Lei Wulong: Supercop - a Strategy guide for Tekken Four Version 1 By Glenn (e-mail - glenn@glnf.demon.co.uk) This is my first ever FAQ, so be gentle with me. ..................................................................... -Contents- 1) Legal Matters 2) Version history 3) Author's note 4) Conventions 5) Lei in general 6) Movelist 7) Move Analysis 8) Combos and Juggles 9) Wall work 10) General Strategies - Advantages and Disadvantages - Lying, back turned and standing - Stance switching - Defense - Chickens and Buffers - Spacing 11) Advanced Strategies - Psychology - Poking - Custom strings - Keep-out gameplay - Dominating the game - Wake-up - Stage Tactics 12) VS Character Strategy 13) Miscillanious 14) Summary 15) Credits ..................................................................... ================= 1) LEGAL MATTERS ================= This strategy guide is meant to be a free for all the Tekken players worldwide and you may freely distribute this document without any changes so long as it is for personal use. Basically this whole text document is (C) 2001 Glenn Ford. To be brutally honest I don't give a damn if you plagurise the hell out of it, but don't, there's really no point. I've used other peoples stuff, and credited them where I do. The facts in this guide are from everyone, the opinions mine. ..................................................................... ================ VERSION HISTORY ================ 23 October 2001 - V.1. - First version. Character Strats, move analysis, stage strats and juggles clearly incomplete. 07 November 2001 - V.1.2 - First update, converted to TXT, finished move analysis, updated misc. stuff. 16 November 2001 - V.1.3 - Second update, finished standard character VS strats, set out move analysis to include a few basic moves, made some corrections, updates and generally improved things a touch. 21 November 2001 - V.1.4 - Third update, finished time release character strats apart from combot. Also made general updates. 21 December 2001 - V.1.5 - Fourth update, general updates, started wall work second, finished everything else. 24 May 2002 - V.1.6 - Fifth update, still short on state strats and walls. ================= 2) AUTHOR'S NOTE ================= I've been playing Tekken since the original in the arcades and have made Lei a favourite from two until four. I got into Paul during Tag team, but being a PS player as a whole and not liking sticks I'm back on Lei with the advent of Tekken 4, since I still can't reliably do quarter circles with a stick (sad as that is). I'm writing this because the guides I've seen so far have fallen a bit short of the mark, this guide is partly my own ideas, partly facts and partly an amalgamation of tactics from other people (all credited) that I think will cover the bases for newbie Lei players. This is a lead in and should hopefully give people a base to build their own tactics on. I make no excuses for the fact that a lot of this is borrowed from other people, what I want to do is make a FAQ that ties together all the possible Lei information out there, mine or other peoples, despite the above I don't really care if this gets ripped off so long as we get a great FAQ out the end of it, just don't try to sell it, and at least credit me. What I mean by this is that I'll almost certainly canablise any Lei FAQs I find shorter than this one, and I hope than any longer will contain everything in this one. My intent isn't to be recognised as a Tekken authority, but to produce an immaculate FAQ. All of this has been tripple checked on the PS2 version of Tag-Tekken with hit analysis and everything on for technical matters and tested in the heat of battle for usefulness. Ninety percent of it has been tried on the arcade machine Tekken 4, but not all of it. So if you spot anything wrong, please let me know right away. I will review it if I get comments, but I hope this to be fairly good when its done anyway. ..................................................................... =============== 3) CONVENTIONS =============== The general conventions that we use, for the sake of anyone who doesn't know. -commands- f - tap forward F - hold forward b - tap back B - hold back u - tap up U - hold up d - tap down D - hold down d/f - tap down+forward D/F - hold down+forward d/b - tap down+back D/B - hold down+back u/f - tap up+forward U/F - hold up+forward u/b - tap up+back U/B - hold up+back QCF - quarter circle forward (d,d/f,f) QCB - quarter circle back (d,d/b,b) HCF - half circle forward (b,d/b,d,d/f,f) HCB - half circle back (f,d/f,d,d/b,b) Button Layout--> (1) (2) (3) (4) 1 = left punch 2 = right punch 3 = left kick 4 = right kick -Abbreviations- These are used in the FAQ, though I occasionally use the full terms. + - Moves must be done together , - Moves must be done right after the other ~ - Moves must be done IMMEDIATELY after the other _ - Or (When used between two moves, they are interchangeable) > - Move following the > has the option of being slightly delayed N - Neutral, return stick to central position # - Hold movement before the '#' until the end of string or until N FC - Do move during full crouched position RN - While running (f,F#) CH - Major Counterhit (Hitting your opponent during their move execution) [] - Brackets surrounding an item indicate an optional output () - Parenthesis indicates moves grouped together {} - Curved brackets indicate buttons needed to break a throw . - Pause 1/3 a second between button presses (Tenstring timings only) GS - Guard Stun FC - Full crouch SS - Sidestep BT - Back turned CH - Counter hit FU,FT - Knock down, on back, feet towards FU,FA - Play dead, on back, feet away FD,FT - Face down, feet towards FD,FA - Slide, face down, feet away SK - Snake Stance PS - Panther Stance TS - Tiger Stance CS - Crane Stance DR - Dragon Stance PI - Pheonix Illusion DS - Drunken Stance RC - Recovers Crouching -Terms- A few odd phrases I use you may not know: 'Wake up game' also known as 'Okizeme' I call it Wake up because that's what I learnt it as and I can't always remember how to spell Okizeme. Basically, attacking someone while they can neither defend or retaliate, on the floor, defenseless. 'Juggle' hitting someone when they can neither defend or retaliate, in mid air, defenseless. 'Eating' taking it on the chin, or shin, or whatever. Basically neither blocking a move nor taking it on counterhit. Sometimes done intentionally, if a position could lead to a low damaging low kick or a mid hitting juggle starter, most people will 'eat' the low kick. 'Punk' also known as Pimping, when someone slaps you out of a move, most often a roll, in some way that makes you step back and feel that punch. 'Turtle' Someone who blocks constantly, often ducking into the bargain and often a Reversal master. 'Pitbull' Opposite of a Turtle, attacks you none stop. 'Masher' you can hear the buttons clattering, he might as well have his eyes closed as he ham-fistedly slams into the buttons. Gives Eddy/Christie (Capoaria) a bad name, kill him now. A word, good Capoaria players tend to be very quiet, Masher Capoaria's like to trash talk you for some reason. Hurt them all. 'Little Jimmy' Someone who knows about three moves because he's not played before, certainly not in the Arcade, he can't do quarter circles with a stick, why aren't the buttons linked? That didn't use to happen in Tekken 3 did it? Not really his fault. Best to go easy on these sorts because they will learn eventually, and they should be encouraged to do so. 'Scrub' Masher/Little Jimmy catch all. Someone you know you can beat before you even touch the buttons. 'Custom String' a set of pokes, attacks, throws, stance changes and such that smoothly link together with pauses and range changes that confuse and batter your opponent. 'Points' in various places I'll refer to juggles or moves doing points of damage, or amounts. Each move does an amount of damage in points, the damage points a character has. On average a character can take around a hundred points of damage. 'Wiff' miss, fall short or go over someone's head. A move that never even connects is a wiffed move. -Hit ranges- l - Low hit L - Low hit also striking ground m - Mid hit M - Mid hit also striking ground h - High hit ! - unblockable G - ground hit ................................................................... ================== 4) LEI IN GENERAL ================== Lei is probably one of the most varied and all round able fighters in Tekken. He's often seen as a gimmick fighter with the stance changes and his lying or back turned fighter, but with the growing number of fighters with strange stances through to Tekken four this is dying off. From Tekken Tag and moreso in Tekken four all the fighers are however able and powerful to a high level, without exception, the secret is no longer to picking the right person, but to understanding who you pick. To this end, Lei can cover probably every single base in fighting to a certain degree. Juggles, wake-up (Okizeme), confusion, sidestepping, poking and throwing are all games where he has some ability. At no point is his game really weak. His single greatest strength is in his ability to chain pressure custom strings almost without pause. Character wise Lei is more like a cross of Hwoarang, with his stance chaining abilities, and Law, with his striking and wake-up game, but a little more. Lei is, in the end, very stylish, and he should be played as such. Most decent players have seen all his stances a thousand times, but when you advance on someone with dragon stance, or stand back in pheonix illusion, even the best will be caught for a second trying to figure out exactly what you're going to do. In a Tekken match half the war is working out what your opponent likes to do from certain set-ups, with Lei you need never repeat the same set-up twice, but at the same time, you can, and train opponents to react to him. This is, of course, what differentiates a good player from a great one, training your opponent, more will be included on that later. The point to Lei here is that you should strive to have enough custom strings to include all his stances at one point or another, if you rely on knowing one or two you will never get the best out of Lei. Lei has the basic poking and striking power to let you get into understanding him a step at a time, but until you get the hold of all his stances and using all of them in a bout you'll never really know him. Some people will consider Lei cheap, he's got nasty string mix-up and you don't have to learn strong juggles to win with him. I won't get too into this, but I think its crap. Personally I think a bar destroying juggle, however hard to do is no less cheap than a well thought out pressure and poking game. I also find a constantly stance switching unpredictable fast thinking opponent training Lei to be as if not more stylish than a massed wave dashing super juggler, but that's just me. There are cheap strats, but in my opinion they don't work. I think there is no such thing as a cheap or cheesy strat that will consistently beat a good player. ..................................................................... ============= 5) MOVELIST ============= Other than some appearance changes these are almost ninety nine percent lifted from Catlord's FAQ. I believe that giving him credit makes doing that okay, if not I'll deleate it all and type it out again for the next version. Catlord's FAQ is just the best for movelists, so I didn't see any point re-doing it. I've also tagged on a few extra facts I thought were useful of my own and corrected one or two minor things. I haven't asked for permission prior to doing any of this, because I didn't think it mattered, but if it did do tell me. As such, and by Catlord's convention, new moves for Tekken 4 are in capitals. General Moves ------------- N Stand Still *Neutral Standing Guard* f_(F#) Step Forward_(Walk Forward) b_(B#) Step Backward_(Walk Backward) *Active Standing Guard* f,f Dash Forwards b,b Dash Backwards D/B CROUCH DOWN D/F# CROUCHING ADVANCE D# FULL CROUCH (FC) *Neutral Low Guard* D/F# Crouching Advance d/f Low Parry *When Attacked by a Low/Special-Mid Hit* (u,N)_(d,N) Short Axis Shifting Sidestep (SS) U#_D# SIDESTEP WALK (1+3)_(b+1+3) POSITION CHANGE - SWITCH {1} f+1+3 POSITION CHANGE - OFFENSIVE SHOVE {1} (u_d)+1+3 POSITION CHANGE - RIGHT OR LEFT SHOVE {1} u/f Low Hop *RC* U/F High Jump *RC* N+3 Landing Mid Gutkick *Stuns* N,3 Landing Low Kick +(1_3_4) Jumping Attack u/f+2 Quick Pounce (1_2_3_4) WALL TECHROLL *When Getting Smashed Into A Wall* (f,f,f)_(f,F) Run B Stop Running 1+2 Flying Cross Chop 3 Flying Side Kick 4 Sliding Leg Sweep N Shoulder, Stomp or Tackle depending on run distance (2,1,2,1,2)_(1,2,1,2,1) Mounted Punches 2 Tackle Dodge *During Tackle Impact* 1+2 Tackle Flip Reversal *During Tackle Fall - Chains into Mounted Punches* 1 Right Punch Block, Kickoff *During Mounted Punch* 2 Left Punch Block, Kickoff *During Mounted Punch* Knockdown Recovery Moves (When On Ground FU,FT) ----------------------------------------------- (1_2_3_4) Tech Roll *Hit as SOON as you hit the ground* f Roll Forwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop b Roll Backwards 3 Rising Low Kick 4 Rising Mid Kick f+1+2 Flying Cross Chop 1_(d+1) Roll Out_(Roll In) N Stand Up D# Stay Lying Down 3 Rising Low Kick 4 Rising Mid Kick f Roll Forwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop b Roll Backwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop 3 Rising Low Kick 4 Rising Mid Kick d+4 Ankle Kick f+1+2 Roll Forward, Flying Cross Chop b+(4~3)_(3~4) Fast Rising Kickup b+3+4 Rising Kickup f Handspring Kickup *As soon as you hit the ground* B Tumble Knockback Recovery *After getting hit by a heavy tumbling attack* Recovery moves can be chained together as such: 1,b,3 - Roll out, roll backwards, rising low sweep. Special Arts ------------ GRAPPLING TECHNIQUES (Front) 2+4 Sleeper Hold {2} F+2+4 Flying Sky Kick {2} f,f+1+2 Thai Trip {1+2} u/f+1+2 Falling Elbow Trip {1+2} *FD/FA* (Left) (1+3)_(2+4)_(2+5) Sailboat Stretch {1} (Right) (1+3)_(2+4)_(2+5) Closing Fan {2} (Back) (1+3)_(2+4)_(2+5) HELICOPTER KICKUP From Snake stance: 1+3 Dragon Stance to Drunken Throw {1} 1+2 Drunken Swill *Recovers Health, DS* F (Snake Stance) From Dragon stance: 1 Drunken Throw {1} 1+2 Drunken Swill, *Recovers Health, DS* Standing strikes ---------------- 1,1 DOUBLE SNAKE JABS F (SNAKE STANCE) 1,2 1-2 PUNCHES b+1 Swaying Drunken Punch f (Drunken Stance) SS+1 Snake Punch f (Tiger Stance) u_d (Dragon Stance) f,N+1 1 Rushing Punch u_d (Snake Stance) f,N+1>2 2 Rushing Punches u_d (Dragon Stance) f,N+1>2>1 3 Rushing