Tekken 7

Lei Wulong Tekken 7 Guide

lei-tekken-7-guide

Overview:

Lei is a very complex character. He effectively has the longest movelist in the game, 5 rage drives and more than twice as many stances as anyone else. He can do countless odd things like heal, manually ground himself, and access multiple special movement options. As a result he can be played in a plethora of different ways, while being almost impossible to completely master. He’s a freeform player’s dream and has as many options as you can come up with.


Although classically defined as an extremely difficult character to play, he has a few approachable aspects and gimmicks which can carry you through the beginner phases, including the fact that few people know the matchup well. However, at high level Lei requires the most multi-dimensional approach to the game among the entire cast, and exploiting him begins to require a high degree of focus, fundamentals and technical skills. Be sure to check the TLDR strats section if you have trouble finding strategies. There are also example sequences there to give you ideas.

I’ll start with basic properties and punishers, then introduce his core moves. Following his moves is a description of his unique movement tech. After, I’ll go over his animal stances, then all his other stances. Then, there will be a section devoted to combos and wall conversions, and afterwards will be a TLDR tactics and terminology reference section. Use the breakdown on the left to skip around if necessary and be sure to check the TL;DR section for a strategic overview. You’ll probably be lost when first trying him so it’s worth checking out. The terminology reference will include notation and frame explanations if you aren’t familiar with the language of the guide.

Basic Properties:

He is not a backsway character, which means he allows for simplified backdash canceling, as well as unique movement options with haha steps. He is slightly smaller than average size and does not allow special combos specific to his character. He has standard jabs, i13 df1 (-4 on block), crouch jab with d1, etc. but lacks a generic d4. He has a semi stable BT pose, meaning he can walk towards the opponent in back turned, but hitting the opposite direction turns him around like most characters. Solid step and ok backdash (also has a character specific backdash technique which puts him on par with eddy for top tier BD), his small frame helps evade a bit when moving and stepping, particularly in animal stance.

Punishers:

Neutral:

i10: 11 (19 damage, SNK with f), 21 (23 damage), 12 (+6 on hit)

i12:  f21 (24 damage), df4 (15 damage)

i13: Df11 (25 damage), fn412 (38 damage but impractical for -13 punishes)

i14: 33 (47 damage, + on hit into BT), 1+2 1 (28 damage, goes into BT at +8 on hit)

i15: df2, uf4 (60+ damage combos)

i16: f31 (32 damage, huge range)

i19: ff3 (65+ damage combos)

From Crouch:

i10: ws3 (25 damage, -3 on hit), FC d1

i11: ws4 (15 damage), ws1 (11 damage)

i14: ws21 (27 damage)

i15: uf4 (full combo, short range)

i16: ws3+4 (full combo)

i19: ff3 (full combo)

Homing Moves:

Df3

BT 2

CRN 2

KND 4

(His tracking is good, you don’t particularly need these. You can also counter excessive side stepping with db44).

Armor moves:

FF2 (-12 on block)

Phoenix 2 (-12 on block, full combo on hit)

Wall Bounce:

U1+2, 1+2

TGR 1+2

Stance List:

Animal stances: Snake (SNK), Dragon (DGN), Panther (PAN), Tiger (TGR), Crane (CRA)

Lay down: 4 different orientations (KND, PLD, FCD, SLD) + Sitting snake (sSNA)

Drunken (DRU)

Phoenix Illusion (PHX)

Back turned (BT)

Full list of transitions here, most of them are unlisted in game.

Preeminent Moves:

For more information on how to use his Fn moves, check out movement tech section. It will help you fluidly incorporate his step into fn1 and fn4 as part of movement, which are both very useful moves to understand when learning him.

Fn1 (razor rush):

This 5 hit string is one of the most versatile strings in the game. The first 2 hits are a natural combo, and the first 4 hits natural combo on counter hit. You can get endless mixups from this attack. After any hit he can side step into all his different animal stances, further enhancing mixup tactics, especially since you can block from animal stances to make the string mixups safer (animal stance basic guide here, as well as in a later section). From the first to fifth hit you’ll get SNK, DGN, PAN, TGR, and finally CRA when you step cancel to either side. He can finish the string with either 4 (Safe mid, wall splat, delayable) or 3 (launch punishable low, – on hit but CH launches with b41, not delayable, doesn’t allow crane). This can be extra threatening at the wall, due to the risk of ducking the low. Additionally, if the first hit of the string lands on a crouching opponent, you get a guaranteed 11 or 21 jab string afterwards.

Another phenomenal property with this string is how hard it is to step against. Lei’s forward movement with this is super linear and can be sidewalked when performed out of range quite easily, but when the punches connect on block or hit it becomes effective at locking down the opponent. It only becomes easier to sidestep if you delay the hits, but since this is not in the opponent’s control they will often opt to interrupt delayed hits with jabs instead or simply freeze. Even the 5th hit is difficult enough that most people don’t try, although it is technically possible to step with some characters.

You can use this string for anything from rushdown, stance tricks or to bulldoze your way into close range from a distance. It’s worth noting the frames from a razor rush transition to stance with step are actually quite poor on paper, on block and hit, rendering you easily interruptible. As a result you are banking on mental tricks and the threat of the remainder of the string to keep attacking (baiting panic responses while blocking after stance transitions is a common tactic). That being said, he still has ways to subvert from here, and possesses other moves which lead directly into stance with better frames. See the animal stance section for more on his defensive and offensive options from each stance.

I’ll emphasize again that the transition frames into the animal stances are terrible on paper with this string, especially on block. At low ranks,  you will get away with using this string and transitioning to Panther 1~2 or Tiger 4, which is enough to win games on its own, but at higher ranks, you will be playing very risky when trying to force this, and you will be better off varying your approach to avoid getting option selected. You can block from animal stance, delay the string, or avoid finishing it for alternate mixups to further confuse even high level opponents. Check this video for visual examples on how you can mix up the string. This is a good metaphor for how you have to use Lei in general – many of his basic frame properties suck, but the sheer number of possibilities allows you to potentially circumvent any situation if you are creative enough with his tools. Constructing fragile yet circumstantially powerful situations such as this is one of the primary sources of Lei’s difficulty, especially against savvy opponents.

Fn4:

This string is a combination move, it can be used as a springboard for stance switches, a solid punish option, or even a counter hit string. It comes out in 12 frames when performed perfectly but realistically tends to be slower, and you can’t really buffer it so it’s important to be able to get it to come out quick and consistent if you want frametraps after moves.

The string is only slightly delayable on the final hit of fn41222, unlike each hit of razor rush, but the threat of the low is enough to get away with DRG transitions since they have to fear the final hit (which itself gives huge + frames into panther on hit). Additionally, if the first hit lands on counter you can connect the rest of the rest of the fn4123 string guaranteed for absolutely insane damage (61) and a wallsplat. It’s one of the highest damage CH strings in the game. You can also end fn4123 with a mid/low kick mixup if they don’t duck the preceding high. The Fn412 string is fairly airtight on block, since only the first hit is a high and it can’t be stepped partway through, but if you go into variants like fn41222 or fn4123 you are vulnerable to ducking. Fn412 is also a NC on normal hit, giving great damage, and fn41 on its own gives pretty decent block frames to sidestep or keep up your offense with quick moves. In season 3 the fn41f transition to tiger has been sped up a tad and actually has a decent chance of allowing offense or parry from tiger, especially with rage drive on the board or a late reaction from the opponent.

Transitions include fn41f (TGR), fn4122f (DRG), fn41222f (PAN).

The first 2 hits of the string, fn41, can also be performed with fn1+4, so use your macros on pad to improve the input consistency if need be. Fn1+4 or fn 4 (1+2, 1+2, 1+2) are all possibilities for the R/L buttons and triggers. Timing the string properly can be tricky at first.

DB4:

This is his principle low threat and one of the main reasons to duck vs Lei. This move can land at 2 ranges, clean hit range and long range. Db44 is a natural combo at every distance, providing knockdown even at the edge of its range for 31 damage. If you land the first hit up close (clean hit) and enter drunken, you can get a follow up in the form of drunken 3 1+2, ff3b, bt 44 when you hold forward for 45 damage or other oki setups. Db44 also provides stupidly good wall followups and oki with f31, ub4 when the opponent’s back is against the wall with a bit of space or angle.

Doing just the first part allows for transitions as well. You can side step into snake with + frames on hit if you hold up or down after the db4, or drunken with f.

Keep in mind the move is launch punishable at any range, so don’t get predictable with it. This move can be a nightmare for your opponent if properly placed, and his best low which can be done without stance.

FF3:

This launcher has insane range and good combo damage. Think noctis’s df2 except -14 on block (not launchable by most, and you can complicate punishes with ff3b~b or ~db, as well as ff34). It is, however, a double forward input which makes it tough to use for block punishment. Very strong as a whiff punisher if you are trigger ready. Combined with Lei’s spacing tools it’s easy to force whiffs and capitalize on mistakes. It is even worth throwing out as a gamble from time to time since it just covers so much space. As with most ff input moves, delaying the 3 input allows more time for Lei to cover distance with the dash and extends the range, and in T7 he can actually perform this move while running (fff34). Hitting ff into 3 as quickly as possible is what gives you the fastest possible input speed though.

He can also enter back turned (BT) if you hold back, making the move even safer, giving him different combo possibilities as well as the ability to mix up the recovery between back and down + back to potentially avoid punishers in the rear. This also leaves you in back turned for certain strings that can become natural combos in the back (because you can’t block instantly when turned around) so it’s not necessarily a safety guarantee, but it can help you avoid repercussions for occasionally throwing out the move, which is one of the common ways to get a launcher with him. If you hold db out of the blocked BT version, they have to punish you with mids, and if you hold b to turn around they can only land fast highs to catch  you before you can turn and block. I generally prefer to always do the ff3b version of this move, especially against opponents that don’t know how to punish it optimally.

Additionally, the high hit extension of ff34 is safe. This can mix people up who try to punish, but gives up the combo potential from the first hit. Good for wallsplat gambits too.

Main Moves:

These moves are generally useful.

Jabs: Every character needs them. Generic 1 is i10 and +1 on block, and like most characters his fastest move. He also has crouch jabs with d1 and db2, which ducks highs for an i10, don’t forget about it on defense (also puts lei in FC for follow ups). His jabs strings have several variants: 11 is natural combo that moves Lei forward a good distance. 11f transitions to snake fast enough on hit to beat jabs with snake 1 or 2, and crushes jab retaliations even when blocked with snake SSR to Panther. 21 and f21 (i10 and i12 respectively) are also NC and have higher damage, good range and the 2nd hit is mid (but is -8 on block, giving up the turn usually). The 3+4 extension is only a natural combo when the 2nd hit lands on CH alone, but on the flip side its mid mid and only -11 on block while wall splatting. You can surprise on block with this delayable extension or it can even cover for the poor frames of the drunken stance transition (f21~f).

Df1: Comes out in 13 frames, but -4 on block. However, it has extensions in the form of df11, which is both a natural combo and safe on block (-9). The way he hits gives it very little range, but it is still useful and sort of hits sideways sometimes. The 2nd hit is a high, but comes out quickly so it should rarely be ducked. Additionally, there is a third hit extension in the form of df111, which ends mid and is only -10 on block as well as delayable. Additionally, the third hit will natural combo if the 2nd hit lands on counter and it also wall splats for huge damage. The low risk of the extension threats help compensate for the poor frames of the initial hit on block, and can help you exert control over basic situations and discourage buttons. Also, its recommended you side step or back up after a blocked df1 instead of immediately attacking again to avoid quick retaliation instead of trying to force the situation at -4. It’s not the best df1 to be honest, but any df1 can be useful, even if only to mix up with d4 to end a sliver of life.

