The Lei Wulong Thread

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Desk strikes again. Shows us that the palm loop can be set up off a juggle state tag in, and I like the idea of doing comet kick to BT mk hkx3 to tag for some heavy damage.

Been practicing and experimenting with BnB’s and I recorded the numbers for once. With a couple of these, I’ve really made people sorry they raw tagged right in front of him, Lei is a monster when he gets to punish. Most are meterless, if you land a jab you could just ABC xx EX- Comet Kick to start most of these of these off and end in similar damage, with a meter gem active he’ll probably just build it back by the time the combo is finished. I’ve also put in bold the ideal move to cross cancel on if you want to continue the combo with your partner, as well as any other applicable annotations. I haven’t included the Snake/Crane juggle combos with follow ups yet, mostly because I’m still trying to work the stances themselves into my game. If anyone else has anything else I’ve missed that they believe is a solid BnB, jump in. I’d love some more variety in my diet =D

  1. cr.hp xx comet kick, (back turn) mk>hk, mk>hk, cr.mp xx** hk. reverse lotus**, reverse lotus follow up= 430 damage
    (Reverse Lotus pre-follow up will send the opponent VERY high, so you can tag in and get a jumping heavy attack. With characters like Juri and Dudley who have jumping attacks that ground bounce, this is particularly powerful. The cr.mp xx hk. lotus can be a real pain, if you’re too mash happy then you’ll set off the chain combo from cr.mp>cr.hk and the opponent will fall out after being hit by the cr.mp)

  2. cr.hp xx comet kick, (back turn) mk>hk, mk>hk, mk>hk= 413 damage
    (final hk sets a fresh juggle state with similar height to a launcher so use your partner’s typical launcher tag in combo. Easily hits 500 damage and gets Lei out. Ending on a third rep of BT mk>hk also means the opponent is much closer than if you ended in Reverse Lotus’ follow up, so you have less distance to cover to continue pressure.)

  3. cr.hp xx comet kick, cr.mp, cr.mp, cr.mp xx tornado kick, follow up, 2nd follow up = 350 damage
    (on tag in you have to be VERY fast with your partner’s first input, or you won’t catch them as Tornado Kick pushes them away. I used Law’s b.mp>mp target combo to chase them down but other partner’s may just have to time it quickly)

  4. cr.hp xx comet kick, cr.mp, cr.mp, cr.mp>cr.hp, launcher = 348 damage

  5. cr.hp xx comet kick, cr.mp, cr.mp, cr.mp>cr.hp xx super = 511 damage

  6. (Drunken Master Walk) f.mp, mp, f.PP, (Play Dead) KK = 243 damage
    (f.mp and f.PP are both overheads, the other two can be blocked high. Tagging in on the f.PP sets a ground bounce, so you have plenty of time to hit confirm. Kazuya will particularly love this as it sets up for EWGF combos easier than most tag ins.)

  7. Partner raw launcher, cr.mp, cr.hp xx hk. Reverse Lotus, follow up =340 damage
    (the cr.mp moves Lei forward relatively quickly, so it is susceptible to whiff if the timing isn’t spot on. This can be risky to start with, may be safer just to do cr.hp xx Reverse Lotus)

So what are the practical applications of each of Lei’s stances in an actual match?

Still trying to figure that out for the most part. After nailing his trials on day 1, I went straight into ranked and haven’t taken Lei off my team since. Dropped about 600 BP in the first few days, but now I’m back up to 5900 after getting a general feel for him. The only stances I’ve actually used in match are Snake for better forward walk speed and a little poking, Crane for the crouching attack invulnerability, Back Turn for combos shown above and Drunken Master for mindgames/overhead/projectile invulnerability. Dragon in general has some incredible frame data that needs more exploring and Tiger has a really quick sweep with only -4 on block and great push back.

I’m about to head into training mode to see if f.mp, lp, down (Dragon stance) f.PP, (Tiger stance) f.PP is a strong enough frame trap. Tiger’s f.PP crumple’s which will lead to BIG damage or a free tag in, but on block the Dragon f.PP pushes back so far that it doesn’t connect. If someone throws a limb out it may catch, so I’ll see how it goes.

Panther is the only stance I personally can’t really get a feel for. Don’t like Panther.