Punches u_d (Panther Stance) f,N+1>2>1>2 4 Rushing Punches u_d (Tiger Stance) 3 Sweeping Kick >4 Midkick u_d (Crane Stance) 1+2 Turning Punch, (BK) 2 Spiral Uppercut *Juggles* 1 Hook spin back blow (BK) b+1+2 Headbutt f+1+2 Double Snake Punch f (Crane Stance) u_d (Panther Stance) d/f+2 Lifting Uppercut *Juggles* (u/f_u/b)+2 Elbow Drop, (FU/FA) SS+2,2 Drunken Punches f (Drunken Stance) f,N+2,1,2 Guard Melting Punches *Must Block 1st Punch, Juggles* 1 Guard Melting Punch, (BK) f,N+2>1>2 Break Punches *Must Whiff or Hit 1st Punch* 3_4 Low Kick, Mid Kick u_d (Crane Stance) 3,3 Crescent, Low Sweepkick, (BK) 3~4,[U#] Jumping Crescent Kick[s 1-3], (BK) d (FU/FT) f+3~4,[U#] Axis Shift Jumping Crescent Kick[s 1-3], (BK) d (FU/FT) f,N+3 Lightning Crescent 4 Stunkick *Stuns* d+4 Lowkick u/f+3 CRANE HOPKICK, (CRANE STANCE) *Juggles* u/f+3+4 LEAPING TWISTKICK, (BK) 4 2ND TWISTKICK SS+3+4 Falling Blade, (BK) b+4 BACKFLIP f (CRANE STANCE) 4~4,3 Rolling Kicks, (FU/FT) ,3 Lifting Kick *Juggles*, (FD/FT) 4~3 Cartwheel Kick, (FD/FT) d/b+4 Rave Sweep *Floats* ,4 Rave Spin d_u (Snake Stance) u/f+4 Jumping Boot/Dropkick *Juggles* CH 4 Knockdown Highkick *Juggles* f+4,2,1>2,3 Crescent Kick, 3 Punches, Low Kick f+4,2,1>2>4 Crescent Kick, 3 Punches, Mid Kick u_d (Crane Stance) f,N+4~1,2 Rush Combo 2 SNAKE MIDPUNCH F (DRAGON STANCE) 2 SNAKE LOWPUNCH F (PANTHER STANCE) 4~4,3 ROLLING KICKS, (FU/FT) 3 LIFTING KICK *Juggles*, (FD/FT) 3 Lightning Crescent 4 Stunkick *Stuns* d+4 Lowkick b,b~u/b RUNUP BACKFLIP, (BK) *Against Wall* b+3+4 (BK) d+1+2 (FD/FA) d+3+4 (FU/FA) b+1+4 (Pheonix Illusion Stance) f+3+4 (Drunken Stance) f+2+3 (Snake Stance) (SS+1+4)_(SS+2+3) (Snake Stance) f+3+4 Mid/High Punch Drunken Parry b+121.3+4..2..1.4.1.4.4 TENSTRING b+121.3+4..2..1.4.1.2.3 TENSTRING b+121.3+4.3+4.3+4..1..1..2 NINESTRING Backturned Position - (BK) - (b+3+4) ------------------------------------ 1 High Backfist (BK) FC_d+1[1,1,1...] Low Backfist, [Repeats infinitly](BK) *Juggles* 2 Turning Uppercut *Juggles* (u/b_u/f)+2 Elbow Drop, (FU/FA) 3+4,[3+4],[3+4] Backflip[s], (BK) FC_d+4 Rave Sweep *Floats* 4 Rave Spin d_u (Snake Stance) u/f+4 Turn Around Liftkick *Juggles* Face Down/Feet Away Position - (FD/FA) - (d+1+2) ------------------------------------------------ u Stand Up 1 (FU/FA) 3_4 Sweep (f_b),(3_4) Roll Forward_Back, Sweep_Rising Midkick 4~3 Slide (FU,FA) Face Up/Feet Away Position - (FU/FA) - (d+3+4) ---------------------------------------------- u Stand Up f_b Roll Forwards_Backwards 3 Rave Sweep *Floats* ~4 Rave Spin #d+1 (FD/FA) 3 Rave Sweep *Floats* ~4 Rave Spin 3+4 Kangaroo Kick *Juggles* 4 Rising Midkick Face Down/Feet Towards Position - (FD/FT) - (4~3) ------------------------------------------------- u Stand Up f_b Roll Forwards_Backwards 3 Rave Sweep *Floats* 4 Rave Spin 4 Rising Midkick 1 (FU/FT) 3 Sweep 3~4 Sweep, (FU/FA) 3~4,4 Rave Spin 4 Rising Mid Kick 4~3 Mid Cartwheel Face Up/Feet Towards Position - (FU/FT) - (3~4, d) ------------------------------------------------------------ u Stand Up D+1 (FD/FT) f_b Roll Forward_Backwards 3 Low Sweep 4 Rising Midkick 3_4 Sweep_Rising Midkick 3+4 Spring Up *Damages on Counter* Pheonix Illusion - (b+1+4) ---------------------- 3>3>3>3... Hawk Claw Kicks, [Eagle Stance] 4 Phoenix Kick *Unblockable* b+4,[U#] Jumping Crescent Kick[s 1-3] d (FU/FT) Drunken Stance - (f+3+4) ------------------------ 1 Drunken Fist F (Drunk Stance) 1+2 Drunken Swill *Recovers Health*, (Drunken Stance) 2,2 Drunken Punches F (Drunk Stance) 3+4 Falling Anklekick Snake Stance - (f+2+3)_(f,N+1~d) -------------------------------- 1,1,1,1,1,1 Stabbing Punches 1+3 Dragon Stance to Drunken Throw {1} 1+2 Drunken Swill *Recovers Health* (Drunken Stance) F (Snake Stance) 2 Snake Midpunch *Stuns on CH* F (Dragon Stance) 2 Snake Midpunch F (Dragon Stance) 2 Snake Lowpunch F (Panther Stance) 4~4,3 Rolling Kicks, (FU/FT) 3 Lifting Kick *Juggles*, (FD/FT) 4 Low Jab Kick, (Snake Stance) 3 Lifting Kick, (FD/FT) u,N Face Right-Dragon Stance,Face Left-Panther Stance d,N Face Right-Panther Stance,Face Left-Dragon Stance Dragon Stance - (f+2+3,u)_(f,N+1,2~d) ------------------------------------- 1 Drunken Throw {1} 1+2 Drunken Swill, (Drunken Stance) 1+2 Double Arm Strike F (Tiger Stance) 2 Uppercut *Juggles on CH* F (Tiger Stance) 3,3 High Crescent, Low Sweepkick 4,1,2,3,4_d+4 5-Hit Combo u,N Face Right-Tiger Stance, Face Left-Snake Stance d,N Face Right-Snake Stance, Face Left-Tiger Stance Panther Stance - (f+2+3,d)_(f,N+1,2,1~d) ---------------------------------------- 1~2 Low/High Punch Combo 2 Uppercut *Juggles* 1,2 GuardMelt Punches *If Uppercut Blocked, Juggles* 1 Guard Melting Punch, (BK) 3 Low Sweep b (Pheonix Illusion Stance) 4,2,1>2 Crescent Kick, 3 Punches 3 Lowkick >4 Midkick F Low Parry u,N Face Right-Snake Stance, Face Left-Crane Stance d,N Face Right-Crane Stance, Face Left-Snake Stance Crane Stance - (f+2+3,d,d)_(f,N+1,2,1,2,4~d) -------------------------------------------- N CRANE DEFENSE *Auto-Hops Over Low Kick Attacks* 1 Crane Bill *Lei turns BK if Blocked* 2 Backfist, BK *Connected Hit Turns Opponent BK* 4 Hop Forward Low Kick 3>4>2>3 2 Kicks, Punch, Kick *Juggles* u,N Face Right-Panther Stance, Face Left-Snake Stance d,N Face Right-Snake Stance, Face Left-Panther Stance Tiger Stance - (f+2+3,u,u)_(f,N+1,2,1,2~d) ------------------------------------------ 1 Overhead Swipe *Bounces On CH* 2 Tiger Claw 3,1>2>1>2 Kick, Punch Combo >3 Lowkick >4 Highkick 4 Fast Sweep *Floats* F High/Mid Parry u,N Face Right-Snake Stance, Face Left-Dragon Stance d,N Face Right-Dragon Stance, Face Left-Snake Stance .................................................................... ================= 6) MOVE ANALYSIS ================= In this section I'm going to talk about most of Lei's moves and some of his more interesting options. I'll rate the moves from one to five, five being a necessary part of the arsenal, one being next to useless. I'm going to mention every move that has a specific use to be aware of, which with Lei is most of them. Unlike some fighters he has very few totally useless moves. --------------------------------------------------------------------- Throws: ------- Of all Lei's areas his throwing is probably his weakest, having only three special throws and the normal set of basic throws, for this reason it seems most Lei FAQs and players ignore his throwing game. Which is probably part of what can make it so dangerous as a set up. If used carefully his throw game can be strong, his simple throw set gives him good options despite its limits, and who wants a load of throws when only a few really work well? His simple but effective throws belie the idea of Lei's weak throwing game. Especially since its such an accepted fact that Lei doesn't throw much these will keep people off balance, and if there's one thing you want with Lei its to keep people off balance. Double foot stomp/Flying Sky Kick F+2+4 {2} Rating: 2 The best of Lei's basic throws and probably the best basic throw in game, at least equal to any other. Its real benefit is that after the throw Lei backflips away leaving Lei at perfect shoulder barge range. Its nature as a basic throw and so one button escape keeps its rating low, but if you do manage to pull it off then the benefit of the extra space is obvious. Running at a downed opponent is a serious advantage, usually leading to a stomp or sometimes a shoulder barge, but be ready for the low kick if the opponent rolls well. Sleeper Hold 2+4 {2} Rating: 1 With the loss of different button escapes for the different basic throws this throw has lost its use. You can use it for the wake-up options it leads to since it leaves your opponent at your feet. But realistically the Sky Kick has better options and should always be used, or the Thai Trip has the same wake up options of the Sleeper, but with a double button escape. Thai Trip/Tripping f,F+1+2 {1+2} Rating: 3 Double button escape, good grab range and decent, though not great damage make this one of Lei's most important throws. It should be mixed into standing strings. It doesn't come out wicked fast, but in Tekken 4 few throws really seem to, always hit your wake-up options after for extra damage. Falling Elbow Trip/Dragon Falls U/F+1+2 {1+2} Rating: 4 Lei's best throw, his most damaging, still a fairly piddly amount of damage, but his best all the same. Plus it leaves him in his slide position, FD/FA, meaning his slide, 4~3 is pretty much definate, follow it with the first half of the Rave spin, since the slide will leave you FU/FA for the sweep and you have a fairly serious piece of damage, about fifty or sixty, especially if the sweep strikes clean, which it often does. Not to be overused since standing and blocking low can save the opponent, or even often by rising low attacking, but once or twice its a lot of damage from a simple throw. Those of you with crappy arcade sticks, note the diagonal in the execution though, sorry. If your opponent is prone to getting up and standing though don't be afraid to tag on the whole of the Rave Spin on the end of that, since it will catch him as he stands or if he rolls, only once mind. If the opponent likes to rise with a standing attack stay down and pop him up with a kangeroo kick after the slide for a free juggle set, or whatever is your personal favourite from FU/FA, more on that position later. Out of Control/Neck Ringer/Drunken Throw Rating: 3 This one can be done from Snake stance or from Dragon stance. Both have fairly slow animation and normally this is a show of throw, but it has uses. This gets its high rating because its a different button escape and Lei has so few throws, plus it can leave you in another stance, and we always want to switch stances with Lei. Doing the throw from Snake (SK, 1+3) can have a neat side effect. You can't normally side step and attack out of animal stances, leaving Lei open to power attacks he has to give up priority to. If you time this right though Lei will sidestep and instantly throw giving you his side throw instead of the Drunken Throw, if your caught at a distance in Snake and have a Deathfist happy Paul or some such it can be an option, if a tricky to pull off one. Big style points though. From Dragon stance the throw is a little slow to say the least, but it is a neat mix-up. It works like this, most veterans will probably be expecting a strike from here and most newbies the throw, so switch up, train them one way or another and then suddenly switch back. More on this in the stances section. If you do get the move off take advantage of the Swill every so often (1+2) not for the energy it gives, since you lose damage from the throw it all counts equal in the end unless you're on some sort of survival thing, but because you can come out from the throw in drunken stance, which is confusing and can lead to a drop down and more confusion and so on. Overall this is an extra option from the potentially limited animal stances and should be noted for that. Striking Arts: -------------- These are the various attacks Lei has while standing and not in any stance. You should probably be thinking about switching into one of the other stances from this position, not a straight switch, but a move that leads into them, this is the way to keep Lei flowing and in constant pressure mode. Also, many of your best guessing game options, the strongest part of Lei's game, come from his animal stances. His pressure is better in basic stance, but many top players have learnt to handle pressure. Your two best options from here are a move that ends in another stance or your hopkick or other juggle starter, but there are other tricks. Basic Moves: ------------- Basic moves that everyone, or at least many people, possess, but you should be aware of the qualities of for various reasons. Lifting Uppercut d/f+2 *Juggles* Rating: 4 Lots of people have the lifting uppercut to juggle, this is both more and less important to Lei than them. Firstly, Lei has more juggle starters than almost anyone else, with the kangeroo kick, the Panther Paw, Tiger Claw, Crane Dance, Crane hopkick, Rave sweep, Tiger Sweep, and others, so this isn't too important for him. The Panther Paw and sprial uppercut have the same juggle properties as this but better mix-ups. However, Lei has no while standing uppercut juggle which most people have, and only this as a mid striking, normal stance, standing juggle, which makes it important to remember. Its safer than the boot on recovery and has good damage chances. You should include it in your custom poking strings to catch an opponent who's blocking is slow, though when you get an opening the hopkick triggers at about the same speed and has high damage follow-ups. You can catch a whole razor rush juggle off this, the snake punches, the cresent kick, the rolling kicks or the turning punch spiral uppercut all connect. The rolling kicks are the most damaging, but the point is you can end up in any single stance you choose after this move, its a perfect poke breaker and leaves your opponent confused and in trouble since you can end it never the same way twice on connection. Jumping Boot/Hopkick u/f+4 *Juggles* Rating: 5 Pretty much Lei's best juggle starter, its like any other hop kick really, which for those of you who don't know means its fast and high, not realy much else to say about it, it doesn't have much mix- up or anything, its just a good, fast, mid-striking juggle starter. Most of Lei's game is based on mix-up, but this is the sort of move you're looking to find an opening for so you can really pile on the damage. Knockdown Highkick CH 4 *Juggles* Rating: 2 You can just about land the first two kicks of the rolling kicks on this for the juggle, but that's about it. You have to know its going to land counter to get that off, in which case there are better moves to land. Not all players can juggle of the basic high kick, so if it lands be ready to tack on those rolling kicks for a few more points. RUNUP BACKFLIP b,b~u/b (BK) *Against Wall* Rating: 1 The general turn around move everyone has from the wall, a little slow, takes a lot of space, and hard to do, I'm not totally certain what you'd do with this. It will never be a good way to get back turned, I can only think of luring someone into this and getting behind them. Rising Mid Kick ws+3 Rating: 2 Lei has practically no moves from out of a crouch, he has no full crouch moves and no while standing moves to speak of. This is the one clear deficiency in Lei's all around game, he's just not good fighting from out of a crouched cramped position, he prefers to be streched out in one way or another. As such this move is important to bear in