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{{SFxTCharacterHeader|Lei|Lei| | {{SFxTCharacterHeader|Lei|Lei| | ||
Anchor | |||
| | | | ||
You have to hand it to Capcom: for all of the recent accusations thrown their way about taking shortcuts | |||
design-wise, they pulled out all of the stops when transitioning the Supercop and Master of 5-form Kung | |||
Fu into the 2D plane. Lei has no less than 9 different stances counting his neutral stance, and each | |||
stance has its own set of strings and mixups to confuse and overwhelm opponents who have to | |||
constantly guess what direction Lei is going to hit them from next. If that weren’t bad enough, Lei can | |||
constantly flip the script on them by cancelling into another stance during certain points of his string, or | |||
just tap “down” to immediately go back into his neutral stance where he can access his special moves. | |||
Playing Lei Wulong involves memorizing his many stances and the moves that are tied with them, as well | |||
as their unique properties, to overcome a lack of great buttons when played like a traditional Street | |||
Fighter character. None of his normal attacks, even from his stances, are particularly useful in footsies, | |||
and his defensive options aren’t particularly great outside of his DP. Because of this, it’s best that he | |||
enter the field of battle when him and his teammate are already on the clear offensive. That way, he can | |||
be range to oppress the opponent with his stance cancelling and the frame traps and high-low mixups | |||
that lie within them. | |||
| | |||
+Razor Rush (f+MP > ...) string allows him to safely access animal stances while pressuring | |||
+Has several frame traps involving stances and/or stance transitions that can be confirmed into damage | |||
+Dangerous high-low mixups with Drunken Master Walk (f+KKK) | |||
+Panther stance can walk under projectiles | |||
+Dragon stance can threaten safe combo starters in the corner | |||
+Crane stance has the unique ability to auto-counter crouching attacks | |||
+Comet Kick (qcf+K) is projectile invulnerable and leads to full combos, making it an invaluable tool | |||
against zoners | |||
+MK Reverse Lotus (DP+K) has upper body invincibility and can be followed up with another K upon | |||
landing to catch opponents who try to punish it on the ground | |||
+LP Orchid Palm (qcf+LP) and HP Orchid Palm (qcf+HP) are both safe on block | |||
+EX Orchid Palm is +4 on block and a crumple stun on hit, ensuring that Lei continues to remain on the | |||
offensive if he connects with it | |||
+Super Art (qcf+PPP) does higher damage than average (350) | |||
+Super Art can be used in juggles to inflict a chunk of unrecoverable damage mid-combo | |||
+st.MK can be made +3 on block by changing stances | |||
| | |||
-Can only enter Drunken Stance (f+KKK), Back Turn (b+KKK),and Snake (d+KKK) on command, the | |||
other stances must be cancelled into from other moves or stances | |||
-only worthwhile normal poke not tied to stance cancelling is cr.MP | |||
-Lacks combo options from many of his stance attacks | |||
-Meter hungry to convert hitconfirms into damage | |||
-Needs a knockdown to enforce Drunken mixups | |||
}} | |||
==== Normal Attacks ==== | ==== Normal Attacks ==== | ||
Line 215: | Line 269: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | |||
* cr.HP xx qcf+K, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (411) | |||
(nostance, 0bar, medium) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | |||
* cr.LK, cr.MP, cr.MP, cr.MP xx qcb+K>qcb+K>qcb+K (223) | |||
(nostance, 0bar, low, medium) | |||
* cr.LK, cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (334) | |||
(nostance, 1bar, low, medium) | |||
* cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K(369) | |||
(nostance, 1bar, medium) | |||
* CRA LK>MK>MP>LK, BT MK>HK, cr.MP xx dp+K>K (325) | |||
(crane, 0bar, medium) | |||
=== Post-launch Combos === | |||
* st.MK xx f+KKK, cr.MP, cr.HP xx dp+HK>K | |||
(nostance, 0bar, medium) | |||
* cr.HP xx CADC, cr.MP, cr.HP xx dp+HK>K | |||
(nostance, 0bar, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* CRA uf+K, cr.HP xx CADC, cr.MP, cr.HP xx dp+K>K (359) | |||
(crane, 0bar, hard) | |||
* DGN MP xx f+PP, TGR PP, cr.MP, cr.HP xx dp+K>K (366) | |||
(dragon, 0bar, corner, easy) | |||
* DRU MP>MP xx f+PP, PLD KK (243) | |||
(drunken, overhead, 0bar, easy) | |||
<youtube>fT02FVV-SRQ</youtube> | <youtube>fT02FVV-SRQ</youtube> | ||
=== Combos Into Supers === | === Combos Into Supers === |
Revision as of 20:09, 26 September 2023


