Rock Lee (SCON4): Difference between revisions

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{{WIP}}
{{SCON4_profile
{{SCON4_profile
|name=Rock Lee
|name=Rock Lee
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==Summary==
==Summary==
Lee focuses a lot on overwhelming the opponent with his absurd damage output, fast and safe buttons, block pressure, and punishing the opponents options to open people up. While he can get walled by certain characters, once he breaks through he can put on some serious damage.
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==
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|-
|-
|{{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; {{Gate}}{{Gate}} charged is an automatic guard break.
|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}}
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|-
|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|A running slam that pushes on block; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen.
|{{nogate}} A running slam that pushes on block; {{gate}} turns into a running teleport; {{gate2}} the running teleport tracks fullscreen.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
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|-
|-
|{{4}}{{X}}
|{{4}}{{X}}
|Gate activation- first gate is 50% meter and second is 75%; the activation is a reversal. Pushes on block.  
|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}}.  
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}}{{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.
* {{Gate}}{{4}}{{B}}: Now does half guard damage! Obviously good for guard breaking.
* {{Gate}}{{Gate}}{{4}}{{B}}: Now breaks complete guard! Self explanatory why that is good.
* {{Gate2}}{{4}}{{B}}: Now breaks complete guard! Self explanatory why that is good.
* {{Gate}}{{Gate}}{{6}}{{A}}: Becomes neutral on block. Still not the best option to do on blocking opponent.
* {{Gate2}}{{6}}{{A}}: Becomes neutral on block. Still not the best option to do on blocking opponent.
* {{Gate}} or {{Gate}}{{Gate}}{{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, {{Gate}}{{Gate}} tracks to the back of the 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 {{Gate}}{{Gate}}{{Air}}{{Y}}: {{Gate}} unlocks Lee's air throw. Good pressure tool combined with 5BBAA. {{Gate}}{{Gate}}{{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}} 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
* {{Gate}}{{X}}: Increased damage
* {{Gate}}{{Gate}}{{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 2G. {{B}}{{B}}{{B}}{{A}}{{X}} is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation.
* {{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.
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.
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* {{8}}{{A}}{{B}}{{A}}{{HCancel}}
* {{8}}{{A}}{{B}}{{A}}{{HCancel}}


<ref>Thank you to Neurotoxin for contributions to this article</ref>
<ref>Thank you to Wahu for contributions to this article</ref>


===Combos===
===Combos===
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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
|-
|-
|{{Gate}} or {{Gate}}{{Gate}}
|{{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}}
|
|
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|
|
|-
|-
|{{Gate}}{{Gate}}
|{{Gate2}}
|{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}}
|{{B}}{{B}}{{B}}{{B}}{{A}} > {{X}}
|Falling against wall
|Falling against wall
|-
|-
|{{Gate}}{{Gate}}
|{{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}}
|
|
|-
|-
|{{Gate}}{{Gate}}
|{{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
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|
|
|-
|-
|0G or {{Gate}}
|{{nogate}} or {{Gate}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}}
|{{B}}{{B}}{{A}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}}
|
|
|-
|-
|{{Gate}} or {{Gate}}{{Gate}}
|{{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==
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* 5B(B): recovers one frame slower
* 5B(B): recovers one frame slower
* 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground
* 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: 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
* 6B(A): Hyuuga cancel added
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* 8B: first hit lifts on block
* 8B: first hit lifts on block
* JB: has slighty adjusted launch direction and slightly more lift
* JB: has slighty adjusted launch direction and slightly more lift
* 5A: has more lift, turns the opponent around on back turned
* 5A: has more lift
** 1G: Deflects projectiles
** 1G: Deflects projectiles
** 2G: Staggers on hit
** 2G: Staggers on hit
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==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===
* [https://www.youtube.com/watch?v=-kV1fg9jNpY OMJ and Noot's runs in TPK eSports #4]
* [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/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
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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.