Lobo
Active Member
So the game has been out a week, lets talk some Leifang strats. First off, I'm no pro, but I have mained her since DOA2U, so I have nearly a decade of experience with her. So without further ado, lets get talking about the Tai Chi Quan Genius.
*note: I'll be looking for feedback from other Lei vets, and will be updating this post with any good stuff you guys find.
First off, I'll start with some of her changes from DOA4. Bad news first. Fortunately, Lei avoided the nerf bat for the most part.
Nerfs
- removed the last from the string . Not really too bad of a loss, the move wasn't all the great anyways. Just no more silly "will i finish it, or not" mixups. She still has though.
- lost her string. This string was useful for a little extra damage in combos. Also, with some of Lei's tools from BT, the loss of kind of hurts. She literally only has (which sucks) and to reliably get into BT.
- lost the follow-up to her , . Although, I don't really think of this as a nerf, because and are safe guardbreaks now, so the followup is kind of unnecssary.
- Her got changed to . No issue here, except for those who rely on muscle memory (like me) and forget to press . The real problem with now is that she lost the follow up. In DOA4 and were some of Leifang's only safe moves. Now with being a feint stun, would've been an amazing move in this game. Unfortunately, Team Ninja didn't agree
Also, not really a nerf, but if you use back() to block like I used to, and you want to learn to play Leifang, you might want to pick of the habit of using hold( ) to block. I'll explain why later when I'm talking about her parry stance.
Buffs
Lei got a few new moves that can really add to her game, plus a few changes to her older moves to have better properties.
New Moves
- , , (unshu)
One of Leifang's best move in DOA4, , is back with a vengance in DOA5 with 3 new moves that use it as a follow up, and 5 all together if you count and by itself.
returns as Lei's signature loooong range low poke, and now with Lei advancing about a character length from , she can basically get a nice stun from about 4 character lengths away off a low, in one of her best new moves;
is not technically new, but it was not in DOA4. Mixups off jabs are always hard to deal with, and Lei's mixup has gotten so much better now that is back, instead of DOA4's crappy that you could see coming from miles away. Mix up her with / (and their parry followups) and you have a very good high/mid/low mixup to start your offense.
- ()
Brand new move that adds a faster version of her to her string. 3 somewhat slow mid punches, so not so useful itself. However, the true beauty of this move is that by itself gets so much better, as it makes people respect her .
The part of the string is one of Lei's few unholdable sit-down stuns. I've played around with this stun a little, and when setting stagger escape to fastest, nothing is guarenteed after, but on fast, I've had pretty good luck with . Useful in combo extenders if you want an unholdable (but escapeable) way to CB. Also, each follow up is delayable as all hell, so you can really play with your opponents mind, even after finishing the whole string, because of the parry follow up. (Just be careful because the last P is -7 and throw punishable)
- more reserved stuff *I got a lot of stuff floating around in my head, so it might take a while to get it written all down.
*note: I'll be looking for feedback from other Lei vets, and will be updating this post with any good stuff you guys find.
First off, I'll start with some of her changes from DOA4. Bad news first. Fortunately, Lei avoided the nerf bat for the most part.
Nerfs
- removed the last from the string . Not really too bad of a loss, the move wasn't all the great anyways. Just no more silly "will i finish it, or not" mixups. She still has though.
- lost her string. This string was useful for a little extra damage in combos. Also, with some of Lei's tools from BT, the loss of kind of hurts. She literally only has (which sucks) and to reliably get into BT.
- lost the follow-up to her , . Although, I don't really think of this as a nerf, because and are safe guardbreaks now, so the followup is kind of unnecssary.
- Her got changed to . No issue here, except for those who rely on muscle memory (like me) and forget to press . The real problem with now is that she lost the follow up. In DOA4 and were some of Leifang's only safe moves. Now with being a feint stun, would've been an amazing move in this game. Unfortunately, Team Ninja didn't agree
Also, not really a nerf, but if you use back() to block like I used to, and you want to learn to play Leifang, you might want to pick of the habit of using hold( ) to block. I'll explain why later when I'm talking about her parry stance.
Buffs
Lei got a few new moves that can really add to her game, plus a few changes to her older moves to have better properties.
New Moves
- , , (unshu)
One of Leifang's best move in DOA4, , is back with a vengance in DOA5 with 3 new moves that use it as a follow up, and 5 all together if you count and by itself.
returns as Lei's signature loooong range low poke, and now with Lei advancing about a character length from , she can basically get a nice stun from about 4 character lengths away off a low, in one of her best new moves;
is not technically new, but it was not in DOA4. Mixups off jabs are always hard to deal with, and Lei's mixup has gotten so much better now that is back, instead of DOA4's crappy that you could see coming from miles away. Mix up her with / (and their parry followups) and you have a very good high/mid/low mixup to start your offense.
- ()
Brand new move that adds a faster version of her to her string. 3 somewhat slow mid punches, so not so useful itself. However, the true beauty of this move is that by itself gets so much better, as it makes people respect her .
The part of the string is one of Lei's few unholdable sit-down stuns. I've played around with this stun a little, and when setting stagger escape to fastest, nothing is guarenteed after, but on fast, I've had pretty good luck with . Useful in combo extenders if you want an unholdable (but escapeable) way to CB. Also, each follow up is delayable as all hell, so you can really play with your opponents mind, even after finishing the whole string, because of the parry follow up. (Just be careful because the last P is -7 and throw punishable)
- more reserved stuff *I got a lot of stuff floating around in my head, so it might take a while to get it written all down.