The OFFICIAL share your Lei setup thread

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Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#1 “Quote” Edit Post
Welcome to the official SHARE YOUR LEI setup thread. of course we all know that our setups should be kept secret, but for those of us who are willing to share their setups as well as learn new ones, this is the thread to rely on. Of course, not all of us will be benefiting from this thread if people just read the setups posted here, but I believe that the more we share, the more we receive, plus these setups eventually lead to guessing games, so knowing the setup doesn't guarantee the opponent is safe, so I'm just willing to give this one a try.

the format goes like this:

The setup: - post the start of the setup
The mixup: - the possible mixups go here(that's why it's called setup right?)
It goes wrong when: -indicate what the opponent might do that will make this setup go wrong, if there are any, the better if there are none. ^_^
Ideal time to perform setup: - indicate the best time to do the setup, if there are any particular time

also, the setups don't have to be all original, it'd just be better if it were, becuase we've got enough setups taken from Tetsuo, Ranka, and Asano nowadays.

Well, I'll go up first and start things running





The setup:
when opponent turtles, do a 4~4,3~KND, these should hit otherwise it won't leave you with good frames.

the mixup:
when in KND, you could do 4 things depending on your mood or opponent. you could do KND 3(most opponents thing they can punish or intercept you with a mid move so take advantage and a CH KND 3), of if your opponent is wise enough to duck, you could go do KND 4. when you're feeling a bit on the far side, do a KND 3+4 getup, it'll be a laugh.otherwise you can just wait or switch to FCD position by pressing 1 for mroe mixups.

It goes wrong when:
the opponent backdashes away and you wait too long for him to move and he/she hits you with a grounded move.

Ideal time to perform setup
when the poking game is on, low health on your opponent. he/she tends to turtle a lot. or from the VERY start of the match.


anyway, hope this thread helps. God Speed.
Battousai
Iron Fist God
Joined: Aug 2000
Posts: 1236
From: Philippines
PSN: ElDiabloMacho
#2 “Quote” Edit Post
This thread would be really helpful IF people contribute to it. Anyway, I have faith in the Lei community

I've posted this before, but...

The setup
After connecting with BT d+1, iWS+2, f+2, f,N+2, do a delayed 1+2. If you do it ASAP, then 1+2 will hit. But, we want 1+2 to whiff. And we want them to techroll.

The mixup
As the opponent techrolls, they're open to BT mixups. I do either BT d+1 or BT 2 or BT u/f+4.

It goes wrong when
You do 1+2 quickly and it hits them instead of whiffing.

Ideal time to perform setup
Hm, anytime. As long as you haven't abused it yet.
chongibears
Tekken Lord Black
Joined: Sep 2007
Posts: 937
From: Philippines
#3 “Quote” Edit Post
@battousai: it goes completely wrong too if the opponent doesn't tech roll,.and just decides to back away..or doesn't stand at all.
Signature [Lei2] chongibearz = Snakes,dragons,panthers,tigers,cranes,and phoenixes
"With these creatures, being drunk, and my sleeping habits, Ive got nothing to lose."
FreeeeEeeeze!! YuR Nat Gud Enap!!!
SWAY with Michael Boob
Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#4 “Quote” Edit Post
Originally posted by chongibears
@battousai: it goes completely wrong too if the opponent doesn't tech roll,.and just decides to back away..or doesn't stand at all.

there's alway BT d+4 right? if the opponent doesnt stand for quite a while, then don't rush in with BT d+1, just do a BT d+4, am I right? but this leaves you with less damage as compared to a standup. All in all, I like the sound of this.if I hadn't read the entire post, I would have fell for that setup as well. ahaha. and opponent will definitely tech roll, especially if they're good players, they'll see your flaw as an opportunity to strike. another flaw would be if the opponent decided to use a wakeup move like a kick or something, but good players prolly won't do that, they'll try to grab the fake advantage.
Ultimat
Iron Fist God
Joined: Apr 2006
Posts: 1275
From: USA Kentucky
PSN: FireKungFuHero
#5 “Quote” Edit Post
The Setup: Your typical T6 juggle but the ender is different. ff3~b, BT u/f+4, f+2,f+2, ff2, 2,1~DRU, DRU u/f1+2. DRU u/f1+2 is ment to hit them on the ground after the 2,1~f DRU ender (if 2,1 connects, someone needs to test this though) and it hits them if the techroll backwards!

[B]The Mixup:
If DRU u/f1+2 hits, then you could use FCD 4~3 because they would be in front of you when it hits, or you could use any of the Play Dead setups, but it make things way more interesting if you went over you opponent with DRU u/f1+2 if they stood there on the ground that is, and from there you could either use BT DRU or other Play Dead setups, just play with it.

It goes wrong when: If you try to use BT DRU near a wall after you went behind them with DRU u/f1+2 which leaves you venerable, but that is all I can think of.