mind. Firstly because its his best while standing move, hitting mid and fast with good range, to get you back to your feet, but secondly, if you do the Rave Sweep from lying down (mentioned later) then following up with the Rave Spin is very slow and dangerous, this move is a little bit of a better option. Primarily here to remind you to be aware of Lei's weaknesses, this move does have its uses. Low Jab d+1 Rating: 3 Once again, Lei is not great out of a crouch, and the new addition of the snake punches and one two punch for Lei, I suspect, are there to protect that fact. Let me explain. The fastest move in the game is the low jab (d+1), alternate low jab (d+2) or modified low jab (d/b+1). As such this is the move of choice for knocking people out of moves as they attack. Now, everyone else has while standing moves from this, usually ones that juggle, Lei has practically nothing, certainly nothing that juggles. I suspect that giving him his new lightning fast standing punches are a way of making up for this deficiency. However, the low jab is still the weapon of choice for knocking people out of moves. If you know that they won't be going under the height of your one two punches or snake punches, then use them, but if you're not sure and you need to stuff an incomming attack, then this is the move to use. The Low Jab is simply the fastest move you have at your disposal, and the most likely to knock people out of a move. Whenever popping someone out a move is mentioned, this is almost always the move assumed to be doing the work. As a rule, a protection move, but one worth remembering. Pokes: ------- These are all Lei's quick in close punching attacks, the ones that you should use if you get into a poke war. Pokes are short fast attacks that you use to pressure an opponent and punish slow recovery moves, anything quick with low recovery is pretty much a poke, as a rule, any basic punch. The listed here are Lei's most interesting ones and their properties. Lei can't beat Nina, Law or King in a straight poke war but he can take most people, and almost every one of his pokes has a stance switch avaliable, so even the proffesional pokers can be taken down. In a poking war be aware that Lei's real aim is to get out of it. He can poke with the best of them, but its not his area. What he really wants is a few good pokes then a situation that will give him distance and slow the fight down, or at least allow him to pace it. This is exactly what stance switch moves allow him to do. The basic idea to pokes is to interrupt slow initiating attacks or punish slow recovery ones and set-up longer attacks. For Lei, it also to control the range of the game and to make room for his many set-ups. DOUBLE SNAKE JABS 1,1 [F - SK] Rating: 2 A new Lei move that comes out fast and leaves him in Snake stance. Its a good idea to take the stance change ninety percent of the time because the Snake offers some nasty mix ups. A weak poke but with fairly safe stance mix-up, and very very fast. 1-2 PUNCHES 1,2 Rating: 1 Wonder why this is here. No stance leave off, not huge punishment, strike range high, if you must mix this in a custom string, but as a whole use the snake jabs in any situation you feel compelled to pull this out in. A potential panic button, but the Snake jabs are better despite the lesser damage. Quick, but just no reason to use them. I would include these in the basic moves, but Lei's one two punches are quicker than most peoples, and look a lot different. Still, not a useful move. Drunken Tiger Lash/Drunken punch b+1 [f-drunken stance] Rating: 2 Not as good as either the Drunken punch from Drunken stance, which hits mid and has greater knock back, nor the Drunken Punches from sidestep. The only real use is the rear back to go under a high punch and get a counter. But then you should just go with the cannonball headbutt which has more damage and rears back just the same, plus has better guard stun and mix-up. Of course, you could go into drunken stance from it, but you can from the drunken punches, and if you connect the opponent will be on the floor knocked away, in which case you don't want to be in drunken stance. One to avoid really. I hate to say that any move is useless, so coming back to this I've noticed a possible use. You have long enough to hit the Tiger Sip from this move on counter-hit thanks to its knock back. With the health plus to you this gives the equivilent of forty five points of damage off one move given that the rear back gains you your counter-hit. You get no follow up option thanks to the Drunken Stance and the distance, but its something to note. Drunken punches SS+2,2 [f - drunken stance] Rating: 3 Sidesteps, hits mid then high, goes into drunken stance, second hit is garenteed on counterhit, this is a nice little move. If blocked the second hit causes guard stun and the first strike hits rolling opponents. If you get it on counter and go drunken Lei will rear back too far to hit until the opponent gets up and attacks, so either keep the stance going and double foot kick him when he gets in range or don't go drunken. Best option here is to sidestep an attack, claim your free damage and go into wake up. Good for quick recovery moves you can sidestep and a hopkick won't work for. Probably the second best way to go into drunken stance to play that guessing game with your opponent. When you think a side throw will be broken and you want a quick side attack, this is your man. You can then go into either Drunken stance guessing game or wake-up guessing game, you're in control. Snake Punch SS+1 [f - Tiger stance, u_d - Dragon stance] Rating: 2 Hits high and does less damage than the drunken punches, if you're using this you better be planning to go into the animal stances. That said, this is probably the best way to get into Tiger stance and gets its rating for that alone really. The only other way to get into Tiger is to stance change from the Razor Rush where punch four is kind of in no-man's land. The Tiger stance has some juicy possibilities so its worth getting into. If you don't intend to use it leave this alone though, the punch itself is worse than the Drunken punches, hop kicks, throws or any other sidestep options. You gan get into Dragon stance from the Razor rush fairly easily too, but its a weak animal stance anyway and you shouldn't be making such an effort to get into it, only use it if it comes naturally in a custom string. Double Snake Punch f+1+2 [f - Crane stance, u_d Panther stance] Rating: 4 Lightning fast decent damage and leaves you in one of the two best animal stances, if it didn't strike double high it would have a rating of five. Lei's aim in poking wars is to break out from the war and slow things to his pace, this move is perfect for that. It's insanely fast and leaves you in one of the two most unusual stances, most likely to have your opponent react in surprise if he doesn't know them and fear if he does. Use this one in custom strings a fair amount, it yeilds good results. Turning punch 1+2 [bk] Rating: 2 Spinning Hook Punch ~1 [bk] Spiral Uppercut ~2 The move itself is not great at all, it hits high and isn't too quick, its power is its follow-ups and surprisingly high damage. There are a whole mass of ways to get Lei backturned and this is not the best one, most people will block it and punish you, its one saving grace is the Spiral Uppercut which can be used to protect it. The hook spin back blow is only of use in juggles. It is, however, a lot of use in juggles, it does massive damage, either with the hook spinning blow or the hook uppercut. Just never do the turning punch to spinning hook punch on a standing opponent since even if it connects first all the opponent has to do is hold back and it'll block, worse, both hit high. If the first punch connects go with the Spiral Uppercut or stay back turned. The Spiral will at least force blocking, though playing back turned is better. If the first punch blocks stay backturned, a hook punch will get ducked normally and no matter what the opponent does blocking the first punch will cause the Spiral to auto wiff him and lead to a big follow up. If its in a juggle though, throw them both out and make the opponent eat mass damage. Spiral Uppercut [bk] 2 *Juggles* Rating: 3 If you're back turned you can do the spiral uppercut, but its here because you can chain it off the turning punch. If you hit and hold 1, then double tap 2 you'll get the turning punch spiral uppercut instantly. The uses for this are many, they'll be gone over in the back turned section, but you should use it when people expect a low attack from you and when they rush in on the turning punch to pop them up. It will be gone over later. General strikes: ---------------- A few words on his strikes that don't fit into other categories. Headbutt/Cannonball b+1+2 Rating: 3 A good strong Lei attack this, it has bad recovery if it wiffs, but it has good knock back on counter and the rear back is a gift when you know a long high string is coming. Plus, a neat trick can be to put in one, then if its blocked pull out another right away, most opponents will go for a high attack to punish the recovery time and you can catch them with the second headbutt on counter. When well used this can be a brutal attack thanks to its power, its mid striking and its avoidance capability. On none counter hit it does cause knee stagger, but it isn't enough to use for anything. Elbow Drop/Falling Tree (u/f_u/b)+2 (FU,FA) Rating: 3 With Lei it is vital to be aware of every stance switching move you have. The elbow drop is not only a powerful wake up tool it leaves you in a new stance, its better to naturally be in your next stance than drop into it artificially, so using this in your wake-up games should be second nature. Not only that, but because Lei jumps up to do it and it strike mid it can be used in custom strings. The jump will avoid low attacks and striking mid this can be used for people who duck and pop out low attacks at you or for predictable slow execution low attacks as a stylish if risky attack option to moves like Byran's Snake edge or Law's Dragon Tail. Be warned that even on counter hit the other person will recover before you, so be careful using it on standing opponents. An important wake-up, custom string and stance changing tool this one should be remembered, also, it looks stupid, so lots of people write it off, that means that it gives you the element of surprise when you use it, especially on standing opponents. Crescent, Low Sweepkick f_N_b+3,3 (BK) Rating: 3 Yes the best players have seen them a million times, yes you'll get blocked and punked out if you over use it, but also, yes if you get it on counter you've got a seventy point damage combo guarenteed, and that just can't be ignored. Plus, again, it leaves you back turned, which we have to like. Add to that the fact that many times you can pass up a long juggle and just whack out the Crescent kick and get almost as much damage from it this simple kick's options cannot be ignored. The direction held will make Lei step during the sequence, which has obvious uses. If you land it on counter follow up with the low kick and the Rave sweep, all will connect and you can come out into Snake stance, don't do the full Rave Spin though, it won't land. If you don't connect with the first kick do not follow up unless your opponent is either too far away to matter and you're using it to back turn, on the floor and your using it for wake-up or your opponent is a gimp because it will get blocked and you will be punished. A neat wake-up option is when the opponent is on the floor go and do the Crescent over his head, occasionally he'll think you fouled up and go for the rising strike, in which case the low kick will set him back on the floor with you back-turned and ready to Rave sweep or low hook punch him. Tornado/Jumping Crescent kicks Rating: 2 3~4 [U#, d] [1-3 kicks, drop to FU/FT] The Axis shifting version is so weird as to be practically useless, but the normal version does have a few tricks up its sleeve. It is slow, so use it from a way off and let them see it coming. Paul will Deathfist you and King will catch it but most other people will just block it since its such obvious chicken bait plus once one is blocked the Guard Stun means you have to block the whole lot. Also most people expect to see either one or three of them, so stopping on the second to either a low back turned attack or dropping down can yeild results, the first since you tend to catch people blocking high the second since you'll get a few seconds of the person working out what just happened to hit them. If you're in a long match do this once or twice, then the next time hit all three and watch as the mid kick takes their ducking heads off. Most useful from Pheonix Illusion, outlined later. Rolling Kicks 4~4,3[4] (FU/FT) [*Juggles*, (FD/FT)] Rating: 4 [2] This is a vital Lei move for ending juggles. On standing opponents final kick will almost always get itself blocked, and the juggle capability is fairly limited, you can get a certain low kick off it, but that's about it. You should use the last kick only if you want to get face down really, or within juggles, especially since it can be reversed. This is a move that covers a deceptive amount of well distance, over two backdashes length, the ankle kicks can be used to chip away at health while leaving you fairly safe on the floor. All around a basic Lei tool that everyone should know, not a devestating move, but a vital one. Falling Blade SS+3+4 (BK) Rating: 2 Not as good as from the already backturned postion. Catlord's original FAQ lists three possible flips as possible from the sidestep, but in my experience this is untrue, only one, the Falling Blade, can be done from Sidestep and three can be chained in the Flip Flop Flip from Back-turned, I may be wrong since I am often a ham fisted oaf, but I don't think I am this time. This will hit grounded opponents and really its only use I think is for wake-up. It is useful there though, since it leaves you backturned and in the position to play the low hooks/uppercut/ rave spin game with your opponent and is moderatly quick. Not huge damage, but it is a mid-striking ground striking move, which is rare and leaves you backturned, so it has its uses. Save for clever wake-up, outlined later. Cartwheel Kick 4~3 (FD/FT) Rating: 2 Another of Lei's big range attacks that leaves him on the floor. Strike mid and goes a long way so it can potentially be used to surprise ducking turtles, but it has more uses from the floor. Worth being aware of as an option, but more important uses from the ground