Lei Wulong Move List

Notes Lei now has his own grounded position poses and only has the regular get up options from the default grounded positions. References on the move list to grounded position are always for the special Lei grounded positions. For moves that end or transition into a grounded position you can quickly hold or tap down to immediately enter the default version of the positions (with a few exceptions which are marked by foot notes). For example u/f+2 ends in stance PLD but u/f+2~D ends in default PLD, or 3~4~d ends in stance KND but 3~4~D ends in default KND.

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Sky Kick Front 35 1
(2+4_F+2+4) Sleeper Hold Front 35 2
f,f+1+2 Thai Trip Front 38 1+2
u/f+1+2 Dragon Falls Front 35 1+2
(DGN 1_SNA 1+3) [~B] New Dragon Neck Snap [DGN] Front 35 1 #2
DRU (1+3_2+4) Out Of Control 33 1+2 #3
 = 1+2  = Drunken Sip - - #1
[F+] (1+3_2+4) Sailboat Stretch Left 40 1
[F+] (1+3_2+4) Closing Fan Right 5,10,25 2
[F+] (1+3_2+4) Wild Spin Dance Back 50 None
Foot Notes #1 Lei regains 10 points of energy but the throw damage is reduced to 23, Lei remains in DRU
#2 The throw is cancelled and Lei ends in DGN
#3 When whiffing the throw you can hold F to maintain DRU

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 8 h
f+1 Forward Jab 8 h
d+1 Down Jab RC 6 s
FC+1 Crouch Jab RC 6 s
2 Straight 12 h
f+2 Forward Straight 13 h
d/b+2 Down Straight RC 9 s
FC+2 Crouch Straight RC 9 s
3 Crescent Kick 36 h
d+3 Ankle Kick 18 l
(d/b_FC)+3 Spin Sweep RC 18 L
D/F,3 Crouch Spin Kick RC 14 L
4 Roundhouse 19 h JGc
D/F,4 Crouch Shin Kick RC 12 L
FC+4 Low Kick RC 12 L

