Vampire Savior/Lei-Lei

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Introduction

Lei-Lei (レイレイ), also known as Hsien-Ko, the Jiang Shi (Chinese hopping vampire). Lin-Lin (リンリン), also known as Mei-Ling, is her older twin sister.

Upon the night of their 16th birthday, twin human sisters fell into a deep slumber, plagued by a nightmare inadvertently caused by one known as Jedah Dohma. Recent observations of the twins saw them deemed worthy for his plans. Using his powers, their souls were taken from their bodies and brought to the realm of the Majigen. Upon arrival, a hidden power awakened in the twins. While confused at first with their new forms, the twin sisters were drawn by an unknown desire to venture further into the mysterious land. Discovering their bodies can fight with mysterious powers and skills with ease, they braved this dangerous realm with one goal in mind: return home to their family.

Lei-Lei is a unique mid-tier contender with effective but committed attacks. She has diverse movement options & leverages a command super to score big damage. Lei-Lei is recommended for players who embrace heavy execution & enjoy extremely active play at neutral.

Gameplay

Primary Objectives:

  • Control the field with your amazing range & disjointed hitboxes on moves like 236MP, 2HK, 6HP, 6MP, 9MP, 9HP, etc.
  • Approach at unique angles using Pendulum cancels & air-dashes
  • While inside, use IADs & Tenraiha as effective high/low offense
  • Chase ground rolls to keep your offensive momentum going
  • Run a high/low + left/right okizeme game
  • Use kara specials in neutral to quickly build meter


Strengths Weaknesses
  • Huge burst damage & offensive approaches with Tenraiha
  • IAD's make for quick & effective high/low offense
  • Although slow, she has long range & disjointed normals for owning neutral
  • Although it comes with risks, her Dark Force has unlimited hyper armor & cannot be thrown.
  • Can dizzy an opponent for huge damage potential with item setups
  • Able to hold up+back and convert that into an air-to-ground opportunity with her air-dash
  • Able to vary her unique angles of approach using Pendulum cancels. Aim for the opponent's dead zones
  • Highest meter gain potential utilizing low-risk kara-specials
  • Has enough mobility & recovery to chase ground rolls, keeping her offense going strong
  • Although situational, she does have numerous unblockable setups that occur often enough in matches
  • Has competitive left/right offense during okizeme
  • Ground roll timings vary with her forward roll being the quickest
  • Guard Cancel is viable but weak & less effective than others
  • Although her movement speed is considered fast, her long-range attacks are slow & very committed. Makes her vulnerable to speedy opponents
  • She is in the lowest health bracket
  • She has no invincibility on Reversals, makes her easier to oppress
  • Struggles against top-tiers who can run her over with offense
  • Wide while standing & crouching: vulnerable to cross-ups
  • Wide while standing, so she's vulnerable to being bullied & hit out of jump-start-up where others would not
  • Ground walk speed is terrible
  • Heavy execution barrier making her most effective mix-ups & confirms gated behind significant training
  • Strongest oki & damage routes are match up specific & challenging
  • 2HP to Tenraiha combo does not work against Felicia
VSAV Lei-Lei Art.png

Movement

Walk: Extremely slow walk speed and high hitbox. If you're walking around with Lei-Lei chances are you're doing something wrong.

Dash: Her forward dash is unique in that she disappears during the forward dash, which is reserved only for her and Demitri. While she is invisible she is also invulnerable. Unlike most characters, Lei-Lei can perform standing and crouching attacks during either her forwards or backwards dash. Her backdash maintains momentum during a while-dashing attack and loses her ability to chain cancel, it can also be quick-stopped by pressing 6. Her forward dash does not maintain momentum, nor does it lose the ability to chain-cancel if she performs a while-dashing attack. Because her forward dash can not be quick stopped, it's most ideal to whiff a c.LK since that's her fastest move. Due to having invulnerability while invisible during the dash, it makes it ideal for tick throws or to go through fireballs and such. Typically c.LK c.LK dash 624P is a good tick throw setup, also far j.HP dash 624P, or dash c.LK walk throw.

Jump: A standard jump. Average arc width, average arc height.

Air Dash: Lei-Lei loses the ability to airchain and special cancel during her airdash, but despite that it's still a rather good movement tool. There is a very brief startup window where she can not attack, and an extremely brief window at the end of the airdash where she enters a recovery pose. However, she can attack after the recovery pose while she is falling. Lei-Lei's airdash is unique in that her backdash will turn her to face that direction. This may seem useless, although because it turns her around it is useful for situations where you jump over the opponent or they cross under you. Since Lei-Lei doesn't have a true crossup, she needs her air backdash in order to turn around and face the opponent when they are behind her.

