Crane:
-Slow walkspeed (Sagat ish)
-Mix of fast and slow attacks. All have extremely good range
-st.hp moves him forward almost half screen
-st.hk good. Looks like bison st.mk but double the range and more damage. More recovery tho
-st.lk is a mini version of st.hk. Less range and damage but faster.
-Avoids mid attacks like ryu c.mp
-Automatically counters low hitting normals at the cost of recoverable health. No juggle unless you tag cancle it
-Avoid/Counter does not work if you are walking backwards or pressing buttons
-Leaping crane (UP forward kick) is the attack he does when he counters. If you do it manual it launches and you can do juggles afterwards. Also avoids low/mid attacks
Target combos:
Crane Dance: lk mk mp lk. Basic Launch combo. Hold forward or neutral after the lk to enter back turn or hold back to go into normal stance. You can followup with back turn target combo’s or do normal stance combos.
Anti air: MP and Leaping Crane, but they are both bad.
Dragon:
-Below average walkspeed
-Mix of fast and slow attacks. All pokes look weird but probably have some use
-jab and fierce both attack almost straight up
-lk hits low and moves him forward. Goes into crane if you hold forward
-mp moves him forward. And applies pressure. You can cancel it into dragon spite (forward + 2punch). Gives juggle in the corner
-you can go into titty grabber/molester/tiger stance from fierce punch if you hold forward.
Target combos:
Wolf Fang Cannon. mk lp mp lk You can go into tiger stance from the lp. Does not knock down or allow any combo afaik.
I just love you Exploid. Thank you so damn much for taking the time to post this info on Lei Wulong, I’m so glad that my main Lei is near identical to his Tekken counterpart as opposed to Yoshimitsu who has been sadly butchered.
Drunken Master Walk
-Slow Walkspeed
-Unique movement and pokes would be an understatement
-Pokes covers a lot of ranges and areas. Variable startup and ranges
Target combos:
Drunken Rapid Fist: mp mp long range. Second hit can be canceled to both of his unique attacks (see below) but only drunken fall is a true combo
Drunken Fox Combination: lk mp hk Basic launch combo. Automatically exits drunk stance and allows juggles even mid-screen. The mp and hk are both unsafe on block, but he takes a step backwards so might not get punished.
Anti air: MK and HK. MK feels like the best one
Unique attacks: Spinning headbutt (back + 2punches) and Drunken Fall (forward + 2 punches)
Headbutt crumples, drunken fall gives a groundbounce. Both are tag cancel-able
After both of these he enters play dead. Press 2x kick to attack and get up or just hold back/down back to get up without attacking.
Tiger Sip (2 punches):
Takes a “drink” while avoiding high attacks and fireballs. You can do it up to 3 times and then he enters play dead.
You can cancel tiger sip into tiger sip blow (forward and punch during tiger sip). This attack knocks back after 1 “drink” and becomes a counter hit after 2 "drinks. On counter hit this move does a wall bounce.
Had to add spoilers to the first post to fit all the moves neatly.
Thanks for all that. Where are you getting the names of the moves, by the way? I think other people have said they don’t have access to the command list, although I imagine it’d be in there somewhere.
Out of curiosity: anything happen when you input down + 3 punches in regular stance?
What about throws during stances? Try dragon/snake in particular.
Can you tech enemy throws/does it reset stance to normal?
Normal Lei
-Bad walkspeed both ways
-Horrible dashes
-Jump is strange
Standing normals in order
Jab: High hitbox. Fastes poke he has. Can link into all light attacks and st.mp/c.mp/st.fp Special cancel able
Strong: High hitbox. Startup is ok. Meh recovery. No frame advantage in hit/block. Moves Lei forward and punches, then he moves back again. Special cancel able
Fierce: High hitbox. Startup is ok. Fast for a fierce attack but limited range and slow recovery.
Short: Low hitbox. Low attack. Fast poke. Excellent to wiff punish low attacks or beat them clean. Buffer it into mk xx hk xx launcher
Forward: Mid Hitbox. Kinda slow. Looks like bison st.mk but more range. Avoids low attacks. Buffer into st.fp (more safer than st.hk)
Roundhouse: High Hitbox. Slow startup and even slower recovery. Looks like bison st.hk. Wiffs on crouching at max range.
