Tekken Tag Tournament 2/Lei
Tekken Tag Tournament 2 Character Select
|
|
Introduction
Fighting Style: 5 Form Kung Fu and Zui Quan (Drunken Fist)
Nationality: Chinese
Background: Lei came to Japan pursuing Feng Wei. But Feng's trail ended, and Lei was unable to catch him. Returning to Hong Kong, Lei continued to attempt to find Feng's whereabouts. However, after that he was sent out to suppress disturbances around the world, and was unable to continue his investigation into Feng. The world fell into large-scale war. When Lei learned that the Mishima Zaibatsu was active behind the scenes, he infiltrated The King of Iron Fist Tournament 6 in order to catch the true culprit, Jin Kazama.
Character Data
Strategy Guides
- Use Armor King as example
- for path and link structure
- Use Armor King as example
- for path and link structure
Gameplay Summary
Strengths and WeaknessesStrengths
Weaknesses
Top Moves
PunishersStanding
Crouching
|
Writeup By green)Lei
In the early tierlists, Lei has been marked as A tier, something around top 15. In Tekken 6 BR he was more like below average, something between top 25 and 30. The most obvious reason for his rise is his heightened juggle damage output, mainly due to BT 4,4 his new bound move. this also enhances his overall juggle potential and variation.
In t6 Lei had (and still has) lots of juggle starters, ff3, df2, ss4, hopkick without taking too many risks (only some characters could launch punish ff3 reliably, like Lars Ling Jack). ff3_ff3~b used to be -15 with pushback. So it was actually not that hard to get opponents in the air. but his juggle damage, combined with his extremely poor wall carry "compensated" for that.
Now in TTT2 ff3 has become -14, which is great, but the pushback is also gone. that means everyone with an i14 or fater mid can punish him with ease. But his juggle damage is much higher and the tag partner can handle his issues with the wall carry. Lei now has to take more risks but also gets more reward from ff3.
the overall buffed movement and hitbox reduction in TTT2 has pro and cons for Lei. defensively, its a huge advantage for him, since he can dodge attacks easier and his evasion tricks become more effectively. on the other hand though, he has an even harder time to set up offensive pressure against opponents who know the matchup. his (close range) tracking was bad, now its even worse. his frames on block and hit are bad (although not too many people know this) now they have become slightly worse. almost every mixup from stance transitions can be walked, backdashed, interupted, assuming opponents know the matchup.
this is the point where variety comes into play. a good Lei player has to be unpredictable and versatile, because nobody ever will know Lei better than the Lei player himself. flowchart attacking leads to lose against any smart player. being varsatile and unpredictable requires deep character knowledge, lot of experience and and clear mind. that is why Lei player´s tournament performances can be very unsteady from time to time.
Playing "solid" with Lei basically means low poking with d+4 or db3 or d+3 and back off. Sometimes fn12 and ws moves from BT~db, thats about it. There are a lot of characters who are much stronger in poking.
Lei has easily the most moves in the movelist and the most stances of all tekken characters (like 13? including ground stances). therein lies the strength and the weakness at the same time. taking advantage of the ingnorance of opponents is the key to success. making bad decisions on that makes you lose very quick.
---> After some testing, Leis game plan is nearly the same as he was in T6. a) looking for ff3 openings. b) if there are no and the opponent knows the matchup: low poke them and force ducking c) if there are no and opponent doesnt know the matchup: overwhelm them with transitions and tricks
His new parry into stances, (3+4~stuff) could have been a fundamental change in his overall gameplay, but the window for the parry (opens at ~16th frame) is late and you have to take gambles to make it work once in a blue moon. It has its uses though: intimidating people and make them hestitate. the throw your hands in the air and wav´em around like you just dont care animation pretty much hides the stance transiton and moves like TGR 4 come out of the dark and surprise even experienced players. but thats obviously only a side effect.
His new b+2 is nice to have but nothing overwhelming. It approaches opponents similar to Lings df1 and crushes some highs but no ewgfs. on hit, it easily allows for further pressure in DRA stance. On block, it should be canceled asap, basically the same as razor rush stuff.
His new db1 is for situational use at most. its punishable by i12 lows (generic d+4) on hit. on CH mixup is guaranteed. Can work as a matchender or hit grounded opponents near the wall.
As a partner, Lei is an awesome TA filler on the walls. his options when partner does TA on the wall are limited, though. In open field, his TA arent very good, f312 for example whiffs alot
Summing it all up, Namco did their job and eliminated Leis biggest weakness, his low damage output. Overall, Lei is the same with more damage, which makes him (in the right hands) a really scary character.