Tekken 5 Lei Wulong - Get Lei'd FAQ Version 1.3 --------- ------- | / | / ------- |\ | 5 | | | / | / | | \ | | |--- |/ |/ |--- | \ | | | |\ |\ | | \ | | | | \ | \ | | \ | | ------- | \ | \ ------- | \| Written by: Kenneth Walton (Wild Man X) Written on: July 26, 2006 E-mail: Tekkenomics@hotmail.com Website: Tekkenomics (Listed below) AIM: Tekkenomics This FAQ version will be available at: Tekkenomics (http://www.tekkenomics.tk) GameFAQs (http://www.gamefaqs.com) Neoseeker (http://www.neoseeker.com) IGN (http://faqs.ign.com) SuperCheats (http://www.supercheats.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Version Updates 2. FAQ Description 3. Legal Stuff 4. Legend 5. Definitions 6. Story 7. Taunts 8. Customizations 9. Move List 10. The Art of Juggling (AOJ) 11. Combo List 12. Strategy & Move Analysis 13. Lei's Stances 14. Questions 15. Special Thanks 16. About Tekkenomics 17. About The Author 18. Closing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Version Updates ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0 - (02-20-06) First release - Included Lei-related info from my other FAQs: "Combo FAQ v3.02", "Customization v3.02", "Hidden Moves v3.02", "Taunts v2.02" - Added a list of my most used Lei combos and costumes - Updated "AOJ" section specifically for Lei - Added a lot of other stuff 1.1 - (02-23-06) Added more websites where to find this FAQ, Added more "FUFA 3+4" combos, added more launcher options, Updated "Lei's Common Juggle Enders" in AOJ section, Updated "Move List" for BT, FUFA and FUFT stances, Updated "Customizations" section 1.2 - (06-02-06) Updated "About Tekkenomics", Updated "Combos That I Like To Use", Added "Spacing" section under "Strategy & Move Analysis", Updated AOJ "Fighter Weight #1", "Fighter Weight #4, #7" Added AOJ "Basics #11", "Fighter Weight #5, #6" Added {OBT} b+1,2,1 launcher and combos, {CH} (b+1,2),1 launcher and combos 1.3 - (07-26-06) This will be the last update before I move on to T:DR. Added "Customzation Items" to "Customizations" section, Added more combos, Updated "Combo List" Note Whenever new info is added to this FAQ, the word will appear after the new addition. Things that have been changed, edited, or have been added to. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. FAQ Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is a Tekken 5 guide for Lei Wulong. The purpose of this FAQ is to provide you with info on Lei Wulong, and to let you know the different techniques and strategies that I have learned and use. There are different ways of using Lei, and this FAQ will mainly cover the way that I use him. I will provide a list of combos and different strategies for Lei, among other things. This FAQ covers the PS2 Tekken 5 (U.S. Version). These combos and strategies should work in the Arcade and other PS2 Versions of Tekken 5, but I only tested these in the U.S. Version. However, some things may not work on Tekken 5.1, which is an updated version of Tekken 5 for the arcade. All combos in this FAQ were tested in the Tekken 5 Practice Mode. They have been confirmed by me, so they should work. However, not all combos can be pulled off 100% of the time. The "Character Strategy & Combos" Forums at Tekken Zaibatsu is also a great place to find combos and strategies, but some of the threads can be a pain to go through and read. I have written four other General FAQs for Tekken 5. This is my fifth Tekken 5 FAQ, but my first Character FAQ, and most likely will be my last. I hope you enjoy it. Lei Wulong is my main fighter, and has been since Tekken 3. If you ever play Tekken 5 in Riverside, California, I have a Lei IC Card named "Get Leid". For more info on Lei, check out the info provided on Tekken Zaibatsu: http://www.tekkenzaibatsu.com/forums/forumdisplay.php?s=&forumid=77 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Legal Stuff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can download and print this FAQ, but under no circumstances can you put this FAQ on your web page without my permission. You MAY NOT ALTER IT IN ANY WAY or claim it as your own. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Legend ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a list of the notations that I will be using for this FAQ. -------- Buttons: -------- Notation Meaning -------- ------- 1 Left Punch (Square) 2 Right Punch (Triangle) 3 Left Kick (X) 4 Right Kick (Circle) ---------- Direction: ---------- Notation Meaning -------- ------- f Press Forward (Towards opponent) F Hold Forward (Towards opponent) F# Hold Forward until next D-Pad command b Press Backward (Away from opponent) B Hold Backward (Away from opponent) B# Hold Back until next D-Pad command u Press Up U Hold Up U# Hold Up until next D-Pad command d Press Down D Hold Down D# Hold Down until next D-Pad command D/B# Hold Down/Back until next D-Pad command D/F# Hold Down/Forward until next D-Pad command qcb Quarter Circle Backward; Down to Back (d,d/b,b) QCB Quarter Circle Backward; Down to Back (d,d/b,B) qcf Quarter Circle Forward; Down to Forward (d,d/f,f) QCF Quarter Circle Forward; Down to Forward (d,d/f,F) hcf Half circle Forward (b,d/b,d,d/f,f) HCF Half circle Forward (b,d/b,d,d/f,F) Note1: D-pad represents the arrows (up, down, left, right) on the PS2 controller or Arcade stick Note2: "F#" requires you to hold forward for a longer period of time than "F". -------------- FAQ Notations: -------------- Notation Meaning -------- ------- # Hold; Hold indicated button(s) until that move is executed or until N (Neutral) ( _ ) Or; Choose one of the moves within the parenthesis to do ~ Press button immediately after / Press indicated directional buttons at the same time + Press buttons at same exact time N Leave joy pad neutral * Short pause between button presses ** Medium pause between button presses *** Long pause between button presses [ ] Optional command(s) { } Action within these must be completed in order for the command to be executed correctly : The command following this requires "just frame" input ( )... Repeat the pattern within the brackets , Separates commands < Delayed input = Next in sequence ---------------- Action Notation: ---------------- Notation Meaning -------- ------- BLK Attack must be blocked by opponent BT Back Towards Opponent cd Crouch Dash (f,N,d,d/f) CD Crouch Dash (f,N,d,D/F) CH During Counter Hit/Attack CL Clean Hit FC Full Crouch; While Crouching GRAB Opponent must be grabbed from the front HIT While opponent is being hit (damaged) HIT* After opponent is hit (damaged) OBT Opponent's Back Turned OCR Crouching Opponent OGR Grounded Opponent (Opponent on ground) Parry Move is parried RevL While opponent is reversing your left attack RevR While opponent is reversing your right attack SS Side Step SSL Side Step Left SSR Side Step Right SSW Side Step Walk TAC Tackle WR While your fighter is running; While running WS While standing from a crouch; While Rising ------------------ Grounded Positions ------------------ Notation Meaning -------- ------- FUFA Face up & feet away FUFT Face up & feet towards FDFA Face down & feet away FDFT Face down & feet towards GRND While lying on ground KNDW Right after the opponent knocks to you the floor -------------------- Every Fighter Legend -------------------- Notation / Meaning Commands ------------------ -------- FC (While Crouching) D SS (Side Step) (u,N _ d,N) SSL (Side Step Left) u,N on left side d,N on right side SSR (Side Step Right) u,N on right side d,N on left side SSW (Side Step Walk) (u,U _ d,D) WR (While Running) (f,f,f _ f,F) WS (While Rising) FC, N -------------------------- Lei Wulong Specific Legend -------------------------- In this section, you will find some of the different ways to get into Lei's stances. (See "Lei's Stances" for more info) Notation / Meaning Commands ------------------ -------- AOP (Phoenix Illusion) b+1+4 PAN 3,B BT (Back Turn) b+3+4 f,f+3~b CRA (Crane) (u _ u/f _ u/b)+3 b+4,f f,N+1,2,1,2,4,(u_d) f+1+2,F DGN (Dragon Stance) f,N+1,2,(u_d) DRU (Drunken Master) f+3+4 SS+2,2,f b,b+1,F FDFA (Sidewind) d+1+2 FDFT (Reverse Sidewind) BT d+1+2 4~3 FUFA (Play Dead) d+3+4 FUFT (Reverse Play Dead) BT d+3+4 PAN (Panther Stance) f,N+1,2,1,(u_d) f+1+2,(u_d) SNA (Snake Stance) SS+1+4 SS+2+3 f+2+3 f,N+1,(u_d) TGR (Tiger Stance) f,N+1,2,1,2,(u_d) d/f+1+2,f --------------------- Combo Specific Legend --------------------- These are commands that relate to the combo section. All combos will be written in the format: move; move; ... (damage) Notation Meaning -------- ------- {} The stance that you should be in after executing the previous move ( ) For the combo to work, this move will not hit the opponent [+/- dmg] The amount of damage that the launcher adds to or subtracts from the total ; Separates different moves used within a combo * Possibility of escape from full damage WALL Your opponent must hit a wall BIG Combos that will only work on large opponents CC Crouch Cancel iWS Instant While Standing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5. Definitions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Clean Hit" and "Juggle" definitions taken from the "Still Standing" website (http://www.manji-clan.com/wtcl/index.html) "okizeme" and "Tech roll" definition by sithlord Clean Hit Hitting your opponent from very close range. Clean hits inflict more damage than a normal hit. However, not all attacks will be able to become a clean hit Counter Hit Occurs when you hit an opponent that is getting ready to attack or is in the process of attacking. Counter hits inflict more damage than a normal hit. Ground roll To roll around while lying down on the ground (not instantly after hitting the ground like "tech roll"). Juggle An event that occurs when a character is thrusted into the air by an attack followed by a series of combos, punches or kicks while falling down to the ground. The juggling process stops once the character has hit the ground. Launcher A move that makes it possible for your opponent to be juggled. (Also known as "Juggle Starter") Okizeme (often called "oki") Japanese for "wake-up". In other words, the art of hitting someone on the ground or as they try to get up. Tech roll To instantly roll away and then stand up the moment your body impacts the ground. Whiff An attack that does not touch the opponent. The attack misses the opponent completely. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Story ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lei Wulong. A Hong Kong police detective. Lei became famous after breaking up the Syndicate in the previous tournament. Once home, Lei begins looking into who is destroying dojos throughout China. Many of Lei's close friends had been attacked, so he had to do something. He devoted himself to finding the person responsible, but the suspect disappeared. Lei hears of similar crimes in Japan. The next likely target: The King of Iron Fist Tournament 5. Now's his chance... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7. Taunts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These are taunts that can be done before the match begins (Pre-Match), and after the match ends (Post-Match). ---------------- Pre-Match Taunts ---------------- ?: Moves hands around ?: Goes into a stance, then says "Come on." ?: Puts hands together and takes a bow, then says "Let's go!" ----------------- Post-Match Taunts ----------------- 1: Looks into camera, says "You're not good enough.", then walks away. 2: Leans back, acts like he's drunk while yelling "Humph!", then steps backward. 3: Goes through different stances, ending in the Crane stance 4: Goes through different stances, starting in the Crane stance ?: Goes through different stances, ending in the Tiger stance (Dragon, Snake, Crane, Tiger) ?: Takes a deep breath, then goes into a stance ?: Does a jump kick, throws several punches, then ends in a stance ?: Walks forward with hands in front of him (similar to Tiger), then steps back, puts hands by side and stands up straight. ?: Begins slightly leaning back with arms in front while yelling "Haaa!", moves arms around, then leans down slightly and stretches arms out in a straight line, oppostie eachother. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8. Customizations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ================ Default Costumes ================ 1_2: Martial arts outfit Outfit: Punch Color 1: Blue Color 2: Black Color 3: Orange 3_4: Police outfit Outfit: Kick Color 1: Blue Color 2: Pink Color 3: White =================== Customization Items =================== Punch Outfit Items / Colors --------------------------- Head: Chinese Wizard Hat (500k) Slicked-back Hairstyle (120k) Natural Hairstyle (80k) Face: Festival Mask (150k) Bandanna (60k) Glasses (50k) Upper Body: Buddhist Statue (300k) Rare Sword (60k) Fan (40k) Lower Body: Sai (30k) Gourd (200k) Handcuffs (30k) Color 1: Jacket White (18k) Black (18k) Red (8k) Yellow (8k) Green (8k) Brown (8k) Purple (8k) Sea Green (8k) Color 2: Pants White (18k) Red (8k) Blue (8k) Yellow (8k) Green (8k) Brown (8k) Purple (8k) Sea Green (8k) Color 3: Belt and ankle ties White (18k) Black (18k) Red (8k) Blue (8k) Yellow (8k) Green (8k) Purple (8k) Sea Green (8k) Kick Outfit Items / Colors -------------------------- Head: Hat (500k) Police Cap (200k) Natural Hairstyle (80k) Face: Sunglasses (150k) Bandage (60k) Glasses (50k) Upper Body: Sheriff Badge (300k) No Necktie (120k) Fan (40k) Lower Body: Radio (30k) Bullhorn (60k) Handcuffs (30k) Color 1: Gloves White (18k) Black (18k) Red (8k) Yellow (8k) Green (8k) Brown (8k) Light Blue (8k) Pink (8k) Color 2: Shirt White (18k) Black (18k) Red (8k) Blue (8k) Yellow (8k) Green (8k) Brown (8k) Light Blue (8k) Color 3: Pants Black (18k) Red (8k) Blue (8k) Yellow (8k) Green (8k) Brown (8k) Light Blue (8k) Pink (8k) ============== Custom Outfits ============== Angel Lei (156k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: No Necktie (120k) Lower Body: DEFAULT Color 1: White (18k) Color 2: White (18k) Color 3: DEFAULT By: Wild Man X Detective (526k-696k) *(26k-196k) Outfit: Kick Head: Hat (500k)* Face: DEFAULT or Glasses (0k-50k) Upper Body: DEFAULT or No Necktie (0k-120k) Lower Body: DEFAULT Color 1: DEFAULT Color 2: White (18k) Color 3: Brown (8k) By: Wild Man X Jackie Chan (Jackie Chan Adventures) (216k) Outfit: Kick Head: Natural Hairstyle (80k) Face: DEFAULT Upper Body: No Necktie (120k) Lower Body: DEFAULT Color 1: DEFAULT Color 2: Blue (8k) Color 3: Yellow (8k) By: Wild Man X Jackie Chan (Medallion) (266k) Outfit: Kick Head: Natural Hairstyle (80k) Face: DEFAULT Upper Body: No Necktie (120k) Lower Body: Handcuffs (30k) Color 1: DEFAULT Color 2: Black (18k) Color 3: Black (18k) By: kennetth_julian / Wild Man X LAPD Officer (366k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: Sheriff Badge (300k) Lower Body: Radio or Handcuffs (30k) Color 1: DEFAULT Color 2: Black (18k) Color 3: Black (18k) By: Wild Man X Lei's Tekken 2 Kick Outfit (234k-244k) Outfit: Kick Head: Natural Hairstyle (80k) Face: DEFAULT Upper Body: No Necktie (120k) Lower Body: DEFAULT Color 1: Black or Brown (8k-18k) Color 2: White (18k) Color 3: Brown (8k) By: mishimazama Lei's Tekken 3 Punch Outfit (34k) Outfit: Punch Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Green (8k) Color 2: Red (8k) Color 3: Black (18k) By: mishimazama Lei's Tekken 3 Kick Outfit (176k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: No Necktie (120k) Lower Body: Handcuffs (30k) Color 1: DEFAULT Color 2: White (18k) Color 3: Brown (8k) By: mishimazama Lei's TTT Punch Outfit (24k) Outfit: Punch Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Purple (8k) Color 2: Green (8k) Color 3: Red (8k) By: Wild Man X Leonardo Style (TMNT) (76k) Outfit: Punch Head: DEFAULT Face: DEFAULT Upper Body: Rare Sword (60k) Lower Body: DEFAULT Color 1: DEFAULT Color 2: Blue (8k) Color 3: Blue (8k) By: Wild Man X Mousse (Ranma 1/2) (86k-176k) Outfit: Punch Head: DEFAULT Face: Glasses (50k) Upper Body: DEFAULT or Rare Sword (0k-60k) Lower Body: DEFAULT or Sai (0k-30k) Color 1: White (18k) Color 2: DEFAULT Color 3: Black (18k) By: Darklightjg Mr. Vampire (524k) *(24k) Outfit: Punch Head: Chinese Wizard Hat (500k)* Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Yellow (8k) Color 2: Yellow (8k) Color 3: Yellow (8k) By: su Car Yama / Wild Man X NYPD Officer (546k-706k) Outfit: Kick Head: Police Cap (200k) Face: DEFAULT or Sunglasses (0k-150k) Upper Body: Sheriff Badge (300k) Lower Body: Radio or Handcuffs (30k) Color 1: DEFAULT Color 2: Blue (8k) Color 3: Blue or Black (8k-18k) By: Wild Man X Pink Panther Lei (16k-136k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT or No Necktie (0k-120k) Lower Body: DEFAULT Color 1: Pink (8k) Color 2: DEFAULT Color 3: Pink (8k) By: Wild Man X / Jeremy Police Chief (36k-416k) Outfit: Kick Head: DEFAULT Face: DEFAULT or Glasses (0k-50k) Upper Body: DEFAULT or Sheriff Badge (0k-300k) Lower Body: DEFAULT or Handcuffs (0k-30k) Color 1: DEFAULT Color 2: White (18k) Color 3: Black (18k) By: Wild Man X Raphael Style (TMNT) (54k) Outfit: Punch Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: Sai (30k) Color 1: Red (8k) Color 2: Red (8k) Color 3: Red (8k) By: Wild Man X Reno 911 Officer (316k) Outfit: Kick Head: DEFAULT Face: Sunglasses (150k) Upper Body: No Necktie (120k) Lower Body: Radio or Handcuffs (30k) Color 1: DEFAULT Color 2: Brown (8k) Color 3: Brown (8k) By: Wild Man X Tekken 5 Dark Resurrection Default Kick Costume (34k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Green (8k) Color 2: White (18k) Color 3: Brown (8k) By: Wild Man X Tekken 5 Dark Resurrection Default Punch Costume (16k) Outfit: Punch Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Green (8k) Color 2: Red (8k) Color 3: DEFAULT By: Wild Man X Tekken 5 Dark Resurrection Default Kick Costume (24k) Outfit: Kick Head: DEFAULT Face: DEFAULT Upper Body: DEFAULT Lower Body: DEFAULT Color 1: Green (8k) Color 2: White (8k) Color 3: Brown (8k) By: Wild Man X My favorite costumes to use are: Punch Outfits: Mr. Vampire, Tekken 5 Dark Resurrection Default Punch Costume Kick Outfits: Angel Lei, LAPD Officer, NYPD Officer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 9. Move List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This movelist is a modified version of the Tekken 5 Movelist created by Drake the Demon. If you would like to see the online movelists, it is available on the Tekkenomics website. For Lei's frame data, check out Tekken Zaibatsu: http://www.tekkenzaibatsu.com/tekken5/_framedata.php Throw Types: F Front throw B Back throw L Left side throw R Right side throw Move Properties: BT back turned FF face forward RC recovers crouching initially RCj RC joystick modifier (hold D or D/B) CH major counter hit OC forces opponent to crouch OS forces opponent's side to face you OB forces opponent's back to face you JG juggle starter BN bounce juggle starter BS block stun - attacking character has huge disadvantage if blocked GB guard break - defending character takes a step back, or his hands are in the air SH stagger hit - opponent may recover KND in some cases DS double over stun - opponent can tap f to escape MS minor stun - animations vary, but usually nothing is guaranteed after FS fall back stun - opponent can tap f to escape KS kneel stun - opponent falls to one knee, free hits are sometimes possible CFS crumple fall stun - opponent slowly falls down, free hits are usually possible CF crumple fall - opponent quickly falls down, free hits are usually possible CS crumple stun - opponent falls down, free hits are usually possible [x] hit modifier (ex. CFS[1,2]) # see footnote (ex. #2) b block modifier (ex. BTb - character is BT on block) c counter hit modifier (ex. BNc - BN on counter hit) co crouching opponent modifier (ex. SHco - SH on crouching opponent) cco CH on crouching opponent  (ex. JGcco) cl clean hit modifier (ex. JGcl - JG on a clean hit) ccl CH clean hit modifier (ex. FSccl) bt back turned opponent modifier (ex. JGbt - JG on a BT opponent) Hit Ranges: h high (block B or duck) H high, hits grounded m mid (block B) M mid, hits grounded l low (block D/B or jump over) L low, hits grounded Sm special mid (block B or D/B) SM special mid, hits grounded ! unblockable unblockable, can be ducked [!] unblockable, hits grounded T throw (duck or input escape command) ------------------------------------------------------------------- Throws ------------------------------------------------------------------- Command: Name: Type: Damage: Escape: Properties: [F+]1+3 Sky Kick F 35 1 #1 #5 [F+]2+4 Sleeper Hold F 35 2 #5 f,f+1+2 Tripping F 38 1+2 u/f+1+2 Dragon Falls F 35 1+2 FDFA (DGN,1_SNA,1+3) Out of Control F 33 1 = 1+2 = Tiger Sip - - none DRU #2 [F+](1+3_2+4) Sailboat Stretch L 40 1 #5 [F+](1+3_2+4) Closing Fan R 5,10,25 2 #5 [F+](1+3_2+4) Windmill B 50 none #5 BT,(1+3_2+4) Back Turn Grab - - - #3 #4 #1/ Lei will suffer 2 points of damage and recover grounded if he flips back into a wall. #2/ Lei will regain 10 points of energy, but the throw damage will be reduced to 23. #3/ Will perform one of Lei's (1+3_2+4) grabs, depending on where the opponent was grabbed. #4/ Will remain in BT if grab doesn't connect. #5/ The [F+] version of the throw has more range. ------------------------------------------------------------------- Basic Arts ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: 1 Jab 5 h f+1 Forward Jab 6 h (d/f_WS)+1 Quick Upper (10_12) m (d_d/b)+1 Low Jab RC 5 Sm = ~f = Crouch Cancel - - #1 FC+1 Crouch Jab RC 5 Sm 2 Straight 12 h f+2 Forward Straight 12 h d/f+2 Uppercut 12 m JG JGcco (d_d/b)+2 Low Straight RC 8 Sm WS+2 Uppercut 15 m JGc JGbt FC+2 Crouch Straight RC 8 Sm u+2 Weighted Punch 18 M 3 Crescent Kick 28 h f+3 Advancing Crescent 30 h MS Kick b+3 Retreating Crescent 25 h MS Kick d/f+3 Lateral Kick 18 m d/b+3 Spin Sweep 15 L D/F,3 Crouch Spin Kick RC 12 L FC+3 Crouch Spin Sweep RC 12 L 4 Roundhouse 16 h JGc (d/f_WS)+4 Front Kick (15_16) m D/F,4 Crouch Shin Kick RC 10 L FC+4 Crouch Kick RC 7 L d/f_FC,d/f Low Parry - - OC #2 #1/ Will go straight into normal fighting stance instead of WS. #2/ Can parry opponent's low or special mid attack. ------------------------------------------------------------------- Special Arts ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (1_f+1),1 Serpent Strikes (5_6),5 h,h = ~f = Snake SNA - - (1_f+1),2 One-Two Punch (5_6),12 h,h (U_u/f_u/b)+1 Jumping Left Punch 12 m f,N+1<2<1<2 Razor Rush (7_9),7,5,3 m,m,m,m #1 #2 = u_d = Stance Transition [SNA_DGN_PAN_TGR] - #1 = 3 = Low Kick 12 l JGc = <4 = Middle Kick 12 m FUFT = (u_d) = Crane CRA - - b,b+1 Drunken Tiger Lash 24 h FUFT = ~f = Drunken Master DRU - - SS+1 Snake Palm Fist 18 h SH = ~f = Tiger TGR - - = (~u_~d) = Dragon DGN - - 1+2 Hook Punch BT 18 h JGc = ~1 = Spinning Back BT 18 h Blow = 2 = Spiral Upper 24 m JG f+1+2 Twin Snake Strikes 13,10 h,h SH[2] = ~f = Crane CRA - - = (~u_~d) = Panther PAN - - d/f+1+2 Tiger Fang RC 21 m OC OCb KSc = ~f = Tiger TGR - - b+1+2 Cannonball 25 m MS FUFTc f,N+2,1,2,1 Defense Breaker 0,12,25,30 h,m,m,m GB[4] BTb[4] (opponent guarding) JG[3] #3 f,N+2<1<2 Breaking Rush 10,12,8 h,m,m #4 = 3 = Low Kick 12 l JGc = <4 = Middle Kick 15 m FUFT = [u_d] = Crane CRA - - f,f+2 Mauling Dragon 21 m BN OCb (u/f_u/b)+2 Falling Tree FUFA 15 M OC SS+2 Drunken Rapid Fist 12 m OC OCb FUFTc = ~b = Back Turn BT - - = 2 = Drunken Fist 18 h SH GB = ~f = Drunken Master DRU - - 3,3 Crescent Trip BT[2] 28,17 h,L FUFT[2] (f_b)+3,3 Forward Crescent BT[2] (30_25),17 h,L MS[1] FUFT[2] Trip (N_F)+3~4,u,u Tornado Kicks BT[all] 30,30,30 m,m,m FUFT[all] = ~D = Reverse Play FUFT - - #5 Dead f,N+3 Razor Kick 35 h GB FUFT = 4 = Middle Stun Kick 20 m FS = d+4 = Trip Kick 10 L JG f,f+3 Reverse Lotus 20 m JG = ~b = Back Turn BT - - = 4 = Floating Lotus 22 h GB FUFT d+3 Ankle Kick 15 l (u/f_u_u/b)+3 Searing Crane Wing CRA (25_21_17) m JGc GB u/f,N+3 Left Jump Kick 25 m FUFT U/F,N+3 Jumping Stun Kick 25 m FS U/F * 3 Jumping Low Kick 15 L WS+3 Toe Kick 25 M (u_u/b)+3+4 Jumping Side Kick 25 m FUFT u/f+3+4 Asteroid Kick BT 10,16 m,m OC[1] JG[2] = 4 = Comet Kick 12 m FUFT OCb SS+3+4 Falling Blade BT 15 M FUFT OCb 4~3 Clean Sweep FDFT 25 m FUFT 4~4,3,3 Lift Up Cannon FUFT[1,2] 7,7,24 L,L,m JG[3] FDFT[3] FC+4~4,3,3 Lift Up Cannon FUFT[1,2] 7,7,20 L,L,m JG[3] FDFT[3] f+4,2,1<2 Beating Rush 30,12,12,8 h,m,m,m CSc[1] FUFT[1] = 3 = Low Kick 12 l JGc = <4 = Middle Kick 15 m FUFT = u_d = Crane CRA - - f,N+4,1,2 Wolf Fang Rush 15,12,5 h,m,m = 2 = Snake Bite 10 m = ~f = Dragon DGN - - = 1+3 = Tiger TGR - - #6 = 2  = Twin Snake Bite RC 15 l = ~f = Panther PAN - -   = 4,3,3  = Lift Up Cannon FUFT[1,2] 7,7,24 L,L,m JG[3] FDFT[3] = 3 = Razor Kick 17 h GB FUFT  = 4 = Middle Stun Kick 20 m FS  = d+4 = Trip Kick 10 L JG f,f+4,3+4 Basho Whirlwind 21,21 h,h OSc[1] OSb[2] FUFT[2] d+4 Low Kick 10 l = ~d = Snake SNA - - d/b+4 Rave Sweep 7 L MS BS JGcl = (u_d) = Snake SNA - - = 4 = Rave Spin 21 h FUFT b+4 Scythe Kick 18 m FUFT = ~f = Crane CRA - - u/f+4 Hop Kick 13 m JG u+4 Vertical Hop Kick 15 m FUFT u/b+4 Retreating Hop Kick 11 m u/f,N+4 Jumping Hop Kick 25 m JG U/F,4 Jumping Front Kick 25 m U/F * 3 Jumping Mid Kick 15 m FUFTc WS+4 Rising Mid Kick 16 m SS+4 Crane Cannon 16 m JG (d_FC)+1+2 Sidewind FDFA - - (d_FC)+3+4 Play Dead FUFA - - = (:b_~qcb) = Quick Back Roll - - RCj  = 3,4 = Rolling Rave RC[1] 15,21 L,h JG[1] FUFT[2] Spin   = 4 = Reverse Kick 12 m FUFTc FUFTcl b+3+4 Back Turn BT - - = ~b = Cancel - - f+3+4 Drunken Master Walk DRU - - OS #7 (High & Mid Punch Parry) b+1+4 Art of Phoenix AOP - - (SS+1+4_SS+2+3 Art of Snake SNA - - _f+2+3) 1+2+3+4 Supercharger - - #8 b,b,u/b Wall Jump Flip Kick BT 25 m GB FUFT #1/ SNA after the 1st hit, DGN after the 2nd, PAN after the 3rd and TGR after the 4th. #2/ Damage on the first hit will be 7 if the second hit is inputted immediately. #3/ Opponent has to block the first punch. #4/ The first punch must hit the opponent. #5/ Tap D to go into FUFT after the first, second or third kick. #6/ There is a small window that you can press "1+3" to enter the Tiger stance. Lei will transition himself from Dragon to Tiger. #7/ DRU only after a missed punch parry. #8/ For a short period of time, your hits will be counted as counter hits. ------------------------------------------------------------------- Back Turned Moves from Back Turned only - BT - b+3+4 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: 1 Spinning Back Blow BT 12 h 2 Spiral Upper 20 m JG 3 Reverse High Kick 