Crouching normals:
c.jab: Mid Hitbox. Fast. Links into itself and st.jab. Special cancel able
c.mp:Mid/Low hitbox. Probably his best button. Links into itself and light attacks. He can link 3 c.mp midscreen.Easy link. High juggle points, fast and moves him forward. Special cancel able
c.fp:Mid Hitbox. Slow startup. Use this combo into non-ex comet kicks, jumpin combos and juggle finishers. Has the highest juggle point of any of his normals. Special cancel able
c.lk: Hits low. Fast. Links into all light attacks and c.mp. Good range for a short.
c.mk: Hits low. Fast startup, meh recovery. Moves lei forward. Special cancel able
c.hk: Hits low. Standard sweep. Fast startup and ok recovery for a sweep.
Target combos:
Razor rush mid kick: F-mp lp mp lp mk. Last hit is overhead. You can go into his animal stances from the attacks depending on what button/direction you hold the stick. Very lenient inputs for the combo. You can delay them extremely long to get counter hits
Razor rush low kick: F-mp lp mp lp lk. Same as above just low attack finisher.
Anti air: Reversal lotus early with out followup, late EX reversal lotus with followup. Jump forward HK/HP on reaction is legit with Lei because of how his jump is. Even if you counter hit them on the way up lei falls in such a speed and angle that you can always juggle with c.mp c.fp xx reversal lotus afterwards for easy 365dmg without meter or more if you tag cancel.
He can block in all stances but it he exits the stance if you do. Kinda annoying because the opponent dont even need to connect with the attack for you to exit the stance.
Snake and panther is the fastest. Tbh i can do footsies just fine in his normal stance. The stances feel kinda worthless
After fiddling around i think jump forward HP is his best anti air. Because of his jump arch, fast start up on j.hp and it’s hit box you can do it on reaction and get a CH juggle for 350ish damage. The best thing is that you can do this from all the stances.
Im pretty sure his stances have some sort of use, just like in tekken. iirc panther was the aggresive one etc. I guess once we get the exact frame data on his TCs from all the stances, we’ll be able to figure out how to use them in an effective way.
You can pressure with some of the stage combos by switching during razor rush.
If you’re not doing that, leis specials knock people down and away far enough for him to stand and use the proper distance normals and corner pressure.
If you don’t mind, I’d like some of you guys to try a few things, I already asked about them but no one really answered it:
In Drunken Stance:
[LIST]
[]Does Tiger Sip restore health like it did in Tekken 6
[]If you press forward just as the opponent attacks with anything that isn’t low, does Lei “parry” the attack and leave the opponent open for an attack?
[/LIST]
In Tiger Stance:
[LIST]
[*]If you press forward just as the opponent attacks with anything that isn’t low, does Lei “parry” the attack and leave the opponent open for an attack?
[/LIST]
He doesn’t have a command grab from his dragon stance? =(
To be fair, in Tekken, his stances weren’t useful in the sense that you just go into them raw and try to play it like a primary toolset, the use comes into them from switching into his stances from certain strings/other stances and constantly mixing up your opponent. I don’t imagine the walkspeed will be a huge issue in the sense that by the time you get into most stances, you will be in their face anyways.
I doubt his auto-parrying will be in there for his other stances, despite having made it in crane for some reason.
It’s because Crane is the best around and nothing’s ever gonna keep it down.
I hope Tiger and Drunken Walk stances have their parrys still, I like it when people go “WTF?” when I parry their attack in drunken stance and grab them. In my opinion the Drunken Stance was easily the best thing about Lei Wulong for me in Tekken 6. He could Parry high attacks, avoid and counter attack some attacks with spinning headbutt, he could avoid low attacks with that drunken leap, and he could even regain health from the tiger sips. It was awesome.
Also loved all those mix ups he could do with the stances too.
-His spinning headbutt in drunken stance has 1 point of armor and avoid lows. If you get a counterhit croumple there is more time and you can do a st.jab c.mp link into specials/magic series. If you dont get a CH best option is to stand up and do a reverse lotus kick tag cancle. Extremely unsafe on block.
-Drunken Fall hits overhead. Also unsafe as hell.
-Double Tiger Palm reflects fireballs.
