The Lei Wulong Thread

I haven’t played tekken either, but can you tell me if his stances have delay/startup, can be buffered into normals or while blocking, are cancellable from normals?

I have a spreadsheet with notes on Lei stuff I’ve found here.

Lei’s stances have to be done in an order and a lot of moves do not put him into stances naturally. You have to flip through his stances. My theory is his stances and moves have some special properties to them that I haven’t unlocked yet and that a lot of them may not be useful in all match ups but they’re oki based attacks. You may not block, crouch, or jump attack during these stances. They are all exclusively just stance based normals or command normals.

You toggle his stances with up and down directions and you may not spam. Back turn and Drunken are done by back + three kicks and forward + three kicks. Snake is done by down + three kicks and then you toggle the other stances in Snake.

So he has to go something like… Snake into Panther into Crane or Snake into Tiger into Dragon.

Wow this sucks horribly. Is it the same case in tekken?

king does

In Tekken I think he can cancel some moves and a lot of his moves go into stances naturally. I tried stance canceling like Gen but I couldn’t get anything done yet. That’s not to say his normal moves are bad either.

Wait, so Lei Wulong can’t do snapping snake(3 hit attack in Snake Stance) into panther stance or an attack in dragon stance into Tiger Stance?

Also, can Tiger Stance negate Kicks if you press forward? And if you press forward in Drunken Stance just as an opponent hits you (Like a SFIII Parry) will he negate the attack and do a follow up like he could do in Tekken 6?

Got months of time to figure this out. I’m only scratching the surface. Give me some more Tekken examples of how his moves work…

So far I cannot cancel anything into stances ala Gen from Street Fighter. His stances moves either come manually changed or a few key moves help him get into those stances naturally on hit.

Majority of his normal move set is decent, jump normals are good anti airs, classic j.MK cross up, j.HK hits like Hakan’s with possible ambiguous fake cross up, j.HP has good hit box like SF4 Feilong’s j.HP. light and mediums are good, heavy attacks are long range based to keep out. Good sweep, good c.MP speed and links, moves him forward so it may be possible to link three c.MP’s and cancel into stuff. His specials are about -4 or -5 on block and one of them has an overhead follow up which can be punished on block.

LP Orchid Palm’s pretty much safe on block because he is so far away from punish by 99% of the cast. MP and HP versions don’t combo off normal cancels, but they also don’t go through fireballs so they might be good to follow up after juggles, tag ins; EX version crumples and goes through fireballs. It’s pretty much like Nina’s EX Blonde Bomb in this game.

Dragon Stance moves knockback/knockdown and don’t float so far. Drunken stance is probably my favorite, Tiger Sip has upper body invincible against everything; that’s on Lei, so you need low pokes to hit him out of it. It evades crouching attacks that don’t hit low either heh.

Stuff like that is in there, you can see some of it in videos, and the spreadsheet up there mentions some transitions (like snapping snake to panther.) We don’t know the full extent of it though.

Edit: For those that can check: snake stole Play Dead’s command (down + kicks), but the stance still exists after Drunken Fall. What else can you do from play dead state? And does anything happen when you do down + 3 punches in your normal stance?

Alright man, since you were/are on the law boat as well, please tell me lei as something that at least resembles an anti-air.

There is a kick somewhere in a stance that kicks upward for anti air, but as for unstanced normals there is nothing that functions like normal SF grounded anti-air normals.

Alright, found out some more with stance canceling. I’ll update the spreadsheet later with some of the findings.

Doesn’t that Tornado Kick work as an Anti-Air?

I think it has good invincibility. It should be pretty reliable for anti air but like a lot of stuff, they can jump over and behind you like Poison’s DP.

You guys are the best, thanks for sharing all this info on Lei.

Ive got a question: regarding his ability to go through proyectiles, what are his options? and also, does he have something vs low pokes (except Crane stance)?

Projectile options I’ve found so far…

Drunken headbutt (stanced)
EX-Orchid Palm (1 EX bar)
Tiger Sip (stanced)

Only EX has invu. But the hitbox is ok anyway, does good damage if you do the followup (160dmg HK)

Best st.lk st.mk st.hk chain is good OS against low pokes like ryu c.mk. His snake stance st.hp also works. QCF + kicks avoids lows. Also works vs fireballs

Specials rundown:

Reverse lotus (DP+K): Anti air special and combo finisher. No invincibility but ok hitbox. Has a followup attack on block/hit/wiff that hits overhead. The opponent has to guess if you are gonna do the followup or if they block. If they punish to early Lei gets air reset like sf4. No juggle. The followup attack is not a true blockstring or anything. Some times you can counter them when they try to punish you. Hard to get the full juggle when you anti air. EX has startup invincibility against attacks and throws. Can be tag canceled.