25 h FUFT 4 Reverse Mid Kick 18 m (d_FC)+1 Low Back Spin BT RC 8 l JG (d_FC)+2 Reverse Poke RC 10 l (d_FC)+3 Reverse Low Kick RC 12 l (d_FC)+4 Reverse Rave Sweep RC 10 L MS BS JGcl = u_d = Snake SNA - - = 4 = Rave Spin 35 h FUFT (d_FC)+4:4 Triple Hit Rave Spin 10,10,35 L,L,h MS[1] BS[1] JGcl[1] FUFT[3] (d_FC)+1+2 Face Down Position FDFT - - (d_FC)+3+4 Knock Down Position FUFT - - = :b_~qcb = Quick Back Roll - - RCj   = 3   = Sweep RC 7 L FUFTc FUFTcl BS   = 4 = Mid Kick 12 m FUFTc FUFTcl (u/f_u/b)+2 Falling Tree FUFA 15 M OC u/f+3 Reverse Side Kick 25 m FUFT u/f+4 Reverse Hop Kick 21 m JG 3+4,3+4,3+4 Flit Flip Flop BT[all] 15,15,15 M,M,M FUFT[all] #1 = ~f = Face Forward - - 1+2+3+4 Supercharger BT - - #2 #1/ Tap f to go into FF after the first, second or third flip. #2/ For a short period of time, your hits will be counted as counter hits. ------------------------------------------------------------------- Play Dead Moves from Play Dead only - FUFA - d+3+4 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: ~ (d/f _ d/b Instant Cancel - - - _ u/f _ u/b _ u) (1_d+1) Side Roll - - - #2 = ~D = Sidewind FDFA - - 3 Rave Sweep RC 7 L MS BS JGcl #1 = 4 = Rave Spin 21 h FUFT #1 4 Mid Kick 10 m FUFTc #1 3+4 Spring Kick 21 m JG #1 f Forward Roll - - - #1 = 3 = Rolling Rave RC 10 L MS BS JGcl #1 Sweep = 4 = Rave Spin 25 h FUFT #1 = 4 = Mid Kick 10 m FUFTc FUFTcl #1 = N+3 = Toe Kick 25 M #1 = N+4 = Rising Mid Kick 16 m #1 b Backward Roll - - - #1 = 3 = Rolling Rave RC 15 L JG #1 Sweep = 4 = Rave Spin 21 h FUFT #1 = 4 = Mid Kick 10 m FUFTc FUFTcl #1 = N+3 = Toe Kick 25 M #1 = N+4 = Rising Mid Kick 16 m #1 (u_1_d+1),N+3 Rave Sweep RC 15 L MS BS JGcl = 4 = Rave Spin 21 h FUFT (u_1_d+1),N+4 Quick Mid Kick 10 m FUFT #1/ Move can be performed after "Side Roll" #2/ Can perform Forward or Backward Roll after Side Roll ------------------------------------------------------------------- Reverse Play Dead Moves from Reverse Play Dead only - FUFT - BT,d+3+4 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: ~ (d/f _ d/b Instant Cancel - - - _ u/f _ u/b _ u) (1_d+1) Side Roll - - - #2 = ~D = Reverse Sidewind FDFT - - 3 Low Kick 7 L BS JGcl #1 4 Mid Kick 12 m FUFTc #1 3+4 Spring Up 20 m FUFT RCj #1 d+(3_4) Grounded Ankle Kick RC 5 l f Forward Roll - - - #1 = 3 = Low Kick RC 7 L MS BS JGcl #1 = 4 = Mid Kick 13 m FUFTc FUFTcl #1 = N+3 = Toe Kick 25 M #1 = N+4 = Rising Mid Kick 16 m #1 b Backward Roll - - - #1 = 3 = Low Kick RC 7 L MS BS JGcl #1 = 4 = Mid Kick 12 m FUFTc FUFTcl #1 = N+3 = Toe Kick 25 M #1 = N+4 = Rising Mid Kick 16 m #1 #1/ Move can be performed after "Side Roll" #2/ Can perform Forward or Backward Roll after Side Roll ------------------------------------------------------------------- Sidewind Moves from Sidewind only - FDFA - d+1+2 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: 1 Lei on Back FUFA - - 3 Low Kick 7 L FUFTc FUFTcl 4 Mid Kick 15 m FUFT 4~3 Sliding Kick FUFA 15 L FUFT #1 3+4 Bicycle Kicks FUFT 5,21 m,m FUFT[2] f Forward Roll - - - = 3 = Low Kick RC 7 L MS BS JGcl = 4 = Mid Kick 13 m FUFTc FUFTcl = N+3 = Toe Kick 25 M = N+4 = Rising Mid Kick 16 m b Backward Roll - - - = 3 = Low Kick RC 7 L MS BS JGcl = 4 = Mid Kick 12 m FUFTc FUFTcl = N+3 = Toe Kick 25 M = N+4 = Rising Mid Kick 16 m #1/ You will end in FUFT position on block. ------------------------------------------------------------------- Reverse Sidewind Moves from Reverse Sidewind only - FDFT - BT,d+1+2 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: 1 Lei on Back FUFT - - 3 Low Kick RC 15 L JG 4 Mid Kick 10 m FUFT 4~3 Clean Sweep FDFT 18 m FUFT 3~4 Rave Sweep FUFA 10 L MS BS FUFTcl = 4 = Rave Spin 25 h FUFT 3+4 Bicycle Kicks FUFA 5,21 m,m FUFT[2] f Forward Roll - - - = 3 = Rolling Rave RC 10 L MS BS JGcl Sweep = 4 = Rave Spin 25 h FUFT = 4 = Mid Kick 10 m FUFTc FUFTcl = N+3 = Toe Kick 25 M = N+4 = Rising Mid Kick 16 m b Backward Roll - - - = 3 = Rolling Rave RC 15 L JG Sweep = 4 = Rave Spin 21 h FUFT = 4 = Mid Kick 13 m FUFTc FUFTcl = N+3 = Toe Kick 25 M = N+4 = Rising Mid Kick 16 m ------------------------------------------------------------------- Drunken Master Walk Moves from Drunken Master Walk only - DRU - f+3+4 ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Drunken Step DRU - - 1 Drunken Tiger Lash 25 m FUFT = ~f = Drunken Master DRU - - 1+2 Tiger Sip DRU - - #1 2 Drunken Rapid Fist 12 m OC OCb FUFTc = ~b = Back Turn BT - - = 2 = Drunken Fist 18 h SH GB = ~f = Drunken Master DRU - - 3 Drunken Fox Kick 13 L = ~f = Drunken Master DRU - - = 2 = Drunken Fox Combo 22 m OC OCb JGc 3+4 Staggering Slide FDFT 22 L FDFA f+3+4 High & Mid Punch DRU - - OS #2 Parry 4 Drunken Tiger Kick 17 m JG GB = ~f = Drunken Master DRU - - Drunken Master Walk will automatically end after a period of time if no move is inputted. Lei can block normally during DRU. #1/ Lei regains 10 points of energy. #2/ DRU only after a missed punch parry. ------------------------------------------------------------------- Art of Snake Moves from Art of Snake only - SNA ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Snake Step SNA - - 1~1~1~1~1 Rushing Snake 13,10,8,6,5 h,h,h,h,h = ~f = Snake SNA - - #1 1+2 Angry Viper 25 m FUFT 2 Snake Bite 15 m FSc OC = ~f = Dragon DGN - - = 1+3 = Tiger TGR - - #2 = 2 = Twin Snake Bite 10 m = ~f = Dragon DGN - - = 1+3 = Tiger TGR - - #2 = <2 = Triple Snake RC 15 l Bite = ~f = Panther PAN - - = 4,3,3 = Lift Up Cannon FUFT[1,2] 7,7,24 L,L,m JG[3] FDFT[3] 3 Rattlesnake FDFT 30 m JG 4 Snake Kick SNA 11 l (D/F_D_D/B) Snake Cancel - - SSL Art of Dragon DGN - - SSR Art of Panther PAN - - Lei auto blocks high and mid attacks during Art of Snake. #1/ Cancel to Snake from the second hit on. #2/ There is a small window that you can press "1+3" to enter the Tiger stance. Lei will transition himself from Dragon to Tiger. ------------------------------------------------------------------- Art of Dragon Moves from Art of Dragon only - DGN ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Dragon Step DGN - - 1+2 Dragon Spark 32 m FUFT OCb = ~f Tiger TGR 2 Dragon Roar 18 m GB FUFT JGc = ~f Tiger TGR - - 3,3 Crescent Trip BT[2] 28,17 h,L FUFT[2] d+3+4 Play Dead FUFA - - 4,1,2 Wolf Fang Rush 15,12,5 h,m,m = 2 = Snake Bite 10 m = ~f = Dragon DGN - - = 1+3 = Tiger TGR - - #1  = 2 = Twin Snake Bite RC 15 l = ~f = Panther PAN - -  = 4,3,3 = Lift Up Cannon FUFT[1,2] 7,7,24 L,L,m JG[3] FDFT[3] = 3 = Razor Kick 17 h GB FUFT  = 4 = Middle Stun Kick 20 m FS  = d+4 = Trip Kick 10 L JG (D/F_D_D/B) Dragon Cancel - - SSL Art of Tiger TGR - - SSR Art of Snake SNA - - Lei auto blocks high and mid attacks during Art of Dragon. #1/ There is a small window that you can press "1+3" to enter the Tiger stance. Lei will transition himself from Dragon to Tiger. ------------------------------------------------------------------- Art of Panther Moves from Art of Panther only - PAN ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Panther Step PAN - - #1 1~2 Panther's Scratch RC[1] 10,28 l,h JG[1] OC[2] 2 Panther's Paw 21 M JG (OGR) 2,1,2,1 Guard Melting Punches 0,12,25,30 m,m,m,m GB[4] JG[3] BTb[4] #2 3 Panther's Tail 18 L = ~b Phoenix AOP - - 4,2,1<2 Beating Rush 26,12,12,8 h,m,m,m CSc[1] FUFT[1] = 3 = Low Kick 12 l JGc = <4 = Middle Kick 15 m FUFT = (u_d) = Crane CRA - - (D/F_D_D/B) Panther Cancel - - SSL Art of Snake SNA - - SSR Art of Crane CRA - - Lei auto blocks low and special mid attacks during Art of Panther. #1/ Stepping forward in Panther Stance will auto parry low attacks. #2/ Opponent has to block the first punch. ------------------------------------------------------------------- Art of Tiger Moves from Art of Tiger only - TGR ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Tiger Step TGR - - #1 1 Tiger Strike RC 22 m OC OCb BNc 2 Tiger's Claw Palm 28 m MS CFSc 3 Razor Kick 32 h FUFT = 1<2<1<2 = Razor Rush (7_9),7,5,3 m,m,m,m #2 #3 = (u_d) = Stance Transition [SNA_DGN_PAN_TGR] - #3   = 3  = Low Kick 12 l JGc   = <4   = Middle Kick 12 m FUFT = (u_d) = Crane CRA - - = 4 = Middle Stun Kick 20 m FS = d+4 = Trip Kick 10 L JG 4 Tiger's Tail RC 15 L BS JG (D/F_D_D/B) Tiger Cancel - - SSL Art of Snake SNA - - SSR Art of Dragon DGN - - Lei auto blocks high and mid attacks during Art of Tiger. #1/ Stepping forward in Tiger Stance will auto parry high and mid attacks. #2/ Damage on the first hit will be 7 if the second hit is inputted immediately. #3/ SNA after the 1st hit, DGN after the 2nd, PAN after the 3rd and TGR after the 4th. ------------------------------------------------------------------- Art of Crane Moves from Art of Crane only - CRA ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: (f_b) Crane Step CRA - - 1 Crane's Bill 32 m GB FUFT BTb 2 Wing of Crane BT 30 h OB 3<4<2<3 Crane Dance 21,10,10,15 M,l,m,M JG[4] 4 Crane Kick 20 L FDFA u/f+4 Leaping Crane CRA 25 m JG GB (D/F_D_D/B) Crane Cancel - - SSL Art of Panther PAN - - SSR Art of Snake SNA - - Lei automatically jumps over low and special mid attacks during Art of Crane (also during Crane Step). Note that this will not cancel the stance. He also auto blocks high and mid if you press (u_d) simultaneously with the incoming attack. ------------------------------------------------------------------- Art of Phoenix Moves from Art of Phoenix only - AOP ------------------------------------------------------------------- Hit Command: Name: Stance: Damage: Range: Properties: 3,3,3,3 Hopping Phoenix AOP[all] 15,15,15,15 m,m,m,m FUFT[all] Kicks CSc[all] 4 Phoenix Illusion 70_90 [!] FUFT #3 Strike b+4,u,u Tornado Kicks BT[all] 30,30,30 m,m,m FUFT[all] #1 = ~D = Reverse Play FUFT - - Dead (u/f_d/f_d Phoenix Cancel - - _d/b_u/b_u) (u_d)+(1+4_2+3) Art of Snake SNA - - #2 Art of Phoenix will automatically end after a short period of time if no move is inputted. No movement or blocking is possible during AOP. #1/ Tap D to go into FUFT after the first, second or third kick. #2/ Cannot be done after entering AOP from any Hopping Phoenix Kick. #3/ Damage will be 90 from close range and 70 when hitting from distance. ------------------------------------------------------------------- String Hit Arts ------------------------------------------------------------------- Command: Hits: Damage: Hit Range: b+1,2,1,3+4,2,1,4,1,2,3 10 5,8,7,8,6,6,10,6,6,30 h,h,l,M,m,m,h,m,m,h b+1,2,1,3+4,2,1,4,1,4,4 10 5,8,7,8,6,6,10,6,7,35 h,h,l,M,m,m,h,m,L,h b+1,2,1,3+4,3+4,3+4,1,1,2 9 5,8,7,8,9,10,11,12,21 h,h,l,M,M,M,l,l,m ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10. The Art of Juggling (AOJ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section covers a few of the basics of juggling, and some things that you may find useful if new to juggling. NOTE: This is a modified version of the "AOJ" that I added to my "Tekken 5 Combo FAQ", made to specifically fit Lei. ------------------------------------------------------------------- Basics ------------------------------------------------------------------- 1. 100% of health is about 145 health points. 2. If the opponent can safely tech roll, then the combo is not a complete combo. If the combo only seems to work if the opponent tech rolls, this is called a "tech trap", "tech catch", or "okizeme". 3. You may be able to attack or juggle opponents if they attempt to tech roll. This is harder to do in Tekken 5.1. 4. There are a few combos that only work correctly if you are at the side, very close, or not too close to your opponent. 5. Dashing (f,f,N) may make it possible to get in a few extra hits in a juggle. Mostly, dashing will be used for jabs "f,f,N+1" and "f,f,N+2". 6. For most fighters, a normal right jab does more damage than a normal left jab, but the right jab usually pushes the opponent back a little bit further away during the juggle. 7. The Ki Charge (1+2+3+4) makes all attacks count as a counter hit for a short period of time. 8. Some juggles may require for some of the attacks to not hit the opponent during the juggle or to launch the opponent. For example, with Lei: (f,N+3),4; f,f+3~b; {BT} u/f+4; f+1,2; f+3 = The "f,N+3" part of "f,N+3,4" must not hit 9. For some fighters, doing "FC d/f+3" or "FC d/f+4" instead of "FC+3" or "FC+4" may allow you to get in another hit during some juggles, or allows you to hit a grounded opponent. 