1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

LEI FEI: The man. The myth. The COMBOS.

Discussion in 'Lei' started by LeiFeiAllTheWay, May 1, 2003.

  1. LEI FEI: The man. The myth. The COMBOS.

    Lei.
    Fei.
    Poetry in motion, and death to his enemies. People say he's too slow - they said the same about Sabrewulf. They say he's too showy - that never stopped Las Vegas.
    Those of us who dedicate the time required to master Lei Fei will discover him lightning fast, full of options and usually one step ahead of his enemy. If you're having trouble deciding on a player, I say take up Lei Fei - go forth - and kick ass.


    I've been fiddling around with Lei Fei (on PS2 non-EVO) for about six weeks now. I played up to High King with him, and was disappointed to find no greater challenge than the Kumite Dural. My Lei's skills can no longer evolve and no longer grow - over my dead body.

    Somewhere out there in cyberspace are fantastic Lei Fei combos and flows - and don't tell me to read the Dojo - I need more.

    Let's make this a thread of Lei Combos. I'll get us started with the ones that have been most useful for me. I still don't have a combo that starts from [1][P]+[K]+[G] stance, so if you've got one I'd love it.


    (1) QUICK-UN - a great match starter
    (no stance)
    COMBO:
    [9][K]+[G]---[2][P]---[9][K]+[G]---[3][K]
    EQUALS = 53 Damage

    (2) FLAILIN' ARMS - when you run out of ideas
    (no stance)
    COMBO:
    [6][6][K](hold for stance)---[K]+[G]---[2][K]
    EQUALS = 72 Damage.
    NOTE: You can start this combo with [6][6][P]+[K], and continue to [6][6][K], but this can be struggled.

    (3) FLOAT YOUR BOAT - a good in-and-under combo
    (no stance)
    COMBO:
    [3][3][P],[P]---[2][P]+[K],[P]
    EQUALS = 62 Damage, and leaves you in position to employ:

    (4) TIGER (stance) SABAKI - know it well, it is your friend
    [6][K] (stance)
    COMBO:
    [P]---[4][P],[P]---[2][K]+[G]
    EQUALS = 77 Damage
    NOTE = at times against Lau, Akira, Wolf and Jeffy, it is better to use [2][P]+[K],[P] instead of the [4][P][P] etc to end in Tiger Stance instead of neutral.

    (5) MIX & MATCH - openers and enders
    Any of these will crumple your opponent:
    ([6][K] = stance) [P]
    (no stance) [2][3][6][P]+[K]
    (no stance) [4][6][P]+[K]
    And so you can follow up with any of these (among others):
    [4][P],[P]---[2][K]+[G]
    [4][K]+[G],[K][2][K]
    [2][P]+[K],[P]
    For variable damage.

    (6) THE KICKER - for when you forget how to do The Carrier
    ([8][P]+[K]+[G] = stance)
    COMBO:
    [2][K]---[K]---[K],[K]---[3][K]
    EQUALS = 73 Damage

    (7) THE CARRIER - 1/2way across the ring, and utterly invaluable.
    ([8][P]+[K]+[G] = stance)
    COMBO:
    [2][K]---[K]---[2][P]+[K]+[G]---[P], [P]+[K]---[9][K]+[G]---[3][K]
    EQUALS = 80 Damage

    (8) WALLBANGER - when they're a pace or two from the wall.
    [2][P]+[K]+[G] (stance)
    COMBO:
    [P], [P]+[K]---[2][3][6][P]+[K]---[4][P],[P]---[2][K]+[G]
    EQUALS = 105 Damage, easy peasy lemon squeezy.

    'Cause let's face it, the double-sabaki palm belongs inside a combo somewhere - and no, they can't struggle out.

    Some of this info does overlap with the Lei Fei Dojo and the PS2 Advanced Combos, but I've tried to include what I've found most useful. Flailin' Arms, Tiger Sabaki, the Kicker and Wallbager are my own creations.

    Enjoy.
     
