Official Lei Fang Thread

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
ok, this is a serious thread. in here talk about serious setups, strats, move placing and which ones to use, wall, combos, etc. if u r looking for a place to put an entitled opinion or BS like "my fav juggle with her is...." then post somewhere else. this thread is for facts that have been proven ONLY!!! not what u THINK but what u KNOW



-Lei Fang's best moves to use:

:6 :p :k
-This is a 2 hit string that has good priority, allowing you to interrupt your opponents attacks. On counter hit, the 2nd blow in the string will launch your opponent into the air for a Juggle of your choice. The second hit in the string can be delayed..Which is good for if you know your opponent loves to counter hold. The 2nd hit in this string becomes a wall attack when done close to a wall.


:k :2 :k
-This is a 2 hit string that has great Priority, allowing you to interrupt your opponents attacks.On counter hit, the 2nd blow in the string will launch your opponent into the air for a Juggle of your choice. The second hit in the string can be delayed..Which is good for if you know your opponent loves to counter hold. The 2nd hit in this string becomes a wall attack when done close to a wall.

:2 :p

-Everyone Has a :2 :p which is an anti Jab and stops alot of attacks, but the difference with Lei Fang's, visually it looks like a mid attack. You can practically throw it around a couple times in a match, and your opponent will hold mid instead of low.

:2 :p :plus :k

-This Attack is an anti Jab, and Is hold resistent. This attack also has decent priority and Floats on counter hit. Next to walls, this attack becomes a wall attack when done close to a wall.

:6 :p :plus :k

-This attack is safe on block and becomes a wall attack when done near a wall.

:1 :p :plus :k

-This attack is safe on block and has knock back properties as well as being a wall attack.


:f :plus :k

-This move is perfect for those who are trying to turtle or Rush. As soon as they start to move back, a well timed :f :plus :k will knock them to the floor, the same applies to when your opponent tries to rush in. This attack is also perfect for wake up games.

:1 :p

-This is her best anti Jab attack. You can add or subtract another :p for mixup purposes, but the move is good as a stand alone.

:3 :p, :p :plus :k or
:3 :p, :k :k

-Both strings launch your opponent into the air for a Nice Juggle. The 2nd hit in the 1st string cannot be reversed for damage. Once you condition your opponent into Holding mid to reverse the non hold-able attack, you can start to mix in the 2nd string to launch them while they try to reverse mid.

:6 :6 :k

-This move has alot of priority, which means it beats out a good portion of attacks in this game. This move is also an anti jab attack as well....best used at a distance.

:6 :6 :f :plus :p

-This throw is a knock back throw, which can be used to knock your opponent into a wall/obstacle, Off a ledge or slope, and cannot be broken.

:3 :f :plus :p

-This throw is one of Lei fang's more powerful single throws(perfect for hi counter throw situations)

:qcf :f :plus :p :pause :4 :6 :f :plus :p :pause :6 :6 :f :plus :p or
:qcf :f :plus :p :pause :4 :6 :f :plus :p :pause :6 :4 :f :plus :p

-These throws do alot of Damage. the 2nd throw is a Knockback throw inwhich you can knock your opponent into a wall/obstacle, Off a ledge or slope. This throw is breakable, But if you know how to Buffer the throws(just frame), the throw almost becomes unbreakable...


:4 :f :plus :p (while back is to wall/obstacle).

-This is one of Lei fang's best throws. This throw allows you to set up your opponent for lots of damage. Once your opponent gets caught, they can only sit there and watch the damage being done to him/her. This attack is also perfect for wake up games. More will come later in this thread.

:6 :f

-This hold has the same priority as The throw tht was mentioned above.This Hold allows you to set up your opponent for lots of damage. Once your opponent gets caught, they can only sit there and watch the damage being done to him/her. More will come later in this thread.


:4 :9 :f and :4 :3 :f

-Lei Fang parries give her aproximatly 16 frames to do as she will. She can force a mixup or take her Guaranteed damage. For Kicks she simply throw their leg to the other side, but for punches, she position switch (about 160+ degrees). This position switch can fumble your opponent causing them to mess up...Use this tactic wisely.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
ok, let me get into some strats with her. right now i'm gonna talk about using her :f :+ :k on wake up.


now we all know that when someone is knocked down in DOA that the getup kick beats all other moves. the only way to beat out a getup kick is to use a move that goes over, around, or avoids it in some way while still hitting the character. having a character who cannot get around getup kicks HUGH in DOA because on knock downs it forces u to guess every time, which can be bad cuz if u guess the wrong kick it = stun into launcher or mixups.actually, it could get EVEN WORSE because they dont have to use a getup kick(example **u knock someone down and u mid DH expecting a mid getup kick and u eat a damaging high counter throw like an izuna drop). now, u dont have to guess the getup kick, u can back away and allow your opponent to get up thus giving them space. being able to take this away is HUGE!! Lei Fang is 1 of these characters who can effectively deal with the wake up system in DOAU.


