(1) LEI IN GENERAL

(2) WHICH PLAY STYLE? RUSH DOWN? TURTLE?

(3) NEW MOVES IN TTT2?

(4) PROPERTY CHANGES FROM T6 TO TTT2?

(5) NOTATION, LEGEND

(6) ITEM MOVES

(7) FRAME DATA

(8) STANCE TRANSITIONS

(9) MOVES FROM STANCES

If you think about learning Lei this is the place to start. Only start Lei when u truly love that character!So if you have not seen drunken master with Jackie Chan at least 20 times --> get da fuq outa here! ^^This guide is basically a summary from my tekken experience playing lots of tournaments all over europe and competing against top players from all over the world, learning from Tetsuo in DR and Furumizu in T6, completed by contributions from the fellow Lei players in this forums:Shauno, Evildice, Valium, Hardfighter, Suiken, Exalted, DTC, Fhwoarang, Battousai, Keeper.This guide is written in the standard TZ notation, should you have problems understanding something be sure to check the LEGEND or the Jargon dictionaryIf you dont find your questions answered here, feel free to ask in this QnA threadhave fun Lei´ing people-------------------------------Index(1) LEI GENERALLY- (1.1) Strengths- (1.2) Weaknesses(2) WHICH PLAYSTYLES? TURTLE OR RUSHDOWN?(3) TTT2 NEW MOVES(4) TTT2 PROPERTY CHANGES(5) LEGEND FOR ANIMAL STANCES; GROUND STANCES(6) ITEM MOVES(7) FRAME DATA(8) STANCE TRANSITIONS(9) MOVES FROM STANCES- (9.1) Snake, SNA- (9.2) Dragon, DRA- (9.3) Panther, PAN- (9.4) Tiger, TGR- (9.5) Crane, CRA- (9.6) Drunken Master Walk, DRU- (9.7) Phoenix, PHX- (9.8) Back turned, BT(10) PUNISHMENT(11) TOP 10 MOVES(12) TRACKING MOVES(13) NC(14) NCc(15) LAUNCHERS(16) TAGGABLE MOVES(17) TAG ASSAULT FILLERS (LEI AS PARTNER)- (17.1) Tag Assault fillers (Lei as partner) on the wall(18) B! MOVES(19) STAPLE JUGGLES- (19.1) How to do the Magic 4 (CH 4) juggle?- (19.2) How to crouch cancel (cc)?- (19.3) Against who deos the KNDs 3 juggle work?- (19.4) Juggles on BT opponent- (19.5) Off axis juggles- (19.6) Low parry juggles- (19.7) Unblockable Setups(20) POST B! OPTIONS- (20.1) Stance mixups- (20.2) Resets- (20.3) Tech traps(21) WALL GAME- (21.1) Wallsplatting (W!) moves- (21.2) Wallender after TA at the wall- (21.2.1) Wallenders (Juggle B! wallcarry into w!)- (21.2.2) Big wallenders (after TA at the wall)- (21.2.3) Big Wallenders (Juggle B! wallcarry into w!)- (21.3) Wall tech traps- (21.4) With the own back to the wall- (21.5) Anti Tag crashing after wallenders(22) OKI(23) MOVEMENT; HAHA-STEPPING(24) GUARANTEED STUFF AFTER PARRY- (24.1) f3+4- (24.2) DRU f- (24.3) 3+4- (24.4) 3+4,1- (24.5) 3+4,2- (24.6) 3+4,3- (24.7) 3+4,4- (24.8) TGR f(25) THROW GAME AND FOLLOW UP- (25.1) 1+3_f1+3- (25.1.1) 1+3~5_f1+3~5- (25.2) 2+4_f2+4- (25.3) ff1+2- (25.4) uf1+2- (25.5) DRU 1+3_2+4- (25.6) DRA 1(26) BETTER USE PAD OR STICK FOR LEI?(27) BEST TAG PARTNERS?(28) ANTI LEI(29) DO LARS PLAYERS HAVE SAND IN THEIR VAGINA? YES----------------------------------------------------------------------------------------------------------------------------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 duckingc) if there are no and opponent doesnt know the matchup: overwhelm them with transitions and tricksHis 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 alotSumming 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.