Rock Lee (SCON4): Difference between revisions
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|{{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}} | ||
| | |Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released. | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| Line 42: | Line 42: | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
| | |A flying kick with very high range; great as a whiff punish option. | ||
|- | |- | ||
|{{Air}}{{B}} | |{{Air}}{{B}} | ||
| | |A basic divekick. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 51: | Line 51: | ||
|- | |- | ||
|{{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 | ||
|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |Leaf whirlwind; a sweep that becomes remarkably better in gates; gates allow it to followup into {{B}} and it becomes plus on block | ||
|- | |- | ||
|{{4}}{{A}} | |{{4}}{{A}} | ||
| | |One of the best counters in the game, as it's 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 | ||
|- | |- | ||
|{{Run}}{{A}} | |{{Run}}{{A}} | ||
| | |A running slam; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen | ||
|- | |- | ||
|{{Air}}{{A}} | |{{Air}}{{A}} | ||
| | |An overhead slam. | ||
|- | |- | ||
!Super Moves | !Super Moves | ||
| Line 75: | Line 75: | ||
|- | |- | ||
|{{X}} | |{{X}} | ||
| | |Primary lotus; damage and animation changes through gates | ||
|- | |- | ||
|{{ | |{{4}}{{X}} | ||
| | |Gate activation- first gate is 50% meter and second is 75%; the activation is a reversal. | ||
|} | |} | ||
Revision as of 21:27, 24 July 2022
| 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
CHARACTER SUMMARY HERE (2-3 sentences)

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. | |
| Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released. | |
| DESCRIPTION | |
| 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 | |
| Leaf whirlwind; a sweep that becomes remarkably better in gates; gates allow it to followup into | |
| One of the best counters in the game, as it's frame 8; allows an unsub | |
| Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after | |
| 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 | |
| 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 | Far from wall | |
| All | At wall | |
| 0G | Both finishers require the wall | |
| 1G or 2G | ||
| 1G | ||
| 2G | Falling against wall | |
| 2G | ||
| 2G | 240 Health ToD | |
| 1 Bar Chakra Opponent | ||
| All | ||
| All | ||
| 0G or 1G | ||
| 1G or 2G |
Changes from Vanilla
- LIST
- OF
- IMPORTANT
- DIFFERENCES
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS
- ↑ Special thank you to Hadoking for supplying this list of combos.