Rock Lee (SCON4): Difference between revisions
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| Line 36: | Line 36: | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
|Leans back | |Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |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. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 54: | Line 54: | ||
|- | |- | ||
|{{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; | |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}} | ||
|One of the best counters in the game | |One of the best counters in the game (active 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 | |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. | ||
|- | |- | ||
!Super Moves | !Super Moves | ||
| Line 78: | Line 78: | ||
|- | |- | ||
|{{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. | ||
|} | |} | ||
Revision as of 02:40, 13 September 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. | |
| Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. | |
| Lunging strike. | |
| 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. | |
| Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into | |
| One of the best counters in the game (active frame 8); allows an unsub | |
| Leaf hurricane; starts up faster than Guy's version, but doesn't allow combos after. Good damage and useful as a combo finisher. | |
| 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 | |
| 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 | 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.