+ lots of moves, lots of potential+ deepness+ will never become boring+ juggle damage is way better now- bad tracking, especially in range 1 and 2- basically impossible to play "solid". You depend on creativity- flat learning curve, can be demotivatingLei can be played both ways.- Turtling: a turtling Lei requires backdashing, haha-stepping, whiffpunishing with ff3 and a lot of evasion technique (like laying down etc.) this can be very effective against characters with weak long range attacks and impatient playersturtling requires:- movement skills- punishment skills (fn412)- patience- discipline- Rush down: rushing down opponents requires deep character knowledge and creativity. opponents who know the matchup will simply poke you out of any stance transition and interupt any aggressive play. you have to know alternatives and know all your options to all reactions of any opponent.Rushing down is very effective against people who dont know Lei very well. once they are intimidated and start to hestitate, Lei can get away with a lot.rush down requires:- confidence to take risks- good day shape- creativity- feeling to know when momentum is on your side and taking advantage of it- ws 3+4, new i16 while standing launcher, taggable, launchable on block- BT 4,4 new BT B! move- (f3,1,)2 new last mid hit of this string, mostly used for tag combos- during KNDs 3+4, goes into sSNA- PHX 1, d+2_d new high low string into SLDs- bb1,d+2 new high low string into SLDs- bb1, D into SLDs, fakes the low of bb1, d+2- KNDs u+3+4 into sSNA- b+2 new high crushing mid- b+2~f into DRA- db+1 new high crushing low into sSNA- 3+4 instant transition into SNA- 3+4~1 instant transition into DRA- 3+4~2 instant transition into PAN- 3+4~3 instant transition into TGR- 3+4~4 instant transition into CRA- uf+1+2~5 - Special Tag with Feng and Leo and Wang- f,N+4,1~f on CH now allows you to go into TGR- fn4,1~d_u can go to DRG in CH- CH KNDs 4 gives a stun, which can be recovered by ~f- ff3~b now -14, used to be -15- ws2,1 now faster, to test- BT 3+4 - doesn't have b! property anymore- ff+3 virtually no knockback on block now, this hurts him most- 3rd hit of blocked fn2,1,2 and 1+2,2 doesn't launch, except CH- df+1,1 -9 on block, but does not jail- f+3,1 first hit hit box lowered, much easier to use during post b!- former sSNA 1+2 is now sSNA 1- df1+2_df1+2~f TGR worse frames on both hit and blockSNK - Snake StancesSNA - sitting Snake StanceDRG - Dragon StancePAN - Panther StanceDRU - Drunken StanceCRA - Crane StanceTGR - Tiger StancePHX - Phoenix StanceBT - Back turned StanceSLD - Sleeping position with Lei's head towards opponent facing downPLD - Sleeping position with Lei's head towards opponent facing upKND - Sleeping position with Lei's head away from enemy facing upFCD - Sleeping position with Lei's head away from the enemy facing downSLDs: Slide Stance: face down, feet towards opponent, entered by d1+4FCDs: Facedown Stance: face down feet away, entered by d1+2PLDs: Playdead Stance: face up, feet away, entered by d2+3KNDs: Knockdown Stance: face up, feet towards, entered by d3+4DRU 1+3_ DRU 2+4 