10. High attacks can be ducked. Guard high to block (B). Mid attacks must be blocked. Guard high to block (B). Low attacks can be jumped over. Guard low to block (D/B). Special Mid attacks can be blocked either high or low (B _ D/B). ------------------------------------------------------------------- Advanced Techniques ------------------------------------------------------------------- 1. iWS (While Rising moves without crouching or jumping) Normally, WS moves can be executed using the following methods: 1. You crouch down with (D _ D/F _ D/B), then release the button and when you are about to get back into standing position, you input (1 _ 2 _ 3 _ 4 _ 1+2 _ 3+4) for the WS move. 2. You use (u/f _ u _ u/b) to jump and input (1 _ 2 _ 3 _ 4 _ 1+2 _ 3+4) for WS moves AFTER you have landed. However, there's a quicker way to do WS moves. You need to input d,(d/f_d/b),N+(any WS input). To make this easier, you can also do (qcf_qcb)+(any WS input), but only with certain characters, since many of them have regular qcf+(1 _ 2 _ 3 _ 4 _ 1+2 _ 3+4) moves. * Info provided by Drake the Demon 2. CC (Crouch Cancel) After some moves, your character recovers in crouching (FC) position. A good example is Lei's "BT d+4". Since the sweep floats the opponent, Lei will want to use some juggles, but he's in FC, so he cannot really do any damaging moves to follow up... Unless he quickly cancels the crouch and does normal moves. To do that, he needs to press "u" right after the sweep animation is over. Doing this, he can do: {CL} BT d+4; CC; SS+2~b; {BT} D+1,1; {BT} 3 Few more things to know about CC: - You can also use f,f to cancel crouch (maybe even b,b, but I'm unsure) - On paper, a CC takes 1 frame. but in reality, probably no one is able to do cc that fast. * Info provided by Drake the Demon ------------------------------------------------------------------- Launcher / Combo Properties ------------------------------------------------------------------- 1. Some launchers are only possible after a counter hit or clean hit, some launchers won't work if a counter hit occurs, and some launchers may let you get in a few extra hits during a counter hit. 2. Some launchers or attacks are guaranteed after a low parry or after blocking certain low attacks. After a low parry, Lei can use "f,f+3" or "u/f+4", depending on the situation. * Info from TheDinosaur 3. Some attacks have such a long recovery or execution time that will make you vulnerable to being juggled. 4. Some launchers will not work on the opponent's side or back that would normally work from the opponent's front. 5. Launching an opponent with their back or side facing you may require you to use a different juggle than you would normally use. 6. Some launchers will not work when an opponent's back is turned, and some launchers are actually easier to get off in this situation. For example, Lei's "WS+2" doesn't require a counter hit on a back turned opponent. 7. Even though it may not register as part of the combo, some attacks are guaranteed when an opponent is hit with certain attacks. For example, Lei can do: CRA 2; {BT} D+1,1; {BT} 3 ------------------------------------------------------------------- Universal Launchers ------------------------------------------------------------------- 1. "BT u/f+4" is a launcher that can be used by everyone except Steve. This may come in handy if you ever end up with your back towards the opponent. 2. "U/F,3" is a combo starter that stuns the opponent. It can be used by everyone except Steve. Damage isn't guaranteed if the opponent escapes the stun by holding "F". To do this move, hold "U/F", then press "3" at the peak of the jump. 3. "{CL} FUFT f,3" and "{CL} FDFT f,3" are launchers for can be used by everyone. "{CL} FDFT f,3" recovers faster, and you can usually get a larger variety of combos from it. These can be useful if you are on the ground and your opponent is close. An example with Julia is: {CL} FUFT f,3; FC d/f+4,3 4. In addition to the grounded launchers described in #3, you can also perform launchers from the ground by connecting "3" on a clean hit in any grounded position, while you are stationary or rolling backwards. 5. "{OBT} U/F,1" is a universal launcher that works on BT opponents. To do this move, hold "U/F", then press "1" on the way down from the peak of the jump. 6. Every fighter has the ability to juggle an opponent that jumps in the air. The most common way to begin the combo is by hitting the airborne opponent with a "1" or "2" jab. ------------------------------------------------------------------- Juggle Damage ------------------------------------------------------------------- 1. The way that combo damage works is that the first hit counts as the normal 100%. The second hit is reduced to 70% of its normal damage. Every hit after that will be only 50% of its normal damage. However, if you attack an opponent that is already airborne, damage begins at 70% instead of 100%. 2. Counter hits can do up to 120% normal damage. Clean hits can do up to 150% normal damage. It is possible to get both a Clean and Counter Hit. 3. More hits in a combo doesn't necessarily mean more damage. Take the following Lei combos for example: u/f+3+4; {BT} 3 (43) u/f+3+4; {BT} d+1; {BT} 3 (43) This occurs because of "Juggle Damage #1". 4. The order of attacks in a combo may change the amount of damage. For example, with Lei: d/f+2; f+1; f+2; f+3 (37) d/f+2; f+2; f+1; f+3 (38) This occurs because of "Juggle Damage #1". 5. Damage after hitting a wall is reduced to 70% for all hits against the wall. However, there are some special cases where the last hit of a combo against the wall will do 50% or 100% of the normal damage for that hit. Also, the opponent hitting the wall does add extra damage to the combo. ------------------------------------------------------------------- Extra Damage ------------------------------------------------------------------- 1. For some fighters, doing "f+1", "f+2", "f+3", or "f+4" instead of "1", "2", "3" or "4" will add extra damage to the juggle. For example, with Lei: d/f+2; 3 (31) d/f+2; f+3 (33) 2. For the following basic attacks, Lei can add extra damage: Basic Left Punch (Extra Damage) ("1" = 5 dmg, "f+1" = 6 dmg) f+1 Basic Left Kick (Extra Damage) ("3" = 28 dmg, "f+3" = 30 dmg) f+3 3. Most extra damage attacks may also get you a little bit closer to the opponent than the normal version, but it also may take a few extra frames to execute these attacks. Because of this, it may not always be possible to do the extra damage moves in juggles. 4. Lei's "f+2 Left Punch" doesn't do more damage than his "2 Left Punch", but "f+2" does get you closer to the opponent while juggling than just pressing "2". 5. If you connect an escapable stun on the opponent (see "Escapes & Recovery #1"), you may be able to do more damage if you attack immediately after stunning your opponent. Immediate attacks may also launch the opponent higher. 6. Even though it may not register as part of the combo, some attacks are guaranteed after a combo. Sometimes, less damage is inflicted on an opponent that attempts to move. ------------------------------------------------------------------- Fighter Weight ------------------------------------------------------------------- 1. The Tekken fighters can be split into three general weight groups: Big = Craig, Jack-5, Kuma, Panda, Jinpachi Small = All females (including Roger Jr.), except Panda Medium = Everyone else not listed above (including Eddy Gordo) 2. Some combos may be difficult or not possible to do on certain fighter weight groups. Some combos that work for one weight class may not work for another weight class. For example, this combo for Ganryu works only on small and medium opponents: WS+1+2; 1; 2,1; 1+2 3. Adding more complexity to weight classes, some combos may only work for a specific fighter of a weight class. For example, the following combo for Ganryu seems to only work against Kuma/Panda, Roger Jr, and Wang if the opponent is launched from the front and from close up: d/f+2,(1),2; 2,1; 1+2 4. There seems to be some special weight classes: - Ganryu and King seem to be between Big and Medium - King has really long legs, so some combos may only work for him. - Roger and Wang seem to be grouped together between Medium and Small. - Craig, Jack-5, Kuma/Panda have combos that only work spefically for them. There is no simple distinction for the BIG class. 5. Some grounded attacks will hit Kuma that won't hit any other fighter, like Lei's 3~4 or f,f+2 in the FDFA position. There are a few attacks that will hit a grounded Marduk that won't hit normally, like Lei's d+3 in the FDFA position. 6. Feng and Raven seem a little shorter than the other male fighters. For example, I wasn't able to connect Christie's f,f+4,3; {RLX} 1,4,4,3+4 combo on these two, but it does seem to work on everyone else, except Marduk. 7. With all of the info above, I believe that the weight classes are: Big Craig, Jack-5, Jinpachi, Kuma/Panda Medium/Big Ganryu, King Medium Baek, Bruce, Bryan, Devil Jin, Eddy, Heihachi, Hwoarang, Jin Kazuya, Lee, Lei, Marshall, Mokujin, Paul, Steve, Yoshimitsu Medium / Short Feng Wei, Raven Small / Medium Roger Jr., Wang Small Anna, Asuka, Christie, Julia, Ling, Nina ------------------------------------------------------------------- Natural Combos ------------------------------------------------------------------- 1. Fighters can perform some combos from just doing one of their normal attacks. This goes by the name "natural combo". For example, Lei can do: d/b+4,4 2. Also under the name "natural combo", fighters have some attacks that can guarantee damage if the attack connects. Some of these attacks require a counter hit (CH) for the damage to be guaranteed. For example, Lei can do: {CH} 3,3 3. Many fighters are very vulnerable when their back is facing you. Some attacks are inescapable when hitting an opponent in this situation. ------------------------------------------------------------------- Wall Game ------------------------------------------------------------------- 1. Tekken 5 doesn't have tech rolls for walls like Tekken 4, which opens up a lot of different wall combo possibilities. 2. A wall might ruin the combo that you were planning on doing. You will most likely have to adjust the combo, or stop it entirely, if your opponent hits a wall. 3. Attacks that knock the opponent away and knocks them to the ground may also be used for starters of wall combos. 4. Hitting an opponent near a wall (but not hitting the wall) may open up new combo possibilities that weren't possible before. For example, with Lei: b,b+1 {NEAR WALL}; d/f+1+2,[f] (45) 5. Many attacks react differently depending on how far or close you are to the wall. For example, Lei's "Drunken Tiger Lash" (b,b+1) will cause an opponent to become stunned when hitting a wall from very close range. However, from farther back, the opponent will immediately fall to the floor when hitting a wall. 6. For practicing wall combos, the stages that I like to use are "Burning Temple" and "Poolside". ------------------------------------------------------------------- Escapes & Recovery ------------------------------------------------------------------- 1. You have a few ways of getting up quickly when hitting the ground: - Quick Roll (Background) KNDW (1 _ 2) - Quick Roll (Foreground) KNDW (3 _ 4) - Quick Roll Back KNDW B - Spring Forward KNDW F 2. Some moves that stun the opponent can be escaped by holding "F" These moves are indicated in the "Combo List" section with an "*" next to the damage. The damage is guaranteed only if the opponent doesn't escape the stun. 3. Some moves that knock the opponent to the ground may create a combo opportunity, but the opponent can perform the "Spring Forward" by holding "F". The damage is usually only guaranteed only if the opponent doesn't perform this move. For example, these attacks can be followed by a "Spring Board": Bryan's "f,f+2" and Feng Wei's "{CH} b+1" 4. King's ground grab "d/b+(1+3 _ 2+4)" and throws following the crouching air grabs "d+(1+3 _ 2+4),(1+2,1+2 _ 2,1,3,4)" can be escaped, so the damage done by these are not guaranteed in juggles if an escape occurs. The escapes are: Throw Escape d+(1+3 _ 2+4) = 1+2,1+2 1 = 2,1,3,4 2 5. King's Giant Swing throw can be tech rolled to reduce the damage. The Giant swing used in juggles is performed by pressing: {Opponent in Air} d+2+4, 2,1,3,4 Upon hitting the ground, press any attack button. 6. Most grabs can be escaped by pressing "1", "2" or "1+2". However, back throws and regular air grabs cannot be escaped. For info about throw escapes, check out the "Tekken 5 Move Lists", created by Drake the Demon, on the Tekkenomics website. The direct link is: http://acmserver.cs.ucr.edu/~waltonk/tekkenomics/t5_movelists.html 7. The "Grounded Ankle Kick" is a good move to perform if you're lying on the ground and your opponent is about to attack. With this attack, you may be able to avoid your opponent's okizeme. Grounded Ankle Kick = FUFT d+(3 _ 4) 8. The "Recovery Auto-Guard" (FUFT u,N) can be used to get out of some tech traps. You will be able to guard high and mid attacks while standing up. For example, you can guard Nina's "Leaping Axe Kick" (U/F+4) with this method. 9. The "Ground roll" (GRND 1 or GRND 1,D) can avoid some attacks, but since you are moving around on the ground, you may be hit by some attacks that would not have hit you if you remained still. 10. You can block Jinpachi's "Super Stun" (b+1+2) by pressing either (d/b _ d _ d/f _ FC,d/f _ FC,D _ FC,d/b) right when he does his stun. Basically, you have to try to enter the FC position, or already be in that position. Your player will shrug off the effects of the stun. Blocking the stun does seem to require exact timing, except when you're already in the full crouch position. However, I don't know if there is a way to block after you have been stunned. ------------------------------------------------------------------- While Standing / While Rising Moves ------------------------------------------------------------------- 1. There are many moves within the game that when performed, causes your fighter to enter a crouched position. If you leave the controller neutral, you can perform any "WS" move. There are also a few moves that also has this property if you block or are hit by your opponent's attack. An example can be seen with Lei: Right Punch Poke to While Rising d+2; WS (Any WS Move) More examples include: Being hit with Steve's "Wildman attack" (WS+1,2) forces you to crouch. Being hit by or blocking Marduk's "Dunk Elbow" (d+1) also forces you to crouch. 