Crane auto-counters Ryu’s cr.HP.
Yep, did some testing with other crouching AA type moves (Sakura cr.hp, Ken cr.hp) and it looks like Ryu’s cr.hp is the only one that registers as a counterhit.
No, I meant that Crane stance responds to Ryu’s cr.HP and actually does the double kick counter. It does against all of Ryu’s crouching normals actually.
Ah. Well then, misunderstanding. I’ll elaborate. When the auto counter sets off against any normal crouching attack, teh game doesn’t register it as an actual counter hit and “parries” it with double kick. When Ryu’s cr.hp hits, it registers a counter hit. So far EVERY character’s crouching normals are auto countered by Crane stance. This will easily be countered by sitting at perfect range and CADCing backwards from a crouching poke. …or just using a standing poke. It’ll be difficult to punish it even with baiting out an intentional counter. Tested with Ryu, Ken, Sakura. Will try the rest of the cast when I’m not about ready to pass out from sleep deprivation.
Ahhhh. I understand now. My apologies.
I think that registers as CH cuz Ryu’s cr.HP is still active while the crane parry comes out. I’m willing to bet the same thing will happen against Julia’s cr.MK.
EDIT: And it does, along with Julia’s cr.HP (her cr.HP has 7 active frames, cr.MK has 8 active frames, and Ryu’s cr.HP has 8 active frames)
Found something with drunken stance. Any time you are in play dead from for longer than 1 second any attack that can hit you will do double damage. Ryu’s hp.DP will do 320 instead of 160, his sweep will do 180 instead of 90. This only applies to the first hit, not the entire combo, same as a regular counterhit except much more ouch.
I’ll be honest. I’m disappointed with the prospect that Lei is probably the most complex character ever put in a street fighter game, but why put in the time to learn him when bandwagon trolls are still gonna shit on the game and nobody is gonna play it? =(
Hello’s, just wanna throw some notes out here for Lei.
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Only the mk-version of his uppercut has invincibility, so this is his anti-air as well as his reversal. Can tag cancel off the first hit for a combo, or simply press kick again for a followup. And according to the one frame data chart above, it is 8-frame startup, which is not too bad nor too good.
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EX qcb+k (the rekka kicks) is invincible. It’s also safe if they blocked it low (-2), but unsafe if they blocked high (-7). Would usually rather look for mk-srk into tag cancel instead.
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I like to chain a far st.mk to st.hk as an option-select poke. Super far range, but all of his fierces and roundhouses are extremely unsafe when chained into. So, make sure you do the st.mk in a range where it whiifs.
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Drunken stance (f+KKK) seems like it’s the best because there is a very far high/low mixup, but everything is kinda risky:
[LIST]
[]Drunk lk~mp~hk xx tag cancel, for a low starter.
[]Drunk mp~mp xx f+PP, then press KK for staggering slide. 243 damage of a very far overhead. You can also tag cancel at the f+PP part for a full combo off the ground bounce.
[]Drunk hk is a decent ranged poke for 90 damage.
[]Drunk lp is a really far poke, but very weak at 30 damage and with no followups.
[]Can still cancel to special moves while in this stance, so mk-uppercut is still your anti-air.
[]Pressing PP twice will make Lei drink twice and giving his next hit counter-hit properties.
[*]Pressing PP three times will make Lei drink three times and put him in Play Dead stance.
[/LIST]
Combos:
The main combo you wanna fish for is using his qcf+lk, as it is only -3 on block if you hold down-back. It’s pretty safe because there is also pushback, so Ryu and Ken can actually not punish it with their Shoryuken’s. Qcf+lk can be comboed into from a cr.hp, although there is a gap between these two hits.
[LIST]
[*]cr.hp xx qcf+lk, BT mk~hk, BT mk~hk, cr.mp xx hk-srk to k-followup
[/LIST]
BT means back turned which qcf+lk alright puts you in. So simply just press mk~hk after it, and then juggle with it again. After this second juggle, hold down-forward so you cancel the BT, then press cr.mp into uppercut. This combo does 430 damage, with no jump in, midscreen, and meterless. The combo is also pretty safe because of the qcf+lk only being -3 with good pushback. You can also use the qcf+lk basically like a divekick since it jumps over lows.
Another variation to this can be:
[LIST]
[*]cr.hp xx qcf+lk, cr.mp, cr.mp, cr.mp xx cr.hp xx launcher, then into your partner’s combo.
[/LIST]
You need to cancel BT here as well. So after the qcf+lk, you have to hold any down direction, and wait til BT cancel, and then press mp. If you press it too early, you will get a BT mp. This combo should do around 400 something as well depending on your partner’s combo.
When Lei gets tagged in midscreen, I do:
[LIST]
[*]… launch in Lei, cr.hp xx qcf+lk, cr.hp xx qcb+k twice.