Lei
Ideal Team Position: Anchor
You have to hand it to Capcom: for all of the recent accusations thrown their way about taking shortcuts design-wise, they pulled out all of the stops when transitioning the Supercop and Master of 5-form Kung Fu into the 2D plane. Lei has no less than 9 different stances counting his neutral stance, and each stance has its own set of strings and mixups to confuse and overwhelm opponents who have to constantly guess what direction Lei is going to hit them from next. If that weren’t bad enough, Lei can constantly flip the script on them by cancelling into another stance during certain points of his string, or just tap “down” to immediately go back into his neutral stance where he can access his special moves. Playing Lei Wulong involves memorizing his many stances and the moves that are tied with them, as well as their unique properties, to overcome a lack of great buttons when played like a traditional Street Fighter character. None of his normal attacks, even from his stances, are particularly useful in footsies, and his defensive options aren’t particularly great outside of his DP. Because of this, it’s best that he enter the field of battle when him and his teammate are already on the clear offensive. That way, he can be range to oppress the opponent with his stance cancelling and the frame traps and high-low mixups that lie within them.
Strengths | Weaknesses |
---|---|
+Razor Rush (f+MP > ...) string allows him to safely access animal stances while pressuring +Has several frame traps involving stances and/or stance transitions that can be confirmed into damage +Dangerous high-low mixups with Drunken Master Walk (f+KKK) +Panther stance can walk under projectiles +Dragon stance can threaten safe combo starters in the corner +Crane stance has the unique ability to auto-counter crouching attacks +Comet Kick (qcf+K) is projectile invulnerable and leads to full combos, making it an invaluable tool against zoners +MK Reverse Lotus (DP+K) has upper body invincibility and can be followed up with another K upon landing to catch opponents who try to punish it on the ground +LP Orchid Palm (qcf+LP) and HP Orchid Palm (qcf+HP) are both safe on block +EX Orchid Palm is +4 on block and a crumple stun on hit, ensuring that Lei continues to remain on the offensive if he connects with it +Super Art (qcf+PPP) does higher damage than average (350) +Super Art can be used in juggles to inflict a chunk of unrecoverable damage mid-combo +st.MK can be made +3 on block by changing stances |
-Can only enter Drunken Stance (f+KKK), Back Turn (b+KKK),and Snake (d+KKK) on command, the other stances must be cancelled into from other moves or stances -only worthwhile normal poke not tied to stance cancelling is cr.MP -Lacks combo options from many of his stance attacks -Meter hungry to convert hitconfirms into damage -Needs a knockdown to enforce Drunken mixups |
Normal Attacks











































Unique Attacks


















































Stance Changes






Considered crouching in neutral


Considered crouching


Throw inv. while
walking forward

Auto-counters crouching attacks




Snake Attacks


















Exits Snake Stance










Exits Snake Stance










Float on last hit
Dragon Attacks




Last recovery frame cancellable except crouch, dash and jump




Last recovery frame cancellable except crouch, dash and jump

Cancel into Tiger



Cancel into Crane










Can




Can


Tiger Attacks




Wallbounce on airborne opponent close to corner
Panther Attacks


















Exits Panther










Can


Exits Panther
Crane Attacks

Can

(cannot


Can

(cannot

Crushes standing attacks at 8f-

Can

(cannot











Any attack before

Ends in Back Turn


Drunk Attacks


























Cancel into Crane with

Exits Drunken



Ends in Play Dead



1 Armor during Active Frames
Ends in Play Dead

Sipping twice in sequence gives

Ends in Play Dead after sipping thrice in sequence



Wallbounce on Counter Hit
Take 100% Additional Damage when hit
Cancel with




Exits Play Dead
Back Turn Attacks








Crushes airborne attacks
3rd~4th active frames float opponent








Can


Throws









Special Moves



Can be repeated up to two times




Ends in Back Turn







On hit: +8 on crouching opponent
Projectile invulnerability 1-27f















Super Combo



Full body invulnerability frames 1-4
Wall bounce on airborne opponents except after ground bounce
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.HP xx qcf+K, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (411)
(nostance, 0bar, medium)
Hit Confirm Combos
- cr.LK, cr.MP, cr.MP, cr.MP xx qcb+K>qcb+K>qcb+K (223)
(nostance, 0bar, low, medium)
- cr.LK, cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (334)
(nostance, 1bar, low, medium)
- cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K(369)
(nostance, 1bar, medium)
- CRA LK>MK>MP>LK, BT MK>HK, cr.MP xx dp+K>K (325)
(crane, 0bar, medium)
Post-launch Combos
- st.MK xx f+KKK, cr.MP, cr.HP xx dp+HK>K
(nostance, 0bar, medium)
- cr.HP xx CADC, cr.MP, cr.HP xx dp+HK>K
(nostance, 0bar, medium)
Advanced Combos
- CRA uf+K, cr.HP xx CADC, cr.MP, cr.HP xx dp+K>K (359)
(crane, 0bar, hard)
- DGN MP xx f+PP, TGR PP, cr.MP, cr.HP xx dp+K>K (366)
(dragon, 0bar, corner, easy)
- DRU MP>MP xx f+PP, PLD KK (243)
(drunken, overhead, 0bar, easy)
Combos Into Supers
- N/A