F31: i16 mid with obscene range, moves Lei forward a lot as well. F31 is a natural combo for good damage. Great for space control and as a simple whiff punisher. F3 on its own is punishable (and doesn’t leave you with good priority on hit), but often isn’t worth punishing for fear of 2nd hit which is safe (and has decent priority on hit). However, the 2nd hit of the string is a high, which means predictably spamming the 2nd part can get you ducked and launched. Additionally, there is a third hit which is mid and launches on normal hit for a combo, while being only -12 on block. The third hit is NCC if the second lands without the first on CH, which further dissuades punishment of the first hit. All the hits are quite delayable, which can mask the third hit for a rewarding trick (last hit allows 1+2 1 for combo conversion). Mixing up f3 and f31 is pretty safe honestly, even at high level, just don’t spam it, and don’t count on it as your only mid range move.

D4: 12 frame low, solid at close range. Neutral (+0 frames) on hit with possible extensions. It’s good against pressure as well as to harass the opponent without really giving up your turn. This move is pretty much his go-to for low risk poking. D4d gets into snake with decent frames on hit (a well timed snake ssr to panther beats jab and snake 1 strings beats anything slower from here), allowing it to act as a mediocre pressure tool. d44 and d44f have dangerous block frames, but put out decent pushback and CH combo for decent damage. Okay as a get-off-me tool.

Df4: 12 frame mid with decent range. Decent poke, -4 on block like his df1 but with a better hitbox and no extensions. Puts out a pretty consistent pushback range on block and hit.

F42: A very underrated move. If the first hit lands on counter, f42 launches. While fairly slow to startup and not a natural combo, the 2nd hit is a mid and neutral on block (+0), so you can still follow up with stuff like jab/crouch jab, df1, d4, side step, magic 4, b24, db1+2, d1+2, another f42 etc. and be super annoying. It also has a high crush window on startup on top of fairly good range to aid the slow startup. Also, while not a homing move, it has a very wide hitbox making it ideal for tracking (especially to your left) and locking down opponents who step too much. Even on normal hit the first hit ends up dealing a ton of damage. The follow up punches are mildly unsafe on block, but the mid kick ender isn’t so you can choose to finish the string with f42124. There is also a low ender with 3, although this is highly unsafe on block and – on hit (but a combo starter on CH). Also, you can enter crane from the mid ender with u or d but its not a very good transition. This move is killer after the first hits of your unfinished rush strings (fn1, fn2, fn41) and will maul fast jab retaliations from a lot of other situations too.

Fff1: Running move that is + on block. It can be used as a floor break in combos and it does decent damage but it’s also quite good as an approach tool. It leaves you at heavy advantage on block but the spacing can be a bit mediocre for followup df1’s and lei’s stubby limbs. Also keep in mind it makes your db4’s extremely predictable so try to work on some mixups from here; start stepping or use your rush strings. It is probably his best way to get in, just be wary of its start up speed and reach to judge the right distance to use it. Like all running moves the input must be done quickly up close to come out, and is easier at range.

1+2: One of his i14 punishers and a natural combo, this string can leave you in back turned (BT) with 1+2 or 1+2, 1 (+ on block but high ender). His 1+2 2 is not a natural combo but the 2nd hit is mid and -10 on block. Super solid range, ideal after side stepping something. 1+2 on CH starts a combo, even if you go into the 1 or 2 extension. The mixup threats make it one of the better ways to get into BT offensively.

B24: One of his better options for avoiding high moves. Starts mid, safe and transitions to dragon from the first hit with forward. The second hit is a safe high. Amazingly its a natural combo, so you get 40 damage if you commit to it and the first hit lands. However, the second hit being a high makes this risky. As a result its worth considering using the second hit as a threat to cover the dragon transition, or just use the first hit for the evasive properties into FC state. A lot more worth it to throw out at the wall for possible followups. The string is not confirmable on hit, and if you are gambling with it I would recommend not delaying the second hit as it gives the opponent more time to react and duck the second hit on block.

Db1+2: A powerful backswing blow, only -12 on block, knocks down and wallsplats. Useful after a lot of moves on block to bait and snuff enemy attacks. Often used after fn12124 on block, since people often assume they are in the clear after blocking so many hits. Also good after other harassments and pokes or after blocking something that leaves the opponent at +. Not super good range and risky on whiff though.

SS Moves: Lei can do several safe moves from side step to augment his close range pressure, and evade counter pressure. SS1 is a chunky damage, safe high which can go into tiger or dragon with f or u/d with solid frames on hit (and lots of pushback). SS2 is a mid which can go BT with decent + frames on block with back input (also CH launches), while ss22 is a + on block, mid high natural combo which goes into drunken with f (not as plus with DRU transition though). ss2f is to be avoided entirely. Finally, he has ss4 (his best side step move imo), a strong, safe mid hitting launcher that you can mix up with db4 at close range. Ss3+4 is also a thing and allows a BT transition or a super over the top lay down transition. These moves are ideal after blocked moves like jab or fn2, or even when you have the frame advantage because they are safe anyways.

BT d1: This thing is fast, crushes highs, and is + on hit. It is relatively quick, but unfortunately it can be parried in t7 unlike previous titles. However, even if bt d1 gets blocked, turning around quickly lets you block an instant hopkick retaliation. Abusable in tandem with BT 4b or BT uf4 to make the opponent guess. Gives full combo on CH and can be used to harass or trap people after stuff like uf3+4 on block.

4~4: Sneaky low string, good range, basically invisible first hit, reasonably quick high crush, great for ending rounds but shit damage. Can be done while crouched as well. Another perk which makes this string pretty good is that if the first connects, the 2nd (4~4, 3) can’t be low parried and has a decent chance of connecting despite not being a natural combo or NCC. Additionally, if they block the 2nd hit, they don’t even get a float punish as you enter lay down. Each low does 7 damage which is pretty pathetic but remembering this string will save you countless rounds when your opponent is left with little health at a distance. It also allows great lay down pressure, either from the quick reactions needed to react to the first hit, or due to the solid hit frames on the second hit. As a result, 3 and 4 give you a decent albeit risky mixup from lay down, or you can hit 1 to trick them with another mixup with 4~3 and 3 if they are frozen. The 4~4 3 3 extension on this string is pretty trash but its there if you want to try to randomly catch people with it.

FC df214: This move, accessible from crouch, gives you offensive options from anything that leaves you crouched (or even just crouching manually). All three hits are NC on counter (for a shitload of damage), but none of it combos on normal hit (although first two connect if they hold d instead of db). It is a low low mid string with several useful properties even on normal hit, however. The first hit is -1 on hit, the second is 0 (neutral) on hit, they are both slightly punishable on block, and the threat of the third hit basically interrupts anything short of an instant ws4 after blocking the second low (which is a tough reaction to depend on as the opponent). This makes it a tough string to defend against if you don’t parry the first hit, and gives you phoenix illusion pressure out of the third hit. The third hit can also be canceled with back, avoiding phoenix stance. The threat of all three hits means you can just do FC df2 to remain crouched, df21 to end in back turned for potential BT d1 pressure or df214 for phoenix (which is useful even on block thanks to his new armor move as well as CH’s like PHX b3 or even 4 if they are slow or fear the armor move). This string gives you interesting options after moves like crouch jab (d1), TGR 1, PAN 1, DGN 3, b2, bt d3 and others.

WS3: Launch punishable on block, but does a chunk of damage and comes out at a whopping i10,  allowing you to uniquely punish things like Bryan’s ff4, or ducked highs very quickly. Unfortunately its a tragic -5 on hit as a tradeoff for the elevated damage. Use ws4 if you need a safer alternative outside of punishes and ws21 and ws3+4 for slower, heftier punishes (see punish section near the top).

Uf3: Basically a safe on block hopkick that only launches on counter hit for gargantuan damage. Not only is it good if you expect a low, but it can also be done as a quick transition to Crane. Uf3 into Crane 1+2 is an easy trap to catch people with a safe high launcher, even if uf3 is blocked or misses. Additionally, you can do u3 and ub3 for worse frames but a bit of backwards evasion. Worth noting that this is an absurdly fast low crush.

Uf3+4: Safe but slow, this extreme range launcher hits mid and is easily stepped but goes into BT. The frames are actually decent on block, allowing you to catch them with BT d1 if they aren’t ready, for a potential combo on CH. You can also use it after certain tailspins to spike them on the ground for oki mixups.

Df2: Generic i15 launcher. Average range, safe on block, doesn’t launch crouchers on normal hit. Good tracking makes it a solid option vs point blank stepping.

Other Moves:

3: An i14 high, does a huge chunk of damage. 33 is a NC for 47 damage, and gives + frames on hit going into BT. Unfortunately there is no hit confirm window so the full extension is a guess outside of punishes, but there are ways to mix up the string. 3b goes into phoenix illusion for additional threats, including another 33 or the PHX armor move to dissuade retaliations. The pushback on the low when blocked makes it almost impossible to punish without low parrying, which helps keep you a bit safer if you do the second hit. You can also do b3, which makes him do the move as he pseudo-teleports backwards, which can actually be used as a keepout setup after a blocked attack or to evade pressure.

Uf4: He has a generic hopkick, but the range is pretty much the shortest among hopkicks in the game, making it difficult to use reliably. Still, a hopkick is a hopkick and is still solid vs incoming lows, as well as block punish against things that don’t push back. -13 on block as usual.

Df3: Homing move, one of his few. Slow, with relatively medium range, but wall splats and is a safe mid with ok damage. Wall breaks as well.

4~3: Long range, mid hitting keepout move. Fairly safe because he evades highs a bit and grounds himself afterwards into lay down, although he can be floated during certain instances. Also wall splats but for poor followups. Can be repeated from the lay down orientation that it leaves you in, potentially catching people coming into range.

3~4, 4, 4 (tornado kicks): These things hurt, and while they aren’t a natural combo they jail on block. They also allow you to access lay down 50/50s by holding down during any of the kicks (holding d all the way leaves you regularly grounded). Any of these kicks leave you at + frames when left standing. They also hit grounded, and are part of his optimal damage on infinite stages (df2, f31, 3b, PHX 3~4, 4 for instance). However, they are slow to start up so it can be ideal to throw out as pressure when the opponent is cornered or not moving, as well as with oki setups.

B4: You can use this short range low for + frames on hit, and can transition to BT with plus frames if you hold back. You can use b41 for a high extension that is natural on CH, for huge damage. Often ignored because d4 is better at poking and db4 is better at damage, but it’s not a bad low and a decent way to get BT with + frames. The startup leaves something to be desired and it doesn’t hit that far so just be careful with it.

Fn3: Good frames going into BT on block, allowing potential D1 CH threat. However his BT game is riskier in this game. Additionally, the Fn startup and short range of this move limit the effectiveness to either the wall or very close ranges. It’s also a high.

Ff4 3+4: High damage natural combo. It is high high but you can cancel the 2nd hit with f or b to enter crane or phoenix to trick people. It also wall splats and wall breaks.

U2/Uf2: Easy way to get into lay down, jumps lows and hits grounded. Relatively safe since you end up on the floor.

U1+2: Huge leap forward, beats lows and brings you in range for either mixups or a low extension with 4 which gives full combo on hit. The mid from here (u1+2, 1+2) wall bounces and is safe, but extremely interruptible and steppable. You can also hold down to enter lay down for a potential mixup.

UB4: You can use this to space, it crushes lows fairly late in the animation, but the attack comes out relatively quick and it puts out massive pushback when blocked, even vs an opponent at the wall where it wall splats on hit. You can also use it as a wall ender and hold forward or back to enter Crane or Phoenix, which is common as part of his basic wall ender.

B1+2: Ridiculously fast high crush window, only -2 on block, but extremely slow startup on the mid hit and otherwise shitty.

Throws: He doesn’t have good throw mixups, and his overall throw range is extremely short. But, if you manage to land it there are several interesting effects on his command grabs. Uf1+2 can floor break for combos on the temple stage, and the ff1+2 gives a d4 afterwards guaranteed, or if they get up a d44 or f31 (careful for potential camera side switch), and it switches positions whether broken or not, making it useful to get out of wall situations..