[/LIST]
You have to do the cr.hp really early, like before he finishes his run. Then you have to BT cancel by holding down as well. You only get 2 rekka kicks in this combo.
In the corner:
[LIST]
* … launch in Lei, cr.mp, cr.mp, cr.hp xx hp-srk to k-followup
[/LIST]
EDIT: LOL, I might have found an infinite. Will test and post again!
Yay, semi-infinite. It won’t work once they are cornered. I do an hp-palm first, and then the rest are all mp-palms.
And sorry for it being hella ghetto. ):
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Damn it I wanted Bob to be the only loop character, and unlike his this looks practical. Really nice find.
I dunno if this means I can forgive you for dropping King though. You were my hero man, my hero! But I guess you are like, winning more now, and stuff. But it is the principle of the thing!
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LOL, sorry! King is sooooo bad! Well, he’s like decent. Main thing that pissed me off was his shortcut for his unwanted qcf+p move. -__________- The only move in the whole game that has a shortcut of down-forward, down, down-back+P to register as a qcb move. WTFFF.
Hey look, Desk did a combo video with Lei. Lets WATCH.
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Also, someone dropped King? >:(
Yea, I love king, but getting an unsafe, slow start up move every time I’m not on point with using his best up close poke is really frustrating >.<.
Been playing more Lei, and have been wondering what purpose his stances play into his overall gameplan. It almost felt like there wasn’t really too much reason to go into stances like panther or dragon because he can still do a lot of basic things normally but without taking the time or risk to go into other stances.
I’ve been thinking though that a lot of his move set, including his stance move sets, put him in a position where he can trap people with sweep or cr.HP xx mp orchid/comet kick for huge damage. The opponent is already thinking about pressing buttons to stop stance abuse too.
Crane is obviously awesome up close. Drunken is a great mix up tool, and really tricky. I think back turned is surprisingly good, with two safe target combos, one of which is uninterruptible and leads into drunken. It seems especially good on wake up, considering you can end in lotus kick and go into BT.
Also, dragon is the shit. I’ll write up a little more later
I do not want to derail thread so one last thing. Swoops, what is his best upclose poke?
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Well, it’s the Lei thread, so it’s pretty hard to derail it unless you aren’t talking about Lei :P.
Up close I’d say his best pokes are st.LP, cr.LK, cr.MP, sweep, and razor rush. All of his normals serve very specific functions for the most part.
St.LP is +7/+3 and has decent range (nowhere near close to Bob caliber though,) and even though cr.LK is 5 frames, it’s still a good low confirm. Cr.MP is of course godlike. It moves Lei forward and is + on block, so it’s very good for sitting outside of a poke range and then moving in on your opponent. Cr.MK serves pretty much the same function, but does so from a further range. Sweep is actually pretty awesome for Lei. 8 frame start up and is -7 on block with good pushback, making it hard to punish.
I’d say razor rush is one of his most useful ones though. Has good range, and is incredibly delay-able. He can go into his main mix ups with stances from here, although they’re all pretty risky to go into on block. However, delaying the punches messes with a lot of the opponents timing, and you can often score a hit and go into a stance mix up.
I think he was asking about King.
I’m done gathering frame data for now, and what I felt is that while he is sloppy in backdash and walkspeed department, he has a good forward dash, has great pokes and possesses an awesome damage output along with endless mix-up possibility. His specials are generally safe except for the ones from Drunken stance. He doesn’t have a fireball, but he seems to have good ways around them. Razor Rush is probably the best way to go to animal stances, unless we find something new.
Just a short summary of a general feeling I got while quickly skimming through the stances:
TBH, I’m failing to find a good use for Snake. Usually regular cr.MP and cr.HP triumphs over Snake normals and strings. Going to other stances from a blockstring is unsafe as well. It might be the best way to approach after a hard knockdown from qcf+LP thanks to its walkspeed.
I’m finding Dragon stance’s MP and qcf+2P quite likable. It’s the safest stance to transit from razor rush as well. Unfortunately I don’t find many things interesting aside from the two moves I mentioned in this stance.
Tiger… well, I have no idea why LP and LK buttons are there with them being much more unsafe on block, but fireball reflect on 2P is okay.
Like I said before, I like Panther’s HK. I may like LK too; connecting many LKs in one combo is just too much fun. Most likely I’ll be using this stance to walk back, or whiff punish. Too bad I can’t do both at the same time since blocking animation causes Lei to go to regular stance.
Crane is all weird with crushing standing or crouching pokes, but its auto-counter sometimes only hits once and leaves Lei wide open for punishment on hit. It seems to be generally strong against crouching attacks(jabs). I am very interested in this stance atm.
I’m yet to study Drunk/Back stances. Drunk seems very gimmicky and unsafe but is the source for a fast, long-ranged raw overhead. You cannot do it from max range otherwise the MP follow-up will completely whiff. Back Turned? TC for that 400+ damage combo
I’m going to study him much more extensively next week, so hopefully my general negativity towards the stances will change & we will find something interesting. Maybe something related to invincibility or CH?
