Lei Wulong Stance Tech Thread

This thread is dedicated to move attributes, stance cycles, frametraps, combos, secrets, setups, shenanigans and pretty much everything else as long as it’s stance related.

If your looking for the Lei Main Thread visit here

Or watch this video from BloodBurger

Unorthodox Stances

Drunken Master Walk

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/082c6adcef72a557c5f873f69d0fa50f.jpg?v=202200

[]Spinning Headbutt ( :b::p::p:)[Crumple] great for Tag Cancels, has Armor
[
]Drunken Fall ( :f::p::p:) [Groundbounce][Overhead] [leads to Play Dead Stance]
also good for Tag Cancels
[]Drunken Rapid Fists ( :mp: > :mp:) [Overhead] Cancels into Drunken Fall and Spinning Headbutt
[
]Drunken Fox ( :lk: > :mp: > :hk:) [1st hit hits Low, last hit Launches]
Hold Back to enter Crane Stance
[]Tiger Sip ( :p::p:) [Upper Body Invulnerability]
1 sip does nothing, use as a dodge (like Steve), also great for avoiding most projectiles
2 sips will dodge AND cause your next hit to be a Counter Hit,
3 sips will dodge AND put you in Play Dead Stance
[
]**Tiger Sip Blow **( (during Tiger Sip) :f::p:) [Knocks Back]
Wall Bounce on Counter Hit
[/LIST]

Play Dead

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/64763486ac14ad0cc996db8a362b5969.jpg?v=202200

[]No Mobility
[
]Staggering Slide ( :k::k:) [Hard Knockdown] Does not hit Low
[
]Ducks under a lot of moves
[*]Recieve double damage on first hit from opponent while in this stance.
[/LIST]

Back Turn

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/879051691ba6eb2774a2af2b5d9f7906.jpg?v=202200

[]Can enter back turn after a Comet Kick ( :qcf::k:)
[
]Walking backwards exits the stance
[]Slow Walkspeed
[
]Reverse Double Kick:mk: > :hk: [1st hit is Low,last hit Launches] Can do at least 3 Reps in corner,
can do reps midscreen by juggling launched opponent with pokes such as :lk:
[*]Dancing Spear
(during Back Turn) :hp: > :mp: > :lk: > :lp: [Last hit knocks down (Soft Knockdown?)
remains in Back Turn afterwards
Hold forward after last hit to enter Drunken Master Walk
[/LIST]

Animal Stances

Tiger

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/f71534b73c1a8f46bbed33766d2809af.jpg?v=202200

[]Slow walkspeed
[
]Moves in bursts
[]2 normals both with knockdown, good for buying time
[
]Has armor on punches
[]Hard Knockdown on punches and kicks
[
]Punches send pushes the opponents fullscreen
[]Kicks sweep the opponent
[
]Double Tiger Palm
(during Tiger) :f::p::p: (Crumples) returns you to normal stance
[/LIST]

Dragon

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/0e8ee36791d21715539033eb7570b516.jpg?v=202200

[]Slow walkspeed
[
]Best Anti-air normals (excluding Snake’s :hk:) most of which move you forward.
[]Hold Forward after :hp: to enter Tiger Stance
[
]Hold Forward after :lk: to enter **Crane Stance **
[]During Target Combo ( :mk: :lp: :mp: :lk:) hold forward after 2nd hit to enter Tiger Stance
[
]Kicks sweep the opponent
[*]Dragon’s Spite ( :f::p::p:) [Knock Back] [Changes into Tiger stance] Can be combo’d into Tiger Palm in Corner
[/LIST]

Snake

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/a895e895e73d3544eb6ad94efc31dc7c.jpg?v=202200

[]Fast forward walkspeed, Slow backward walkspeed
[
]Moves in bursts
[]Fast normals with good range. :hk: is IMO the best Anti-Air poke for Lei…
[
]Rushing Snake ( :lp: > :lp: > :lp: > :lp: >:lp:) hold forward to stay in Snake Stance
[]Snake Bite Combo ( :mp: > :mp: > :mk: > :lk: > :mk:)[Last hit Launches ]
Hold Forward after 2nd hit to enter Dragon stance
[
]Snapping Snake ( :lp: > :mp: > :lp: > :mp:)
-hold forward after 2nd hit to remain in Snake stance-
-hold forward after 3rd hit to enter Panther stance-
[/LIST]