Movement Tech:

Lei has many considerations to make when moving. His unique options make him one of the most mobile characters in the game and very intimidating to approach. I will detail movement from neutral here, he has additional movement methods in each animal stance and in drunken and BT, which will be elaborated in their respective sections below.

Fn:

This is the key to fully unlocking his fn1 and fn4 pressure. Entering his special step is performed by tapping and quickly releasing the forward input. You can see him move forward with a special animation, and pressing 1, 2, 3 or 4 will enter his specific attack strings. There are several important things to note – he can block relatively quickly from here by simply holding back, which means you don’t need to commit to an attack, and hitting forward again partway through the step will initiate a normal dash, so that you can still move around the traditional way with ff. He can also side step from this dash, as well as perform any attack involving a directional input without getting the step specific attacks instead (df1 during step will avoid fn1 and give you a generic df1, etc). The specific moves from step are also delayable until part way through the animation, giving him possible forward distance. It’s very similar to Lee’s mist step in these regards.

Another point that is really awkward to think about, is that the n input is not bufferable after attack animations, but can be button buffered after other movement inputs. This means you can’t do jab into fn without waiting for the jab to fully recover first, however, you could do a back dash (bb) into fn by buffering the fn before the backdash is over. Same with sidestep, etc. and even haha steps. You could do a quick qcf~n and since the last input is an Fn buffered out of directional inputs, you would get a special step. Also, you can button buffer the fn by holding forward, and releasing forward after recovering from a different move to save yourself having to press the forward input after recovery. This can help get fn moves to come potentially a frame or two quicker during offensive sequences.

The exception is out of forward dashing – if you perform a forward dash with ff, you cannot immediately enter into his fn state again. However, if you perform a side step or side walk (or hit b) after dashing you’ll reset this and can go straight into fn again. This makes razor rush after step a common sequence, since you can start a rush string immediately after canceling movement (eg: ff, u, fn12124). Alternatively you can do something like ff, df, fn by sliding your thumb to get it to come out of dash. You can also do a silly dance with f u f u f u…

Stepping at point blank into only the first hit of fn1 or fn2, into step or d4, b3+4~d4, f42, d1+2 etc. can be fairly oppressive, since his frames are pretty good on block for initial hit of RR.

Something else to consider from fn2 is that you can’t enter stance by side stepping from the first punch, unlike fn1, letting you buffer a side step easier and earlier than after fn1 which goes into animal stances unless delayed a fair bit.

HaHa Stepping:

Lei’s infamous special backdash. He has 3 main forms of this, some easier than others. They all stem from his b3+4 which begins to turn him around, giving him backwards movement, but which is canceled into various forms of dash.

The easiest and most accessible form is with b3+4~db. You don’t need to cancel his turn-around early here, just hold db to get him to flip while crouching after entering back turned stance, which makes him back out very far. This isn’t always safe because you have your back exposed (and you can’t block in the rear) but you also crush highs due to the crouch, which lets you avoid a lot of attacks on top of the substantial distance created from the turn around. You can also do ws moves from the db turn around by hitting inputs like 3+4 after releasing directional inputs while backing out. Additionally, you can do ff3 quickly out of the recovery since ff counts as a crouch cancel. It looks like this.

He can also do b3+4, b3+4, b3+4… where each b3+4 must be done quickly before he fully gets into the turn around animation, and the b input must be released between each one to act as a backdash input. This creates the fast style of haha stepping with short movement, and is instantly blocking whenever back is being held; it can be done super fast to troll, but isn’t great for backwards movement. It sounds like a machine gun and looks like this.

The most technical form is with b3+4~b, b3+4~b, b3+4~b, where back must be pressed a second time immediately after b3+4 to cancel his turn around animation as well as cause a back dash, this is intensive and easy to mess up but creates larger steps than the short stroke version. You are left standing unlike the first form as well. Messing this one up gives you 3+4 on its own sometimes which is undesirable, you can alleviate this by trying a specific technique, which is to do b3~3+4~b, sliding from a held down 3 quickly to 4 to get 3+4. This gives you a bit of the backstep from the b3 animation before getting the turn around animation and makes Lei create an additional noise. This helps some people mentally with timing it, and gives you b3 or b3b when you mess up, which is far less dangerous. This version is good if you have insane execution but KBD works just fine too. It looks like this when doing the 3~3+4 version (yeah it’s hard but damn does it move fast).

You can use haha stepping to annoy, intimidate and space. He has very strong complementary tools such as ff3 or f31 to whiff punish from a distance, or you can use it for short range evasiveness during setups. The ability to lay down even when turned around is an additional factor to combine with the spacing this creates, making  him tough to approach.


Also, don’t entirely neglect typical KBD, which is still a good alternative to haha steps in most situations and is less dangerous to mess up. Haha stepping does not need to become your staple movement by any means and some players forgo it since it isn’t quite as ridiculous as earlier games anyway. The DB method however is sufficiently easy, and useful with ff3/ws3+4 on the table, that you should at least try it out.

Lay down:

Lay down is an option worth thinking through. It’s good for its evasiveness, much like AOP or relax, but it doesn’t have the attack power of either of those stances, nor does he fall as quickly for the sake of evading an immediate poke (he’s easier to catch on the way down). The principle issue with lay down is that it most of the attacks from it are unsafe, and fairly slow to come out which limits its whiff punish potential a bit. Since Lei can’t move around from here, the range of the opponent pretty much determines your options. To lay down, have an attack whiff you, and successfully punish the evaded move, the move in question has to be relatively committed or they will be able to block in time and potentially punish you, so instead most of the time you get a 50/50 when you successfully evade something. It’s worth noting that despite its evasiveness, Lei is NOT grounded, which means lows and even some mids that typically don’t hit grounded can still connect with Lei while he is in this stance, such as generic d4 pokes. However, entering grounded state by tapping 2 while in lay down can help you evade moves with low hit boxes that don’t hit grounded.


The upside is that it is one of the lowest profile stances in the game when he falls, and the d1+2 version comes out fairly fast, allowing you to evade jabs up close, as well as other fast pokes. Others like d3+4 can avoid armored charge (if you time it as the animation starts) and most late attacks. It can be accessed from crouch, side step, Fn step, BT, drunken and dragon (with d3+4), as well as certain specific stance transitions.

An important part of lay down’s mobile options is that you can enter drunken from any orientation with 1+2, allowing you to get up into yet another stance. You may end up back turned however (and directions are flipped when in BT drunken), but you can always lay back down again in any direction from drunken. These stances go hand in hand for baiting. Additionally, you can turn around during lay down with 1 to change orientations.

Laying down randomly at a distance, even if you just get up afterwards or cancel drunken, is a good way to intimidate people even if you don’t plan on using it decisively. It can serve as a reminder of the option, or you can keep it in your back pocket for when you smell the right moment, often right as they plan to approach you.

Check the other stance section for possibilities from his 4 lay down orientations as well as drunken.

Animal Stance Wavedashing:

Once in any of his animal stances, Lei’s movement changes drastically. You can go forward or backwards in any of the stances, and you can cancel dashes into the other direction (or any attack as well) throughout the dash animation. With particularly mobile stances like Tiger or Panther (and kind of snake), this can be very useful and allows for a sort of wavedash, while other animal stances will just confuse and taunt enemies by giving Lei an aneurysm in place.

Basically, the step in Tiger goes as far forward as it goes backwards, and in Panther it goes further forward than it goes backwards. This means Tiger can wavedash in either direction by doing f~b~f~b~f, by varying the dash timing. If you hit forward, let him move forward, then do a quick bf which doesn’t allow him to move backwards, you’ll move forward, and visa versa. This is also very useful because of the auto parry on Tiger~f which lets you stop most incoming attacks. It looks like this when going backwards and like this when going forwards. Despite the simple inputs its very hard to do cleanly.

Since Panther moves further forward, you can’t really dash backwards but you can make a quick approach, although the timing will be different than Tiger. You are also more vulnerable because you can’t block mids and there is no mid parry, so don’t linger. You can also try this approach with snake, although its worth trying to bait a CH with 11111 rather than go for the 50/50 like PAN and TGR.

Keep in mind you can attack at any point in either stance regardless of where you are in the dash, as well as block.

Animal Stances Overview:

This is a useful shorthand to visualize his stances.

Animal stances are basically a way for Lei to become a completely different mini-character for a bit. Not only does this open up attack options, but also unique movement and even defensive rules than his usual neutral state. They are a way to vary your offense and access some powerful moves. He even has a rage drive for each stance which makes him even more lethal from here. These stances aren’t strictly the core of his game plan or anything, but depending on your style of play can carry a lot of offensive weight. Flowing between different stances is often overwhelming to opponents and can make him a pseudo-rushdown character at times.

A rule of thumb for his stances is that they have high damage options, but are balanced by having mostly  terrible transition speeds. Thankfully, you aren’t committed to attacking from each animal stance as they have various defensive mechanisms ranging from simple to complex to subvert and stay safe. Entering stance with rage drive pretty much supercharges any of his animal stances by giving him an enhanced threats, but unfortunately the speed issues remain, rendering his rage drives the weakest in the game.

In addition to their transitions from fn1 and fn4, each stance has a specific move which goes into it with superior frames on hit and block than the rush string transitions. I call these sister moves since they feel like a direct accompaniment to the stance and are the most advantageous way to get into them without too much complex trickery.

Also worth noting is that you can go into animal stances from 3+4 into snake, or with 3+4 and 1 for DGN, 2 for PAN, 3 for TGR, and 4 for CRA. These can be ideal from range, so you don’t have to worry about the frames of your transition move and focus on approaching once already in stance, however this requires wavedash and spacing skills and is often better for specific stances like Tiger. The 3+4 state also has a late parry window, if it catches the opponent’s high or mid punches you get potentially guaranteed follow ups from whatever stance you end up in.

Stepping in any of his animal stances switches to another stance. Stepping in someone’s face to access a different stance is typically inadvisable, but the transition from Snake to panther with rightward step is an exception as described below. Forward and back dashes can be canceled into each other or any attack while in any of the stances, allowing you to deal with space, although each stance has different properties.

Snake:

This stance is the only animal stance with an immediate attackless transition, with f2+3 or b2+3. You can also do a sidestep 2+3 in either direction to extend your sidestep. You can think of this stance as the “base” animal stance since it is pretty much the best at switching into the other stances. This comes from several factors – firstly, you can access panther by stepping right, which activates the high crush of panther extremely early to avoid highs. Secondly, there are several powerful strings with solid frames which lead to dragon and panther. It is also good at counter hitting with its fast jab string, but weak vs blockers and high crushes.

Rules: You can block directly from here by holding back against highs and mids, and holding db will cancel the stance. Either can be done during movement as well. Must be canceled to block lows, but holding back still blocks special mids like crouch jab. Medium dash distance and speed. Dashing very mildly evades highs as well, but it’s not a crush nor is it very pronounced.

Sister Move: His snake transitions are usually his easiest to use, he has several good moves that are ideal for this stance. d4d, which allows SSR to beat jabs, and the SNK 1 string to beat anything slower than i11. Also db4u or db4d at tip range near the wall for uninterruptible follow ups with 1 or 2. Also new to t7, his 11f (10 frame punish) frames aren’t total garbage so you can beat jabs with panther transition (SSR) even when SNK 11f is blocked, and SNK 1 and 2 become uninterruptible on hit. Direct transition with f2+3/b2+3 and SS2+3 for ranged tactics or as a surprise up close.

Moves: 

1: This is his fastest attack from snake, and can be taken in several directions. Snake 11111 is a natural combo for the first three hits, and all five connect on counter for big damage. He can go back into snake with f from any number of jabs. Snake 121 is a natural combo which goes into panther with f, or which can be finished with 1212 which ends on a high that wallsplats but is unsafe without the pushback or if ducked. Worth noting that 11111 is all highs, whereas 1212 has a mid on the second hit, potentially catching crouchers. The frames going into panther from 121 with f are very good, especially on hit. This string is a very good reason for your opponent not to hit buttons thanks its damage and its ability to close distance with 1 spam.