that will be discussed later. Rave Sweep [d_u] d/b+4 *Floats* [snake stance] Rating: 5 Rave Spin 4 Rating: 2 Lei does not have many diagonal commands, this and the uppercut are really the only ones worth the effort, but this is a necessary part of Lei's arsenal. It has great range, good damage, floats and goes into the snake stance. You have to use it in wake-up game, you need it for Christie, and can even get a semi juggle into snake just by doing it twice in a row. You need to know the Rave Sweep and use it a lot, its as simple as that. The only downside to the Sweep is that if its blocked it causes Lei stumble, but really the range and its use as a wake-up attack should mean you don't get it blocked, especially if you're being as unpredictable as Lei should. The Rave Spin is not as good. If you catch someone rolling up from the floor with the Sweep then the Spin will juggle and cause some free damage, but just don't try it on a standing opponent apart from as Chicken Bait, since it will be reversed. If you connect with the Sweep then the Spin is certain, but since a double sweep into snake does almost as much damage and leaves you with more options its a better choice, or the Rave Spin into Snake stance and snake strikes does more damage than the spin don't do it. Plus if the sweep doesn't land then they'll kill you on the spin. Reserve the Spin for occasional wake-up and idiots. It's safer on people without reversals, but even then it goes high and has nasty recovery if blocked, so just try to avoid it. CRANE HOPKICK/Soaring Crane Wing u/b_u_u/f+3 (Crance Stance) *Juggles* Rating: 3 A new Lei move for Tekken 4 and to be honest I'm yet to get full use out of this juggle, so anyone with ideas be sure to drop them off to me. Crane stance is one of the most useful animal stances for reasons outlined below and I tend to use this move right now as a way to get into it. The rating right now is a potential one, I've managed to land a few hits of the Crane dance off it, but I don't know what is certain or not, so expect updates. Okay, on second look, its a little slow since before doing it Lei sort of jiggles his leg into a semi karate kid crane kick. It certainly juggles into the Crane dance, which means that slow though it may be its the starter to the coolest juggle in the game. Since this is the only juggle starter that allows you to animal stance juggle it is your duty to use it at least once each round, also the juggle is pretty easy and powerful. A good move, and gets a ton of style points. LEAPING TWISTKICK, u/f+3+4 [4] (BK) [Twistkick] Rating: 2 Not a great move by any means. Lei sort of back flips, striking down with both feet. Its very very slow to come out and it just won't come out in close range. Its one use is if you're at long range and you want to move towards your opponent a long way and turn your back, which isn't a terrible thing. It will get blocked most the time, so use it then go into a low/mid backturned guessing game with your low punches and uppercut. Do not use this close in, ever, it won't get close to coming out. If anyone has spotted a great use for this, tell me. Okay, I've had an E-mail from a guy called Eric Janson who suggests hitting the Leaping Twistkick immediatly after a completed rave spin (d/b+4,4) since this will connect with anyone who tries to get up. I tend not to complete Rave Spins any more, but if you do this sounds like a great idea, mix it up with a second rave spin which will strike grounded, forcing your opponent to guess some. BACKFLIP/Blade Drop b+4 (f) (Crane Stance) Rating: 3 Good avoidance move, fast, gives plenty of space, and yet another way to get into the Crane Stance. There are rather a lot of ways to get into Crane now really, they've been adding them none stop since Tekken three and this one is a little much now, but not without uses. Really best to mix in with backturning backdashes for dashing away mix up, with this, the normal dashes and the Ha Ha step (Below) you can dash back healthy distances and end up in not only backturned, face first, but also Crane now, so good for that. Keep it in mind for your general movement play. On second look I've given this an extra point since you can indeed hit with it. Best on the bigger players like Craig or Kuma, but if they're battering at you then throw this out, it comes out very fast and hits mid, leaving you at long range. It even looks like you might be able to catch a rolling kick off it to a slight juggle, but that's just a guess. With the Twist Kick, a long range move that leaves you close and this, a short range move that leaves you long Lei's been given two new moves clearly meant to compliment each other, and with a chance for new stance changing, ways to control the range and pace of the match. The Rush: ---------------- Ahhh, the Rush. This is a must know, must part of Lei's me. The Rush gives easy safe pressu Yoe, its hits can be staggered, it can end at different hit ranges, can be mixed up itself and can be broken out into animal stances. Its also a central tool to Lei's main juggles. Lei's standing game should be based around the Rush and its almost infinite possibilities. Never become predictable with the Rush, never let your opponent to cease fearing it. Basically, the Rush is when you tap forward and then leave the stick neutral, Lei will do an odd little walk, this is, for want of a better term, the Rush walk. From it you can perform multiple attacks enough that it is, really, a stance in its own right. Razor Rush Rating: 5 f,N+1 [u_d] 1 Punch [Snake Stance] f,N+1>2 [u_d] 2 Punches [Dragon Stance] f,N+1>2>1 [u_d] 3 Punches [Panther Stance] f,N+1>2>1>2 [u_d] 4 Rushing Punches [Tiger Stance] 3/>4 [u_d] Sweeping Kick/Midkick [Crane Stance] The Razor Rush. From this every single Lei animal stance can be reached. If your opponent has no mid reversal then feel free to constantly pressure them with this, especially since the avaliablity of staggering the punches means that striking between punches is suicide and at the end the opponent has to guess either low or mid for the block. It might be a little cheap, but its more important to use it to teach your opponent to fear the Razor. That might sound odd, but the Razor will form a central part of any good Lei offence, so you should establish it in your opponents mind as a serious weapon not to be trifled with. You can of course switch out to animal stances, and should in various occasions, including juggles (discussed below). The Razor is also vital in Lei's best juggles, so you should be used to doing it at will. Note that you cannot go to Crane stance from the low kick. Also, this might be me, but I've found that if punches two, three or four land on counter hit changing to animal stance out of them becomes harder. I'd like feedback on this to see if its just me. Rushing for safe pressure, closing ground, mix-up, juggling and even Chicken baiting is a vital Lei part of his game. If the first few punches wiff look out for long range low attacks, but other than that the Razor with careful staggering and rushing is a perfect attacking pressure tool that let you control the pace of the fight. Try to judge your opponent when using the rush. If you stance switch and he low jabs out out of it, you have two choices, one, stop stance switching. You can then either carry through to the mid-low kick, which is a neat guessing game, but be wary of low parries and reversals, or you can just cut the rush short and stop, normally your opponent will take half a second to react then attack, hopefully right into a fresh rush or uppercut. On the kicking game, some people without reversals will just eat the low kick rather than get the knock down from the mid kick. If they do, then just let them eat it. Your other option is to switch out into the Panther stance and hold forward, his low jab will be auto parried by Panther stance and you get a free hop kick on him for daring to mess with your stances. When you stagger your punches, note what your opponent does. You can trick people into thinking that you're breaking off, stopping or fouling up and they will often attack, and get popped. If he just holds back through the whole sequence, staggered or not, break off into stances constantly and surprise him with low attacks, the Tiger's Tail low striking juggle starter is a favourite for that. If he persists in his delusion that there's time to poke inbetween staggered rushes (There isn't) then start actually cutting off the Rush and throwing out an uppercut. If he can get popped by a staggered rush he'll walk into the uppercut with his attack and get nice and juggled for his poor judgement. On top of all this, the introductions of walls has increased the power of the Rush, punch rushing someone up against the wall is the simplest use of the new walls that we're all trying to get to grips with. Defence breaking Rush Rating: 4 f,N+2, 1,2 Guard Melting Punches *1st punch blocked, Juggles* ,1 Guard Melting Punch, (BK) >1>2 Break Punches *Must Whiff or Hit 1st Punch* ,3/4 [u_d] Low Kick/Mid Kick [Crane Stance] This is a fairly funny set of punches, but it has a lot of options. First of all, what happens. Lei throws out a punch from the Rush walk that causes severe guard stun if blocked. If it is blocked you can go into the guard Melting punches then the second punch of the sequence can only be blocked, no matter what the opponent does, even if he tries to get it to connect, so essentially neither of the first two punches can do damage for this to work, the second punch is listed as twelve damage, but I've never seen it land. The third hit is an uppercut that if the opponent does anything but block on will juggle him, the final hit will, if blocked, leave Lei back turned, if eaten will fling the opponent back. If the first hit is not blocked then the last few punches and normal kick finish of the normal Razor Rush can be performed with all the usual effects apart from that you cannot stance change on the punches. The defence breaker really has to have the opponent blocking if you land the first punch and hands priority right over to you. There is no reason in the world to stop on the first guard melting punch. It can be a good idea to break off on the second and then land the Dragon Falls throw, when your opponent learns that you like to do that he'll probably start blocking low as soon as he can, so hop kick him and juggle like you know you can. If he does anything but block the third hit you have a juggle to take advantage of. Its probably not a good idea to break off on the third punch if its blocked, go through to the fourth where you have decent advantage from the guard stun. Go for the low swinging punches, five swinging punches should connect in a simple juggle, or have other options outlined later. Plus they leave you backturned so you can snatch him with a Rave Sweep from backturned and be in Snake to move on, and the five low punch juggle irritates the hell out of opponents, you can often hear them sigh when it happens, which I love personally, but I'm a bitch. If he starts regularly ducking then go for a turning hop kick, the extra second of ducking from the guard stun will let your hop kick connect and you can juggle away at your by now probably deeply irritated opponent. As for the first hit not being blocked, then you go through the sequence, make them guess your punch staggering and nail them with the mid low kick guess then go into Crane if you like. Note that since you can't stance switch if you're up against someone with reversals, especially Bryan or Law be sure to stagger the punches on and off. Another great use of the guard melting punches is that the last punch if blocked not only leaves you back turned, but it leaves you PAST YOUR OPPONENT. So if you're back to a wall, throw out the guard melters, if they block go through with it and you'll be out the corner, back turned to them and with any luck they'll be back to the wall. If they don't block, go to the punch rush and fight your way out the corner. Its a win win situation. Unless they reverse the punch, but never mind that. Crescent Rush Rating: 1 f+4,2,1>2 [,3/>4 (u_d)] Crescent Kick, 3 Punches [Low Kick/Mid Kick (Crane)] Personally I don't really see a reason to use this one. It shouldn't really be in here, its not a real Rush move, but it looks like one. The Crescent goes high, you can't stance switch, the only real thing to go for here is the guessing game on the end of the move. The Crescent takes a while coming out and you'll get ducked and juggled a lot on this move. If you want to play the mid/low game do it with punch rushes. For that matter, there's no reason not to do the true crescent rush, below, instead of this. I mean, no reason at all, none. Unless you're such a rampant moron you can't do f,N, in which case give up on Lei now. No, the true rush below is just better, don't do this move. True Crescent Rush Rating: 3 f,N+3 Lightning Crescent ,4 Stunkick *Stuns* ,d+4 Lowkick f,N+4~1,2 Rush Combo ,2 SNAKE MIDPUNCH F (DRAGON STANCE) ,2 SNAKE LOWPUNCH F (PANTHER STANCE) 4~4,3 ROLLING KICKS, (FU/FT) ,3 LIFTING KICK *Juggles*, (FD/FT) ,3 Lightning Crescent ,4 Stunkick *Stuns* ,d+4 Lowkick A complex looking set of moves with good options. This was a good set of moves back in Tekken Tag but oddly the new moves have reduced its power. The Lightning Crescent and follow-up, either mid or low, can make a neat game, but you can get punked on the overlong pause between Crescent and follow-up so it shouldn't be over tested. Having said that, other people love this move, so I'll explain it fully. Off either Lighting Crescent you can go mid or low. Now, in my experience I get punked before the Lightning Crescent comes out, punked on the pause before the low/mid kick or blocked on the horribly telegraphed last kick, but if none of this is happening, this is what you can do. The mid kick stuns without counter hit, letting you have a free hop kick to juggle. If the low kick connects you can do the rolling kicks and normally get all three kicks off. If you manage to land it or insist on using it, those are your options. An old trick that has been pretty much lost was that people know that the Lightning Crescent goes high and follows on the Rush Combo so stopping and landing an uppercut to juggle would work well. As said above the new moves have lost this. The big trick now is to switch up the mid striking Snake punch and the low rolling kicks. Use the mix-up and come from it with the stance switches to animal or lying down. They're fairly safe pokes though not damaging, a safe way to switch stances and potentially cause damage. The