Ideal time to perform setups: When you succesfully launched them into a juggle, you apply the setups and from the you try to experiment the Play Dead tricks!
Signature [Lei2]Drunken Kung Fu and Chinese Kung Fu Rules!!!Right Guys?

YEAH!!!
Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#6 “Quote” Edit Post
Originally posted by Ultimat
The Setup: Your typical T6 juggle but the ender is different. ff3~b, BT u/f+4, f+2,f+2, ff2, 2,1~DRU, DRU u/f1+2. DRU u/f1+2 is ment to hit them on the ground after the 2,1~f DRU ender (if 2,1 connects, someone needs to test this though) and it hits them if the techroll backwards!

[B]The Mixup:
If DRU u/f1+2 hits, then you could use FCD 4~3 because they would be in front of you when it hits, or you could use any of the Play Dead setups, but it make things way more interesting if you went over you opponent with DRU u/f1+2 if they stood there on the ground that is, and from there you could either use BT DRU or other Play Dead setups, just play with it.

It goes wrong when: If you try to use BT DRU near a wall after you went behind them with DRU u/f1+2 which leaves you venerable, but that is all I can think of.

Ideal time to perform setups: When you succesfully launched them into a juggle, you apply the setups and from the you try to experiment the Play Dead tricks!


that's really well thought out. I've got to try the 2,1 after b! as well. And of course everyone must have heard of this one, this was posted by chongibears when he posted that random lei vid.

the setup after ff+2 b!, another ff+2 is guaranteed. do a b+4 step and it will hit grounded. it can be avoided with a quick getup to crouch, but most opponents don't do it.

the mixup: b+4~b will lead you to BT, and you'll have numerous BT mixups at hand. Also, if you do b+4, 1, shoulder smash. if your opponent manages to block the low, they might think it's punishable, only to discover that moving after blocking b+4 will guarantee a CH shoulder smash to the face.

it goes wrong when: you're opponent already knows the setup and turtles. he either blocks everything up to b+4,1 or just lies down and you whiff the 1 part in b+4,1. if you turtle too much, you might also get hopkicked or kicked in their wakeup.

ideal time to do setup: anytime after launch. just not everytime.
chongibears
Tekken Lord Black
Joined: Sep 2007
Posts: 937
From: Philippines
#7 “Quote” Edit Post
it also goes wrong when the opponent back rolls and/or does the back roll and f1+2 dive..and any KND wakeup moves..if opponent tends to do back roll because he knows you style. i do f,f+2 b! f,f+2 (opponent back rolls) f,f+3~b BT d+1 3x BT 3
and if opponent likes to block the b+4 low then change it to f,f+3 launcher.ouch.
Signature [Lei2] chongibearz = Snakes,dragons,panthers,tigers,cranes,and phoenixes
"With these creatures, being drunk, and my sleeping habits, Ive got nothing to lose."
FreeeeEeeeze!! YuR Nat Gud Enap!!!
SWAY with Michael Boob
chongibears
Tekken Lord Black
Joined: Sep 2007
Posts: 937
From: Philippines
#8 “Quote” Edit Post
im not that sure if this is what you're looking for but if its not then feel free to delete it. here it goes.

the set-up when the opponent turtles, do a 3,3~b. Whether the first kick hits is not important as long as you do the notation and end up in BT.

the mix-up 3,3~b is an old school move, a high low move. but in T6 you can now cancel the second low kick by doing 3,3~b and ending up in BT. so because of the move's old schoolness,most people tend to block or parry the second low kick.only to find out that it is canceled and now you're on BT. now do any BT mix-up.
BTd+1 after 3,3~b surprises most people.tend to mix-up BT d+1 by BT 2 and BT 4,3 and combo all the way if you know what i mean.

it goes wrong when the opponent does a move/hopkick after the first 3 high kick because they know you're just gonna cancel the second 3 low kick.they can interrupt you if they don't turtle. but most of the people really tend to block the second hit.thats whats good.

ideal time to do set-up anytime,as long as it doesn't get obvious.

TRY IT!.simple yet effective.
Signature [Lei2] chongibearz = Snakes,dragons,panthers,tigers,cranes,and phoenixes
"With these creatures, being drunk, and my sleeping habits, Ive got nothing to lose."
FreeeeEeeeze!! YuR Nat Gud Enap!!!
SWAY with Michael Boob
Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#9 “Quote” Edit Post
how could we delete your post? we're not mods or anything ahahhaa.

well, 3,3 was a really oldschool move. also, you could add in some training before the setup, something like performing guaranteed high mid moves to make opponents block the 3 instead of ducking it. do some razor rushes and some ff+4,3+4 to train them to keep blocking. ahaha. anyway, it's a nice setup.I haven't been doing that in a long time.

