Machine Lei FAQ Compiled by Kageh Information for this FAQ was g'd from various forums on the net and compiled by myself. I don't take any credit for what's written here nor do I claim that any of the info here is my own. ============== | LEI WULONG | ============== GRAPPLING TECHNIQUES (Front) 1+3 Flying Sky Kick {1} 2+4 Neck Wringer {2} f,f+1+2 Thai Trip {1+2} u/f+1+2 Falling Elbow Trip {1+2} (Left) (1+3)_(2+4)_(2+5) Sailboat Stretch {1} (Right) (1+3)_(2+4)_(2+5) Punches/Crescent Kick {2} (Back) (1+3)_(2+4)_(2+5) Back Pushdown SPECIAL TECHNIQUES Standard Stance --------------- 1+2 Turning Punch, (BK) f,N+1>2>1>2,3_>4 Rushing Punches, Sweeping Kick_Midkick f,N+2,1,2,1 Guard Melting Punches, (BK) f+4,2,1>2,3 Crescent Kick, 3 Punches, Low Kick f+4,2,1>2>4 [,u_d] Crescent Kick, 3 Punches, Mid Kick [,Crane Stance] b+1 [~f] SWAYING DRUNKEN PUNCH, [DRUNK STANCE] b+1+2 Headbutt f+1+2 [~f_(~u_~d) DOUBLE SNAKE PUNCH [CRANE STANCE_(PANTHER STANCE)] u/f_u/b+2 Elbow Drop, (FU/FA) d/f+2 Lifting Uppercut *Juggles* SS+1 [~f] SNAKE PUNCH, [SNAKE STANCE] b+1 [~F] SWAYING DRUNKEN PUNCH, [DRUNK STANCE] SS+2,2 [~F] DRUNKEN PUNCHES [DRUNK STANCE] SS+3+4,[3+4],[3+4] BACKFLIP[S], (BK) 4~4,3 Rolling Kicks, (FU/FT) 3 [~5] Lifting Kick [Tag] *Juggles*, (FD/FT) f,N+4~1,2,3,(4_d+4) Rush Combo, (Kick_Lowkick) f,N+3,4_d+4 Lightning Crescent, Midkick_Lowkick f,f,f+3 Flying Hawk Kick 3,3 Crescent, Low Sweepkick d/b+4,4_(~d_~u) Rave Sweep *Float on CH*, Rave Spin_(Snake Stance) u/f+4 Jumping Boot *Juggles* CH 4 Knockdown Highkick *Juggles* [F+]3~4,[U],[d] [Turning] Jumping Crescent Kick[s], [Quick Drop] 4~3 Cartwheel Kick, FD/FT b+3+4 (BK) d+1+2 (FD/FA) d+3+4 (FU/TA) f+3+4 Drunken Stance f+2+3 (Snake Stance) (SS+1+4)_(SS+2+3) (Snake Stance) d_FC+(1+3)_(2+4) Low Cancel f+3+4 Mid/High Punch Drunken Cancel 121:3+4::2::1:4:1:4:4 Tenstring 121:3+4::2::1:4:1:2:3 Tenstring 121:3+4:3+4:3+4::1::1::2 Ninestring Backturned Position - (BK) - (b+3+4) ------------------------------------ 1 High Backfist FC_d+1 Low Backfist, (BK) 2 [~5] Turning Uppercut [Tag] *Juggles* u/b_u/f+2 Elbow Drop, (FU/FA) FC_d+4,4_(~d_~u) Sweep *Float on CH*, Rave Spin_(Snake Stance) u/f+4 Turn Around Liftkick *Juggles* 3+4,[3+4],[3+4] Backflip[s], (BK) Face Down/Feet Away Position - (FD/FA) - (d+1+2) ------------------------------------------------- 4~3 Slide 3_4 Sweep (f_b),(3_4) Roll Forward_Back, Sweep_Rising Midkick 1 (FU/FA) u Stand Up Face Up/Feet Away Position - (FU/FA) - (d+3+4) ----------------------------------------------- 3+4 [~5] Kangaroo Kick [Tag] *Juggles* 3 Sweep [f_b],3~4 [Roll Forwards_Back],Sweep *Float on CH*, Rave Spin 4 Rising Midkick d+1 (FD/FA) u Stand Up Face Down/Feet Towards Position - (FD/FT) - (4~3) -------------------------------------------------- 4~3 Low Cartwheel 3~4 Sweep, (FU/FA) 3~4,4 Rave Spin f_b,3,4 Roll Forwards_Roll Back, Rave Spin f_b,4 Roll Forwards_Roll Back, Rising Midkick 1 (FU/FT) 3 Sweep 4 Rising Mid Kick u Stand Up Face Up/Feet Towards Position - (FU/FT) - (Get Knocked Down) ------------------------------------------------------------- 3_4 Sweep_Rising Midkick 3+4 Spring Up *Damages on Counter* f_b,3_4 Roll Forward_Roll Backwards, Sweep_Rising Midkick D+1 (FD/FT) Eagle Stance (b+1+4) --------------------- 3,3,3,3.. Hawk Claw Kicks b+4 [~d] Crescent Kick [FU/FT] 3 Tornado Uppercut *Juggles* 4 Phoenix Kick *Unblockable* b+4,[U],[d] Jumping Crescent Kick[s], [FU/FT] Drunken Stance (f+3+4) ---------------------- 1 Drunken Fist 1+2 LIFE DRINK *Recovers Health* 2,2 [~F] DRUNKEN PUNCHES [Drunk Stance] 3+4 Falling Anklekick Snake Stance (f+2+3)_(f,N+1~d) ------------------------------ 1,1,1,1,1,1,[F] Stabbing Punches, [Snake Stance] 2,[F] Midpunch *Stuns on CH* [Dragon Stance] 2,2,[F] Midpunches, [Dragon Stance] 4~4,3 Rolling Kicks, (FU/FT) 3 [~5] Lifting Kick [Tag] *Juggles*, (FD/FT) 2,2,2,[F] Midpunches, Lowpunch Combo, [Panther Stance] 4 Low Jab Kick, (Snake Stance) 3 Cannon Kick, (FD/FT) 1+3,[1+2] Dragon Stance to Drunken Throw, [Health Gain