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VF5FS Lei Move Analysis

May 12, 2023
VF5FS Lei Move Analysis
  • Lei-Fei's Top Moves (in no particular order)


    1. Hōsui Shōheki (Hai Shiki) [P][P][+][K]: Hōsui Shōheki is one of Lei's best moves because the first [P] 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 [1][P][+][K] launcher. Hōsui Shōheki is one of Lei's staple combo enders and can be used to connect combos in certain situations.

    2. Tōshō [6][6][P]: Tōshō is one of Lei's faster moves. At 14 frames this move is relatively safe; it allows for you to fuzzy guard ([3][3][G]), 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.

    3. Hairenkyaku (from Kyo Shiki) [K][+][G]: Hairenkyaku is a great move to use from Kyo stance and has some similarities to Haishin Sentai ([K][+][G] 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 [P][P][+][K], and depending on distance after Hōsui Shōheki, Lei can add a guaranteed Sōryū Shukkai ([4][3][P][+][K]). Furthermore, a ST opponent is preferred as it allows for ST crumples (use [4][K] or [4][6][6][P][+][K]), which give high damage.

    4. Rigōtai [6][K]: 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 [K] from Koko ([K] 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 ([2][K][P][P]), and wall splats.

    5. Kochōheki / Successful Sabaki [2][3][6][P][+][K]: 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 decent damage (27) and a combo from this move. Additionally, this move will push the opponent away a decent distance to help recover from block. Use Kochōheki against opponents that habitually fish/poke with [P]. Kochōheki is an important part of Lei's options in Nitaku situations (-6 to -9).

    6. Sōhikyaku [9][K][+][G]: 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., [2][P], [2][K][+][G]). 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. When executing at a slight distance you can manipulate your disadvantage to -8 or -9 on guard. Sōhikyaku crushes rising low[K], so incorporate this move into Lei's Okizeme (Oki).

    7. (a) Kakushu Suigeki [6][P]: Kakushu Suigeki is a 16-frame, quarter-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 select to Kyo. By going to Kyo, the otherwise -6 on block becomes +4, which allows for many options. A popular one is Sōrenkyaku [2][K][K] or leifei guard break Tōten Sōchūhō. 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 [3][P]: 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 Suirengeki is useful when opponent is back against the wall as it can cause a Wall Stagger.

    8. (a) Kaisei Tento [1][P][+][K]: Kaisei Tento is Lei's main combo/launcher, i.e. [1][P][+][K] -> [6][P][+][K][P] -> [G][+][P][+][K] -> [6][P] -> [4][P][P]. The move is 20 frames and can duck highs and mids. Kaisei Tento is also a combo linker. (b) Hanshōda [2][P][+][K] (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 [K].

    9. Senshin Tōshō (Doku) [P]: 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.

    10. Kyūho Sōfūken [4][6][P][+][K]: 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.
    11. Senpūkyaku [6][6][K][+][G]: Senpūkyaku is a 27-frame, full-circular mid kick. This move is great for crushing rising attacks due to its 8 active frames and will beat evades. Use this move for Oki and this move works great after a blocked Hōsui Shōheki ([P][P][+][K] in Hai) to close the gap, and catch opponent's evades. Furthermore, Senpūkyaku will put Lei in Koko stance, where multiple options are available.
    12. Tōkū Tenshinkyaku [8][K][+][G]: Tōkū Tenshinkyaku is a 21-frame, quarter-circular (evade to leifei front side) mid kick. Dependent on the range this kick puts Lei at -5 on block when close or from a slight distance can leave leifei at -3, so it is safe. This move cause 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 [2][P] will beat out their abare options.

    13. Haisenkyaku [K]: Haisenkyaku is a 14-frame, quarter 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 Boku and then another, say, Doku, Lei is able to negate the negative frames he would otherwise be bound to. If parallel to the wall Haisenkyaku [K] can side wall stagger on hit.

    14. (a) Rakuho Gekitō (Doku) [P][+][K]: 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) [P][+][K] (hit) [P][+][G]: Tenren Hanka is Lei's hit-throw and follows Rakuho Gekitō.

    15. Shishi Daichōkō [K][+][G][P] is leifei go to guaranteed punish move at +13. If the [K][+][G] connects for Side turn CH it leaves leifei at +12 therefore followups from Doku [K][P] and [K][+][G] are guaranteed.

    16. Bunkyaku [3][K] 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 opponent is standing it leaves Leifei at +10 there you can use a side throw

    Stances


    Open/Closed Stance
    [2][3][6][P][+][K] sabaki High Punch, High elbow, Mid Punch, Mid elbow

    Hai Shiki

    Bokutai
    [2] 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 [P][+][K] sabaki high Punch, high Kick, mid Punch, mid Kick,rising mid half-circular kick, high elbow, mid elbow, knee
    Nehan [P] 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

    Koko Shiki
    from Koko [K] sabaki low punch, low kick, double feet low kick. Also causes high attacks to whiff.
    From Koko [P] sabaki high Punch,high Kick mid Punch,mid kick,rising mid half-circular kick, high elbow, mid elbow, knee

    Kyo Shiki

    Throws

    [4][1][2][3][6][P]+[G][4][6][P][+][G][2][3][6][P][+][G]
    Throw Combo that can only be escaped if first part is escaped

    [4][6][P][+][G]
    solid damage

    [2_][6][P][+][G]
    A throw that leads into a combo followup

    [6][4][P][+][G]
    great throw to setup wakeup strategies

    [6][6][P][+][G]
    Throws opponent forward if it hits a wall can followup with light down attack

    [6][6][P][+][G](opponent back towards wall)
    leifei wall combo +10 in style points
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