VF4 / Lei [ print friendly ] [ command view ] Orange Book - Lei Fei Strategies
Source - Orange Book
Writer - Hanabirei
Translation - Noodalls
Basic art of Using "Stances"
As the word to summise Lei Fei, "stances". There are 5 types,
amongst them dokuritsu ( + + ), hai ( + + ) and
nehan ( + + ) can be moved into at any time. Koko is
entered automatically after certain set moves and bokutai (hai )
can only be entered from hai.
The basic way of attacking from these stances is to either attack
using a stance move, or to change into another stance, or you can
cancel the stance with the guard button and use a regular attack
(or just guard). When you attack and go into stance, if you hit
you'll generally be advantaged, whereas if you're guarded you'll be
at a decent disadvantage or even have guaranteed retaliation, which
is a concern. However, in this situation, you can use sabaki
capable moves or evading moves to keep on attacking and maintain
the flow.
One important thing is that while attacking from stance with
strings is effective, it does let the opponent rather easily deal
with your attacks. So, one important thing to do in an advantaged
situation is to cancel the stane and mixup from there. For an
opponent who likes to evade when you cancel your stance, throws are
a good option.
Also, cancelling stance and then evading is relatively effective.
Especially against opponents that go for a big move while you're in
stance, cancelling stance and evading then attacking them while
they recover (e.g.    ) leads into a combo with good
damage, which is a good return. You just have to be sure of what
attack it was that you evaded.
Photo captions
- When using strings, you'll be unlikely to be interrupted, however
for an opponent that knows the strings, they can avoid them quite
easily. Even when you are advantaged, you need to pay due care to
this.
- For an opponent that does know Lei Fei, cancelling his stance and
attacking from there is advantageous. Because the opponent is
disadvantaged, you're unlikely to get thrown.
Dokuritsu Stance basics
The ability to reverse high, mid and low single hand punches as
well as elbow moves is one of the main features of Dokuritsu. The
main moves that are used out of dokuritsu are dokuritsu + and
dokuritsu  , which cause stagger on hit. After the dokuritsu
 you move into Hai, and Hai  is just about guaranteed.
For opponents that are slow at struggling, Hai can lead into a
combo. Also, cancelling stance into a throw mid nitaku is an
effective attack. Against opponents that evade when you're in an
advantaged situation, the half circular dokuritsu or
dokuritsu or + should be used. The latter is not just a
full circular low attack, its evasive properties can also be used
in a fairly disadvantaged situation to attack while avoid direct
attacks, and so in this way it is a very functional defensive
offense.
At mid range, the main move is Dokuritsu and from there the
forward roll (Dokuritsu  + + ) to reduce the distance,
from which you can pressure with nitaku. While on the one hand,
there are plentiful attacking moves from dokuritsu, on the other
hand if you eat an unreversible move from the opponent, you'll go
down irrespective of hit condition.
Photo captions
- Dokuritsu  is even on guard. In addition to giving
advantage on hit, a throw is very easy to land.
- Kage's low kick gives foot crumple on normal hit. If you think an
attack is coming, you can cancel the dokuritsu stance.
Hai Stance Basics
Hai stance ( + + ) by its low posture makes it easy to
avoid many short range attacks. Further, possessing many functional
moves is its special feature. The hai + used at medium to
long range has quite long reach, and can be used to punish
opponents whiffs, as well as for confusion at long range. When it
hits with maximum charge, head crumple occurs, and you can look for
big damage. Also, the opponent is staggered on guard, so you can
continue the attack. If the opponent sees it he can easily avoid
it, but conversely if you start to charge after you see his failed
evade, he can't avoid it.
Hai is Lei's absolute fastest attack, and can string into Hai
 or Hai  + , which both give advantage on guard or
hit, allowing you to keep attacking. If hai  + hits on
counter, you can dash and throw or if close enough even combo into
   . Hai if it connects on counter or during stagger
will float. In stance when advantaged, if Lei can stuff the
opponents attack with Hai it leads to a lot of damage, so look
for chances and aim to do this.
Photo captions.
- Don't miss chances to land Hai + . But, depending on your
opponent, there will be times where you get sabaki'ed.
- When trying to connect Hai  + , input the first as
+ + . You can punch without advancing, and so it makes it
hard for the opponent to stuff.
