The Lei Wulong Thread

Dear lord, I’m loving Lei. So damn fun and complex. I wonder if his stances are going to be useful outside of “look at this shit! Bet you haven’t seen this before, don’t press any buttons for me.”

Jump arc is awesome and awkward, gen style. Nasty to mix up with razor rush/stance stuff. Panther and snake are fun, but crane clearly seems like the best against button mashing from exploid’s write ups. But it’s so hard to get into. It’s three stances in, and it seems like you can’t block during stance changes. The best bet to get into cranes looks like DRG lk.

Does anyone know any good mid screen combos and stance combos?I have a few mid screen combos and corner ones but i’m always looking to expand. Also, I can’t honestly find a good moment to use his stances within a fight. It seems as though the moment you get into your preferred stance in a fight it you have a hard time beginning an assault.

Did this tonight. Will post results soon.

Haven’t played with him too much against other people, but I’m really liking him so far. There’s a lot of strategy to develop. I really wish more of his stances had more link options and had normals that could launcher cancel. Right now stances like panther and dragon seem pretty limited.

Looks like he’ll get a lot of mileage out of crane, drunken, and snake. All of his stance transition moves seem pretty shitty on block though. And if your hitting the opponent, why not go for good guaranteed damage?

Cross rush Lei makes me want to kill myself. He just stands there stance changing ;_;

So I just wanted to make a list of Lei’s stance based Anti-airs for people who are new and for compilation purposes. Feel free to make adjustments or corrections as needed.

Tiger:
:p:
-Needs to be timed early, may trade or win, not the greatest Anti-Air.

Dragon:
:mk:

  • Needs to be done early, trades often and has to be done from farther away. Not good.
    :hp:
  • Need to be standing farther than you might expect, otherwise Lei will go under the opponent. If your standing in the right position however, this is Lei’s best AA option out of Dragon.
    :hk:
  • Worst option in Dragon. Needs to be done VERY early, and also trades often.

Snake:
:hk:
-Probably his best AA in any of the directional stances. Works consistently, trades rarely as long as it’s timed properly, and you can get shit off CH.

[SIZE=15px]Panther:[/SIZE]
[SIZE=15px]:mk:[/SIZE]

  • Reliable as long as it’s timed early. Trades rarely. AA of choice in this stance.

Crane:
:hp:

  • All Lei really has in this stance. Pretty bad, but might work against some characters with floatier jump-ins. Trades often, needs to be spaced.

My best way to switch in to crane when in close combat is this:

f.mp, lp [Dragon] lk [Crane]
or
f.mp [Snake] f.mp, mp [Dragon] lk [Crane]

Switches fairly fast and if you can condition them to fear mashing around its a good way to transition into crane without raw stance changing. All involving Dragon lk, seems like you´re right.

Ok, thanks. I see what you’re saying and i’m going try it out. And I have to say it is definitely tough working with him in this game then in tekken.

Lei’s frame data. Basically everything except for specials is done.

May have some errors

Basics

[details=Spoiler]Health: 1000
Pre-jump Duration: 4f
Vertical Jump Duration: 34f
Diagonal Jump Duration: 34f
Forward Dash: 17f
Backward Dash: 8f invincibility, 9-19f airborne, 20-27f grounded
Earliest Charge Cancel Frame: 5[/details]

Regular Stance

[details=Spoiler]cr.LP: 4f start-up, +4f on hit, 0f on block (16f hitstun, 12f blockstun)
st.LP: 4f start-up, +7f on hit, +3f on block
cr.MP: 5f start-up, +6f on hit, +2f on block (20f hitstun, 16f blockstun)
st.MP: 6f start-up, +2f on hit, -2f on block
cr.HP: 9f start-up, -4f on hit, -9f on block
st.HP: 7f start-up, 0f on hit, -6f on block
cr.LK: 5f start-up, +6f on hit, +2f on block
st.LK: 5f start-up, +3f on hit, -1f on block
cr.MK: 8f start-up, +3f on hit, -1f on block
st.MK: 10f start-up, -3f on hit, -7f on block
cr.HK: 8f start-up, Sweep Knockdown on hit, -7f on block
st.HK: 11f start-up, -5f on hit, -10f on block

f+MP: 6f start-up, very unsafe on hit and block without stance change (1st~4th hit of the string are at least -13f on hit), +2f* on hit with stance change, -2f* on block with stance change
f+MP>LP: +4f/0f with stance change
f+MP>LP>MP: +2f/-2f with stance change
f+MP>LP>MP>LP: -2f/-6f with stance change
f+MP>LP>MP>LP>LK: +1f on hit, -4f on block
f+MP>LP>MP>LP>MK: -6f on hit, -11f on block, -1f/-6f with stance change