rolling kicks cause only seven points of damage, so the only really good reason to do it is to train the opponent to block low so you can land the mid snake bite. If you break off into Dragon stance then you can catch your opponent ducking for the last Snake Punch and knock him with the Dragon Spark into Tiger. The Snakes are hard to reverse so its fairly safe. The low bite does fifteen points and the Spark twenty five so its probably the best option. You can also go through to Panther stance which has a bunch of moves that will be outlined later. Basically, the best option is the Snake strikes, and alternate going to Panther stance or break off and use Dragon into Tiger, but there are other options. Light Step f,N,B+3~4~b Rating: 1 Not an attack, not even listed in Lei's normal move lists, this is more a confusion and evasion tactic. Personally I don't use it, I think its effect is negligable and prefer the ha ha step mixed up with drops and sidesteps, but some people love it, so I'll put it in. What happens is Lei goes into the Rush Walk which you cancel with his back stepping Cresent Kick which you cancel with a back turn which you cancel with a back tap. Result being that Lei's legs flicker in a fairly disconcerting manner and he sort of flys backwards. This is more complex than the ha ha step (Later) and its only major use is to get the opponent blocking by getting him to see the rush coming, but what's the point of an avoidance move that makes the opponent block? I guess if you do this instead of rushes all the time he'll start running at your rushes and you can floor him with the rush combo, but you'd have to spend a whole round doing just this instead of Rushes and that would be very hard to handle. Stance Switches ---------------- The basic switches to stance without coming off a set-up attack are generally weak, they should never be done aimlessly since it loses you momentuum and initiative. The stance changes worth doing have important defensive properties though. Pheonix Illusion stance b+1+4 (PI) Rating: 1 Snake Stance f+2+3 SS+1+4 SS+2+3 Rating: 2 These stance changes should, quite frankly, be avoided. There is, outlined later, a Pheonix game, but it should be saved for switching up from Panther. The Snake stance is quick, but it still throws away initative and if used should be used from a long way off before embarking on a seriously planned string. You should, however, have custom strings planned from the start to the end of the fight anyway, so you should never need these. As an example, any good Hwoarang player will tell you that you should never need to switch feet. Lei is the same. Back Turned Stance b+1+4 (BK) Rating: 2 Back turned stance has two real uses. Firstly, as a big fat backstep to slip out of range of attacks, for this use its pretty darn top notch and seems designed to avoid Deathfists. You can stick it onto a backdash and earn yourself some quick avoidance distance, basically hold the second back of your back dash and press both kicks and you've doubled the distance of your backdash. The other use is the 'Ha Ha' step. This might take a while to explain, but its useful. When you do the crescent kick with back Lei takes a step back. You can cancel this kick with Lei's back turn, and you can cancel this back turn with a tap back. What you do is, hit the input for the Crescent kick (b+3) and hold the kick (3). Then hit the second kick for the back turn (4, giving 3+4). Then hit back to cancel. You'll be wanting to hit the kicks just a touch slower than you would for the tornado kick. If there were a notation for the move it would be b+3~4~b. I think this got its name because Lei makes his noise for the kick without doing the move, so he shout's 'HA!' while backdashing. Lei covers a lot of distance back very quickly. You opponent has to chase, you avoid attacks, it needs some practice but its uses are obvious. Mixing up this with other dashes, sidesteps, rushes and cancels can confuse and is necessary at high level, especially when you get a wave dashing, sidestepping Kazuya coming at you. I believe that this move was invented in and practically gained the first Tekken world championship, that's how powerful it can be, but its even better now since in Tekken 4 back dashing has been weakened for everyone else. Sadly, obviously, there isn't as much space as there used to be, so it is limited on that level. Using the Ha Ha you can run off from attacks, break back in with an attack at any point and generally mess up your opponent. I can't really advice you exactly how to use it more, simply to say you should learn and use this move for your general movement and play, it is vital at top level play and powerful at mid. Play Dead d+3+4 (FU/FA) Rating: 3 Sidewinder d+1+2 (FD/FA) Rating: 2 I won't got into the full use of these postions here. Suffice here to explain the differences and uses. Defensively dropping under a high or swinging mid attack can hand you the initiative. In this case, always use Play Dead, it give you the Kangeroo Kick juggle and is slightly quicker than the Sidewinder. Sidewinder is more a distance move to slow the pace down or bring it back to your rythm. Not too much distance or you'll eat a stomp. Drunken Stance f+3+4 (DS) Rating: 3 As with back turn and drop down this is a defensive move. When Lei whirls his hands before rearing back in the move he will reverse punches by slipping around and gaining priority. Nothing is certain from the reversal but the hop kick is a good call. Apparently this will also reverse shoulder barges, but I've not had this confirmed. It will not reverse from a move, or later in the sequence, just at the start, but its window is still quite big and Lei's unpredictable rearing back makes anyone attacking you high an idiot. This is best in long punch sequences from your opponent, good on a King or Law sequence for instance. Especially since Law has a punch reversal of his own. Ten Strings ------------ Ten String: b+121.3+4..2..1.4.1.4.4 Range: hhlMmmhmLh Ten String: b+121.3+4..2..1.4.1.2.3 Range: hhlMmmhmmh Nine String: b+121.3+4.3+4.3+4..1..1..2 Range: hhlMMMllm Everyone knows that at top level of play ten strings are worse than useless. Those hits four, five and six all mid are a killer for Lei, even against a beginner player. But those first three hits are useful as pokes, the third low hit can chip off some health and should probably be slipped into custom strings, also its the only punch canned combo that has a low strike and leaves Lei back turned and it doesn't require buffering to get it off, so often its the back turning weapon of choice. Backturned Position -------------------- Many fighters look to get around your back, Ling and Hworang for instance, its not only not a problem for Lei, its a positive boon. This position is, quite simply, having his back turned. He ends here from many stances, or from his back- stepping back turn move. He also has a vicious mix-up game from here, as from everywhere. Certain moves, the Rave Sweep/Spin, the Falling Tree, and the turnaround hop kick should be considered practically the same as their front facing brothers. Others like the High Backfist should only be used in juggles. The rest have special uses. Low Backfist FC_d+1[1,1,1...] [Repeats infinitly] (BK) *Juggles* Rating: 4 Okay, no bones about it, this is potentially a very cheap move. From back turned you can just swing out the back fists and if the first connects the following four will juggle. Only do this if you WANT to irritate your opponent, which in my book is a fair piece of psychological warefare. A much better option is to break off after one and go into the Flip Flop Flip, since all three flip kicks are certain and will cause more damage. You can, of course, break off after two, three or four low backfists and go for the Flips but on anything other than one a Tech Roll will save the opponent. Course, if they don't Tech Roll, then go for it. You can't connect with the Flips after the fifth low backfist, unless your opponent lies there and lets you hit him, which is unlikely. The greatest use in this move is that you can do it or the Turning Uppercut from this position, both juggle, one hits low, the other mid and both come out fast. The implications for this are obvious. Simply doing this over the head of a grounded opponent can set up a huge psychological advantage since the first time people come across it it will catch them again, and everyone remembers that. Do it over someone's head, then pause and alternate it with the Rave Spin or the Uppercut. You only have to catch someone with one Turning Uppercut to make them fear getting up in this position deeply. If your opponent's turtling force him to either interrupt or get juggled by swinging this at him then switching up into the uppercut. All around, the options this opens up and the fear it can create make it a great move. Imagine, catch the low punch into the Flips, that's over Forty damage off a low punch, how can that be bad? Turning Uppercut 2 *Juggles* Rating: 4 As mentioned above, this is quick, fluid and hits mid into a juggle. A good juggle starter too, this should be generally mixed in with low punches and Rave Spins to protect them and cause fear in your opponent. Rave Sweeping from backturned into Snake is a great tactic, but if your opponent blocks low then you can't switch and you stumble, use the Uppercut to protect that option for yourself. Mixed up with other moves from this position this can be a deadly attack. The low infinite chained moving juggle/mid juggle mix up for me is an amazingly powerful option. Backflip[s]/Flip Flop Flip 3+4,[3+4],[3+4] (BK) Rating: 3 Wake-up. Really the only use of this move, but a good use all the same. Tack this onto a low swinging punch and get over Forty certain damage from a single low punch thanks to that wake-up. If you land one on a lying opponent the other two are certain, so don't ignore this, if he's down and you're backturned, think about this. Its not as quick as, say, the Rave Sweep that strikes low, but it causes a lot more damage. If you know you have the option to use it, say someone is staying down a lot and eating wake-ups (Later) use it. Lying Down ----------- Lei, famously, has a lot of extra options from the floor. He's the only fighter who can do this, and it should be taken advantage of. I'll say more about the tactical implications of lying down, for now, here are the moves and some ideas to use with them. I won't bother mentioning the basic sweeps and stand ups or mid-kicks unless they have a special use. Do note that Lei can always roll over into the other of the two down positions you're in, that's to say, FU/FA to FD/FA or FU/FT to FD/FT and back. From some positions lying Lei can do moves covered above, such as the Rave Sweep, if not mentioned here, treat it in the way that you would the similar while standing move. Always keep in mind the low and mid kick options Lei has from every stance, he can come from lying down faster than everyone else and these can be used as wake-up and confusion options. Slide (FD/FA) 4~3 (FU/FA) Rating: 3 Long range, hits low and switches your stance, good move. Also you recover first so you get a free Rave Sweep to make it a good damaging move. The problem is that everyone knows this is the move to do from this position, but we can turn that to our advantage. First of all, most none-Lei players won't quite register the difference between face up or face down, what they will do is register how you got into the stance and what moves followed it, so if you go for this from the Sidewinder once he'll expect it the next time, but if he sees you roll over from FU/FA he probably won't expect it, until the second time. A good trick is, the second time you do this from the same set-up, roll towards the opponent and Mid Kick him in the face (4) odds are he'll still be ducking. Then next time, roll at him and sweep (3). Then just start to mix them up. Its perfect against Turtle play, and even some strikers will be too afraid of the weird lying Lei to punk you out of the roll. Kangeroo Kick (FU/FA) 3+4 *Juggles* Rating: 3 Given that you've dropped to the floor under your opponent's blundering flails, this is the boy to pop up with every time. If you drop and he swings at air, use this, simple as that. When you drop buffer (later) one of the kicks and then tap the other again, its a gift of a juggle and gets style points in the bank to make up for earlier cheapness. If you have not dropped under an attack this is probably best avoided. Firstly, it strikes mid, secondly, it can be reversed and thirdly, its not too quick. If you find yourself in this position then use the Rave Sweep which can be done from here. When your opponent starts duck blocking the second he sees you in this position, THEN you should start using it without making him wiff an attack. And Cackle, oh yes, Cackle. Falling Sweep (FD/FT) 3~4 (FU/FA) Rating: 3 Best move from Face down feet towards position. Strikes low and leaves you in position for more useful attacks, either a Kangeroo Kick or another Sweeping strike, probably the second sweep is the safest option. The Kangeroo can catch an opponent layed low by your Falling Sweep though to good effect. Pheonix Illusion ----------------- Pheonix Illusion stance has very limited moves, three to be exact, but that very fact can give you a useful trick. Hopping Pheonix Kick[s] 3[>3>3>3] (PI) Rating: 1 Why, why would you do these? In theory if someone sees you in Pheonix and charges at you with an attack you can punk them with this, but that's a theory that ignores how slow they are and that they strike high. These suck and are without any use at all. Phoenix Strike 4 *Unblockable* Rating: 3 Unblockable, as with all the unblockables this does huge damage, this one though has an interesting option that the others do not, below. Tornado Kick[s] b+4 [U] (BK) Rating: 3 What you want to do is, go into Phoenix from a distance, everyone knows that Phoenix has a long ranged unblockable so they're likely to run at you and try to pop you in the face rather than back off, since its range is so long. Whip this out and you'll tag them as they run in. The next time you go into the stance they'll most likely block back, which is when you hit the strike, by the time you foot starts glowing it'll be too late for them. Its not a one to abuse, but once or twice a match it can hand you quite a bit of an advantage. Since the Tornados are the same as the normal Tornados with the back turned, drop down and triple flips mix-up option its worth going into this a few times and training the opponent to block just in case