Super Naruto: Clash of Ninja 4/Rock Lee: Difference between revisions
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 30~? | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 30 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - |
Revision as of 17:23, 25 October 2023
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.
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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01 |
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 |
| |
07 |
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08 | ||
09 | ||
10 |
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11 |
| |
12 | ||
13 | ||
14 |
| |
15 | ||
16 | ||
17 | ||
18 |
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19 | ||
20 | ||
21 | ||
22 | ||
23 |
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24 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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4B
Toggle Hitboxes Toggle Hitboxes
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8B
Toggle Hitboxes Toggle Hitboxes
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Running B
Toggle Hitboxes Toggle Hitboxes
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j.B
Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
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6A
Toggle Hitboxes Toggle Hitboxes
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2A
Toggle Hitboxes Toggle Hitboxes
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4A
Toggle Hitboxes Toggle Hitboxes
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8A
Toggle Hitboxes Toggle Hitboxes
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Running A
Toggle Hitboxes Toggle Hitboxes
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j.A
Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
Gate j.Y
2 Gate j.Y
Special
5X
Toggle Hitboxes Toggle Hitboxes
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4X
Toggle Hitboxes Toggle Hitboxes
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Gate 5X
Toggle Hitboxes Toggle Hitboxes
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2 Gate 5X
Toggle Hitboxes Toggle Hitboxes
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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.
- Gate 2: Now breaks complete guard! Self explanatory why that is good.
- Gate 2: Becomes neutral on block. Still not the best option to do on blocking opponent.
- or Gate 2 : 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, Gate 2 tracks to the back of the opponent.
- or Gate 2 : unlocks Lee's air throw. Good pressure tool combined with 5BBAA. Gate 2 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
- Gate 2: 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 Gate 2. 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
- OMJ and Noot's runs in TPK eSports #4
- Leeshmow vs Victor, Summer Clash
- Leeshmow vs Paradise, Fall Clash (vs CS2 Sasuke)
- OMJ's run in Biweekly 36