Special Arts

Command Move Name Stance Damage Hit Range Properties
1,1 [~F] Twin Snake Thrusts [SNA] 8,14 hh
1,2 Twin Jabs 8,14 hh
f,N+1 [u_d] Razor Rush [SNA] 10 m
f,N+1<2 [u_d] Razor Rush [DGN] 10,9 mm
f,N+1<2<1 [u_d] Razor Rush [PAN] 10,9,8 mmm
f,N+1<2<1<2 [u_d] Razor Rush [TGR] 10,9,8,7 mmmm
 = 3  = Low Kick 14 l JGc
 = <4 [u_d]  = Crane Kick [CRA] 14 m KND
d/f+1,1>1 New Dancing Cobra 15,14,25 mhm KND
b,b+1 [~f] Drunken Tiger Lash [DRU] 28 h KND
u/f+1 New Sonic Strike 19 h
WS+1 Quick Upper 14 m
SS+1 [~f] [~d_~u] Snake Strike [TGR] [DGN] 25 h SH
1+2 Hook Punch BT 21 h JGc
 = 1  = Spinning Back Blow BT 21 h
 = 2  = Spiral Upper 25 m JG
f+1+2 [~F] [~D_~U] Twin Snake Strikes [CRA] [PAN] 15,12 hh SH
d/f+1+2 [~f] Tiger Fang [TGR] RC 21 m OC OCb B!
d/b+1+2 Butterfly Palm Strike 31 m KND
b+1+2 Cannonball 30 m MS TC
u+1+2 [~D] New Immortal Flight [KND] RC - - TJ
f,N+2,1,2,1 Guard Melting Punches BT 0,0,25,30 hhmm #1 JG KND
f,N+2<1<2 Breaking Rush 12,14,9 hmm #2
 = 3  = Low Kick 14 l JGc
 = <4 [u_d]  = Crane Kick [CRA] 14 m KND
2,1 [~f] New Two One Combo [DRU] 15,12 hm
 = <3+4 New  = Flutter Kicks 14,16 mm KND TJ
f,f+2 Dragon Palm 28 m OCb KS BNc B!
d/f+2 [~F] Snake Upper [SNA] 14 m JG
d+2<2 New Iron Mace 21,25 mm KS[1] MS KNDc B!
(u/b_u_u/f)+2 Falling Tree PLD 30 M OC TJ
FC,d/f+2,1 Thousand Bird Flower BT 12,12 ll TC[1,2]
 = 4 [~b]  = Phoenix Rising [Cancel] PNX 21 m
WS+2,1 Swingover Punches 14,18 mm JGc
SS+2 [~B] Drunken Rapid Fist [BT] 14 m OCb OC KNDc
 = 2 [~F]  = Drunken Fist [DRU] 21 h SH GB
(3_b+3) Crescent Kick 36 h
 = ~b New  = Art of Phoenix PHX - -
 = 3  = Crescent Trip BT 20 L KND
 = b+3 New  = Back Turned Feint BT - -
3~4 [~d] Tornado Kick [KND] BT 30 M GB KS TJ
 = 4 [~d]  = Dual Tornado [KND] BT 25 M KS
   = 4 [~d]    = Triple Tornado [KND] BT 20 M KS
f+3<1 New Howling Dog 24,14 mh
f,f+3 [~b] Reverse Lotus [BT] 18 m JG TJ
 = 4  = Lotus Float 26 h KND TJ
f,N+3 Razor Kick 36 h GB KND
 = 4  = Mid Stun Kick 24 m FS
 = d+4  = Trip Kick 24 L SLD
d/f+3 New Leopard Tail 32 m KND HA
(u/b_u_u/f)+3 Soaring Crane Wing CRA 20_25_27 h #3 JGc TJ
WS+3 Phoenix Rising Kick 30 M
f,f+3+4 Leaping Twin Kick KND 26 m #5 KND TJ
d/b+3+4 New Mule Kick FCD 26 m SLD TJ
(u/b_u)+3+4 Leap Jump Kick 30 m KND TJ
u/f+3+4 Turn Over Kicks BT 12,19 hm JG TJ
 = 4  = Flip Kick 14 m KND TJ
SS+3+4 [~D] Falling Blade [KND] BT 18 M #7 OCb OC TJ
4~3 Clean Sweep FCD 30 m KND TC
4~4 Ankle Kick KND 8 L TC
 = 3  = Ankle Drop KND 8 L TC
   = 3    = Lift Up Cannon FCD 28 m JG TC
f+4 Beating Kick 31 h CSc TC
 = 2,1<2  = Beating Rush 14,14,9 mmm
   = 3    = Low Kick 14 l JGc
   = <4 [u_d]    = Crane Kick [CRA] 14 m KND
4,1 [~F] [~D] Wolf Fang [TGR] [DGN] 21,14 hm
 = 2,2 [~F]  = Snake Bite [DGN] 9,12 mm
   = <2 [~F]    = Twin Snake Bite [PAN] RC 18 l
   = 4    = Ankle Kick KND 8 L
      = 3      = Ankle Drop KND 8 L
        = 3        = Lift Up Cannon FCD 28 m JG
 = 3  = Razor Kick 24 h GB KND
   = 4    = Mid Stun Kick 24 m FS
   = d+4    = Trip Kick 24 L SLD
f,f+4,3+4 Basho Whirlwind 25,25 hh OSc[1] KND TJ
 = ~b  = Phoenix Cancel PHX - - #6
 = ~f  = Crane Cancel CRA - - #6
d+4 [~D] Snake Kick [SNA] 12 L
 = 4 [~F] New  = Double Stab [DRU] 21 m MS
d/b+4 [u_d] [~F] Rave Sweep [SNA] [DRU] 9 L BS JG
 = 4  = Rave Spin 36 h KND
b+4 [~B] New Dragon Stomp [BT] 20 L KS
 = <2 New    = Gong Elbow 24 h KND
u/b+4 [~F] [~B] Blade Drop [CRA] [PNX] 21 m SLD TJ
SS+4 Crane Cannon 16 m JG
d+1+2 Face Down Position FCD - -
d+1+4 New Slide Position SLD - -
d+2+3 New Play Dead Position PLD
d+3+4 Knock Down Position KND - -
SS+(1+4_2+3) Art of Snake Stance SNA - -
1+3+4 New Provocation DRU - -
(f_b)+2+3 Art of Snake Stance SNA - -
b+1+4 Art of Phoenix Illusion PNX - -
f+3+4 Drunken Master Stance DRU - - #4
b+3+4 [~b] Turn Around [Cancel] BT - -
b,b,u/b Wall Jump BT 25 m SLD
Foot Notes #1 Opponent has to block the 1st punch, the 3rd hit is JG and the last hit is KND
#2 The 1st punch must hit or whiff the opponent for the string to work, otherwise you get the Guard Melting Punches
#3 The u/b version is KND on regular hit
#4 Has high and mid punch parry, after a successful parry the opponent is side turned. Lei does not go into DRU after a parry
#5 Lei only goes into KND when the move is blocked or whiffs
#6 Cancels the previous hit
#7 Lei cannot transition into the default grounded position after this move

