AA drunken MK combos into drunken fox for crane on wake up
Damn, I have something to work on then. Thanks for the info. Im guessing that you’d have to hit the jumper fairly early? When i tried i wasnt even getting close.
edit: was setting comp to neutral jump, it doesn’t work whoops!
Man, Lei is so much more legit now.
Firstly, thanks for the flip > s.hp tech, street11 - that’s some serious stuff.
On to business: his BT is so crazy now; e.g.,
[bt] mp > mp
[bt] lp > mk~hk
[bt] mp > lp
[bt] mp [crouch cancel] c.mp
You can really go fishing once you’re in [bt] - if you fish with:
[bt] lk > lp
If it connects, combo into:
[bt] mk~hk
If not, frame trap with stuff.
Off a flip kick, you can:
qcf.k > [bt] mp [crouch cancel] c.mp ([razor rush] / c.mp xx ?)
Also, looks like panther scratch only cancels into lotus kick
Thanks for the BT info! I totally didn’t think of going right into MK, HK off of [bt] LP.
Panther scratch cancels into everything, the timing is just super weird. You can combo super/cross art, spin kicks, and lotus kick but comet kick and palm don’t combo.
Damn, Lei is looking like even more of a beast on point. I bet he can do some super fun extended combos for lots of meter. Does anyone know if meter gain scales?
Thanks for the BT info! I totally didn’t think of going right into MK, HK off of [bt] LP.
Panther scratch cancels into everything, the timing is just super weird. You can combo super/cross art, spin kicks, and lotus kick but comet kick and palm don’t combo.
Damn, Lei is looking like even more of a beast on point. I bet he can do some super fun extended combos for lots of meter. Does anyone know if meter gain scales?
Thanks for the BT info! I totally didn’t think of going right into MK, HK off of [bt] LP.
Panther scratch cancels into everything, the timing is just super weird. You can combo super/cross art, spin kicks, and lotus kick but comet kick and palm don’t combo.
Damn, Lei is looking like even more of a beast on point. I bet he can do some super fun extended combos for lots of meter. Does anyone know if meter gain scales?
Shit, swoops, right you are about the cancels. Sick - I’ve been linking into comet as a ghetto frame trap, but this makes it real.
Just found out that this works:
comet [bt] hp~mp~lp~lk
NUTS.
Edit: nevermind that, already posted - got too far ahead of myself…
Edit 2: so the timing on the cancel is “cancel the second hit of panther scratch” as opposed to “buffer during panther scratch”.
Totally ancedotally, I think meter gain does scale - if you look at how much meter you’re building at the end of a combo compared to the start.
Cute sequence:
rr3 [panther] lp~mp xx comet > lk > lp > mk [:f:normal] mk xx [drunk] …
So you can be fishing with the [bt] lk > lp and if they block, switch to normal stance and immediately cancel into drunk for SHENANIGANS.
Man, Lei is going to be so much more expressive than before.
Yea, meter gain scales for gaining “on hit”. However, it doesn’t scale for gaining “on whiff”, so if some move gains 10 meter on whiff and 30 meter on hit, 30 meter will scale, but 10 meter will not. It’s just like in SF4.
Panther Scratch combos into EX Comet (or EX flip, whichever you guys feel more comfortable with lol); I don’t think it’s very beneficial to do a long combo with Lei now as his combo dmg went down by a lot with a 15 dmg nerf on his cr.HP, and none of his other H* button is special cancellable.
I’ll test Lei extensively tmrw and try to update frame data as well.
Ugh, silly SRK, I didn’t want to post three times.
[bt] is such a fun stance now. All his pressure pokes in it are really solid, and as obvious as it might seem players are totally not ready to pressured when lei has his back to them. I can cr.LK, st.LP, cr.MP xx CADC for a long damn time without them hitting a button, but as soon as I go into back turned they’re throwing out hay makers. Can’t wait to try out [bt] MK, HK links.
I was never a big fan of the extended combos anyways, but I thought they might be useful now to build as much meter as possible for my anchor.
@swoops [bt] - agreed; sick stance now. All of his stances feel much nicer now though.
@street11 - can’t wait for your testing results.
I reckon I’m going to try and write up a new topic covering Lei2013 in full - fundamentals through to “how to wreck people’s heads”. I’ll incorporate the frame data this time too. Here’s a rough idea of the structure - chime in with any ideas if you have any.
- Overview (play style, team function, basic stance switching)
- Normals, Specials, and TCs (all stances - suggested uses, frame adv, etc)
- Razor Rush traps and other ways to abuse your op (incl. frame adv)
- [reserved]
So that’s one “reply” per “section”; pretty sure that covers it.
I’m doing some tests right now and JESUS MK cancelled into Drunk is +3 on block. On hit it is +7. Due to how st.MK pushes you forward when you cancel into drunk you can crouch cancel and link into cr.MP from max range of st.MK. The only time it wouldn’t work is when you CH opponents’ extended hurtbox during their own pokes.
@street11 WAAT. amazeballs. so even if the mk is blocked, the c.mp will be very difficult to interrupt… that’s really nice…
Edit: That’s nuts. It’s like SFIV Gen’s mk xx hands, but more useful. Great find.
So I’m using:
[cnr] mk [sc] c.mp xx qcf.lp > c.mp > c.mp > c.mp xx srk.hk
Safe fishing from 1/2 screen with tag cancel option. Looney.
Frame data is updated. Even tho they said recovery reduced on hit for lots of normals in drunk stance, they actually made frame advantage on block better as well. Now your Drunk overhead is almost completely safe (-2). For some reason Dragon LK into Crane stance change is -2 on block as well. I guess reducing recovery also allowed Crane stance to be cancelled at an earlier frame.
BT LP -> BT LP is a true blockstring. BT MP is now +2 on block. Crane LP is still as unsafe at -8 on hit. Crane HK is still OP :lol:. Oh and if you can land 2 hits in Dragon HP consistently, do it twice to neutral jumping opponents near the corner and switch cancel. You might get 360 damage which isn’t scaled much either! But mostly you’ll get 180 or 270.
I tried finding out active and recovery frames as well, but I’m afraid it may be nearly impossible for stance normals.
@street11 in your testing, did you come up with much in the way of safe jumps?
Also, minor typo in the frame data - regular mk cancels into K (not D).
Changed it to K. ty for pointing that out; I forgot that I had to use K for drunKen since D was being used for Dragon lol
Actually I couldn’t discover almost anything in terms of “land and block reversal” types. I think I’ve seen some “make reversals whiff” kind of safe jumps, but it was just a rough idea and I’ll have to test them more (I think he can do sweep -> walk forward a few frames -> st.LP whiff -> forward jump to make a jump-in ambiguous. No info on safe jumps after throws yet.)
I also forgot to test MP>MP string on block for Snake. I will update this next week.
Are there any specific properties to the different Reverse Lotus’s? I know M.DP is air invincible although it still trades at times but what about LK and HK lotus?
Also Drunk overhead -2? THought it was -10?
Main thing I’m having trouble with is figuring out how to use Back Turn. It was pretty useless before