Rock Lee (SCON4): Difference between revisions

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|{{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
|Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released.
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
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|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|DESCRIPTION
|A flying kick with very high range; great as a whiff punish option.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|DESCRIPTION
|A basic divekick.
|-
|-
!Special Moves
!Special Moves
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|-
|-
|{{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
|-
|-
|{{2}}{{A}}
|{{2}}{{A}}
|DESCRIPTION
|Leaf whirlwind; a sweep that becomes remarkably better in gates; gates allow it to followup into {{B}} and it becomes plus on block
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|-
|{{4}}{{A}}
|{{4}}{{A}}
|DESCRIPTION
|One of the best counters in the game, as it's 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
|-
|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|DESCRIPTION
|A running slam; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen
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|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|DESCRIPTION
|An overhead slam.
|-
|-
!Super Moves
!Super Moves
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|-
|{{X}}
|{{X}}
|DESCRIPTION
|Primary lotus; damage and animation changes through gates
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|-
|{{2}}{{X}}
|{{4}}{{X}}
|DESCRIPTION
|Gate activation- first gate is 50% meter and second is 75%; the activation is a reversal.
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|}



Revision as of 21:27, 24 July 2022

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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

CHARACTER SUMMARY HERE (2-3 sentences)

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 Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released.
Towards opponent DESCRIPTION
Running A flying kick with very high range; great as a whiff punish option.
A basic divekick.
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
Down Leaf whirlwind; a sweep that becomes remarkably better in gates; gates allow it to followup into and it becomes plus on block
Away from opponent One of the best counters in the game, as it's frame 8; allows an unsub if desired
Towards opponent Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after
Running A running slam; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen
An overhead slam.
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.

Strategy

CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)

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.[1]

Gate Combos Notes
Meterless Opponent
All > Running Far from wall
All > Y-Cancel > Towards opponent At wall
0G Y-Cancel > Y-Cancel > > Towards opponent or Both finishers require the wall
1G or 2G Y-Cancel > Y-Cancel > Y-Cancel > Towards opponent
1G Y-Cancel > Y-Cancel >
2G > Falling against wall
2G Y-Cancel > Y-Cancel >
2G 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
0G or 1G Y-Cancel > >
1G or 2G Y-Cancel >

Changes from Vanilla

  • LIST
  • OF
  • IMPORTANT
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

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