Rock Lee (SCON4)

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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

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 be walled by zoners due to his limited options at range, he packs a punch once he is in his opponent's face. His two Away from opponent chakra gate-releases serve as invincible reversals which also level up Lee's damage and give him access to new abilities, including his , Ura Renge, a devastating, full screen teleport super.

Costumes

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; turns into a running teleport; 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.

  • 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 .
  • Away from opponent: Now does half guard damage! Obviously good for guard breaking.
  • Away from opponent: Now breaks complete guard! Self explanatory why that is good.
  • Towards opponent: Becomes neutral on block. Still not the best option to do on blocking opponent.
  • or Running: 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 . 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
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
or Y-Cancel > >
or Y-Cancel >

=No gates released; =First gate released; =Second gate released

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

Gameplay footage

Super Naruto: Clash of Ninja! 4
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  1. ↑ Thank you to Wahu for contributions to this article
  2. ↑ Special thank you to Hadoking for supplying this list of combos.