Panther

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/8611c4f5a4ea4d1d451b6b0ce8978c60.jpg?v=202200

[]Normal forward walkspeed, Fast backward walkspeed
[
]Low horizontal range on most normals.
[]Very Defensive stance
[
]Panther Scratch :lp: > :mp: remains in Panther afterwards
[]Beating Kick Low :mk: > :mp: > :lp: > :mp: > :lk: last hit hits Low
[
]Beating Kick Mid :mk: > :mp: > :lp: > :mp: > :mk: last hit hits Overhead
[/LIST]

Crane

Spoiler

[LIST]
[*]

http://fast1.onesite.com/capcom-unity.com/user/gregaman/blog_photos/2373fcc3e5714584e21c5f525fa36bde.jpg?v=202200

[]Slow walkspeed
[
]Best ground to ground pokes
[]Automatically Counters attacks that hit **Low **(Holding back will cause you to block, taking you out of Crane Stance)
[
]^Also counter’s Dhalsim’s Low hitbox attacks
[]^^Loses Grey/Red health just like armor attacks
[
]Leaping Crane ( :uf::k:)
-Hit’s twice, launches
-Dodges low hitting attacks
[]Crane Dance ( :lk: > :mk: > :mp: > :lk:)[last hit launches]
[
]-hold forward after last hit to enter Back Turn Stance
[/LIST]

Stance Cycles
Here is a great pic from Fatboy showing Lei’s complete stance change Ecosystem

Stance Ecosystem

Spoiler

http://img405.imageshack.us/img405/4214/presentation1wm.jpg

Stance Cycle Diagrams:
*You will see abbreviations beside the cycle names because there are cycles for cycles!
Very deep Inception type shit, will work on those later.

Drunken -Crane- Back Turn (DCB)

Spoiler

http://i.imgur.com/zEZrv.png

They can target combo into where the arrows point.

Snake-Panther-Normal (SPN)

Spoiler

http://i.imgur.com/hCaKC.png

*Each of these three can target combo into each other, imagine all the arrows going both ways; will replace above diagram later.

Snake-Dragon-Crane (SDC)

Spoiler

http://i.imgur.com/5xJfM.png

*Crane can simply change to Snake but not actually Target Combo.

Snake-Dragon-Tiger-Normal (SDTN)

Spoiler

http://i.imgur.com/piSY4.png

Stance Setups

Razor Rush

Spoiler

Lei’s Razor Rush ( [SIZE=12px]:f:**:mp:>:lp:>:mp:>:lp: )[/SIZE]
Can be used like Fei Long’s Reckas (primarily)
Doing Razor Rush into an animal stance and then a target combo from that stance
will always net you more damage.
You can juggle with Razor Rush into a stance change as well
Use these stance chages to program a reaction from your opponent or to counter a prediction.
[LIST]
[
]Tiger has Armor so mashing :p: upon stance change is a nice frametrap;
However it has unreliable startup due to the stance change animation.
Tiger moves forward in bursts so this might provoke a reaction from your opponent especially if they are unfamiliar as they might think it’s part of an attack animation keep this in mind.
[
]Dragon has better movement than Crane, faster and more versatile normals than Tiger while capable of changing to either so it’s a good secondary.
[]Snake has good forward movement and fast pressure so do frametraps and you can quick cancel Target Combos for throws. :lp: > :lp: > :lp: > :lp: >:lp: has the least pushback so it is my recommendation for this.
[
]Panther has nice walk backward speed so use it for spacing, :hk:and :mk: are your anti-air options, :mk: can become a target combo, use these to tame opponents who jump after you.
Be aware of characters with broken air pokes like Kazuya, Dhalsim, Christie etc they trade and often beat all stance anti airs with (Snake’s :hk: having the highest success rate) so use a jumping counter poke or just block instead.
You can also use it similar to Dragon i.e. better movement overall than Snake and Crane so move with Panther and then swap at your convenience.
[]Crane use this against opponents who like to hold down+back as most of their normals will hit low enough for the counter.
[/LIST]
Due to stance change animations you can get blown up during ANY of these stance changes, even the Crane stance.
^You might be able to block, but I usually try to avoid blocking as it puts me out of my stances, making the stance changes pointless.
Capcom need to fix this, Gen could block without losing his stances after all.
Armor, Priority and Speed make Tiger, Crane and Snake the ones you should experiment with first as it programs your opponent to respect your stance change.
^Also do a full set of Razor Rush once in a while to make your opponent wait for the full target combo, making your stance changes safe.
Razor Rush ( :f:**:mp:>
:lp:
>
:mp:
>
:lp:* ) and then hold down after:
[LIST]
[]1st hit for Snake
[
]2nd hit for Dragon
[]3rd hit for Panther
[
]4th hit for Tiger
[*]After ending RRush with overhead :mk: hold for Crane
[/LIST]

