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Lei Fang
Character FAQ - Summarium of good moves in PvP combat (Player vs. Player)
Ver 1.00
by EasyCool (easycool@emux.net)
Last Updated: Sunday, September 17, 13:30
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LEGAL STUFF
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Copyright:
Copyright 2000 Khôi Tran alias "EasyCool". It may not be stolen, altered or
used for any type of profit. It may be reproduced electronically, and printed
for PRIVATE and PERSONAL use. It may not be placed on a CD, printed in a
magazine or any type of publication. If you would like to contribute to this
FAQ (you will be credited) please e-mail me to the address above.
If you have any questions, comments, or corrections please send them to the
email address as well.
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Lei Fang is surely my favorite character in DoA 2 (it was Tina in DoA 1), so I
decided to write a FAQ about her. This FAQ isn't really a move list, but
rather a (high quality) Combo Guide since there are already a lot of move
lists around.
This FAQ may only be used for private purposes. If you wish to publish it,
then ask me for permission.
The newest version can be found at www.gamefaqs.com
If someone finds this FAQ at another site, please inform me ASAP.
Being an overall fast character, playing aggressively is your best bet. There
are a lot of different combos available to her. Her Air Juggles, which cannot
be reversed, can deal quite a lot of damage.
Also, she has the possibility to stun her opponents with some moves and then
coming up with a combo throw, which deals quite a bit of damage as well.
Playing defensively can be quite deadly for your opponent, since her reversals
are one of the most damaging ones.
Lei Fang's Weaknesses
Being a woman, her moves do not take as much HP as some other characters (not
as bad as Ayane and Kasumi though). She has to rely on her high-priority
moves, Air Juggles and inescapable throws.
Her deadliest opponents are fast, unpredictable characters, which have good
priority / dodging moves (Hayabusa, Kasumi, Ayane). Also someone who can play
well with Bass can pose a nightmare as well, since he has Extra HP and his
throws have higher priority and range than Lei's ones.
Some combos are likely to become reversed by experienced players. Try always
to do combos which combine high and low hits together. Especially avoid to do
combos with only one type of hits (especially mid hits).
This is also often a weakness of other players with might play against. If you
play against the same character all the time, it would be advised to study his
combos. Since most combos can be reversed pretty easily.
Here comes a list with combos I use most:
P, D + K, K, K (H, M, M, L)
I often open a combat with this move, but it should be used rarely in open
combats, since it has the double mid hits - and that will be likely reversed.
P, P, D + K, K (H, H, L, L)
Not really damaging, but difficult to reverse. I use the combo above more
though.
DB + K, K (L, L)
Double low kicks, comes pretty fast... hard to reverse. Really useful if your
opponent has only little HP left.
DF, DF + P (L)
Note that this move can be interrupted pretty easy...
If it connects, then there are several possibilities after this move
1) K, K: Do a double kick (reversible - but won't happen likely)
2) DR + P + K: Reverse Shoulder Bash, which can be followed by an Air Juggle
(P, P, K, K)
The Air Juggle takes tremendous amount of damage (about 35-40%) and CANNOT be
reversed.
Note that if the Reverse Shoulder Bash gets blocked, you will be vulnerable to
a back throw.
DF + K (M)
This is a very fast kick with high priority and can be followed by a reverse
shoulder bash.
If the kick hit as a counter hit, it is possible to do an Air Juggle
(P, P, K, K) after the shoulder bash. Also takes quite some damage.
High Priority Moves are single hit moves that are useful, since they most hit
fast and are not likely to be interrupted if someone tries to hit you.
B, F + P (M)
This move has a very high priority, but only at a medium range. If it connects
it will knock back the opponent quite far away. Useful to drop the opponent
off some platform and countering combos.
F, F + P + K (H)
A very fast move which will almost never be reversed, unless you use it too
much. This move stuns the opponent, leaving him open for an attack or a throw.
While the opponent is stunned, you can hit him with a DF + K then follow with
the Air Juggle sequence (DF + P + K, P, P, K, K) or grab him (preferably combo
throw). Also, you will Auto-Dodge high hits with this move.
DB + P + K (M)
Knocks the opponent down. Back step and Auto-Dodge high moves.
I don't really use this too much, since B, F + P is better. But this move is
done faster on the pad.
There are only two throws I use frequently.
Try to avoid the standard throw (T) since it is escaped easily.
DF + T (Stand Throw)
This throw CANNOT be escaped and takes more damage than any other inescapable
throw Lei has (especially if it connects as a counter throw).
QCF + T (Stand Throw) - B + T (continue) - B, F + T (finish)
You can start a combo throw with this. Combo Throws are inescapable if timed
correctly. It deals VERY much damage if you manage to finish it.
DB + T (Low Throw)
Doesn't happen often, but if you're opponent is a croucher it might prove
useful.
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General Strategies
Good mix is the trick
Try to mix H, M and L hits. Make it unpredictable what your next move is. Keep
some good moves as your ace in the hole.
(e.g.: F, F + P + K; B, F + P, Stand up moves)
Running to the enemy... then what?
There are three things that work well:
1) Stun Move (P +K)
2) Throw
3) Block
Many opponents will just start a combo if you run near them (especially Kasumi
and Hayabusa) or a high priority move. So block it and follow with a DF + K
kick or a throw works well.
Rising / Stand up moves
K or D + K moves while rising up should only be used rarely. Since experienced
fighters will just reverse them. If the opponent is near, then staying up and
grabbing him sometimes works too.
Adapt yourself to the opponent
I usually play aggressively, then if the opponent starts to do reversals too
much, I do the run and throw technique (since the opponent will likely try to
reversal your next move).
Learn the opponents moves
What combo uses he most? Where does he has most lag?
Does he use stand up moves frequently?
Not finishing combos
Start a fast combo, do not finish it and then grab the opponent.
E.g.: P, P then grab him. This works quite well - since most of them will try
to reversal. Or if the two punches get blocked, he doesn't know that you will
stop the combo and will block further, making him vulnerable to a throw. This
technique is also one of my Ace in the Hole.