/Data This links to the source of the Data represented below

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-LE-5-lp.png
Vsav-LE-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
Good range for a jab, actually has better range than her short. Useful in staggers and anti-chicken-block or even just as a quick poke. Pretty good anti-dash. Normally doesn't whiff crouching characters (except Q-Bee) which is atypical for a jab. 5LP 5LP is probably her best frame trap.
5MP
5 MP
5MP
Vsav-LE-5-mp.png
Vsav-LE-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
Not especially good range and whiffs on crouching characters, Lei-Lei and shorter. Despite how it looks it's not especially good as an anti-air, though it can be used for that in some situations. Usually better to go with 2MP instead.
5HP
5 HP
5HP
Vsav-LE-5-hp.png
Vsav-LE-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 4,4,4 24 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6x3 2x3 H: 12+6+6 G: 9+3+3 W: 6
Really great range. Can be used as a poke or as a chain ender. Hits three times so it's GC/tech bait, but it's good for creating distance between you and the opponent. Usually canceled into whiffed 5HK though not particularly necessary since it's not terrible on hit/block, especially from max range.
5LK
5 LK
5LK
Vsav-LE-5-lk.png
Vsav-LE-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 11 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
Not bad for a short, it's similar to 5LP in terms of use, but it has slightly less range. Good for staggers and quick pokes. Can be a slightly better unblockable air button than 5LP as the hitbox is positioned a bit higher than 5LP.
5MK
5 MK
5MK
Vsav-LE-5-mk.png
Vsav-LE-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 8 31 -14 -15 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 15 G: 9 W: 3
Despite how it looks it's actually able to hit crouching characters (except Q-Bee). Due to it's slow startup it's not very good as an anti-air, though it can be used for that purpose on occasion since it has plenty of active frames. The trouble is the recovery on this move sucks, so use with caution.
5HK
5 HK
5HK
Vsav-LE-5-hk.png
Vsav-LE-5-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 4 26 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
Good range, decent move. Because it's quite fast it's usually used to whiff cancel HP or 2HP (not for faster recovery but for positioning and timing, it's hard to tell when the 2HP slide stops. If blocked, 5HK pushes you out of optimal punish range), or as a way to combo into Tenraiha. Sometimes goes over lows at max range, so it can be used as a poke occasionally.

Close Normals

CL.5LP
Close 5LP
cl.5LP
Vsav-LE-cl-lp.png
Vsav-LE-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 H: 8 G: 7
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
Similar to far 5LP. Hits inside her own collision box so it can counter other close moves that extend forward like Morrigan/Lilith close HP.
CL.5HP
Close 5HP
cl.5HP
Vsav-LE-cl-hp.png
Vsav-LE-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 23 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 8 H: 24 G: 15 W: 6
Hits crouching characters, pretty good move, but doesn't usually beat jump-outs when attempting to throw.

Crouching Normals

2LP
2 LP
2LP
Vsav-LE-2-lp.png
Vsav-LE-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 4 3 H: 7 G: 6
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 7 3 H: 6 G: 3 W: 0
Doesn't hit low. Because this move can be blocked high the uses of it are limited. Highly mashable. Though mostly a defensive tool rather than an offensive one, but the hitbox is pretty good for a crouching jab. Usually you're better off with the standing version except against characters that can duck under the stand version (Q-Bee, in particular).
2MP
2 MP
2MP
Vsav-LE-2-mp.png
Vsav-LE-2-mp-1-hitbox.png
Vsav-LE-2-mp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 6 22 -7 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 6 H: 15 G: 9 W: 3
Also doesn't hit low. This is actually one of Lei-Lei's better anti-airs, though only at a distance where the edge of the claw will hit the opponent. However, backdash 2MP is great for anti-air spacing in that regard. One of the preferred ways to combo into Tenraiha. The cancel window on this is a bit awkward so it feels a bit strange to time it during ground chains, it also has a long recovery. Due to it's range it's mostly used for an anti-jump-out or as a max range anti-air, though is quite well suited for chaining and is often in her BnB.
2HP
2 HP
2HP
Vsav-LE-2-hp.png
Vsav-LE-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 14 21 - -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18 7 H: 24 G: 15 W: 6

A sweep that slides you forward. Standard chain combo knock down ender. This move is very unsafe on block or whiff. As her furthest reaching low hitting normal, it is used sparingly as an unsafe poke.

Chaining into 5HK: 5HK will whiff if 2HP hits, this can be beneficial for positioning or timing purposes, as 5HK will stop the forward movement, but will not recover faster than 2HP on its own. On block, 5HK puts you at less minus frames and in position that is harder to punish as optimally.

2HP is not special cancelable outside of kara-canceling and command super TRH canceling. There isn't any useful kara cancels with this move as even though it moves her forward it's not enough during the kara window to be useful. Cancelling into TRH is high utility at the cost of meter, this can OTG combo on hit, cover the block string, or even be done during startup for an overhead mix. TRH OTG combo's are character and roll specific.
2LK
2 LK
2LK
Vsav-LE-2-lk.png
Vsav-LE-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 7 4 H: 6 G: 3 W: 0
Hits low. Despite having little range and a tiny attack box this is one of her most useful light attacks, primarily because it hits low, but also because it gives the most advantage on hit/block. It has the absolute shortest total active time of all her lights. Therefor, if you accidentally dash through an opponent, or for whatever other reason, 2LK is the fastest move on whiff. This is the ideal move to set up tick throws and dash ticks, and also good for Tenraiha staggers. It's also the best move to use after a jumping attack since it's her primary low in high/low mixups. 2LK 5LK is another good frame trap and 2LK itself is one of her good meaty normals as she doesn't have buttons that are extra active.
2MK
2 MK
2MK
Vsav-LE-2-mk.png
Vsav-LE-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 17 1 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 15 7 H: 15 G: 9 W: 3
Typical in most regards to a low forward. Just a further reaching and stronger version of her 2LK. Provides enough time to combo into Tenraiha so it's good in combos and for high/low mixups and staggers. Because it's cancelable it can also be situationally used to combo her 236LP or 214LP/MP moves. Good meaty normal.
2HK
2 HK
2HK
Vsav-LE-2-hk.png
Vsav-LE-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 6 38 - - H: -20 G: -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6
This move is extremely laggy and not cancelable, and you can not chain after it, so you do not want to use it on block/whiff unless you intend to cancel into Tenraiha. It does have some uses though. The startup is 11F so it's kind of slow for an anti-air, but it has an awesome vertical hitbox and knocks down a grounded/airborne opponent, making rather useful as an anti-air. Also, due to it's startup, it can be used in staggers when canceled into Tenraiha for a frame trap, with the added benefit of moving Lei-Lei forwards like a kara cancel. If it hits and is canceled early enough into Tenraiha the spike balls will OTG most opponents. Therefore, anti-air 2HK xx Tenraiha is something to keep in mind.