with the gourd on his back.Can be unlocked in Ghost modeyeah I know Lei has a shitload of stance transitions and this list is most likely not even complete.the commonly used ones are highlighted1,1~f to SNAss1~f to TGRss+1~u_d to DRAb,b+1~f to DRUb,b+1,d+2_d to SLDsdb1 to sSNAb+1,2 to BT2,1~f to DRUdf+2~f to SNAf,n,2,1,2,1 (when whole string is blocked) to BTf,n+2,1,2,4~u_d (on hit or whiff) to CRNf+2,1~f to DRUss+2~b to BTss+2~f to DRUss2,2~f to DRU2+3+4 to DRUu_uf+2 to PLDsu_u/f+2~D to PLD3,3_3,3~b_b+3,3_b+3,3~b to BT3~4~D (up to 3 times with 3~4,4,4) to PLD3~b_b+3~b PHX4~4 to KNDs4~4,3 to KNDs4~4,3,3 to FCDs4~4~D to KND4~4,3~D to KND4~4,3,3~D to FCD4~3~D to FCD4~3 to FCDsub+4~b to PHXd+4,4~f to DRUf,n,4,1,2,2,4 to KNDsf,n,4,1,2,2,2~f to PANf,n,4,1,2,2,4,3 to KNDsf,n,4,1,2,2,4,3,3 to FCDsf,n,4,1,2,2,4~D to KNDf,n,4,1,2,2,4,3~D to KNDf,n,4,1,2,2,4,3,3~D to FCDf,f+4,3+4~f to CRAf,f+4,3+4~b to PHXf+4,2,1,2,4~u_d to CRNFC df+2,1 to BTFC df+2,1,4 to PHXss3+4 to BTss3+4~d to PLDsf,f+3+4 to KNDsf,f+3+4~D (non-hit) to KNDdb 3+4 to FCDsf3+4 to DRU3+4+1 to DRU1+2 to BT1+2,1 to BTf1+2~f to CRAf1+2~u_d to PANu1+2~d to KNDsu1+2~D to KNDu/f+1+2 (throw) to FCDf 2+3 to SNAb+2+3 to SNK (ssl, the other one is a ssr)ssr_ssl 2+3 to SNAsrr_ssl 1+4 to SNAd1+4 to SLDsb1+4 to PHXSNA 3 to FCDsSNK 3~D to FCDSNA 1(up to 5 times)~f to SNASNK 2,2,4 to KNDsSNA 2,2,4,3 to KNDsSNA 2,2,4~4,3,3 to FCDsSNA 2,2,2~f to PANSNK 1,2 to SNKSNK 2,2,4~D to KNDSNK 2,2,4,3~D to KNDSNK 2,2,4,3,3~D to FCDSNK 1,2,1,2 to SNKSNA ssr to PANSNA ssl to DRASNK 1+3 to DRG throwSNK 1+3~b to DRGSNK 4 to SNKDRA f1+2 to TGRDRA 3~f to CRADRA 4,1,2,2,2~f to PANDRG 4,1,2,2,4 to KNDsDRG 4,1,2,2,4 to KNDsDRG 4,1,2,2,4,3,3 to FCDsDRG 4,1,2,2,4~D to KNDDRG 4,1,2,2,4,3~D to KNDDRG 4,1,2,2,4,3,3~D to FCDDRA ssr to SNADRA ssl to TGRPAN 2,1,2,1 on block to BTPAN 4,2,1,2,4 u_d to CRAPAN 3 to PANPAN ssr to CRAPAN ssl to SNATGR 3~f to sSNATGR ssl to SNATGR ssr to DRACRA 1 (on block) to BTCRA 2 to BTCRN neutral to CRN vs. low attacksCRA u/f+4 to CRACRA ssl to PANCRA ssr to SNADRU 2~b to BTDRU 2~f to DRUDRU 2,2~f to DRUDRU 4~f to DRUDRU 3+4 to FCDsDRU 3+4~D to FCDDRU 3,2,4~f to CRADRU 3,2,4~b to PHXDRU 1+2 to DRU (up to 2 times)DRU 1+2,1+2,1+2 to KNDsDRU b1+2 to SLDsDRU uf1+2 to SLDsDRU ub 1+2 to PLDsDRU ub+1+2~1~f to DRUDRU 1~f to DRUDRU 3~f to DRUDRU 3,2~f to DRUDRU~f to DRU (on successful parry)DRU 1+3_2+4~f to DRU (on whiff)DRU 1+3_2+4, 1+2 to DRU (during throw)DRU d+2+3 to PLDsDRU d+3+4 to KNDsDRU d+1+2 to FCDsDRU d+1+4 to SLDsPHX f to DRUPHX 4 to SNAPHX b3 to PHXPHX 1~f to DRUPHX 1,d+2_d to SLDsPHX b+4 (up to 3 times) to BTPHX b+4 (up to 3 times)~d to PLDsPHX b+4 (up to 3 times)~D to PLDPHX 3,3_3,3~b to BTPHX 3~b to PHXPHX 1+2 to DRUPHX u2+3_d2+3 to SNABT 1,1,3,2~f to DRUBT ub_u_uf+2 to PLDsBT 1+2,2 to SLDsBT 1 to BTBT 1,1 to BTBT 1+2 to BTBT d+1 to BTBT 4~b to BTBT 3+4 to BTKNDs 3+4 to sSNAKNDs 1+2 to DRUKNDs 1_d+1 to FCDsKNDs 2 to KNDKND 2 to KNDsPLDs 3~f to DRUPLDs 3~u_d to SNAPLDs 1+2 to BT DRUPLDs 1_d+1 to SLDsPLDs 2 to PLDPLD 2 to PLDsFCDs 3~4 to PLDsFCDs 4~3 to FCDsFCDs 1+2 to BT DRUFCDs 1_d+1 to KNDsFCDs 2 to FCDFCD 2 to FCDsFCDs 4~3~D to FCDFCDs 3~4~D to PLDSLDs 4~3 to KNDs on whiff or block (to PLDs on hit)SLDs 4~3~D to KND on whiff or block (to PLD on hit)SLDs 4~3~D to PLDSLDs 3+4~D to KNDSLDs 3+4 to KNDsSLDs 1+2 to DRUSLDs d+3+4 to SLDsSLDs 1_d+1 to PLDsSLDs 2 to SLDSLD 2 to SLDsSNA is a quite safe poking stance which has lots of usable moves for high level play.