2: Mid string which transitions into dragon with either 2f or 22f, for good frames on hit. This string is complemented by 222, which threatens a low which transitions to panther with f for great frames on hit, but can be punished or a low parried if predicted. The most terrifying part of this string is that all three hits of 222 are natural combo (yes, including the low), which does crazy damage. Additionally, the third hit is absurdly delayable if you don’t hold forward to go into dragon, which can psych out an opponent or throw off low parry timings. The third hit into panther is terrifying due to the panther transition with f, which leaves you with his amazing 50/50.

3: Evasive, high crush launcher but slow. Not particularly high risk due to him grounding himself but provides pretty meh combos.

4: Low with terrible frames. Block afterwards and only use to annoy or scratch someone on the ground because the hit frames are absolutely abysmal. Its technically punishable on hit if they have a generic d4, but this is less of an issue vs grounded opponents where this moves is more useful, such as after d4d if they refuse to get up.

1+2:  Backswing blow mid that high crushes part way through. Only barely unsafe at. Solid move for wallsplats or in case they duck or press buttons.

Conclusion: Use this stance as a springboard for other stances through step right or strings, as a CH, or to close distance by bulldozing with jabs. Easy to block from, fast forward movement, good at baiting and transitioning with threatening strings (and all of his strings from here are NC on the first three hits), but not great at pressure against turtles since snake 4 sucks (although switching to panther solves this pretty well).

Dragon:

This stance has an absolutely phenomenal counter hit, an evasive option or two, and a few handy move transitions that lead to other stances. The mids also wall splat from here.

Rules: This stance blocks like snake, you hold back to block highs/mids/special mids, db to cancel, and it must be canceled to block lows. Moving forward or back creates high evade windows. Medium dash distance and speed.

Sister Move: SS1u or SS1d allows decent options on block, such as DGN 3 to beat jabs and even 41 to beat generic df1 as well. On hit it pushes the opponent back with nosebleed for an advantageous dragon approach mixup. Fn4122f also has mediocre frames, but the threat of a delayable extension to cover for it as you go into dragon. B2f is trash but sometimes people will fear the second hit and duck.

Moves:

1: An average damage grab which moves Lei forward and can be canceled with b. Doesn’t crush highs, but when canceled it can be used to bait an unnecessary 1 break which results in a jab, which is then duckable by DGN 2 or DGN dash assuming they break “on time” for the fake throw. Can be used to confuse, as an approach or to get people to duck at the wall as well. Also, since this throw turns the opponent around as they land, you can catch them on getup at the wall with stuff like f31 or df1+2 if they hold back, and even b24 or df2 for a potential wall combo setup. d4 or db3 become outright guaranteed even if they stay down. And if they stand with the up input followed by block, df11, df4 are guaranteed. Just keep in mind the wall angle has to be pretty close to perpendicular or they will go off to the side, and the camera will confusingly switch sides during the throw animation more often than not.

2: Fast, mid wall splat which ducks highs and can transition to tiger with f. DGN 2 without any transition is heavily plus on block at +4 frames as well. If you hold forward to enter Tiger after block, TGR 4 or TGR f beats jabs. If you use 2f as a wall splat, you can do TGR 1 as a spike into ws3 for big guaranteed damage.

3: Super fast, high crushing low that is very risky on block and has low damage, but leaves both sides crouched with decent frame advantage for Lei to go into a potential FC df214 and WS4 mixup.

4: The 41 string is identical to his fn4 string, but doesn’t require any directional input to start. Consequently, he can go back into dragon, panther, tiger etc. or finish the string for terrifying CH damage. Fastest option and plenty of mixups just like the original string.

1+2: Normal hit launcher, only -2 on block but high hitting. Medium speed, high damage.

F1+2: Big wall splat mid, can go into tiger with f. Puts out massive pushback on block, making it safe whether you transition or not. It also forces crouch on block, but it is not + on block like DRG 2, making it hard to beat ws4’s when the wall prevents pushback. If you land this move at at the wall, you can hold forward and do TGR 1 to spike into ws3 for massive damage off the wall splat.

D3+4: Can enter BT lay down from Dragon with this. Evasive but not super fast start up. This form of lay down gives strong mixups at point blank.

Conclusion: The prime feature here is the 41 counter hit/string mixup, which really does the work. Entering this stance with good frames is difficult but you can get away with the 41 from certain situations or if they don’t time their retaliation well, and the string is generally pretty safe and confirmable on block. This string is also a good stance transition springboard. You can also take advantage of the dash evasiveness by entering dragon from far away and dashing forward with the threat of DGN 2 or 41 as you enter range. 3 is also a decent springboard on hit for FC/WS pressure but is risky on block and low damage by itself.

Panther (aka leopard):

Perhaps his most aggressive animal stance, with terrifying 50/50 potential. This stance is extremely damaging and evasive, with strange defensive properties and high mobility, but is more difficult to access than the other stances.

Rules: This stance automatically crushes highs, blocks lows and automatically low parries by holding forward. However, it cannot block mids by holding back and must be canceled with db before being able to. This stance has a relatively poor backdash but the fastest and longest forward dash of any of his animal stances, allowing you to make giant leaps forward, even by canceling backdashes such as fbfb or ffbffb, to close distance and attack.

Sister Move: No decent options for this stance that aren’t stance-based in turn. However, SNK 121 on hit or block, SNK step right, SNK 222 on hit, and DGN 41222 on hit all leave you at great frames. If you don’t want to deal with transitioning from another stance just do 3+4 2 at a distance and approach or feign razor rush into side step on the third hit. F1+2f also exists but its not a great transition.

Moves:

1~2: Low high hit that natural combos with the second hit and knocks down. Alternatively, you can do only the first hit to put both of you in crouch with frame advantage. The primary mixup to PAN 2 and the source of his 50/50 from this stance. Crushes highs during the attack, nicely complimenting Panther’s natural high crush property. At certain ranges 1~2 will reach the wall for followups, although it wont without some distance.

2: Mid launcher, only -10 on block and very solid damage. Launches crouchers on normal hit to mix up the low option and complete the 50/50 situation. Only becomes scarrier when mixed with rage drive as a potential mixup.

3: Low which keeps you in Panther or puts you in PHX with b. Good at stomping people on the ground to encourage them to get up, since it hits grounded and panther counters low get-up kicks.

4: Goes into f42 string (identical to the normal move), high crushes, CH launches, has a string followup, tracks well and is neutral on block with the 2nd hit (which is also mid so that’s great). Slow startup but solid range, tracks to sides well and very damaging.

Conclusion: Simple, aggressive and decisive stance. You are here for the 50/50’s, but its pretty much locked behind other stances and transitions unless you enter it raw from distance and start dashing. Snake is one of the best ways to get into this stance with side step or 121/222. 4 is also a good move but is accessible outside of panther anyway. Stance can also be risky if you linger too long, since you can’t easily block mids, especially vs hopkicks.

Tiger:

This stance is also fairly aggressive, with a powerful 50/50 mixup and a fast + on block mid. Notably has one of the best low launchers in the game, and can cover itself with a parry.

Rules: Like snake and dragon, it blocks mids/special mids and highs by holding back. Cannot block lows without being canceled as well. However, holding forward parries mids and highs for frame advantage (+6) but no damage.

Sister Moves: Df1+2f – forces crouch on the opponent and puts you at good enough frames on block or hit to parry retaliations with f for frame advantage, and you can backdash out of some ws4 options for a TGR 4 whiff punish (if the df1+2 is blocked at tip range). You can even use Df1+2f after a tailspin to end a combo and enter Tiger oki as the opponent gets up. Additionally, some people will use the move far out of range and approach with TGR wavedashing thanks to the long range threat of 4. Fn41f is also much faster in season 3, allowing TGR 4 and 3 to start beating jabs and crouch jabs off hit transitions thanks to their crush properties.

Moves:

1: Short range move from tiger, launches on CH and + on block while hitting mid and forcing crouch. Gives the opponent a reason not to duck.

2: New to Tekken 7, normal hit launcher from mid with 22. His fastest mid from tiger. This thing hurts pretty bad and serves as a very dangerous mixup to TGR 4, but keep in mind the second hit is a high so it can be ducked. Additionally it doesn’t have the range of TGR 4, which means at certain ranges you don’t necessarily have a 50/50.

3: Jumps lows for a mid hit that wall splats. Great way to cover lows you can’t block. -12 on block however, so not entirely safe but not suicidal either. Holding forward goes into sitting snake, evading jabs and potentially forcing the opponent to use slower moves to hit mid, letting you get away with 3 on its own maybe. Good range, closer to TGR 4’s than TGR 2 is.

4: One of the best lows in the game. Fast, invisible, launches on normal hit for fantastic damage, and has great range while instantly ducking highs. Launch punishable on block but if it was anything less than that it would be stupidly broken.

1+2: Wall bounce move. Super slow mid that is safe and does absurdly chunky damage. A good mixup to TGR 4 if they aren’t interrupt happy.

Conclusion: One of his better stances. Can cover approaches with parry, making it ideal from range. TGR 4 is so damn powerful you can use it as a whiff punisher from tiger or threaten with it from a fairly substantial range. The addition of 22 for a normal hit mid launcher makes this one of his most powerful 50/50’s. Additionally, TGR 3 covers the usual animal stance weakness of not being able to deal with fast lows. At the wall, TGR 4 and TGR 3 have their reward inverted but their risks remain the same, so be wary of using TGR 4 if you can’t get a full combo off the hit (TGR 22 doesn’t wall splat for followups either). His only wall bounce move is in TGR as well with 1+2. Its great on hit but slow enough to be difficult to land.

Crane:

Oddball stance, functions quite differently than the other 4. Filled with useful applications but has little synergy from other stances and almost no good transitions from the other animal stances.

Rules: Has to be canceled to block highs and mids, but can be done so almost instantly. Must be canceled with db to block lows, but not attacking in crane allows crane to automatically hopkick if a low heads his way, no input needed (works even if moving forward or back). Has the poorest mobility of the animal stances, with terrible backdash and forward dash speed and distance, but can still attack partway through either like with the other stances. Stance automatically re-aligns with the opponent even when standing still.

Sister Moves: Pretty much the only reason this stance is usable is thanks to the great move uf3, as well as ub4f as a wall combo ender. Uf3 allows the baiting of the opponent with 1+2, a safe high launcher with ridiculous range and speed, that can surprise anyone even after a blocked or whiffed uf3. Additionally, you can safely cancel crane from uf3 to block any high or mid instantly. Another common way is with ub4f, which can be performed as his wall ender.

Moves:

1: Mid hit that wall splats, leaves you at + frames on block in BT like the final hit of his armor breaker, making his BT 4 or d1 followup difficult to interrupt.

2: High homing wall splat. Safe and decent damage. CH launches as well.

3: First hit of his wall ender string, the initial hit is safe and mid, while the rest is a delayable natural combo up in till 342. The third hit is launch punishable on block but has the threat of the 3 extension afterwards, which is -12. All hits are delayable (including the low, which can help circumvent low parry timings), but the natural combo property will drop on the 2nd hit if you delay it. Doing the first hit is one way to get out of stance somewhat safely while catching people who duck in fear of 4 or 1+2. Also, the final 3 extension is a natural combo launch if the preceding hit (the 2) lands on counter hit, which gives you plenty of delay and string trickery possibility.

4: Low knockdown on normal hit, and on CH gives guaranteed followups. Useful after his ub4 wall ender combo into crane, since you can get oki tricks against the opponent’s knockdown orientation.

1+2: Safe high launch and probably the best general move from crane, this thing comes out super fast and surprises everyone after uf3. Great range makes it a good whiff punisher, keepout move and a surprise move after whiffing something like uf3/ub3 at medium distance.

Uf4: A hopkick which launches on normal hit while remaining as safe as uf3 on block (-2 and stance can be safely canceled to block). Fairly slow but highly damaging, also performed automatically in crane when facing an incoming low, as long as you aren’t already performing an attack.

Conclusion: The only way to apply crane in a generic way is usually from uf3, otherwise you usually reserve it for oki from ub4 combo enders since it isn’t very mobile, and other transitions to crane are trash. The reach of CRA 1+2 and 4 compensates the slow movement, allowing him to threaten without approach options. The slow movement and auto hopkick vs low is another reason why its ideal at the wall after the ub4f combo ender, since it cramps the opponent and defeats low get-up kicks.

Rage Drives:

With 1+4 in any stance, you’ll perform rage drive assuming you are in rage. Frames aren’t great but the highlights here are the Panther RD which gives a full combo from a low and SNK and TGR possibilities out of certain transitions. SNK RD is fast enough to avoid jab retaliations after d4d on hit and 11f on block, while 11f on hit makes it uninterruptible, which is nice. His fn41f, now faster in S3, allows him to occasionally surprise people with the RD as a + on block mid launcher mixup to TGR 4. On hit, fn41f allows his TGR RD is somewhat enforceable because TGR 4 will beat jabs, TGR 3 will beat crouch jabs, and RD will beat everything else more or less. TGR RD and SNK can be used in combos somewhat as well (check combo section). CRN RD is shit and DRG RD is hard to access, as well as limited in functionality because RD has no good low mixups anyway. If you manage to get DRG RD at the wall, you can hold forward for a Tiger mixup between 3 and 4, or if you get the wall splat and transition to Tiger you can spike with TGR 1 into ws3 for big damage. Which is all ok, but this will rarely be an achievable situation in real matches anyway.

Other stances:

Lei has a huge selection of stances. You don’t have to use them all, but some of them involve more synergy with other stances than others. In general, there is a lot of convergence from SNK into PAN, as well as Drunken into Lay down and BT, while DGN can go into many stances but doesn’t necessarily have to. If you plan to use these stances, it can be worth learning how to make them work well in tandem.

BT:

Easier for Lei to access than most characters, thanks to the direct transition with b3+4. From back turned, Lei can move towards the opponent and stay oriented, but holding away from the opponent turns him back around. He can also turn around with df (which doesn’t back him up and turns him around pretty quick, useful for comboing with ws21), and db (which evades highs while backing up, useful for recovering from ff3b and to avoid getting punished, and can allow for ws inputs as he does it like ws3+4). Additionally, he can enter lay down even when turned around. He has several moves specific to BT as well.

Moves:

1: A string with no mixups except the threat of its continuation. It hits high mid low high, and the last 2 hits are a natural combo which gives a combo near the wall (or on open ground but with high difficulty, using fff3). Doesn’t turn him around till after the first 2 hits.

2: Mid wallsplat hit. Homing move. -10 on block. Does a chunk of damage. Not fast, but turns Lei around. Shit range.

4: First hit is a mid, and you can hold back to stay in BT. The 44 extension is never a natural combo but is safe and the 2nd hit gives a full combo on counter hit (with df2). 43 is a NCC launcher that is launch punishable on block. 41 is also an NCC but safe with a high ender, making it very useful.

1+2: i10, fast high hit. Can be extended with 1+2 2 to enter lay down facing the opponent.

3+4: Useless as hell, slow and linear. 3+4, 3+4, 3+4 causes up to 3 flips.

D1: This is one of his best BT moves. Its a low that can’t be low parried, is + on hit, extremely fast and high crushes. Doing this move several times in a row can be a nightmare to deal with, because even on block doing it again interrupts a lot. As such it can be used to bait a CH for a full combo. The way your opponent beats it is with hopkick or orbital, otherwise it’s pretty good to spam away.

D4: Low sweep. It acts exactly like db4 except that it provides an even stronger combo in clean hit range without needing to go through drunken. Like db4 you can get knockdown outside clean hit range by doing db44 and you can enter snake at frame advantage with u or d and drunken with f.

Uf2: Jump lows and ground yourself in lay down. Slow but relatively safe.

Uf4: BT hopkick, good to mix with BT d1 and d4 as a harder mid mixup. -13 on block.

D3 and D2: Quick ways to turn around and duck highs off an attack. D3 is a low, d2 is not but can still be low parried.

Drunken:

An interesting stance with decent possibilities that doesn’t require special block rules. Works well in tandem with Lay down and BT, since it can be entered backwards when performed from certain lay down orientations and has access to some BT moves from here as well.

It’s vital to understand how to pilot Lei from here if you intend to use this stance. You can backdash or forward dash by simply holding b or f, and his forward rush is extremely long. You can block (including lows with db) or attack during his step at any point, as well as low parry, and you can cancel his forward dash into backdash and visa versa. You can also perform any attack that has a down input, including diagonals, which means moves like db4 or df1 are still accessible from drunken as long as you don’t buffer during transitions. You can also access different orientations of lay down from drunken, which works in tandem to bait opponents. The reverse is possible too, allowing you to access drunken from any lay down with 1+2, which can also leave you in BT drunken from certain orientations (directional commands are flipped in BT drunken and you can’t block). When backwards you can access his BT moves that involve down like the very useful BT d1 and d4. This is why the three states have synergy.

A common way to enter drunken is with f3+4. This doubles as a parry which gives no damage, and can be repeated while in drunken as well. You cannot buffer normal moves from f3+4, so if you try to do db4 during the parry animation you’ll get DRU 4 instead, or if you try another f3+4 too early you’ll get DRU 3+4 instead, so just be careful. Another weird fact is that holding forward to start a drunken dash will parry high punches early in the animation, which can give you guaranteed hits from DRU if successful. You can also cancel the dash with f3+4 giving you a long, continuous parry window.

Moves:

1: Mid punch, -11 on block but safe due to pushback even at the wall. Wall splats. No gimmicks, it’s there if you need it.

2: 2b gives BT at + frames. 22 ends on a high but leaves you massively + (you never see this move so nobody ducks it either), and it can safely go into drunken again with f (but not +). 2f is a mistake.

3: One of his most deceptive moves from Drunken. At first glance its pretty bad but the possibilities are actually pretty decent due to a few key properties. 32 on CH gives followups like d44, or even a full combo with df2, df2, b24, etc. for very impressive damage. Both 3 and 32 can go back into drunken with f. 32 without going back into drunken leaves you at -1 on block (and the second hit is a mid, which makes it difficult to defend against), giving you decent followup possibilities on block. Additionally, on CH it not only acts as a CH launcher but also a spike, meaning the opponent can’t techroll, allowing you to do stuff like DB to enter crouch into ws3 at the wall, for guaranteed damage despite what the combo counter says. Also, DRU 3f into DRU F times out to parry a jab retaliation after hit. You can also end the string with 324, which finishes with his ub4 move and the accompanying f and b transitions. This creates massive pushback on block, even at the wall, rendering it safe while also potentially wallsplatting an opponent who gets hit by it for a combo. This move is a subtle killer. New to season 3 is also 3 1+2, and while primarily used for combos, it’s worth noting the 2nd part gives a tailspin on CH when it lands without the first hit. You can also hold down to heal instead, or feint with 1 out of the drunken stupor.

4: Mid launcher, only gives combos if you don’t enter drunken again with f. -12 on block. Pretty quick move, meh range and overall not the greatest.

1+2: Sips that heal your health bar, you can do up to three in a row before you fall over. Good for baiting people at range and then going into lay down tricks or whatever. Slow, and while it high crushes, its not recommended at point blank.

1+3 (or 2+4): A grab from drunken that swings twice, potentially catching someone who evades the first one. Both are a 1+2 break with no mixup but a small break window. Its wide radius and awkward timing make it difficult to step, and because of its properties when successfully landed, it is a formidable grab at the wall. Because it causes a spike, the opponent can’t techroll, allowing you to enter crouch with df, and perform WS3 at the wall without the opponent being able to escape, even if the combo counter doesn’t always count it. Or if you want an easier move at the wall just do db4 for oki and stance transitions. You don’t get anything after on open ground, but you can often still get the usual wall follow ups even at pretty odd angles. Additionally you can hit 1+2 during the grab to cut the damage by 10 and heal 10 health instead, which is a decent alternative when you don’t have a wall for followups. You can button buffer the grab on pad pretty quickly and easily after inputting your f3+4 shortcut (I have 3+4 bound to R2 for instance) and hitting 1 or 2 while 3+4 is still held down and you are in drunken.

3+4: Low that ducks highs very early. Knocks down for a lay down 3 followup on hit for chunky damage. Fairly safe since you get left in lay down, making it tough to punish without low parry.

B1+2: High damage mid launcher (check combo section). Sexy looking and high crushes fast, despite the animation not looking like it. Fairly safe since you end up in lay down (from which you can slide with 4~3). Good range, nice to throw out from time to time.

Uf1+2: Jump on them. Ground hitting mid, leaves in lay down.

Ub1+2: Falling over taunt, can fake into drunken 1 which in turn can return to drunken. Heals a chunk.

Conclusion: Aside from the drunken specific moves, this stance has versatile purpose because it can be used to either bait opponents, even when backwards, as well as to mask moves like db4 or lay down. Also great at the wall thanks to DRU 3 string and DRU 1+3/2+4. DRU 32 is one of his highest damage CH combo starters.

Lay Down:

Very low profile stance, can end up in four different orientations. This state is not identical to being grounded, a lot of lows which don’t hit characters on the floor still hit lay down, notably generic d4’s and the usual ground hitting mids. Getting into lay down is fairly low risk, but aside from one or two surprising options most of his tools from here don’t have much range or speed and a few moves are launch punishable. As such, you need fairly committed whiffs to be able to punish decisively, this is not so much a high reward stance as a low risk evasive option at range. You can also enter drunken from any orientation with 1+2, potentially putting you in backwards drunken. When in any of these, you can hit 1 to flip over to another side, as well as d1 to flip the other direction. 2 enters the normal grounded state, and in reverse you can enter lay down from grounded with 2 as well. You can enter lay down from many states like crouch, drunken and BT so don’t forget this option.

Knockdown/KND (face up, feet towards opponent):

Entering this with d3+4 is evasive at range, and can dodge a tackle animation if properly timed. However, you don’t necessarily have the best attacks from here. Fastest option for whiff punishing is 3, a low launcher, or 4 for a safe slow mid that also wall splats. Also 3+4 if you want to go into sitting snake.

Face down/FCD (face down, feet towards opponent)

Accessed from d1+2, or flip from KND with 1. Most evasive transition to any of his grounded forms, allowing you to avoid jabs and the like relatively quickly. From here, you have a fairly significant mid with 4~3, which is good at keepout due to its massive (though linear) range and low risk, as well as 3+4 for a higher damage, safe mid that wall splats. You have a low with 3 that can knock down for d44 followup (and difficult full combos with ff4, 3+4) and has absurd range, or 3~4 4 for a natural combo knockdown low similar to db44, or you can just do the 3~4 to switch orientation.

Play dead/PLD (face up, feet away from opponent)

Accessed with d2+3. This figure has the deadliest options but the shortest range. It has a mid and a low launcher with 4 and 3, low is launch punishable but the mid is only -12, both give great damage. You also have 3+4 but that thing is launch punishable on block without 3’s reward so its pointless. You can access the 50/50 launch mixup pretty decisively by using tornado kicks into d (3~4, 4, 4 and down at any point), giving you mental priority as well as putting you in range. Otherwise it’s a struggle to be in range with this stance for the 50/50, and it is easily steppable.

Slide Stance/SLD (face down, feet away from opponent)

Accessed from d1+4. You get a slide low from here with 4~3 (4 followup guaranteed on slide-under hit), which is really tricky, especially if you flip to this stance from PLD, such as after tornado kicks when they try to back out of the 50/50 mixup, or immediately from d1+4. You can mix it up with 3+4 for a decent mid that switches orientation or d3+4 if you want to look stupid and knock down your opponent while staying in stance.

Conclusion: You don’t have to use lay down much, some use it more than others. KND (d3+4) is most useful for baiting, or for timer scams. SLD is only really good for the slide with a mid mixup at close range and PLD (d2+3) is a decent 50/50 accessible from tornado kicks (3~4 4 4 + d). FCD is most evasive transition, and common after 4~3 and the keepout from repeating this move makes it lower risk than the others, while its low has great range to mix people up from a distance. These are all useful in tandem with drunken and BT to dance around and confuse or intimidate enemies. Entering lay down with 2 from grounded, or entering drunken with 1+2 to stand up quickly can surprise someone waiting to oki you. Over using these guys up close just gets you hit out of it, but they are decent if you smell an approach move that can whiff. You can also do d3+4 to get out of the running charge animation if timed well, giving you a free combo punish with 3.

Phoenix Illusion:

You can access this stance commonly from 3b (scary in conjunction with armor followup), FC df214 and from b1+4. From here, holding f can enter drunken, this will give you the parry window from drunken f early in the animation to parry jabs for guaranteed followups.

1: This clumsy high avoids highs part way through, and if you hold down he goes into his lay down that can slide. If you hit 2 as he falls with d you will also perform a low. The first hit on its own wall splats, and when blocked pushes Lei super far away even at the wall, making it safe. Holding forward after 1 also puts him in drunken.

2: This normal hit launcher is also an armor move, ideal after fc df214 is blocked. Mildly unsafe and hits mid.

3: Identical to his basic 3 move, can do the same stuff like 3b to go back into phoenix or 33 into BT.

4: Long range low. Slow, but leaves in snake with good frames.

1+2: Heal and go to drunken. Decent health boost, you can actually use this instead of an attack during certain combos if you are going to get a sidewall or something since it backs you up quite a bit to reset the situation as they tech.

B3: CH launcher.

B4: Goes into his tornado kicks for big damage. + on block, hit grounded, leaves BT or even in lay down if you hold down for mixups..

F4: Unblockable. Kind of useless, but can catch people in certain situations after 3b tailspin in combos, depending on their tech, your timing and sometimes with wall situations where they can’t move out of the way.

D2+3: Side step cancel out of phoenix into Snake with a strange animation. Can surprise people.

Conclusion: Phoenix is difficult to get much value out of. Its transitions are assigned to less useful moves, and it has the issue of being quite committed. Its moves are all obscenely slow and easy to interrupt, with the exception of PHX 2, which is unsafe. As a result you rely on PHX 2 a lot to create any priority and end up getting punished for it. If you can be certain they will not interrupt, PHX 4 and even d2+3 are actually quite capable of doing work, but you are banking dangerously on the opponent respecting you.

Sitting Snake:

This one is real simple. He only ends up here from lay down (d3+4) into 3+4, db1 or TGR 3f, and he’s got 2 options, a mid knockdown or low launch with 1 or 4 respectively. He gets a combo from the low and a potential wall splat with 1 for followups. The mid is -10 on block with no pushback and the low is launch punishable to infinity so it’s just a read/gamble. Doing nothing transitions to lay down. The only real use for this stance is with tiger 3. TGR 3f can serve as a mixup to TGR 3, since TGR 3 is jab punishable but not df1 punishable, while TGR 3f is df1 punishable but not jab punishable on block due to sitting snake’s high crush. That’s all there really is to know.

Combos:

Basic:

Lei has fairly simple combos to begin with. He can opt for this basic bread and butter combo structure:

  • Df2/uf4/ff3: f31, 1+2 1, BT 41, fff34

This works because his ff34 is the same as his fff34, allowing him to do it while running and move very far before performing it to ensure both hits land. The first hit scoops very low, so try to run far enough to make both hits more consistent. It can carry far to reach the wall but is relatively inflexible as a structure.

Alternatively, he can perform this pattern to increase his damage by about 5 but at the cost of wall conversion possibilities:

  • Df2/uf4/ff3: f31, 3b, PHX 3~4, 4

This shortens the combo considerably, making it ideal when there isn’t much space before reaching the wall when you still want a full combo’s worth of damage. Keep in mind, while it is possible to input tornado kicks as b44, this will not go as far and will make the combo inconsistent, so be sure to do 3~4, 4 out of PHX. Practice to get the input timing down. It wont show up in the combo counter, but the final hit is unavoidable and does chunky damage because it avoids the scaling that moves get in most guaranteed situations. It’s an ideal combo for infinite stages, and benefits extra on the ground hit when in rage for a nice damage increase.

Ws3+4, BT uf4, PAN 2, DRG 1+2, CRN 1+2, CRN uf4, [1+2] CH 2, ss4, etc. all work with the aforementioned structures normally.

Here are all the variants to convert properly from other launchers:

FF3b:

BT uf, 4 (ariel kick*), 1+2 1, bt 41, fff34

BT uf, 4 (ariel kick*), fn2, 1+2 1, bt 41, fff34 (hard)

BT uf, 4 (ariel kick*), uf1, 1+2 1, bt 41, fff34 (fails on some females)

BT uf, 4 (ariel kick*), 3b, PHX 3~4, 4

BT uf, 4 (ariel kick*), ff3, bt 41, f31 (for short wall carries)

*Hold uf towards enemy, then 4 as he starts to jump

DB4f:

DRU 3 1+2, ff3b, BT 44

DRU 3 1+2, dash 1+2 1, BT 44 (deep dash and special timing, max damage)

*db4 needs to hit fairly close to get clean hit, otherwise just use db44 at longer ranges

BT d4:

SS~Snake, SS~Panther, PAN 2, f2, 1+2 1, bt 41, fff34

SS~Snake, SS~Panther, Pan 2, f2, 3b, PHX 3~4, 4

Step is side dependent, needs the correct direction on snake transition to step into panther on axis

or

Uf1, f2, 1+2 1, bt 41, fff34

Uf1, f2, 3b, PHX 3~4, 4

UF 3+4:

BT d1, bt d1, 41, fff34 (vs males)

BT 41, ff3, bt 41 (vs females)

BT df, ws21, 3b, PHX 3~4, 4

D3+4, 3:

Df2, df2, df2, b24, fff34 (only 2 df2’s for consistency)

or

Ff4 3+4, ff3b, bt 41 (ff4 must be very quick)

D1+2, 3:

D44 

or

Ff4 3+4, ff3b, bt 41 (start the ff4 right after both feet reach the ground after the sweep

SNK 3/4~4 3:

4~3, 3

or

U, ws4, ff3b, bt 41, fff34 (hard)

U to cancel and stand up, allowing ws4

TGR 4:

Uf1, f2, 1+2 1, BT 41, fff34

Uf1, f2, 3b, PHX 3~4, 4

TGR 22:

F31, f312

Uf1, 1+2 1, BT 41

DRU 4:

1, 1+2 1, bt 41, fff34

1, 3b, PHX 3~4, 4

DRU 1+2:

1+2, DRU 3 1+2, 1+2 1, bt 41

or

Hold df, fc df214, PHX 2, fff34

Hold df, ws4, ff4 3+4, fff3b, bt 44

CH uf3:

CRN 3, f2, 1+2 1, bt 41, fff34

CRN 3, 3b, PHX 3~4, 4

(LEARN THIS LAUNCHER)

CH f42:

F2, 1+2 1, bt 41, fff34

3b, PHX 3~4, 4

CH 1+2 or CH 1+2 1:

BT 41, f312

or

BT 1+2, bt 1+2, bt 41, fff34

CH 4:

Ff3, bt 41, fff34 (really hard)

CH DRU 32:

D44

or

Df2, df2, df2, b24, fff34 (only 2 df2’s for consistency)

or

DF, ws3 (at wall)

CH BT [4]4:

Df2, df2, b24, f312

Dealing with the wall:

Lei’s basic wall ender is f31, into ub4. It has good range and ok damage. The problem is that f31 comes from a forward directional input. This means running and holding f, or dashing with ff will cause a ff34/fff34 input instead of f31 at long range. You can alleviate this by doing a dash with ff, then slide to df (my preference) or b, then slide back to f before hitting f31, canceling movement and extending the range at which you can go for this ender. This is particularly useful after ff34/fff34 wall carry or after tailspin to connect to the wall. If the distance is too great, attempt a running 1. If it hits them before they tech but as they start falling low, you’ll have better scaling and do pretty decent damage, but timing it right can be tricky. Otherwise do another ff34/fff34 to reach (its better than nothing), or dash up into ub4 as they start to slip low to get extra damage. D44 or d4d/df2f is also common.

If you get a comfortably high carry, such as after f312 or ff3 to reach the wall, or off certain direct wallsplats, you gain higher damage enders – f42, ub4 or f42, d44 on anyone. Against anyone except Alisa/Asuka/Chloe/Eliza/Julia/Ling/Nina/Zafina you can do f42, uf3 (best easy damage), or fn41222 for almost as much damage and panther possibility (same exceptions but fails vs Katarina as well). You can achieve f42 by doing fff42 to dash into this move since he does not have a running 4, unlike his f3/fff3 situation, which makes it much easier to land after these carries. Additionally, you can go for tornado kicks (3~4, 4) at certain ranges from high enough splats for big damage.

The ideal part about ending with ub4 as a wall ender is that you can transition to either phoenix with b or (more notably) crane with f for powerful oki. Crane automatically realigns to the opponent for the first few seconds in stance, meaning if you time it right, an attack will chase an opponent who tech rolled to the sides. You can then mix up CRN 4 into db4 or df~ws3 on hit, or CRN 1 as a mid mixup for extra damage.

Here are some alternate combos you may want to employ in walled stages:

  • Df2/uf4/ff3: f31, b24, ff~df~f312
  • Df2/uf4/ff3: uf3, CRN 2, df1, f312
  • Df2/uf4/ff3: uf3, CRN 2, uf1, f312

The reasoning for using this over his regular BNB combo is that it allows for better wall followups due to the way the opponent splats the wall. It gives you time to dash up to do his extended wall combos, which is particularly important vs most of the male cast, as well as his TGR rage drive ender. Additionally, the ones with the crane tailspin will do their damage far earlier in the combo, so while it doesn’t carry as far it does more damage within that space before the wall forces you to finish your combo. The final combo has an additional note on consistency – you either have to do uf1 immediately after tailspin without dashing, or you have to do uf1 late after a deep dash. The former is consistent vs everyone whereas the 2nd one can occasionally whiff on some characters, but it offers greater carry than the df1 version and 1 more damage. You can also end with f31, f2~ff3, 11f, or f21 3+4 instead to adjust carry and open up things like his SNK rage drive. The crane combos are possible off the above launchers as well as bt uf4, PAN 2, and ss4.

Wall Break/Floor Break:

Break walls and balconies with ff34/fff34, ff4 3+4, df3, BT 41, ff2, b24, or the last hit of fn12124. The former is ideal if you want to keep your tailspin to do additional followups after. However, after a high number of combo hits into a wall break or balcony break, it’s often best to end with 3~4, 4 to bypass the scaling after such a long combo, since it is unlikely you will reach another wall.

On the temple stage, you can comfortably floor break with either fff1 or df1+2 after reaching the wall, depending on what distance you are at. This allows you to avoid spending wall hits before the floor break. Follow this up with 3 for a wall resplat, and f31, ub4 for a consistent medium damage ender.

Avoid breaking the floor on temple unless you’ve reached the wall already, otherwise his options are rather poor.

Rage mode:

In general, Lei rarely has great use for his RA or RD in combo. His RA has a stubby, high hitbox which misses frequently under pressure and with your back against the wall, and his RD is locked behind stances which require unique circumstances to land in combos. Rage naturally increases his tornado kick ender damage by a slight chunk though, so it’s generally useful to keep his rage or to go for stance oki with a RD mixup instead of using it in combo. If you choose to use it the following allows for rage conversions:

Df2/uf4/ff3:

Uf3, CRN 2, fn41f, TGR 1+4, uf2 or crouch cancel (ss up) 3~4

Uf3, CRN 2, fn41f, TGR 1+4, fc df214, PHX 2 (Only works vs certain males when TGR 1+4 spikes right before the wall)

Or

3, uf1, 11f, SNK 1+4

Panther 1+4:

ff3b, BT 41, fff34 (easy)

Ff~df~f31, 1+2 1, BT 41, fff34

TGR 1+4:

Delayed hopkick (uf, 4), fn2, 1+2 1, bt 41, fff34

Delayed hopkick (uf, 4), 3b, PHX 3~4, 4

Delay (or key charge with 1+2+3+4), f31, 1+2 1, bt 41, fff34

CRN 1+4:

CRN uf4, CRN 2, uf1, ff34

In season 3, he has a much easier time using RD to end wall combos. You need enough time to land fn41f as a wall ender, which means reaching the wall with f31, f312, ff3, or a direct wall splat from something like b24 to be able to do it:

W!, fn41f, TGR 1+4, u2 or ws3 or CC 3~4

CC stands for crouch cancel, basically side step up to cancel crouch and access tornado kicks

Advanced techniques:

Lei’s combos are normally very straightforward, but he actually has a lot of special techniques to vary his approach, including oki, high damage wall gambits, and circumstantial rage drive combos. Here are some possibilities:

You can end a combo with ff3 instead of ff34, and because of the way they land they cannot tech far to the sides. You can then approach and begin a 3~4 string to gain an advantage in BT or lay down.

If you end a combo early, you can transition to stances for oki. For instance:

df2, uf3, CRN 2, fn41f

ff3, f31, ff2, ff4 3+4f (delay CRN followup vs tech roll)

Uf4, f31, 1+2 1, bt 41, ff3+4 (Lay down mixup vs tech)

Ff3b, uf 4 (ariel jumpkick), ff2, fn1212u

Df2, uf3, CRN 2, fn41222f

Stuff like this, etc. These leave you in good situations to get followup mixups, especially if your opponent gets up in haste. A TGR 4 or panther 1~2 can add on much more damage than just ending the combo, assuming your opponent guesses wrong. If you land ff3 or f312 as an open ground ender, the opponent will flip around and tech backwards, allowing you to potentially ff3 a hasty getup for a re-launch.

If you get a comfortable wall splat from f312 or ff3 carry (or a TGR RD spike just before the wall), you can enter crouch, and do FC df214, PHX 2 as a wall ender. The first hit of df2 has to hit them as they fall low on the wall for the whole thing to connect, so be sure to delay the timing appropriately. This only works on males + raven, but is otherwise among his highest possible wall damage.

You can also get 3~4, 4 from f312 or ff3 wall carry, be sure you don’t get a low hit on the first or the next hit won’t connect if they tech.

Lei’s ultimate wall ender is a technique which uses the razor rush string for does a ludicrous amount of damage. The combo is performed as follows:

Wall Splat, f42, fn12123

(Lenient: Armor King, Bob, Bryan, Dragunov, Eddy, Feng, Geese, Gigas, Heihachi, Jack, King, Marduk, Miguel, Negan, Paul, Shaheen, Tight: Akuma, Claudio, Devil Jin, Hwoarang, Jin, Josie, Kazuya, Lars, Law, Lee, Lei, Leo, Lili, Noctis, Raven, Steve, Yoshi) 

Wall Splat, f31, fn12123

(Lenient: Armor King, Bob, Gigas, King, Marduk, Miguel, Negan Less Lenient: Jack, Feng)

A couple of things to note when executing this. To begin with, f42 is only possible with a reasonably high wall splat (not from fff34, try fff3 or f312 instead to reach wall). His fn12123 cannot be buffered, therefore the fn1 has to be performed in a tight window immediately after the recovery of f42 or f31. Also, there must be an ever slight delay between the 2nd and 3rd hit of fn121 for the last hits to connect on the characters listed under Tight. The timing for the fn1 startup, as well as the entire string itself, is much more lenient on the characters listed under Lenient and can be done at full speed with no consideration for timing the string in that case. The scaling of each hit will alter depending on character size, but will at minimum do more damage than all his other enders with the full string anyway. Combo doesn’t work or isn’t worth going for on any characters not listed, and you will teleport through bears when attempting this.

Finally, Gigas and Marduk allow for a frame perfect wall ender with f42, fn41222. It is exceptionally difficult and even more damage than the aforementioned technique, but is simply not feasible outside of combo videos.

Off direct wall splats, such as b24 or ff2 straight into the wall, you often have a chance to do a small backdash into uf3 for a resplat, followed by the crane string 3423 for better damage than his regular ender. It’s even more damaging if you can delay the last hit a bit for ground scaling and a flip over.

As for RD’s, they are often awkward to implement in combos without a comfortably high wall splat. That being said there are a few alternate ways to use it effectively for greater damage at the wall than his normal combos without requiring a high splat from something like f312 or ff3 by using snake: 

Df2/uf4/ff3:

3, dash uf1, 11f, SNK 1111f (wallsplat), SNK 1+4

or

Uf3, CRN 2, uf1, 11f (wallsplat) SNK 1+4

or

Uf3, CRN 2, dash 11f, SNK 1111f (wallsplat), SNK 1+4

After Snake drive vs males: f42, uf3 or fn41222f

After Snake drive vs females: f42, ub4 or d44

These combos work against everyone, although the last variant has variable timing on the 11f jab sometimes, since the jabs must catch their legs a bit late as they fall from the tailspin. This allows you to push them forward a bit after the tailspin before jabbing, increasing carry distance. Converting from ff3b requires a slightly different sequence:

FF3b:

Hold back, neutral 3, dash uf1, 11f, SNK 1111f (wallsplat), SNK 1+4 (only after close range ff3b)

or

BT uf4 (jumpkick), ff2, dash uf1, 11f (wallsplat), SNK 1+4

or

BT uf4 (jumpkick), ff2, dash 11f, SNK 1111f (wallsplat), SNK 1+4

Or

BT uf4 (jumpkick), uf1, 11f, SNK 1111f (wallsplat), SNK 1+4 (except against ling/alisa/eliza)

Same enders as above.

For the third variant, be sure to dash early with ff but release the forward button well before performing the jabs, or you will get a running 1 instead.

TL;DR Strats:

This might help you approach him if you are new to him. Check example sequences below this too if you want to get some mixups going.

Initial Learning:

Phase 1:

Start by learning the basics – Jab, f31 (range), razor rush (fn12124, last hit is safe mid, delayable string, endless mixups and stance transitions), db44 (strong low), and ff3b (long range launcher). D4 is a solid low to harass with, it comes out quick (i12) and is +0 on hit so it can help break up a neutral situation and cause chaos, as well as help you control pace offensively and defensively. At low rank nobody will punish d44 which makes him much stronger up close at breaking pressure. Fn4123 string is also lethal on CH, so you can slip that in as an alternative to razor rush. For now, stick with the basics of his stances (learn snake and try 11f and d4d). Check the preeminent move section of the guide for more.

Early on, df2 (and to a lesser extend his trash hopkick) is probably the easiest way to sneak in launchers, but ff3b will become more and more consequential as a whiff punisher when you’ve developed spacing fundamentals, and can even be thrown out at opportune times to catch people out (especially vs states that can’t naturally block like AOP or BT at range), so keep it in the back of your mind, it’s his best launcher.

You need to be able to move, and remember the basic important moves. Space control is important and difficult to establish if you aren’t making the right considerations. B3+4~db is an important tool to space properly, so check the movement section to understand his unique movement. Being on point with ff3 and f31 whiff punish, evaluating range for the rush strings and proper movement will help tremendously. Keep in mind you can treat fn12124 as if it jails on block, but if the initial hits fall short the opponent can step out of the way preemptively and hurt you for it. Dashing and movement canceling with step or b can help you move into an fn motion. Sharking at mid range with db44 is also super threatening, especially when they have their back close to (but not touching) the wall. He has a lot of range variety moves as well – stuff like 4~3, uf3+4, u1+2 4, ff3+4, and f3+4 into either b1+2 or uf1+2, or go into different stances with f2+3 or 3+4~1/2/3/4 and start animal dashing with fbfbfb.

Phase 2:

With his basics down you can dabble in stances. Don’t try to incorporate every stance immediately. Instead, start by learning his stances alone or in pairs with synergy in mind.

Learning snake, particularly from 11f (one of his 10 frame punishers) and d4d, works well in tandem with panther. Snake gives the CH threat (11111) and the transition power (side step right, 121f and 222f) to panther’s 50/50 (1~2 and 2), which is just one way you can incorporate these stances together without learning every other stance.

Drunken (f3+4) pairs well with lay down (d3+4 or d1+2 or d1+4 or d2+4 from drunken or 1+2 from lay down) for baiting, since you can go from either stance into the other directly, and they can both troll your opponent with evasiveness. Drunken at the wall is particularly good thanks to 1, 1+3, and 32.

Fn4 string and ss1u/ss1f goes well with Tiger and Dragon, uf3 goes well with crane, and df1+2 goes well with tiger. BT gambits with b3+4 are good as part of evasive setups during offense, and also has application with lay down + drunken.

Once you feel comfortable with the neutral you can start to fit these in for mixups, 50/50’s and alternative pressure methods. Eventually you will get better at mixing up your flowchart and expanding your horizons, but trying to run before you can walk will make things difficult, so it’s worth spending some time in practice getting your muscle memory down for stance tricks. Just don’t get too repetitive with your flowcharts.

You’ll also want to optimize combos and learn mixups. Keep in mind he can end a lot of his combos in stance for mixup pressure, so it’s another way to sneak in your stance game.

If you are still overwhelmed with what to use or how to approach him, watch high level players to get a better sense (next section has notable players).

Phase 3:

When you are far along and feel like you’ve memorized most of his movelist, add in some movement skills like haha stepping, fn fakeouts, advanced tech, etc.

Get good at confirming the hit or block status of stance transitions from fn1 and fn4 to get the most out of these while staying relatively safe, and learn how to use them as a springboard for everything from stances, side steps, lay down gambits, parry potential, surprise grabs, etc. You can get really creative with Lei without having to rely on particularly dangerous gimmicks, especially if you block out of stance transitions.

Learning the specifics of his moves is valuable. It can be used to exploit opponents who don’t study him, as well as make you less predictable against opponents who know what you are doing. However, you have to develop contingencies in some cases when certain mixups stop working. It’s important to distinguish between a tactic that is flimsy and will only work once, and a tactic that is full proof and applicable against knowledgeable opponents. Even against knowledgeable opponents you can learn to mask things with fakeouts and deceptive transitions.

Example Offensive Sequences:

Just examples of how you can combine different moves together. If you learn better by trying stuff out than reading through the move list this might help you. Not full proof by any means but you can mix and match stuff as part of your plan.

fn1212u, TGR 4, or fn121u Panther 2/1~2

D4d, step right (crushes highs, goes into panther), panther 50/50 with 1~2 and 2.

U3 whiff bait, CRA 1+2 (fast safe high launch)

Uf3+4, BT d1 (CH low launcher) trap on block, BT 4b mid mixup

Df2 launch, f31, 3b (phoenix transition, don’t hold back before the 3), PHX 3~4, 4d (into play dead), 1 (flip over to face down), 4~3 (slide), 4 (guaranteed after slide under)

Uf4 launch, uf3, CRA 2, fn41f, tiger 1 spike, FC df21 threat (or fn41222 ender instead for panther f oki)

Fn2 (+ on block), 12, step left or right for ss4 (safe on block launcher) or db4 mixup

FF4 3+4b, PHX 2 (armor move trap)

F42, d1+2 (if the f42 is blocked), into 3 or 4~3 mixup

B1+4, PHX 4 (decent range low into snake), SSR (to panther), dash forward 3b (stomp into phoenix), PHX 2 (launch bait)

DRG 3, FC df214, PHX f (parries jabs for garuanteed drunken moves), DRU 1+3 (grab if they don’t bite the parry)

DRU 2b (BT with + on block), BT b4b (stay in BT with b and mid hit), BT d1 (CH launch bait and low), b4b, d1, b4b… (till you fry their brain or get the CH)

Fn1 into f42 (high crush, CH launcher and neutral on block), b24 trap (if the f42 is blocked, evades highs and a NC)

BT d1, d1, BT uf4 (free launch when you guess the parry or duck)

Df2 launch, f31, f31, uf3+4 (side switch + camera fuckery), db44 trap

Playing him soundly:

Certain limitations will jump out after a while. For instance, his razor rush into stance transition has rather poor frames, and a lot of his mixups get blown up by hopkicks and low pokes. This will make him feel flimsy if you don’t see all the possibilities. The way around this is to combine a solid playstyle and fundamentals with an abstract approach to offense (baiting, blocking, stepping, not completing strings, etc), while keeping in mind the flaws of each setup.