Drink] u,N Face Right-Dragon Stance, Face Left-Panther Stance d,N Face Right-Panther Stance, Face Left-Dragon Stance Dragon Stance (f+2+3,u)_(f,N+1,2~d) ----------------------------------- 1,[1+2] Drunken Throw {1}, [Health Gain Drink], Drunk Stance 1+2,[F] Double Arm Strike, [Tiger Stance] 2,[F] Uppercut, [Tiger] *Juggles on CH* 3 High Crescent Kick 4,1,2,3,4_d+4 5-Hit Combo u,N Face Right-Tiger Stance, Face Left-Snake Stance d,N Face Right-Snake Stance, Face Left-Tiger Stance Panther Stance (f+2+3,d)_(f,N+1,2,1~d) --------------------------------------- 1~2 Low/High Punch Combo 2 [~5] Uppercut [Tag] *Juggles/GMP if Blocked* 2,1,2,1 Guard Melting Punches *BK if Blocked* 3 Panther Tail 3[~b] Low Sweep [,One Legged Stance] 4,2,1>2,3_>4 Crescent Kick, 3 Punches, Low_Mid Kick F Low Parry u,N Face Right-Snake Stance, Face Left-Crane Stance d,N Face Right-Crane Stance, Face Left-Snake Stance Crane Stance (f+2+3,d,d)_(f,N+1,2,1,2,4~d) ------------------------------------------- 2 Backfist, BK *Connected Hit Turns Opponent BK* 1 Crane Bill *Lei turns BK if Blocked* 4 Hop Forward Low Kick 3>4>2>3 2 Kicks, Punch, Kick *Juggles* F High/Mid Parry u,N Face Right-Panther Stance, Face Left-Snake Stance d,N Face Right-Snake Stance, Face Left-Panther Stance Tiger Stance (f+2+3,u,u)_(f,N+1,2,1,2~d) ----------------------------------------- 1 [~5] Overhead Swipe [Tag] *Bounces On CH* 2 Overhead Swipe *Stuns On CH* 3,1>2>1>2>3_>4 Kick, Punch Combo, Lowkick_Highkick 4 Fast Sweep *Floats* d+4 Trip Kick u,N Face Right-Snake Stance, Face Left-Dragon Stance d,N Face Right-Dragon Stance, Face Left-Snake Stance ==================== | Basic Techniques | ==================== * f,n+1: The basic move, first punch of the rushing dragon punches. * f,n+1 - db+4: 1 punch, and a leg sweep. Now, this can be cut off with moves like d+1, but the opponent has to think it over because more rushing punches might be coming. The leg sweeps always made the opponent fall down on TK3, but in TTT, only on clean hit or counter hit. If the opponent goes down by the leg sweep, immediately change to Snake stance and do 2,2,2,f_(3 punches - change to Panther stance). The 2 punches hit while the opponent is in the air, then he falls to the ground while you change to Panther. If the opponent tries to roll back or to the sides to stand up, you could catch them with Panther - 1. If they just lie down there, do Panther - 3, which is a low sweep kick and hits the opponent while he's down. You can also do Snake 2,2,f_ (2 punches - change to Dragon) and go for the 1 throw or 2 upper. Dragon only works well if the opponent rolls though. * f,n+1 - uf+1+2: The drunken fall throw has good reach and comes down fast. If the opponent is repressed and chooses to quietly guard all the coming rushing punches, do 1 rushing punch, and immediately grab 'em. After the throw, if the opponent tries to get up or roll away, do u+3, which makes you stand up and kick the opponent if he so much as flinches. If he just lies there, Press 2+3, and you'll do a low kick as you get up, hitting the opponent lying still. * f,n+1 - uf+4: After they are fooled a few times by f,n+1 - db+4, they tend to crouch to block it. Then simply do the jumping front kick and float them to the air. * f,n+1,2,1 - Panther Stance: Many people abuse this, because it is so good. Three rushing punches-Panther stance. Now, if the third punch connects, the offensive priority goes to Lei. So people cannot cut you off when you have changed to Panther Stance. Then it's the mind-game: Panther - 1 brings out the low scratch, which knocks the opponent to the ground. After it hits, press 3, Lei's WS+3 comes out. It's a guaranteed hit. Panther - 2 will bring out the uppercut which floats the opponent, if they chose to guard low. If the third punch of the rushing punches was blocked, the offensive priority goes to the opponent. They can cut you off with moves like d+1 or d+2 after you change to Panther. But in this case, since the Panther