Edit:
Tried it. Not air tight and both the Dragon and Tiger f.PP can be interrupted by jab mashing, would be an OK gimmick if Tiger PP didn’t have horrible range. Safest bet I found on a semi reliable frame trap with stances is f.mp, lp, down (Dragon stance) mp, mp, f.PP and fish for a counterhit cr.hp>comet kick after that. Dragon’s mp is the safest pressure tool it has and is +2 on block. I threw two dragon mp in there to make sure they know it’s fast and safe pressure, the f.PP is the counterhit bait. An insane +7 on block. Even if they just block through it, comet kick is only -3 on block so you’re still safe from most things. Imma start using this.

If you know they’re jab mashing you can simply go f+MP -> LP and continue on with delayed MP, so that alone is a mindgame factor. Show them you can rekka their jab mash :D.

I think Dragon MP xx f+MP can actually be a frame trap by delaying the cancel. Cannot test it now since I don’t have the game atm. If you CH with MP tho, you can link into another MP (1f link).

How can you not like Panther’s LK spam!? It even moves you forward so you don’t have to walk forward manually to do that jab walk forward jab walk jab w jab crap.
But then again, those who know it will do frame perfect 3f jab or short to beat it out. I forgot to find the advantage on block by going to Crane stance after blocking the overhead TC so I’ll try that either tmrw or on Tuesday. It’s probably not safe tho.

I just saw the frame data and tried it. Wow. Just hold forward and mash it. Leads to nothing, but puts the fear in 'em. Liking it. I’m honestly in love with Drunk. 11f long reaching overhead that combos into a ground bounce, tag in. And using someone with a long, multi-hit special on block for a tag into stance cycling is a mindfuck all on it’s own. I used Lei/Jin in an endless, got Jin’s Median Line Destruction (multi punches), tagged Lei in, cycled through some stances, ended on Dragon, Dragon hp, throw. Did it again, Drunk stance st.lk on block, overhead combo. Drunk is dirty. <3

For some reason I’m trying to hit that over head from max range and when I try to space it out properly people just love to jump in on Lei. I think this is because people know that if you block it’s over for the stance, but I don’t think people know that one of the great things about drunk stance is that on a jump in you can tiger sip (gotta work on not holding back while someone jumps in on me, it’s so counter intuitive) or you can actually DP without crouch canceling the stance which is always nice for a tag cancel if need be.

With Lei on point I’ve been noticing that I have been spamming cr.mp and going into launcher. The dmg is great and so far is the best thing I can do that is safe and easy to hit confirm. Sure all of the cr.hp > comet kick stuff does real good dmg, but there is some inherent risk in using it. And using it after a blocked jump in is asking to be jabbed out of it. So long story short, I started working with the cr.mp x2 > razors edge so my man Lei can stay in for the fight and not have to rely on Law as much. Anyone else using this?

Maybe they jump in because Lei looks like he’s in recovery of some move during drunken stance? :lol:

I usually spam cr.MP and st.LP. Both of them usually go to an eventual cr.MP xx LP Palm combo, after which I do qcf+HK to close in some of the distance.

I also am walking in 99% of the time, I usually activate that stance from full-3/4 screen. I’m sure people jump in because they don’t know the character, and figure why not. Over all I’m happy with my proformance with Lei though, 15k to 14.5k, and am on my way back up, I actually won some matches with Lei which is always welcome. I should record some matches to get some critiques/ideas cause I need 'em.

Also walking forward > comet kick is the most frustraighting thing ever… sigh. Can’t walk forward into a fireball to get in range of HK comet…

I don’t like the razor overhead simply because it resets spacing and gives your opponent more room to breathe. Sure I use it from time to time, but mainly as a way to get to Crane. The cr.hp>comet kick combos really aren’t as scar as they seem. If landing cr.hp is too reliant on jump ins and punishes, just use your meter for hit confirms to EX Comet. It took me a while to get the hang of that first BT mk>hk to hit, but once you get it the 2F link becomes muscle memory.

I’m honestly only using meter with Lei for tags, EX comet if I need it or punishing anything I can with super. It will punish Hwoarang’s overhead on block, you can get it between Lars’ rekkas, between Hugo’s claps, and according to the Cody boards, criminal upper is -5 on block so it’ll get that too on reversal. Law only really needs EX to get out of trouble/punish with EX fist rush and with meter gems you’ll have plenty to spare on tags. Couple of people tell me I should use Law’s ex spin kick, but the damage increase from his normal BnB is so minimal it just isn’t worth it. More often than not if I lose a match I’ve got way too much meter and think to myself “I’d have done so much better damage if I just used EX comet confirms instead of launcher combos.” Even if you just ex comet into 3 cr.mp chain to cr.hp and launch, you’ll get much better damage and find you’re getting more use for your meter.