Nehan Stance Basics
Because when you go into Nehan from normal stance, you separate
yourself a little from the opponent, more thank intending to
attack, the basic principle of nehan is either to defend or to
setup to go into other stances. If you go into Nehan from Hai, you
can change stances while creating distance, and then you can change
back to Hai or Dokuritsu and attack from there. But, getting to
nehan after attacking is a different matter, as his main
opportunities for attack are his (High and middle punch and kick,
elbow , middle kick and knee sabaki'ing) nehan + and nehan
. Both of these are neutral on guard, and 2 frames advantage on
hit (there are cases however where after nehan connects throws
can be ducked), which is very strong, and you can flow from there.
If nehan + is blocked, it gives advantage, and on counter
hit it links through to nehan +  for stomach crumple.
Nehan  gives advantage on block, is special high and on
counter hit can link into dokuritsu + or dokuritsu  .
Of course, the opponent might expect this, so make them think that
it's coming and then go for a throw.
Photo Captions
- If koko hits, go for nehan . If that hits on counter ...
- Koko   is guaranteed, and you can get some big damage. If
nehan is blocked, you're advantaged.
Koko basics
The two main ways to get into Koko are  and +
(definitely a typo, should be or + ?). The first thing
to be aware of is Koko , which parries single handed punch and
kick attacks, elbows, middle kicks and knees, gives head crumple on
normal hit. The sabaki time is long, and its properties are
excellent, but because of this the opponents will be wary of it. If
it is evaded, the risk is great, so use it at times like where
 whiffs.
Koko has the ability to sabaki low attacks, and is strong
against high attacks, and changes into nehan stance. Also, if
 counter hits, it is guaranteed. Further, on hit it causes a
stagger. Koko    is a low, high, high, mid string, which
if the first hit connects natural combos until the third hit, and
will go into dokuritsu stane. The last hit is mid and is half
circular, so it's good to use it sometimes. Also, if you mixup
between dokuritsu  and dokuritsu + you will often
connect with opponents trying to evade the fourth hit. Also, if you
move backwards and forwards in koko stance, short range moves will
often be avoided.
Photo captions
- In okizemi, you can shift to koko stance and then use sabaki
attacks to go through the opponents rising attacks.
- For opponents that hate getting sabaki'ed, and go for low
attacks, koko is effective. The priority is strong, so high
attacks won't connect! And, there's something more ... (p.175 =
towards the end of the post.)
Bokutai basics
Bokutai, because of its low profile is effective at evading the
opponents high and mid attacks. You can only get to it from Hai or
from (by  ). In close fighting, use lots of his quickest
attack bokutai  . If guarded the opponent is staggered, but
the stagger time is short, so if the opponent struggles then Lei
Fei will be disadvantaged. Because of this, don't wastefully try
for nitaku, instead watch the opponent to see what they do. Against
opponents who evade, you can either stay in bokutai a little longer
then bokutai  or change to dokuritsu pressure with dokuritsu
 as a delayed attack. (If you don't delay it a little it's
hard to connect.)
In bokutai at mid-range, use it in response to your opponent. Use
bokutai + to skillfully evade your opponent's attack. This
move is special high, so it will connect with low moves while they
are recovering. and you can go for about the same combos as after
   . If you're worried about whether or not it will
connect while they recover, you can go for bokutai  or
bokutai  . Bokutai  is high, mid, and the second hit has
only a small disadvantage, but if the opponent is ready for this
you can always swap the second hit for a throw, for a good string.
Photo captions
- If connects during their recovery, bokutai  cannot be
interrupted. Even on normal hit, it will beat most moves.
- Rather than in their face, a little bit back is the ideal
distance. Also, the lowest point comes slightly after pulling down
on the joystick, allowing even Akira's    to be evaded.
Use stances in Special situations
If during stance, yours and the opponents sides switch, the stance
will not change and the opponent will be at your back. From FT, if
in dokuritsu and hai stances you press towards the opponent, then
Lei Fei will turn to face them, but there are advantages to being
backturned in stance. There are some great moves that exist in
backturned stance. Particularly, BT stance will cause vital
point stun on normal hit or above, and is even on guard. BT stance
is -5 on guard, and while like other moves with the same
motion, it is superior in its properties.
If you're trying for BT koko, at present there are 3 ways to
achieve it. After  +   + if the opponent
techs to the side you can dash towards them 3 times. Timing your BT
+ attack to coincide with the opponent's rising attack. Or
using   + in time with the opponent's rising attack. In
real battles, the dashing technique is the most effective. Against
opponents who are ready for BT koko stance, break the stance and
throw them.
Photo captions
- Once you get used to it, you can adlib and make different
positions. This might be the most effective use of stances.
- BT Hai also has special moves. Essentially, they cancel the
motion and the move comes out while BT.
Remeber the fighting styles for different ranges.