stance is capable of a low parry, it's no problem. But the opponent can float you with un uppercut or uf+4, so you have to watch carefully whether the third punch hits or not. Actually, if the third punch has been guarded, and you have changed to Panther Stance, if you hold the lever down Lei returns to ordinary stance. While he's doing this, high/mid attacks can be guarded. *f,n+1,2,1,2 - Tiger Stance: Since 3 rushing punches - Panther Stance is already so famous, some people immediatley react and do an uppercut or uf+4 after you change stances(without even looking carefully what stance you change into). If that is so, since the Tiger Stance is capable of high/mid parries, use it well. *f,n+1,2,1,2,4: 4 rushing punches, a mid kick which downs the opponent. The last kick can be delayed, but people seem to keep forgetting about that. They try to counter attack and get hit by the last kick. If they know about this, hit'em a few times with this. After that, they'll choose to guard. Then you can do f,n+1,1,1,1,3 or you can just grab 'em with uf+1+2 throw. In juggles, it's even better. In anyway, if you get the opponent to float: *1 - f,n+1,2,1 - Panther Stance: A jab, three rushing punches and a Panther Stance. Be sure to change to Panther Stance to your left side! While you change to Panther, the opponent falls to the ground. If they try to roll after they have come down, do the Panther - 1 scratch and catch them. If they just lie there, approach the opponent in Panther Stance and do the Panther - 2 uppercut. If you have changed to Panther Stance to your left side, this move hits even if the opponent is just lying down(good damage, too). If the opponent escape-rolls when you change to Panther Stance, approach them as they roll and do the Panther - 1/Panther - 2 mind game again. *1 - f,n+1,2,1,2 - Tiger Stance: A jab, 4 rushing punches, and change to Tiger Stance. The opponent comes down as you change to Tiger. If they just lie down, or try to get up, do the Tiger - 4 low sweep kick. If they choose to get up, recovering in low stance, then do the Tiger - 1 hammer punch, which hits mid. If they escape roll to the side, approach them and do Tiger - 1. If they tried to counter attack you, the Tiger - 1 hammer punch hits counter and they bound on the ground, guaranteeing an another rushing punch juggle set. Do the Tiger - 1/Tiger - 4 game. *1 - f,n+1,2,1,2,4 - Crane Stance: A jab, 4 rushing punches, a kick, and Crane Stance. The opponent comes down while you change to Crane. If they just lie down there, do Crane - 3,4,2,3. If they try to get up while you do that, they'll be hit. If they lie down still, the last kick of this move hits them. In any case you get to hit 'em. If they flinch, or try to roll, do Crane - 4, a low kick which hits in almost every circumstances if they made any movements at all. If they quick recover, you can mix up between 1 which is a mid attack and 4. If 1 is blocked, there is a special animation where the opponent is stunned and Lei turns his back to the opponent. It's hard to see who is at an advantage here. Lei can mix up between 2 uppercut (juggle) and db+4 sweep (make sure to change into Snake if it connects) if the opponent blocks. Other possibilities include turn around jump kick, low punch, or lei down. more tactics: * f,n,4,2 - kick, right punch. When you do this your more of expecting that the opponent will block it. If he blocks it, it's either db+4 or uf+4 or uf+1+2 throw. An alternative is barging in immediately(!) with f,n,1 after f,n,4,2 is blocked. * uf+1+2: If you succeed in catching the opponent with this throw, both you and the opponent end up lying down. You face down, he faces up. If the opponent tries to get up, or roll away, or even flinch in the slightest way, you do this: u,u+3. This will bring out Lei's WS+3 front kick. As I said, if the oppoent flinches, he's hit. Does a considerable amount of damage for a follow-up hit. Of course, the opponent can choose to lie still or roll towards you. If this is the case, Lei's u,u+3 will not hit. Then just bang 2+3. 