Rock Lee (SCON4): Difference between revisions
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{{SCON4_profile | {{SCON4_profile | ||
|name=Rock Lee | |name=Rock Lee | ||
|image=[[Image:char_gnt4_roc.png]] | |image=[[Image:char_gnt4_roc.png]] | ||
|HP= | |HP=220 | ||
|Guard= | |Guard=1760 | ||
|Jab Speed=Frame 11 | |Jab Speed=Frame 11 | ||
|Jab Height=High | |Jab Height=High | ||
|Backdash=Normal | |||
|Tier=x | |Tier=x | ||
}} | }} | ||
{{SCON4 MiniNav}} | {{SCON4 MiniNav}} | ||
==Summary== | ==Summary== | ||
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can be walled by zoners due to his limited options at range, he packs a punch once he is in his opponent's face. His two {{4}}{{X}} chakra gate-releases serve as invincible reversals which also level up Lee's damage and give him access to new abilities, including his {{gate2}}{{X}}, Ura Renge, a devastating, full screen teleport super. | |||
[[Image:color_gnt4_roc_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_roc_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
[[Image:color_gnt4_roc_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']] | [[Image:color_gnt4_roc_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']] | ||
==Gameplay== | ==Gameplay== | ||
| Line 27: | Line 26: | ||
|- | |- | ||
|{{B}} | |{{B}} | ||
| | |11f jab- one of the best in the game due to the speed. Additionally has very fast recovery. | ||
|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |Lifting double kicks. His most consistent combo pickup on flying launch near walls. | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
| | |A stomping ground shockwave. | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
| | |Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. {{Gate}} charged deals about half the opponent's guard meter; {{Gate2}} charged is an automatic guard break. | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |Lunging strike. | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
| | |A flying kick with very high range; great as a whiff punish option. Can be Y-cancelled into a combo. | ||
|- | |- | ||
|{{Air}}{{B}} | |{{Air}}{{B}} | ||
| | |A basic divekick. Good combo filler due to its high damage. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 51: | Line 50: | ||
|- | |- | ||
|{{A}} | |{{A}} | ||
| | |A palm strike; Lee's palm behind him also has a hitbox; functions like a mid jab since it has similar strings to {{B}} | ||
|- | |- | ||
|{{8}}{{A}} | |{{8}}{{A}} | ||
| | |His signature overhead kick first performed on Gaara; when in gates, a rising hitbox appears on frame 8. Ground bounces the opponent. | ||
|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into {{B}} | ||
|- | |- | ||
|{{4}}{{A}} | |{{4}}{{A}} | ||
| | |One of the best counters in the game (active frame 8); allows an unsub {{X}} if desired | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
| | |Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after. Good damage and useful as a combo finisher. | ||
|- | |- | ||
|{{Run}}{{A}} | |{{Run}}{{A}} | ||
| | |{{nogate}} A running slam that pushes on block; {{gate}} turns into a running teleport; {{gate2}} the running teleport tracks fullscreen. | ||
|- | |- | ||
|{{Air}}{{A}} | |{{Air}}{{A}} | ||
| | |An overhead slam. Ground bounces on hit and crumples and pushes on block. Good air-to-air option. | ||
|- | |- | ||
!Super Moves | !Super Moves | ||
| Line 75: | Line 74: | ||
|- | |- | ||
|{{X}} | |{{X}} | ||
| | |Primary lotus; damage and animation changes through gates | ||
|- | |- | ||
|{{ | |{{4}}{{X}} | ||
| | |Gate activation- first gate ({{gate}}) is 50% meter and second ({{gate2}}) is 75%; the activation is a reversal. Pushes on block. | ||
|} | |} | ||
===Strategy=== | ===Strategy=== | ||
In addition to increased damage, many of Lee's move properties change as he releases gates with {{4}}{{X}}. | |||
* {{Gate}}{{2}}{{A}}: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to {{B}}. | |||
* {{Gate}}{{4}}{{B}}: Now does half guard damage! Obviously good for guard breaking. | |||
* {{Gate2}}{{4}}{{B}}: Now breaks complete guard! Self explanatory why that is good. | |||
* {{Gate2}}{{6}}{{A}}: Becomes neutral on block. Still not the best option to do on blocking opponent. | |||
* {{Gate}} or {{Gate2}}{{Run}}{{A}}: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent. {{Gate}} is a set-distance teleport, {{Gate2}} tracks to the back of the opponent. | |||