you need the desperation strike of the unblockable. Also, you can come out with the back turned tornado uppercut right off one of these. If you land next to an opponent without hitting him and he goes for an attack assuming that your slow tornados are coming again then this can pop him up. There's nothing wrong with doing it on purpose in fact and tempting them into it on purpose. Drunken Master --------------- Drunken Stance is another one that often gets discounted, it looks silly and requires some forward planning since it only has three offensive moves. It is, however, a punch reversal and a position from which you can recover health, both of which are very useful options. Don't, however, fall into the trap of panicking and hitting a single kick, because it'll do nothing and you'll end up getting popped. Lei rears back constantly in this move meaning that he's very hard to hit high and tough to judge range on, meaning some people will be reluctant to attack you, their mistake. Most of all, stay calm in Drunken, lots of people forget that it has switch up options of its own. First of, all a few words on the reversal itself. It takes a fraction of a second to initiate so it can be hard to time, but it also has a longer window than any other reversal so it can be good for long preparation punches coming at you, such as Paul's unblockable. Suffice to say that it takes some getting used to, but it can't be chickened, so is great for high level play. Sadly nothing is certain from it, so you'll have to mix up hop kicks and Rave Sweeps on it. Its a good option though and when you're being hammered by Paul or Law's punch sets you'll be glad for it. Kiss My Fist 1 [F] [Drunken Stance] Rating: 3 Hits mid, causes knock back and has good range. This and the low kicks should really be your options out of this stance, or of course, to leave you in it, depending on how effective the game is working out for you. Not too much to say about it, if you land it the knock back is enough to give you a free Tiger Sip, so if you intend to remain in Drunken Stance, be sure to hold 1 as well as forward after the stance and tap 2 to gain yourself a bit of free health. Drunken Swill/Tiger Sip 1+2 (Drunken Stance) Rating: 3 Gains you health, if your opponent is wary about attacking you in Drunken Stance and prefers to just stand there and let it wear off pop out a few of these and force him to attack, preferably right into a Kiss My Fist. Also ducks high attacks, but since all three of the good Drunken stance moves do and the stance is itself a high punch reversal anyone who attacks you with a high attack while your in it is asking for a beating. As said previously, the Drunken Stance's rather poorly understood reversal properties, plus its auto rearing, backstepping and sidestepping make many people unwilling to attack you in this stance. As such, this move to make them paranoid about leaving you in it. They'll start rushing into you and leaving themselves open, just the way you like. Donkey Kick/Falling Anklekick 3+4 (FD/FT) Rating: 3 Strikes low, knocks the opponent down, leaves you on the floor. Its most important use is as mix up with the Fist to make people have to call on ducking or standing. Of course, its not quick and many people can block it on reaction, but it helps the guessing game anyway. If this connects go into a falling sweep, then Rave Sweep and get some nice damage out of it. All in a neat move, better for its mix-up with the Fist. Animal Stances --------------- To start with, a few words on Animal stances generally. First of all, you cannot backdash, backturn, drop to the floor or block and stay in them with animal stances. What this basically means in real terms is that if your opponent gets off an attack you're going to hand away a lot of priority and, with the effort of getting into the stance, a lot of work. You can walk though and you can block, plus a few of the moves have other parry or avoidance properties that make up for the losses. The only way to really combat this is to have your moves from Animal planned, you should not go into them expecting to play an actual match in them, you should do it as part of one long custom string. Either stay constantly in the attack in them, or know your interrupts and parrys inside out. Note however that your opponent almost certainly won't know the exact details of all the strengths and weakenessess of the animal stances unless he's a Lei player himself so you can use that. Its best to get the hang of animal stances one at a time, adding each new one into your strings a bit at a time until you understand them all inside out. Snake Stance ------------- Snake stance is the central animal stance, its the one that you will end up in most often and the one with the quickest varied attacks. Its a safe stance, easy to get the hang of and often used. Be warned that you cannot block low in Snake, so you will have to protect against low attacks using the low jab kick. You can block high and mid normally though, which makes it the easiest animal stance to get the hang of. Rushing Snake/Stabbing Punches 1,[1,1,1,1,1] Rating: 3 A set of fast high punches. They land so fast that if one lands your opponent has to either eat or block them, if you hold foward on the stick after any but the first punch you'll auto sidestep and go into Snake again. Since the punches have no guard stun at all and leave your opponent standing anyway you'll almost always get popped out of that stance change though. These punches insanely fast though and can be used to make opponents who grow calm about the Snake stance weary again. They interrupt almost any move in the game, given that people love to attack you in animal stances this is a good to have. Best used to protect yourself, and in the occasional juggle. If you land with one then go to three of them and break off into Snake again by holding forward, since three are certain but only three and noone is going to be stupid enough to be going for an interrupt on these for you to get the last few off. If they block then go through all five to keep them blocking and don't go back into Snake. Snake Kick/Low Jab Kick 4 (SK) Rating: 3 Basically using the stabbing punches with the jab kick you should both protect and set up the stronger attacks from Snake. This is quick, leaves you in Snake without a sidestep and strikes low, and so is your best piece of Snake protection. What I mean by that is that if your opponent gets too calm and places an attack, or just throws out an attack that you block you'll lose your Snake and your option for a better attack. What the jab kick and the stabbing punches are for is to stop that happening and protect the stronger option for the stance, later. This is a slightly better move than the Snake Jabs because you should really fear the low attacks in Snake, not being able to even block them, so this should be used to molest low attackers that the jabs will go right over. Lifting Kick/Rattle Snake 3 (FD/FT) Rating: 1 If you land this move you've learnt an important lesson. You've learnt your opponent is a total and utter moron. Slow as sin and strikes mid, this is a terrible move, leave well alone. It is possible that someone may see Lei lying down and block low, but they'll only do it once, frankly they should know better than to assume that a low Lei means a low hitting Lei, and it has no certain follow up even if it does land. Snake Bites Rating: 4 2[F],2[F] [Dragon Stance] Two Snake Bites ,2[F] [Panther Stance] Three Snake Bites ,4,3,3 Rolling kicks to Lift-up cannon This, incase you were wondering, is what you're protecting with your low jab kicks and stabbing snakes. First of all I don't see any good reason to do the rolling kicks to cannon. I also see no good reason at all for ending this move with the Dragon Stance option. What I see damn good reason for either one or three bites. Reason for which I will now explain. First of all, the three bites. Mid Mid Low, sounds pretty simple, but for some reason people never seem to block the last hit on this set. Actually, they have good reason, the mid punches create guard stun and even when blocking them the window to get down and block the third punch is tiny. Better still, you end up in Panther stance after some lazy free damage. You can use these three in simple juggles, best being from the Rave Sweep, end it in Panther and be standing over your opponent in Panther stance (More on that later). Second of all, breaking off after one bite. The first bite, if it lands counter hit, will cause severe crumple stun. Now, this crumple is escapable, but its fairly rare. This crumple stun is enough for you to land a hop kick and then follow it up with a juggle that weighs in at eighty five points of damage, that's practically an entire energy bar. This move alone is good reason to super charge before going into Snake Stance, to gain yourself the best counter-hit possibility, this move alone can win a whole round. Dragon Stance -------------- Dragon Stance, while having its uses, is pretty much the worst of the animal stances. This is partly because the others are so good. It doesn't auto parry anything and barely avoids anything, plus its not wicked fast so its not great to staying in. If you find yourself in it it has some uses, but don't go looking for it. Lei's kicks from here, the Crescent (3,3) and the Beating Rush (4,1,2,3,4_d+4) can be considered identical to their normal stance versions, if a little more confusing for the opponent. Also, as with Snake you can't block low in this stance. Unlike Snake you lack the real tools to protect yourself from low attacks, on the upside both your main attacks from here hit mid though so you should be able to make people fear ducking for that reason. Dragon sometimes seems to be too low for high attacks to hit it, but don't rely on that by any means, its only some high attacks, not like, say, panther stance. Double Arm Strike/Dragon Spark 1+2 [F] [TS] Rating: 2 No reason to do this. The Roar is a better move, though this causes five more damage the Roar occasionally juggles and its only one button to perform, and you can still go into Tiger from it too. If anyone knows why to do this, tell me. Okay, having said that, on counter this does bowl people back enough to charge at them and make them roll to avoid the stomp. If you're into watching your opponent roll to his side then rising kick you, then this is your baby. That was a little mean, you can often cause more damage by charging someone on the floor in mid level play, so it has something there, be warned though that charging grounded opponents at top level play can be a surprisingly double edged sword. Uppercut/Dragon Roar 2 [F] [TS] Rating: 3 This juggles on counterhit, occasionally. It doesn't even always juggle if you get the counterhit, which can be frustrating, if it does juggle your best option is the rolling kicks, but you'll probably have gone into Tiger stance so the low kick would be the option of choice. Not a great move either, but as said already, Dragon is the weak stance. Panther Stance --------------- Auto Parry Low - F Panther Stance, good old Panther Stance. With an auto low parry and natural high attack avoidance Panther Stance has the best defences of all the animal stances. Lei ducks low so high attacks will wiff over his head, letting you in for a free juggle with the Uppercut, for that matter most mid kicks will go over his head too. Hold forward and Lei will auto parry low attacks leaving you with a free hop kick into juggle again. Be careful on that though, because if you leave him in neutral he will be lower than if you hold forward, shuffling him forward, so while in neutral you can duck more mid attacks, while holding forward you have the parry so watch for it. Basically though only mid attacks will hit you in this stance, and as a rule only mid punches, but watch for them because you can't block them at all. Lei also takes his broadest steps of all the stances making him his fastest in animal. A wicked trick is to end in Panther over downed opponents and hold forward. If they rise low kicking, auto-parry into hop kick. If they rise high kicking and sometimes mid kicking it will go over Lei's head and leave you to uppercut and juggle. If they roll hit the Claw and pop them right out of it, if they stand and block hit the uppercut into Guard melting punches and force them to keep guessing you. Having Lei stand over you in Panther Stance is a really bad position to be in. Make damn sure they know that. Panther also has the Crescent Rush from it, but its other options are so strong I can't imagine anyone using it. On the Panther Stance parry to hop kick, watch your range since it is possible to just barely wiff the hop kick. Panther Claw 1~2 Rating: 3 Comes out wicked fast and hits low then high. Best for wake up since it will slap anyone who doesn't fear the Panther Stance in wake up for six. If they block it you get horrible recovery so don't even think of trying it on someone that's already crouching, pop them with the uppercut. In fact, try to avoid using the second part on any standing opponent, instead keep it for juggles and wake-up, the low attack alone (Panther Scratch) knocks the opponent over and leaves him right at your feet for some powerful wake-up. True, if the first part hits the second is certain, but the reward is too low for the risk of the block and hop kick. Also, if blocked the low hit pushes your opponent too far back to make him switch to blocking mid, it'll just wiff. Panther Paw 2 *Juggles* Rating: 4 2 Paw ,1,2 Guard Melting Punches *Juggles* ,1 Guard Melting Punch (BK) Fast, mid hitting juggling uppercut is a good move. A mid hitting move from a situation where most people will fear your low attacks is better. This is all those things, and more. Because of course, this has the guard melting punches on it. Remember all those tricks and slips from before, they can all be used here just the same only better, if you land the normal guard melting first punch you get a razor rush. In fact an opponent would be best advised to eat the first melting punch and then block the rush. Not so here, if you land the uppercut, you get a juggle, if you land the third hit, you get a juggle, if you land the hopkick or sweep from the fourth punch, you get a juggle. Can you see now why this got a four? Given the powers of the Panther Stance generally this is a great move, mixed up with the Scratch to make people wary of throwing out reversals on it this move can be a nightmare for people to deal with. All that said, note that there is a lag between the uppercut and guard melters here, so