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[[File:Kuma-Lee-ws2,3.mp4|360px]] | [[File:Kuma-Lee-ws2,3.mp4|360px]] | ||
Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R | 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 05:04, 26 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.
Lee's neutral
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.