* {{Gate}} or {{Gate2}}{{Air}}{{Y}}: {{Gate}} unlocks Lee's air throw. Good pressure tool combined with 5BBAA. {{Gate2}}{{Air}}{{Y}} has a shorter window to tech than any other techable grab in the game, does more damage, leaves the opponent next to Lee and has a special animation. | |||
* {{Gate}}{{X}}: Increased damage | |||
* {{Gate2}}{{X}}: Highest damaging super in the game outside of Sasuke and Kakashi's full chidori charge. Lee can super cancel off of every grounded move while in {{gate2}}. {{B}}{{B}}{{B}}{{A}}{{X}} is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation. | |||
Similar to the Hyuugas and Tsunade, Lee can feint or "Hyuuga-cancel" certain moves by pressing {{HCancel}} during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes. | |||
Hyuuga-cancelable Strings: | |||
* {{B}}{{B}}{{B}}{{A}}{{HCancel}} | |||
* {{B}}{{B}}{{A}}{{A}}{{HCancel}} | |||
* {{A}}{{B}}{{B}}{{A}}{{HCancel}} | |||
* {{A}}{{B}}{{A}}{{A}}{{HCancel}} | |||
* {{6}}{{B}}{{A}}{{HCancel}} | |||
* {{4}}{{B}}{{B}}{{A}}{{HCancel}} | |||
* {{2}}{{B}}{{B}}{{A}}{{HCancel}} | |||
* {{8}}{{A}}{{B}}{{A}}{{HCancel}} | |||
<ref>Thank you to Wahu for contributions to this article</ref> | |||
===Combos=== | ===Combos=== | ||
Because Lee's damage output changes as he opens gates, his combo structure needs to be adjusted to prevent the opponent from building enough meter to KNJ before a finisher. | Because Lee's damage output changes as he opens gates, his combo structure needs to be adjusted to prevent the opponent from building enough meter to KNJ before a finisher.<ref>Special thank you to Hadoking for supplying this list of combos.</ref> | ||
{|class="wikitable" | {|class="wikitable" | ||
| Line 105: | Line 126: | ||
|At wall | |At wall | ||
|- | |- | ||
| | |{{nogate}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{B}}{{B}}{{A}} > {{6}}{{A}} or {{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{B}}{{B}}{{A}} > {{6}}{{A}} or {{X}} | ||
|Both finishers require the wall | |Both finishers require the wall | ||
|- | |- | ||
| | |{{Gate}} or {{Gate2}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{A}}{{YCancel}} > {{6}}{{A}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{A}}{{YCancel}} > {{6}}{{A}} | ||
| | | | ||
|- | |- | ||
| | |{{Gate}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}} | ||
| | | | ||
|- | |- | ||
| | |{{Gate2}} | ||
|{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}} | |{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}} | ||
|Falling against wall | |Falling against wall | ||
|- | |- | ||
| | |{{Gate2}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{A}}{{B}}{{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{A}}{{B}}{{X}} | ||
| | | | ||
|- | |- | ||
| | |{{Gate2}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{4}}{{B}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{4}}{{B}}{{A}}{{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{4}}{{B}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{4}}{{B}}{{A}}{{X}} | ||
|240 Health ToD | |240 Health ToD | ||
| Line 141: | Line 162: | ||
| | | | ||
|- | |- | ||
| | |{{nogate}} or {{Gate}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}} | ||
| | | | ||
|- | |- | ||
| | |{{Gate}} or {{Gate2}} | ||
|{{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}} | |{{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}} | ||
| | | | ||
|- | |- | ||
|} | |} | ||
{{nogate}}=No gates released; {{gate}}=First gate released; {{gate2}}=Second gate released | |||
==Changes from Vanilla== | ==Changes from Vanilla== | ||
* | * List may be outdated | ||
* | * Works like a level up character with 2G mode having no passive life or meter drain | ||
* | * Damages adjusted between all forms: | ||
* | ** 5B: 9,13,17 > 9,12,15 | ||
** 6B: 11, 17, 22 > 11,15,19 | |||
** 4B: 12,18,23 > 12,16,20 | |||
** 4B1C: 18, 27, 35 > 18,26,34 | |||
** 2B: 10,15,19 > 10,14,18 | |||
** RB: 15,22,28 > 15,21,27 | |||
** 5A: 11,17,22 > 11,15,19 | |||
** 6A: 9,14,18; 18, 24, 30 > 9,13,17 > 18,22,26 | |||
** 2A: 11,17,22 > 11,15,19 | |||
** JB: 21,28,34 > 21,25,29 | |||
** JA: 13,19,24 > 13,17,21 | |||
** 8B: 0,7,9; 10,13,17 > 0,7,9; 10,12,14 | |||
** 8A: 8,12,15 | |||
** 5BB: 8,12,15 | |||
** 6BA: 18,26,30 > 18,22,26 | |||
** 4BB: 12,18,23 > 12,16,20 | |||
** 5BBAA: 15,22,28 > 15,19,23 | |||
** 8BA: 15,22,28 > 15,19,23 | |||
** 5BBA: 12,22,28 > 12,16,20 | |||
* 6B(A):, JB, 6A second hit, 8A, Throw damage adjusted across the three states | |||
* 5B: has more lift | |||
* 5B(B): recovers one frame slower | |||
* 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground | |||