Close range fighting guide
Lei doesn't possess a standard . His (B1) on normal hit is
-1, whereas his cahnge move (B2) is +2 on normal hit. After
(B2) hits, you might want to use his   (the move that has
the role of other character's elbows), but because of the dash
motion, it actually comes out at 15 frames, so if the opponent
 s it's tough. If you want to deal with the opponent's  ,
you can back dash and then use    or  + . Also,
after  you can either attack from stance or go for   ,
however the usage varies depending on change moves (reference the
photograph on the right = captions in this translation.)
After a  hits, or similar to give a slight advantage at close
range, mainly go for   ,   (A1) or  + .
  has quick execution, and it pushes the opponent back
somewhat, so with defensive options like backdashing and moving
into hai it's relatively safe.
 + makes the opponent think that the next hit is coming, so
they'll be reluctant to interrupt, and even if it guarded you can
attack from nehan stance.   (A1) gives stomach crumple on
counter hit, allowing you to go for a combo worth about 30% of
their health. In largely advantaged situations, go for  +
or    .  + is good as an atemi counter, and is
great because the combos don't change between normal and counter
hit. The hit confirmation on    is difficult, but after
it hits you can go for big combo damage. Because of this, when
guarded, mix up by making them fear you delaying the second hit and
then stopping after the first hit and throwing, to give a good
nitaku.
Also, if it seems the opponent is evading the attacks outlined up
to here, you can of course go for a throw or the fully circular
 . This attack isn't just good for attacking evaders, it also
links into koko on counter hit.
Captions
-  (B1) is a high mid string, but on either guard or hit you
will be attacked, so if you are yomi'ed you will eat a big move.
-  (B2) is a high high string, It only gives advantage on
hit. If guarded, you can move into bokutai to flow.
Middle to long range fighting guide
When you are separated from your opponent, hai + (check the
stances section) and otherwise, doku  + + or doku
 + + + should be used widely.
doku  + + is a two-hit move, and on hit allows for
the same combos as from  + to connect. doku  + +
+ is a catch throw from the forward roll, so there is no
throw escape. If you can just get the timing right, there are many
chances to evade mid attacks while closing the distance and fairly
much guaranteeing this. Against opponents who try to use
middle-kick sabaki attacks against the roll, you can evade or use
normal attacks from the roll. This is quite effective.
Once you've made your opponent expect the attacks from the forward
roll, you can mix in the hai + and make them afraid to
interrupt, allowing you to take distance with easy.
Photo captions
- If your hai + is being dealt with by Jacky's neutral Pak
Sao, use  + . You can go for combos after the first hit.
About throw options
For all of Lei's throws, the commands tend to end in the same
directions, so his number of throw directions is poor. Because of
this, needing to vary between his directions is very important. His
most damaging throw is   + which if you include the
combo comes to over 60 damage. It's the throw that the opponents
will be most wary of, so even in throw guaranteed situations, it
will be difficult to land it. Therefore, try to incorporate it as
past of attacking strings.
Next, his three part throw    or    +
  +    + . The damage is good, but due to
the difficulty of the command, actually getting the throw is
difficult. If you miss the command and stop half way through, you
will be in a disadvantaged situation and the damage will only be
slight, so you have to be careful.
Also, the damage drops, but + and   + can be used
against the opponents throw break buffering.   + and
  + , because of the command can easily be buffered into a
dash, making them threatening from mid-range.
When you have an opponent trapped close to the ring edge, you can
go for a ring out with Dokuritsu  + + + ,
  + or    or    +   +
   + . With Dokuritsu  + + + there is a
chance of being thrown by the opponent while you roll, and you
might get suprised by being ringed out yourself, so it pays to
buffer a throw break as well for protection.
Photo captions
- The commands are difficult, and if you miss the damage is 15. If
you play Lei you will have to be able to get this out consistently.
- When using   + , after landing the throw your feet move
forward first, so you have to be careful not to ring yourself out.
-   + swaps positions with your opponent, and also
because of the way that they lie on the ground, okizemi is easy to
affect.
- If the opponent tries to attack after   + , evade and
then aim for  + .
Guaranteed counters
At 16 frames or above,  + gives a combo for about 40-50
damage. The damge for situations less than that is various.
If you connect a throw, you get good damage, however when you
consider that you can be throw-escaped, creativity is essential.
Advantage - Move
8~ Throw
12~ strings or 
14~   or
15~  
16~  +
17=<
Extracting the special properties of Lei's attacking defence
When against a wall
When Lei has pressured his opponents up against a wall, his
attacking power increases by powers. At close to middle range near
a wall,   becomes his main weapon. Even if a little away
from the wall, it will give wall stagger, and you can often land
        . When more separated,
  into     combo will take about
half of their life.
