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Lei Fei Guide by propylaxis
Version: 1.0 | Updated: 04/23/2002
THE ABC's OF LEI FEI: Invaluable, Detailed Lessons for Players at All Levels. version 1.0 A propylaxis' Virtua Fighter 4 FAQ Guide Series. Note: Some of the sections are still in the process state. -=-=-=-=-=-=-=-=-=-=-=-=-= -----COPYRIGHT NOTICE----- -=-=-=-=-=-=-=-=-=-=-=-=-= Unless otherwise specified, this document is for personal and non-commercial use. You may not modify, copy, transfer, distribute, and create derivative works from this document without written permission from propylaxis. Copyright © 2002 propylaxis at email@example.com. All rights reserved. Sega is registered in the U.S Patent and Trademark Office. Virtua Fighter is either a registered trademark or a trademark of Sega Corporation or its affiliates. Original Game © SEGA © SEGA-AM2/SEGA, 2001, 2002. All rights reserved All products and characters mentioned in this document are trademarks of their respective companies. -=-=-=-=-=-=-=-=-= -----FOREWORD----- -=-=-=-=-=-=-=-=-= This is not a list of a character's entire moves. Such is not the principle of this document. Rather than presenting a dense unreadable reference material that provides few and shallow explanations, I divided and focused on the character's important move categories. I want players to grasp the important facets of a character's technique. I hope that you will find this guide very helpful. Please note that some of the strategies, ideas, move names and executions here are taken from the game manual and/or the game tutorials themselves, while the remaining principles and ideas are the result of my studies. Always try to spar with good players and learn from them. Remember that before victory is humility. Good luck. -=-=-=-=-=-=-=-=-=-=-=-=- -----ACKNOWLEDGMENTS----- -=-=-=-=-=-=-=-=-=-=-=-=- I would like to thank SEGA and SEGA-AM2 for developing a realistic fighting game ever: Virtua Fighter 4. Special thanks goes to: GameFaqs at http://www.gamefaqs.com PlayStation Cheat.net at http://www.psxcodez.com Neoseeker at httP://www.neoseeker.com http://vf4dojo.tripod.com/index2.htm for publishing this document. Please email any corrections, comments, or notices to firstname.lastname@example.org -=-=-=-=-=-=-=-=-=-=-=-=-=-= -----CONTROL KEY LEGEND----- -=-=-=-=-=-=-=-=-=-=-=-=-=-= u = up uf = diagonal up and forward d = down ub = diagonal up and back f = forward df = diagonal down and forward b = back db = diagonal down and back qcf = quarter circle forward ( d, df, f ) qcb = quarter circle back ( d, db, b ) hcf = half circle forward ( b, db, d, df, f ) hcb - half circle back ( f, df, d, db, b ) P = Punch K = Kick G = Guard -=-=-=-=-=-=-=-=-=-=-=-=-=- -----TABLE OF CONTENTS----- -=-=-=-=-=-=-=-=-=-=-=-=-=- I. A Survey of Lei Fei II. The Elements A. Stances B. Power Moves C. Floater Moves D. Poking Moves E. High And Low Combination Hit Level Moves F. Medium And Low Combination Hit Level Striking Moves G. High, Medium, And Low Combination Hit Level Striking Moves H. Distance Closing Striking Moves I. Distance Widening Striking Moves J. Neutral Space Widening Striking Moves K. Moves From Holding The Down Key III. Positional Play A. Universal Basic Defense B. Universal Basic Offense C. Lei Fei's Special Defense Techniques D. Lei Fei's Special Offense Techniques E. Lei Fei's Series Courses F. Lei Fei's Combo Courses G. Lei Fei's Turned Around Games -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -----A SURVEY OF LEI FEI----- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- When playing as Lei Fei for the first time, there are two major conclusions that most players will agree: he is slow and too confusing to control. But to a master, Lei Fei is fast moving and all his moves tend to be harmonic, meaning every move flows flawlessly. He never runs out of moves from most positions. All his stances are accessible from any of his stances, which means if he is in Hai Shiki, he can switch to Dokuritsu or Nehan Shiki. Moreover, most of his normal moves often end up at least one of those mentioned stances including Koko Shiki. These stances are capable of hitting high, medium, and especially low. The follow-up moves in those stances when halted will usually end