:f :+ :k is a jumping overhead spin kick. i mainly use this move after i have knocked my opponent down.


when u knock someone down they have the option to getup kick. a lot of people use the threat of the getup kick just to get some space when they r knocked down. after u have knocked someone down use :f :+ :k .

if they do a low getup kick it hops it and hits them on a ch which knocks them down and it gives u a free down attack and u continue with the mixups i will cover in this post. if they try to low getup kick u when they have their back to the wall :f :+ :k hits them into the wall and u get a free juggle that follows.

when your opponent sees that their low getup will get beat by her :f :+ :k they can do 1 of 2 things about it, either get up or they can try to be a G and use the mid getup kick. the mid getup kick will hit her out of her :f :plus :k .


ok, lets say they decide to use the mid getup kick. when u get them doing this then it is REALLY good for u. u have tricked them into blindly believing they can hit u without considering the risk on their part.1 of Lei Fangs BIGGEST strengths is the damage she gets when she DHs a mid kick. when you have your opponent trained to use the mid getup kick DH him. BAM!!!! he is now back turned and u get a free juggle and they have now lost 1/2 their life and thats with NO WALL. if u DH a mid getup kick and their back is near a wall the they lose well over 1/2 life.


eventually your opponent will soon realize that they r assuming 10Xs the risk that u r by them doing a getup kick and they will soon start getting up normally. at this point u r now free to continue your offense when they get up.


this is the most useful way to use her :f :+ :k . its 1 of the main reasons she is a top 5 character in DOAU.



****NOTE**** should YOU guess wrong with her :f :+ :k and get hit with a mid getup kick u wont be stuned. u will just get knocked down.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
-Wall Pressure

Back to wall

-When Her back is to the wall, you better be a player who can mix up well or your ass is grass. Lei fang's :4 :9 :f not only parries High punches, it also parry mids. Once parried, Your opponents back will be stuck next to the wall and you can get a guaranteed attack such as :6 :p :plus :k.

- :4 :f :plus :p, is lei fang's Damage Churner. when your opponent thinks you might parry and start to mix up, you can block his attacks and Throw his ass against the wall. The Combo you should use is:

:3 :p :p , :6 :p , :8 :k , :p :p :k :k 103 pts for a standard wall.


Opponents back to wall

-You are clearly at a disadvantage when your back is to the wall...Alot of players go into desperation mode, trying to get away from the wall. Using any type of kick while their back is to the wall is very dangerous. Parrying a h/m Kick with :4 :9 :f or L kick with :4 :3 :f will give you a free attack. You can use either :6 :p :plus :k , or for even more damage, you can use :4 :6 :p. There is nothing your opponent can do from that point. If Your opponent happens to use a mid kick, you can reverse it with :6 :f , and recieve a guaranteed back turned combo. Here is a good combo for this situacion:

:3 :p :p , :6 :p , :8 :k , :p :p :k :k 103 pts for a standard wall

Open Space Pressure

-To start taking control of the match, you need to employ the basics of high level play..ie Poking and using frame advantage. Unlike most of the other characters, Her :p(one of her main poking tools), leave her @ neutral. Meaning, Your opponent cannot counter throw her and/or counter attack her less they have 9 frame jab's or a 10 frame jab with priority. You can poke to set them up to block/hold. Once this starts to happen, You can start to throw their ass. If they think they can get away with attacking you while your are in the throwing process, They need to beware of what Im going to write below.

-With Lei fang parries, You can avoid all of the mixup craze that Doa players love to use. Her parries practically simplfy it to a high/low mixup. Since the best attacks are high/mid, you will drastically deminish their attack options. This gives Lei fang the advantage. she can attack without many players being able to counter attack and throw her.
When parying Blows, you get a free guaranteed attack such as :6 :p :plus :k or :k , or :p or any move that execute around the same amount of frames(testing is required).

When Parrying kicks, You get a free attack such as :4 :6 :p , :6 :p :plus :k or :k , or :p or any move that execute around the same amount of frames(testing is required)

When Holding your opponents Mid kick, You can get a free guaranteed followup such as:

:3 :p :p , :6 :p , :8 :k , :p :p :k :k.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top