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(N) - Normal mode | |||
(H) - Hero mode | |||
'''Anywhere:'''<br> | '''Anywhere:'''<br> | ||
1. D, qcbx2+K - 40%<br> | 1. Close D(N,2), qcbx2+K(N) - 40%<br> | ||
2. D, qcf+K, K, uf+K, d+K - 33%<br> | 2. Close D(N,2), qcf+K(N), K(N), uf+K(N), d+K(N) - 33%<br> | ||
3. D, qcf+K, K, (S)qcbx2+K - 55%<br> | 3. Close D(N,2), qcf+K(N), K(N), (S)qcbx2+K(N) - 55%<br> | ||
4. Crouch C( | 4. Close D(N,1), ABC, Crouch C(H), qcb+C(H), jump D(H)/jump qcfx2+P(H, Buffer:qcf uf qcf+P) - 42%/55%<br> | ||
5. qcf+K(Blocked), d+K, ABC, qcb+A, (S)qcfx2+P - | 5. qcf+K(N,Blocked), ~K(N,Blocked), d+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 48%<br> | ||
6. Crouch C( | 6. Close D(N,1), ABC, Crouch C(H), delayed qcb+A(H), (S)qcfx2+P(H) - 55%<br> | ||
7. hcb+K(Counter), ABC, Jump qcfx2+P(Buffer:qcf uf, qcf+P) - 50%<br> | 7. hcb+K(N,Counter), ABC, Jump qcfx2+P(H, Buffer:qcf uf, qcf+P) - 50%<br> | ||
8. D( | 8. Crouch C(H, opponent in air), ABC, qcf+K(N,1), ABC, qcf+B(H) - 24%<br> | ||
9. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, D(H), qcf+A(H)/(qcb+A(H), (S)qcfx2+P(H) - 50%/75%<br> | |||
10. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, Jump D(H, Buffer:qcf uf+D), qcfx2+P(H, Buffer:qcf+P) - 55-60% | |||
'''Corner:'''<br> | '''Corner:'''<br> | ||
1. Crouch C( | 1. Close D(N,1), ABC, Crouch C(H), qcb+C(H), wait split second qcb+A(H) - 43%<br> | ||
2. hcb+K(Counter), ABC, qcf+C, ABC, qcf+K, ABC, qcb+A, (S)qcfx2+P | 2. Close D(N,1), ABC, Crouch C(H), ABC, qcf+K(N,1), ABC, qcb+A(H), (S)qcfx2+P(H) - 60%<br> | ||
3. hcb+K(N,Counter), ABC, qcb+C(H), qcb+A(H), (S)qcfx2+P(H) - 70%<br> | |||
4. hcb+K(N,Counter), ABC, qcf+C(H), ABC, qcf+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 72% | |||
''' | '''Maxmode:'''<br> | ||
1. D( | 1. Close D(N,2), BC, run Close D(N,1), ABC, Crouch C(H), ABC, qcf+K(N), AC BD ABC(N) - (Corner)<br> | ||
2. Crouch C( | 2. Close D(N,1), ABC, Crouch C(H), BC, Crouch C(H), qcf+C(H), ABC, qcf+K(N,1), ABC, qcb+A(H), (S)qcfx2+P(H) - 75%<br> | ||
3. Close D(N,1), ABC, Crouch C(H), BC, Crouch C(H), qcf+C(H), ABC, qcf+K(N,1), AC BD ABC(N) - <br> | |||
4. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, D(H), BC, C(H), qcfx2+AC(H)/f B f C C(H) - 85%<br> | |||
'''Counterhit:'''<br> | '''Counterhit:'''<br> | ||
1. CD counter(counterhit), ABC, qcf+B | 1. CD counter(N, counterhit), ABC, qcf+B(H) - 15%<br> | ||
2. CD(H, counterwire), ABC, qcf+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 55-60%<br> | |||
'''Attack Strings:'''<br> | '''Attack Strings:'''<br> | ||
1. D | 1. ~(Close D(N,1), ABC), Crouch BB(H), qcf+A(H), ABC(N)<br> | ||
2. ~(Close D(N,1), ABC), Crouch B(H), D(H), qcf+A(H)/df+B(H), ABC<br> | |||
3. Crouch D(N), ABC, C(H), qcf+A(H)/df+B(H), ABC<br> | |||
4. Close D(N,2), qcf+K(N), ~K(N), df+K(N)/d+K(N), ABC, D(H), qcf+A(H)/df+B(H), ABC<br> | |||
5. Close D(N,1), ABC, qcf+A(H), ABC, any of above strings (avoid against grapplers)<br> | |||
'''Move Properties:'''<br> | '''Move Properties:'''<br> | ||
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D(2), crouch D, close A(2 | -cancellable normals are close A(N), far A(N), crouch A(N), close B(N), crouch B(N), close C(N), crouch C(N), close D(N,2), crouch D(N), close A(H,2), far A(H,2), crouch A(H), close B(H), far B(H), crouch B(H), close C(H), far C(H), crouch C(H), close D(H), far D(H), crouch D(H), jump C(H), jump D(H)<br> | ||
