LeiLei is awesome, and you can be awesome with her. I'll use this thread to condense down all the other info we've compiled - So bear with me until I get it a little more assembled
Mizuumi Character page: http://vsav.mizuumi.net/wiki/Lei-Lei
JP Frame data page: http://darkstalkers..../lei-lei-s.html
Info from GBursine's SRK thread:
- c.LK, +c.LK, +s.LP c.HP s.HK: this chain is to avoid GC's at a distance on reaction. it
also strings with early anti air with s.lp. the s.hk at the end is to recover her c.hp sweep
- c.LK c.MP c.MK c.HP s.HK: her main chain combo after an IAD or to hit with. <-IMPORTANT
- c.lk c.mp c.mk xx tenraiha: not easy at all to execute, but it's worth it to practice. it's
practical with practice and super dexterity, so if you're maining LeiLei go for it. in the
corner you can loop traps with qcf hp, c.lk c.mk c.hp chain to hit low all the time, then
cancel the c.hp with tenraiha (not as hard to execute) and the spikes will OTG you again for
- dash c.mp c.mk. or c.mp c.mk alone: this is used in dash mixups mainly, but it can early
anti air, and it's a chain you can use to confirm a sweep with.
- f+mp c.mk: this far poke avoids GC's, and recovers her spike ball faster. it's not used
much for a combo though, just to zone and poke with.
LeiLei's tricks aren't in her combos, she only has a few useful ones.
iadATCK, s.LP, s.LK, s.HK, MP, MP, Up
*the 2 mp's cancel the rk into heaven spike super
-Dizzy opponent, hp projectile, iad.rk,(projectile hits), iad.rh, cont w/ ground combo
-the spike balls on Heavenly spikes(lk, rk, mp, mp, up) can otg
How does LeiLei's projectile work?
Her projectile has 3 trajectories, based on which strength punch you use. LP is a low arc, MP arc goes across the middle of the screen nearly to the opposite top corner, and HP goes almost completely straight up as well as being the only one that hits Overhead. The shuriken she throws is the tell for your dizzy coming up. It will always go Shuriken->Akuma Statue->Dizzy (either hammer or ice block). She also has 2 random dizzy items: Chun Li Bracelet, Star block. Also - note that the dizzy will not come out with LP - if you have a dizzy item 'in the hole' and throw a LP projectile, you lose that dizzy and will have to cycle back to another shuriken.
Lei Lei(lay lay)/hsien ko
Hsien ko is BEST played rtsd/zoner.
her best jump ins are mp, mk, hp, rk. maybe lp.
mp out prioritizes most moves in the game, stays out long, and during a jumpin, you have the option to chain to any of her higher moves if it connects(or doesnt).
j.mk puts hella lota hitstun.
Lei Lei's has 2 dominant* ways of getting in on the opponent.
1- pendulum swing in
- If timed right, you can swing her pendulum to go fucking fast across the screen... crossup or not, it does a damn good job of getting in the other guy's face.
2- IAD- Instant air dash. IMO its ALOT more bitch to pull out in VS than other games. It allows lei lei to control when she wants to land.
she has 4 different options to pull out when iading.
-mp- it what genearlly should be used for jumpins and air2air..as said be4, it outprioritized almost everything. Her best air move hands down
-rk- its got different hitboxes, so use it when crossing up the opponent.
-mk- alot**** of frame advantage. I'm gunna test it more, cuz it gives so much...
-lk- when mp doesn't cut it for air to air confrontations, more than likely, these will out prioritize.
I almost never [ground]dash in to do a chain combo. I don't ever recall seeing the japs dash in. imo the only things its good for are:
-spectral slicer(command throw...coolest name)
-rk- lei lei's better recovering far hitting normal
k.. now for her footsie game.
Lei lei has so many ranged moves, its good to know which to, and not to use.
F+mp- her farthest reaching poke. she swings a mace ball thingy out. The hit boxes go to the very edge of the ball. Very useful, tho make sure they at block it(so you can chain to rk)
s.rk- This move, is sooo necessary for her game. It has incredible range, comes out fast, and recovers fast as hell. end all chains in this.
s.lp/s.lk-both have alot of priority. they're a bit more defensive in that you're expecting to hit your opponent outa whatever the hell hes doing.then maybe(or likely) go for the chain(though you're likely to be a distance away)
c.mp- its her low ranged poke... good as hell, and has distant horizontal range.
The most abusive normal: Standing roundhouse
this is her best move overall handsdown. when doing any sort of ground chain combo, its best to end it with s.rh. Why??? you're safe doing a ranged poke(s.hp, rk.... or F+mp, rk)... or, if you're doing a ground chain, wiff canceling the s.rk allows you to:
-scythe-> semi immediate cancel(for crossup... or no crossup)
j.mp- I'm putting this in late.. mainly cuz i just rememberd it. use it like chun's j.u+rk
s.lp/lk- either or, they're for hittin opponents landing more in front of you. just good at outprioritizing junk. and I think the knife is like.... not an extension.... I dunno how to explain it...