*It’ll take Lei at least 1f to crouch down from a stance (eg. f+MP -> stance change -> cr.MP), so give him an effective frame advantage of +1f when you’re linking into a regular stance crouching normal. It does not affect blocking.[/details]

Specials & Super

[details=Spoiler]qcf+K: 23f start-up, +9f on hit without follow-up, -3f on block without follow-up, Hard Knockdown on hit & -12f on block with follow-up
EX qcf+K: 18f start-up, -2f on block without follow-up, +10f on hit without follow-up, Hard Knockdown on hit & -12f on block with follow-up
qcb+K 1st hit: -10f on standing block & -5f on crouching block (non-EX), -7f on standing block & -3f on crouching block (EX)
All versions of DP: 8f start-up, follow-up is unsafe on block (but pushes opponents back)
qcf+LP: 19f start-up, Hard Knockdown on hit, -2f on block
qcf+MP: 24f start-up, Wall Bounce on hit, -6f on block
qcf+HP: 29f start-up, Wall Bounce on hit, 0f on block
EX qcf+P: 32f start-up, Crumples on hit, +1f on block
Super: 4f start-up
Cross Super: 10f start-up

Stance change (Snake): 13f recovery
Stance change (Drunk): 13f recovery
Stance change (Back): 13f recovery[/details]

Snake Stance

[details=Spoiler]LP: 5f start-up, +3f on hit, -1f on block
MP: 8f start-up, +2f on hit, -2f on block, 0f/-4f with stance change
HP: 11f start-up, +3f on hit, -2f on block
LK: 6f start-up, 0f on hit, -4f on block
MK: 8f start-up, 0f on hit, -4f on block
HK: 10f start-up, 0f on hit, -5f on block
LP>LP: +3f on hit, -1f on block, -5f/-9f on stance
LP>LP>LP: +3f on hit, -1f on block, -5f/-9f on stance
LP>LP>LP>LP: +3f on hit, -1f on block, -5f/-9f on stance
LP>LP>LP>LP>LP: +3f on hit, -1f on block, -5f/-9f on stance
LP>MP: -9f on hit, -13f on block
LP>MP>LP: +3f on hit, +1f on block, -5f/-7f with stance change
LP>MP>LP>MP: +1f on hit, -3f on block
MP>MP: -9f on hit, -13f on block, 0f/-4f with stance change
MP>MP>MK: -14f on hit
MP>MP>MK>LK: -12f on hit
MP>MP>MK>LK>MK: Floats on hit, -9f on block

LP>MP>LP is very unique in the sense that it is actually +1f on block, having only 2f less blockstun than the hitstun[/details]

Dragon Stance

[details=Spoiler]LP: 8f start-up, 0f on hit, -4f on block
MP: 7f start-up, +5f on hit, +2f on block
HP: 11f start-up, -1f on hit, -6f on block, +3f/-2f with stance change
LK: 6f start-up, 0f on hit, -4f on block, -1f/-5f with stance change
MK: 12f start-up, -1f on hit, -5f on block
HK: 13f start-up, +4f on hit, -1f on block
MK>LP: +2f on hit, -2f on block, +2f/-2f with stance change
MK>LP>MP: +1f on hit, -3f on block
MK>LP>MP>LK: 0f on hit, -5f on block
f+2P: 16f start-up, Soft Knockdown on hit, +7f on block[/details]

Tiger Stance

[details=Spoiler]LP: 12f start-up, Soft Knockdown on hit, -19~20f on block
MP: 12f start-up, Soft Knockdown on hit, -10f on block
HP: 12f start-up, Soft Knockdown on hit, -10f on block
LK: 8f start-up, Sweep Knockdown on hit, -12f on block
MK: 8f start-up, Sweep Knockdown on hit, -4f on block
HK: 8f start-up, Sweep Knockdown on hit, -4f on block
2P: 13f start-up, Crumples on hit, -2f on block[/details]

Panther Stance

[details=Spoiler]LP: 4f start-up, -2f on hit, -6f on block
MP: 5f start-up, +1f on hit, -3f on block
HP: 6f start-up, 0f on hit, -5f on block
LK: 5f start-up, +5f on hit, +1f on block
MK: 9f start-up, +2f on hit, -2f on block
HK: 8f start-up, +7f on hit, +2f on block
LP>MP: -2f on hit, -5f on block
MK>MP: -3f on hit, -7f on block
MK>MP>LP: -3f on hit, -7f on block
MK>MP>LP>MP: -3f on hit, -7f on block
MK>MP>LP>MP>LK: Sweep Knockdown on hit, -13f on block
MK>MP>LP>MP>MK: -5f on hit, -10f on block[/details]