-CD( | -CD(N) is cancellable into specials and DMs; CD(H) is unblockable, but cancellable only to mode switch<br> | ||
-qcbx2+K | -qcf+B(H) and CD(H) are counterwires<br> | ||
-df+B(H) is cancellable<br> | |||
-df+B(H) and d+K followup of qcf+K(N) ~K(N) are low attacks<br> | |||
-df+K(N) followup of qcf+K(N) ~K(N), d+K(N) followup of qcf+K ~K uf+K, qcbx2+K(N) and qcb+A(H) are overheads<br> | |||
-qcb+P(H), qcf+K(H), qcf+C(H) and qcf+K(N) K(N) are all supercancellable<br> | |||
-d+K(N) followup of qcf+K(N) ~K(N) uf+K(N), qcf+B(H), hcb f+P(H) and CD(H) are hard knockdowns<br> | |||
-if qcf+A(H) hits relatively close to her, and it counterhits, it will do double damage since it will hit twice. This does not happen if it hits from too far away<br> | |||
-May Lee cannot block in hero mode<br> | -May Lee cannot block in hero mode<br> | ||
- | -she can cancel all normals and special moves (that connect when she is on the ground), into the modeswitch. She can cancel all whiffed normals into the modeswitch but not whiffed command moves or specials | ||
'''Strategies:'''<br> | '''Strategies:'''<br> | ||
-May Lee can | |||
-May Lee has a great mixup with her unblockable stand CD in hero mode. If timed right, it can hit the opponent just as they are waking up, giving them little opportunity to counter with a fast wakeup move. It is also able to counterhit people out of some wakeup moves. If the opponent attempts to roll out of the way, this is even worse since May Lee can cancel the CD into her normal mode at any point during the move, thus allowing you to combo or throw them. This move can be used for mindgames by purposely mistiming the move making the opponent think he can easily counter the move, then cancelling to her normal mode in the last instant, blocking and punishing the opponent if they did decide to do attack | |||
counter. In the case that the CD counter counterhits, you should cancel the CD counter into the hero mode and do qcf+B, which will combo | |||
-May Lee can even cancel her CD counter. In the case that the CD counter counterhits, you should cancel the CD counter into the hero mode and do qcf+B, which will combo | |||
Notes: | |||
-her crouch C in hero mode whiffs if used against crouching opponents |
Revision as of 15:53, 24 June 2006
(N) - Normal mode (H) - Hero mode
Anywhere:
1. Close D(N,2), qcbx2+K(N) - 40%
2. Close D(N,2), qcf+K(N), K(N), uf+K(N), d+K(N) - 33%
3. Close D(N,2), qcf+K(N), K(N), (S)qcbx2+K(N) - 55%
4. Close D(N,1), ABC, Crouch C(H), qcb+C(H), jump D(H)/jump qcfx2+P(H, Buffer:qcf uf qcf+P) - 42%/55%
5. qcf+K(N,Blocked), ~K(N,Blocked), d+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 48%
6. Close D(N,1), ABC, Crouch C(H), delayed qcb+A(H), (S)qcfx2+P(H) - 55%
7. hcb+K(N,Counter), ABC, Jump qcfx2+P(H, Buffer:qcf uf, qcf+P) - 50%
8. Crouch C(H, opponent in air), ABC, qcf+K(N,1), ABC, qcf+B(H) - 24%
9. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, D(H), qcf+A(H)/(qcb+A(H), (S)qcfx2+P(H) - 50%/75%
10. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, Jump D(H, Buffer:qcf uf+D), qcfx2+P(H, Buffer:qcf+P) - 55-60%
Corner:
1. Close D(N,1), ABC, Crouch C(H), qcb+C(H), wait split second qcb+A(H) - 43%