up into another stance. One punch or one kick may end up to another stance again. In short, Lei Fei will surely confuse unwary and even experience players. Therefore, engaging against Lei Fei without prior knowledge of his techniques is an error. Lei Fei is capable of playing like the fast hitting Jacky or and the hard hitting Akira. Lei Fei's quick attacks will certainly put his opponent on the defensive, and his hard-hitting, staggering moves will surely make their blocks ineffective. As for Lei Fei's stances, a mastery of Dokuritsu Shiki stance is a paramount skill because this stance is capable of being executed more than any of his remaining stances. In addition, the Dokuritsu Shiki stance is capable of reversing punches. -=-=-=-=-=-=-=-=-=-=-= -----THE ELEMENTS----- -=-=-=-=-=-=-=-=-=-=-= A. Stances B. Stagger Moves C. Floater Moves D. Poking Moves E. High And Low Combination Hit Level Moves F. Medium And Low Combination Hit Level Striking Moves G. High, Medium, And Low Combination Hit Level Striking Moves H. Distance Closing Striking Moves I. Distance Widening Striking Moves J. Neutral Space Widening Striking Moves K. Moves From Holding The Down Key ======= STANCES ======= When Lei Fei is in particular stance, he can automatically switch to another stance, except for Koko Shiki, unlike other characters who cannot. --------- Hai Shiki --------- Execution: (d+P+K+G) Note: This move can be executed even if Lei Fei is in another stance. Other modes of execution: by normal moves: 1. Renken Toushou: (P,P,P) 2. Uryu Banda: (b,df+P) 3. Haisenkyaku: (K) 4. Tenshin Soutai: (u+K,d+K) from Dokuritsu Shiki stance: 1. Senshin Toushou: (P) 2. Fukushintai: (d+K) 3. Sokushin Kousoutai: (d+K+G) --------------- Dokuritsu Shiki --------------- Execution: (u+P+K+G) Note: This move can be executed even if Lei Fei is in another stance. Other modes of execution: by normal moves: 1. Renken: (P,P) 2. Toukyaku: (f,f+K) note: Hold K enter the stance 3. Sokutankyaku: (K+G) 4. Kousoku Toukyaku: (P+K+G) note: During evade will only Lei Fei will enter the stance from Hai Shiki stance: 1. Housui Rengeki: (P,P) 2. Koudantai: (K) from Nehan Shiki stance: 1. Sokushukyaku: (P,K) from Koko Shiki stance: 1. Kasou Rensengeki: (d+K,P) ----------- Nehan Shiki ----------- Execution: (bd+P+K+G) Note: This move can be executed even if Lei Fei is in another stance. Other modes of execution: by normal moves: 1. Soushu: (d+P+K) from Koko Shiki stance: 1. Koushutai: (K) 2. Haishin Kasoushou: (d+K) ---------- Koko Shiki ---------- Modes of execution: 1. Rigoutai: (f+K) 2. Haishin Chugeki: (d+P+K,P) 3. Haisetsukou: (df+P+K,P) 4. Senpukyaku: (f,f+K+G) from Nehan Shiki stance: 1. Hi'en Senpukyaku: (K) =========== POWER MOVES =========== These moves are powerful compare to Lei Fei's other normal moves. Executing these moves is like having Akira Yuki in your side. 1. Kochouheki: (d,df,f+P+K) Description: This move can deflect high punches. 2. from Koko Shiki a. Renkan Sousui: (P) 3. Rakengeki: (b+P,P) ============= FLOATER MOVES ============= 1. Souhikyaku: (uf+P+K) 2. Nikibunkyaku: (uf+K) 3. Shaten Rensou: (df,df+P,P) ====================== DISTANCE CLOSING MOVES ====================== 1. Shaten Rensou: (df,df+P,P) 2. Toushin Choukyukyaku: (df,df+K+G,K,K) 2. Toushin Sen'enkyaku: (df,df+K+G,K,K+G) ====== COMBOS ====== 1. Shatensou Execution: (df,df+P,P) Follow-ups: Combo 1: (P,P,P,d+K) Combo 2: (K+G,d+K) Combo 3: (P+K,P,P) 2. Souhikyaku Execution: (uf+K+G) Follow-ups: Combo 1: (P,P,K) Combo 2: (K,d+K) Combo 3: (d+P,K) -=-=-=-=-=-=-=-=-=-=-=-=- -----POSITIONAL PLAY----- -=-=-=-=-=-=-=-=-=-=-=-=- A. Universal Basic Defense B. Universal Basic Offense C. Lei Fei's Special Defense Techniques D. Lei Fei's Special Offense Techniques E. Lei Fei's Series Courses F. Lei Fei's Combo Courses G. Lei Fei's Turned Around Games ======================= UNIVERSAL BASIC DEFENSE ======================= This section applies to all Virtua Fighter 4 characters. Stopping Sequences: 1. Try stopping your opponents attack with a (d+P). If it connects, follow-up with a throw. Blocking Principles: 1. When being hit with a series of striking attacks, do not counter-attack with striking moves. You will only suffer more hits. Instead, block or evade the attack. Then, follow up with a counter-attack either by a striking move or a throw. 