The idea is the same as the Lee Chaolan 5.1 Cheat Sheet. Please keep the disscussions in the discussion thread.
New Moves:
- 2,1<1: h,h,m - -5 block, +7 hit. New 2,1 punch string followed by his 1+2 hook. You have an option to transit into Hitman after 2,1 (~3+4), however there is no mist-step (~f,n) option. 2,1 is natural combo, but the last hook is not guaranteed under any situations.
The last hook can be slightly delayed, although not enough to bait retaliations. The hook has the same property as the normal 1+2 on hit and CH, but standard 1+2 causes block stun and 2,1,1 doesn't, therefore 2,1,1 will leave you in quite a big disadvantage when blocked.
This move is very useful when used as combo ender to set up Oki.
- f+3+4: h - dubbed Van Daminator Kick (VDK), this is a new low-crush high-hitting flying kick. Very slow and very short ranged and prone to being jabbed out mid-air. Lee will auto transit into Hitman upon landing.
On hit does a big chunk of damage almost equivilant to a throw, on block gives Lee advantage and allow uninterruptable HMS2 or HMS u/f+3 depending on how your opponent retaliates. If they retaliate with high jab, HMS2 will go under it; if they retaliate with crouch jab, HMS u/f+3 will crush them.
Due to compulsory Hitman transition, this severely limits Lee's offensive option, and the opponent is generally considered to be safe by just stand there and block because Lee can't throw nor has fast low out from Hitman.
- d/b+4: L - +4 hit, -14 block. A spinning low kick which replaces his old generic low kick. Although it has reasonble range, it is very slow, does not high crush and some characters can launch.
The old generic d/b+4 can be accessed instantly via d/b+3+4, although be careful not to end up getting Hitman or the new d/b+4 instead. Credits to Kojiro for this information.
Can be used as an alternative combo ender or ground hitting move.
Old Moves:
- d,d/b+4: same as 5.1, ie no 5.0 style high crush.
- FC, d/f+4: no more spark animation on CH, but otherwise keeps the same property.
- d,d/f,d,d/f+3: has shorter range (although insignificant in practical sense), but does more damage, probably same as Law's.
- 3<3: the 2nd kick can no longer be delayed, so correct notation now is 3,3.
- b+3<3: retained it's 5.1 property ie 2nd hit can still be delayed for natural combo.
- FC, u/b_u+3 can now be done without FC in advance, ie simply u/b_u+3. The old u/f+3 flying kick still uses the same command, so if you want to use the fake flip forward, you need FC, u/f+3 as before.
- f,f+3+4: slightly different throw animations. Different throw break animations.
*- f,f+3: faster execution?
*- f,f+4: different timing in high-crush window?
Miscellaneous Observations:
- crouch cancel seems to be much easier to do now.
- CH d+3~4, HMS4 is not guaranteed on Jack5 and Marduk. These 2 characters can get away from it simply by rolling back, but all other characters will still get hit even if they try to roll back.
- CH 4 and CH 4,4 are both equally reliable/unreliable in terms of connecting b+1:1~f,n afterwards. This may be character specific, or simply to do with distance issue.
- Punch Parry (b+1+2) does not guarantee anything afterwards, same as 5.0/5.1
- HMS4 seems to have better evasion property allowing Lee to duck under some mids during execution... although this move itself is too risky to warrent extensive use.
- Due to slightly different forward dash property and character physics, launcher->4,3,4->f,f->1,2... is harder to do now, although still possible.
- Although ground hits are changed back to 100% in DR, Lee's 4,3,4 on wall still does significantly less damage compared to 5.0, it looked to do even less damage than 5.1. Likely reason is either the flipkick damage gets dramatically toned down, or the last flipkick now counts as a wall hit, which the damage has been toned down.
New Moves:
- 2,1<1: h,h,m - -5 block, +7 hit. New 2,1 punch string followed by his 1+2 hook. You have an option to transit into Hitman after 2,1 (~3+4), however there is no mist-step (~f,n) option. 2,1 is natural combo, but the last hook is not guaranteed under any situations.
The last hook can be slightly delayed, although not enough to bait retaliations. The hook has the same property as the normal 1+2 on hit and CH, but standard 1+2 causes block stun and 2,1,1 doesn't, therefore 2,1,1 will leave you in quite a big disadvantage when blocked.
This move is very useful when used as combo ender to set up Oki.
- f+3+4: h - dubbed Van Daminator Kick (VDK), this is a new low-crush high-hitting flying kick. Very slow and very short ranged and prone to being jabbed out mid-air. Lee will auto transit into Hitman upon landing.
On hit does a big chunk of damage almost equivilant to a throw, on block gives Lee advantage and allow uninterruptable HMS2 or HMS u/f+3 depending on how your opponent retaliates. If they retaliate with high jab, HMS2 will go under it; if they retaliate with crouch jab, HMS u/f+3 will crush them.
Due to compulsory Hitman transition, this severely limits Lee's offensive option, and the opponent is generally considered to be safe by just stand there and block because Lee can't throw nor has fast low out from Hitman.
- d/b+4: L - +4 hit, -14 block. A spinning low kick which replaces his old generic low kick. Although it has reasonble range, it is very slow, does not high crush and some characters can launch.
The old generic d/b+4 can be accessed instantly via d/b+3+4, although be careful not to end up getting Hitman or the new d/b+4 instead. Credits to Kojiro for this information.
Can be used as an alternative combo ender or ground hitting move.
Old Moves:
- d,d/b+4: same as 5.1, ie no 5.0 style high crush.
- FC, d/f+4: no more spark animation on CH, but otherwise keeps the same property.
- d,d/f,d,d/f+3: has shorter range (although insignificant in practical sense), but does more damage, probably same as Law's.
- 3<3: the 2nd kick can no longer be delayed, so correct notation now is 3,3.
- b+3<3: retained it's 5.1 property ie 2nd hit can still be delayed for natural combo.
- FC, u/b_u+3 can now be done without FC in advance, ie simply u/b_u+3. The old u/f+3 flying kick still uses the same command, so if you want to use the fake flip forward, you need FC, u/f+3 as before.
- f,f+3+4: slightly different throw animations. Different throw break animations.
*- f,f+3: faster execution?
*- f,f+4: different timing in high-crush window?
Miscellaneous Observations:
- crouch cancel seems to be much easier to do now.
- CH d+3~4, HMS4 is not guaranteed on Jack5 and Marduk. These 2 characters can get away from it simply by rolling back, but all other characters will still get hit even if they try to roll back.
- CH 4 and CH 4,4 are both equally reliable/unreliable in terms of connecting b+1:1~f,n afterwards. This may be character specific, or simply to do with distance issue.
- Punch Parry (b+1+2) does not guarantee anything afterwards, same as 5.0/5.1
- HMS4 seems to have better evasion property allowing Lee to duck under some mids during execution... although this move itself is too risky to warrent extensive use.
- Due to slightly different forward dash property and character physics, launcher->4,3,4->f,f->1,2... is harder to do now, although still possible.
- Although ground hits are changed back to 100% in DR, Lee's 4,3,4 on wall still does significantly less damage compared to 5.0, it looked to do even less damage than 5.1. Likely reason is either the flipkick damage gets dramatically toned down, or the last flipkick now counts as a wall hit, which the damage has been toned down.
Last edited by MCP on Jan 16th, 2006 at 19:02
Topic Closed
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