right now, I'll looking for some post b! setup that's really damaging. especially for getting a comeback after being enraged.
[~DTC~]
Combo Derper
Joined: Mar 2008
Posts: 1565
From: Australia
XBL: Nor 360 =S
#10 “Quote” Edit Post
the set-up either knocking an opponent down with a f+1+2~d or fn1,2,1 (both ending in PAN)

the mix-up when the opponent is down, most character or maybe all, will have the choice of hitting mid with a 4 or hitting low 3 or d+4 or tech roll away or tech roll then strike with the mid or the low.
in PAN you can use the auto low parry to parry against the low and leaving them open for either a CH df+1 for a juggle(not sure if its guarantee, but seen it in a video).
If the opponent is either tech rolling side or getting up or getting up to do a mid hit, you can use PAN 1~2 to get them or if they tech roll forward, hit them with a PAN 2 for a juggle and if they tech roll backwards, you can leap at them with the new PAN 4.

Note: Luck / Prediction is required for low 3 or mid 4, if you're not sure which one they would do, it is best just to use PAN 1~2 during the frame when opponent is getting up .

it goes wrong missing with PAN 4, leaves you open for a launch and getting hit by a mid 4 (Thanks to Ultimat )

ideal time to do set-up as long as they are down and you're in PAN

Last edited by [~DTC~] on Jun 19th, 2008 at 05:22

Signature &// - Dragon - Tiger - Crane -DTC
Guylon
War Lord
Joined: Mar 2001
Posts: 744
From: Indonesia
PSN: linglingfat
#11 “Quote” Edit Post
I'm a f,n,3 Lei so here goes...

set up!
f,n,3 out of the blue
or f,n,3 after a tech-roll/any recovery that you think they'll block standing.

mix-ups!
of course the 4_d+4, or give them another f,n,3, or risk a f,f+3, or whatever you can think of since you have big frame advantage due to f,n,3 block stun.
4_d+4 option is kinda bad now since people can escape 4's stun, but then you can throw more set-ups on them upon escaping the stun.
another f,n,3.. at first they might block then after getting used of it they might think to duck and that's when you risk f,f+3.
lastly you can throw, or maybe f+3+4~1+3 too.

it goes wrong!
when they randomly duck, you're 100% screwed

i'm kinda surprised this move hasn't been anyone's favourite at all =\, imo it has good uses (with its risk too, though, but which moves of Lei's don't?)

Last edited by Guylon on Jun 16th, 2008 at 05:29

Signature LING2FAT
Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#12 “Quote” Edit Post
I like using fn3 especially when an opponent whiffs or misses a throw, since they always tend to back off holding back after blundering.

oh yeah, people tend to escape the stun on reflex. I don't do ff+3 after the stun block though. Never tried. Also never tried doing another fn3, since they tend to duck it.
Ultimat
Iron Fist God
Joined: Apr 2006
Posts: 1275
From: USA Kentucky
PSN: FireKungFuHero
#13 “Quote” Edit Post
Originally posted by [~DTC~]
the set-up either knocking an opponent down with a f+1+2~d or fn1,2,1 (both ending in PAN)

the mix-up when the opponent is down, most character or maybe all, will have the choice of hitting mid with a 4 or hitting low 3 or d+4 or tech roll away or tech roll then strike with the mid or the low.
in PAN you can use the auto low parry to parry against the low and leaving them open for either a CH df+1 for a juggle(not sure if its guarantee, but seen it in a video).
If the opponent is either tech rolling side or getting up or getting up to do a mid hit, you can use PAN 1,2 to get them or if they tech roll forward, hit them with a PAN 2 for a juggle and if they tech roll backwards, you can leap at them with the new PAN 4.

it goes wrong missing with PAN 4, leaves you open for a launch

ideal time to do set-up as long as they are down and you're in PAN


The setup would be perfect if you know how to stop a mid 4!
Can you counter it with PAN 1~2 I suppose?
Signature [Lei2]Drunken Kung Fu and Chinese Kung Fu Rules!!!Right Guys?

YEAH!!!
Aleicard
Fujin
Joined: Feb 2008
Posts: 577
From: Hong Kong
PSN: takatodo
#14 “Quote” Edit Post
you can indeed stop a mid 4, if you use PAN 1~2 before you could even tell it was a mid 4, or a low 3. You just have to guess that he'll use mid 4. IN other words, it's far too risky. If the opponent presses 4(mid) while in KND, you can't stop it with PAN 1~2 if his almost about to stand.

