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

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= Advanced Strategy =
= Advanced Strategy =
This is tough, but it's game over when you land this...
This is tough, but it's game over when you land this...
Fireball->c. HP->Hard Zetsuu-> Light Followup  
S.(close)HK->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
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



Revision as of 22:52, 11 December 2008

Introduction

Lee is just plain sick. He is arguably #1, the only thing separating him and Ray being Wheel Kick. You can expect the simplest combos to lead to staggering damage with Lee. His speed is unmatched. A character that is easy (some may even say a little too easy to pick up ) to learn, he becomes absolutely deadly in the hands of a skilled player.

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) - Same as above

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... S.(close)HK->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:

A matchup in your favour. Look for crouching and standing Hard Punches. Be cautious about getting too close to Ryoko because she does have the slide tackle to worry about.

Vs. Karnov:

Senkyutai will beat his charge kicks. Make sure you senkyutai his balloon after the invincibility has worn off. You don't have that much to worry about in this matchup.

Vs. Lee Diendo (self):

turtle

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.

Vs. Samchay Tomyamgun:

Similar to the ray matchup, minus wheel kick. Samchay *can* Teakaukou your zetsu, but if you stay unpredictable this will almost never happen.

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