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== Lee's wall combos == | == Lee's wall combos == | ||
[[File:Kuma-Lee-wall-d3.mp4|thumb|left|256px|Kuma can punish Lee players using the standard wall ender.]] | |||
[[File:Kuma-Lee-wall-d4,4,u3.mp4|thumb|256px|Kuma will slip out of wall pressure after W! d+4,4,u+3.]] | |||
; d+3 ender | |||
: After the usual f+4,3 spike, Lee's d+3 is not guaranteed. Kuma recovers fast enough to stand and block it with D/B. | |||
; d+4,4,u+3 | |||
: Lee's d+4,4,u+3 will cause a side switch. Usually it doesn't. | |||
[[File:Kuma-Lee-wall-d4,4,3,3.mp4|thumb|left|256px|Lee gets more pressure than usualy after W! d+4,4,3,3.]] | |||
[[File:Kuma-Lee-wall-D4444.mp4|thumb|256px|Lee gets more damage than usual at the wall.]] | |||
[[File:Kuma-Lee-wall-D4444-spring.mp4|thumb|left|256px|There's no infinite here: Kuma can use a spring kick to prevent the wall break.]] | |||
; d+4,4,3,3 | |||
: Lee's d+4,4,3,3 will cause a techable backflop. Usually it causes a regular knockdown. | |||
Lee's | ; D+4,4,4<4 ender | ||
: After the usual f+4,3 spike, Lee's D+4,4,4<4 will deal 23 damage. Usually only 13 damage from d+3 is guaranteed. | |||
; D+4,4,4,4 ender | |||
: After the usual f+4,3 spike, Lee's D+4,4,4,4 will cause a wall or balcony break. This can lead to [https://www.youtube.com/watch?v=AXVhDq5ixSI&t=198s huge combos], especially on [[Howard Estate]], because the juggle pushback and screw get reset. However, Kuma can prevent this with a [[spring kick]]. | |||
<div style="clear: both"></div> | |||
== Lee's neutral == | == Lee's neutral == | ||
[[File:Kuma-Lee-ws2,3.mp4|thumb|center|360px|Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R! d/f+3+4 can connect.]] | |||
[[File:Kuma-Lee-ws2,3.mp4| | |||
Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R! d/f+3+4 can connect. | |||
[[Category:Lee matchup|Kuma]] | [[Category:Lee matchup|Kuma]] | ||
[[Category:Kuma matchup|Lee]] | [[Category:Kuma matchup|Lee]] | ||
[[Category:Matchup]] | [[Category:Matchup]] |
Revision as of 15:23, 19 January 2021
This page on the Kuma vs Lee matchup only contains information specific to it, such as:
- Interactions between the two fighters' moves, hitboxes, and/or hurtboxes
- How the two fighters' neutral plans need to adapt for this matchup
It does not contain general information for playing against either fighter, which is instead at Kuma counterplay and Lee counterplay.
Like most Kuma matchups, his unique size changes the properties of many of Lee's moves.
Lee's wall combos
- d+3 ender
- After the usual f+4,3 spike, Lee's d+3 is not guaranteed. Kuma recovers fast enough to stand and block it with D/B.
- d+4,4,u+3
- Lee's d+4,4,u+3 will cause a side switch. Usually it doesn't.
- d+4,4,3,3
- Lee's d+4,4,3,3 will cause a techable backflop. Usually it causes a regular knockdown.
- D+4,4,4<4 ender
- After the usual f+4,3 spike, Lee's D+4,4,4<4 will deal 23 damage. Usually only 13 damage from d+3 is guaranteed.
- D+4,4,4,4 ender
- After the usual f+4,3 spike, Lee's D+4,4,4,4 will cause a wall or balcony break. This can lead to huge combos, especially on Howard Estate, because the juggle pushback and screw get reset. However, Kuma can prevent this with a spring kick.