Rock Lee (SCON4): Difference between revisions

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|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released.
|Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released.
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|DESCRIPTION
|Lunging strike.
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|A flying kick with very high range; great as a whiff punish option.
|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.
|A basic divekick. Good combo filler due to its high damage.
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|-
!Special Moves
!Special Moves
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|{{8}}{{A}}
|{{8}}{{A}}
|His signature overhead kick first performed on Gaara; when in gates, a rising hitbox appears on frame 8
|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; gates allow it to followup into {{B}} and it becomes plus on block
|Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into {{B}}
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|-
|{{4}}{{A}}
|{{4}}{{A}}
|One of the best counters in the game, as it's frame 8; allows an unsub {{X}} if desired
|One of the best counters in the game (active frame 8); allows an unsub {{X}} if desired
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|-
|{{6}}{{A}}
|{{6}}{{A}}
|Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after
|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}}
|A running slam; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen
|A running slam that pushes on block; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|An overhead slam.
|An overhead slam. Ground bounces on hit and crumples and pushes on block. Good air-to-air option.
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|-
!Super Moves
!Super Moves
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|{{4}}{{X}}
|{{4}}{{X}}
|Gate activation- first gate is 50% meter and second is 75%; the activation is a reversal.
|Gate activation- first gate is 50% meter and second is 75%; the activation is a reversal. Pushes on block.  
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|}



Revision as of 02:40, 13 September 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 Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released.
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; in gates, turns into a running teleport; in last gate, 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

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.