Fighter's History Dynamite/Lee Diendo: Difference between revisions

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= 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!


'''Crouching'''
'''Jumping (Neutral)''' -
Bufferable, you will be using this inside of bnb's.


===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''' -


'''Crouching'''
'''Jumping (Neutral)''' -
Similar to standing but with slightly less range... This is definitely a move you will be using. Bufferable.


===Light Kick===
===Light Kick===
'''Standing'''
'''Standing (Far)''' -
 
'''Standing (Close)''' -


'''Jumping'''
'''Crouching''' -
Most excellent for crossups, this attack stays out longer than a alley cat and has good priority to boot.


'''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)''' -


'''Jumping'''
== Throws ==
Excellent jump in with high priority. Stays out a fair bit of time.


'''Crouching'''
Trip with a little more range than you would think. A solid attack.


== 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.

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox