This thread is dedicated to move attributes, stance cycles, frametraps, combos, secrets, setups, shenanigans and pretty much everything else as long as it’s stance related.
If your looking for the Lei Main Thread visit here
Or watch this video from BloodBurger
Drunken Master Walk
Spinning Headbutt ( :p::p:)[Crumple] great for Tag Cancels, has Armor
Drunken Fall ( :f::p::p:) [Groundbounce][Overhead] [leads to Play Dead Stance]
also good for Tag Cancels
Drunken Rapid Fists ( :mp: > :mp:) [Overhead] Cancels into Drunken Fall and Spinning Headbutt
Drunken Fox ( :lk: > :mp: > :hk:) [1st hit hits Low, last hit Launches]
Hold Back to enter Crane Stance
Tiger Sip ( :p::p:) [Upper Body Invulnerability]
1 sip does nothing, use as a dodge (like Steve), also great for avoiding most projectiles
2 sips will dodge AND cause your next hit to be a Counter Hit,
3 sips will dodge AND put you in Play Dead Stance
**Tiger Sip Blow **( (during Tiger Sip) :f::p:) [Knocks Back]
Wall Bounce on Counter Hit
Staggering Slide ( :k::k:) [Hard Knockdown] Does not hit Low
Ducks under a lot of moves
[*]Recieve double damage on first hit from opponent while in this stance.
Can enter back turn after a Comet Kick ( :qcf::k:)
Walking backwards exits the stance
Reverse Double Kick:mk: > :hk: [1st hit is Low,last hit Launches] Can do at least 3 Reps in corner,
can do reps midscreen by juggling launched opponent with pokes such as :lk:
(during Back Turn) :hp: > :mp: > :lk: > :lp: [Last hit knocks down (Soft Knockdown?)
remains in Back Turn afterwards
Hold forward after last hit to enter Drunken Master Walk
Moves in bursts
2 normals both with knockdown, good for buying time
Has armor on punches
Hard Knockdown on punches and kicks
Punches send pushes the opponents fullscreen
Kicks sweep the opponent
Double Tiger Palm
(during Tiger) :f::p::p: (Crumples) returns you to normal stance
Best Anti-air normals (excluding Snake’s :hk:) most of which move you forward.
Hold Forward after :hp: to enter Tiger Stance
Hold Forward after :lk: to enter **Crane Stance **
During Target Combo ( :mk: :lp: :mp: :lk:) hold forward after 2nd hit to enter Tiger Stance
Kicks sweep the opponent
[*]Dragon’s Spite ( :f::p::p:) [Knock Back] [Changes into Tiger stance] Can be combo’d into Tiger Palm in Corner
Fast forward walkspeed, Slow backward walkspeed
Moves in bursts
Fast normals with good range. :hk: is IMO the best Anti-Air poke for Lei…
Rushing Snake ( :lp: > :lp: > :lp: > :lp: >:lp:) hold forward to stay in Snake Stance
Snake Bite Combo ( :mp: > :mp: > :mk: > :lk: > :mk:)[Last hit Launches ]
Hold Forward after 2nd hit to enter Dragon stance
Snapping Snake ( :lp: > :mp: > :lp: > :mp:)
-hold forward after 2nd hit to remain in Snake stance-
-hold forward after 3rd hit to enter Panther stance-
Normal forward walkspeed, Fast backward walkspeed
Low horizontal range on most normals.
Very Defensive stance
Panther Scratch :lp: > :mp: remains in Panther afterwards
Beating Kick Low :mk: > :mp: > :lp: > :mp: > :lk: last hit hits Low
Beating Kick Mid :mk: > :mp: > :lp: > :mp: > :mk: last hit hits Overhead
Best ground to ground pokes
Automatically Counters attacks that hit **Low **(Holding back will cause you to block, taking you out of Crane Stance)
^Also counter’s Dhalsim’s Low hitbox attacks
^^Loses Grey/Red health just like armor attacks
Leaping Crane ( :uf::k:)
-Hit’s twice, launches
-Dodges low hitting attacks
Crane Dance ( :lk: > :mk: > :mp: > :lk:)[last hit launches]
-hold forward after last hit to enter Back Turn Stance
Here is a great pic from Fatboy showing Lei’s complete stance change Ecosystem
Stance Cycle Diagrams:
*You will see abbreviations beside the cycle names because there are cycles for cycles!
Very deep Inception type shit, will work on those later.
Drunken -Crane- Back Turn (DCB)
They can target combo into where the arrows point.
*Each of these three can target combo into each other, imagine all the arrows going both ways; will replace above diagram later.
*Crane can simply change to Snake but not actually Target Combo.
Lei’s Razor Rush ( [SIZE=12px]:f:**:mp:>:lp:>:mp:>:lp: )[/SIZE]
Can be used like Fei Long’s Reckas (primarily)
Doing Razor Rush into an animal stance and then a target combo from that stance
will always net you more damage.
You can juggle with Razor Rush into a stance change as well
Use these stance chages to program a reaction from your opponent or to counter a prediction.
Tiger has Armor so mashing :p: upon stance change is a nice frametrap;
However it has unreliable startup due to the stance change animation.
Tiger moves forward in bursts so this might provoke a reaction from your opponent especially if they are unfamiliar as they might think it’s part of an attack animation keep this in mind.
Dragon has better movement than Crane, faster and more versatile normals than Tiger while capable of changing to either so it’s a good secondary.
Snake has good forward movement and fast pressure so do frametraps and you can quick cancel Target Combos for throws. :lp: > :lp: > :lp: > :lp: >:lp: has the least pushback so it is my recommendation for this.
Panther has nice walk backward speed so use it for spacing, :hk:and :mk: are your anti-air options, :mk: can become a target combo, use these to tame opponents who jump after you.
Be aware of characters with broken air pokes like Kazuya, Dhalsim, Christie etc they trade and often beat all stance anti airs with (Snake’s :hk: having the highest success rate) so use a jumping counter poke or just block instead.
You can also use it similar to Dragon i.e. better movement overall than Snake and Crane so move with Panther and then swap at your convenience.
Crane use this against opponents who like to hold down+back as most of their normals will hit low enough for the counter.
Due to stance change animations you can get blown up during ANY of these stance changes, even the Crane stance.
^You might be able to block, but I usually try to avoid blocking as it puts me out of my stances, making the stance changes pointless.
Capcom need to fix this, Gen could block without losing his stances after all.
Armor, Priority and Speed make Tiger, Crane and Snake the ones you should experiment with first as it programs your opponent to respect your stance change.
^Also do a full set of Razor Rush once in a while to make your opponent wait for the full target combo, making your stance changes safe.
Razor Rush ( :f:**:mp:>:lp:>:mp:>:lp:* ) and then hold down after:
1st hit for Snake
2nd hit for Dragon
3rd hit for Panther
4th hit for Tiger
[*]After ending RRush with overhead :mk: hold for Crane
Tag Cancelling with Yoshimitsu, Law, or Steve (from worst to best)
will give you time for stance changes or Tiger sips.
*Tiger sipping might be a faster way of getting a counterhit than charging up.
Yoshimitsu in Flea might playing dead safe (C.Assault).
Likewise Crane stance might make certain moves safe for a partner.
Target Combo ( :uf::k:) might be even better as it launches your opponent if they’re not blocking.
Yoshimitsu can keep the opponent in blockstun, juggle or hitstun with Slap U Silly
(spinning fist move) giving you time to change stance or sip DAT SAKE.
Wall Bounce Loop
Lei’s palms have bad range and are unreliable for wall bounce looping, however in C.Assault
You can do Wallbounce, partner juggles, Tiger Sip blow (wall bounce version) as a loop.
Jack X might be very good for this since he can not only juggle well but his super has high damage making an adequate end to the combo.
This section is for technology that is circumstantial or otherwise impractical
Stances Vs Standing EX Tatsu(Ryu)
All attacks done from range
Tiger Sip to dodge (actually very practical)
Drunken Fall beats EX Tatsu if you predict it but loses on reaction
Spinning Headbutt beats it into crumple when it connects very early.
If done later it wins with armor, on counterhit opponent falls down slightly slower, use Tiger Sip to store your counterhit.
Dragon Spite beats EX Tatsu on prediction (done early)
On reaction you beat it clean or trade and are (on trade) warped/crossed under Tatsu while Ryu flys in front of you from the D.spite you can juggle him, if your not Desk then jab into Cross Art works just fine. This works only on trade, so you have to be close or you’ll beat it straight up however, the closer you are the less safe this becomes but the greater your chances will be for a trade.
This tech can be done mid screen very easily.
You can’t tag cancel this tech since it’s a trade, but if you have the muscle memory you can activate C.Assault and then do it.
Tiger Palm has exactly the same effect as above. However with T.Palm you get a crumple if you do it to early and a soft knockdown if your too safe so I prefer it.
Tiger Palm has inferior range to D.Spite so it is easier to trade and less likely to beat EX Tatsu.
Both T.palm and D.Spite have similar if not the same follow up.
I think the juggle trajectory of Ryu might be different, not really sure, in any case during either Tiger or Dragon, maybe both, if you crouch Ryu will fly over you so you want to stand.
A very simple shenanigan is (at a safe distance) to do** rapid animal stance changes** walk forward/ back do a few more and then return to normal stance and resume playing, changing from animal stances with up and down has no “lag” unlike other forms of animal changes. This may mindfuck your opponent because they may think you have incredible excecution or profound ability with Lei, very useful tool for getting respect from your enemy.
You can do hadouken motions to quickly leave stances instead of just holding^You only need to press diagonal forward or back for a quick cancel,
hadou still works and has prevents whiffed input though.
Question: Does Tiger sipping give your partner a counter hit as well? (Cross Assault)
[*]Bear with these C.Assault setups as I have no partner so these are mostly theoretical.
*My jargon is very loose so I can occasionally say nonsense.