* 5B(A): Added | |||
* 6B: replaced with 4B(B) animation, no launch, when done in a string does vanilla 6B that ends 6 frames sooner | |||
* 6B(A): Hyuuga cancel added | |||
** 1G: Untechable knockdown | |||
** 2G: Untechable bounce | |||
* 4B: charged: | |||
** 1G: 3x guard damage | |||
** 2G: Instant guard break | |||
* 4B(B): high crush from 13-36 | |||
* 2B: changed to have better hit and block stun | |||
* 8B: first hit lifts on block | |||
* JB: has slighty adjusted launch direction and slightly more lift | |||
* 5A: has more lift | |||
** 1G: Deflects projectiles | |||
** 2G: Staggers on hit | |||
* 6A: first hit has increased hitstun , lifts higher on block, direction of hit changed; second hit size increased | |||
** 1G: First hit lifts on block, second hit pushes on block | |||
** 2G: Second hit hard knockdown | |||
* 4A: active window is increased | |||
* A4A; can only be subbed the first frame | |||
* 2A has more lift on hit | |||
** 1G: Ends sooner | |||
** 2G: Lifts instead of sweeps | |||
* 8A: has more block damage, made strong on block | |||
** 1G: Has an initial hit on the way up | |||
** 2G: Untechable bounce on the second hit | |||
* RA: is unchanged in no gates, is a set distance teleport with 1G open, is a set distance appearance teleport with 2G open and less startup than 1G | |||
* JY: | |||
** 0G: Nothing | |||
** 1G: Normal Air throw | |||
** 2G: Special lotus air throw | |||
* 5X: does Gaara version of the super on everyone, damage is 55; activator does 10 damage | |||
* 1G5X: does 65 damage with the vanilla version; activator does 10 damage | |||
* 2G5X: does 110 damage from 146 | |||
* 4X: requires 50% and takes 50% | |||
* 1G4X: requires 75% and takes 100%; hard knockdown | |||
* GRKnJ: moved further back on appearance; made a mid from a high | |||
==Resources== | ==Resources== | ||
===Guides and Info=== | ===Guides and Info=== | ||
* [https://www.youtube.com/watch?v=Lhemachf0Q0 Rock Lee guide by Spicy Nipples] | |||
===Gameplay footage=== | ===Gameplay footage=== | ||
* [https://www.youtube.com/watch?v=-kV1fg9jNpY OMJ and Noot's runs in TPK eSports #4] | |||
* [https://youtu.be/f0nQibwXc5E Leeshmow vs Victor, Summer Clash] | |||
* [https://youtu.be/6KYliTpXyWk Leeshmow vs Paradise, Fall Clash]{{SCON4CharLink|sa2|24}} | |||
* [https://youtu.be/8DxPbjCqj9A OMJ's run in Biweekly 36] | |||
{{SCON4 Nav}} | {{SCON4 Nav}} | ||
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]] | [[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]] | ||
[[Category:Rock Lee guides|{{PAGENAME}}]] | [[Category:Rock Lee guides|{{PAGENAME}}]] | ||
Latest revision as of 19:00, 29 September 2023
| Rock Lee | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 11 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can be walled by zoners due to his limited options at range, he packs a punch once he is in his opponent's face. His two ![]()
chakra gate-releases serve as invincible reversals which also level up Lee's damage and give him access to new abilities, including his ![]()
, Ura Renge, a devastating, full screen teleport super.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| 11f jab- one of the best in the game due to the speed. Additionally has very fast recovery. | |
| Lifting double kicks. His most consistent combo pickup on flying launch near walls. | |
| A stomping ground shockwave. | |
| Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. | |
| Lunging strike. | |
| A flying kick with very high range; great as a whiff punish option. Can be Y-cancelled into a combo. | |
| A basic divekick. Good combo filler due to its high damage. | |
| Special Moves | |
| A palm strike; Lee's palm behind him also has a hitbox; functions like a mid jab since it has similar strings to | |
| His signature overhead kick first performed on Gaara; when in gates, a rising hitbox appears on frame 8. Ground bounces the opponent. | |
| Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into | |
| One of the best counters in the game (active frame 8); allows an unsub | |
| Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after. Good damage and useful as a combo finisher. | |
| An overhead slam. Ground bounces on hit and crumples and pushes on block. Good air-to-air option. | |
| Super Moves | |
| Primary lotus; damage and animation changes through gates | |
| Gate activation- first gate ( |
Strategy
In addition to increased damage, many of Lee's move properties change as he releases gates with ![]()
.


