VF5FS Lei Move Analysis
-
Lei-Fei's Top Moves (in no particular order)
- Hōsui Shōheki (Hai Shiki)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Hōsui Shōheki is one of Lei's best moves because the first
is a 10-frame punch; it's very fast - his fastest. Additionally, the complete move set leaves Lei +9 on block, +9 on regular hit, and +21 on counter hit (CH), which, on CH, allows for Lei's ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
launcher. Hōsui Shōheki is one of Lei's staple combo enders and can be used to connect combos in certain situations.
- Tōshō
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
: Tōshō is one of Lei's faster moves. At 14 frames this move is relatively safe; it allows for you to fuzzy guard (![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
), as it is -5 on block. Additionally, the move is a mid attack and can wall stagger, so it should be part of one's wall mix-up strategy.
- Hairenkyaku (from Kyo Shiki)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Hairenkyaku is a great move to use from Kyo stance and has some similarities to Haishin Sentai (![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
from back turned). This move is 16-frames, will turn the opponent sideways (ST) on hit, and puts Lei in his Hai stance. On counterhit, Lei gets guaranteed ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, and depending on distance after Hōsui Shōheki, Lei can add a guaranteed Sōryū Shukkai (![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
). Furthermore, a ST opponent is preferred as it allows for ST crumples (use ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
), which give high damage.
- Rigōtai
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
: Rigōtai is a 15-frame, full-circular, high kick that will enter Koko Shiki stance. This move is -1 on block, +5 on hit, and +17 on CH. It is very useful against players who evade often, so watch opponents who like to evade, as a failed evade on hit give CH, giving Lei a free
from Koko (
from Koko will put Lei in his Nehan stance). While Rigōtai does well against the uninitiated, because it is a high full-circular, opponents can evade dash cancel and duck it, leaving Lei open to serious punishment. In addition to the foregoing, it is good to use this move after a successful evade of a high move by the opponent. Using Rigōtai after a succssful evading maneuver can result in the opponent ST or even BT, which gives Lei a guaranteed Kasō Rensen Hōsui (![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
), and wall splats.
- Kochōheki / Successful Sabaki
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Kochōheki is a 19-frame sabaki, and is only (as a sabaki) effective against high and mid hand techniques (e.g. punches and elbows); however, Lei players get solid damage (50-75) and a combo from this move. This move has also been updated in REVO to vital point collapse on hit. Use Kochōheki against opponents that habitually fish/poke with
. Kochōheki is an important part of Lei's options in Nitaku situations (-6 to -9).
- Sōhikyaku
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Sōhikyaku is a 16-frame mid crusher, punisher, and combo starter. Sōhikyaku should be used against opponents that use a lot of lows (e.g., ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
). In addition, this move is one of Lei's go to moves to punish blocked lows where Lei is +18 or above. Use this move wisely, as it leaves Lei open to punishment if evaded; it leaves Lei -10 on block, so throw escape (TE) is a must. You can manipulate your disadvantage to -8 or -9 on guard when executing at a slight distance or if this move is side guarded. Sōhikyaku crushes rising low
, so incorporate this move into Lei's Okizeme (Oki).
- (a) Kakushu Suigeki
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
: Kakushu Suigeki is a 16-frame, half-circular mid, and is one of Lei's staple moves. On block, this move leaves Lei at -6 (Nitaku); however, this move is deceptive in that it has an option to enter Kyo stance. By going to Kyo, the otherwise -6 on block becomes +4, which allows for many options. A popular one is Youho Shouken From Kyo Shiki
+3 on guard or leifei guard break Touten Souchuhou From Kyo Shiki ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is now +13. The Lei player can select any of the commands from Kyo or quickly move between 5 other stances (Doku, Hai and Boku, Nehan and Suirakan) to utilize their properties. (b) Chūtenhō ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
: Similar to Kakushu Suigeki, Chūtenhō is also a 16-frame mid; however, it is linear, and on block leaves Lei at -5. Additionally, this move has an option select into Kyo. By going into Kyo, Lei gets +3 on block. Use Kakushu Suigeki and Chūtenhō interchangeably, and be aware of the 1-frame difference between the two. Delaying the 2nd p from Kakushu Suigeki is useful when opponent is back against the wall as it can cause a Wall Stagger.
- (a) Kaisei Tento
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Kaisei Tento is Lei's main combo/launcher, i.e. ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
-> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
-> ![Guard [G] [G]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
-> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
-> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
. The move is 20 frames and can duck highs and mids. Kaisei Tento is also a combo linker. (b) Hanshōda ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(from Bokutai): Hanshōda is a 15-frame special high, and another combo starter that is similar to Kaisei Tento in two ways: (1) it allows for the same foregoing combo (and modifications thereof for heavier cast members), and (2) it also ducks highs and mids. Both Kaisei Tento and Hanshōda are options in Lei's Oki to punish rising
.
