No edit summary |
|||
Line 2: | Line 2: | ||
= Moves List = | = Moves List = | ||
== Normal Moves == | == Normal Moves == | ||
===Light Punch=== | ===Light Punch=== | ||
'''Standing''' | '''Standing (Far)''' - Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!). | ||
Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!). | |||
'''Jumping''' | '''Standing (Close)''' - | ||
Will stuff attacks, but not as effective as jumping light kick. Use that instead! | |||
'''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=== | ===Strong Punch=== | ||
'''Standing''' | '''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. | ||
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''' - | ||
''' | '''Jumping (Neutral)''' - | ||
===Light Kick=== | ===Light Kick=== | ||
'''Standing''' | '''Standing (Far)''' - | ||
'''Standing (Close)''' - | |||
''' | '''Crouching''' - | ||
''' | '''Jumping''' - Most excellent for crossups, this attack stays out longer than a alley cat and has good priority to boot. | ||
'''Jumping (Neutral)''' - | |||
===Strong Kick=== | ===Strong Kick=== | ||
'''Standing''' | '''Standing (Far)''' - Close version buffers, ranged one really isn't worth your time. | ||
Close version buffers, ranged one really isn't worth your time. | |||
'''Standing (Close)''' - | |||
'''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 == | == Special Moves == |
Revision as of 08:42, 5 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 -
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) - Close version buffers, ranged one really isn't worth your time.
Standing (Close) -
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
Match-ups
Vs. Clown:
Vs. Jean Pierre:
Vs. Kano Ryoko:
Vs. Karnov:
Vs. Lee Diendo (self):
Vs. Liu Feilin:
Vs. Liu Yungmie:
Vs. Marstorius:
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.