Heya, the patch brought me back and Lei feels as fresh as ever!
I think I found a new max damage midscreend post launcher juggle (please don´t eat me if was already mentioned):
[launcher] st.mk xx [DRK] [:d:] cr.mp, cr.hp xx hk.lotus+followup
finally something more techincal than the simple cr.mp stuff, it made me sick to end my combos with that
Bonus combo for maximum style points:
[launcher] st.mk xx [DRK] st.lk>st.mp>st.hk
More damage than the past style combo (f.mp>f.lp xx [DRG] mp xx Dragons Spite) and the ability to tag cancel after drunken fox combination because it sends them flyyying
Phew, that mk [DRK] cancelling is big… REALLY big. It changed a good chunk of my whole gameplan.
@bigboss I think we’re all pretty much in the same boat, but I suppose the way I’m looking at it is that now when I’m in back stance, I’m looking to go to work rather than get out. Some example uses I’ve been fooling around with:
[LIST]
[]push out blockers with :lp:, :lk:, and :mk: - once at max [bt] range, +:mk:~[:f:drunk] … (including the street11 stance cancel!)
[]comet > :hp:~:mp:~:lk:~:lp:
[*]comet > mp > [stance cancel] c.mp …
[/LIST] @piepmatz Right?! How good is it… so sick…
I mostly use the comet kick to go to back stance but that can be dangerous. Sometimes I use it as a meaty attack on the opponents wake up for characters with bad wake up options.
Hey guys. I just wanted to post this while studying + working (lol).
I just wanted to mention that I changed frame data after finding out a much more useful & reliable method to test frame advantage. Many moves that I thought were even turned out to be -1, and about 20% of moves that I put are 1 frame more unsafe than what I thought previously. One move is safer than I thought, namely EX Palm, and EX flip was in fact 17f start-up. Also, I finally found out the invincibility frames for Crane MP.
I’ll measure all the moves on the weekend and update accordingly.
Drunk MP was more unsafe than -22 on hit before the patch, so it was almost always beneficial to do a follow-up, which is -10 on block. Now Drunk MP is -2 on block, while the follow-up kept the -10 on block frame disadvantage.
Don’t sleep on Snake stance, gentlemen. Your lk xx snake, lp is a combo should it hit and can get you into dragon which leads to both crane and tiger (dragon lk > crane, and hp or mp+hp > tiger). I’ve been using it to get in position to use Tiger Palm which is now +2 on block. There’s also some jab pressure to be had with Snake, and although you can’t really threaten to grab it can still get you into dragon.<br><br>I’ve also been doing s.lk at range and cancelling into snake to try and bait a counterhit snake HP, which now crumples. If you land that Snake HP on CH you’ll be giving that bitch a headache really soon.<br>
I don’t think anybody is sleeping on Snake. It became a much better stance.<br><br>BTW, he is awesome and all, but we also have to know that most of our offense in animal stance will have no impact on someone who is down-backing until either 1. The opponent really wants to press buttons, or 2. We do crouch cancel throw. I really recommend crouch cancel throw. It’s an awesome move.<br>
I realized that there was a patch note that is wrong.<br><br>Tornado Kick (deviation): Whiff 5->15/On hit 20->15<br><br>This part is in fact not correct. Pre-2013 the tornado kick follow-ups (2nd and 3rd) built 15 meter on whiff and 20 on hit. After 2013, it builds 5 on whiff and 15 on hit. So the correct version would be:<br>Tornado Kick (deviation): Whiff 15->5/On hit 20->15<br>
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<div class=“QuoteAuthor”><a href="/profile/16564/street11">street11</a> said:</div>
<div class=“QuoteText”>I don’t think anybody is sleeping on Snake. It became a much better stance.<br><br>BTW, he is awesome and all, but we also have to know that most of our offense in animal stance will have no impact on someone who is down-backing until either 1. The opponent really wants to press buttons, or 2. We do crouch cancel throw. I really recommend crouch cancel throw. It’s an awesome move.<br></div>
</blockquote>
Between neutral, panther, and drunken, your pressure can lead to overheads. A lot of your animal pressure can end in a neutral s.mk > high/low situation.<br>
Again, that would depend on how much the opponent likes to jab in between every string. His pressure is very good when he is on a roll, but I feel like conditioning your opponent first is much more important compared to other characters whenever I play him.<br><br>BTW, I heard a new panther can dodge shoto hadoukens. I can test it on Monday, but can any1 test this before then? Thank you in advance. If so, he’s going to have an abundance of ways around projectiles (Flip, EX Orchid, Tiger Sip, Double Palm, Play Dead lol)<br>
Found a pretty good block string “infinite”. You can back dash or DP out of it but otherwise it’s extremely good. <br><br>st.MK > drunk > crouch cancel > cr.MP cr.MP cr.MP > st.MK loop X infinity. Once you have them scared of that you can do st.MK > drunk MP MP F+PPP KKK for close to 300 off an overhead. Alternatively you can just do cr.LK after the crouch cancel and it will combo, or serve as a pretty air tight low mixup to the high low. <br><br>I wish st.MK were a LITTLE faster but it might be broke if it were too fast. <br><br>
Yea, if it was faster st.MK xx Drunk -> crouch cancel -> st.MK might turn out to be an infinite on hit ;)<br><br>So I tried looking at panther, and ONLY when he is walking forward (not in neutral position), he goes through shoto’s hadoukens, Alisa’s fireball. You don’t go below Sim’s Yoga Fire, Chun’s Kikoken. I did not test Guile’s Sonic Boom.<br><br>BTW, Alisa’s fireball cannot be reflected by ANY move that reflects projectiles. Tested it with Lei, Xiaoyu and Bob. wtf<br>
I’m lovin the lei changes. A great (possibly broken lol) change would have been “All stance animations can be cancelled by stance normals” kinda like Gen from ssf4.
I found this block string out myself 2 days ago. Only downside is you gotta be careful of raw-launch happy players. However u can bait the launch by blocking though. Loving lei. Wish he did more damage though. He seems to just make ppl block all day and when u finally open them up doesn’t seem to hurt them enough for them to fear lei lol.
Oh I think his damage is great on the punish side and still good when running mixups. His main High/Low game is in [Drunken] and the low (lk) as well as the overhead (mp) can be confirmed easily and lead to up to 400 damage when tag canceled. Use a high damage character in the second spot and people will learn to fear him. You really gotta learn your spacing though when in [Drunken]. For running your mixup, you don´t want people to jump. Show them the new [Drunken] mk a few times, then harass them with lk and mp.
Hmm, do you want me to reupload my movelist document? It has all his moves, chains, stance transitions and a few miscellanous cancel tips in it. Opening the ingame movelist can be super painful, its soooo slow and things like staggering slide are even named outright wrong. It´s a 2 page document so you could print it out.