Vampire Savior/Lei-Lei/Strategy

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Strategies

  • Although Tenraiha is comboable and fairly good during blockstrings, it can also be used somewhat randomly out in the open, since the shockwave hits fullscreen and the spike balls provide some cover fire. For the most part, if you have meter, you want to use it for Tenraiha. And since you want to use Tenraiha a lot, building lots of meter is a good idea.
  • The best ways to build meter are to karacancel into j.623P with j.623HK~HP, which results in a kara canceled j.HK, then quickly do it again for a second Senpuubu, then quickly cancel that second Senpuubu and do a falling j.HK (as in j.623HK~HP, j.623HK~HP, K cancel, falling j.HK). Alternately you can karacancel a ground move like c.MK or c.HK/HK into 214LP but you are more vulnerable to being pestered by the opponent while on the ground than you are by quick-cancelling Senpuubu's, which allows you to airblock after cancellation.
  • If the opponent blocks Tenraiha it's a good idea to go for a j.HP/c.LK mixup or c.LK tickthrow or c.LK c.LK dashing cmd throw mixup. While blocking the spike balls in the corner the spike balls can sometimes (pseudo-randomly) pull the opponent out of the corner which can be useful for left/right mixups as well, by either jumping over or dashing through the opponent into the corner then hitting them from the other side.
  • It's always a good idea to cancel c.HP into HK or Tenraiha, even if HK is going to whiff. Likewise, 6HP should always be canceled into HK or Tenraiha. If the c.HP hits, a Tenraiha has a chance of OTG'ing the opponent with the spike balls, which is also true for c.HK (particularly as anti-air).
  • The easiest way to combo into Tenraiha is either c.LK HK (empty mp mp 8) which naturally combos as c.LK HK Tenraiha. Alternately you can c.LK (empty c.HK) c.MP (c.MP) 8 which results in c.LK c.MP Tenraiha if you press the buttons fast enough, since pressing them as quickly as possible will skip over the c.HK entirely.
  • Like above, if you press the Tenraiha inputs fast enough it's possible to go directly from c.LK to Tenraiha, skipping the HK and both MPs entirely. Though it will not combo, it's a pretty decent stagger/mixup to do c.LK c.LK Tenraiha // c.LK c.LK c.MK c.HP (HK). Since it doesn't combo, if the opponent is mashing buttons they will drop their guard and get hit, or if they are blocking low expecting the c.MK/c.HP.
  • c.LK walk throw, and c.LK c.LK dash 624MP/HP are pretty good tick throws, particularly since Lei-Lei is invulnerable while invisible in the latter of the two.
  • j.MP is an extremely good jumpin and air-to-air. Good from a low IAD, and good to chain into j.HP when normal jumping.
  • After a j.HP a c.LK is a good high/low mixup, since j.HP hits multiple times high. One of Lei-Lei's primary high/low mixups outside of Tenraiha.
  • Her best anti-air may be max range c.MP, or backdashing-c.MP. Though other possible anti-airs include c.HK, 6HP, MK, MP, and 6MP. Of the "other" anti-airs, c.HK may be the most useful since it has a good hitbox and causes knockdown.
  • Although 426KK only has limited use, it can be useful for forcing the opponent into the corner which is where Lei-Lei wants you to be.
  • It's useful to remember you can airdash after airblocking, you aren't limited to just normal actions. You're also able to airdash after Senpuubu (since you have freeaction after Senpuubu).


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