3 is for bringing out the low kick while rising, and 2 is for getting up faster. You can also do 4~3 sliding kick, since Lei is lying face down. Interestingly, in some occasions, these sliding kicks hit the opponent and go through them to the other side, guarateeing another 2+3 rising low kick. Another feature which has been added only in TTT is his head butt. While the b+1+2 head-butt downs the opponent in TK3, the opponent remains standing in TTT(if it's a normal hit). * b+1+2: If the head-butt is hit, you are very close to the opponent and recover first. If the opponent does not back-step away immediately, his vulnerable to another round of mind game: uf+1+2 throw, or db+4 sweep kick, or the f,n+1 barge-in. A simular instance is with f,n+2. *f,n+2: If this right punch is hit, it could be connected to the third attack of F+4,2,1,2,4 or F+4,2,1,2,3. This means, if f,n+2 is hit, you can do f,n+2,1,2,4(last hit mid) or f,n+2,1,2,3(last hit low). If f,n+2 is guarded you can do the f,n+2,1,2,1 rushing punches. Stop at f,n+2,1 and do an immediate uf+1+2 throw or db+4 leg sweep. OR, yes, you can barge in with f,n+1. Hmm.. and a bonus trick is.. At Panther(Leopard) Stance, you can bring out the F+4,2,1,2,4(or 3) by just pressing 4,2,1,2,1,4(or 3). Using this you can do a nifty run-away trick. Remember those instances when you changed to Panther sometimes the opponent ends up behind you and you are attacked? Well you can escape from that by using the move I said up there. Lei can do those kick and punch rushes with the opponent behind his back. So, after you use it, you've gained distance and safe recovery time. 1,df+2_db+4 really basic. Lei's df+2 goes into a technical crouch so a high punch response from your opponent gets juggled. d+1,ws+4_FC+4 people just don't use this enough. Low parry this mixup at your own risk. f,n,2,1,2_uf+1+2 is a natural mixup. If they duck the throw they get juggled by the third hit of the guard melts. Remember that you can guard melt from PNS if the PNS 2 is blocked. Same mixup. Another bonus for PNS. Does PNS,1, 4~4,3,3 connect? Heh. . . It might. Butterfly kicks causes so much guard stun that the BK,d+1_2 is another mixup. ================================== | Back Turned Guard Stun Options | ================================== If these moves are blocked: Crane 1 PNS 2,#1,2,1 f,n+2,1,2,1 You are left in a BK position that DOESN'T allow either a BK throw, BK 2 or BK u/f+4 to connect. This is very important because the opponent only needs to block or parry low to stop any of the potential damaging juggles in this situation. If you are ever in this setup, your best bet is to use the safe BK 4 to poke them if they crouch (try the BK d+1 maybe 15% of the time). As for the 3~4, it is easily one of Lei's best moves - ranked just below the rush punches and PNS stance in importance. There's a bunch of offensive stuff it offers that I won't cover here, as well as the setups Lei should use to execute it properly in matches. Instead I'll address the GS issue that you brought up. There are 5 options that I use when the jumping crecents are blocked. To get the most of all of them, you should be as close as possible before executing them. You should know that holding 'u' let's you do up to three of them, so if the first one is ever blocked far away, continue with one or two more to get closer (parries, reversals and all attacks cannot stop this after the initial GS). In general you want to do as few jumping crecents as possible to give the opponent less time to think when you go into your 5 options. Last point here: if you do them from far away, don't continue (hold 'd')because they're easily jabbed at a distance. Of the 5 options, your choice depends on who you're playing and how safe you want to be, and they should always be executed immediately. Here they are (all are after a 3~4 GS, with Lei in BK position): #1 BK 2 - This is the first option because it actually completes a pre-programmed string that I figured out over the summer (Castel's confirmed it for his move list). 