-All his punch attacks in tiger stance has 1 armor during startup frames against high/mid attacks
-Panther,snake and dragon makes high tigershots wiff. Crane automaticly parries low tigershots at the cost of yellow health
-All attacks in crane has at least some invincibility to low attacks during the moves startup and active frames.
-He has 1000 health
-MP in drunk stance hits overhead. LK hits low. Both start target combos into juggles and ground bounces. They are both to fast to block on reaction.
Experience and thoughts:
After finally playing some real matches i got some thoughts about Lei. First of all his c.mp is just so godlike for applying brain-dead pressure. It moves him forward even further on block, has great frameadvantage on both hit and block. Opponent blocks it? Do another one. Did it hit? DO ANOTHER ONE!. On block you can do 4-5 c.mp before he is out of range, on hit you can combo 3 c.mp.If you are slipping out of range you can do a c.mk into rekka kicks. If you stop after 1 or 2 rekkas you are safe at this range against most characters.
On hit you can go into launcher if your second char is more damaging or you don’t have meter for ex lotus kick. You can also link into his target combo if you want to get into one of the animal stances. Going for the rekkas are also an option but they do low damage compared to his other options. Going for his palm and mixing up with lp/mp/hp and/or dash cancle it forward is also good. None are true block string so they, but if they will be counter hit depending on what version you did/what normal they did. You can also charge and hold it. Lei takes a very slight step backwards.
Poking with c.fp xx mp palm is also extremely good. Its safe on block and puts lei at a safe distance. If they block you can try st.lk OS to counter anything they do afterwards or you can go for another c.fp xx mp palm. On hit you can juggle for 373dmg meterless easy, or do a 400-500dmg tag in combo depending on your second char. You can also go into pandora and combo. c.fp itself is an good poke. Fast for a fierce, long range, good hitbox and avoids high attacks during the move.
His best anti air option is without a doubt jumping forward with fierce punch. Because of his jump arch, fast start up on j.hp and it’s hit box you can do it on reaction and get a CH juggle for 350ish damage. The best thing is that you can do this from all the stances. When people are going crazy with crossups jump back fp is also good. His non ex reversal lotus are utter crap as anti airs.
When i tried to play with any of his stances i got blown up. To make the stances work you have to first show the opponent your anti air game is on point, or else they will just jump and force you to block (and then exit the stance). If you can do this his stances have uses. Crane stance practicably makes him dhalsim. Right now i have the dummy (lei) in training mode spamming st.hk in crance stance, and there is not a single button sagat can press to beat it clean. Only way is to wiff punish it with a long safe move, jump over or use projectiles.
His lotus kicks are soooooo god against fireballs. They have 100% fireball invincibility during both startup and active frames. Also works vs high tigershots and air fireballs. Safe on block, and you can do an overhead followup if you want. The overhead is a true block string from the move, so all charge characters are forced to lose their charge. The followup is not safe. Gives full combo on hit if you don’t do the followup.
Excellent footsie pokes, but his slow movespeed hurts. st.lk/st.mk/c.mp into either st.fp/st.hk xx launcher is very good. Ton of pushback so the strings are safe for the most part.
Off a raw launcher he does 340 damage. 360 in the corner. Both without meter but you can tag cancle the lotus kick finisher and get a juggle like you would get of a multi hit srk. This is very good because the character coming inn can do a jumping attack for even more damage.
Its to early to say where lei is gonna be regarding tier lists, but i feel he is an potent character in his current form.
Pros:
[LIST]
[]Average health
[]Loads of good pokes because of his stances
[]Good jump attacks. j.fp in particular. c.mk is a decent crossup.
[]Build a lot of meter because of his long meter less combos
[]Good damage meterless, good tag in and tag out combos
[]Laughs at projectiles
[]Safe pressure, good frametraps
[]Easy links for the most part
[]Easy to play
[]Stances
[/LIST]
Cons:
[LIST]
[]Slow walkspeed
[]Horrible dashes
[]Jump is not that great. Easy to anti air him
[]No conventional anti air in his default stance without meter
[]His long combos scale heavily after a while
[]Not as scary high/low/throw mix ups like other characters. Still has some options
[]Some slightly harder juggles compared to other sfxt characters
[]Hard to master
[*]Stances
[/LIST]
Disclaimer: This is day -30 lei experience