When you have the opponent trapped against the wall, use
Hai + . If you CH they will be wall staggered and you can
go for the same combos as after   . If they guard then throw
or   , a powerful nitaku. Often when they freeze up, a throw
is easy to connect. Also,   + is useful. If this half
circular moves connects, wall stagger will occur, and you can
either delay slightly to get a throw, or use Hai or + to
knock them down, then follow with a down  .
When further away from the wall, try using Dokuritsu . It has
better range than   when looking to get a wall stagger.
Also, the disadvantage on block is small, so if you follow with Hai
 + you generally won't be interrupted, and can get a wall
stagger from the counter hit. Against opponents that retaliate with
a low move,  + + will retreat slightly while going into
Dokuritsu stance, and from here you can try Dokuritsu again.
Because of the stance change, it automatically becomes a delayed
attack. If it hits, the combo is Dokuritsu Hai Hai
 +  .
Photo captions
- On a half fence stage, it depends on your opponent, but after
wall stagger  can lead to a ring out right there. The larger
the opponent's body the greater the chance of them falling (going
over the fence) and you can end the match right there.
At disadvantage, Sabaki and Evasion
In close range fighting, the    + is invaluable. It
sabaki's high and mid single handed punch attacks as well as
elbows, and if it sabaki's or hits on counter the opponent is head
crumpled. When you get hit by the opponent's or  , you can
use it to avoid the opponent's elbow/throw mixup and steal some
damage.
Other than that, at disadvantage   + and or
+ + are useful. With good timing, a   + can be
used to avoid even a middle kick. The evasive properties are better
in open stance.
Photo captions
- More than when you guard an opponent's attack, when you are hit
by an opponent's attack    + is valuable. Throw it out
in these situations.
- Protip - Jumping into sweep ( roundhouse ) is a great
combo. Use that against your friends to show them who's boss!!!
- or + will win against the opponent's  /throw
mixup when at small disadvantage. Going for the opponent's front is
more advantageous.
When in stance and your opponent's attack is guaranteed
When fighting Akira, and your  + is blocked, you eat a
guaranteed    . In this situation, you hope the opponent
will miss, and execute a a sabaki attack. Suddenly, it hits on
counter, and the resultant damage becomes very large.... If you
abare with Koko , the damage is less than for a normal hit.
Or, in situations liken when your   (B1) was evaded, you
shift into Bokutai. You are considered crouching, so even if you
are hit with a float move, you won't float very high.
Photo captions
- You are hit by Akira's    on big counter, the
resultant damage is only this much (shown in the photo.) It's about
2/3 of a normal hit. Quite an unexpected bit of information.
- If your stance changing move is blocked and you're at a
disadvantage, try throwing out dokuritsu or + , as it will
help in many situations. But, the disadvantage is great and so the
risk is high.
Use his plentiful low attacks
Lei has many low attacks available. In order to overcome their
guard, use them reasonably. At close range, his   + is
difficult to see coming, and being half circular it is difficult to
guard. It is also good as a kezuri(?) move. However, it is
disadvantage on all but counter hits, so deal with this by using
or + , ARE or backdash. His  + , by nature of
its very low stance can duck under even an opponent's  while
still hitting, so long as you retrat a little bit to give it room.
The longest range attack is his BT  . Go into BT stance at
long range, and you can use it to attack while avoiding the
opponent's attacks.
Photo captions
- After  + hits,   is useful as reverse-nitaku.
This move attacks while evading high attacks, and is easy to hit on
counter.
Ukemizemi (attacking techrolls)
Attacking their tech roll, use full circular moves like  , his
many circular low attacks or his evade attack, and half circular
moves like   ,   + ,  + to attack then once
he starts to guard mixup between throw and mid attack. For oppoents
that tech and don't press guard, it's difficult to pressure with
direct attacks, so avoid his abare attacks with bokutai stance and
use bokutai + to attack is effective. If the opponent appears
to freeze up and is watching for attackings from bokutai, start to
mix them up with different attacks.
Conversely, for opponents who rise on the spot, they are easy to
attack. For opponents that do this after head crumple, be sure to
remember to attack them with attacks that cannot be evaded.
Photo captions
- Lei's  + and ?typo here, looks like either
or + or   ? have no counters, and are useful
for people that rise in place. Make your opponent fear these.
- Then, if the opponent doesn't tech, switch to  + to make
them think about teching while hitting them with this bound combo.
Posted by
noodalls
on 15/08/2004
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Edited by
Myke
on 16/12/2004
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