- Another great poke, but low with good range.
I wouldn't call this move a "great poke". On hit, your opponent can just frame hold (preferably the low hold) and recover faster than she can. Depending on the character and their speed, they can actually hit her on NH before she can do anything about it. The kick is also unsafe and is easily seen at a distance. Up close she will get beat out by mids or lows. If she manages to go under a high with the kick. The just frame hold can still be applied on CH.
The best you can do with this move is hit someone at max range. Many underestimate/don't know just how big the hitbox of this move is. So when they see her go into it thinking it's ok to move, they will step up and get hit or at least nicked by it. Still, I do not suggest you to use this move frequently or even rarely for that matter. I don't see how this is even considered a top 10 move of her's.
- long range launcher, good damage and launch height
Outside of launching someone when they are stunned this move is not good. For players that can react fairly well, this will get held because it's slow and also easily seen. It is also unsafe and the follow up is unsafe.
Her jab is just like everyone else's with range, it is no better.
- good kick mid punch, stuns on hit and the follow up (
) launches, this will be one of your main moves no matter what.
Her
6P does not stun on hit. The launch that comes after it (if someone is stunned deep enough) is both a mid kick and a high punch. Most players will hold either one when they are stunned and then they are hit with 6P. The mid kick tends to get held the most, even by lesser players.
- stun on hit, launch on stun, safe on block.
Her
8K stun isn't much to talk about. The kick leaves her at -13 on block, no where near safe. The only thing this move is good for is launching.
These moves here can replace the ones you mentioned easily:
(
) Both punches cause a Sit-Down Stun on hit, and the follow up mid punch is safe. I would stick to the first punch on hit because the second one pushes the opponent out of range for a follow up attack.
is better than
. Both are unsafe on block but,
can be jabbed punished for free when blocked, the stun on hit isn't all that, and it can be thrown on block.
isn't bad at all, just not the better choice. It being able to launch near walls and
can't makes it a decent move.
cannot be jabbed punished, it causes a lift stun on hit, it covers a bit of ground, it can be used as a whiff punisher depending on the move that is whiffed, it is a frame faster (i14), it launches as well but, it can be thrown on block (-11).
is slightly better.
Yes, you mentioned this. I am going to give a better reason why to use it. It is the second fastest mid in the game coming at i12. That is about it, use the follow ups when you think you can get away with them. The
is good enough.
(
or
) Her kick is i11 and it's good to use for people who rush down carelessly. It stops normal high and mid attacks coming at her. Anything that crushes, guard breaks, or goes low will eat through it. You can play with her
it is safe, most knowing players will hold the second kick or crush it. That's when you use
it's a mid and you will get a HCH if they press a button. It is unsafe as shit. So use it once you have highly conditioned someone to press buttons when you do
or
.
Side Note (unrelated to the topic): In DOA5 Lei Fangs neutral throw better cause counter throw damage, In 4 it's 56 damage no matter what, I really hope that is not overlooked by TN.