- SNA 121 is s nice poke string which leaves Lei on + frames on hit and leads to PAN mixup. You should already know how to continue in case SNA 121 hits. hesitating will be punished by random hopkicks or quick mids- SNA 2,2,2 a 3 hit natural combo. also +frames on hit and PAN mixups. same as above.- CH SNA 2 leads to an escapable stun. CH SNA 2~f DRA 1+2 f3,1 ... for sick damage.- CH SNA 1,1,1,1,1. these fast highs often hit on counter.- SNA 4 only low from SNA. - on hit kills Leis momentum. only situational- SNA 1+2. Should high crush but doesnt. Ive been hit by random CH4 while doing that move. can work at the wall situationally. maybe after a SNA 4.=> SNA 121, SNA 2,2,2, CH SNA 2, CH SNA 1,1,1,1,1 are solid pokes that can be used in all levels of competition. the high crush potential and the speed of these moves are nice and will often lead to hits or counter hits while taking little to no risk.This is a stance where Lei players can show their character knowledge and their creativity. This stance is best used versatile and unpredictable.- DRA 1 throw escaped by 1. very good to exploit opponents unfamiliarity with Lei. best done after something like b+2~f on hit- DRA 1~b to DRA fakes this throw and tempts people to mash buttons. in this case CH DRA 2 will crush and launch them for a full juggle. Im always surprised how well that works even in hiugh level play.- DRA 2~f to TGR nice poke for further TGR pressure. launch on CH.- DRA 3 quick low to remind people that there is one. dont overuse since it is launch punishable on block.- DRA d3+4 laying down evades a lot of stuff which can be launched with PLDs 3+4, PLDs 4 or PLDs 3.- DRA 412 stings very good to intimidate and confuse and test their matchup experience. once they start hesitating, Lei can get away with a lot.- CH DRA 4123 comes out at i10 and leads to silly damage and wall splats. this is one of Lei´s best moves=> not a mixup stance, but yet very versatile. requires a lot of trial and error experience- Pan 2, taggable launcher with great damage and only -10.- Pan 1,2 high risk low which makes them thinking about ducking- Pan 3 for low pokes. Pan 3~b on hit into PHX b+3 stun! trades with jabs. very usefull at the wall=> Lei´s classical high risk/high reward stance. being in this stance both the lei player and the opoonent have to make a decicion which can lead to fast wins or losses- TGR 4: obviously his best move from TGR and one of the best low launchers in the game due to speed (about i15) and its deceptive range. leads to full juggle afterwards. dont be too greedy with that one- everything else in TGR is there to hit duckers and to make them stand again- TGR~f parries everything mid and high (not elbows knees etc.) gives +6. very good to annoy people and tech them not to mash buttons while in TGR.=> finding gaps for TGR 4 is the target when in TGR

Last edited by green)Lei on Jan 16th, 2013 at 13:33