: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to
.

: Now does half guard damage! Obviously good for guard breaking.

: Now breaks complete guard! Self explanatory why that is good.

: Becomes neutral on block. Still not the best option to do on blocking opponent.
or 

: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent.
is a set-distance teleport,
tracks to the back of the opponent.
or 

:
unlocks Lee's air throw. Good pressure tool combined with 5BBAA. 

has a shorter window to tech than any other techable grab in the game, does more damage, leaves the opponent next to Lee and has a special animation.
: Increased damage
: Highest damaging super in the game outside of Sasuke and Kakashi's full chidori charge. Lee can super cancel off of every grounded move while in
. 



is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation.
Similar to the Hyuugas and Tsunade, Lee can feint or "Hyuuga-cancel" certain moves by pressing
during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes.
Hyuuga-cancelable Strings:
Combos
Because Lee's damage output changes as he opens gates, his combo structure needs to be adjusted to prevent the opponent from building enough meter to KNJ before a finisher.[2]
| Gate | Combos | Notes |
|---|---|---|
| Meterless Opponent | ||
| All | Far from wall | |
| All | At wall | |
| Both finishers require the wall | ||
| Falling against wall | ||
| 240 Health ToD | ||
| 1 Bar Chakra Opponent | ||
| All | ||
| All | ||
=No gates released;
=First gate released;
=Second gate released
Changes from Vanilla
- List may be outdated
- Works like a level up character with 2G mode having no passive life or meter drain
- Damages adjusted between all forms:
- 5B: 9,13,17 > 9,12,15
- 6B: 11, 17, 22 > 11,15,19
- 4B: 12,18,23 > 12,16,20
- 4B1C: 18, 27, 35 > 18,26,34
- 2B: 10,15,19 > 10,14,18
- RB: 15,22,28 > 15,21,27
- 5A: 11,17,22 > 11,15,19
- 6A: 9,14,18; 18, 24, 30 > 9,13,17 > 18,22,26
- 2A: 11,17,22 > 11,15,19
- JB: 21,28,34 > 21,25,29
- JA: 13,19,24 > 13,17,21
- 8B: 0,7,9; 10,13,17 > 0,7,9; 10,12,14
- 8A: 8,12,15
- 5BB: 8,12,15
- 6BA: 18,26,30 > 18,22,26
- 4BB: 12,18,23 > 12,16,20
- 5BBAA: 15,22,28 > 15,19,23
- 8BA: 15,22,28 > 15,19,23
- 5BBA: 12,22,28 > 12,16,20
- 6B(A):, JB, 6A second hit, 8A, Throw damage adjusted across the three states
- 5B: has more lift
- 5B(B): recovers one frame slower
- 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground
- 5B(A): Added
- 6B: replaced with 4B(B) animation, no launch, when done in a string does vanilla 6B that ends 6 frames sooner
- 6B(A): Hyuuga cancel added
- 1G: Untechable knockdown
- 2G: Untechable bounce
- 4B: charged:
- 1G: 3x guard damage
- 2G: Instant guard break
- 4B(B): high crush from 13-36
- 2B: changed to have better hit and block stun
- 8B: first hit lifts on block
- JB: has slighty adjusted launch direction and slightly more lift
- 5A: has more lift
- 1G: Deflects projectiles
- 2G: Staggers on hit
- 6A: first hit has increased hitstun , lifts higher on block, direction of hit changed; second hit size increased
- 1G: First hit lifts on block, second hit pushes on block
- 2G: Second hit hard knockdown
- 4A: active window is increased
- A4A; can only be subbed the first frame
- 2A has more lift on hit
- 1G: Ends sooner
- 2G: Lifts instead of sweeps
- 8A: has more block damage, made strong on block
- 1G: Has an initial hit on the way up
- 2G: Untechable bounce on the second hit
- RA: is unchanged in no gates, is a set distance teleport with 1G open, is a set distance appearance teleport with 2G open and less startup than 1G
- JY:
- 0G: Nothing
- 1G: Normal Air throw
- 2G: Special lotus air throw
- 5X: does Gaara version of the super on everyone, damage is 55; activator does 10 damage
- 1G5X: does 65 damage with the vanilla version; activator does 10 damage
- 2G5X: does 110 damage from 146
- 4X: requires 50% and takes 50%
- 1G4X: requires 75% and takes 100%; hard knockdown
- GRKnJ: moved further back on appearance; made a mid from a high
Resources
Guides and Info
Gameplay footage
- OMJ and Noot's runs in TPK eSports #4
- Leeshmow vs Victor, Summer Clash
- Leeshmow vs Paradise, Fall Clash

- OMJ's run in Biweekly 36