Command Normals

6MP
6 MP
6MP
Vsav-LE-6-mp.png
Vsav-LE-6-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 4 25 -8 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 15 G: 9 W: 3
A very deceptive move. The hitbox does not follow the ball, and rather is static. It won't whiff most crouching character, though it will whiff crouching Q-Bee. Also, the ball will only hit on the first spin and not the second spin. The second spin is purely aesthetic and does nothing at all. Though, because the total duration of the move is long, and the appearance of the move is similar to Tenraiha, it can be useful for buffering into Tenraiha out in the open. But it's main use is as a poke. Though it's actually much worse as an anti-air/dash than MP or LP.
6HP
6 HP
6HP
Vsav-LE-6-hp.png
Vsav-LE-6-hp-1-hitbox.png
Vsav-LE-6-hp-2-hitbox.png
Vsav-LE-6-hp-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 15 25 -15 -16 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22,17,10 8,6,3 H: 24 G: 15 W: 6
Pretty good anti-air move if you predict the jump. Though the slow startup and general vulnerability makes it not the best anti-air. Mostly a "psychic anti-air" for hitting chicken blockers or neutral jumpers. Though because the hitbox starts near the ground and ends at the top of the screen it's sometimes useful as a poke, provided it's canceled into HK on hit/block or into Tenraiha on whiff. A very good utility move, but the goal when using it is to make sure it doesn't whiff (you want it to hit or be blocked). And if you do whiff it, make sure to buffer Tenraiha to cover your punishable window.


Air Normals

J.LP
J LP
J.LP
Vsav-LE-j-lp.png
Vsav-LE-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 3 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
Standard jumping jab, use it for air-to-air and to start air chains. Has a better vertical hitbox than her other moves, with the exception of j.HK.
J.MP
J MP
J.MP
Vsav-LE-j-mp.png
Vsav-LE-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 10 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 16 6 H: 15 G: 9 W: 3
Huge range and awesome hitbox. Novice Lei-Lei players like to spam j.HP until they learn about just how much better j.MP and j.MK are, and then they spam j.MP. This is a staple Lei-Lei move and is great to toss out just about any time. Highly spammable.
J.HP
J HP
J.HP
Vsav-LE-j-hp.png
Vsav-LE-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2,2,2,2,2,1 11 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 7x3 3x3 H: 12+6+6 G: 9+3+3 W: 6
This has good range and speed, but it's most defining feature is that it hits three times. This is good for mixups when used together with 5LK since depending on when you do it the j.HP could hit 1-3 times. However, hitting three times can also be seen as a disadvantage since it's easy tech/GC bait. Not a bad move, but j.MP and j.MK are usually better all around.
J.LK
J LK
J.LK
Vsav-LE-j-lk.png
Vsav-LE-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0
Better horizontal range and hits more upwards, making it better for air to air. Where as j.LP is better air to ground. Can be handy when used very late in a jump or airdash with the intention of hitting extremely deep or whiffing it altogether, due to it's odd upwards angle.
J.MK
J MK
J.MK
Vsav-LE-j-mk.png
Vsav-LE-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 6 11 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 17 7 H: 15 G: 9 W: 3
Very similar to j.MP, but with slightly better horizontal range. The only reason this isn't better than j.MP is because of the 2F slower startup speed. Plus j.MK is good to chain into from a j.MP. This might just be her only crossup move since it hits slightly within it's own collision box, but generally it's not easy to use for crossups.
J.HK
J HK
J.HK
Vsav-LE-j-hk.png
Vsav-LE-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 13 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 8 H: 24 G: 15 W: 6
Great jump-in for stuffing anti-airs since it has very good vertical reach. The best vertical each out of all her jump attacks. Not a bad move to use after a canceled 623P or a very slow/high airdash.


Normal Throws

6 or 4 + MP/HP/MK/HK
P or K THROW
6 or 4 + MP/HP/MK/HK
Vsav-LE-p-ground-throw.png
Vsav-LE-p-ground-throw.png
Hitboxes Off
Hitboxes On
6 or 4 + MP/HP/MK/HK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 54 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-30 whole body 20 (7) 9 (3) H: 9 G: 0 W: 0

There are four types of throw buttons (PK medium/heavy) and two directions for throwing (forward/back) combined to give a total of eight types of throws. However, the backward K-throws can be combined with the forward K-throws, so there are actually only six different combinations to consider.

