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[人物战术连技] Tekken 5 LEE      

完了,D级角色变成Z级角色....

去留无意,漫随天外云卷云

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我打了, 434 最后一下好像还慢了一点, 现在打墙最后一下经常打不中。

唯一的进步是ch d+3 可以连fc, d/f+4, 但是还是个废柴招, 被防就死了。

一天就是一日, 一日就是一天

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发现LEE打一八很吃力, 打其他还行,如果有墙地话, 没墙就比较痛苦了
你以为你正在游戏人生,但人生早已将你游戏。

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请问大家,lee有什么比较有效的打衡移的招术吗?

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fc:df4 bb4 不过速度都太慢,

本来 T4里面 b3 b4 打横移不错,不过T5弱化了

你以为你正在游戏人生,但人生早已将你游戏。

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LEE怎么打那种什么招都不发 只用转两圈的贱人史蒂夫 觉得根本打不起来 虽说都是8F拳 但就是拼不过它

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uf3+4跟他拼了…………
你以为你正在游戏人生,但人生早已将你游戏。

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总结过了 LEE整个就是一弱B 好的招就一个 FF3其他,没有一个能把人一下扫到的下段 对方只要一直站防就OK了 投技也少 就三个 好拆 对付不出招的人根本没有办法 攻击力也弱

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LEE打弱弱还能打打,打水平相当的就难了~
不主动不拒绝不负责 日后再说

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+ d+3 on CH knocks down the victim, guaranteeing FC,d/f+4 or HMS 4 if you use d+3~4. This move has also been given more evasive properties, ducking all highs cleanly and now some mids as well if distance permits. (mids confirmed are Bryan's Orbital Kick [u/f+4] by Coldfire, Christie's u/f+4 by me, and Paul's u/f+3 by me) d+3 also pushes the opponent away if they are on the ground, the distance roughly to range 1.5 or so.

+ Infinite kicks force an untechable knock down if they connect on the side or behind an opponent. Using the d/f+3,3 variation will cause the knock down to occur on the 4th kick. The d+3,3 variation will have the knockdown occur on the 5th kick.

- Blazing Kick no longer has crouching status.

? +/-? Punch parry now guarantees d+4,4,4,4 from behind again (go beta!). No other follow ups verified as of yet. Recovery of missed parry also improved (no forced pose after he finishes beckoning with his hand) *[Currently there are a few discrepencies about this, so it is back under testing]

+/- 4,3,4 will connect as a wall ender on females (Asuka, Christie, Julia all verified) along with everyone else as long as you're on axis. The flip kick now whiffs on everyone (even Kuma) if you are off axis too far.

+ b+3,3 connects as a combo even with a small delay (about the time between button presses if you press the button upon verfication of the first kick hitting... this might have to do with the +3 advantage the first kick gives you), but is still blockable if you delay too long.

+ f,f+3 hitbox seems larger in reference to juggling

+ 4 pushback is noticeably less... results in all three kicks connecting when you use 4,4,4 at normal distances.

- Flipkick damage on 4,3,4 and d+4,n,4,3,4 reduced from 25 to 21. Flipkick damage on 4,u+3 and d+4,n,4,u+3 seems reduced as well to roughly 30 (still testing, if someone gets a definite number it's appreciated)
你以为你正在游戏人生,但人生早已将你游戏。

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1,2,2 is quite good, the 3 follow up is safe on block, and forces opp to block, lee is open for mid/throw.

b1~1~f, is better for cover long distance in a juggle than 12~f,

b1~1~f can be done 3 times in a juggle.

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b1~1~f 地距离 也比b112  要远一些,不过连接3个b1~1~f 有点难度……  刚才研究了下,挖掘了一些东西,发现LEE很强, 改天试一下看看
你以为你正在游戏人生,但人生早已将你游戏。

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d/f+2_u/f+4 b1~1~f 1, b1~1~f 1,b1~1~f  12f 大多数场地, 都可以把对手带超过一半甚至3/4的距离,也就是说碰墙机会很大, lee 这本事是全游戏里最强的. 正前方434,有点角度就 f,n 34d3, 5.1里面破坏力差不多少.

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哦,要用1过度一下, 好地一B哎,

刚发现f2 CH 是可以看出来地,如果后面3延迟也能全中, 就是说 f2,3 可以用眼睛分辨是否出还是不出

LEE还有好多是要用眼睛去分辨地,这样风险就降低了很多,发现LEE每次都是最有潜力可以挖掘地角色,T4就是了

[此贴子已经被作者于2005-10-8 3:57:52编辑过]

你以为你正在游戏人生,但人生早已将你游戏。

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补充几个

ws1打中地话,后面跟124必中地, (T4,t5,t5.1)

对手右侧面 狼构1能连中两下

对手侧面f2,3一下中,全中,背向也是

b1:12 打到墙上, f44444 很稳定,而且比较摆

f2 这个招可以加前冲一下, 就是f,f+2

HMS 4 可以躲中段,不过这么慢…要是能快点就好了 3,3 第一下是CH地话,第2下延迟也是必中地, 第2下CH别人脸朝地趴下,不过好象没有必中地招, 33就是距离短了点

[此贴子已经被作者于2005-10-8 16:27:50编辑过]

你以为你正在游戏人生,但人生早已将你游戏。

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又研究了这么多东西

还让人活吗!?

改天我也去试试看


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我是手工课代表!

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神人一片一片的啊!@_@

楼上几位发了这么多,我的LEE又有的练了……


去留无意,漫随天外云卷云

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o 纠正一下,那个b33 第1下中了,第2下强制站立防御
你以为你正在游戏人生,但人生早已将你游戏。

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after ch f+2, you mut input 3 quite fast, if delayed too much, 3 will still miss.

i think the same for ch b3, 3, but not too sure on that.

whats f44444?

people on TZ uses b1:1~f in juggles, thats quite hard for me. for that little bit extra damage, i dont think its worth it.

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已经领教过大帝的lee了

f2ch的后续强,实力又上几个台阶了

再加上墙壁

顺便问一句,d3ch后那个构里扫腿必中!?


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我是手工课代表!

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