Rock Lee (SCON4): Difference between revisions

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{{WIP}}
{{SCON4_profile
{{SCON4_profile
|name=Rock Lee
|name=Rock Lee
|image=[[Image:char_gnt4_roc.png]]
|image=[[Image:char_gnt4_roc.png]]
|HP=999
|HP=220
|Guard=9999
|Guard=1760
|Jab Speed=Frame 11
|Jab Speed=Frame 11
|Jab Height=High
|Jab Height=High
|Backdash=Normal
|Tier=x
|Tier=x
|Backdash=Normal
}}
}}
{{SCON4 MiniNav}}
{{SCON4 MiniNav}}


==Summary==
==Summary==
CHARACTER SUMMARY HERE (2-3 sentences)
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}}
|DESCRIPTION
|11f jab- one of the best in the game due to the speed. Additionally has very fast recovery.
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|DESCRIPTION
|Lifting double kicks. His most consistent combo pickup on flying launch near walls.
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|DESCRIPTION
|A stomping ground shockwave.
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|DESCRIPTION
|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}}
|DESCRIPTION
|Lunging strike.
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|DESCRIPTION
|A flying kick with very high range; great as a whiff punish option. Can be Y-cancelled into a combo.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|DESCRIPTION
|A basic divekick. Good combo filler due to its high damage.
|-
|-
!Special Moves
!Special Moves
Line 51: Line 50:
|-
|-
|{{A}}
|{{A}}
|DESCRIPTION
|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}}
|DESCRIPTION
|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}}
|DESCRIPTION
|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}}
|DESCRIPTION
|One of the best counters in the game (active frame 8); allows an unsub {{X}} if desired
|-
|-
|{{6}}{{A}}
|{{6}}{{A}}
|DESCRIPTION
|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}}
|DESCRIPTION
|{{nogate}} A running slam that pushes on block; {{gate}} turns into a running teleport; {{gate2}} the running teleport tracks fullscreen.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|DESCRIPTION
|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}}
|DESCRIPTION
|Primary lotus; damage and animation changes through gates
|-
|-
|{{2}}{{X}}
|{{4}}{{X}}
|DESCRIPTION
|Gate activation- first gate ({{gate}}) is 50% meter and second ({{gate2}}) is 75%; the activation is a reversal. Pushes on block.
|}
|}


===Strategy===
===Strategy===
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
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"
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|At wall
|At wall
|-
|-
|0G
|{{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
|-
|-
|1G or 2G
|{{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}}
|
|
|-
|-
|1G
|{{Gate}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{B}}{{B}}{{A}}{{YCancel}} > {{A}}{{B}}{{X}}
|
|
|-
|-
|2G
|{{Gate2}}
|{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}}
|{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}}
|Falling against wall
|Falling against wall
|-
|-
|2G
|{{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}}
|
|
|-
|-
|2G
|{{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:
|
|
|-
|-
|0G or 1G
|{{nogate}} or {{Gate}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}}
|
|
|-
|-
|1G or 2G
|{{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
* List may be outdated
* OF
* Works like a level up character with 2G mode having no passive life or meter drain
* IMPORTANT
* Damages adjusted between all forms:
* DIFFERENCES
** 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===
LINKS TO INFO AND GUIDES
* [https://www.youtube.com/watch?v=Lhemachf0Q0 Rock Lee guide by Spicy Nipples]


===Gameplay footage===
===Gameplay footage===
LINKS TO TOURNAMENT OR CASUALS VODS
* [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
class="gnt4_nav" colspan="13"
Random


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 Away from opponent 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.

Press at Character Select.
Press 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.
Down A stomping ground shockwave.
Away from opponent Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. charged deals about half the opponent's guard meter; charged is an automatic guard break.
Towards opponent Lunging strike.
Running 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.
Down Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into
Away from opponent One of the best counters in the game (active frame 8); allows an unsub if desired
Towards opponent Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after. Good damage and useful as a combo finisher.
Running A running slam that pushes on block; turns into a running teleport; the running teleport tracks fullscreen.
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
Away from opponent Gate activation- first gate () is 50% meter and second () is 75%; the activation is a reversal. Pushes on block.

Strategy

In addition to increased damage, many of Lee's move properties change as he releases gates with Away from opponent.

  • Down: 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 .
  • Away from opponent: Now does half guard damage! Obviously good for guard breaking.
  • Away from opponent: Now breaks complete guard! Self explanatory why that is good.
  • Towards opponent: Becomes neutral on block. Still not the best option to do on blocking opponent.
  • or Running: 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 Hyuuga Cancel during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes.

Hyuuga-cancelable Strings:

  • Hyuuga Cancel
  • Hyuuga Cancel
  • Hyuuga Cancel
  • Hyuuga Cancel
  • Towards opponentHyuuga Cancel
  • Away from opponentHyuuga Cancel
  • DownHyuuga Cancel
  • Hyuuga Cancel

[1]

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 > Running Far from wall
All > Y-Cancel > Towards opponent At wall
Y-Cancel > Y-Cancel > > Towards opponent or Both finishers require the wall
or Y-Cancel > Y-Cancel > Y-Cancel > Towards opponent
Y-Cancel > Y-Cancel >
> Falling against wall
Y-Cancel > Y-Cancel >
Y-Cancel > Away from opponentY-Cancel > Y-Cancel > Away from opponent 240 Health ToD
1 Bar Chakra Opponent
All > Y-Cancel > Towards opponent
All Y-Cancel > Y-Cancel > Towards opponent
or Y-Cancel > >
or Y-Cancel >

=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

Super Naruto: Clash of Ninja! 4
Random
  1. ↑ Thank you to Wahu for contributions to this article
  2. ↑ Special thank you to Hadoking for supplying this list of combos.