- Senshin Tōshō (Doku)
: While Senshin Tōshō is a simple input, it is in this list for a couple of reasons. Senshin Tōshō is a 17-frame hand technique (-4 on block, +5 on hit, and +9 on CH). It's relatively quick and has two uses: (1) Senshin Tōshō has very good reach; it can be used to keep opponents at bay and should be used in one's Oki. (2) Senshin Tōshō will cause wall stagger, leading to wall combos. Doku can be entered quickly, leading to Senshin Tōshō quickly. If you prefer the mid game, this move can help you keep distance. (3) If the move connects from Side Turn it will cause a side crumple on NH.
- Kyūho Sōfūken
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Kyūho Sōfūken is 25-frame high, double fist, hand technique and causes head crumple (combo starter). While this move has a slower execution, and floors the opponent on hit and CH, on block it is -5, so it is pretty safe on block. Kyūho Sōfūken ducks highs, so use it against rising attackers for Oki. This move is particularly good against characters, such as Aoi, and others who have reversals and sabakis. Depending on the character's weight class, this move can lead to considerable damage. - Senpūkyaku
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Senpūkyaku is a 27-frame, full-circular mid kick. This move is great for crushing rising attacks due to its 8 active frames, beats evade, and It has been buffed to +15 on counter hit and +21 on side turn counter hit. Use this move for Oki and this move works great after a blocked Hōsui Shōheki (![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
in Hai) to close the gap and catch the opponent's evades. Furthermore, Senpūkyaku will put Lei in Koko stance, where multiple options are available.
- Tōkū Tenshinkyaku
![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Tōkū Tenshinkyaku is a 21-frame, half-circular (evade to leifei front side) mid kick. Depending on the range this kick puts Lei at -4 on block when close or from a slight distance can leave Leifei at -3, so it is safe. This move causes a wall splat, so memorize Lei's foot positioning. With 4 active frames, the move also is useful when crushing low attacks and rising attacks. From Side turn it is +2 on guard. If your opponent is unaware ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
will beat out their abare options.
- Haisenkyaku
: Haisenkyaku is a 14-frame, half circular (evade to Leifei's back) special high kick that puts Lei in his Hai stance. This move is -10 on block, -2 on hit, and +4 on CH. It is worth mentioning because this move shines on block. That being said, use this move to bait your opponents. The greatness of this move is Lei's ability to enter Boku immediately (after block and hit), and his other stances immediately thereafter. By entering Bokutai and then another, say, Dokuritsu, Lei can negate the negative frames he would otherwise be bound to. If parallel to the wall Haisenkyaku
can side wall stagger on hit.
- (a) Rakuho Gekitō (Doku)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Rakuho Gekitō is a 17-frame hand technique from Lei's Doku stance. This move is -4 on block, -1 on hit, and +3 on CH, so it is a safe move. This move is good for maintaining pressure on opponents in general and good for Oki. (b) Tenren Hanka (Doku) ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(hit) ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
: Tenren Hanka is Lei's hit-throw and follows Rakuho Gekitō. This move is useful to bait and whiff punish rising attacks.
- Shishi Daichōkō
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
is leifei go to guaranteed punish move at +13. In REVO the move has been updated to knockdown on hit with the opportunity to go for a otg setup with hai p+k or pressure with hai pp+k if they techroll. If the ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
connects for Side turn CH it leaves leifei at +12 therefore followups from Doku ![Kick [K] [K]](styles/default/xenforo/clear.png)
and ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
are guaranteed.
- Bunkyaku
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
is the defacto elbow for leifei despite being an actual linear 15-frame mid-kick. At -5 you can fuzzy guard, on hit +1, and +7 on CH. Useful also from the side as it will stagger opponents if they are crouching, whiffed, and abare their low attacks. If it STCH when the opponent is standing it leaves Leifei at +10 there you can use a side throw
Stances and their Sabakis
Open/Closed Stance
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
sabaki High Punch, High elbow, Mid Punch, Mid elbow.
Hai Shiki
None in this stance.
Bokutai
ducks under high attacks, mid side kick. dependent on open or closed stance may cause mid elbows to whiff.
Dokuritsu Shiki
auto parries high Punch, mid Punch, high elbow, mid elbow, low punch.
Nehan Shiki
Nehan![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
sabaki high Punch, high Kick, mid Punch, mid Kick,rising mid half-circular kick, high elbow, mid elbow, knee.
Nehan
sabaki high Punch,high Kick mid Punch,mid Kick,rising mid half-circular kick, high elbow, mid elbow, knee.
Zenten - rolls toward opponent and applies pressure with a catch throw or a mid kick combo launcher
Suirakan Shiki
none in this stance.
Koko Shiki
from Koko
sabaki low punch, low kick, double feet low kick. Also causes high attacks to whiff.
From Koko
sabaki high Punch,high Kick mid Punch,mid kick,rising mid half-circular kick, high elbow, mid elbow, knee
Kyo Shiki
none in this stance
Throws
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
+![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
Throw Combo that can only be escaped if first part is escaped
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
Leifei throw that has been added back in REVO that leads to a combo followup .
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
A throw that leads into a combo followup.
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
great throw to setup wakeup strategies.
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
Throws opponent forward if it hits a wall can followup with a combo updated in REVO.
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(opponent back towards the wall)
leifei wall combo +10 in style points - Hōsui Shōheki (Hai Shiki)
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