6MP throw: The most orthodox option. 6MP has a 6-frame startup, 4-frame duration, 9-frame guard disadvantage, a good hitbox, and many follow up options. It has a fast attack and a long reach, but it cannot be used for anti-air and is not suitable for traditional throw OS.

The best use for it is in okizeme. It is not suitable for anti-air, but will beat jump startup if timed correctly. It's reach isn't taken advantage of when going for throws, but it's a medium P, so it can be used in a chain combinations. It is very effective to use in combination with 2MK chain 2HP to bring the opponent down and loop it again. The problem is that it's weak to the opponent's reversals such as shadow blade and dancing flash.

As tick throw, if you walk and fail to throw (mainly when the opponent jumps out), you will not be able to follow up very well. You can use TRH to cover, but you are likely to be interrupted and loose health and meter.

6HP throw: Not used much, looks like it would anti air OS but in practice it only covers the upback angle. If it's 8 jumped you will take a lot of damage. Never use it at the edge of the screen as throw OS since the opponent can't jump backwards. If you do go for this, cancel in to TRH.

6MK throw: Pros: Long duration normal, better anti jump hitbox than 6MP, hits crouching opponents. Cons: Slow startup, short reach, very disadvantageous on block, less chain options than MP

MK throw can be used as anti-air OS but it's slow startup means you have to input it early. Can be awkward to use, when blocked you must chain 2HP or cancel into TRH to try and cover.

6HK throw: Better anti air OS capability than P throws similar to MK throw but no chain options means your only option is to TRH on hit/block. 4MP Throw: You often get this when teching opponent's throw attempts or in scramble situations. 5MP is good anti-air, but can be crouched by many characters. Back throw means it's hard to tick throw with but it is LeiLei's only standing mid attack that is plus on block. Useful on characters that 5mp can hit crouching, otherwise avoid it. 4HP Throw:

Not used much in practice but potentially has a strong use case. LeiLei's proximity normal with the largest differences between near and far. Near 5HP is plus on block and good damage. Theoretically, n.5HP x TRH aimed at someone waking up and attacking would be very strong damage, but short duration makes it hard to use.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-LE-air-throw.png
Vsav-LE-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 47 + 28 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-47 whole body 20 7 H: 9 G: 0 W: 0
Unique as an airthrow because this will still knock the opponent down even if they throw tech it, which is unlike most throws/airthrows. However, that might be considered a bad thing since it also allows the opponent to ground tech afterwords which can limit okizeme options, where as a reset would limit their wakeup options. Good horizontal and vertical range, pretty good damage, generally a useful and strong air throw.

Special Moves

Ankihou

236LP
LP ANKIHOU
236LP
Vsav-LE-ankihou.png
Normal Version
Vsav-LE-es-ankihou.png
ES Version
Vsav-LE-lp-ankihou-hitbox.png
LP
Vsav-LE-mp-ankihou-hitbox.png
MP
Vsav-LE-hp-ankihou-hitbox.png
HP
Vsav-LE-es-ankihou-hitbox.png
PP
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 1 35 -9 -10 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 13 4 H: 21 G: 16 W: 12

Lei-Lei tosses a pseudo-random item. The items aren't chosen entirely at random, but rather by a set order. However, the MP and HP versions can throw different items than the LP version, which can disrupt the order of the items thrown. As a general rule of thumb, the first item thrown after a Gouki (Akuma) doll will be a dizzy item. Dizzy items can also randomly follow a shuriken (ninja star) or kunai (dagger). Dizzy items include: huge boulder, 3D star, mallet.

(LP Version) Low item arc, covers the ground.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 1 36 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 13 4 H: 21 G: 16 W: 12

(MP Version) High arc, covers the air. This version can combo from 2MK, but it's character and standing dependant:

Combos: Demitri, Anakiris, Q-Bee, Bishamon, Jedab, Zabel

Combos from IAD Overhead: Q-Bee

Doesn't combo: Victor, Bulleta, Lilith, Morrigan, Sasquatch

Doesn't hit: Felicia, Lei-Lei, Gallon, Aulbath

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 1 36 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
high no - 13 4 H: 21 G: 16 W: 12

(HP Version) Tosses item vertically. This will hit high as an over-head, and therefor can be used in conjunction with simultaneous lows during the item's decent to create an unblockable (since you can't block high and low at the same time).

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 1(38)1(39)1 39 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18x3 6x3 H: 0 G: 0 W: 0
(ES Version) Rolls three spike balls along the ground. Very useless move as the spike balls do not combo together on hit/block, making it rather easy to punish.
Ankihou Item Toss Order
Item Light Medium Hard
01 Axe Axe Axe
02 Sword Sword Sword
03 Shuriken Shuriken Shuriken
04 Statue Statue Statue
05 Boomerang Hammer Hammer
06 Boomerang Boomerang Boomerang
07 Kunai Kunai Kunai
08 Random (Boomerang/Dagger ~57%, Spiked Ball ~16%, Vega Claw ~16%, Star ~7%, Barrel ~4%*)
09 Boomerang Boomerang Boomerang
10 Axe Axe Axe
11 Random (Boomerang/Dagger ~57%, Spiked Ball ~16%, Vega Claw ~16%, Star ~7%, Barrel ~4%*)
12 Sword Sword Sword
13 Shuriken Shuriken Shuriken
14 Statue Statue Statue
15 Kunai Boulder Boulder
16 Kunai Kunai Kunai
17 Shuriken Shuriken Shuriken
18 Statue Statue Statue
19 Kunai Hammer Hammer
20 Kunai Kunai Kunai
21 Boomerang Boomerang Boomerang
22 Random (Boomerang/Dagger ~57%, Spiked Ball ~16%, Vega Claw ~16%, Star ~7%, Barrel ~4%*)
23 Sword Sword Sword
24 Axe Axe Axe
25 Kunai Kunai Kunai
26 Random (Boomerang/Dagger ~57%, Spiked Ball ~16%, Vega Claw ~16%, Star ~7%, Barrel ~4%*)
27 Boomerang Boomerang Boomerang
28 Axe Axe Axe
29 Sword Sword Sword
30 Shuriken Shuriken Shuriken
31 Shuriken Shuriken Shuriken
32 Axe Boulder Boulder
- Return to start -

Ankihou Item Toss Order Notes

  • Stun Items are colored RED.
  • Random 1's Barrel seems incredibly rare.
  • Random 3 may or may not have a 4th item.
  • Oddly, #31 is not a statue even though the following item stuns.
  • Bracelet, Claw, Star and Barrel are only on random slots.
  • Stun items on Random slots can come out with an LP Ankihou.
  • You can't throw two of the same item in a row, it will instead skip the repeating item. For example, say if on #08 Random Item you get a Boomerang, then it will skip #09 Boomerang and go straight to #10 Axe.

Stun Item Punishment Timings
The frame data for how long it takes a character to stand up after being knocked down with one of Lei-Lei's stun items is completely different from the characters standard Neutral Recovery on a regular knockdown. If you're used to meatying a character's typical recovery you may have to adjust your timing to get a clean follow up after hitting them with a stun item. Notably, Q-Bee's wake up time is not only significantly longer than her usual Neutral Recovery, its longer than every other character. Make sure to practice the follow up on her. The chart below shows how many frames it takes after a character hits the floor, to when they stand up and are vulnerable to attack.

Character Stand Up Frames
Zabel 38
Bishamon 39
Sasquatch 39
Bulleta 40
Felicia 40
Jedah 40
Anakaris 43
Lilith 43
Morrigan 43
Aulbath 44
Gallon 45
Lei-Lei 46
Victor 46
Demitri 49
Q-Bee 69

Henkyouki

214LP
HENKYOUKI
214P
Vsav-LE-henkyouki.png
Normal Version
Vsav-LE-es-henkyouki.png
ES Version
Vsav-LE-henkyouki-1-hitbox.png
Vsav-LE-henkyouki-2-hitbox.png
Vsav-LE-henkyouki-3-hitbox.png
Normal Versions
Vsav-LE-es-henkyouki-hitbox.png
ES Version
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 15 32 -6 - H: -7 G: -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

This move will reflect an opponent's projectile back at them. However, it will change the projectile's trajectory to a horizontal one regardless of the projectile's original trajectory. A single gong may reflect numerous projectiles. Reflectable projectiles: Anakaris: Curse, Aulbath: Soundwaves, Bulleta: Missiles/Mines (all), Demitri: Fireballs, Jedah: Scythes, Lei-Lei: Items, Lilith: Fireballs, Morrigan: Fireballs.

(LP Version) Fast startup, short range, short duration, slow reflected projectiles. Minimal use.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 23 37 -6 - H: -7 G: -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

(MP Version) Fast startup, medium range, medium duration, medium speed on reflected projectiles. Good for combos off cancelable normals or general purpose.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 31 42 -7 - H: -8 G: -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

(HP Version) Slow startup, bigger range, long duration, fast speed on reflected projectiles. Good for a stagger off cancelable normals since the gong-wave takes some time to reach the opponent, but will beat any counter-poke attempts or flat-out stuff mashing attempts.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 91 50 7 - H: 6 G: -
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 3x3 H: 0 G: 0 W: 0

(ES Version) Slow startup, very long range, very long duration, fast speed on reflected projectiles, can reflect multiple projectiles. This is the only version that is good on block from point blank range, and it's also advantageous on hit. This makes it good for pressure or even combos. At max spacing it makes for good oki off TRH OTG, specially in the corner where it can set unblockables.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 15 20 + variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

LP Air Version

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 23 25 + variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

MP Air Version

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 31 30 + variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 7 H: 27 G: 19 W: 12

HP Air Version

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 91 38 + variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 3x3 H: 0 G: 0 W: 0
ES Air Version

Senpuubu

623LP
SENPUUBU
623P
Vsav-LE-senpuubu.png
Normal Version
Vsav-LE-es-senpuubu.png
ES Version
Vsav-LE-senpuubu-1-hitbox.png
Vsav-LE-senpuubu-2-hitbox.png
Vsav-LE-senpuubu-3-hitbox.png
Vsav-LE-senpuubu-4-hitbox.png
Vsav-LE-senpuubu-5-hitbox.png
Vsav-LE-senpuubu-6-hitbox.png
Vsav-LE-senpuubu-7-hitbox.png
Vsav-LE-senpuubu-8-hitbox.png
Vsav-LE-senpuubu-9-hitbox.png
Vsav-LE-senpuubu-10-hitbox.png
Normal Versions
Vsav-LE-es-senpuubu-hitbox.png
ES Versions
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
30 75 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

Lei-Lei swings on a chain. During the swing, Lei-Lei can pass through opponents (midscren/corner). This move will automatically cancel itself if she touches a wall. It can also be canceled at any time during the swing by pressing any K. Lei-Lei has free-action after the swing is canceled and maintains the swing's trajectory and momentum when canceled. Because she has free-action she is even able to perform another Senpuubu, or attack/airdash, though she is limited to two Senpuubu's per jump. To do two swings in a row quickly you would typically kara/slide input it, such as: 623P (swing) 623K~P, where you cancel with K then immediately enter another swing. Mashing punch makes the hitbox rotate faster around Lei; good for more damage or to chip-kill someone. All pendulum strengths build the same amount of meter. 6k6 or 4k4 for fastest airdash out of 623p, k button cancels the pendulum.

(LP Version) Low swing. It's a good way to quickly get through the screen.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 83 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

(MP Version) Mid swing. When cancelled immediately from the ground (TK it) it pops you up enough to a quick overhead or IAD.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 91 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

(HP Version) High swing. Cancelled at the top effectively gives Lei double and triple jumps.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 171 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 0 G: 0 W: 0
(ES Version) Lei-Lei will swing across the screen twice instead of once.

Guard Cancel

623LP
SENPUUBU GC
623P
Vsav-LE-senpuubu.png
Normal Version
Vsav-LE-es-senpuubu.png
ES Version
Vsav-LE-senpuubu-1-hitbox.png
Vsav-LE-senpuubu-2-hitbox.png
Vsav-LE-senpuubu-3-hitbox.png
Vsav-LE-senpuubu-4-hitbox.png
Vsav-LE-senpuubu-5-hitbox.png
Vsav-LE-senpuubu-6-hitbox.png
Vsav-LE-senpuubu-7-hitbox.png
Vsav-LE-senpuubu-8-hitbox.png
Vsav-LE-senpuubu-9-hitbox.png
Vsav-LE-senpuubu-10-hitbox.png
Normal Versions
Vsav-LE-es-senpuubu-hitbox.png
ES Versions
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
30 75 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

Lei-Lei swings on a chain. During the swing, Lei-Lei can pass through opponents (midscren/corner). This move will automatically cancel itself if she touches a wall. It can also be canceled at any time during the swing by pressing any K. Lei-Lei has free-action after the swing is canceled and maintains the swing's trajectory and momentum when canceled. Because she has free-action she is even able to perform another Senpuubu, or attack/airdash, though she is limited to two Senpuubu's per jump. To do two swings in a row quickly you would typically kara/slide input it, such as: 623P (swing) 623K~P, where you cancel with K then immediately enter another swing.

(GC Version) This version acts similarly, however it gains startup invulnerability until a few frames after leaving the ground (roughly 20F startup inv) on all versions, while the normal versions have zero invulnerability. However it becomes vulnerable before the first active hitframes and before it becomes cancelable. So, as an escape move it is only moderately useful. Very sparingly/rarely used.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 83 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

MP Version

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 91 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 18+6xn G: 18+3xn W: 18

HP Version

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
32 171 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 5xn 2xn H: 0 G: 0 W: 0
ES Version

Command Throws

632[4]P
HOUTENGEKI
632[4] MP or HP
Vsav-LE-houtengeki.png
Vsav-LE-houtengeki-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 1(5)1 46 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 4x8 2x8 H: 21 G: 0 W: 12

Command grab. Great move to use during dashes or off whatever other tick throw setup you feel like.

When used with forward dashes: It's important to make sure you do not dash through your opponent because Lei-Lei will not turn around to grab the opponent if she dashes through them.

Input Overlap with Gong: When first using this move, you may see that on whiff it results in a Henkyouki (gong). While this command grab is typically seen as a "Half Circle Back" input of 63214, you can actually skip hitting 1 (down-back) when executing it. This is useful since the Gong input of 214 overlaps with the traditional 63214 input. By skipping the 1 directional, if the command grab whiffs you will not automatically get a Gong. Keep in mind, some players like getting Gong on whiff, though it's best to say it may be a situational sort of thing.

Negative Edge: Utilizing Negative Edge with command grabs is potentially something very strong. Negative edge is where you release a button to activate a special move, instead of pressing the button. This means you must already be holding down MP or HP, input 6324, and then release MP or HP. If done correctly, when you're in range you'll grab the opponent, and if you're out of range nothing will happen. Meaning not even a normal will come out. You can also input 6324~1 when using Negative Edge which lets you: avoid gong, a normal coming out, and assume a crouch block position - allowing you to be safe against reversals and mashers. This also works well when aiming for a command throw from a forward dash, because if they jump or reversal you'll just teleport right through them. Once again, you should keep in mind that you may want a normal to come out after a command grab attempt, this is just an option.

Input Priority: If you press LP and either MP or HP at the same time, the LP will always come out over the other two attacks. This can be utilized with Lei-Lei's command throw by simply inputting 6324.LP+MP, so if the command grab whiffs the result will be the safer and faster LP instead of an MP or HP. This is a little more useful for Lei-Lei than other characters since she doesn't have an ES version of her command grab that would result from this input.

