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NGBC - Lee Pai Long

Started by jinxhand, July 19, 2011, 11:01:31 PM

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jinxhand

Normals

Close
* cl. ;a / ;b / ;c are cancel-able.
* cl. ;d causes a juggle state and can be canceled with a super jump into a combo or super.

Standing
* st. ;d has a somewhat slow startup, but does have some range. It cannot be canceled into anything, including ACTS.

Crouching
* ;dn ;a / ;b  are cancel-able.
* ;dn ;b links with ;a.
* ;dn ;c causes a techable KD.
* ;dn ;c can combo with ;qcf ;qcf ;a only on counter hit.
* ;dn ;d causes KD.

Jumping
* ;uf ;d has a low hitbox.


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Lee to attack with his claws, and he will then tag out.


Throw
Mashizume Souen - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
Combination: ;a ~ ;b ~ ;c
* Lee does a jab, to a low kick, to a standing palm. This move can be canceled into a special or super.

Kuuchuu Combination: (in air) ;a ~ ;b ~ ;c
* While in the air, Lee does a three hit combo that causes knockdown. This string cannot be canceled at any point.

Kashira Sai Kyaku: (in air) ;bk + ;d
* While in the air, Lee does an air attack similar to his ;uf ;d , but in reverse. This allows for an easy crossup, as most of his moves do not allow for a good crossup. This can be followed up with either a combo, or oki.


Special Moves
Kuuten Tsume: ;bk ~ ;fd + ;a / ;c
* Lee extends his claws and does a spinning attack moving him forward. Button strength determines the distance traveled. Using ;c also gives Lee a slight delay to his action before actually attacking. Both versions cause KD.

Hyakuretsu Ken: ;fd ;bk ;fd + ;a / ;c
* Lee has his own Zanretsuken, with a twist. The only other difference in this move other than having a finisher is that the initial frames do not parry attacks.

Finish: Hyakuretsu Ken ~ ;qcf + ;a / ;c
* If at any point Hyakuretsu Ken hits the opponent, Lee can finish this move with an uppercut with the appropriate input. This causes a juggle state, in which Lee can follow up with Kuuchuu Combination, or a super.

100 Ren Ashi: ;hcf + ;b / ;d
* Lee does a jumping attack of flying kicks. This move can cancel into an air super.

Hisaru Hapaki: 360 + ;a + ;c
* Lee's command throw allows him to flip over to the opponent's backside, also allowing Lee to execute any attack or combo of his choice.

Hisaru Kabekake: ;dn ~ ;up + ;a / ;c
* Lee hops to the wall on the other side. There are followups to this move, and will be listed accordingly. Button
strength determines the height at which he jumps.

Sei Shin Hisaru Kabekake: ;dn ~ ;up + ;b / ;d
* Lee hops to the wall on his side. There are followups to this move, and will be listed accordingly. Button strength determines the height at which he jumps.

Kachou Hidaka Kasane: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) press ;a / ;c
* Lee simply jumps towards the middle of the screen. No attack move is done at this point, however, there are moves that can still be done.

Kachou Takashime Geki: (while doing Kachou Kidaka Kasane) press ;a / ;c
* While jumping towards the middle of the screen, Lee attacks with his claws out. He moves in a downward motion while doing this move. This can also count as an overhead attack.

Kachou Takeshi Ashi Kasane: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) press ;b / ;d
* Lee does a downward kick with a low hitbox.

Kabekake Tenshin: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) ;qcf ;b / ;d
* Lee executes a fly kick while upside down.

Shinkuu Kuuten Tsume: (while doing Hisaru Kabekake or Sei Shin Hisaru Kabekake) ;qcf ;qcf ;a / ;c
* Lee does a dive attack with his claws, turning into a ranbu if he happens to connect with this move. This is not to be confused with his other super that has the exact same name.


Desperation Moves
Kachou Hi Mashizume: ;qcf ;qcf + ;a / ;c
* Lee does a super roll with his claws moving forward. Using ;c gives a slight delay.

Hishou Shouten Hi Mashizume: ;qcb ;qcb + ;a / ;c
* Lee does a super roll with his claws moving up-forward. Using ;c gives a slight delay.

Shinkuu Kuuten Tsume: (in air) ;qcf ;qcf + ;a / ;c
* While in the air, Lee does a spinning attack with his claws moving downward. He stops about midway before stopping his attack, and just dropping. This can connect off of any of his launchers that leave the opponent in a juggle state. ;c moves Lee slightly more forward than using ;a .


A/D Assault
Lee has no A/D Assaults.


Strats and combos (once posted) will be found here: http://dreamcancel.com/wiki/index.php?title=Lee_Pai_Long_(NGBC)
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