Post by exfocusedfury on Aug 25, 2013 21:54:48 GMT
So, as I said before in My Dragunov Guide I'm no expert with the character, but I'm simply giving tips and guidelines. Someone will most definatley know a lot more about Lei than me so feel free to add/edit this guide as long at it's appropriate. No flaming please, thank you.
Lei is complicated to say the least. Because of this I have no idea how to tell you to play him since he's a sandbox for playstyles. My Lei will most likely play different from your Lei, and I'll most likely use moves your Lei has probably forgotten about or vica versa. So, i'll just go over some (not all are you kidding me) of his important moves.
NONSTANCE:
1,2: high/high jabs
1,1: high jabs, press [=>] to go to Snake
2,1: most damaging jab punish
2,1,3+4: mid kicks after 2,1, NOT a natural combo, good for W!
3: High kick, pressing back before 3 will make you retreat a little, holding [<=] after 3 gives you Phoenix
3,3: high low kick that goes into BT
1+2 (1/2): a high hit that launches on CH, leaves you in BT, 1+2 1 for combo, 1+2 2 for W! and combo.
f3,1,2: mid/mid/high, nice damage, last hit launches, first 2 hits or last 2 hits always combo but never all three together. so either f3,1 or 1,2 part naturally combos
f4(2,1,2): pretty slow high kick, goes into a Razor Rush variation, good for W!
df1,1,1: triple mid, last hit unsafe but delayable
df2: basic launcher, holding [=>] goes into Snake
df3: safe mid kick, tracks well and nice range
df 1+2: B! mid, hold [=>] to get to Tiger
b2: high crush poke with nice range, hold [=>] to go to Dragon
b4,1: low high, unsafe on block, last hit knocks down, i dont use this much
b1+2: high crush mid headbutt
d2(2): short range bound, last hit delayable
d4(4):low mid pokes, hold [=>] to go into Drunk
db4(4):long low sweep, db4 [=>] leads to Drunk, db4,4 is a combo, db4 [||] leads to Snake, if you want to use lows use db4 or d4.
Hopkicks and Stuff:
u/uf/ub 2: you fall on people. quite literally, leads to a Play Dead stance
uf1: a extravagant b**** slap, i'm serious. only real use is for combos like db4, WR1, uf1 df 1+2 or soemthing along those lines
uf 3: a hopkick that only launches on CH (happy Azuza? )goes directly into Crane, this a pretty practical way to get into Crane
uf 4: short hopkick, it's range pales in comparison to others, so don't use this as a "get off me" move
ub4: backwards cartwheel, good for escaping and leads to Phoenix
Razor Rush Variations:
f*n 12124: the numbah 1 razor rush you should be using, great pressure and can transition to ANY animal stance (albeit Phoenix) by pressing up/down during the hit. f*n 1 up/down = Snake, f*n 1,2 up/down = Dragon, f*n 1,2,1 up/down = Panther, f*n 1,2,1,2 up/down = Tiger, f*n 1,2,1,2,4 Up = Crane
f*n 1,2,1,2,3: Same as 12124 except last hit is a low
f*n 4,1,2,2,2: high high mid mid low razor rush, hold [=>] on last hit to go to Panther
f*n 4,1,2,3: same as above excpet last hit is a high kick
f*n 4,1 [=>]: goes into Dragon
f*n 2,1,2,1: not that much different from 1212, EXCEPT on block it become a new string that (if your opponent doesn't know Lei) can launch or knock down on 3rd and 4th hit. so if you know they're going to block, use this
Stances:
TO BE CONTINUED
(my fingers hurt, don't judge me.)
When this is done I'll paste this in TekFed. Feel free to add on or correct any mistakes I made. And remember, when in doubt...watch Furumizu.
Lei is complicated to say the least. Because of this I have no idea how to tell you to play him since he's a sandbox for playstyles. My Lei will most likely play different from your Lei, and I'll most likely use moves your Lei has probably forgotten about or vica versa. So, i'll just go over some (not all are you kidding me) of his important moves.
NONSTANCE:
1,2: high/high jabs
1,1: high jabs, press [=>] to go to Snake
2,1: most damaging jab punish
2,1,3+4: mid kicks after 2,1, NOT a natural combo, good for W!
3: High kick, pressing back before 3 will make you retreat a little, holding [<=] after 3 gives you Phoenix
3,3: high low kick that goes into BT
1+2 (1/2): a high hit that launches on CH, leaves you in BT, 1+2 1 for combo, 1+2 2 for W! and combo.
f3,1,2: mid/mid/high, nice damage, last hit launches, first 2 hits or last 2 hits always combo but never all three together. so either f3,1 or 1,2 part naturally combos
f4(2,1,2): pretty slow high kick, goes into a Razor Rush variation, good for W!
df1,1,1: triple mid, last hit unsafe but delayable
df2: basic launcher, holding [=>] goes into Snake
df3: safe mid kick, tracks well and nice range
df 1+2: B! mid, hold [=>] to get to Tiger
b2: high crush poke with nice range, hold [=>] to go to Dragon
b4,1: low high, unsafe on block, last hit knocks down, i dont use this much
b1+2: high crush mid headbutt
d2(2): short range bound, last hit delayable
d4(4):low mid pokes, hold [=>] to go into Drunk
db4(4):long low sweep, db4 [=>] leads to Drunk, db4,4 is a combo, db4 [||] leads to Snake, if you want to use lows use db4 or d4.
Hopkicks and Stuff:
u/uf/ub 2: you fall on people. quite literally, leads to a Play Dead stance
uf1: a extravagant b**** slap, i'm serious. only real use is for combos like db4, WR1, uf1 df 1+2 or soemthing along those lines
uf 3: a hopkick that only launches on CH (happy Azuza? )goes directly into Crane, this a pretty practical way to get into Crane
uf 4: short hopkick, it's range pales in comparison to others, so don't use this as a "get off me" move
ub4: backwards cartwheel, good for escaping and leads to Phoenix
Razor Rush Variations:
f*n 12124: the numbah 1 razor rush you should be using, great pressure and can transition to ANY animal stance (albeit Phoenix) by pressing up/down during the hit. f*n 1 up/down = Snake, f*n 1,2 up/down = Dragon, f*n 1,2,1 up/down = Panther, f*n 1,2,1,2 up/down = Tiger, f*n 1,2,1,2,4 Up = Crane
f*n 1,2,1,2,3: Same as 12124 except last hit is a low
f*n 4,1,2,2,2: high high mid mid low razor rush, hold [=>] on last hit to go to Panther
f*n 4,1,2,3: same as above excpet last hit is a high kick
f*n 4,1 [=>]: goes into Dragon
f*n 2,1,2,1: not that much different from 1212, EXCEPT on block it become a new string that (if your opponent doesn't know Lei) can launch or knock down on 3rd and 4th hit. so if you know they're going to block, use this
Stances:
TO BE CONTINUED
(my fingers hurt, don't judge me.)
When this is done I'll paste this in TekFed. Feel free to add on or correct any mistakes I made. And remember, when in doubt...watch Furumizu.