3~4 GS,2 is specifically designed to flow together. For proof of that, notice that BK 2 is Taggable, but 3,4 GS,2 is not. This attack has priority over everything but a perfectly timed 8 frame jab, and also goes under high moves. #2 BK u/f+4 - More damaging than BK 2, but slightly slower. Use this once they stop mashing against the 3~4 GS. Against good players I use this one much more often than the BK 2 since you can get more damaging juggles from it and I know they are guessing to block low instead of trying a CH attack. It also hurts the characters who look to parry the expectant punch listed above. #3 BK d+1 - The trump card to the 8 frame jab and those who stand block for the two attacks above. I'll go into all the follow ups of this another time. #4 BK 1+3 - I haven't confirmed for TTT yet, but this one works strange. The only way you can get it out very quickly is by buffering the '1' during a jumping crescent and pressing 3 when you land. It won't work any other way, nor can you get the 2+4. Try this after the 3~4. Hold Down and 4 and then start tapping 2 After a (bk)d+1 with Lei try F~4~4,3,3(~5). I know it works in T3. Or try a 3+4,3+4... you can add a 3rd 3+4 if the opponent does anything but lie there(after the first 3+4) or side roll(1_d+1). ======================= | Punch Parry Options | ======================= After a successful f+3+4 punch parry: Option #1 u/f+1+2. I've never been poked when trying to do this, but they can crouch. Option #2 If you feel they may crouch (or are mashing the buttons), the u/f+4 hopkick has priority (not sure of a d+1 poke). Option #3 This is where the beauty of this unique parry shines. Notice as you recover from the parry spin that Lei is slightly left of his opponent. What I've discovered is that if you SSL immediately (and they attack) you'll be either deep at thier left side or directly behind them! No need to tell you the benefit of this, because even thier d+1 attempts won't turn them around in time. You can go for the side/rear throw here (I reccommend the u/f+1+2 because it animates faster), or get a (near) free... Option #4 SSL, u/f+4 hopkick juggle starter. You have to do a rush punch juggle here since you are punching thier head, but damage is damage. In both of these cases, holding back (I think) keeps Lei from getting into position, but a defensive crouch won't help them. ===================== | Special Movements | ===================== (Mostly taken from Korean Champ Seok Dong Min.) HaHaHa steps - I've played around with both versions and although either can really work well, I prefer the silent Crazy Legs since it's a little less involved. Again here's how it works: b+3+4~b. The difficulty of it lies in executing several of them very fast. After the first one, you can hold 3 or 4 and just buffer the command. Forward Shuffle - The other trick he told me is the f,n,b~f,n, Crazy Legs advance that slides Lei quickly forward to attack. This is a bit harder to time I think, but I still need to practice it more. To get the most out of it, you want Lei to travel about 95% of his f,n, then cancel with a b and IMMEDIATELY tap f,n again. It's a rhythm thing that I'm sure we'll have nailed down in no time. I'm already plotting tricks with this (end with a sweep, SS rush, etc. =P). Both movements can be cancelled into each other. Three backsteps into forward shuffle punches is a good surprise tactic. Run Over - A rather obscure technique which probaby only serves to piss off your opponent. Launch opponent and start rushing punches just as they land so that Lei runs over them with the rush punches. Change to Tiger and press 3,1,2,1,2 and change into Tiger again. You can repeat or change into Snake from which you can do 1,1,1,1,1,F- change into Snake and try again... or mix up db+4, 2, or d+1 when your back is turned. =)