Back Turned Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Back Turned only - BT - b+3+4
(f_f,f) Backward Walk BT - -
(b_u_d) Face Forward - -
1,1 New Back Blows BT[all] 14,12 hm
 = 3,2 [~F] New  = Dancing Spear [DRU] 8,19 lh KND
(FC_d)+1 Low Back Spin BT 14 l JGc TC
1+2 Backfist Elbow Drop BT 14 h
 = 2 New  = Elbow Drop SLD 21 M KS
2 New Heavy Hand 24 m KND
(u/b_u/f)+2 Falling Tree PLD 30 M OC TJ
3+4,3+4,3+4 Flip Flop BT[all] 18,18,18 MMM SLD[all] B! TJ[all]
4 [~b] Reverse Kick [BT] 18 m
 = <3 New  = Reverse Lift 20 m JG TC
u/f+4 Reverse Hop Kick 25 m JG TJ
(FC_d)+4 [~u_~d] [~F] Rave Sweep [SNA] [DRU] RC 9 L BS JG
 = 4  = Rave Spin 36 h KND
 = :4  = Phoenix Rave Spin 4,36 lh KND
d+1+2 Slide Position SLD - -
d+1+4 New Face Down Position FCD - -
d+2+3 New Knock Down Position KND - -
d+3+4 Play Dead Position PLD - -

Play Dead Position Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Play Dead Position (face up feet away) only - PLD - d+2+3
(f_b) Roll Out - -
(d/b_u) Stand Up - -
(D/F_D/B) Recover Crouching RC - -
(1_d+1) Lei Roll SLD - -
1+2 New Startled Drunk DRU - - #2 TC
1+2+3 New Hangover PLD - -
2 New Default PLD - - #1
3 [~U_~D] [~F] Rave Sweep [SNA] [DRU] RC 9 L JG BS TC
 = 4  = Rave Spin 36 h KND
u,3 Delayed Rave Sweep 12 L KND
3+4 New Monkey Spring 14,16 ls KND TC
4 Kangaroo Kick 24 m JG TC
Foot Notes #1 Lei enters the default PLD position and has the same get up options as everybody else, push 2 to return to Lei PLD
#2 Lei stands up in DRU but is back turned

Knock Down Position Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Knock Down (face up feet towards) only - KND - d+3+4
(f_b) Roll Out - -
(d/b_u) Stand Up - -
(D/F_D/B) Recover Crouching RC - -
(1_d+1) Lei Roll FCD - -
1+2 New Hangover PLD - -
2 New Default KND - - #1
3 New Lotus Cutter 16 L JG TC
3+4 Hop Up 24 m KND TC
b+3+4 New Lunge Kick 24 m KND TJ
4 New Jiao Kick 21 m KNDc TC
Foot Notes #1 Lei enters the default KND position and has the same get up options as everybody else, push 2 to return to Lei KND

Face Down Position Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Face Down Position (face down feet towards) only - FCD - d+1+2
(f_b) Roll Out - -
(d/b_u) Stand Up - -
(D/B_D/F) Recover Crouching RC - -
(1_d+1) Lei Roll KND - -
1+2 New Startled Drunk DRU - - #2 TC
1+2+3 New Hangover PLD - -
2 New Default FCD - - #1
3 New Lotus Cutter 25 L JG TC
3~4 Rave Sweep PLD 9 L #3 BS KND TC
 = 4  = Rave Spin 36 h KND TJ
3+4 New Twirl Spring 6,24 mm KND TC
u+3 Leg Sweep RC 9 L JGc
4~3 Go To Sleep FCD 21 m KND TC
Foot Notes #1 Lei enters the default FCD position and has the same get up options as everybody else, push 2 to return to Lei FCD
#2 Lei stands up in DRU but is back turned
#3 Causes KND at close range only or when the additional 4 is pushed, just frame 4 input cause the move to maintain its single hit properties

