Super Naruto: Clash of Ninja 4/Rock Lee: Difference between revisions
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* {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to {{NotationIcon-SCON4|B}}. | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to {{NotationIcon-SCON4|B}}. | ||
* {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}: Now does half guard damage! Obviously good for guard breaking. | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}: Now does half guard damage! Obviously good for guard breaking. | ||
* Gate | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}: Now breaks complete guard! Self explanatory why that is good. | ||
* Gate | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}: Becomes neutral on block. Still not the best option to do on blocking opponent. | ||
* {{NotationIcon-SCON4|Gate}} or Gate | * {{NotationIcon-SCON4|Gate}} or {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}} {{NotationIcon-SCON4|Run}}{{NotationIcon-SCON4|A}}: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent. {{NotationIcon-SCON4|Gate}} is a set-distance teleport, {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}} tracks to the back of the opponent. | ||
* {{NotationIcon-SCON4|Gate}} or Gate | * {{NotationIcon-SCON4|Gate}} or {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}} {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|Y}}: {{NotationIcon-SCON4|Gate}} unlocks Lee's air throw. Good pressure tool combined with 5BBAA. {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|Y}} has a shorter window to tech than any other techable grab in the game, does more damage, leaves the opponent next to Lee and has a special animation. | ||
* {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|X}}: Increased damage | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|X}}: Increased damage | ||
* Gate | * {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|X}}: Highest damaging super in the game outside of Sasuke and Kakashi's full chidori charge. Lee can super cancel off of every grounded move while in {{NotationIcon-SCON4|Gate}}{{NotationIcon-SCON4|Gate}}. {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|X}} is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation. | ||
Similar to the Hyuugas and Tsunade, Lee can feint or "Hyuuga-cancel" certain moves by pressing {{NotationIcon-SCON4|hc}} during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes. | Similar to the Hyuugas and Tsunade, Lee can feint or "Hyuuga-cancel" certain moves by pressing {{NotationIcon-SCON4|hc}} during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes. |
Latest revision as of 07:53, 18 June 2024
Summary
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can be walled by zoners due to his limited options at range, he packs a punch once he is in his opponent's face. His two 4X chakra gate-releases serve as invincible reversals which also level up Lee's damage and give him access to new abilities, including his Full Gate 5X: the Hidden Lotus, a devastating, full screen teleport super.
Character Traits
- Fastest jab in the game. Lee can hard punish lots of moves on block that other characters can't, and he has the upper hand in plenty of scrambles.
- Can unlock Gates to increase his damage output and augment his moveset for the better. Gate unlocks also double as invincible reversals, a rarity in this game.
- Sports Hyuuga Cancels for string pressure resets and mix-ups.
- Incredibly good wall/corner carry with his flying screen combo parts of BBBB(A) and 8BA.
- Completely lacks any ranged options at all, his best equivalent is making himself into a projectile with run B... purely H2H character.
- Unimpressive damage without gates unlocked.
Notes
- Eight Gates: Rock Lee can
open the Gate of Rest and the Gate of Life, with each Gate enhancing his abilities.
String List
String # | Inputs | Notes |
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Weak Attacks
5B
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6B
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2B
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4B
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8B
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Running B
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j.B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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Throws
5Y
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Gate j.Y
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2 Gate j.Y
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Special
5X
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4X
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Gate 5X
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2 Gate 5X
Ura Renge
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Strategy
In addition to increased damage, many of Lee's move properties change as he releases gates with .
: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to
.
: Now does half guard damage! Obviously good for guard breaking.
: Now breaks complete guard! Self explanatory why that is good.
: Becomes neutral on block. Still not the best option to do on blocking opponent.
or
: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent.
is a set-distance teleport,
tracks to the back of the opponent.
or
:
unlocks Lee's air throw. Good pressure tool combined with 5BBAA.
has a shorter window to tech than any other techable grab in the game, does more damage, leaves the opponent next to Lee and has a special animation.
: Increased damage
: Highest damaging super in the game outside of Sasuke and Kakashi's full chidori charge. Lee can super cancel off of every grounded move while in
.
is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation.
Similar to the Hyuugas and Tsunade, Lee can feint or "Hyuuga-cancel" certain moves by pressing during the start up of the attack, improving Lee's guard pressure and allowing him to perform strike/throw mixes.
Hyuuga-cancelable Strings:
Colors
Changes from Vanilla
- List may be outdated
- Works like a level up character with 2G mode having no passive life or meter drain
- Damages adjusted between all forms:
- 5B: 9,13,17 > 9,12,15
- 6B: 11, 17, 22 > 11,15,19
- 4B: 12,18,23 > 12,16,20
- 4B1C: 18, 27, 35 > 18,26,34
- 2B: 10,15,19 > 10,14,18
- RB: 15,22,28 > 15,21,27
- 5A: 11,17,22 > 11,15,19
- 6A: 9,14,18; 18, 24, 30 > 9,13,17 > 18,22,26
- 2A: 11,17,22 > 11,15,19
- JB: 21,28,34 > 21,25,29
- JA: 13,19,24 > 13,17,21
- 8B: 0,7,9; 10,13,17 > 0,7,9; 10,12,14
- 8A: 8,12,15
- 5BB: 8,12,15
- 6BA: 18,26,30 > 18,22,26
- 4BB: 12,18,23 > 12,16,20
- 5BBAA: 15,22,28 > 15,19,23
- 8BA: 15,22,28 > 15,19,23
- 5BBA: 12,22,28 > 12,16,20
- 6B(A):, JB, 6A second hit, 8A, Throw damage adjusted across the three states
- 5B: has more lift
- 5B(B): recovers one frame slower
- 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground
- 5B(A): Added
- 6B: replaced with 4B(B) animation, no launch, when done in a string does vanilla 6B that ends 6 frames sooner
- 6B(A): Hyuuga cancel added
- 1G: Untechable knockdown
- 2G: Untechable bounce
- 4B: charged:
- 1G: 3x guard damage
- 2G: Instant guard break
- 4B(B): high crush from 13-36
- 2B: changed to have better hit and block stun
- 8B: first hit lifts on block
- JB: has slighty adjusted launch direction and slightly more lift
- 5A: has more lift
- 1G: Deflects projectiles
- 2G: Staggers on hit
- 6A: first hit has increased hitstun , lifts higher on block, direction of hit changed; second hit size increased
- 1G: First hit lifts on block, second hit pushes on block
- 2G: Second hit hard knockdown
- 4A: active window is increased
- A4A; can only be subbed the first frame
- 2A has more lift on hit
- 1G: Ends sooner
- 2G: Lifts instead of sweeps
- 8A: has more block damage, made strong on block
- 1G: Has an initial hit on the way up
- 2G: Untechable bounce on the second hit
- RA: is unchanged in no gates, is a set distance teleport with 1G open, is a set distance appearance teleport with 2G open and less startup than 1G
- JY:
- 0G: Nothing
- 1G: Normal Air throw
- 2G: Special lotus air throw
- 5X: does Gaara version of the super on everyone, damage is 55; activator does 10 damage
- 1G5X: does 65 damage with the vanilla version; activator does 10 damage
- 2G5X: does 110 damage from 146
- 4X: requires 50% and takes 50%
- 1G4X: requires 75% and takes 100%; hard knockdown
- GRKnJ: moved further back on appearance; made a mid from a high
Resources
Guides and Info
Gameplay footage
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
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Leeshmow | ![]() |
![]() United States |
Unavailable | Tournament Footage |