Tag Cancels

Spoiler

Tag Cancelling with Yoshimitsu, Law, or Steve (from worst to best)
will give you time for stance changes or Tiger sips.
*Tiger sipping might be a faster way of getting a counterhit than charging up.

Stance Protection

Spoiler

Yoshimitsu in Flea might playing dead safe (C.Assault).
Likewise Crane stance might make certain moves safe for a partner.
Target Combo ( :uf::k:) might be even better as it launches your opponent if they’re not blocking.
Yoshimitsu can keep the opponent in blockstun, juggle or hitstun with Slap U Silly
(spinning fist move) giving you time to change stance or sip DAT SAKE.

Wall Bounce Loop

Spoiler

Lei’s palms have bad range and are unreliable for wall bounce looping, however in C.Assault
You can do Wallbounce, partner juggles, Tiger Sip blow (wall bounce version) as a loop.
Jack X might be very good for this since he can not only juggle well but his super has high damage making an adequate end to the combo.

Circumstantial/Impractical Tech
This section is for technology that is circumstantial or otherwise impractical

Stances Vs Standing EX Tatsu(Ryu)

Spoiler

All attacks done from range
Drunken Stance
[LIST]
[
]Tiger Sip to dodge (actually very practical)
[]Drunken Fall beats EX Tatsu if you predict it but loses on reaction
[
]Spinning Headbutt beats it into crumple when it connects very early.
If done later it wins with armor, on counterhit opponent falls down slightly slower, use Tiger Sip to store your counterhit.
[/LIST]
Dragon Stance
[LIST]
[]Dragon Spite beats EX Tatsu on prediction (done early)
[
]On reaction you beat it clean or trade and are (on trade) warped/crossed under Tatsu while Ryu flys in front of you from the D.spite you can juggle him, if your not Desk then jab into Cross Art works just fine. This works only on trade, so you have to be close or you’ll beat it straight up however, the closer you are the less safe this becomes but the greater your chances will be for a trade.
[]This tech can be done mid screen very easily.
[
]You can’t tag cancel this tech since it’s a trade, but if you have the muscle memory you can activate C.Assault and then do it.
[/LIST]
Tiger Stance
[LIST]
[]Tiger Palm has exactly the same effect as above. However with T.Palm you get a crumple if you do it to early and a soft knockdown if your too safe so I prefer it.
[
]Tiger Palm has inferior range to D.Spite so it is easier to trade and less likely to beat EX Tatsu.
[]Both T.palm and D.Spite have similar if not the same follow up.
[
]I think the juggle trajectory of Ryu might be different, not really sure, in any case during either Tiger or Dragon, maybe both, if you crouch Ryu will fly over you so you want to stand.
[/LIST]

Misc
[LIST]
[]A very simple shenanigan is (at a safe distance) to do** rapid animal stance changes** walk forward/ back do a few more and then return to normal stance and resume playing, changing from animal stances with up and down has no “lag” unlike other forms of animal changes. This may mindfuck your opponent because they may think you have incredible excecution or profound ability with Lei, very useful tool for getting respect from your enemy.
[
]You can do hadouken motions to quickly leave stances instead of just holding^You only need to press diagonal forward or back for a quick cancel,
[]hadou still works and has prevents whiffed input though.
[
]Question: Does Tiger sipping give your partner a counter hit as well? (Cross Assault)
[*]Bear with these C.Assault setups as I have no partner so these are mostly theoretical.
[
]*My jargon is very loose so I can occasionally say nonsense.
[/LIST]

[LEFT]Quoting myself, Play Dead can be hella dangerous. Don’t know how many Supers/Cross Supers there are that hit low (only Sakura’s comes to mind) but taking double damage is a scary thought.[/LEFT]
[LEFT] [/LEFT]
[LEFT]

[/LEFT]

Also tested staggering slide, it does not hit low, surprisingly.