Slide Position Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Slide Position (face down feet away) only - SLD - d+1+4
(f_b) Roll Out - -
(d/b_u) Stand Up - -
(D/F_D/B) Recover Crouching RC - -
(1_d+1) Lei Roll PLD - -
1+2 New Hangover PLD - -
2 New Default SLD - - #1
3+4 Bicycle Kicks 6,25 mm KND TC
d+3+4 New Deadly Current SLD 26 L #2 SLD TC
4~3 Sliding Kick PLD 18 L KND TC
Foot Notes #1 Lei enters the default SLD position and has the same get up options as everybody else, push 2 to return to Lei SLD
#2 Lei cannot transition into the default grounded position after this move

Art Of Snake

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Snake only - SNA
1~1~1~1~1 [~F] Rushing Snake [SNA] 12,10,9,87 hhhhh #1
1,2,1 [~F] New Snapping Snake [PAN] 12,15,12 hmm #2
 = 2 New  = Snake Fist SNA 24 h KND
1+2 Angry Viper 30 m KND TC
2 [~F] Snake Bite [DGN] 18 m FSc OC TC
 = 2 [~F]  = Double Bite [DGN] 12 mm
   = <2 [~F]    = Triple Bite [PAN] RC 18 mml
   = 4    = Ankle Kick KND 8 L TC
     = 3      = Ankle Drop KND 8 L TC
       = 3        = Lift Up Cannon FCD 24 m JG TC
3 Lift Up Cannon FCD 36 m JG TC
4 Snake Kick SNA 13 L
SSL Art of Dragon DGN - -
SSR Art of Panther PAN - -
Foot Notes #1 Cancel into Snake Stance from the 2nd hit on
#2 Lei remains in SNA after the 2nd hit

Art Of Dragon

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Dragon only - DGN
1+2 New Dragon's Spite 6,24 hh CF
f+1+2 [~F] Dragon Spark [TGR] 38 m SLD OCb
2 [~F] Dragon Roar [TGR] 21 M JGc KND GB TC
3 [~F] New Cuju Kick [CRA] 13 L MS TC
d+3+4 Play Dead Position PLD - -
4,1 [~F] [~D] Wolf Fang [TGR] [DGN] 21,14 hm
 = 2,2 [~f]  = Snake Bite [DGN] 9,12 mm
   = <2 [~f]    = Twin Snake Bite [PAN] RC 18 l
   = 4    = Ankle Kick KND 8 L
     = 3      = Ankle Drop KND 8 L
       = 3        = Lift Up Cannon FCD 28 m JG
 = 3  = Razor Kick 24 h GB KND
   = 4    = Mid Stun Kick 24 m FS
   = d+4    = Trip Kick 24 L SLD
SSL Art of Tiger TGR - -
SSR Art of Snake SNA - -

Art Of Panther

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Panther only - PAN
N Auto Low Block - -
F Auto Low Parry - -
1 Panther Scratch RC 14 l KS TC
1~2 Panther Claw 14,33 lh KND TC
2 Panther Paw 25 M JG
2,1,2,1 Guard Melting Punches 0,0,25,30 hhmm #1 JG KND
3 [~B] New Panther Tail [PHX] PAN 21 L TJ
4 Beating Kick 26 h CSc TC
 = 2,1<2  = Beating Rush 14,14,9 mmm
   = 3    = Low Kick 14 l JGc
   = <4 [u_d]    = Crane Kick [CRA] 14 m KND
SSL Art of Snake SNA - -
SSR Art of Crane CRA - -
Foot Notes #1 Opponent has to block the 1st punch, the 3rd hit is JG and the last hit is KND