Back+mp- here, she throws out her claw above her head. its only a decent AA in VS... it works much better in VS2
c.mp- if the enemy is about one character away, and you anticipate them jumping, throw this out. the popping up claws have surprising vertical range. too frekin good... and of course, should they not block, you have s.rk to protect yourself.
s.rk- a distance AA. Works decently, trades most of the time
c.rk- I find this move annoying as hell... She does an angled handstand. the hitboxes are annoying as fuck, and it comes out somewhat delayed. When I first played her I thought this move was good. it doesn't hit behind her surprisingly, and I wouldn't recomend relying on it so much.It seems like I get a guaranteed pursuit, cuz I seem to recover early... (my friend always bitches that he can't roll)... tho I'll halfta test that more
F+fp - good if you can anticipate them. tho from what H-king says, they can hit you out of it. I personally don't like it..I rarely ever use it. I think it has too much recovery.... but the japs use it, so it must be good
how to use teh Specials:
=gong(QCB+P): three uses:
-tk gong-(lp, or ES) AA, and anti rush down.. this shits too good
-psychic gong(lp gong)- it comes out fast as hell. if you're jumping in, and you see a projectile, psychic gong that shit. lp comes out fast, and all you need is a bit of practice, and it'll be like, second nature.
-zoning(ES)- its much like lilith's soul flash, only it can reflect moves, and if timed right, you can combo it into the knife super.
=spinny scythe(DP+P, cancelable w/ kick)- I thought initially, this move was a pos.... boy was I wrong... Its priority is random, I'm pretty sure this is how it works... lei lei's [best*]hitboxes are constantly circling around her... so the enemy has to time it if they really wanna hit... it has 4 uses:
-faking... use it, and fake it in the beginning of your arch downward
-crossup... self explanitory... VERY good... if you can master this shit, she'll fly so fucking fast, that when she goes at the opponent, they need mvc2 reflexes to see whether or not a high hit will come out before you land, and do a quick low one
-runnaway bitch- jump, scythe at the highest point, kick cancel on your way up(this is her double jump basically).. proceed to go across the screen with a dash, or do a hp scythe to stay uptop.
-baiting. A lei lei that can pendulum cancel well can use this move freely. so, you can swing->cancel->block->free combo... of course if they go for a ground normal, you'll likely get hit by something.
...another thing I've seen japs do, is a scythe in the middle of the screen, canceled out into another scythe, to crossup... Its just a fake/crossup variation
*after either the first or 2nd pendulum cancel, you STILL have the option to air dash
*she has hitboxes all around her... tho I think at that main point(where the blade is) is where it has the most priority.
=random object projectiles:
lp- its another poke... tho it doesn't allow for dizzy projectiles. its still good in cycleing to a dizzy one though. goes 5/6ths of the screen.
mp- most useful zoning tool imo. arcs across the screen. allows you to ad/iad forward.
hp- should be used after a heaven spike super to set up for an anji type unblockable.
*note1: the biggest drawback of all her projectiles is that she stays on the ground so goddamn long.... so while it may seem like a good idea to throw a mp projectile against jedah, you risk getting put into his underworld grab super
*note2: the 2nd projectile after the shruinken(or the one after the akuma statue) is always a dizzy projectile...
=DF mode: How to use it.
Knockdown/dizzy, activate, rush in, oodles of s.lps and walking forward.
its always good to cancel out of it before it actually ends... especilally lei lei's since hers depends on how far away you are from lin lin.
-lei lei has super armor:evil: don't be afraid
-I often go into df off of a dizzy proj. Make sure you dont hesitate. they can come out of the dizzy if you waste too much time running/dashing to them and activating.
-her df counters anyone else's df.
*heaven spikes super(the ones that come fron the air).... heaven spikes sets up for an unblockable hp projectile.
-teh BALLS otg... the big block thingy does too I think..
-the block thingy that falls initially is an overhead
-=Things you should/can do during a match=-
-jumping mp(kinda like chun's straight up rk)
-random ground pokes
-c.mk and close s.mp are buffereable... kinda hard to set up imo, but should you manage to land em(doable off the lowest iad)...combo that shit
-knife super makes for a decent AA if you can anticipate them attacking you from afar when they jump in. ...follow up w/ iad to otg heaven spikes.
-knife super is the F U to alot of DF's.
-no bombs, unless you're japanese
-anji type unblockable setups are doable in the corner... unless you're up against a good gcer
more to come after my spring break
Thanx satome for inadvetently making me want to write this
Edited by Kyle, 12 March 2013 - 06:49 PM.