  2. Ragnafrak

    Ragnafrak Well-Known Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    [ QUOTE ]
    (1) QUICK-UN - a great match starter
    (no stance)
    COMBO:
    [9][K]+[G]---[2][P]---[9][K]+[G]---[3][K]
    EQUALS = 53 Damage

    [/ QUOTE ]
    Tech Rollable, and easily replaced by better combos... try out [9]+[K]+[G] -> [P],[P] [IN] -> [IN][K]+[G]

    [ QUOTE ]
    (2) FLAILIN' ARMS - when you run out of ideas
    (no stance)
    COMBO:
    [6][6][K](hold for stance)---[K]+[G]---[2][K]
    EQUALS = 72 Damage.
    NOTE: You can start this combo with [6][6][P]+[K], and continue to [6][6][K], but this can be struggled.

    [/ QUOTE ]
    I'm pretty sure the [2]+[K] can be Tech Rolled out of.

    [ QUOTE ]
    (3) FLOAT YOUR BOAT - a good in-and-under combo
    (no stance)
    COMBO:
    [3][3][P],[P]---[2][P]+[K],[P]
    EQUALS = 62 Damage, and leaves you in position to employ:

    [/ QUOTE ]
    This is a decent combo if you don't really pay attention to stance. In open stance you can do [3],[3]+[P],[P] -> [2]+[P] -> [2]+[P]+[K],[P] for 71 dmg.. and in closed stance you can do [3],[3]+[P],[P] -> [4]+[K]+[G],[K],[2]+[K] for 72 dmg

    [ QUOTE ]
    (4) TIGER (stance) SABAKI - know it well, it is your friend
    [6][K] (stance)
    COMBO:
    [P]---[4][P],[P]---[2][K]+[G]
    EQUALS = 77 Damage
    NOTE = at times against Lau, Akira, Wolf and Jeffy, it is better to use [2][P]+[K],[P] instead of the [4][P][P] etc to end in Tiger Stance instead of neutral.

    [/ QUOTE ]
    The [2]+[K]+[G] is definitely Tech Rollable (you must play lots of kumite /versus/images/graemlins/blush.gif ).. a better combo would be to just use the [4]+[P],[P] and then continue to a back stagger.. or replace it with [4]+[K]+[G],[K],[2]+[K]

    [ QUOTE ]
    (5) MIX & MATCH - openers and enders
    Any of these will crumple your opponent:
    ([6][K] = stance) [P]
    (no stance) [2][3][6][P]+[K]
    (no stance) [4][6][P]+[K]
    And so you can follow up with any of these (among others):
    [4][P],[P]---[2][K]+[G]
    [4][K]+[G],[K][2][K]
    [2][P]+[K],[P]
    For variable damage.

    [/ QUOTE ]
    why do variable dmg when u can put on the most hurt with the second followup :]

    [ QUOTE ]
    (6) THE KICKER - for when you forget how to do The Carrier
    ([8][P]+[K]+[G] = stance)
    COMBO:
    [2][K]---[K]---[K],[K]---[3][K]
    EQUALS = 73 Damage

    [/ QUOTE ]
    once again [3]+[K] is tech rollable.

    [ QUOTE ]
    (7) THE CARRIER - 1/2way across the ring, and utterly invaluable.
    ([8][P]+[K]+[G] = stance)
    COMBO:
    [2][K]---[K]---[2][P]+[K]+[G]---[P], [P]+[K]---[9][K]+[G]---[3][K]
    EQUALS = 80 Damage

    [/ QUOTE ]
    Once again ([3]+[K] is TRable).. also you are performing the wrong timing on the [IN] [2]+[K] [DM] -> [DM] K if you do this fast enough.. it will come out as a whole combo.. and will amount to 84 damage without the [3]+[K]

    [ QUOTE ]
    (8) WALLBANGER - when they're a pace or two from the wall.
    [2][P]+[K]+[G] (stance)
    COMBO:
    [P], [P]+[K]---[2][3][6][P]+[K]---[4][P],[P]---[2][K]+[G]
    EQUALS = 105 Damage, easy peasy lemon squeezy.

    'Cause let's face it, the double-sabaki palm belongs inside a combo somewhere - and no, they can't struggle out.