2. There are other ways to go into "WS". Most of these attacks are universal. Here are a few: Grounded Ankle Kick to While Rising FUFT d+(3 _ 4), WS (Any WS move) Jump to While Rising (u/f _ U/F _ U _ U/B), WS (Any WS move) Wake-up Low Kick to While Rising GRND 3, WS (Any WS move) Wake-up Rolling Low Kick to While Rising GRND (b _ f), 3, WS (Any WS move) 3. There are some cases where you can just perform a Rising Kick. Most of these attacks are universal. Some of those moves are: FDFA Rising Kick All except Steve FDFA u, (Any WS Kick) Standing While Rising Kick All except Steve GRND (b _ f) ** (Any WS Kick) ------------------------------------------------------------------- Advice ------------------------------------------------------------------- 1. Practice Mode is the best way to practice combos. If you're not practicing wall combos, infinite stages are best, such as: Moonlit Wilderness, Polar Paradise, Final Stage, and Final Stage 2. During a match, it is best to perform the juggles that you have practiced. 2. After learning a new juggle, practice playing against the computer in "Practice Mode" -> "VS CPU Training" so that you can get a feel of how to work the combo into your playing style. 3. For a good all-around game, it is best to mix different launchers into a match. Performing the same launcher may become predictable. Performing the same combo for a launcher is okay, because once the opponent is airborne, there is nothing they can do. 4. The "Hit Analysis" option in Practice mode can be useful when practicing combos. Brightness indicates that the fighter is able to block or attack. Gray means that the fighter is unable to do anything. A flash of brightness means that the fighter is able to escape or tech roll at that slight moment. 5. Don't feel like you have to learn the difficult or most damaging combos for a fighter, because you don't. Learn the combos that feel comfortable to you, and the ones that you will actually remember during gameplay. 6. Watching other people play can be extremely helpful. This has helped me to learn a lot of different combos and strategies. 7. If there is a certain stance that you like to use, you might want to choose your combo based on what stance or position that you'll end up in. Some optional stances are written within [ ] brackets at the end of a combo. 8. Experiment and mix-up different combos. Not all possible combos for each launcher is listed in this Combo FAQ. Some combos can be interchanged with different launchers. Also, there are some combos for launchers listed that can give even more damage. You can check the "Character Strategy & Combos" Forums at Tekken Zaibatsu for more info: http://www.tekkenzaibatsu.com/forums/forumdisplay.php?forumid=61 9. You might find it helpful to assign button combinations to the shoulder buttons on the controller. I like to use the following configuration: L2 = LP+RP (1+2) or LP+LK (1+3) L1 = LK+RK (3+4) or RP+RK (2+4) R2 = LP+RK (1+4) R1 = RP+LK (2+3) 10. Pay close attentio nto the way that I write the combos. It may help if you're having trouble performing the combos. ------------------------------------------------------------------- Other Stuff ------------------------------------------------------------------- 1. If you are hit while doing an attack/launcher, but you are still standing, you may be able to get in some hits that you wouldn't have normally. 2. The FDFA position is difficult to safely get up from. So, if your opponent is ever in this position, you may be able to get in a grounded hit or a tech hit. Be careful, because Craig, Kuma, and Lei can attack while in this position. 4. It is important to not hold the buttons longer than you need to, because you might end up doing a move that wasn't what you were planning to do. 5. Lei and Christie have a side-step motion in their fighting stance that may make it a little harder to get complete combos off on them. This is because you might launch them from their side instead of from their front. 6. Some of Yoshimitsu's stances can be made into a juggle by hitting him with a regular jab (or another attack) to start the juggle. This includes the Flea (1+2) and Dragonfly (u+1+2). ------------------------------------------------------------------- Practice Mode Positions ------------------------------------------------------------------- This section is to aid those who have problems getting their fighter or their opponent in certain situations while practicing combos. After Low Parry --------------- One of the best methods to try out combos after a low parry is to go to "Defensive Training" and have Bryan perform his "Snake Edge" (d/f+3). You can also try out different low attacks, but the results may vary. Counter Hit (CH) ---------------- Set the "Counter Hit" option to "ON", or you can either perform the Ki Charge (1+2+3+4) every time. Counter Hit on a back turned opponent will only work in practice mode if you perform the Ki Charge. Otherwise, you will make the opponent attempt to hit you. BT Opponent (OBT) ----------------- You can sidestep around you opponent until their back is towards you, or you can select the opponent to be either Lei, Ling, or Raven, and have them perform "b+3+4" under "Defensive Training". Crouching Opponent (OCR) ------------------------ Set "Training Dummy" to "Crouch" or "Crouch Guard". Grounded Opponent (OGR) ----------------------- Knock the opponent to the ground, then set "Training Dummy" to "Controller". This is the only way to make the opponent stay on the ground. FUFT or FDFT ------------ FUFT = With Lei, do "4~4" or "BT,d+3+4" FDFT = With Lei, do "BT,d+1+2" Opponent in Air --------------- You can go to "Defensive Training" and have the opponent do any jumping attack, or have Yoshimitsu do "Flea" (1+2) or "Dragonfly" (u+1+2). ------------------------------------------------------------------- Lei's Common Juggle Enders ------------------------------------------------------------------- NOTE: Not all juggle enders are possible for every launcher. Normal Juggle Ender Info / Comments ------------------- --------------- f+3 Gives decent damage and has a high connection rate. f,f+3,4 Usually gives you the most damage. You should use this if you can consistently connect both kicks. d+4,[d] When doing this ender, I always go into the Snake stance after. d/f+1+2,[f] You can usually get in "TGR 4" after this ender. f,f+2 (No info yet) f,N+1,2,1,2,4,[u_d] May be able to connect "CRA 4" if opponent doesn't do a Quick Roll. f,N+4~1,2,3 (No info yet) f,N+4~1,2,2,2,[f] Enter the Panther stance for okizeme possibilities. 4~4,3,3 You might be able to get in "FDFT 3~4" after, if the opponent doesn't get up right away. FC+4~4,3,3 You might be able to get in "FDFT 3~4" after, if the opponent doesn't get up right away. WS+3 Lei's strongest WS attack. WS+4 (No info yet) BT 3 Lei's strongest attack from BT. BT d+1 I usually do "BT d+4,[d]" after this ender, which will hit the opponent if they remain on the ground. BT d+4,[d] (No info yet) CRA 2 I usually do "BT d+4,[d]" after this ender, which will hit the opponent if they remain on the ground. PAN 1,2 (No info yet) SNA 1,1,1,1,1,[f] (No info yet) TGR 4 (No info yet) DRU 1,[f] (No info yet) FC d/f+3 (No info yet) FC d/f+4 (No info yet) Wall Juggle Ender Info / Comments ----------------- --------------- f+3,3 Overall, the best attack to end a wall combo. d+4,[d] (No info yet) b+1+2 (No info yet) f,N+3 (No info yet) d/f+1+2 If you're close enough, you should be able to connect "WS+3" after. WS+3 If you're close enough to the opponent, this ender should connect. Does good damage. CRA 3,4,2,3 Does a lot of damage against the wall. SNA 1,1,1,1,1,[f] Does a lot of damage against the wall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 11. Combo List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTE: For most launchers, the guaranteed damage total doesn't begin until the opponent is launched. Not all of the hits are guaranteed to hit the opponent, so the actual damage may be less in the combo listed below. The damage after each combo below assumes that the opponent isn't blocking during the combo (unless indicated). It was easier for me to write it this way. (1+2),2 _ 1+2,2 ============================= - f+1,2; d/f+1+2,[f] (44) - f+2; f,N+1,2,(1),2,4,[u_d] (45) - f+2; 4~4,3,3 (50) - f+2; f+2;; f+3 (53) - f+2; f+1,2; f+3 (56) - f+2; f+1; f,f+3,4 (56) d/f+2 ============================= - f+1; f+3+4 ~ {DRU} 1 (28) - f+1,2; f,N+1,2,(1),2,4,[u_d] (35) - f,N+3 (36) - f,f+4,3+4 (36) - f+1; f,N+2,1,2,4,[u_d] (38) - 1+2~1; {BT} d+4,[d] (38) - f+1; f,N+4~1,2,(2),2,[f] (38) - f+1; f,N+4~1,2,3 (39) - u/f+3; {CRA} 4 (39) - f+2; f,N+1; f+1; f+3 (42) - f,N+4~1; f+3 (43) - f+2; f+1,2; f+3 (44) - f+2; f+1; f,f+3,4 (44) - 1+2~1; {BT} 3 (45) - f+2; f+2; f+2; f+3 (47) - f+2; f+2; f,f+3,4 (47) - f,N+4~1; f,f+3,4 (49) - f+2; f+1,2; f,f+3,4 (50) b,b+1 ============================= - f,f; d+4,[d] (34) - u/f+2 (39) - u+2 (42) - f,f+2 (45) - f,f; d/f+1+2,[f] (45) - 4~3 (49) f,f+2 _ f,N,f+2 ============================= - 4; d+4,[d] (37) - f+1; f+3+4 ~ {DRU} 1,[f] (37) - SS+2,2,[f] (38) - SS+2~b; {BT} D+1,1,1 (41) - f+1,2; f,N+1,2,(1),2,4,[u_d] (44) - f+1,2; f+1; d/f+1+2,[f] (44) - f+2; f+2; d/f+1+2,[f] (45) - f+1,2; f+3 (46) - f+1; f,N+4~1,2,(2),2,[f] (47) - f+1; f,N+4~1,2,3 (48) - SSR+3+4; {BT} D+1,1,1; {BT} d+4,[d] (48) - SS+2~b; {BT} D+1,1; {BT} 3 (49) - f+1; f+1,2; f+3 (49) - f+1; f,N+4~1,2,(2),2,[f] (51) - f,N+4~1; f+3 (52) - f+2; f+1; f,f+3,4 (53) - f+2; f+1,2; f+3 (53) - f+2; f+2; f,f+3,4 (56) - f,N+4~1; f,f+3,4 (58) - f+2; f+1,2; f,f+3,4 (59) f,f+3 _ f,N,f+3 ============================= - f,N+3 (44) - f,f+3,4 (45) - d/f+1+2,[f] (46) - 1+2~1; {BT} D+1,1 (49) - f,N+4~1; f+3 (51) - u/f+3; {CRA} 2 (52) - f+2; f+1,2; f+3 (52) - u/f+4; f+1,2; f+3 (53) - f+2; f+2; f+2; f+3 (55) - f,N+4~1; f,f+3,4 (57) - f+2; f+1,2; f,f+3,4 (58) f,f+3~b _ f,N,f+3~b ============================= - {BT} 1; {BT} d+1; {BT} 3 (44) - {BT} u/f+4; f+1; d/f+1+2,[f] (47) - {BT} u/f+4; f,N+1,2,(1),2,4,[u_d] (47) - {BT} u/f+4; f,N+4,(1),2,3 (51) - {BT} u/f+4; f+1; f+3 (52) - {BT} u/f+4; 4~4,3,3 (52) - {BT} u/f+4; f+1,2; d/f+1+2,[f] (53) - {BT} u/f+3; f+1; f+3 (55) - {BT} U/F,4; f+1; f+3 (55) - {BT} u/f+4; f+2; f+3 (55) - {BT} u/f+4; f+1,2; f+3 (58) - {BT} U/F,4; f+1; f,f+3,4 (61) - {BT} u/f+4; f+2; f,f+3,4 (61) - {BT} u/f+4; f+1,2; f,f+3,4 (64) f,N+2 {BLK}, 1 {BLK}, 2 _ PAN 2 {BLK}, 1 {BLK}, 2 ============================= - f+2; f,N+1,2,(1),2,4,[u_d] (46) - f+1,2; f+3 (50) - f,N+4~1; f+3 (56) - f+1,2; f,f+3,4 (56) - f+2; f+1,2; f+3 (57) - f+2; f+2; f+2; f+3 (60) - f+2; f+1,2; f,f+3,4 (63) (f,N+3),d+4 _ (TGR 3),d+4 _ (f,N+4~1,2,3),d+4 _ (DGN 4~1,2,3),d+4 ============================= - d+2; WS+4 (23) - f,f+2 (24) - d+2; WS+3 (27) - 4~4,3,3 (29) - f,f+3,4 (35) - f,f+3~b; {BT} D+1,1,1 (36) - f,f+3~b; {BT} d+1; {BT} 3 (40) (f,N+3),4 _ (TGR 3),4 _ (f,N+4~1,2,3),4 _ (DGN 4~1,2,3),4 ============================= - d/b+4,4 (44*) - * f,f+3,4 (45*) - SS+3+4; {BT} d+1; {BT} 3 (46*) - u/f+4; u/f+3; {CRA} 4 (60*) - f,f+3; u/f+3; {CRA} 2 (72*) - f,f+2; f+2; f+1,2; f+3 (73*) - f,f+3~b; {BT} u/f+4; f+1,2; f+3 (78*) - f,f+3~b; {BT} u/f+4; f+2; f,f+3,4 (81*) u/f+3+4 ============================= - {BT} f; d+4,[d] (33) - {BT} d+4,[d] (36) - {BT} D+1,1,1,1 (43) - {BT} 3 (43) - {BT} d+1; {BT} 3 (43) - {BT} d+2; WS+3 (45) - {BT} f; 4~4,3,3 (45) - {BT} 1; {BT} 3 (46) - {BT} 1; {BT} D+1,1,1 (46) - {BT} D+1,1; {BT} 3 (47) - {BT} 3; d+4,[d] (48) - {BT} d+2; FC+4~4,3,3 (49) - {BT} 1; {BT} d+1; {BT} 3 (50) u/f+4 _ BT u/f+4 [+8 dmg] ============================= - 4; f,N+1,2,1,(2),4,[u_d] (37) - f+1; f,N+4~1,2,(2),2,[f] (39) - f+1; f,N+4~1,2,3 (40) - u/f+3; {CRA} 4 (40) - f,N+4~1; f+3 (44) - f+2; f+1,2; f+3 (45) - 1+2~1; {BT} 3 (46) - f+2; f+2; f+2; f+3 (48) - f,N+4~1; f,f+3,4 (50) - f+2; f+2; f+2; f,f+3,4 (54) u/f,N+4 ============================= - f+1; f,N+4~1,2,3 (52) - f,N+4~1; f,N+1,2,(1),2,SSL; {TGR} 4 (53) - f,N+4~1; f+3 (56) - f+1,2; f,f+3,4 (56) - f+2; f+1,2; f+3 (57) - f+2; f+2; f+2; f+3 (60) - f+2; f+2; f,f+3,4 (60) - f+2; f+1,2; f,f+3,4 (63) U/F,3 (Kick at the peak of the jump) ============================= - f,f+2 (39*) - f+3 (46*) - d/f+1; f+3 (47*) - f,f+3,4 (50*) - f,f+3~b; {BT} D+1,1,1 (51*) - * f+2; f+1,2; f+3 (57*) SS+4 ============================= - 4~4,3,3 (35) - f+1,2; f,N+1,2,(1),2,4,[u_d] (39) - f+1,2; f+3 (41) - f+1; f,N+4~1,2,(2),2,[f] (42) - f+1; f,N+4~1,2,3 (43) - u/f+3; {CRA} 4 (43) - f+2; f+1,2; f+3 (48) - f+2; f+2; f+2; f+3 (51) - f+2; f+2; f+1; f,f+3,4 (54) - f+2; f+1,2; f,f+3,4 (54) BT 2 ============================= - f+1; f,N+1,2,(1),2,4,[u_d] (38) - f+1,2; d/f+1+2,[f] (40) - f+1,2; f+3 (45) - f+1; f,f+3,4 (45) - f+1; f,N+4~1,2,(2),2,[f] (46) - f+1; f,N+4~1,2,3 (47) - f+1; f+1,2; f+3 (48) - f+1,2; f,f+3,4 (51) BT d+1 ============================= - {BT} f; d+4,[d] (15) - {BT} d+4,[d] (18) - {BT} 3+4 (18) - {BT} d+2; FC+4~4,3 (21) - {BT} 2 (22) - {BT} f; 4; d+4,[d] (24) - {BT} d+2; WS+3 (27) - {BT} f; 3 (27) - {BT} f; 4~4,3,3 (27) - {BT} 1; {BT} 3 (28) - {BT} 3; d+4,[d] (30) - {BT} f; 4; f+1; d/f+1+2,[f] (32) - {BT} f; 4; f+1; f+3 (37) - {BT} f; 4; f+2; f+3 (40) - {BT} f; 4; f+1; f,f+3,4 (43) - {BT} f; 4; f+2; f,f+3,4 (46) BT D+1,1 ============================= - {BT} d+3 (19) - {BT} 1; {BT} d+1 (23) - {BT} d+2; FC d/f+4 (23) - {BT} d+2; FC d/f+3 (24) - {BT} 3 (25) - {BT} 1; {BT} 3 (31) BT D+1,1,1 ============================= - {BT} d+2 (22) - {BT} d+3 (23) - {BT} 1 (23) - {BT} 3 (29) FUFA 3+4 _ FUFA 1,3+4 _ FUFA d+1,3+4 ============================= - b+1+2 (38) - f+2; f+1,2; d/f+1+2,[f] (48) - f+2; f+2; f,N+1,2,(1),2,4,[u_d] (48) - u/f+3; {CRA} 4 (48) - u/f+3; {CRA} u/f+4 (50) - u/f+3; {CRA} 2 (53) - f+2; f+1,2; f+3 (53) - u/f+4; f+1,2; f+3 (54) - U/F,4; 4~4,3,3 (56) - f+2; f+2; f+2; f+3 (56) - u/f+3; {CRA} 3; d/f+1+2,[f] (58) - f+2; f+1,2; f,f+3,4 (59) - u/f+4; f+1,2; f,f+3,4 (60) - f+2; f+2; f+2; f,f+3,4 (62) - u/f+3; {CRA} 3; f+3 (63) DRU 4 ============================= - f+1,1,[f] (23) - f+1,2; d+4,[d] (32) - 2; f+1; d+4,[d] (33) - f+1; f,N+1,2,(1),2,4,[u_d] (34) - 2; d/f+1; f,f; d+4,[d] (35) - 1; f+3 (35) - f+1; f+3 (36) - 2; f+1; d/f+1+2,[f] (38) - 2; f+1; f+3 (43) - 2; f+1; f,f+3,4 (49) CRA 2 ============================= - {BT} d+1; {BT} d+4,[d] (48) - {BT} d+1; {BT} 4 (50) - {BT} D+1,1,1,1 (51) - {BT} d+1; {BT} 2 (52) - {BT} d+1; {BT} f; 4; d+4,[d] (54) - {BT} D+1,1,1,1,1 (55) {OBT} CRA 2 ============================= - {BT} d+1; {BT} 2 (52) - {BT} d+1; {BT} f; 4; d+4,[d] (54) - {BT} D+1,1,1,1,1 (55) - {BT} D+1,1; {BT} 3 (55) - {BT} d+1; {BT} d+2; WS+3 (57) - {BT} d+1; {BT} 3; d+4,[d] (60) CRA 3,4,2,3 _ CRA (3,4,2),3 [-41 dmg] ============================= - f+2; f+2; d/f+1+2,[f] (80) - f+1,2; f+3 (81) - f+2; f+2; f+3 (85) - f+2; f+2; f,f+3,4 (91) CRA u/f+4 ============================= - {CRA} u/f+4 (42) - {CRA} 3,4,2 (49) - {CRA} 3; f+1,2; d/f+1+2,[f] (58) - {CRA} 3; f+1,2; f+3 (63) - {CRA} 3; f+1; f,f+3,4 (63) - {CRA} 3; f+1,2; f,f+3,4 (69) PAN 1 ============================= - FC+4 (14) - FC d/f+4 (17) - FC+3 (18) - WS+4 (21) - WS+3 (27) PAN 2 ============================= - f,N+3 (45) - f+2; f+2; d/f+1+2,[f] (45) - u/f+3; {CRA} 4 (48) - f,N+4~1; f+3 (52) - u/f+3; {CRA} 2 (53) - f+2; f+1,2; f+3 (53) - f+2; f+1; f,f+3,4 (53) - f+2; f+2; f+2; f+3 (56) - f+2; f+2; f,f+3,4 (56) - f,N+4~1; f,f+3,4 (58) - f+2; f+2; f+1; f,f+3,4 (59) - f+2; f+2; f+2; f,f+3,4 (62) SNA 3 ============================= - FDFT 4 (37) - FDFT 3 (40) TGR 4 ============================= - FC+2; WS+4 (25) - WS+4; d+4,[d] (28) - WS+3 (29) - FC+2; WS+3 (29) - u/f+3 (29) - FC+4~4,3,3 (29) - WS+4; d+3 (30) - 4~4,3,3 (31) - f,f+3,4 (37) - f,f+3~b; {BT} D+1,1,1 (38) - WS+1; f+2; f+3 (41) - f,f+3~b; {BT} d+1; {BT} 3 (42) - WS+1; f+2; f,f+3,4 (47) {CL} d/b+4 _ b+1,2,1,3+4,2,1,4,1,4 [+47 dmg] ============================= - d+4,[d] (17) - d/b+4,[d] (17) - d+3 (20) - d/b+3 (20) - f,N; b+4,[f] (22) - d/f+1+2,[f] (24) - d/f+1; d/f+1+2,[f] (27) - SS+2,2,[f] (27) - 4~4,3,3 (29) - SS+2~b; {BT} d+1; {BT} 3 (34) - f,f+3,4 (35) - SS+2~b; {BT} D+1,1; {BT} 3 (38) - d/f+1; f,N+4~1,2,3 (40) - d/f+1; f+1,2; f+3 (41) - d/f+1; f+1; f,f+3,4 (41) - d/f+1; f+2; f,f+3,4 (44) {CL} d/b+4~d _ {CL} d/b+4~u ============================= - {SNA} SSR; {PAN} 3,[B] (27) - {SNA} 2,2~f,[1+3] (23) - {SNA} 1+2 (27) - {SNA} 1,1,1,[F] (28) - {SNA} SSR; {PAN} 2; d+4,[d] (29) - {SNA} 2,2,4,3 (31) - {SNA} 1,1,1,1,[F] (31) - {SNA} SSR; {PAN} 1,2 (31) - {SNA} 4; {SNA} 1,1,1,[F] (32) - {SNA} 1,1,1; d+4,[d] (33) {CL} BT d+4 ============================= - d/f+1+2,[f] (24) - f,f+2 (29) - WS+3 (32) - FC+4~4,3,3 (32) - 4~4,3,3 (34) - f,f+3,4 (40) - CC; SS+2~b; {BT} D+1,1; {BT} 3 (43) {CL} BT d+4~d _ {CL} BT d+4~u _ {CL} BT D+4 ============================= - {SNA} SSR; {PAN} 3,[B] (27) - {SNA} 2,2~f,[1+3] (30) - {SNA} 1+2 (32) - {SNA} 1,1,1,[F] (33) - {SNA} SSR; {PAN} 2; d+4,[d] (34) - {SNA} 1,1,1,(1),1,[F] (35) - {SNA} 1,1,1,1,[F] (36) - {SNA} 2,2,4,3 (36) - {SNA} SSR; {PAN} 1,2 (36) - {SNA} 4; {SNA} 1,1,1,[F] (37) - {SNA} 1,1,1; d+4,[d] (38) {CH} 1+2 ============================= - {BT} d+4,[d] (28) - {BT} 4 (33) - {BT} 3 (38) - {BT} d+1; {BT} 3 (38) - {BT} D+1,1,1,1 (38) {CH} 1+2~1 ============================= - {BT} D+1,1 (41) - {BT} d+1; {BT} d+4,[d] (42) - {BT} 1; {BT} d+1 (43) - {BT} D+1,1,1 (45) - {BT} D+1,1; {BT} d+4,[u_d] (46) - {BT} d+1; {BT} 3 (49) {CH} 3,3 _ {CH} DGN 3,3 ============================= - {BT} d+4,[u_d] (57) - {BT} D+1,1,1 (63) - {BT} D+1,1; {BT} d+4,[u_d] (64) {CH} 4 ============================= - f,f; d+4,[d] (26) - f,f+2 (33) {CH} 4 (After a small sidestep left) ============================= - f,f; d+4,[d] (26) - f,f+2 (33) - f,N+1,2,(1),2,4,[u_d] (33) - f,N+1,2,(1),2,SSL; {TGR} 4 (35) - 4~4,3,3 (38) - f+3 (40) {CH} f+4 ============================= - f,N+1,2,(1),2,4,[u_d] (50) - SS+3+4 (51) - 4; d+4,[d] (52) - f+1,2; d/f+1+2,[d] (56) - f+2; f,N+1,2,SSR; {DGN} 2,[f] (59) - f+2; f+2; d/f+1+2,[f] (60) - f+1,2; f+3 (61) - f,f+3,4 (61) - f+2; f+2; f+3 (65) - f,N+4~1; f+3 (67) - f+2; f+2; f,f+3,4 (71) - f,N+4~1; f,f+3,4 (73) {CH} (b+1,2),1 ============================= - {BT} 1 (20) - {BT} 4 (26) - {BT} 3 (33) - {BT} D+1,1,1,1,1 (33) - {BT} d+1; {BT} d+2; WS+3 (35) - {BT} d+1; {BT} 3; d+4,[d] (38) - {BT} u/f+4; f+2; f+1,2; f+3 (61) - {BT} u/f+4; f+2; f+1; f,f+3,4 (61) - {BT} u/f+4; f+2; f+1,2; f,f+3,4 (67) {CH} u/f+3 ============================= - {CRA} 1 (52) - {CRA} 3,4,2 (54) - {CRA} b; {CRA} 2; {BT} D+1,1 (59) - {CRA} b; {CRA} 2; {BT} d+4,[d] (60) - {CRA} 3; f+1; f,N+1,2,(1),2,SS; {TGR} 4 (60) - {CRA} 3; 4~4,3,3 (62) - {CRA} 3; f+2; f,N+1,2,(1),2,4,[u_d] (63) - {CRA} b; {CRA} 2; {BT} D+1,1,1 (63) - {CRA} b; {CRA} 2; {BT} 3 (63) - {CRA} b; {CRA} 2; {BT} 1; {BT} D+1,1 (65) - {CRA} 3; f+2; f+3 (65) - {CRA} 3; f+1; 1+2,2 (67) - {CRA} 3; 4; f+3 (67) - {CRA} 3; f+1,2; f+3 (68) - {CRA} 3; f+1; f,f+3,4 (68) - {CRA} 3; f+2; f+2; f+3 (71) - {CRA} 3; f+2; f,f+3,4 (71) - {CRA} 3; f+1,2; f,f+3,4 (74) - {CRA} 3; f+2; f,N+2; f,f+3,4 (74) - {CRA} 3; f+2; f,f,N+2; f,f+3,4 (76) {CH} (f,N+1,2,1,2),3 _ {CH} (TGR 3,1,2,1,2),3 _ {CH} f,N+2,(1),2,3 ============================= - d+4,[d] (21) - d/b+4,[u_d] (21) - d/b+3 (24) - 4~4,3,3 (33) {CH} SS+2~b _ {CH} DRU 2~b ============================= - {BT} D+1,1,1,1 (31) - {BT} D+1,1; {BT} 3 (35) - {BT} 3; d+4,[d] (36) - {BT} d+1; {BT} 3; d+4,[d] (36) - {BT} d+1; {BT} 1; {BT} 3 (37) {CH} WS+2 ============================= - f+1,2; f,N+1,2,(1),2,4,[u_d] (41) - f+1; f,N+4~1,2,(2),2,[f] (44) - f+1; f,N+4~1,2,3 (45) - u/f+3; {CRA} 4 (45) - f+2; f+2; f+3 (47) - f,N+4~1; f+3 (49) - f+2; f+1,2; f+3 (50) - f+2; f+1; f,f+3,4 (50) - f+2; f+2; f,f+3,4 (53) - f,N+4~1; f,f+3,4 (55) {CH} AOP 3 ============================= - FC+4 (22) - d/b+4,[u_d] (25) - FC+3 (26) - d/b+3 (28) - {AOP} 3 (28) {CH} DGN 2 ============================= - f+2; f,N+1,2,(1),2,4,[u_d] (42) - f+1,2; f,N+1,2,(1),2,4,[u_d] (44) - f+1,2; f+3 (46) - f+2; 4~4,3,3 (47) - f+2; f+1,2; d/f+1+2,[f] (48) - f+2; f+2; f+3 (50) - f+2; f,f+3,4 (50) - f+1,2; f,f+3,4 (52) - f+2; f+1,2; f+3 (53) - f+2; f+2; f+2; f+3 (56) - f+2; f+2; f,f+3,4 (56) {CH} DRU (3),2 ============================= - d+4,[d] (33) - d/b+3 (36) {CH} SNA 2 ============================= - 4~4,3,3 (37*) - d/b+4,4 (42*) - f,f+3,4 (43*) - SS+3+4; {BT} d+1; {BT} 3 (44*) - d/b+4~d; {SNA} 1+2 (45*) - f+3 (48*) - d/b+4~d; {SNA} SSR; {PAN} 1,2 (49*) - u/f+4; u/f+3; {CRA} 4 (58*) - f,f+3; u/f+3; {CRA} 2 (70*) - f,f+3~b; {BT} u/f+4; f+1,2; f+3 (76*) {CH} SNA 2~f ============================= - {DGN} 4,[f] (33*) - {DGN} 2,[f] (36*) - {DGN} 3,[f] (46*) - {DGN} 1+2,[f] (50*) {CH} TGR 1 ============================= - f,N+1,2,(1),2,4,[u_d] (42) - 4~4,3,3 (45) - f+2; f,N+1,2,(1),2,4,[u_d] (47) - f,f+3,4 (51) - f+1,2; f+3 (51) - f+2; f+2; f+3 (52) - u/f+3; {CRA} 4 (53) - u/f+3; {CRA} u/f+4 (55) - u/f+3; {CRA} 3; 4~4 (56) - f+1,2; f,f+3,4 (57) - f+2; f+1; f,f+3,4 (58) - u/f+3; {CRA} 2 (58) - u/f+3; {CRA} 3; f,f; d+4,[d] (58) {CH} TGR 2 ============================= - f,f+2 (47) - d/f+1+2,[f] (47) - d/b+4,4 (50) - 4~4,3,3 (52) - (u/f+3); {CRA} 3; d+4,[d] (52) - f+3+4; {DRU} 3,2 (53) - 3~4 (54) - b+3+4; {BT} D+1,1; {BT} 3 (54) - b+3+4; {BT} d+1; {BT} 3; d+4,[d] (55) - SSL+3+4; {BT} 3 (55) - SS+2~b; {BT} d+1; {BT} 3 (57) - f,f+3,4 (58) - SSL+3+4; {BT} d+1; {BT} 3 (59) - d/f+1; f+2; f+3 (61) - d/f+1; f+1,2; f+3 (64) - d/f+1; f+1; f,f+3,4 (64) - (u/f+3); {CRA} 3; f+1,2; f+3 (71) - (u/f+3); {CRA} 3; f+1,2; f,f+3,4 (77) {OBT} (f,N+1,2,1,2),3 _ {OBT} f,N+1,2,(1),2,3 [+17 dmg] _ {OBT} f,N+2,(1),2,3 [+8 dmg] ============================= - d/b+4,[d] (16) - d/b+3 (22) {OBT} b+1,2,1 _ {OBT} (b+1,2),1 [-13 dmg] ============================= - {BT} d+4,[d] (30) - {BT} 4 (32) - {BT} d+2; WS+4 (35) - {BT} 3 (37) - {BT} D+1,1,1,1 (37) - {BT} d+2; WS+3 (39) {OBT} WS+2 ============================= - f+2; d+4,[d] (28) - f,f+4 (29) - f,N+1,2,(1),2,4,[u_d] (29) - d/f+1+2,[f] (29) - f,f+2 (29) - f+3 (36) - f+2; f+3 (38) - f,N+1,(2),1,SSL; {PAN} 1,2 (40) - f,f+3,4 (40) - f+2; f,f+3,4 (44) - f+2; f,N+1,(2),1,SSL; {PAN} 1,2 (47) {Backrolling opponent} u/f+3+4 ============================= - {BT} f; d+4,[d] (16) - {BT} 4 (20) - {BT} 1; {BT} d+1 (21) - {BT} 3 (23) - {BT} D+1,1,1 (23) - {BT} d+1; {BT} 3 (27) {Opponent in Air} f+1 _ {Opponent in Air} f+2 [+4 dmg] _ {Opponent in Air} 1 [-1 dmg] _ {Opponent in Air} 2 [+4 dmg] ============================= - f,N+1,2,(1),2,4,[u_d] (17) - f+3 (19) - f+1; f,N+1,2,(1),2,4,[u_d] (20) - f+2; d/f+1+2,[f] (20) - f+1; f+3 (22) - f+2; f+3 (25) - f+1,2; f+3 (28) - f+1; f,f+3,4 (28) - f+2; f,f+3,4 (31) - f+1,2; f,f+3,4 (34) {Opponent in Air} f+1,2 _ {Opponent in Air} 1,2 [-1 dmg] ============================= - f,N+1,2,(1),2,4,[u_d] (23) - f+1; d/f+1+2,[f] (23) - f+3 (25) - f+1; f+3 (28) - f+2; f+3 (31) - f+1; f,f+3,4 (34) - f+2; f,f+3,4 (37) {Opponent in Air} f,N+1 _ {Opponent in Air} f,N+2 [+1 dmg] ============================= - f,N+1,2,(1),2,4,[u_d] (19) - f+3 (21) - f+2; d/f+1+2,[f] (22) - f+1; f+3 (24) - f+2; f+3 (27) - f+1,2; f+3 (30) - f+1; f,f+3,4 (30) - f+2; f,f+3,4 (33) {Opponent in Air} u/f+3+4 ============================= - {BT} f; d+4,[d] (20) - {BT} d+4,[d] (22) - {BT} D+1,1 (23) - {BT} 4 (24) - {BT} 1; {BT} d+1 (25) - {BT} 3 (27) - {BT} d+1; {BT} 3 (31) {CL} FUFA 3 _ {CL} FUFA 1,3 _ {CL} FUFA d+1,3 ============================= - FC+4 (14) - FC+3 (18) - WS+1; d+4,[d] (23) - f,f+2 (24) - CC; d/f+1+2,[f] (24) - WS+4; d+4,[d] (26) - WS+3 (27) - 4~4,3,3 (29) - f,f+3,4 (35) - CC; d/f+1; f+1; f+3 (35) - f,f+3~b; {BT} D+1,1,1 (36) - f,f+3~b; {BT} d+1; {BT} 3 (40) {CL} FUFA f,3 _ {CL} FUFA u~3 [+7 dmg] ============================= - FC+4 (19) - FC+3 (23) - WS+1; d+4,[d] (28) - f,f+2 (29) - d/f+1+2,[f] (29) - WS+4; d+4,[d] (31) - WS+3 (32) - b+1+2 (32) - d/b+4,4 (32) - 4~4,3,3 (34) - f,f+3,4 (40) - d/f+1; f+1,2; f+3 (46) - d/f+1; f+1; f,f+3,4 (46) - f,f+3~b; {BT} D+1,1; {BT} 3 (49) {CL} FUFT f,3 ============================= - FC+4 (14) - CC; d/b+4,[u_d] (17) - FC+3 (18) - CC; d/b+3 (20) - WS+3 (27) FDFT 3 ============================= - FC+4 (19) - FC+3 (23) - WS+4; d+4,[d] (31) - WS+3 (32) - FC+4~4,3,3 (32) - FC+2; FC+4~4,3,3 (36) - f,f+3,4 (40) - f,f+3~b; {BT} D+1,1,1 (41) - f,f+3~b; {BT} d+1; {BT} 3 (45) {CL} FDFT f,3 ============================= - FC+4 (19) - FC+3 (23) - WS+1; d+4,[d] (28) - f,f+2 (29) - d/f+1+2,[f] (29) - WS+4; d+4,[d] (31) - WS+3 (32) - 4~4,3,3 (34) - FC+1; FC+4~4,3,3 (34) - f,f+3,4 (40) - d/f+1; f+1,2; f+3 (46) - d/f+1; f+1; f,f+3,4 (46) b,b+1 {NEAR WALL} ============================= - d+4,[d] (34) - d/b+4,[d] (34) - SS+2,[b] (36) - u/f+2 (39) - f,f+2 (45) - d/f+1+2,[f] (45) - 4~3 (49) Other Combos ============================= {CL} FDFT 3~4; FUFA 3,4 (29) (3),3; {BT} d+4,[u_d] (24) {CH} 1+2,2; f,f; d+4,[d] (42) u/f+3+4,4 (34) PAN 1,2 (29) b+1,2,1,3+4,3+4,3+4,1,1,2; d+4,[d] (98) d/b+4,4 (24) BT d+4,4 (34) BT d+4:4 (39) BT D+1,1,1,1,1 (25) FUFA 3,4 (21) FUFA 3:4 (24) (FUFA _ FDFT) f,3,4 (27) (FUFA _ FDFT) b,3,4 (29) FDFT 3~4,4 (27) FDFT 3~4:4 (32) {CL} FUFA u,3,4 (36) {CH} SS+2,2,[f] (26) {CH} DRU 2,2,[f] (26) {CH} DGN 2~f; {TGR} 4 (29) {CH} SNA 2~f,1+3; {TGR} 4 (26) {OBT} b+1,2,1,3+4,3+4,3+4 (34) {OBT} U/F,1; d+4,[d] (22) {OBT} BT d+1; {BT} 3 (25) {OBT} BT D+1,1,1,1 (21) {Backrolling opponent} u/f+3+4,4 (17) {Opponent in Air} f,N+1,2,(1),2,4,[u_d] (14) {Opponent in Air} f,N+2,1,(2),4,[u_d] (20) Wall Combos ============================= 3~4 {WALL}; {BT} d+2 {WALL}; WS+3 (63) 3~4~D {WALL}; {FUFT} 3+4; 3 (58) 3~4~D {WALL}; {FUFT} 3+4; 3 {WALL},3 (71) 3~4~D {WALL}; {FUFT} 3+4 {WALL}; f+3,3 (84) 4~3 {WALL}; {FDFT} 3 (36) d/f+2 {WALL}; 1,2 {WALL}; 3,3 (63) d/f+2 {WALL}; 1,2 {WALL}; f+3,3 (65) f,N+3 {WALL}; f+1,2 {WALL}; d+4,[d] (59) f,N+3 {WALL}; f,N+3 (60) f,N+3 {WALL}; f+3,3 (69) f,N+3 {WALL}; d+4~d {WALL}; {SNA} 1,1,1,1,1,[f] (76) f,N+3 {WALL}; 1,2 {WALL}; 3,3 (82) b,b+1 {WALL}; b+1+2 (42) b,b+1 {WALL}; f+3,3 (63) b,b+1~f {WALL}; {DRU} 1 (42) b,b+1~f {WALL}; {DRU} 3,2 (50) f,f+2; f+2; f,N+1,2,(1),2,4,SS {WALL}; {CRA} 4 (58) f,f+2; f+2; f,N+1,2,(1),2,4,SS {WALL}; {CRA} 1 (66) f,f+3 {WALL}; 1+2,2 (51) f,f+3 {WALL}; d+4~d {WALL}; {SNA} 1,1,1,1,1,[f] (62) f,f+3 {WALL}; f+3 {WALL}; 1,2 {WALL}; d+4,[d] (66) f,f+3 {WALL}; 1+2 {WALL}; {BT} d+2 {WALL}; WS+3 (67) f,f+3 {WALL}; f+1,2 {WALL}; f+3,3 (74) f,f+3 {WALL}; 1+2~1; {BT} d+2 {WALL}; WS+3 (80) f,f+3; u/f+3 {WALL}; {CRA} 1 (61) f,f+3~b {WALL}; {BT} u/f+4 {WALL}; f+1,2 {WALL}; d+4,[d] (60) f,f+3~b {WALL}; {BT} U/F,4 {WALL}; f+1,2 {WALL}; d+4,[d] (63) u/f+3+4 {NEAR WALL}; {BT} d+2 {WALL}; WS+3 (59) u/f+4; f+2; f+1,2 {WALL}; f+3,3 (70) u/f,N+4 {WALL}; 1,2 {WALL}; 3,3 (76) BT d+1 {NEAR WALL}; {BT} d+2 {WALL}; WS+3 (41) BT d+4~d {NEAR WALL}; {SNA} 1,1,1,1,1,[f] (48) SS+3+4 {WALL}; {BT} 3 (33) SS+3+4 {WALL}; {BT} d+2 {WALL}; WS+3 (48) FUFA 3+4 {WALL}; 1,2 {WALL}; f+3,3 (74) FUFA 3+4 {WALL}; 1+2~1 {WALL}; {BT} d+2 {WALL}; WS+3 (81) DRU 1 {WALL}; f+1,2 {WALL}; d+4,[d] (49) PAN 2 {WALL}; f+1,2 {WALL}; b+1+2 (61) PAN 2 {WALL}; 2 {WALL}; f+3,3 (70) PAN 2 {WALL}; f+1,2 {WALL}; f+3,3 (75) PAN 2; f+1; f+2; f+1 {WALL}; f+3,3 (74) TGR 3 {WALL}; WS+3 (50) {CH} u/f+3 {WALL}; {CRA} 3; f+1,2; d+4,[d] (70) {CH} u/f+3 {WALL}; {CRA} 3,4,2,3 (73) {CH} u/f+3 {WALL}; {CRA} 3 {WALL}; f+3,3 (85) {CH} u/f+3; {CRA} 3 {WALL}; f+3,3 (84) Combos That I Like To Use This is a list of combos that I usually use during a match. I usually like to stick to the simple combos. ============================= d/f+2; f+2; f+1,2; f+3 (44) b,b+1; 4~3 (49) f,f+2; f+2; f+1,2; f+3 (53) f,f+3; u/f+3; {CRA} 2 (52) f,f+3~b; {BT} u/f+4; f+1; f+3 (52) f,N+2 {BLK}, 1 {BLK}, 2; f+2; f+1,2; f+3 (57) u/f+3+4; {BT} d+1; {BT} 3 (43) u/f+3+4,4 (34) u/f+4; f+2; f+1,2; f+3 (45) BT d+1; {BT} 3; d+4,[d] (30) FUFA 3+4; b+1+2 (38) FUFA 3+4; f+2; f+1,2; f+3 (53) CRA 2; {BT} D+1,1,1,1,1 (55) PAN 2; f+2; f+1,2; f+3 (53) TGR 4; 4~4,3,3 (31) TGR 4; f,f+3,4 (37) {CL} d/b+4~d; {SNA} SSR; {PAN} 1,2 (31) {CL} BT d+4~d; {SNA} SSR; {PAN} 1,2 (36) {CH} 1+2~1; {BT} D+1,1; {BT} d+4,[u_d] (46) {CH} 3,3; {BT} d+4,[u_d] (57) {CH} u/f+3; {CRA} 1 (52) {CH} u/f+3; {CRA} 3; f+1,2; f+3 (68) {CH} u/f+3; {CRA} 3; f+1; f,f+3,4 (68) {CH} SS+2~b; {BT} d+1; {BT} 3; d+4,[d] (36) {CH} WS+2; f+2; f+1,2; f+3 (50) {CH} TGR 1; f+1,2; f+3 (51) d/b+4,4 (24) PAN 1,2 (29) FUFA 3,4 (21) (FUFA _ FDFT) f,3,4 (27) (FUFA _ FDFT) b,3,4 (29) (3),3; {BT} d+4,[u_d] (24) {CL} FDFT 3~4; FUFA 3,4 (29) u/f+4; f+2; f+1,2 {WALL}; f+3,3 (70) f,f+3 {WALL}; f+1,2 {WALL}; f+3,3 (74) BT d+1 {WALL}; {BT} d+2 {WALL}; WS+3 (41) PAN 2; f+1; f+2; f+1 {WALL}; f+3,3 (74) {Backrolling opponent} u/f+3+4; {BT} d+1; {BT} 3 (27) {Opponent in Air} f+1,2; f+3 (25) {Opponent in Air} f,N+1,2,(1),2,4,[u_d] (14) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 12. Strategy & Move Analysis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section covers strategies for Lei, and analyzes some of his moves. ====================================================== Strategy ====================================================== Starting the Match ------------------ Most opponents like to throw out jabs at the beginning of a match. Here are a few different ways that I like to begin a match: 1) A backdash (b,b) will cause some of your opponent's attacks to miss, which leaves them vulnerable. 2) Go straight into "Play Dead" (d+3+4). You have a few options from this position. If your opponent throws out a high or mid attack, your opponent is at a disadvantage to your "Play Dead" attacks. But, be aware that you may be vulnerable to some mid and low attacks. 3) Go straight into "Back Turn" (b+3+4). Doing this move puts a little bit more space between you can your opponent. While in this position, I like to immeditely do "BT d+1" or "BT d+4,[d]", which sets you up for a juggle opportunity. This isn't very useful if your opponent doesn't attack or approach you. 4) Throw out a quick "Left Right Punch" (1,2) 5) Start of by doing a right jump kick (u/f+4) 6) Perform the "Rave Spin" (d/b+4,4) Drunken Master Auto-Punch Parry ------------------------------- If you think your opponent will throw out some jabs, perform the Drunken Master Auto-Punch Parry (f+3+4). You will parry the attack, and the opponent's side will be facing you. This will make the opponent have to guess what your next attack will be. Here, I usually do "u/f+4" or "d/b+4,4". Bull Fighter ------------ My favorite thing to do with Lei is to go into the Snake stance, then SSR into the Panther stance when the opponent is about to attack, then do "PAN 1,2" or "PAN 2". Doing this will sidestep most of your opponent's attacks and will leave them open for a counter-attack. This strategy sort of resembles a bull-fighter. Upsy-Daisy ---------- While in the FUFT position, do the "Spring Up" (FUFT 3+4), then go immediately into "Play Dead" (d+3+4). If your opponent throws out a high or mid attack, you might be at an advantage to execute your "Play Dead" attacks. But, be aware that some mid attacks might hit you. Also, if your opponent does a low attack, this strategy won't work. Up and Over ----------- If you do an attack that leaves your opponent lying on the ground, run up and jump over them. This will put you in the Back Turn position (BT). If you think your opponent will try to get up or attack at this point, do a "BT d+1". If you think they'll stay on the ground, you can do "BT d+4,[d]", or jump over the grounded opponent again to try to bait them into moving. You can also use this strategy to jump over an opponent who is just getting up after being knocked down. Some of their attacks will miss if they attempt to attack you right away. Tiger's Rear End ---------------- Do the "Tiger Fang to Tiger Stance" (d/f+1+2~f), then start backing up. If the opponent comes after you or tries to attack, do "TGR 4", which gives you a juggle opportunity. Kamikaze -------- If there is some distance between you can the opponent, run up then do one of the following moves: - u/f+4 (go into a juggle) - Any grab (my favorite is the "2+4" grab) - b+4,[f] (see "Scythe Kick" info) - d/b+4,4 (can also do "d/b+4,[d]" into a juggle) - d+4,[d] (can go into "Bull Fighter" strategy) - d+3+4 (see "Play Dead" info) "WR+3" is not a good move to use in this situation, because the opponent can sidestep your attack, which leaves you wide open for an attack. Kamikaze Okizeme ---------------- If there is some distance between you can the a grounded opponent, run up then do one of the following moves: - b+4,[f] (May hit opponent if they attempt to attack from the ground) - d/b+4,[d] (Will hit grounded opponents) - d+4,[d] (Will hit the opponent if they attempt to move) - 3~4 (Will evade low attacks and hit the opponent) - WR+4 (May hit ground rolling and backrolling opponents) - U/F (see "Up and Over" strategy) "WR+3" may hit backrolling opponents, but I wouldn't recommend it in this situation. If the opponent misses, you will be vulnerable to an attack. ====================================================== Move Analysis ====================================================== Play Dead (d+3+4) ----------------- "Play Dead" is one of the main reasons why I decided to learn how to play with Lei back in Tekken 3. It was a great evasive move back then, and it still is in Tekken 5. You will go into the "FUFA" position and can avoid all high, most mid, and some low attacks. In this position, you can force the opponent to guess whether you're going mid or low. Sidewind (d+1+2) ------------------ The addition of the "Bicycle Kicks" (FDFA 3+4) makes the "Sidewind" a lot more useful. The "Bicycle Kicks" can be used against opponents that pressure you while in the FDFA position. You can also keep them guessing with the "Sliding Kick" (FDFA 4~3). Be carful, because if any of the two above attacks are blocked, the opponent can get in free hits. Back Turn (b+3+4) ----------------- "Back Turn" is another great evasive more. It puts some distance between you and the opponent, so some of your opponents attacks may miss. From the "BT" position, I mostly use "BT d+1" "BT 2", "BT d+2", and "BT d+4,[u_d]". You should mix these moves up to keep the opponent guessing. Sometimes I use "BT 1" and "BT 3", but mostly just in combos. Razor Rush (f,N+1<2<1<2,(3_<4)) ------------------------------- The "Razor Rush" is one of Lei's trademark moves. No other fighter has a move quite like this. Directly from this move, you have an opportunity to go into 5 of Lei's stances by sidestepping after one of the attacks. You should mix up the "3" and "4" for the last attack to keep the opponent guessing. The "4" can be sidestepped, and the "3" can easily be low parried, but if you mix things up, this move can be useful. One Two Kick (f,N+3,(4_d+4)) ------------------------------- This move can be very useful. If blocked, the "One Two Kick" causes a guard stun, which when followed by "4" (escapable stun on normal hit) or "d+4" (trip juggle starter on CH) forces the opponent to guess whether they should block mid or low. The "d+4" can be low parried, but neither "4" or "d+4" can be sidestepped. If the "f,N+3" is ducked or whiffs, you are vulnerable to being attacked. Rush Combo (f,N+4~1,2,3,(4_d+4)) -------------------------------- This move is pretty much the same as the "One Two Kick", but this is a little safer if the first misses, since the second attack is mid. However, it is easy to get poked out of this move if the first hit whiffs. The "Rush Combo" also has a few other options, which can be found in the movelist. If everything up to the "3" is blocked, this move causes a guard stun, which when followed by "4" (escapable stun on normal hit) or "d+4" (trip juggle starter stun on CH) forces the opponent to guess whether they should block mid or low. The "d+4" can be low parried, but neither "4" or "d+4" can be sidestepped. However, some of the other options may from the "Rush Combo" may useful (such as "f,N+4~1,2,2,2") since the the "3" can be ducked, which leaves you open for attack. Rising Mid Kick (WS+3) ---------------------- This is a very useful move. If you're close enough, you can hit grounded opponents. Also, it is guaranteed after blocking certain low attacks, like the universal "GRND 3" low attack, and Bryan's "Snake Kick" (d/f+3). Scythe Kick (b+4,[f]) --------------------- This is a good evasive attack. You can use this move if you feel like getting some distance between you can the opponent. You can do this move multiple times to try to bait your opponent. If they whiff an attack while you perform a "Scythe Kick", you may be able to connect "f,f+2". Twin Snake Strikes to Panther Stance (f+1+2,(U_D)) -------------------------------------------------- After doing this move, you will in the Panther Stance. Some opponents may not see the transition into the Panther stance and will attempt to attack right away. If they do a high attack, they will be open for a "PAN 1,2" or "PAN 2". However, you are vulnerable to mid attacks. Drunken Master Punch Parry (f+3+4 _ DRU f+3+4) ---------------------------------------------- This move parries high/mid punches and will end with your opponent's side facing you. If they don't attempt to attack right away, then you're able to make them have to guess what you're going to do. After the parry, I will usually do "u/f+4" into a combo, or "d/b+4,4". Low Kick to Snake Stance (d+4~d) -------------------------------- "d+4" is one of Lei's fastest low attacks. With this move, I like to use the "Bull-Fighter" strategy right after going into the Snake stance. This is the best move to hit an opponent rolling on the ground. Spring Up (FUFT 3+4) -------------------- If your opponent is not to far away, "Spring Up" can be used as bait. I usually attack right after doing this move, using either "d/f+2", "d/b+4,4", "d+(1_2)" or go right into "Play Dead" (d+3+4). This move can evade some low attacks, and may hit your opponent if they're close enough. However, this move is kind of risky to use, because you are vulnerable to mid and low attacks. Mauling Dragon (f,f+2) ---------------------- The "Mauling Dragon" is a great move to punish whiffed attacks. For example, you can punish "FUFT 3" and "FUFT 4". You can also use the "Mauling Dragon" to punish moves with a long recovery time. ====================================================== Strategy for Grabs ====================================================== Double Foot Stomp (1+3 _ f+1+3) ------------------------------- This grab will put a lot of distance between you and your opponent. You can do the normal running attacks "WR+4", "WR+1+2", "WR+3", and also the "Kamikaze" strategy if your opponent gets up right away. Don't do this grab if your back is close to a wall, because you will hit the wall and receive 2 points of damage. Sleeper Hold (2+4 _ f+2+4) -------------------------- This is my favorite grab to do with Lei. After the grab, you can get in a "d/b+3" if the opponent stays still or attempts to get up. If the opponent tries to ground roll, you can do "d+4,[d]" Dragon Falls (u/f+1+2) ---------------------- If the opponent attempts to get up after this grab, you can usually get in a "FDFA 3+4" if the opponent attempts to get up, but if the opponent doesn't attempt to get up at this time, you will miss the attack, and your opponent can get in a free hit. However, if you think that your opponent will backroll or remain on the ground, you can do "FDFA 4~3". Out of Control (SNA 1+3 _ DGN 1) --------------------------------------- With this