Pursuits

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-LE-pursuit.png
Normal
Vsav-LE-es-pursuit.png
Es
Vsav-LE-pursuit-hitbox.png
Normal
Vsav-LE-pursuit-es-hitbox.png
Es
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 7 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 2x4 2x4 H: 11+5x3 G: 0 W: 6

A multi-hit pursuit. Good for meter building or intentionally whiffing to cover ground. Only does recoverable damage though so Tenraiha is the preferred OTG when applicable. However, it's also possible to pursuit after a Tenraiha OTG, so they aren't necessarily exclusive of one another.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
29 7 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - - 2x8 H: 0 G: 0 W: 0
ES version does more hits, but still only recoverable damage. Use this only if you know you can't get okizeme normally anyway and want to build meter, or whiff it when you want to get close in a hurry.

Ex Moves

LK,HK,MP,MP,8
TENRAIHA
LK,HK,MP,MP,8
Vsav-LE-tenraiha.png
Vsav-LE-tenraiha-1-hitbox.png
Vsav-LE-tenraiha-2-hitbox.png
Vsav-LE-tenraiha-3-hitbox.png
Vsav-LE-tenraiha-4-hitbox.png
Vsav-LE-tenraiha-5-hitbox.png
Hitboxes Off
Hitboxes On
LK,HK,MP,MP,8
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
19 2 81 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 8 H: 0 G: 0 W: 0

One of the best supers in the game. The anvil hits high for an overhead, one of the few ground-based overheads in the game. The anvil also hits the ground which causes a screen-wide slam that hits mid. The spikeballs that drop after the slam can also be blocked mid, and can OTG the opponent for actual and recoverable damage. If the anvil hits it will slam the opponent to the ground for an instant knockdown (except Anakaris who gets juggled), if the shockwave hits it will sweep the opponent vertically into the air for a knockdown, and any of the spikeballs themselves will also knock down a grounded or airborne opponent. The beauty of this move is that it's a command super, so it can cancel any of Lei-Lei's normals and command normals, and since it's an overhead this gives her a lot of high/low mixup options. For example, c.LK c.MP Tenraiha // c.LK c.MP c.MK c.HP, where the Tenraiha hits high but the c.MK and c.HP both hit low, forcing the opponent to react and block correctly after the c.MP. Even if the opponent successfully blocks though, this does a substantial amount of chip damage and causes a very long block duration in which Lei-Lei is free to do mixups and tick throw attempts. This move will also combo off any of her mids and heavies, making it excellent and damaging combo material. If timed correctly, the spike balls will also "combo" into OTG off a c.HP or c.HK on hit for some nice OTG damage. The one and possibly only downside to this move is that there are a number of characters you can GC off either the anvil or the first spike ball and hit Lei-Lei before her Tenraiha pose finishes (such as Jedah's GC), and that the spike balls will not persist after Lei-Lei is hit. An odd but amusing property to this move is that the spike balls also do not persist after round-end, but they will still cause proxy guard. In other words after the round is over if the opponent pushes back they will assume a blocking pose, despite the spike balls being merely inactive "ghosts".

LK,HK,MP,MP,8
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
23 10 - - -54 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 4 2 H: 0 G: 0 W: 0

Earthquake Attack

LK,HK,MP,MP,8
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
24 35(3)45(3)24 - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5 2 H: - G: - W: -
Balls


412[6]PP
CHUUKADAN
412[6]PP
Vsav-LE-chuukadan.png
Vsav-LE-chuukadan-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 - 53 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 38 16 H: 0 G: 0 W: 0

Lei-Lei tosses out a bomb with a timer, that counts down from 9 to 0 and then explodes (these "seconds" are faster than in-game or real seconds). There is a ~12.11% chance or a 31/256 probability that it will be a red-colored short fuse bomb, which counts from 6 rather than 9. When the timer runs out the bomb will explode — with the exception if the bomb is on the screen during a round transition, at which point it turns into a dud. The bomb's explosion can hit both the opponent and Lei-Lei, making it a huge liability to throw the bomb out in the first place.

While the bomb is active on the screen it can be hit by attacks from either player to bounce the bomb back and forth, like hot-potato. It will bounce off the edge of the screen if struck into it, but it won't drag along if players simply walk away from it placing it offscreen.

To Lei-Lei's slight benefit, he bomb's timer will stop while Lei-Lei is in hitstun or knocked down, and as such she cannot be combo'd into her own bomb. Interestingly, if she wakes up from knockdown into a meaty attack and takes another hit, the timer will be delayed even longer before resuming a countdown. The timer does not stop while Lei-Lei is in blockstun.

Ultimately, this is not a recommended move to use in a serious setting, as the potential for backfire is just too large, and Lei-Lei has much better attacks to spend her meter on. You may find the bomb effective on players who are inexperienced with it, causing them to be overly aware of it, but honestly both players can almost entirely ignore the bomb's existence with how easily it finds itself exploding somewhere offscreen.
412[6]KK
CHIREITOU
412[6]KK
Vsav-LE-chireitou.png
Vsav-LE-chireitou-1-hitbox.png
Vsav-LE-chireitou-2-hitbox.png
Vsav-LE-chireitou-3-hitbox.png
Vsav-LE-chireitou-4-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
33 16 86 - 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 8-23 startup 8x6 2x6 H: 0 G: 0 W: 0
Slow startup, the swords will persist even if Lei-Lei is hit. However, the swords will not block/cancel the opponent's projectiles and the move can be interrupted before the first sword begins. This is a pretty good move for forcing your opponent into a corner, since it's difficult to get around the swords once they start. Unfortunately it's not comboable off mids and none of Lei-Lei's heavies are cancelable, making this more of a poke move than a combo move. However, it is possible to juggle 623P after it if within range of the corner. There is a space between the third and fourth swords that allows for people to just walk/dash through.