Crane Stance

[details=Spoiler]LP: 6f start-up, -8f on hit, -12f on block
MP: 12f start-up, 0f on hit, -4f on block
HP: 10f start-up, -3f on hit, -9f on block
LK: 5f start-up, +2f on hit, -2f on block
MK: 8f start-up, +3f on hit, -1f on block
HK: 11f start-up, +3f on hit, -2f on block
LK>MK: +2f on hit, -2f on block
LK>MK>MP: -10f on hit
LK>MK>MP>LK: Floats on hit, +4f on block
uf+K: 7f start-up, Floats on hit, -7f on block[/details]

Drunken Stance

[details=Spoiler]LP: 14f start-up, -10f on hit, -14f on block
MP: 11f start-up, -22f on hit, -26f on block
HP: 13f start-up, -5f on hit, -10f on block
LK: 10f start-up, -10f on hit, -14f on block
MK: 10f start-up, -15f on hit, -19f on block
HK: 11f start-up, -16f on hit, -22f on block
MP>MP: -10f on hit, -15f on block
LK>MP: at least -31f on hit, at least -31f on block
LK>MP>HK: Floats on hit, -11f on block, -12f on block with stance change
f+2P:
b+2P:
2K from play dead:[/details]

Back Turned Stance

[details=Spoiler]LP: 4f start-up, +5f on hit, +1f on block
MP: 6f start-up, +1f on hit, -3f on block
HP: 9f start-up, -4f on hit, -9f on block
LK: 5f start-up, +6f on hit, +2f on block
MK: 7f start-up, +1f on hit, -3f on block
HK: 10f start-up, Sweep Knockdown on hit, -17f on block
HP>MP: -4f on hit, -4f on block
HP>MP>LK: -3f on hit, -3f on block
HP>MP>LK>LP: Soft Knockdown on hit, -3f on block, -1f on block with stance change
MK>HK: Floats on hit, -5f on block[/details]

I also made a google doc regarding his frame data. Feel free to add info.

If one normal’s frame advantage is off by 1~2f, then a lot of other moves will be off by 1~2f when if comes to frame advantage, since I use the data of the first one I find when I do it. Start-up should be fairly accurate.

Love the spread sheet. I am working on a diagram at this time for the flows into each stance. I will add what I know into your sheet.

Goddamn Crane frame data is so hard to figure out no thanks to its invincibility during start-up and recovery.

Panther and Dragon both have normals with + on block, and the others will more likely be used for transition or combo. Panther’s HK is really good.

Crane with 3 normals at -2 or better on block.
Crane dance target combo +4 on block.
Crane with invincible instant counter every low/crouching normal ever.

Guess I know what stance I’m taking advantage of.

EDIT: Tested Crane vs Ryu’s crouching attacks earlier and the only attack that registered as counterhit was cr.hp. Unintended?

Not sure which move of Crane you were testing against Ryu’s crouching attacks. Is it auto-counter?

Meh. I found out why the original post of frame data didn’t recognize Tiger~Back Turned spoiler tag. Forgot to close the Dragon one :sweat:

Just auto counter. Went to training mode, set myself as Crane stance, set P2 as Ryu, went to record, hit cr.hp. Said counterhit. shrug

Very strange. I think I got auto-counter against KEN’s cr.HP. Will test later.

Could it have something to do with cr.hp’s higher hitbox? Maybe test against others with similar crouching attacks? Makes no sense but that’s the only thing that stands out about cr.hp compared to Ryu’s other crouch normals.

just found out that Lei’s tiger stance double palm can deflect fireballs.
idk if it was mentioned but his rzr rush combo switches stances on each punch by pushing up or down and the kick goes to crane, just like in Tekken series.

anyone else found some shortcuts to stances yet?

I know I read it somewhere, but I can’t find it. Anyone know the frame advantage on Lei’s hcf K with out the overhead portion on block? Could have sworn I read it was -3 but I just want to be sure. Thanks!

-3 on non-EX (Cannot punish with Ken’s MP DP & jab), -2 on EX (Cannot punish with Ryu’s DP, can punish with Ken’s Super)

Nice, I think doing any thing between the second and third hit of his launch snake string will result in you hitting them. I think anything invincible too. Was trying to bust out ryu super in the middle and got hit every time. Good trap to open them up for snake mp, mp ~ DRG