grab, Lei can enter the "Drunken Master Walk" (DRU) by pressing "1+2" after grabbing the opponent. Doing this, Lei will receive 10 points of health and will deal 23 damage to the opponent, instead of the normal 33 damage. Tripping (f,f+1+2) ------------------ If the opponent attempts to backroll or stand up after the grab, then you should be able to get in a "d+4,[d]". You can do "d/b+3" if they stay on the ground. ====================================================== Okizeme ====================================================== Hitting Grounded Opponents -------------------------- There are several moves that you can use to hit an opponent that remains still on the ground: d/b+3 (3),3 (b_f)+(3),3 (f,N+3),d+4 4~4 (4~4),3 u+2 u/f,N,3 u/f+2 d/b+4,[u_d] (f,N+4~1,2,2),4 (f,N+4~1,2,2,4),3 FC+3 FC+4 FC d/f+3 FC d/f+4 BT 3+4,3+4,3+4 BT u/f+2 BT d+4,[u_d] PAN 3,[B] AOP 4 CRA 3 {Must be very close} CRA (3),4 CRA 4 TGR 4 DGN (3),3 DGN (4~1,2,3),d+4 DGN (4~1,2,2),4 DGN (4~1,2,2,4),3 SNA (2,2),4 SNA (2,2,4),3 SS+3+4 WS+3 FDFA 4~3 FDFT 3~4 GRND 3 GRND f,3 Hitting Ground Rolling Opponents -------------------------------- d+4,[d] d/b+3 PAN 1 WR+4 BT d+1 BT d+4,[d] Hitting Backrolling Opponents ----------------------------- There are some moves that you can use to hit an opponent that tries to get up from the ground by backrolling (some attacks have better range than others): 3~4 d+4,[d] u/f+3+4 d/f+1+2,[f] f,f+2 f,f+3,4 CRA 4 TGR 4 PAN 1,2 WR+1+2 WR+3 WR+4 Asteroid Kick (U/f+3+4) on Backrollers -------------------------------------- If an opponent attempts to backroll after hitting the ground, I like to do the "Asteroid Kick" (u/f+3+4), which will catch the opponent, and gives you a juggle opportunity. The combo I usually use in this situation is: {Backrolling opponent} u/f+3+4; {BT} d+1; {BT} 3 (27) More combos can be found in the "Combo List" section Crane Kick (CRA 4) ------------------ If "CRA 4" connects, you should be able to connect "4~4" on the grounded opponent, or you can try other okizeme possibilities, like running up and doing "d+4,[d]" if they try to get up. Staggering Slide (DRU 3+4) -------------------------- If "DRU 3+4" connects, you may be able to connect "FDFT 3~4" on the grounded opponent, or maybe even "FDFT 3~4,4" if they try to get up. ====================================================== Spacing ====================================================== If you need to create some spacing between you and the opponent, here are some moves that might be useful: b,b The "Back Dash" is the universal way to create some distance between you and the oppenent. u/b Similar to the "Back Dash", this move is also universal. You may be able to avoid low attacks, but you are vulnerable while in the air. b+3+4~b Creates more distance and is faster than "b,b". [BT] d+3+4,(:b _ qcb) You can roll away quickly while going into the "Play Dead" stance. b+4 You can create some distance, while attacking at the same time. ====================================================== Other Info ====================================================== - I like to play Lei with a mix between bulldog and turtle strategies. Bulldog = Strategies like Kamikaze Turtle = Moves like Play Dead - No other fighter has the ability to effectively attack from any position quite like Lei (BT, Grounded, etc.) - "DRU 1+2" and "b+1+2" evade high attacks - The Snake, Dragon, Panther, Tiger, and Crane stances automatically faces you towards your opponent when the opponent is behind you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 13. Lei's Stances ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this section, you will find the different ways to get into Lei's stances, or moves that will keep him in that stance. You will also find Stance related info here. ====================== AOP (Phoenix Illusion) ====================== b+1+4 PAN 3,B AOP 3,[3],[3],[3] ============== BT (Back Turn) ============== b+3+4 f,f+3~b u/f+3+4 1+2 1+2~1 3,3 (b_f)+3,3 3~4 f+3~4 (varies) b+1,2,[1] b+1,2,1,3+4,3+4,3+4,1,[1] BT 1 BT d+1 BT 3+4,[3+4],[3+4] CRA 1 {BLK} CRA 2 (DRU _ SS) 2~B f,N+2 {BLK}, 1 {BLK}, 2 {BLK}, 1 PAN 2 {BLK}, 1 {BLK}, 2 {BLK}, 1 u/f {Jump over grounded opponent} BT u/f {Jump over grounded opponent} AOP [3],[3],[3],[3],b+4,[u],[u] {Back towards wall} b,b,u/b (varies) =========== CRA (Crane) =========== (u _ u/f _ u/b)+3 b+4,f f+1+2,F f,N+1,2,1,2,4,(u _ d) f,N+2 {HIT}, 1, 2, 4, (u _ d) f+4,2,1,2,4,(u _ d) CRA u/f+4 PAN 4 * 2,1,2,4,(u _ d) TGR 3,1,2,1,2,4,(u _ d) =================== DGN (Dragon Stance) =================== f,N+1,2,(u _ d) f,N+4~1,2,2~f TGR 3,1,2,(u _ d) SNA 2,[2]~F SS+1,(U _ D) ==================== DRU (Drunken Master) ==================== f+3+4 b,b+1,F DRU 1+2 DRU 1~F DRU 3~F DRU 4~F (DRU _ SS) 2,2~F (SNA 1+3 _ DGN 1), 1+2 =============== FDFA (Sidewind) =============== d+1+2 FC+1+2 ======================= FDFT (Reverse Sidewind) ======================= BT d+1+2 BT FC+1+2 4~3 FDFT 4~3 4~4,3,3 FC+4~4,3,3 DRU 3+4 ================ FUFA (Play Dead) ================ d+3+4 FC+3+4 DGN d+3+4 (u/f _ u/b)+2 BT (u/f _ u/b)+2 FDFT 3~4 FDFT 3+4 FDFA 4~3 {HIT} WR+4 {HIT} ======================== FUFT (Reverse Play Dead) ======================== BT d+3+4 BT FC+3+4 FDFA 3+4 FDFA 4~3 {BLK} WR+4 {BLK} 4~4,[3] 3~4,[u],[u]~D f+3~4,[u],[u]~D AOP [3],[3],[3],[3],b+4,[u],[u]~D DGN 4~1,2,2,4,[3] SNA 2,2,4,[3] f,N+4~1,2,2,4,[3] ==================== PAN (Panther Stance) ==================== f,N+1,2,1,(u _ d) f,N+4~1,2,2,2,f TGR 3,1,2,1,(u _ d) f+1+2,(u _ d) DGN 4~1,2,2,2~f SNA 2,2,2~F ================== SNA (Snake Stance) ================== SS+1+4 SS+2+3 f+2+3 f,N+1,(u _ d) TGR 3,1,(u _ d) DGN SSR PAN SSL d+4~d BT d+4~(u _ d) d/b+4~(u _ d) AOP (u _ d)+(1+4 _ 2+3) SNA 1,1,[1],[1],[1],[1] ~ F 1~1,F ================== TGR (Tiger Stance) ================== f,N+1,2,1,2,(u _ d) SS+1,F d/f+1+2,f TGR 3,1,2,1,2,(u _ d) DGN 2~F DGN 1+2~F DGN 4~1,2,2~f,1+3 SNA (2 _ 2,2)~f,1+3 f,N+4~1,2,2~f,1+3 =============== Stance Guarding =============== Crane High/Mid Guard CRA (u _ d) {Opponent High/Mid Attack} Drunken Master Low Guard DRU D/B {Opponent Low Attack} Drunken Master Mid/High Guard DRU B {Opponent Mid/High Attack} Panther Low Auto-Guard (While in auto-guard, normal low attacks will automatically be blocked.) PAN N Stance Mid/High Auto-Guard (While in auto-guard, normal high and mid attacks will automatically be blocked.) (DGN _ SNA _ TGR) N ============ Stance Parry ============ Drunken Master Auto-Parry f+3+4 {Parry Mid/High Punch} Drunken Master Punch Parry (Lei can parry punches after entering Drunken Master) DRU f+3+4 {Opponent Mid/High Punch} Panther Stance Low Parry PAN f {Opponent Low/Special Mid Attack} Tiger Stance Mid/High Parry TGR f {Opponent Mid/High Attack} ========== Other Info ========== Crane Low Auto-Hop (Lei will automatically hop over any normal low attacks. However, another attack after the first low attack may hit Lei.) CRA (N _ B _ F), {Opponent Low Attack} Phoenix Illusion Cancel AOP (u _ d) Stance Advance (Any Stance) f Stance Cancel (CRA _ DGN _ PAN _ SNA _ TGR), (D _ D/B) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14. Questions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I've received some questions through e-mail, so in this section, you can read my response to those questions. ---------- Question 1 - Semicolon ---------- Q: "I haven't seen anyone else use a semicolon while writing combos. Is that a special symbol in your FAQ?" A: I'm one of the only people that uses a semicolon for writing combos. I use it to clearly separate the different commands used within a combo. The way that some people write their combos, using only commas make it unclear exactly what is going on. I thought that it would be a good symbol to use since nobody uses it for anything else. ---------- Question 2 - Weapons in matches? ---------- Q: Can Lei use his gun in a match? A: No, he cannot use his gun, or any other weapon in a match. ---------- Question 3 - Lei's Dragon to Tiger ---------- Q: "I can't seem to do lei's f,N+4~1,2,2~f DRG, 1+3 into tiger... it comes out as the drunken throw." A: Press "1+3" right after entering DRG from "f,N+4,1,2,2~f". There's a small window when the move can be done, which can be seen with "Hit Analysis" in Practice Mode. During this window, "1+3" into TGR is the only possible move. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 15. Special Thanks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name Reason ---- ------ Namco Creating another incredible game UCR Tekken Players (See further below) Drake the Demon - Providing info to add to "AOJ" - Explanation of "CC" and "iWS" - Creating a movelist for Lei, which I used to make my list n8nmonster Letting me know about strategies, combos, and info for Lei, and for all those fun Lei vs Lei matches. "Still Standing" Creating a dictionary of Tekken related terms sithlord Posting definitions of Tekken terms Sikender Ali For writing the first Tekken 5 Combo List EagleJin and Redhawk Various combos from your combo video FiGi (Skopje,MKD) Providing wall combos TheDinosaur Providing info about "Juggling After Low Parry" CVagts Creating a list of all the custom items in Tekken 5, which was used as a guide to create the list in this FAQ. Most importantly, special thanks to all of the UCR Tekken players (University of California, Riverside): Paulinstein, n8nmonster, Luis, Jeff, Jose, Marc, Billy, AJ, and everyone else :) Thanks to all of these people who I have borrowed a few combos from: Blood Red, Eagle's Shadow, Guylon, motoJOHNSON, n8nmonster, Random_Punk, shauno, tobi, Tony-T Thanks to everyone who have provided customizations for Lei: Darklightjg, Jeremy, kennetth_julian, mishimazama, su Car Yama ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 16. About Tekkenomics ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Tekkenomics" is the name of the website created by Wild Man X, with help from Paulinstein and Drake the Demon. "Tekkenomics" is guaranteed to contain some material that has never been seen on any other Tekken website. The site will contain exclusive articles, original FAQ files, move lists, combos/juggles, combo movies, in-game matches, ending movies, and fan-based material. Be sure to chack out the site often for updates, and feel free to join the forum. I hope you enjoy the site. If you're having problems visiting the "Tekkenomics" website at tekkenomics.tk, then you can also visit it at the link below: http://acmserver.cs.ucr.edu/~waltonk/tekkenomics/index.html If you were wondering how we came up with the name "Tekkenomics": Back in my high school days in the year 2000, Paulinstein, me, and some other high school friends would get together to play Tekken 3. At the time, we were also taking Economics class. So, whenever we would get together to play, we would say that we were going to study some "Tekkenomics". So, basically "Tekken" + "Economics" = "Tekkenomics". There are a few references on the web about the name "Tekkenomics" that isn't related to us or our website. There are some members on the Tekken Zaibatsu forums that are known as Tekkenomics, Tekkenomics_101, and TekkenNomics Jr. that aren't related to us. On Tekken Zaibatsu, we go by the names Wild Man X and Paulinstein. The things that are related to us are at: GameFAQs, Neoseeker, IGN, 1UP.com, Gamerhelp, Gamespot, AIM, MSN Messenger, Hotmail, and Gmail ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 17. About The Author ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I have been a fan of the Tekken series since 2000. A few of my friends got me into the series with Tekken 3. My first FAQ was "Hidden Moves" for Tekken 4. Writing this FAQ, I've learned some new things about Tekken along the way that I probably wouldn't have learned otherwise. My FAQs are a way for me to share what I have learned. When I bought Tekken Tag for the PS2, I decided to learn how to play with all of the fighters, and this has carried over to Tekken 4 and Tekken 5. So, you can rest assured that I do atleast know a little bit about what I'm talking about :) Lei Wulong is my main fighter, and has been since Tekken 3. If you ever play Tekken 5 in Riverside, California, I have a Lei IC Card named "Get Leid". I hope that you've enjoyed my FAQs. If you do, please visit my website (tekkenomics.tk) and join the forum. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18. Closing ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Feel free to e-mail me any questions or comments about this FAQ or the Tekkenomics website. Also, feel free to e-mail me any material that can be put on the website (such as Fan Art). When sending e-mail, please make sure that "Tekken" or "Soul Calibur" is somewhere in the e-mail subject name. * Please let me know if you are confused about any part of this FAQ. I will do my best to clarify any part that may seem confusing. REMINDER: When sending an e-mail, please put something about "Tekken", "FAQ", or "Soul Calibur" somewhere in the e-mail topic, or the e-mail most likely will be deleted. P.S. I only speak English. I hope you find this FAQ helpful. Thanks for your time. And one more thing, YOU'VE JUST BEEN LEI'D!!! Tekkenomics Class is now in session!!! Copyright 2000-2006 - Tekkenomics