Really excited to see how Lei can switch inbetween stances. He already has big damage, hopefully we can figure out some tech so the other stances are useful.

When you say doing Razor into a stance than a TC from stance nets you more damage, do you mean to say that most TCs can combo from Razor after the stance change?

What are these “stance change mixup options” I hear about on oki? I can think of Drunken mids for an obvious one and little else:
crane for auto-c.ounter low or attempt a jump counter yourself, DRG st.mpxx>PP for frametrap, tiger if armor works?

You might also not be done with the panther section in the razor section: it says “you can also use it”

Sent from my DROID2 GLOBAL using Tapatalk 2

Sent from my DROID2 GLOBAL using Tapatalk 2

I think it’s important to note that only straight down direction will change stances, and if you input df or db Lei will simply crouch. Same with jumps.

I was playing around in the lab and found out the Tiger Palm is an anti air. Its like a brick wall.

I like this. I like this a lot.

Also watching the online matches uploaded by ssf4evo, the Lei in them does the first two hits of razor rush, dragon palm, tiger palm. The damage is pretty meh from a tag in and the positioning is about the same as a lotus followup would be, and it doesn’t leave you in any stances.

Yep, Tiger fist with its armor is a lot like Kuma’s ex claw for aas, only no meter.
Sent from my DROID2 GLOBAL using Tapatalk 2

Can you guys put up a video of you doing this? I’m have tried and tried it and I have yet to see any armor on any of the punches.

Yeah I been working on that too. That tag in combo can set up alot. Im thinking the Tiger stance might work well against Gief.

Oh yeah, If you hold forward after doing the dragon palm, you can go into tiger stance. So if your facing Ryu, most likely you can use that stance to deflect the hadoken away with the tiger palm.

Ok I’ve done it but damn it’s too situational to use, if the jump kick is done early, you get hit. I have only been able to get it to work on very deep jump ins.

I’d like to see some hit/hurt box stuff for Lei.

See THAT makes sense. I like that too. Fuck I love Lei. SO MUCH SHIT TO DO.

Try setting up a dummy Lei to do [DRG] MP xx f+PP then walk forward just a bit and use [T] LP. When you try to jab him the armor should kick in.

Seems like it has very limited armor frames at the very beginning, but the punches push back really far on block. Could be useful just to dissuade reversals on wake up. What’s the info on tiger palm armor/invincibility?

I was playing around with Tiger Palm and It can be used as an AA or a projectile reflector. But once you do that you will automatically leave that stance.

Just noticed that if you’re looking for a reset, or a 50/50 on your opponents wake up and get a cr.hp > comet kick you can go into back stance combo with the hp > mp > lk > lp TC and hold forward which puts you into the drunken stance for a guess on their wake up. The reset if successful does similar dmg compared to other back stance combos and does more if you go into the crane TC with the follow up… This is a damn near kill if they guess wrong two times…

Isn’t D.Spite > Tiger Palm corner only?

[LIST]
[]I meant Stance target combos do more damage than Razor so there’s more damage potential.
[
]As for mixups since stance changes are so slow and SFXT is a down+back game the best thing is to go for Drunken overheads and if they start blocking high go for the :lk:> :mp:> :hk: as it hits low and you can go into crane from there since Crane also does farily well vs Down back. What’s more Crane can go into Back Turn which can go back into Drunken, it’s one of the stance cycles I’m doing diagrams for, think I’ll stop procastinating and make them today.
[*]The thread has been updated, thanks for the notification!
[/LIST]

I started to work on this last weekend. But, all of you guys beat me to creating a thread about all the different stances and thier properties. :tup: So here is a quick easy flow chart. Use hackmatrix’s info above for the exact sequences.

Special notes:

  • You can cancel into his “back-turned” stance from the first hit of his DP and from his forward flip.
  • Open stance = Normal stance.

http://img405.imageshack.us/img405/4214/presentation1wm.jpg