2. When being rushed and hit, do not counter-attack with striking moves. You will only suffer more hits. Instead, block or evade the attack. Then, follow up with a counter-attack either by a striking move or a throw. 3. Be careful when blocking a stagger move. After blocking such a type of move, your character cannot proceed for a counter-attack. Instead, block or evade the stagger move, then follow-up with a counter-attack. Evading/Throwing/Guard Combo Courses ------------------------------------ 1. Evading Throw Escape Technique: Situation: You attack but the opponent blocks your attack-giving your opponent a chance to counter-attack, either with a striking or a throw attack. Problem: How do you avoid both? Solution: After the opponent blocks your attack, immediately, enter an evade command then follow-up with a throw escape (usually P+G). 2. Guarding Throw Escape Technique: Situation: You attack but the opponent blocks your attack-giving your opponent a chance to counter-attack. But instead of immediately counter-attacking, your opponent waits for you to recover from your move. Then, your opponent counter-attacks either with a striking or a throwing attack. Problem: The Evading Throw Escape Technique will not work here, since after you evade and input the throw escape. The last move will not block striking attacks. Therefore, your opponent's attack will connect. Solution: Just as when your character is about to recover from the missed attack move, input a throw escape (normally P+G) immediately, then hold the G (guard) button. This will avoid any throw moves and avoid the delayed striking attack. 3. Evading Throw Escape Guard Technique: Situation: You attack but the opponent blocks your attack-giving your opponent a chance to counter-attack, either with a striking or a throw attack. Problem: After a successful execution of the Evading Throw Escape Technique, your character may be left vulnerable to striking attacks. This normally happens when your opponent performs a series of attacks instead of just one. Solution: After the opponent blocks your attack, immediately, enter an evade command then follow-up with a throw escape (usually P+G). Then hold the G (guard) button only. This will avoid any follow-up attacks by your opponent. ======================= UNIVERSAL BASIC OFFENSE ======================= This section applies to all Virtua Fighter 4 characters. Offense Principles: 1. Series A series is a sequence of moves that provides counter-defensive and offensive measures when a move connects or fails. A combo is not a series because a combo is initiated against an opponent who has been juggled in air. In this case, the opponent is virtually disabled and unable to counter-attack, so counter-measures are not needed. A series is often executed against an opponent who is still capable of blocking, evading, and counter-attacking. Study the series courses for your character in order to get a better understanding of series. 2. Floater Moves A floater or a juggle move is used to initiate a combo against an opponent. Such move puts the defender on mid-air, rendering the defender completely defenseless. Moves that will connect against the juggled opponent is called a combo. Study the combo courses for your character in order to get better execution times of floater and combo moves. 3. Stagger Moves A stagger move when blocked puts the defender in a staggering stance-losing some form of balance. This provides the attacker enough time to set-up another attack. Do not counter-attack after blocking such a move. It will never work. Instead, evade then counter-attack. As an attacker, use stagger moves against opponents who abuse blocking often. 4. High-medium-low Combination Moves These moves are a good way to confuse your opponents. Normally, to avoid such a combination of hit level moves will require strict attention and quick reflexes. This means a player using these moves has a great advantage, since the defender cannot always guard such moves without a thorough knowledge and practice of blocking and evading and of your character's technique. -=-=-=-=-=-=-=-=- -----HISTORY----- -=-=-=-=-=-=-=-=- Version: 1.0 Date: April 23, 2002 Changes: Original version.