Rock Lee (SCON4)
| 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 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 ![]()
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
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Press
at Character Select.
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Press
at Character Select.
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Press
at Character Select.
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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. | |
| 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. | |
| 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 ( |
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
. 



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 | |
| Both finishers require the wall | ||
| Falling against wall | ||
| 240 Health ToD | ||
| 1 Bar Chakra Opponent | ||
| All | ||
| All | ||
=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
- OMJ and Noot's runs in TPK eSports #4
- Leeshmow vs Victor, Summer Clash
- Leeshmow vs Paradise, Fall Clash

- OMJ's run in Biweekly 36