don't over use them, a fast jab or similar can interrupt. Kudos to ConfuciusQ for that one. Panther Tail 3 [b] [Pheonix Illusion] Rating: 2 A pretty basic sweep, does no knock down, only reason to do this is if you are obsessed with Pheonix stance for some odd reason. Best sticking with the Scratch really. Tiger Stance ------------- Auto Parry High/Mid - F Tiger Stance has auto Mid-High Parry, which means it can only be hit with low attacks so long as you hold forward. Which goes back to what I was saying about not being able to block etc. in animal stance not being as bad as it sounds. You only need fear low attacks in this stance, anything else is gifting you a hop kick. Now, it is true that on this parry nothing is certain, as some people have mailed to point out to me, but it is very likely. Best bet against top players is the rave sweep though as a follow up if I'm honest. I'll still stick with the hop kick though. You can, again, do the Rush Combo from here, it has the same properties as normal without having to go into the Rush walk, again, the special options from here should be used thanks to their confusion and special uses. Besides, you worked your ass off getting here, you should use it. Tiger Strike/Overhead Swipe *Bounce Juggle* Rating: 3 This will bounce juggle on counterhit, and sometimes seems to on none counterhit, but only counterhit is certain. Anyway, you get a nice juggle off it which is always worth the money. Tiger Claw Rating: 4 This will guard stun a standing opponent enough for you to have an advantage such to make a Rave Sweep a fair option, but most important makes retaliation impossible. Better on crouching opponents who it will knock to the knee giving a certain hop kick chance to juggle. Since the Tiger Tail gives juggle chances from here and this move comes out fast you can see the chance for a nasty mix-up guessing game. Block low and the Tiger Claw gives a big juggle. Block mid and the Tiger Tail gives a fairly big one. This comes out pretty quick too. It gets its rating only from mix up with the Tiger Tail to get your opponent blocking low and as such gifting you anywhere up to an eighty seven point juggle. Tiger Tail/Fast Sweep 4 *Floats* Rating: 4 Hits low and floats enough for you to land a set of rolling kicks, or if you're a little faster an uppercut into rolling kicks. Or if you're wicked fast an uppercut into full Rush combo mixed up with the Claw a really nasty little attack. Comes out fast too. The only downside to this little pair of moves is that blocking the Tiger Tail causes Lei to stumble a teeny bit, but that's not a big downside with the rewards possible. Crane Stance ------------- CRANE DEFENCE *Auto Avoid Low attacks* - N Panther Stance is probably the best animal stance defensively, Tiger has the best simple but deadly options, Snake is the most central, but Crane has the style. No fighter or move in Tekken looks more stylish than Lei standing back in Crane Stance. New to Tekken 4 is the Crane defence, which means that when the stick is neutral Lei hops over low attacks. Lei cannot, however, block high or mid attacks, so its often best to attack first from this stance. I would like to say as an aside though that Lei should have an unblockable from Crane Stance, because 'If done right, there is no defence'. Crane has the most special attacks from it and it doesn't get seen too much being at the end of the punch rush and the stance switching set. Its my personal favourite after Panther, even though its actually less effective than Tiger, and it has good options. Plus, a mad psyching out effect, noone wants to let Lei stand there in Crane, you can say as certain as anything that your opponent will rush in and attack you in Crane. A predictable opponent is a weak opponent. Crane Bill 1 Rating: 2 A little slow, it hits mid and knocks the opponent back but its speed is a terrible. If blocked it works a bit like the last punch of the guard melting punches, but leaves you further away from your opponent. If you get it on counter hit it does massive damage and knocks them back enough for a running shoulder barge, but its a bit slow to play for that. Wing of Crane 2 (BK) Rating: 2 Loses a point of rating for hitting high, and another for not causing enough guard stun and leaving you close. This always leaves you backturned, and leaves him backturned, but only if it connects. Since it hits high the odds of it connecting are slight, since its a little slow with Lei turning back then doing the move. If it does connect though you have a pretty much certain turning hop kick to juggle, so it gets a few points for that. Good for beginners who still charge you in Crane, better really than the dance for that use. Hop Forward Low Kick/Crane Kick Rating: 3 At low level and starting play people will charge the Crane. A few Wing of Cranes will soon stop that, when it does they'll just block and wait for you to attack. When they do this is what you attack with. Very good range since Lei hops forward and it leaves the opponent face down since he kicks their kneecaps off. Also it hits low. Use it on opponents who have grown wary of the Crane. Crane Dance 3>4>2>3 *Juggles* Rating: 3 The opponent has learnt not to charge you, he's also learnt about the Crane Kick, so he's ducking just out of range waiting for you to hop forward so he can block and attack, what do you do? This is what you do. If you connect the first hit on a crouching opponent the next two are certain no matter what he does. The last hits mid and juggles, so you have a good chance of it, especially if you break off on the third hit and do a low kick once or twice, so he starts blocking low at the end of it. If he stands blocking then the second and third hits will connect, so unless he's actively blocking well you'll at least get a few hits on this. And when he starts stand blocking you in Crane again hit him with the hopping low kick. Nothing will make that last juggling kick certain, so if you get it its just a free gift from your opponent, be ready to take advantage, but don't expect it to come for you. After a while people will just back off from you in Crane Stance out of fear, but so long as you're ahead in health, just wait it out, they'll snap first. ..................................................................... =========== 7) JUGGLES =========== First of all, this section is, and never will be, totally exhaustive. If anyone has a juggle not here they want to share, especially one with real use, either for stance switching or greater damage and even more so one that usefully incorporates new Tekken 4 moves or walls please let me know and I'll include it on an update, drop it to me at Glenn@glnf.demon.co.uk . Once again, I've checked and double checked all this in Tekken Tag and a deal of it on Tekken 4 but anyone who wants to confirm it would be doing me a favour. Juggles are where you pop an opponent up with an uppercut or hop kick and then hit him some more before he even hits the floor, they're the secret to top level play where very few hits will land and you need to make them all count. In a juggle the second hit causes less than normal damage, the third and following hits less again. As a rule the second hit of a juggle causes seventy percent normal damage and the following hits only forty. This does not include moves such as crumple stun juggles and ground juggles. These are included here because they are a long series of attacks during which your opponent cannot respond. Crumple stun happens in certain occasions where instead of dropping to the floor an opponent crumples slowly to the ground, letting you get in further attacks if you're clever. Ground juggles are where you hit someone as they hit the floor either too fast for tech roll or in a situation where tech rolling is impossible. This is different from wake-up, since in a ground juggle the opponent can do nothing to stop the damage. In wake-up you're playing a careful and deadly guessing game with him. For most characters its a good idea to pick one high damaging juggle from each starter and learn it and it alone. Sadly, for Lei this is simply not true. First of all he has more launchers than almost any other character due to his mass of stances. Secondly, any other character after a juggle ends up in the same stance, standing normally. For Lei this is not true, he can often end up back turned, lying down or animal stance. What this means is that you often have to learn about three juggles for each launcher to keep his mix-up going or lose damage chances. It also means you'll never get called cheap in your juggle game for just learning one high damage juggle and using it all the time. Another thing it means is that this section is necessarily going to be rather complex. What I'm going to do is split it into launchers and finishers and designate which can follow from which. I'll also grade each part with a difficulty from simple, middle to hard with one to three stars. They may be hard for the timing or just for sheer speed. Launchers are anything that can begin a juggle, finishers anything that can finish a juggle. There is two exceptions, the ultimate Launcher as it were, the Snake Stance Counterhit, and the semi ultimate, the Tiger Knee Stun. If the Snake lands it can be tacked onto anything to gain some extra damage, so I'll list it seperatly with the Tiger Knee Stun. The notation will go, button hits, damage, difficulty rating then follow-ups. There are many minor juggles such as a launcher and a single hit not included here, and some of them do significant damage, for instance, if ever caught unsure what to do the Crescent kick (3) will almost always connect and to about twenty damage, but those moves are not included here. Also there are semi juggles, ones that will strike provided the opponent doesn't quick roll or that rely on him not turning or ducking or some such, they are also not included, they are not juggles, but are tactics. There are plenty of semi juggles that can be tech rolled out of not here. --------------------------------------------------------------------- Ultimate Launchers ------------------- SK 2 CH - 22 - *** - Follow with any Launcher from normal stance, move or throw TS 2 On Crouching Opponent - 26 - ** - Follow with any mid-hitting move or throw from normal stance. Launchers ---------- Grade 1 Launchers - [BK] uf+4 - 13 - [BK]* - Any Grade 1 or 2 Finisher Grade 2 Launchers - BK 2 - 20 - ** - Any Grade 2 Finisher df+2 - 12 - * - Any Grade 2 Finisher PS 2 - 25 - ** - Any Grade 2 Finisher Other Grade Launchers - FU/FA 3+4 - 21 - ** - Any Grade 3 Finisher d/b+4 - 15 - ** - Any Grade 4 Finisher TS 4 - 20 - ** Any Grade 5 Finisher FU/FA U~3 - 10 - ** Any Grade 5 Finisher BK d+1 - 8 - * Any Grade 6 Finisher TS 1 - 25 - ** Any Grade 7 Finisher Finishers ---------- GRADE 1 FINISHERS - 4~4,3,3 - 26 - * 1+2~1,3 - 35 - ** 1+2~1, d+1, d+1 - 31 - * (BK) d/f+1, d/f+1, 3 - 27 - ** d/f+1, u/f+4, d+4 - 20 - ** f,N,4,1 f,N,4,1,2,3 - 33 - *** 4 f,N,1,2,1,2,4 - 35 - ** f,N,1 f,N,4, F,N,1,2,1,2 - 27 - *** f,N,1 f,N,4,1,2,3 - 35 - ** GRADE 2 FINISHERS - d/f+1 1+2~2 - 27 - * 1, f,N+1,2,1,2,4 - 24 - *** 2, f,N+1,2,1,2,4 - 29 - ** f,N+4,1,2,3 -28 - * 4, 4~4,3 - 18 - ** 4~4,3,3 - 25 - ** 1+2~1 - 23 - ** 1+2~2 - 24 - ** f+1+2 - 25 - * GRADE 3 FINISHERS - u/f+4, 4~4,3 - 16 - * 4~4,3,3 - 25 - ** u/f+4, 3 - 24 - * u/f+4, 1, f,N+1,2,1,2,4 - 35 - *** b+1+2 - 24 - * GRADE 4 FINISHERS - 15 (d_u) 2,2,2 - 24 - ** (d_u) 2,2, 4~4,3 - 23 - ** d/f+1, f,N,1,2,1,2,4 - 27 - *** d/f+1 4~4,3,3 - 31 - ** GRADE 5 FINISHERS - While Standing 3 - 20 - * d+1, While Standing 4 - 12 - * d+1, While Standing 3 - 14 - * GRADE 6 FINISHERS - d+1, d+1, 3 - 22 - * d+1, d+1, d+1, d+1, - 18 - * 3+4, 3+4, 3+4 - 36 - ** d+4 - 8 - * GRADE 7 FINISHERS - f,N,1,2,1,2,4 - 21 - * 1+2~2 - 24 - * Single Sets ------------ Launchers that have only one real follow-up, at least so far. FD/FT 3, While Standing 4, d+4 - 34 - * TS 1 (CH) 1, f,N,1,2,1,2,4 - 56 - *** u/f+3, 1 - 14 - ** u/f+3, 3,4,2,3 Juggle Strategies ------------------ Yeah, its not just all that crap you have to get the hang of, there are also strategies to juggling, this is really something that only Lei has to get the hang of since as said previously only he has so many stances to end in. When juggling you've got four choices which you have to understand and take hold of, something that once again, noone else has to do. 1: Go for your out and out most damaging juggle from the launcher irrespective of finishing stance. 2: Go for a less damaging juggle that ends with a stance the options of which you happen to like, Crane, Tiger, whatever, with the intent of gaining another juggle or damage chance. Often an extra hit or two on a standing opponent which will cause one hundred percent damage can be better than a longer juggle, if more risky. 