Comet kick (QCF+K): Combo extender, combo starter, anti fireball and anti low poke move. All normal version versions feel like -4 on block. EX is safe against ruy jabs. Gives good frame advantage on hit. Hits twice so it breaks armor moves. Can be blocked low even if it looks like an overhead. If you do the MK/HK/EX version to close to an crounching opponent you will fly over and you can be punished easily. Places you in backwards stance afterwards. You can either do st.mk xx st.hk target combo for a free juggle combo even midscreen or cancle the stance and go for c.mp c.mp c.mp xx special. You can also do the followup attack for a hard knockdown. Does not juggle well vs airborn. EX version can be comboed from medium attacks. All other version only from c.fp. Avoids fireballs and low attacks. EX has startup invincibility against attacks and throws

Tornado Kick (QCB+K) Rekka move and combo finisher. 1 rep is safe against characters with slow normals, 2/3 repetitions are unsafe against everyone. You can do the followups and counterhit them if they try to punish. If they dont press anything you can do c.mp and continue the rekka again if you want. Has the highest juggle point of any of lei’s specials, so in extended juggle combos this is the only special that will hit. 3rd hit is hard/impossible to get in most juggles. EX is not safer.EX has startup invincibility against attacks and throws.

Orchid Palm: Combo extender, harassment and anti projectile. LP gives juggle state you can continue in the corner. LP combos from c.mp. MP combos from c.fp. MP/HP gives wall bounce and is slow as fuck. EX gives crumple and avoids fireballs. Al version give frame advantage on block(feels like +1) and puts Lei at sweep range.

Probably a lot of old info, but easier to gather all the info in 1 post.

New midscreen combo

j.hk c.fp xx hk comet kick, reverse double kick, c.mp c.fp xx reverse lotus floating lotus 460dmg meterless

anti fireball

hk comet kick, reverse double kick, c.mp c.fp xx reverse lotus floating lotus 384damage

Tag in combo

raw launcher c.mp c.fp xx reverse lotus floating lotus 340dmg
You can do 2x c.mp in the corner and against certain characters midscreen for 363dmg

Team combo with dudley
j.hk c.fp xx hk comet kick, reverse double kick, c.mp c.fp xx reverse lotus Tag Cancel j.rh c.rh mp jet upper 495 dmg 1 bar

How are you utilizing his stanced moves if at all?

c.MP links into c.HP? This feels impossible outside of a chain.

Rough stances rundown:

He just have so many normals, unique attacks and target combos in each stance so doing a in debt review would be like reviewing 7 characters. Also i never played tekken so i dont even know what i am looking for

Snake:
-Fast forward fast forward walkspeed (Cammy ish speed)
-Slow backwards walkspeed (Makoto would laugh)
-All attacks are fast and have long range
-All punches have mid hitbox, lk and mk hits at low
-Can block high attacks. Blocking exits the stance

Target combos:
Rushing snake: lp lp lp lp lp. Goes up to 5 attacks. Each jab moves him forward. Hold forward after the jabs to stay in snake stance or hold back/neutral to go into normal stance

Snapping Snake: lp mp lp mp. Ending it after the first mp and the stays in snake. Ending after the second jab and holding forward makes him go into Panther or hold back/neutral to go into normal stance. Completing the target combo makes him go normal stance.

Snake Bite Combo: mp mp mk lk mk. Launches. You can juggle in the corner. Ending after the second mp and holding forward makes him go into Dragon or hold back/neutral to go into normal stance.

Anti air: HK

I have not played any real matches yet. I don’t think his stances will be much use in combos. c.mp into c.hp are juggles.

Panther:
-Walks faster backwards than forwards
-Average speeds
-Attacks are quick.
-Lei is slightly lower posture. Could probably avoid some high attacks like sagat st.hk and even high tigershots
-Can block high attacks

Target combos:
Beating kick mid combo: mk mp lp mp mk. Basic target combo. Last attack must be blocked high

Beating kick low combo : mk mp lp mp lk. Basic target combo. Last attack must be blocked low

Panther’s Scratch: lp mp Basic target combo. Cant find much use for it.

Anti air: MK and HK. HK is preferred and very good

I’ve found that you can cancel into stances off his Razor Rush combos. I haven’t tested how safe or unsafe they are on block but it may be possible to use them for mix ups.