Rock Lee (SCON4): Difference between revisions
ArfentulGNT (talk | contribs) |
ArfentulGNT (talk | contribs) |
||
| Line 12: | Line 12: | ||
==Summary== | ==Summary== | ||
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can get walled by certain characters due to limited ranged options, once he breaks through he is formidable at close range for any opponent. His {{4}}{{X}} gate-opening serve as invincible reversals which also level up Lee's damage and give him access to new abilities, most | Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can get walled by certain characters due to limited ranged options, once he breaks through he is formidable at close range for any opponent. His {{4}}{{X}} gate-opening serve as invincible reversals which also level up Lee's damage and give him access to new abilities, most notably his {{gate}}{{gate}}{{X}}, Ura Renge, the most damaging un-charged super in the game. | ||
[[Image:color_gnt4_roc_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_roc_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
Revision as of 16:51, 26 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
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can get walled by certain characters due to limited ranged options, once he breaks through he is formidable at close range for any opponent. His ![]()
gate-opening serve as invincible reversals which also level up Lee's damage and give him access to new abilities, most notably his ![]()
![]()
, Ura Renge, the most damaging un-charged super in the game.

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
In addition to increased damage, many of Lee's move properties change as he releases gates with ![]()
.


: 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
.

: Now does half guard damage! Obviously good for guard breaking.


: Now breaks complete guard! Self explanatory why that is good.


: Becomes neutral on block. Still not the best option to do on blocking opponent.
or 


: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent.
is a set-distance teleport, 
tracks to the back of the opponent.
or 


:
unlocks Lee's air throw. Good pressure tool combined with 5BBAA. 


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.
: Increased damage

: 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
during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes.
Hyuuga-cancelable Strings:
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 | Far from wall | |
| All | At wall | |
| 0G | Both finishers require the wall | |
| Falling against wall | ||
| 240 Health ToD | ||
| 1 Bar Chakra Opponent | ||
| All | ||
| All | ||
| 0G or |
||
Changes from Vanilla
- List may be outdated
- Works like a level up character with 2G mode having no passive life or meter drain
- Damages adjusted between all forms:
- 5B: 9,13,17 > 9,12,15
- 6B: 11, 17, 22 > 11,15,19
- 4B: 12,18,23 > 12,16,20
- 4B1C: 18, 27, 35 > 18,26,34
- 2B: 10,15,19 > 10,14,18
- RB: 15,22,28 > 15,21,27
- 5A: 11,17,22 > 11,15,19
- 6A: 9,14,18; 18, 24, 30 > 9,13,17 > 18,22,26
- 2A: 11,17,22 > 11,15,19
- JB: 21,28,34 > 21,25,29
- JA: 13,19,24 > 13,17,21
- 8B: 0,7,9; 10,13,17 > 0,7,9; 10,12,14
- 8A: 8,12,15
- 5BB: 8,12,15
- 6BA: 18,26,30 > 18,22,26
- 4BB: 12,18,23 > 12,16,20
- 5BBAA: 15,22,28 > 15,19,23
- 8BA: 15,22,28 > 15,19,23
- 5BBA: 12,22,28 > 12,16,20
- 6B(A):, JB, 6A second hit, 8A, Throw damage adjusted across the three states
- 5B: has more lift
- 5B(B): recovers one frame slower
- 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground
- 6B: replaced with 4B(B) animation, no launch, when done in a string does vanilla 6B that ends 6 frames sooner
- 6B(A): Hyuuga cancel added
- 1G: Untechable knockdown
- 2G: Untechable bounce
- 4B: charged:
- 1G: 3x guard damage
- 2G: Instant guard break
- 4B(B): high crush from 13-36
- 2B: changed to have better hit and block stun
- 8B: first hit lifts on block
- JB: has slighty adjusted launch direction and slightly more lift
- 5A: has more lift, turns the opponent around on back turned
- 1G: Deflects projectiles
- 2G: Staggers on hit
- 6A: first hit has increased hitstun , lifts higher on block, direction of hit changed; second hit size increased
- 1G: First hit lifts on block, second hit pushes on block
- 2G: Second hit hard knockdown
- 4A: active window is increased
- A4A; can only be subbed the first frame
- 2A has more lift on hit
- 1G: Ends sooner
- 2G: Lifts instead of sweeps
- 8A: has more block damage, made strong on block
- 1G: Has an initial hit on the way up
- 2G: Untechable bounce on the second hit
- RA: is unchanged in no gates, is a set distance teleport with 1G open, is a set distance appearance teleport with 2G open and less startup than 1G
- JY:
- 0G: Nothing
- 1G: Normal Air throw
- 2G: Special lotus air throw
- 5X: does Gaara version of the super on everyone, damage is 55; activator does 10 damage
- 1G5X: does 65 damage with the vanilla version; activator does 10 damage
- 2G5X: does 110 damage from 146
- 4X: requires 50% and takes 50%
- 1G4X: requires 75% and takes 100%; hard knockdown
- GRKnJ: moved further back on appearance; made a mid from a high
Resources
Guides and Info
LINKS TO INFO AND GUIDES