    [/ QUOTE ]Looks fine (no complaints on this one.. heh).. i do suggest you experiment with [9]+[K] into the wall (huge floats)
     
  3. thebradSHow

    thebradSHow Well-Known Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    I agree with your combo post Ragnafrak but as the man stated, he's thinking Ver. C, correct me if I'm wrong your thinking Evo. I agree with most of the things in the Ver C one except that 7 is strugglable so it might not want to be something you do against some higher level people. The computer in Ver C. (in my experience) consistantly fall for the face down head towards, tech roll backstaggers. Ex:[4][6][P]+[K], [4][P],[P], (TR), [2][P]+[K]+[G], precise timing [P]+[K], [6],[6][K] (hold), [2][P]+[K]+[G], [P],[P]+[K], repeat until properly toasted, /versus/images/graemlins/smile.gif. Outside of that, [3],[3][P],[P] is a good combo starter, easily buffered in after a crouch dash (and is almost a given if you want to get good at the Taiwan Step). /versus/images/graemlins/laugh.gif I was suprised you didn't mention any of his [3][P]+[G] throw combos. These are deadly since only a handful of higher level people throw escape consistently so as long as you get good at guard canceling LeiFei's stances (which I HIGHLY recommend you do), they're almost canned. Ex:[3][P]+[G], [6],[6][K]. It's simple and can be thrown in consistently against certain level opponents in Kumite or VS.
     
  4. Re: LEI FEI: The man. The myth. The COMBOS.

    I set it up so the computer would TR every time it hit the ground - they all seemed to work. I've never been able to get a combo that starts with [9][K] - though I've never tried it near a wall - thanks!
     
  5. Re: LEI FEI: The man. The myth. The COMBOS.

    The [6][6][K] after Lei's [3][P]+[G]:

    I hear the [6][6][K] was used by ShinZ because in Evo a better combo doesn't always work. As I'm on the PS2 VF4, what's a better follow-up? The canned [P]+[K],[P][P] seemed to work.
     
  6. Ragnafrak

    Ragnafrak Well-Known Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    best followups to[3]+[P]+[G] are:

    [6][6]+[K] works on everyone 58 damage

    (delayed) [3][3]+[P][P] -> [K]+[G] works up to.. lei-fei i think? very difficult timing.. takes a while in training mode to get it down.. i think 66 damage

    [P]+[K][P] i think this works up to akira 60 damage

    (sidestep) [P]+[K]+[G][P] i think this also works up to akira.. but the timing on this is much harder than [P]+[K][P]. and it also does 60 damage.. so just skip it all together..

    use f,f+K until u are comfortable with doing P+K,P (without pressing a second P, in VerC and evo the last hit is tech rollable..) consistently.. practice the df,df+P,P -> K+G combo.. it does 8 damage more which is a decent amount of difference against lightweights..

    for [9]+[K], u can do the following (damages listed with uf+K MC):

    [6][6]+[K] 45 damage works on everyone

    (delayed) [3][3]+[P][P] -> [K]+[G] again works up to lei-fei.. and does 62 damage

    (dash up close, delayed) [4]+[K]+[G],[K],[2]+[K] 61 damage.. easier than the above one but only works up to i think goh

    uf+K is hardly ever used.. but if u find urself up against a wall with some advantage, u can get an easy [P][P][P] [IN] -> [IN] [P][P]+[K] combo for 72 damage.. i'm sure there are various combos you can do but i haven't really experimented
     
  7. Akira_Zero

    Akira_Zero Well-Known Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    Something I like to do as an alternative to [3][3]+[P],[P] and evade [P][K][G],[P] is [DM] p,p+k. It's techrollable but no one will expect it and they won't be able to techroll on reaction. Looks sweet and works on everone.
     
  8. ShaolinTAO

    ShaolinTAO Active Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    The Wallbanger combo is 115, not 105.

    If the first punch lands, that is - it doesn't count as part of the combo, because the opponent is neither struggling nor airbourne. But let's face it, if you land the P, you're gonna' land the PK.

    Good combo.
     
  9. EmpNovA

    EmpNovA Well-Known Member

    Re: LEI FEI: The man. The myth. The COMBOS.

    [9]+[K]+[G],[2]+[P],[2]+[P]+[K],[P]


    [3][3]+[P][P],[P][P],(from [8]+[P]+[K]+[G] stance) [K]+[G]
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice