Vampire Savior/Lei-Lei/Combos

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Combos

Basic

  • c.LP c.LK c.MP c.MK c.HP > HK/Tenraiha.
Standard crouching chain into a whiffed-HK or Tenraiha. The Tenraiha can hit OTG if the c.HP hits. On block the HK makes the blocked c.HP safe, and on hit the HK makes Lei-Lei recover faster for okizeme. It should be noted that the c.LP does not hit low and should be omitted off a jump-in.
  • c.LK c.MP > Tenraiha//c.MK c.HP HK.
Basic Tenraiha combo/mixup. Since c.MP into Tenraiha will combo on hit, though on block causes an overhead. This forces the opponent to react and block correctly after the c.MP, in order to correctly block Tenraiha high or the c.MK c.HP low depending on which you do. The easiest way to do c.LK c.MP Tenraiha is to input the Tenraiha command very quickly while crouching so that the game's command interpreter automatically omits the HK and goes from c.LK to c.MP.
  • c.LP c.LK c.MP HP > HK
Common low chain that ends with a whiffed HK. The c.MK is omitted because it sometimes whiffs if c.LK is spaced at it's absolute max range when it connects.
  • c.LK HK > Tenraiha
Very simple and basic Tenraiha combo since the command input overlaps: c.LK HK (mp mp 8) = c.LK HK Tenraiha. It's not much of a mixup, but good as a punisher since the input is simple and reliable.
  • c.LK c.MP c.MK > Tenraiha
This one is a lot more difficult than the previous Tenraiha combos but it is worthwhile to learn. It's not possible to sequence break the c.MK, so the entire Tenraiha input must be input AFTER the c.MK. It does, however, combo if timed right.

Situational

  • c.HK Tenraiha
Not a bad anti-air, the Tenraiha OTGs.
  • c.LK c.LK 236LP
Not the most useful combo in the world since 236LP is -9 on hit. Though possible, at least.
  • corner c.MK 214PP, +c.LP c.LK c.MP HP > HK
Point blank corner combo. The ES gong is +7 on hit and both c.LP or c.LK have 5F startup making this link possible.
  • corner c.MK 214PP, +c.LP c.MP c.HP > Tenraiha
Alternate version of the previous combo, since the c.HP hits a little late there's time to buffer Tenraiha. It may be possible to add a c.LK though it's not recommended since c.HP may hit too late to combo (though if you add a c.LK the combo would then need to be c.LP c.LK c.MK c.HP).
  • 426KK, 623HP
If you manage to hit with 426KK at a good range from the corner you can juggle with Senpuubu.
  • Tenraiha, 623HP, 623HP
Anakaris-only combo, sorta. Basically, Tenraiha will launch Anakaris into the air rather than splatting him onto the ground, and this lets you juggle with additional Senpuubu hits. This also technically works on other characters if they are hit by the spike balls and not the anvil, though obviously it's significantly more common on Anakaris.

Dark Force Combos

  • 5.LP > 5.LP >> 5.LP > 2.LK(if pointblank, 2.MP otherwise)
50 Red
It isn't possible to chain cancel after rapid canceling 5.LP while in Dark Force, so you must use the renda bonus from two of them to link into a third which is then canceled into sweep. Lei-Lei's best and most consistent Dark Force combo.
  • 5.MK >> 5.LP > 5.MK > 2.HP
50 Red
Link combo. May be useful as a frame trap as well.
  • 5.LP > 5.MK > 5.HP > 2.HK
56 Red
Must be started from point blank. Potentially character specific?
  • 5.LP > 5.LP > 5.LP > 5.LP > 5.LP
59 Red
Somewhat difficult, you must perfectly cancel the 5.LP into itself to land it five times. Biggest damage of all her Dark Force combos, but does not lead into a knockdown. Must be started from point blank. Potentially character specific?


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