Art Of Tiger

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Tiger only - TGR
F Auto High & Mid Parry - -
1 Tiger Strike 26 m OCb OC BNc B!
1+2 New Double Tiger Palms 38 m MS
2 Tiger Claw Palm 28 m MS CFSc
3 New Leaping Tiger 33 m KND TJ
 = ~F New  = Crouching Snake - -
   = N New    = Knockdown Position KND - -
   = 1+2 New    = Venom Strike 30 m KND TC
   = 4 New    = Coiled Snake RC 16 l JG TC
4 Tiger Tail RC 14 L JG TC
SSL Art of Snake SNA - -
SSR Art of Dragon DGN - -

Art Of Crane

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Crane only - CRA
N Low Attack Auto Counter CRA 25 m JG
1 Crane's Bill 32 m #1 KND
1+2 New Crane Smash
2 Wing of Crane BT 30 h OB
3<4<2<3 Crane Dance 21,10,10,15 MlmM JG
4 Crane Kick 20 L SLD
(u/b_u_u/f)+4 Leaping Crane CRA 25 m JG TJ
SSL Art of Panther PAN - -
SSR Art of Snake SNA - -
Foot Notes #1 Lei will be Back Turned if the punch is blocked.

Drunken Style Arts

Command Move Name Stance Damage Hit Range Properties
Moves from Drunken Style only - DRU - f+3+4
f New Stupor Parry DRU - - #4
(d/f_d_d/b) Drunken Cancel - -
1 [~F] Drunken Tiger Lash [DRU] 30 m KND
1+2,1+2,1+2 Drunken Sip KND - - #1 TC
b+1+2 New Spinning Headbutt SLD 30 m CS TJ
u/b+1+2 New Drunken Stupor KND - - #2
 = 1 New  = Stupor Feint Punch 30 m KND
u/f+1+2 New Drunken Fall SLD 21 M KS SLDc OCb TJ B!
2 [~F] [~B] Drunken Rapid Fist [DRU] [BT] 14 m OCb OC KNDc
 = 2 [~F]  = Drunken Fist [DRU] 21 h SH GB
3 [~F] Fox Kick [DRU] 15 L
 = 2 [~F]  = Fox Combo [DRU] 22 m OCb JG B!
   = 4 [~F] [~B] New    = Fox Flip [CRA] [PNX] 21 m SLD TJ
3+4 Donkey Kick FCD 26 L SLD TC
f+3+4 Drunken Punch Parry - - #3 OS
4 [~F] Tiger Kick [DRU] 20 m JG
Foot Notes #1 Lei regains 5,7 and 10 health with each sip, falls down into KND after 3 consecutive sips, remains in DRU otherwise
#2 Lei regains 15 health
#3 After a successful parry the opponent is side turned, Lei remains in DRU after a whiffed parry
#4 High and mid punch parry, Lei does a stupor step forward when the parry whiffs

Art Of Phoenix

Command Move Name Stance Damage Hit Range Properties
Moves from Art Of Phoenix only - PNX - b+1+4
d Phoenix Cancel - -
f New Drunken Stance DRU - -
1 [~F] Tiger Lash [DRU] 28 h KND
1+2 New Drunken Sip DRU - - #1 TC
2 Dragon Palm 27 m BN B!
3 Crescent Kick 33 h
 = ~b New  = Art of Phoenix PHX - -
 = 3  = Crescent Trip BT 25 l KND
 = b+3 New  = Back Turned Feint BT - -
b+3,3,3... Phoenix Kicks PNX 20,20,20... mmm... KND CFc
4 New Phoenix Cutter SNA 21 L
b+4 [d] Tornado Kick [PLD] BT 36 m KS TJ
 = 4 [d]  = Dual Tornado [PLD] BT 25 M KS TJ
   = 4 [d]    = Triple Tornado [PLD] BT 20 M KS TJ
Foot Notes #1 Lei regains 5 health

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
PNX f+4 Phoenix Strike 108 ! KND TJ

String Hit Arts

Command Hits Damage Hit Range
b+1,2,1,3+4 8,9,8,9 hhlM
 = 2,1,4,1,2,3 10 7,7,12,7,7,36 mmhmmh
 = 2,1,4,1,4,4 10 7,7,12,7,8,36 mmhmLh
 = 3+4,3+4,1,1,2 9 10,12,13,14,25 MMllm