3: Go for a tech-rollable attack, popping in 3~4 or 4~4,3,3 onto a juggle can get you extra damage that will only land if the opponent stays down or stands right up. 4: Go for a juggle with the punch rush in and break off into a stance to stand over them in it, with the various mix-ups discussed before, Panther stance and Tiger Stance are favourites for this tactic. Much like tactic two, but here you can pick and choose a stance. This can be a devestatingly effective tactic, juggling to punch rush, switching and catching a parry to hop kick, Panther Paw or Tiger Claw to juggle and doing the whole thing again. Mixing up, as always, these options, can make your juggle and guessing game dangerous, effective, and an object of genuine fear. Other people only really have option one or three, Lei is hard work, but his rewards are great. ..................................................................... ============= 9) WALL WORK ============= The new major add-on to Tekken, as everyone knows, is the introduction of walls. Its going to be a while before we all get the full implications of this part of the game, but with Tekken being so well balanced you can believe this makes a difference. Here's where the bad news begins. Lei is close to the worst person from the walls. ..................................................................... ====================== 8) GENERAL STRATEGIES ====================== Back in Lei in General I mentioned some of Lei's properties, but I'm going to go over them again here and mention some more general facts about Lei play. As a word on general tactics, remember that Lei cannot block to some degree in all but one of his stances, his normal stance. As such it doesn't take a genius to work out that his strengths lie in his attacking game, Lei should certainly be used offensively. That said his defence game is deadly since, unlike most people, it revolves not around blocking, but around avoidance, confusion and his various parrys, all of which are better than all out blocking. Also, Lei has the widest move list and the most stylish play of any Tekken character. For god's sakes bear this in mind, don't waste all that style, use those stances, he has, all in, fourteen different positions where different moves are avaliable: Normal Play Dead (Face up, feet away) Knockdown (Face up, feet towards) Sidewinder (Face down, feet towards) Resting (Face down, feet away) Back-turned Drunken master Snake stance Dragon stance Tiger stance Panther stance Crane stance Phoenix Illusion Rush Walk This makes Lei unmistakably unique, which is sort of a shame. A shame because if you learn one Mishima you can easily learn them all, or if you learn Law you can go across to Lee, Nina and Anna, King and Armour King (Tekken Tag only). Point being that if you learnt one person in a previous Tekken you have a grounding for other people in the new Tekkens, or if you have learnt certain people in this Tekken you can transfer those skill across. This just isn't true for Lei, he's totally unique, his juggling is unique, his stances, his moves, everything. Not only is noone like Lei, noone's close. Also, the most important tactic for Lei is in your head, or rather your opponent's. Lei is cunning, tricky and vicious, use every piece of trickery and deception to get damage off your opponent. Finally, make a call, as early on as you can, on what sort of player your opponent is. PitBull and Turtle is the normal term, but it is more complex than that, players tend to be re-active or proactive, they either play their game or react to yours. Either way, take advantage. If someone is Turtling, attack away, use your tricks, anyone who gives a Lei thinking time is asking for a beating. If they're playing a custom string or pattern without paying due attention to what you're doing then destroy them. Lei is a god of custom stringing, he can literally fight a whole round without looking at the screen almost by stringing attacks and stances in a bewildering array. Either way use your opponents style against him as well as you can. Something to keep in mind is that Lei is a control freak. Despite his weird apperance, his drunken style and Crane stance he thrives on controlling his opponent. He needs to control both the pace of the game and the range of the attacks. Because he has a great set of moves that leave him at short or long range that can come from long or short range he can decide at what range to keep himself and his opponent. That's a great power and should be used. The hardest thing for Lei is controlling the pace. Lei prefers the pace of a match to be smooth and rythmic, not slow or fast as such, but to a distinct rythm, that's what his custom strings and stances are for, keep this in mind. If its a little fast for you, you're under too much pressure, slow it down, dodge away, drop to the floor, control the pace. If its a little slow, someone's turtling, swing out a long set of stance switching attacks to move things along, Lei does not play well as a re-active character, he generally needs to control the pace. Lei needs to control the pace and range of the fight in order to apply his guessing game mix-ups, and his moves are almost all tools either to gain that control, or to be part of one of those mix-ups. You need to understand which is which and where to use each. Advantages and Disadvantages ----------------------------- Pros: Movement, Lei has probably the best sideways, backwards and forwards movement in the game. Noone can shift like he can. Lei can mix it up. Lei was the first member of the Tekken crew to own special stances, since his introduction in Tekken two every new character has been given special stances and many of the old characters have been updated by their additions. Special stances are a power, a serious power and Lei is their master. You can and should use them smoothly and well. Over this, almost all of Lei's moves can be used in one or another mid/low guessing game, he can switch up, he can force guessing. Lei is powerful, his basic kicks, punches and general moves such as the headbutt are some of the most damaging in the game. Lei can, quite simply, batter off chunks of power. He has the sort of power that Paul and Kazuya throw out but with the chaining abilities of Hwoarang or the stringing of Law. Lei is a great all rounder. He isn't the best in the game at anything, but he can match almost anyone at their own game and, more importantly, he can always step out to another part of his game where more single ability based characters will end up out of their depths. Wake up, or rather, Okizeme, not quite up there with King, but Lei's wake-up is some of the best in Tekken, expecially with so many moves that can't be avoided by staying on the floor. Control, Lei's moves are all for one of three things, changing stance, setting mix-ups or controlling the pace and range of the fight. Combine these and you have a character capable of total control of a match. Cons: Lei is hard to master. He's not Paul or Law, for instance, who are fairly straight forward. I don't have down every single technique listed in this FAQ, I've used them all at one point or another, but using all of them smoothly and instantly is a point that most people will probably never come to. Don't expect instant results, in fact, expect to get battered a lot. Also, when you come up with a new technique that sounds like it should work it can often take a lot of work to usefully incorporate it into your actual gameplay. I've been playing Lei since Tekken 2 and can still say in all honest I haven't mastered him. This can be discouraging, but I consider Lei the most rewarding character I've ever played. Lei can be made cheap and abusive. Along with his powers and strengths is the fact that you can hear your opponent groan as you select him in fear of almost Eddy like cheapness. Don't fall to it, stay both varied and impressive, and remain powerful but skilled at the same time. You can find yourself becoming repetitive. Since to use all of Lei's moves involves going through all of his stances and they lead off from only certain moves you can find yourself cycling through the same stances and moves back and forth. Its very important to keep your custom strings mixed up well. This is double harsh since not only can your play become boring and stilted for you, but for Lei predictability is death. Fragility, for some characters predictablity is not a problem, and repeating moves doesn't cause too much trouble. Paul, for instance, can win a match by using no more than five different moves. Lei cannot do this, his game is much more fragile, if he gets broken up then he can have severe problems. Fighting out the crouch. Lei cannot fight from a crouch at all he has no good while crouching or while standing moves, he can't use his amazing movement, he can't stance change, if he's forced into ducking he is at a severe disadvantage. Since you have to duck to block or avoid half the moves in the game, this is a serious lack in his game. Lying, Back turned and Standing -------------------------------- A little history here, so pay attention. Back in Tekken 2 Lei had no animal stances, apart from of course Pheonix Illusion. All he had was back turning, dropping down and Rush walking. What this means, as a rule, is that there is something of a devision between Lei players, between the ones that prefer to drop and turn, staying out of animal stances for the most part, and the ones that switch from animal to animal mixing them up. There is no right or wrong answer to this one. What there is is a difference in style. First of all, you can win a match without ever going into an animal stance or without ever dropping to the floor. There's just no reason to. The difference is that a standing or animal stance Lei tends to be more aggressive and a lying or backturned one more defensive, planning more to lure people into traps. Against pit bulls dropping as a defensive move is vital for Lei, and popping right back up again. Personally, I don't drop very much, haven't for quite a while, unless I conciously decide to play a dropping game, and when I do I play a totally different game from before, almost like a different character. You'll probably know pretty soon which you are, a stance player or a dropping player, go to your strengths, but always do your best to occasionally switch the game up and do whatever it is you normally avoid. What is useful in the dropping game is its spacing possibilities. Most people when they see you drop, even at high level play, will take a second to work out what the hell happened. Some people will even drop and stand, drop and stand, drop and stand over and over to confuse the opponent. Personally I wouldn't do this, that pause of shock only last a second really and the opponent will either stand back and wait for you to stop messing about, or smack you when you're vunerable. Either way, the dropping game is defensive and avoidance. Another difference between backturning dropping and animal stances is that animal stances tend to slow the game down. When swinging around to back turns and out again Lei is in almost perpetual motion. In a way, he's what I think Yoshimitsu was always meant to be at this point, Lei, after all, can spin more than Yoshi and he'll never fall down. Mixing a none defensive dropping and backturning game you can get a constant tornado of attacks without pause. This is Lei's other great skill, controlling the rythm of the fight. Either constant and fast with the turning dropping, or staggered and spaced with the animal and rushing stances. Stance Switching ----------------- As metioned stance switching, animal stances that is, makes for a different game from the turning dropping game. It tends to be more agressive and yet a little slower and more rythmical. Which sounds odd but you'll understand it if you play with the Lei for a while. The big question with animal stance is when to make the switch, when to go from normal or one stance to another. Some people think that stance changing should be a defensive move, using the sidestep stance change option. Personally I disagree totally. The straight sidestep stance change tends to take too long in my estimation, if I'm someone's side I want to get off an attack right away, plus you can only switch into Snake in this way, and once you're in animal stance noone will let you sidestep again. Even if they do, the up/down sidestep can be a little unpredictable since first of all in the heat of battle you can forget that panther is down from Crane and Dragon up from Tiger, unless you're facing the wrong way of course, plus the sidestep down from Crane to Panther is longer than all the others, which is something I can't be doing to factor in, but good for you if you can. What I suggest is to stance switch off of moves, you can stance switch from half of Lei's moves and you can get to any stance almost instantly this way and in a much more direct agressive fashion. I think you should almost always take advantage of the chance to switch up to animal stances, but that said, as a beginner its best to pick one animal stance and learn all its ins and outs and to really ignore the others unless you end in them naturally when you should experiment with them and treat it as a learning experience. Playing Lei most things are a learning experience. Defense -------- There will come points when you have to step back and play defensively. Hopefully not too much, but enough that you should know what you're doing. The main thing to remember in defence is to remain calm, predict your opponent and always do the smart thing. Which is actually easier than it sounds a lot of the time. The problem with Tekken, or rather, its beauty, is that its not enough to only know your own character. The characters are so varied as to mean that you have to learn all their oddnesses, their hit ranges attacks and skills. You need to know, once a hit string has been embarked on which hit is most likely to follow from it. Sadly I cannot help you in this, it'll only come with experience and practice, but if Lei isn't your first Tekken character you'll have an advantage when fighting your old character. Everyone else's strings have to end one way or another, learn them and use them. If you don't get hit, you can't lose. First of all, blocking. You can block low hits only by ducking and they cause the least damage. You can block mid hits only by standing and they cause mid damage. You can block High attacks by ducking and avoiding them or by standing, they cause the most damage. Interrupting ------------- Countering, interrupting, fighting fire with fire. All of them mean the same thing, stopping your opponent's attack before it comes out battering him back using a faster attack with better priority that your opponent. Lei has all the moves to do this, the low jab, (d+1) is the fastest move in the game, so its the best on reactions interrupt. On top of this Lei has his snake punches (f+1+2) or his jab kicks (d+4). Use these when you have to, but they are risky, use them to keep your opponent out. Advice is both above and below in the character specific tactics for dealing with specific attacks that have to be kept out. Sidestepping ------------- Sidestepping is vital and has been for a while in Tekken, but with the addition of walls its simply essential. Blocking is hard since you have to decide if a strike is landing low mid or high. Interrupting is harder since you have to decide that and the speed it is landing at in relation to the speed of your own attack, and how long into the relative enactions of the moves you are. Sidestepping is a little harder because you have to know all of that, plus you have to understand how the move swings and how it tracks. Moves swing, some swing around in an ark right to left, others left to right, obviously you need to know this to sidestep certain moves. Secondly, they track, Each move has a point where it follows the other player's movements, then a point when they stop and just go ahead with the move, their tracking. If you sidestep on a move that's tracking not only will you get busted, you'll have wasted your efforts. Every attack can be sidestepped, but its not always a good idea. Once again, advice on this will be given later, along with the advice on certain specific sidestep attacks given above. On all this bad stuff, there is an upside to sidestepping. Blocking is the worst way of defe