Dark Force

Daibousou: Rimoukon - Same strength P + K
Vsav leilei darkforce frames.png

As far as Dark Forces go Lei-Lei's is one that changes the character a great deal. The primary differences are granting her complete Hyper Armor, disabling block, disabling special moves, and changing her movement and normals. Because of the inability to block you can expect to take some damage while in Dark Force, making this not recommended to use outside of escaping certain things such as Aulbath's bubble unblockable or some throws. If you do happen to activate it as an escape or even just by accident, it's important to know how to make the most of it and not let it set you back too much.

Activation & Deactivation
Upon activation Lin-Lin transforms back to a human and appears a set distance either in front or behind Lei-Lei, depending on screen position, where she'll remain until the Dark Force ends. When deactivated Lin-Lin turns back into a paper charm and floats back to Lei-Lei, the problem with that being the further away she is the longer it takes for Lei-Lei to recover. Your main goal after you've activated Dark Force is to either knock the opponent down and immediately deactivate, or maneuver to where Lin-Lin is and end Dark Force on top of her for minimal recovery time.

Changes and Effects
As Mentioned, this Dark Force significantly changes the character, so much so it's necessary to list change individually.

Hyper Armor
  • Gains Hyper Armor. Lei-Lei will not enter hitstun when hit. Hitstop still has a very slight effect and may potentially eat your input if you attack too soon after being hit.
  • Cannot Block.
  • Cannot Throw or be Thrown.
  • Cannot be knocked down by anything, even while in the air.
  • Hyper Armor is still active during the deactivation while she is frozen, however there are 5 frames at the end that are fully vulnerable where she can be hit with a combo.
Movement
  • Cannot Air Dash.
  • Cannot Ground Dash.
  • Ground movement becomes a permanent run using her air dash animation. She walks faster than Felicia but slower than Gallon, giving her the second fastest ground movement speed in the game.
Special and EX Moves
  • Cannot use any Special or EX Moves.
  • Cannot Pursuit Attack.
Normal Moves
  • All damage done is permanent damage, none if it is recoverable.
  • Damage on attacks is very high, most notably 5.LP.
  • All air normals become her j.HP and are non-chainable.
  • All ground normals become her 2.HP, with some frame data changes, and are non-chainable.
  • All standing normals animations have been shuffled around besides 5.HK, and 5.LK has a new attack animation.
  • Cannot chain combo out of light attacks if they've been rapid canceled, however it is possible to link.
Other
  • No idle animation when standing or crouching.
  • Lin-Lin's pose changes as you make directional inputs.

Dark Force Combos
Check the Dark Force Combos section below for your options. There are only a few combos available while in Dark Force, but they do good damage and can score a knockdown.

Colors

Leilei-colors.gif

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/14.html

Name (English) Name (Japanese) Color Location Contact
Ego えご HP Leilei color hp small.png Tokyo, Japan http://twitter.com/egooolei
https://www.youtube.com/channel/UC4vCKl7Ht_WCFIytTy4pSCA
Atsuta あつた KK Leilei color kk small.png West Japan http://twitter.com/LittleJanneROKA
Hisashi ヒサシ MK Leilei color mk small.png http://twitter.com/HisashiHsienKo
Sasazuka 笹塚 (Kanji)
ささずか(Hiragana)
ササズカ(Katakana)
HK Leilei color hk small.png Tokyo, Japan http://twitter.com/Sasazuka00
Tsukumo 九十九 PP Leilei color pp small.png Tokyo, Japan http://twitter.com/Inatsuku
https://www.youtube.com/channel/UClQkdT7d4J2SDMIHAJXtxPw

North America

Name (English) Name (Japanese) Color Location Contact Notes
Kajoq ケイジョック KK Leilei color kk small.png Georgia, USA https://twitter.com/Kajoq Long time player with outstanding results, and one of the original driving forces for the game. Very technical Cyberbots and Marvel nut with an awesome beard.
Snuggleguns スナグルガンズ MP Leilei color mp small.png Texas, USA https://twitter.com/snuggleguns Has the most hours of any Fightcade player with 2300+ vsav hours. In 2020, he played for 10 hours in a single set with VickiViper. Enjoys playing on random select.
Viper Snake バイパースネーク PP Leilei color pp small.png USA https://twitter.com/ViperSnakeX Has the third most Fightcade hours with 1000+ vsav hours. Known for playing with a cursed Sega Saturn controller layout. A master of 2mk xx TRH.


South America

Name (English) Name (Japanese) Color Location Contact Notes
Alejo アレホ KK Leilei color kk small.png Unknown, Colombia https://twitter.com/Alejo5599 Trying to build a larger community for Vsav in South America. Also an amazing artist, check out his twitter!
General
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