One of the most common sequences is razor rush into panther or tiger 50/50’s, against good opponents you simply won’t have the frames to perform a mixup, but it’s a phenomenal scrub killer. Stuff like that is common with Lei. The answer isn’t always to give up entirely on trying it, but you have to work harder and harder to sell the simple stuff against astute opponents, or even vs random mashers who don’t respect you. Blocking from stance is super valuable because if they throw out anything unsafe you can punish with 11f, which gives amazing frames for a step into panther or strings.

The thing to avoid (against a strong opponent) is forcing the exact same sequence constantly, since frames are not often on your side. Lei’s mental options are stronger than his actual frames, so once a good player knows your one setup, you are finished. Don’t stick to a single avenue, or play him with more fundamentals if it isn’t going through or you will be trying to ram your head through a brick wall. The exception is to condition someone at low ranks who has no idea what you are doing, in this case repeating the same thing is often necessary to get them to let you do something more complex. Any opponent can be tricked, but sometimes you have to play normally and apply the crazy only when you’ve got them distracted by the basic tools. Alternatively, you can camouflage your options, like entering drunken with f3+4 before doing db44 to confuse them and mess with blocking expectations. Just be careful or some of these become a tell instead of a mask if you do them over and over.

If all else fails, control the pace of the match instead of forcing things. Slow it down if your stuff isn’t going through, create space with haha steps, reset the situation with db44, etc. You can make them come to you by healing in DRU at range or entering stances like TGR well out of range before wavedashing in with deadly mixups. Or create chaos with his rush strings, be sure to maximize your creativity so you don’t do the same thing each time from these. It will be an endless source of mixups if properly implemented.

High level players to watch:

P. Ling and Suiken are the western Lei players to watch. WayGamble is solid too. They answer questions on their channels and are great for learning.

Tetsuo is maybe the best Lei player in Japan, as well as Furumizu (seen playing here and here). You have to catch them during events since they don’t have their own channels.

Wulong momentum is a good Lei player from Korea, very passionate too. Super Assist, Kelthu, TROLL and Cinus are great online warriors from korea as well.

Help me is maybe the best Lei players in korea and possibly the world. He will be more active (hopefully) in the future and might start streaming here more, but at the moment he is not very active. He occasionally shows up on his friend’s channels. Here’s a recent vod of lowhigh’s stream vs help me’s lei. His haha stepping is insane.

Ashan Ali is a relatively unknown Lei god from pakistan, he frequently plays against Arslan Ash and beats him more often than not thanks to his ludicrous fundamentals. Debatably the best Lei in the world ATM.

Anti Strats:

When Lei performs Razor rush (fn12124), be sure to knock him out of any stance transition with visual confirmation (don’t try to interrupt the string before). Any jab, df1 or generic d4 is enough. No need to give him a fake mixup opportunity. Just be careful, panther crushes highs and blocks lows (but is vulnerable to mids), and crane can auto hopkick lows. If he ends with the low its launch punishable on block and – on hit for a measly 10 damage, so don’t always duck because the mid is a much scarier option at the wall. The low cannot be delayed like the mid can, but it’s a CH launcher. The closest thing to a speedy transition threat with this string is the transition to dragon on the second hit into DRG 412 so be wary of that, generic d4 is a decent interrupt alternative to df1 in this case just you don’t have confidence in your reactions, since a late df1 will net lei a brutal CH, despite the transition being technically jab punishable.

Careful against db44, it has deceptively long range. Its his primary low threat at mid range. There’s a hellsweep-esque stagger on block so make sure to punish it. Its especially threatening at certain ranges from the wall since it can give followups, and at point blank it gives a 45 damage combo with the clean hit (but no wall possibility). Lei’s mid wall splat options are particularly bad or risky so give extra consideration to db44 at these ranges. If a lei is down on health and has nothing to lose this move will start to come out.


Don’t whiff stupidly. FF3 can and will reach you from anywhere, and it’s not as unsafe as noctis’s df2, so he can use it more liberally (although it is slower and less evasive). It can be mixed up with a 2nd hit, is -14 on just the first, and is safer than that if he goes back turned, where he can crouch recover to beat high punishes. It can sort of track at range so be careful of trying to step it. Lab how to punish ff3b~b and ff3b~db variants, you can get a lot of damage if you clip him in the back, or just option select every possibility for a punish with crouch jab if you have one. Don’t linger in a state where you can’t block like AOP when at range.

His lay down stances are not the same as being grounded. You can knock him out of it with generic low pokes and certain mids even if those don’t normally hit grounded. Each orientation has different attacks but only one of them gives him a long range slide (face down w/ head towards you). Generally his lows from these stances are always launch punishable, you can usually recover in time from a whiff to guess a 50/50 even if they timed the evasion well. He also can’t drop as quickly as AOP, making it a poor tool for evasion at point blank. Don’t fear these too much, but take a minute to see what hits him in practice mode when he does d3+4/d1+2.

F3 on its own isn’t safe but the rest of the string can CH launch you for trying to punish, all 3 hits are delayable so don’t be fooled. Best way to deal with this move is duck the 2nd hit to punish, either with a ws4 or a crouch jab, rather than trying to jab the first hit for a measly punish at the risk of getting CH launched.

If you want a shorthand for recognizing animal stances, refer to this page.

If you want more, check out this video. This thread is also useful for something more comprehensive.

Terminology Reference:

Control + F is your friend to search any particular term below:

U D F B, or u d f b = up, down, forward, back input respectively. Stuff like df or db means the diagonal inputs, down + forward, or down + back for instance. n means neutral, so something like fn means a tap and release before hitting anything else.

1, 2, 3, 4 = square, triangle, X, circle = X, Y, A, B = left punch, right punch, left kick, right kick, respectively. If  move is described as 123, it means 1, then 2, then 3, if there is a plus sign (+) in between, it implies you need to hit both of these at the same time (such as 1+2). If you are on controller it’s nice to bind multi button presses to the L and R buttons, such are 1+2 on R1 and 3+4 on L2, which facilitates inputs. 

SS = Side step, SSR = side step right, SSL = side step left.

FC = full crouch. Holding down, down + back or down + forward till your character is kneeling is what we call a fully crouched state. Some moves will leave you crouched as well, such as Lei’s b2. Letting go of directional inputs while crouched accesses the while standing state.

WS = while-standing, this is a state where you are rising from crouch and have a window to do unique attacks. This is easiest to execute when you’ve been forced into a crouch by a move, or when you block a low, since you can let go of directions afterward and hit an attack button during the recovery to automatically do a while standing move.

WR = while running, this can be done by double tapping forward from far away range, and letting your character run, or hitting forward 3 times to access running-specific moves. The fff technique requires a bit of space to execute comfortably, so the further you are the easier it is to fff. If you are at point blank it’s still possible to do, but it becomes extremely demanding on input speed and becomes very difficult since you need to hit the attack input at almost the same time as the third forward input. Try this with Lei’s running 1 for instance. You’ll see it’s easier to do from afar and difficult to do the closer you get. 

S! = tailspin state caused by a move during aerial combos. Allows additional hits if you dash up afterwards.

Homing = a property certain moves have that re-align your character to chase steppers. A move can often “track” to either side without being a homing move, but homing moves always function in both directions and is more guaranteed to catch a stepping opponent that is moving to the sides.

Frames = the game runs at 60 frames per second, so you can count frames as the smallest divisible unit of time, instead of seconds. It’s easier to say it takes e.g. 10 frames for a move to come out than .1289234 seconds or whatever. A 5 frame move is twice as fast as a 10 frame move for instance (speed comparison made easy).

Apart from how long it takes for a move to come out after a button is pressed (called i frames, or i10 to say 10 frames of startup), there is recovery/follow through from each move, which can be slower or faster relative to the recovery of your opponent. If you recover faster following an interaction, you are at a speed advantage on the next attack if you both attack immediately. If you hit your opponent you are typically at + frames (or advantage), if they guard your move you are usually at – frames on the follow up (called disadvantage). Moves that break this rule and are + on block are very valuable but usually have long windup to compensate (like Lei’s 3~4 4 4). Lows that give + frames on hit are super valuable as well, since you get to keep your turn even after subverting a standing guard.

If a move is sufficiently – on block, you can call it unsafe because you can’t even recover in time to guard fast moves. At -10 you can get jabbed, at -15 you can get launched without possibility of guard if your opponent capitalizes instantly. Lows are commonly unsafe on block. You can also be at a 0 frame difference, or neutral frames, which means neither has a speed advantage and you recover exactly at the same time. If your move misses entirely, there is no block or hit interaction and they have the duration of your entire move to attack you without you being able to guard. This is why it’s bad to whiff stuff. If you need a visual check out the following video: https://youtu.be/YoRHh0I8b5s

Counter hit (CH) = if you hit your opponent as his attack is coming out, effectively interrupting him, this is called a counter hit. If you land a hit but they weren’t winding up an attack, you don’t get a counter hit. Certain moves on counter have special properties like starting guaranteed combo or turning a string into a natural combo (see below). + frames and CH’s in tandem are brutal if your opponent tries to interrupt you. A move in recovery does not grant CH’s, only before it lands. Hitting each other at the exact same time triggers CH properties as well.

Natural combo = if something is a natural combo, it means the follow up hit or hits is guaranteed if the first hit lands, otherwise an opponent can block later hits even if they were hit by the first part. Often abbreviated NC. Some strings can only guarantee to connect if the first was a counter, this is called a counter hit natural combo, sometimes abbreviated NCC. Lei’s f31 is a natural combo for instance, implying the 2nd hit is guaranteed if the first lands, but 33 is only a NCC, meaning the first hit needs to be a counter hit for the 2nd hit to connect without possibility of blocking for the opponent. This makes the move rather risky as the second hit is unsafe.

Jail = if something jails on hit, it implies you can’t move or duck the remaining hits in the string if you got hit by the first hit. You can’t move just like in jail. If it jails on block, it’s means you can’t move or duck during the attack. A natural combo always jails on hit.

Low Parry = hold down + forward to crouch and throw aside a low hit or a special mid (crouch jabs). You have a window of about a quarter second after you hit down + forward for it to activate, otherwise you look like an idiot and get hit by a low anyway cause you aren’t holding down + back to guard. This is commonly employed to snuff lows that are part of strings and you can’t interrupt, or to briefly guess against small lows. Since there is high scaling on any follow up combo out of low parry, it’s sometimes better to guard a consequential low like bryan’s snake edge and punish it with a while standing (WS) launcher for more damage, but it is ideal for relatively safe lows and can be safer than a hopkick attempt.

Tech trap = term for catching people out of a specific wake up situation. It’s a getup trap basically.

Crush = Avoid a hit region during a move (for instance, Lei’s b1+2 ducks or “crushes” highs before the attack actually lands). A crush is guaranteed to avoid a hit region during a certain window and overrides any intersection of attack hitbox. This is distinct from evasion or evasiveness, which is dependent on whether your character intersects with an incoming attack hitbox. For instance, Lei’s d3+4 doesn’t technically crush, but it can still evade certain mids at when he falls to the ground. Manually crouching works as a high crush. Another example of crushing is uf4, which crushes lows early in the attack and throughout most of the animation.