Early(and still Excellent) Lee Combo Discussion

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Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#361 “Quote” Edit Post
Signature Hit confirms and just frames in a mist trap sandwich!
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#362 “Quote” Edit Post
A thing to note:

There are a number of moves that can be turn-blocked using F instead of B or D/B when Lee is at +frame from behind. From +8, this is true for i14 moves (f+2,1, e.g. 4,3,3, f+2,1; or WS+2,3_WS+2,4, e.g. f+3+4, WS+2,4, W!).

The weird thing about this is that it seems angle dependent. From some angles, WS+1 (+9) into f+3,3,3,3,3,4 can be turn-blocked with F, and from some angles on back it cannot.

In the b+4 finish video above, after balcony break at the end, avoiding cross chop with SSR, fff+3+4, WS+2,4, a couple things are happening to guarantee the WS+2,4...
- First, it generally gives that angle where the opponent is not looking directly at the wall. This is important as, if they are looking directly at it, WS+2 bounces them off it, and tends to give WS+2,(4)
- Secondly, it gives the perfect angle, fortunately, with Lee at about a 45-degree angle on their back left. This is right where WS+2 cannot be blocked with F when Lee is +8 (as in this particular position).

I'm gonna try and include more angles on these connections in the next video--angles.
Signature Hit confirms and just frames in a mist trap sandwich!
LiangHu
6th Dan
Joined: Jul 2017
Posts: 67
#363 “Quote” Edit Post
Lee stuff
Signature www.youtube.com/user/LiangHuBBB
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#364 “Quote” Edit Post
Lee can S! At aerial hits 5,6 into deep b+1:1~f,N,B,N+2,3 vs. Marduk

So thatís WS+2,3 at aerial hits 8-9. Best carry... I wish other characters had the long legs like Marduk (b+1 whiffs vs. others in S!).

Last edited by Murakumo on Jun 12th, 2019 at 07:11

Signature Hit confirms and just frames in a mist trap sandwich!
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#365 “Quote” Edit Post
It seems the closer to opponent's direct back you are, the less likely it is that they can turn with F to block on the... what shall we call it?... on the "variable turn frame." (Sure, variable turn frame sounds good... in certain situations/angle, F can turn-block 1 frame faster than B).

However, being directly back makes it easier to outrange a move using D/B, even where it can't be blocked on frames. This is why we almost never get a u/f+4 guaranteed of a string at the back. At +9 from straight back, it will hit if turn F, but they can D/B to out range it. From the side, they can't outrange it but it then becomes blockable with an F turn.

f+3 DOES have enough range, though, so from +9 at direct back, you can get a guaranteed f+3 string. If they tried turning F or B, you get f+3,3,3,3,3,4, S! from the front. If they turn D/B, f+3,3,3,(3),3,4, S! hits from behind, but doesn't offer a good juggle... f+3,3,3,4_f+3,3,3,(3),4 hits, doesn't S!, does more damage, and give pick-up b+3,3~f,N, 2, b+2~f,N,b,N+2,4, S! FF+2,1 (or f,N>F+3 a little easier).

So basically, at +9 from behind, you get guaranteed f+3,3,3,3 and then hit confirm (angle confirm). If they are facing you, press 3,4, S! and do your normal front combo. If they're getting hit BT, hit 4, b+3,3~f,N, 2, b+2~f,N,b,N+2,4, S!, FF+2,1

From slightly left of center back, the 4th 3 will also connect.

From slightly right of center back, they are too far away to pick up with b+3,3, so in that case, either dash BK, or finish the string to B! for an awkward combo from behind:
f+3,3,3,3,3,4, S!, ff, b+2~f,N, 1,2~f,N, 1,2~f,N, f+2,1

u/f+4 CAN be guaranteed from back, but the only situation I have found where it can't get outranged with D/B (because WS+1 for +9 pushes too far away) is a f+3+4 that hits a frame later than normal. On it's latest hit frame, it's +10, normally, it's +8, when just the second kick hits but it's not extra late/meaty, it seems to be +9. when it hits like this from the far enough back, it will give fully guaranteed u/f+4. I haven't found any GOOD set-ups for this yet, though, only crappy ones (where you get punished if they tech). If anyone find a spot where f+3+4 can do this and is an actual good option, let us know. =)
Signature Hit confirms and just frames in a mist trap sandwich!
Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3698
From: Japan
PSN: TZMurakumo
#366 “Quote” Edit Post
New max damage combo off 1,2,(CH)4

SWR, d+2, ff~d+2, b+2~f,N,b,N+2,4, S!, FF, b+4, d+3

The ff~d+2 can be hard to hit at first, but isn't super bad with practice. Because they're face-down, the WS+2,4 has to be immediate. You're so far to the side that d+3 cannot be spring kicked. With good timing, u/b+3 ender may be guaranteed on large normals, but I can't confirm that yet. With the d+3 ender, the damages from the starters are...

1,2,(CH)4 -> 66 damage
[HMS]1,(CH)4 -> 74 damage
1,2,(CH)4* -> 82 damage

This is 12 damage more than the staple, which is:
d+2, b+2,4,3, S!, FF, 1,2~f,N, f+2,1
Signature Hit confirms and just frames in a mist trap sandwich!

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