2. Close D(N,1), ABC, Crouch C(H), ABC, qcf+K(N,1), ABC, qcb+A(H), (S)qcfx2+P(H) - 60%
3. hcb+K(N,Counter), ABC, qcb+C(H), qcb+A(H), (S)qcfx2+P(H) - 70%
4. hcb+K(N,Counter), ABC, qcf+C(H), ABC, qcf+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 72%
Maxmode:
1. Close D(N,2), BC, run Close D(N,1), ABC, Crouch C(H), ABC, qcf+K(N), AC BD ABC(N) - (Corner)
2. Close D(N,1), ABC, Crouch C(H), BC, Crouch C(H), qcf+C(H), ABC, qcf+K(N,1), ABC, qcb+A(H), (S)qcfx2+P(H) - 75%
3. Close D(N,1), ABC, Crouch C(H), BC, Crouch C(H), qcf+C(H), ABC, qcf+K(N,1), AC BD ABC(N) -
4. Close D(N,2), qcf+K(N), K(N), df+K(N), ABC, D(H), BC, C(H), qcfx2+AC(H)/f B f C C(H) - 85%
Counterhit:
1. CD counter(N, counterhit), ABC, qcf+B(H) - 15%
2. CD(H, counterwire), ABC, qcf+K(N), ABC, qcb+A(H), (S)qcfx2+P(H) - 55-60%
Attack Strings:
1. ~(Close D(N,1), ABC), Crouch BB(H), qcf+A(H), ABC(N)
2. ~(Close D(N,1), ABC), Crouch B(H), D(H), qcf+A(H)/df+B(H), ABC
3. Crouch D(N), ABC, C(H), qcf+A(H)/df+B(H), ABC
4. Close D(N,2), qcf+K(N), ~K(N), df+K(N)/d+K(N), ABC, D(H), qcf+A(H)/df+B(H), ABC
5. Close D(N,1), ABC, qcf+A(H), ABC, any of above strings (avoid against grapplers)
Move Properties:
-cancellable normals are close A(N), far A(N), crouch A(N), close B(N), crouch B(N), close C(N), crouch C(N), close D(N,2), crouch D(N), close A(H,2), far A(H,2), crouch A(H), close B(H), far B(H), crouch B(H), close C(H), far C(H), crouch C(H), close D(H), far D(H), crouch D(H), jump C(H), jump D(H)
-CD(N) is cancellable into specials and DMs; CD(H) is unblockable, but cancellable only to mode switch
-qcf+B(H) and CD(H) are counterwires
-df+B(H) is cancellable
-df+B(H) and d+K followup of qcf+K(N) ~K(N) are low attacks
-df+K(N) followup of qcf+K(N) ~K(N), d+K(N) followup of qcf+K ~K uf+K, qcbx2+K(N) and qcb+A(H) are overheads
-qcb+P(H), qcf+K(H), qcf+C(H) and qcf+K(N) K(N) are all supercancellable
-d+K(N) followup of qcf+K(N) ~K(N) uf+K(N), qcf+B(H), hcb f+P(H) and CD(H) are hard knockdowns
-if qcf+A(H) hits relatively close to her, and it counterhits, it will do double damage since it will hit twice. This does not happen if it hits from too far away
-May Lee cannot block in hero mode
-she can cancel all normals and special moves (that connect when she is on the ground), into the modeswitch. She can cancel all whiffed normals into the modeswitch but not whiffed command moves or specials
Strategies:
-May Lee has a great mixup with her unblockable stand CD in hero mode. If timed right, it can hit the opponent just as they are waking up, giving them little opportunity to counter with a fast wakeup move. It is also able to counterhit people out of some wakeup moves. If the opponent attempts to roll out of the way, this is even worse since May Lee can cancel the CD into her normal mode at any point during the move, thus allowing you to combo or throw them. This move can be used for mindgames by purposely mistiming the move making the opponent think he can easily counter the move, then cancelling to her normal mode in the last instant, blocking and punishing the opponent if they did decide to do attack
-May Lee can even cancel her CD counter. In the case that the CD counter counterhits, you should cancel the CD counter into the hero mode and do qcf+B, which will combo
Notes:
-her crouch C in hero mode whiffs if used against crouching opponents