So far the only non-CH non-juggle combos possible in all animal stances are LK*6 -> MP in Panther (154 damage) and HK -> HP in Panther (180 damage), not counting MPxxf+2P in Dragon. I think stances are there for poking and screwing with the opponents’ mind by utilizing them, safe or not, since just because a move is unsafe on block doesn’t mean they’ll always be ready to punish them. I feel stances will eventually become the major part of Lei’s counter-hit game. I don’t think we’ll see a whole lot of stances tho since it’s a hassle changing it every time Lei tries to block something.
BTW stance normals have higher priority than throw, so you can plink LK~LP for stance LK normals.
Lol, then I feel a bit silly. It all still stands anyways! About king though, I was just talking about cr.LP.
I think Snake is alright. It strikes me as as a slightly different take on his normal stance. He’s got a better forward walk speed to get in and a better grounded AA normal with HK. I think a lower hurt box too right? MP, MP, MK, LK, MK is surprisingly safe on block and it’s a completely uninterruptible string that you can combo in the corner or tag cancel. I mean even if you’re trying to do an invincible super you get hit. I think the only other string that does that is crane dance, and crane takes work to get into a good position with. Opposed to razor rush, it gives a lot more reward. I think once they start to respect that string then it lets you get into dragon, and dragon is awesome.
But yea you mentioned [DRG] MP xx f.PP. I knew it looked awesome on block, but looking at the frame data you got…god damn. That’s a free nasty ambiguous jump-in or frame trap. I think he has more in dragon though. The target combo looks alright, I’m wondering if you can TC the last hit for a combo. There’s a crazy amount of potential to LK ~ [C] though. MP xx f.PP is un-interruptible and +7 on block, and it gives a combo in the corner, or a combo midscreen with a TC. That’s a good incentive to be careful. But if they let you LK into Crane, that’s really shitty for them lol. Any crouching normal will get counter and they have to watch out for crane dance (which is un-interruptible and +4 on block.)
I really think tiger is shitty. The only advantage I can see is a safe ender with sweep or knock away. But it’s still kinda shitty even with that.
Drunk having the mid-ranged fast low/overhead mix up is still pretty solid. Definitely risky though. I’m thinking it’s incredibly unpredictable movement might be pretty useful though. Tiger sip is still pretty good to considering how much it makes whiff.
I love back turned, but I hate how his HP, MP, LK, LP whiffs all the fucking time. It’s a really good safe string that lets him go for a drunken mix up. Looking at your frame data though, his light attacks are pretty solid in BT.
I wish he could get more of Panther HK. I actually didn’t know he could get the HP afterwards though >.<. Still, it’s a slow attack so I wish he could cancel to normal stance and get a bigger combo.
Personally, I think he just confuses the shit out of the opponent on when to press buttons. A lot of what makes him threatening seems to be putting them in a position where they really want to stop stances, but if they do it at the wrong time, they can get hit by sweep or cr.HP xx MP orchid/comet kick. That’s some big damage too. Moves like [P] LP, MP seem to be made exclusively for that. It’s really quick, and if they accidentally stick out a button afterwards they get swept (for drunken mix ups) or hit with cr.HP. So far he actually seems really rounded and good, it just takes a bit of work.
Does the Tiger stance double palm have some kind of invincibility frames? I kinda noticed that when I used it against a jump in I ended up crumpling them without trading hits. Idk if its just luck.
I just want to thank everyone for great info’s on Lei.
If it wasn’t for this thread I would be so lost. THAAAAAANKS!!!
Hey guys, just found a couple interesting tidbits messing around. If you end a combo with only the first hit of Lei’s dp and hold back it puts you in back turn stance, just at the right distance to connect his HP into target combo on wake up. This covers roll also with later timing of course.
Also not sure if this was known but on counter hit crouching MP links into first hit of razor edge for more damage or stance cancel shenanigans. Just some thoughts let me know if you find any uses for these
Thanks for the info. I didn’t know DP can lead him to BT stance.
You can link into razor edge from a normal hit cr.MP.
EDIT: I think I finally figured out Crane MP. It crushes standing attacks, but only for a few frames. It does not crush them from frame 1. I didn’t test MK extensively, but it seems to have a long invincibility against standing attacks. As Crane itself already has crouching attack invincibility (or counter, rather), doing MK can really screw ppl over, especially if they’re smart enough to stand up when Lei is in Crane. During MK it does not crush crouching attacks. On CH MK can link into LK (1f link but you can plink LK~LP) which can lead to the Crane dance TC. I’m pretty much convinced that LK, HK, LP and HP all do have crouching attack invincibility until the end of the recovery.
EDIT2: Snake and Dragon stance can dodge high tiger shot