标题:Tekken 5 LEE
作者:Wind
时间:1/13 07:01



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回复列表 (128)
#91 [forest 8/2 22:38] 回复本帖
<P>啊,123?我只见过124的说.</P><P>4进HIEMAN,或延迟不进HITMEN,头疼.</P><P>HITMAN的SS不错啊,但平时SS后只用</P><P>[em08][em20]......</P><P>不会连技,很难混.</P>

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#92 [yefei301 8/4 12:15] 回复本帖
对了。上面的高手。lee的b112的jf怎么发。能不能说清楚点。

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#93 [yanshen 8/4 23:15] 回复本帖
第2个1按慢点

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#94 [随意打铁 8/12 01:01] 回复本帖
<B>以下是引用<I>烈火圣云</I>在2005-7-31 23:21:33的发言:</B> 浮空后b3,3:4?? 好看是不错 哪里伤血BT了…… 不过b3,3:4和b1,1:2都练熟了,LEE就可以算上1个档次了…… 也只能用来偶尔阴人而已 现在的两个JF比起以前的SS2接1244太废了点...

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#95 [yefei301 8/13 19:44] 回复本帖
t4的那个可是个贱招。改了好啊。

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#96 [烈火圣云 8/14 01:41] 回复本帖
<B>以下是引用<I>随意打铁</I>在2005-8-12 1:01:35的发言:</B> 现在的两个JF比起以前的SS2接1244太废了点... t4也有这2个JF! T4的LEE就靠1244蹭饭的,不过打法也太单一了……比5的强

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#97 [随意打铁 8/15 14:09] 回复本帖
所以现在的JF就是耍耍帅

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#98 [yanshen 8/16 11:32] 回复本帖
<P>让人失望地是: 5.1 lee 没有加强多少,似乎减弱的更多</P><P> 4,3,4 will now do LESS damage when done after a wall stun or in juggles;the last hit of 4,3,4 supposedly hits at 70% now and not at 100% as it used to - HMS,u/f+3, Blazing Kick is NOT guaranteed anymore due to the new gameplay feature (look below) - Blazing Kick has lost most of its high crush properties according to some players</P><P>434 威力减弱</P><P>HMS,u/f+3 后面不能跟ff3 d,db4</P><P>d,db4本身也减弱了,很多时候不能躲上段</P><P> </P> [此贴子已经被作者于2005-8-16 15:40:52编辑过]

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#99 [yefei301 8/16 15:32] 回复本帖
妈的。不知道那些人怎么想的。

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#100 [烈火圣云 8/27 21:14] 回复本帖
完了,D级角色变成Z级角色....

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#101 [中国无敌 8/29 19:28] 回复本帖
<P>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。</P><P>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。</P>

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#102 [yanshen 8/30 22:48] 回复本帖
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

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#103 [mmts 9/9 12:58] 回复本帖
<P>请问大家,lee有什么比较有效的打衡移的招术吗?</P>

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#104 [yanshen 9/9 13:00] 回复本帖
<P>fc:df4 bb4 不过速度都太慢,</P><P>本来 T4里面 b3 b4 打横移不错,不过T5弱化了</P>

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#105 [tianyuanyuan 9/11 00:19] 回复本帖
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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#106 [yanshen 9/11 16:19] 回复本帖
uf3+4跟他拼了…………

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#107 [tianyuanyuan 9/16 13:56] 回复本帖
<P>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</P>

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#108 [bluesky 9/16 15:46] 回复本帖
LEE打弱弱还能打打,打水平相当的就难了~

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#109 [yanshen 10/6 03:33] 回复本帖
+ 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)

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#110 [中国农民 10/6 10:38] 回复本帖
<P>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.</P><P>b1~1~f, is better for cover long distance in a juggle than 12~f, </P><P>b1~1~f can be done 3 times in a juggle.</P>

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#111 [yanshen 10/8 01:57] 回复本帖
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

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#112 [中国农民 10/8 02:21] 回复本帖
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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#113 [yanshen 10/8 03:25] 回复本帖
<P>哦,要用1过度一下, 好地一B哎, </P> <P>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</P> <P>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</P> [此贴子已经被作者于2005-10-8 3:57:52编辑过]

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#114 [yanshen 10/8 14:48] 回复本帖
<P>补充几个 </P> <P>ws1打中地话,后面跟124必中地, (T4,t5,t5.1)</P> <P>对手右侧面 狼构1能连中两下</P> 对手侧面f2,3一下中,全中,背向也是 <P>b1:12 打到墙上, f44444 很稳定,而且比较摆</P> <P>f2 这个招可以加前冲一下, 就是f,f+2</P> 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]

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#115 [law 10/8 23:34] 回复本帖
<P>又研究了这么多东西</P><P>还让人活吗!?</P><P>改天我也去试试看</P>

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#116 [烈火圣云 10/9 17:33] 回复本帖
<P>神人一片一片的啊!@_@</P><P>楼上几位发了这么多,我的LEE又有的练了……</P>

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#117 [yanshen 10/10 16:57] 回复本帖
o 纠正一下,那个b33 第1下中了,第2下强制站立防御

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#118 [中国农民 10/11 03:07] 回复本帖
<P>after ch f+2, you mut input 3 quite fast, if delayed too much, 3 will still miss.</P><P>i think the same for ch b3, 3, but not too sure on that.</P><P>whats f44444?</P><P>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.</P>

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#119 [law 10/12 21:13] 回复本帖
<P>已经领教过大帝的lee了</P><P>f2ch的后续强,实力又上几个台阶了</P><P>再加上墙壁</P><P>顺便问一句,d3ch后那个构里扫腿必中!?</P>

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#120 [yanshen 10/13 23:55] 回复本帖
<P>实力上几个台阶,垃圾依然是垃圾, 根本不能打……</P><P>d3ch后那个构里扫腿必中,不过血很少很少</P>

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