Rock Lee (SCON4): Difference between revisions

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|Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. 1G charged deals about half the opponent's guard meter; 2G 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; {{Gate}}{{Gate}} charged is an automatic guard break.
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Revision as of 15:18, 14 September 2022

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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"
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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.

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; 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

In addition to increased damage, many of Lee's move properties change as he releases gates with Away from opponent.

  • 1G 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 .
  • 1G Away from opponent: Now does half guard damage! Obviously good for guard breaking.
  • 2G Away from opponent: Now breaks complete guard! Self explanatory why that is good.
  • 2G Towards opponent: Becomes neutral on block. Still not the best option to do on blocking opponent.
  • 1/2G Running: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent. 1G is a set-distance teleport, 2G tracks to the back of the opponent.
  • 1/2G : Single gate unlocks Lee's air throw. Good pressure tool combined with 5BBAA. Second gate's grab 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.
  • 1G : Increased damage
  • 2G : 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. 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
0G 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
0G or Y-Cancel > >
or 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
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  1. ↑ Thank you to Neurotoxin for contributions to this article
  2. ↑ Special thank you to Hadoking for supplying this list of combos.