Article - VF5FS Master Guide Lei Fei Section Author - Softbank creative group Translation - noodalls 1. Moves from standing * * is guaranteed, and * is guaranteed from side. Also, if you stop at * you will go into dokuritsu stance, or if you continue to * you will go to hai stance, so use them accordingly. 2. Moves from *[fwd] Lei's two hit mid move that will beat evades to his back. In addition to haaving no guaranteed punishment on block, if the first hit connects on a crouching opponent it will give +6, so it is a valuable move to throw out. Further, if you press *++ after the first hit, you will go to *kyo stance. 3. A fast mid move, it fulfils the role of other characters' . The damage is high, and if near a wall it can stagger them. 4. A mid string. It does good damage so you can incorporate it into combos. 5. A mid move that looks like it's slamming them down. If you hit them in the air with it, it will cause a small bound, so use it as part of combos. 6. A mid move that goes to Hai stance afterwards. On side hit on a standing opponent, Hai will connect 7. A mid move with good reach. On counter hit it causes stomach crumpe, and allows for combos. On guard there is no guaranteed punishment, and because it pushes back it makes it easy to control spacing, which is beneficial. 8. A full circulat high spinning kick. After the move it goes to koko stance, and on counter hit koko [k] is guaranteed. 9. strings A mid high string. After you can press ++ to go to kyo stance. Because it is a mid move it is easy to use against opponents up against the wall. 10. strings A high mid string. The first and second hits are both full circular, so they are strong against an opponent's evade. If you don't input the followup, you will go to koko stance. 11. A mid hitting combo starter, which can do just shy of 33% of their life bar. However, if guarded you can be punished with the opponent's so you can't just throw it out wantonly. 12. A special high kick move. It is fast and is good to punish opponents immediately. Normally the move goes to Hai stance, but you can input on hit or guard to go into Bokutaistance. 13. Strings from + A mid high mid string. The first hit goes to Hai stance, the second hit goes to Kyo stance. If the first hit connects as a counter hit on the side, Hai is guaranteed, so remember that. Also, the overall damage is high, so its not a bad filler for combos. 14. + A half circular low. On guard you cannot be punished, and it gives advantage on counter hit, so it is easy to apply. If there is a wall to Lei Fei's stomach side, it can lead to wall stagger on hit. 15. + A mid hitting bodycheck. If it connects on the opponent's side, it will lead to a side crumple. 16. + At the start of the animation it can go through the opponent's high attacks, and on hit it gives a head crumple, allowing for combos. 17. + A mid mid string. If you stop at the first hit you will go into Nehan stance, if you do both hits you will go into Koko stance. 18. + A mid move that can parry mid moves such as elbows. If the parry is successful, it will give a head crumple, allowing a chance for a combo. 19. + A mid mid string. It attacks while shifting the axis of the opponent, so if your opponent has attacked it will evade. If you input the second part, you will go to Koko stance. 20. + A mid combo starter. On hit you can get big damage from combos, but on guard it is -15, a big disadvantage. Try to use it for punishment or for hitting whiffs. 21. + A half circular double kick, knocking down on normal hit. Mix it up with the which tracks the other direction. 22. + A full circular mid attack. The active hit frames are very long, so it is very effective using it on your opponent's wakeup attack. After the move it goes to Koko stance. 23. + A low move that stomps the opponent's feet. Near a wall it will give wall stagger. 24. + A half circular mid kick that avoids the opponent's low attacks while attacking. Use it for these purposes - avoiding low attacks and hitting their evade. 25. + A mid move that acts as a combo starter. They go into a small bound state on hit, allowing for combos. 26. Moves from Hai stance. Hai stance is 10 frames, which is the equal fastest move in the game. is guaranteed, and on counter hit or from the side, + is guaranteed. Hai on normal hit will start combos, and goes to Dokuritsu stance. Hai on normal hit and above is a full circular low that will knock down. Mix it up with Hai to overcome their defence. Hai + on full charge will give head crumple on hit, and leave you at guard advantage on block. 27. Moves from Bokutai stance. During bokutai stance your stance is very low and it is easy to avoid your opponent's attacks, so you can get guaranteed attacks while your opponent attacks. Bokutai is your fastest attack, and Bokutai is a combo on normal hit. If the second hits on counter hit it will give a vital point crumble. Bokutai is a mid that knocks down. Bokutai + on normal hit is a special high that launches for a combo. If you don't do anything in bokutai it goes to Hai stance. 28. Moves from Dokuritsu stance. Dokuritsu is a long ranged mid attack, and can cause wall stagger. Use it when you have your opponent pressed up against the wall. From Dokuritsu stance if the followup and are done immediately they will combo. Or, you can do Dokuritsu to stay in dokuritsu, Dokuritsu to go to Hai stance, and Dokuritsu to return to normal stance. If you hit a stand guarding opponent with Dokuritsu they will stagger, and you can follow up with Hai etc. Mix it up with the previously mentioned mid options. Dokuritsu + is a mid hit throw. On hit with good timing of the + input, you can continue on to the hit throw. 29. Moves from Nehan stance Nehan stance + is a mid attack with the property of parrying elbows etc, and returns to normal stance after the move. Nehan + is a special high attack that goes into Koko stance after the attack, and on counter hit guarantees Nehan stance . 30. Moves from Koko stance Koko stance parries most mids and highs, and Koko is a mid attack that will parry most lows. The former causes head crumple and allows for combos. If your opponent is aware of the parries and freezes up you can use Koko stance . 31. Moves from Sui Ra Kan Stance Sui Ra Kan stance is a long range mid move that is safe from punishment on guard, so is a strong option. Mix it up with the low hitting Sui Ra Kan to overcome the opponent's guard. 32. Moves from Kyo stance. This is a stance with a lot of options, and you have the option to go into Hai, Dokuritsu, Nehan or Koko stance. Kyo stance will combo as far as Kyo , or you can go into three different stances after Kyo stance . It is also effective to mix up the mid Kyo stance and low . Also, both of these fit fairly nicely into combos. After the strings, Kyo only will go into Hai stance, the other options return to normal stance. Kyo is a mid mid option. Hitting an airborne opponent will cause a small bound, so use it as part of combos. Kyo stance is a mid attack that is also easy to use in combos, and with no delay Kyo stance will combo. Kyo stance is a low hitting sweep at the opponent's leg. On hit, with no delay the followup will combo, and afterwards you will be back in normal stane. Kyo stance + is a high move that even on guard will give +5. On normal hit it will give a head crumple, so go for combos in this case. In other massive news, they've finally determined the active frames on +. 8 active frames.