View Full Version: Not a Lei Wulong thread

Arcadepimp > Tekken Tag Tournament 2 > Not a Lei Wulong thread


Title: Not a Lei Wulong thread
Description: True story


Ug the caveman - February 20, 2012 06:48 AM (GMT)
I suppose I've been pretty lazy in doing a rundown of doing a character thread for him, but it's not that I'm trying to be all clandestine and keep my cards hidden. It's mostly because I was hoping someone else would do it, but also because I have no idea where to begin.

So I thought I'd just make a Q&A thread...what do you want to know about Lei? I can't guarantee that I'll know the answer, but I'll do what I can to help you achieve the lofty heights of ignorance equal to mine.

DrpPnts4Food - February 20, 2012 07:00 AM (GMT)
Those 3 jumping mid spinning kicks that otg and lei can fall to the ground if he chooses. I have eaten this a few times nd have no idea what's going on or how to defend beat it. On phone sorry for lousy question but I've asked this like 3 times n no one really knows much about the move.

Ravenboy - February 20, 2012 07:17 AM (GMT)
Its completely safe... Slow start up. Can be jabbed out of it. If used as oki... just gotta block it. Lei can Lei down for frame advantage on block. But he can safely Backturn crouch cancel away if he chooses not to... he can lay down after any of the spinning kicks... All kicks hit grounded and hurt. If you stay down you can get away from the third (2 guaranteed). If you get flatten by the first... and your crouching/not blocking all guaranteed... however I believe you can tag crash lei out of it... cos its one of those guarantees.

Ug the caveman - February 20, 2012 10:34 AM (GMT)
As far as the crescent kicks (3~4,4,4) go, it's all advantage on block, and they all hit grounded, and at least the first hit causes B! but that's about where the good points end. It's very slow to start up, tracking to either side is not great, and the forward momentum is poor.

Most important thing to remember is that once you start blocking them, you want to keep blocking - as far as I know there is no way to evade or interrupt the following kick/s. Reversals maybe, but that's all I can think of.

If I'm not mistaken, the grounded stance he gets into when you hold D is PLD, but if you see him go down you should be able to beat out any of his options with d+4. Recovering BT is slightly more problematic because he has frame advantage and BT d+1 to interrupt anything you try, BT+2 to hit your sidesteps, and a decent L/M mixup in BT d+4 and BT ub+4, both of which can lead to juggles. Depending on how close you are after his crescent kicks finish, I don't think there's a surefire way to beat all options, but if there's a bit of space you might want to try backdash. Otherwise it's pretty much a case of guessing what he's going to do and blocking/countering appropriately. Just remember that HE has frame advantage in this situation.

Scorpion - February 21, 2012 01:53 AM (GMT)
A Q&A thread for Lei is not a bad idea actually. Because of his extensive movelist and multiple stances a Lei Wulong thread would've been more like a Lei Too-Long thread! :P

DrpPnts4Food - February 21, 2012 02:05 AM (GMT)
lol ^

Anyhow, I think a small list of Lei's top moves would be handy.

From a defensive point of view, I'd like to know how fast they are. What they are on block/hit and also which way to evade or jail etc.

What are Lei's top 5 go to moves and how do I beat them?

Is there any launch punishable moves that Lei users actually use?
Apart from obvious stuff like Leis db+4.

Also what's his WS+3 on block as I notice some players incorrectly try to punish my safe moves ... stuff like that would be verrryyyy helpful.

Ug the caveman - February 21, 2012 03:35 AM (GMT)
QUOTE (DrpPnts4Food @ Feb 21 2012, 12:05 PM)
Anyhow, I think a small list of Lei's top moves would be handy.

From a defensive point of view, I'd like to know how fast they are. What they are on block/hit and also which way to evade or jail etc.

What are Lei's top 5 go to moves and how do I beat them?

I would probably say, in no particular order:
db+4 - 20f, high crush. Tracks pretty well both ways. On clean hit it will trip, far hit it will only stagger unless the second hit is pre-buffered, at which case it will trip at any range. If blocked he is screwed.
Razor rush - 12f to hit, about 14f at best when considering f,N input. technically you can SS the following hits (I think either way?) on block, but the delayability can mess with this, since a delayed punch will track slightly. Every mid hit is safe but disadvantage on block, the low is launch punishable.
ff+3 - About 16f. I'm not sure about the tracking, it seems to have a little both ways. Maybe it tracks SW but not SS or something? On block it's in the -14 region, but watch out for recovering back turned and doing a crouch BD, he can outspace some attempted punishers this way.
f,N+4,1,2 strings - 10f animation, 12f at frame perfect input. It's all high but it jails, not sure about tracking sorry. All hits are safe on block, but followups are a bit different:
- f,N+4,1,2,3 - NCc and hit confirmable, but if the Lei player screws up you can duck the 3 on block and punish with anything you like. If you don't duck the 3 you'll be in a M/L mixup but it really shouldn't get to that. Roundhouse kick so it should track both ways.
- f,N+4,1,2,2~f - Into DRG stance, last hit is mid but Lei will be at disadvantage on block. He can block H and M out of the stance and can cancel it to block L fairly quickly. If you block f,N+4,1,2,2, recommended to interrupt with a fast mid poke, preferably not high since he can high crush a number of ways out of DRG.
- f,N+4,1,2,2,2,2 - Goes into a MML string. Launch punishable on block, but low parrying the last hit is a little troublesome sometimes. Can end in PAN, but it won't save him on block. Should be free to get a WS launcher of your choice.
- f,N+4,1,2,2,4,3,3 - Not something you're going to see very often but included for the sake of completeness. MLLM string, can low parry the first kick on block. Not sure what the last kick is on block but it's bad and he'll end in a grounded stance. You probably won't get a juggle but you should have a clear shot to get any solid mid/low punisher.
uf+4 - It's a hopkick. Possibly the worst hopkick in the game, but it's still a hopkick. All standard rules for hopkicks apply, just remember that the range is awful so you can also outspace it.

QUOTE
Is there any launch punishable moves that Lei users actually use?
Apart from obvious stuff like Leis db+4.

Generally speaking, his lows...the low at the end of Razor Rush, TGR 4, PAN 1~2, all of which should be punishable by anyone with a decent WS launcher, maybe not Steve's WS+1+2 but anything around the 16 frame mark or faster should do the job. Otherwise, most of his go to mids and highs are jab punishable at worst.

QUOTE
Also what's his WS+3 on block as I notice some players incorrectly try to punish my safe moves ... stuff like that would be verrryyyy helpful.

It's definitely jab punishable, I think it's in the -13 region.




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