Oh btw, some opponents just lie down their, Pandas and Kumas have abnormal wakeup games, Jacks too, as well as Marduk. Lei too.^^
chongibears
Tekken Lord Black
Joined: Sep 2007
Posts: 937
From: Philippines
#15 “Quote” Edit Post
when the opponent lies down and tries to to KND 4_3.,and when i do stances for example PAN,.i tend to do b,f,b,f,b,f on the stance.,to lure them to do KND moves,.and if timed correctly their whole KND move whiffs and you back fast enough,.and open even for a PAN 2,.and if opponent decides never to stand,.i do PAN 3,.
leis wakeup seems predictable now since he has to do the"chill out sleeping stance" 2,.and always gets hit abnormally when in sleeping stance,.specially PLD and KND,.FCD kinda avoids the best,.
Signature [Lei2] chongibearz = Snakes,dragons,panthers,tigers,cranes,and phoenixes
"With these creatures, being drunk, and my sleeping habits, Ive got nothing to lose."
FreeeeEeeeze!! YuR Nat Gud Enap!!!
SWAY with Michael Boob
[~DTC~]
Combo Derper
Joined: Mar 2008
Posts: 1565
From: Australia
XBL: Nor 360 =S
#16 “Quote” Edit Post
Originally posted by Ultimat
The setup would be perfect if you know how to stop a mid 4!
Can you counter it with PAN 1~2 I suppose?


Thanks for the reminder, I left out a bit about the mid 4 when I wrote that
And mid 4 can be counter by PAN1~2, have to press 1 during the frame where the guy is getting up to do either 4 or 3
Signature &// - Dragon - Tiger - Crane -DTC
tribaL
livin' in the past.
Joined: Nov 2000
Posts: 6704
From: Japan
PSN: tribaL1212
#17 “Quote” Edit Post
aside from new moves these tactics have been used since ttt. no offense or anything
Guylon
War Lord
Joined: Mar 2001
Posts: 744
From: Indonesia
PSN: linglingfat
#18 “Quote” Edit Post
not everyone starts of from ttt.
Signature LING2FAT
tribaL
livin' in the past.
Joined: Nov 2000
Posts: 6704
From: Japan
PSN: tribaL1212
#19 “Quote” Edit Post
aight... since apparently anything is game i will throw something into the mix. some of this is extremely common sense but i guess its worth mentioning since there was discussion over pan mixups.

the ss from crn to pan is a mean one simply due to the drastic change in animation required to get lei from one to the other. it ss's a lot and it can setup for an easy off-axis launch. if you are ever in crn always remember that.

if you play lei you should be extremely familiar with his animal stance moves. he has mixups in almost every stance that lead to great dmg (at the least he has great moves). i know this SHOULD be a given, but youd be surprised.

lei's f+3+4 punch parry still eats. low/launch/throw is the only "mixup" and has been for quite some time. i REALLY wish they would change this already.

u/f+1+2 throw leaves both lei and his opponent otg. lei and his opponent can both get up quickly after the throw is finished. a quick get-up ws3 will hit an opponent that simply lies there or tries to roll away too late.

ws3 ONLY HIT otg opponents who are off-axis. HOWEVER, do a b+3+4 and quickly cancel it with an iws3 and you should hit opponent. doing this will usually put lei off-axis and it will allow the ws3 to hit when otherwise lei would have been completely on axis.

delaying rr hits is probably the oldest trick in the book, but its worth mentioning. also, dont ever go into an animal stance UNLESS you get a rr punch to hit, otherwise youre going to get launched (unless your opponent is a scrub then do it all day long).

lei is, imo, the most versatile character in the game as he can be played as a mixup character or a straight-up dmg character. magic 4's, 3's, fn4~1, fn3's, d/f3, d/f4, ch rr (especially with rage) is ridiculous and can be just as effective as playing a game thats stance heavy. HOWEVER know how to play both ways. there are many opponents who wont fall for the cutesy bullshit, and there are many who will. learn how to adjust accordingly.
Symbo
Shihan
Joined: May 2008
Posts: 120
From: Philippines
#20 “Quote” Edit Post
the setup
usual combo. ff+3~b BT u/f 4, f+2, then use d/f+1+2~f TGR B! TGR 3~f to the sitting snake pose thing to KND. Then I press 1 to go to FCD. Most opponents try to put a little distance between me and them, not too far from me, but far enough to avoid KND 3. Little do they know that FCD 3 has a greater range than KND 3, most opponents get hit with this.
the mixup
after TGR 3~f to pose to KND, you have plenty of sleeping stance mixups. If the opponent comes close and expect a KND 3, you can do a KND 4, or switch to FCD by pressing 1 and then do FCD 3+4 (which is sooooooo cool). If TGR 3~f to snake pose makes the enemy hit the wall, continue with 1+2 (which is like the SNK 1+2).
it goes wrong when
after TGR 3~f to pose to KND, the opponent gets up and decides to go far away from you where you can't hit him/her with any sleep stance mixup.
ideal time to do the setup
when you think that TGR 3~f will make the opponent hit the wall. That way, you can make the sitting snake pose (sorry don't know what to call it) 1+2 hit.
Signature power speed style [Lei2] uhh... drunk

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