jumping (Neutral) -
Light Kick
Standing (Far) -
Standing (Close) -
Crouching - Another tool used in chains. Quick with acceptable range.
Jumping - Most excellent for crossups, this attack stays out longer than a alley cat and has good priority to boot.
Jumping (Neutral) -
Strong Kick
Standing (Far) - Really isn't worth your time.
Standing (Close) - Solid, this move buffers.
Crouching - Trip with a little more range than you would think. A solid attack.
Jumping - Excellent jump in with high priority. Stays out a fair bit of time.
Jumping (Neutral) -
Throws
Special Moves
ZesshouHou
- Quarter Circle Forward + Punch
ChoshinKou
- (After ZesshouHou)Forward, Forward + Weak Punch
TetsuzanKou
- (After ZesshouHou)Forward, Forward + Strong Punch
Super ZesshouHou
- Quarter Circle Forward, Back + Punch
SenKyuuTai
- Quarter Circle Forward + Kick
Super Move
MouKo Kouhazan
- Back, Forward, Down-Back, Down-Forward + AB
The Basics
Advanced Strategy
This is tough, but it's game over when you land this... Fireball->c. HP->Hard Zetsuu-> Light Followup This is 70% plus on most characters. If you really want your Lee to shine, this the combo that will take you to the top. It is worth noting this is corner only
Match-ups
Vs. Clown:
Vs. Jean Pierre:
Vs. Kano Ryoko:
Vs. Karnov:
Vs. Lee Diendo (self):
Vs. Liu Feilin:
Vs. Liu Yungmie:
Vs. Marstorius:
You need to be able to play a careful spacing game against Marst. His Double German will own your Zetsuu on block, so don't resort to spam. Look for openings to plant his C.HP and S.HP, this will be your formula for winning. A final note: Don't jump in at all. Just don't.
Vs. Matlock Jade:
Vs. Mizoguchi Makoto:
Vs. Ray McDougal:
If you get a dizzy, this match is over. Your Fireball corner combo will take full advantage of Ray's weakness for 60%+ damage. Zetsu hits his weak spot. You can wait for a Wheel Kick to SenkyuTai back for a solid counter. Lee definately has the edge here.