Do we know how fast the startup on Tiger Sip Blow is? Or if it has any other properties? (please invinci frames) I’m thinking that may be a half decent anti air if they try to jump in on drunk Lei. I’m currently on really using mk. lotus but I’m finding certain jump ins get past it (Juri j.hp grumble grumble.)

My experience using mk DP. It can be command grabbed, thrown, and stuffed. I’ve been using a bar to be sure none of that happens as mk DP has lead to a number of losses while trying to get out of pressure (and yes I use the shortcuts to be sure the other two kick moves don’t come out)

The times I’ve tried to use comet to punish… I walked forward and tried to use it… BIG NO NO!

I’m tying to shy away from using meter in Lei’s combo’s because law is too dependant on ex moves to get out and for his mix ups. It’s looking that Lei also need bars to get out of certain situations. I’ll have to work with razors edge, it just seems that we are supposed to use it, and after cr.mp x2 in to razors edge you’re far enough away to go into tiger and try to get that 90 dmg low, or they block it and you can get into crane and be in that sweet spot that crane needs to be in. The more I play with him the more I find spacing is a huge key to playing Lei efficiently.

Yeah mk.dp getting stuffed or grabbed has lost me a few as well. I’ve only used EX when the opponent is REALLY in my face with Rufus divekicks or Rolento hop/wall jump shenanigans. And there aren’t many Rolento/Rufus players in my area.

cr.hp has a much longer reach than it feels like it should. Honestly I’m starting to think I might use it in block strings to CADC backwards to bait something out. If you feel like Lei can’t walk/dash up fast enough for a punish (raw tag or really stupid mid range DP) just do a raw hk comet.

I really wish Lei’s j.hk was longer. Everytime I jump back hk I think “why can’t it be like Law’s?”

But that’s the problem, you can’t walk forward and comet kick, the damn short cuts force a DP to come out… it’s terrible and makes me want to cry. The last time I tried to punish something I did that… and then swiftly said, “That’s why cr.HP moves forward and is cancelable… DUH” haha

His jp.mk while not doing the same amount of dmg, has the reach of Laws jp.HK. Tried to punish a raw tag with jp.hk and it whiffed so badly…

Yea, I’ve been blowing up some standing jabs, but I sometimes get stuffed on MK DP. I’m beginning to believe that this might be upper body invincibility only.

We currently do not know start-up on Sip Blow, and it is near impossible to figure out since it’s a follow-up option from Tiger Sip, and I do not know the cancellable frames, etc.

I think qcf+EX is invincible only while grounded.

anyone got any combos that end in crane stance??? i’m just not finding it unless its not possible? i have no clue/idea… :frowning:

Do you think a rather scrub player can play Lei if they take the time to learn, or should I save him as a treat when I become a better player?

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A scrub player can become a better player if he takes the time to learn Lei.

If stances have combos they are target combos. In crane stance you can crane target combo: lk>mk>mp>lk if you keep the stick neutral you can end this target combo in backstance allowing for a follow up: mk>hk then you have to crouch cancel the back stance allowing for a mp>dp

So the combo looks like this: crane stance > lk > mk > mp > lk (backstance) mk > hk (crouch cancel) cr.mp > DP DMG: 329

@SamuelVimes: Lei isn’t as difficult as he appears on the surface (this only being the first week so keep that in mind). He seems like a very deep character having an answer to a lot of situations. His more damaging combos are actually pretty easy to do if you take advantage of things like p-linking. He also has some stance stuff which isn’t that bad. The mindset I have is whether he is good or bad, difficult or not Lei Wulong will always be on my team. Character Loyalty FTW! lol

**@H1gg1n5 **i have managed to do the crane stance combo of “crane stance > lk > mk > mp > lk (backstance) mk > hk > cr.mp… can end with reverse lotus floating lotus, or tornado kick or just another mk > hk etc etc”

what i was wondering was is there a combo that takes you into crane stance so that you can then go into the above…?

There is nothing that will directly put you into crane (that I know of at least) allowing for one multi-stance combo. But there are stance target combos that allow you to continue into crane stance, usually after a knockdown which isn’t bad considering what crane has to offer. There are more than this but these are the ones I’ve used.

Drunk stance: lk > mp > hk hold back and will cancel into
razors edge: mk > tap down to cancel
Panther: mk > razors edge > mk tap down to cancel

I think there is a full list on page two.