Lee by psychochronic

Version: 1.00 | Updated: 08/23/06 | Printable Version

Neo Geo Battle Coliseum Lee FAQ:


-Created, Edited and Compiled by: Psychochronic
of Shoryuken.com (Brettdude in Gamefaqs) with
some help by G Product and ArcadeFire

Another form of Psychochronic Literature!
Last Update: August 23, 2006

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Table of Contents:
1) Version Changes
2) Character Biography
3) Legend
4) Movelist
    -Unique Moves (Command Normals)
    -Special Moves
    -Desperation Moves
5) Combos
6) Contact
7) Credits

Version Changes:
1.00 - August 23, 2006:
Compilated on August 2, 2006 and finished on August
23, 2006.

Character Biography:
Title: "The Legendary Acrobat Clown" 
Full Name: Lee Pai Long
Birthdate: August 16 
Age: 66 (Art of Fighting)
Height: 171cm 
Weight: 62 kg 
Blood type: O 
Country: Taiwan 
Fighting Style: Chinese Kempo 
First Appearance: Art of Fighting 

U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward
QCB = Quarter-Circle Back
HCF = Half-Circle Forward
HCB = Half-Circle Backward
P = Punch
LP = Light Punch
HP = Hard Punch 
K = Kick
LK = Light Kick 
HK = Hard Kick 
SC = Super Cancellable

Pros and Cons:
(+): One of the fastest characters in the game (points up
for his rushdown).
(+): Has some safe string and poke game.
(+): Ground game can be tricky and elusive.
(+): Has various wall-jump follow-ups like Vega.
(-): Does somewhat low damage.
(-): Doesn't have a projectile.
(-): Creativity is the key. Relying on pokes won't build up
his chances to win, he has a command Combination for
crying out loud.
(-): Somewhat weak defense.



LP: (FAR/CLOSE) A simple jab that's fast and can be 
linked to a standing HP afterwards. Good for rapid 
attacks to keep the opponent away but in any other 
situation, not very good unless you're gonna tag it 
or use a D-Assault after which are good alternatives.
A bad note is that it'll misses crouching characters
(eg. Iori, Kisarah) so watch out.

LK: (FAR) A simple kick to the opponent that'll hit
them if standing. Depending on the opponent's
height, it can be easilt crouched. Doesn't link to 
any other normals or specials fast enough which
isn't good. (CLOSE) A quick kick to the opponent's
knees. Can't be linked to any other normals but a 
good tick setup for Kachou Hi Mashizume (although
it won't add to the combo) or a D-Assault.

HP: (FAR) A palm thrust which knocks the opponent
back a bit if hit. Good for sweep-range for footsie
game and a rare anti-air if timed right but can't be 
cancelled. (CLOSE) A stronger version of standing 
close LP that can be easily linked to a D-Assault or 
a Kachou Hi Mashizume but timing must be right to 
add to the combo).

HK: (FAR) A leaping kick which moves Lee forward
a bit. Good to hop over any sort of crouching attacks
and has lower body invulnerability but timing must 
be right or else the damage will be traded. (CLOSE) A 
high kick which launches the opponent to the air. Great 
setup to any aerial attack, especially his Combination 
in the air and a good follow-up too.


LP: A quick and fast punch that can be linked to 2 
more crouching LP's and can be quickly comboed 
to his D-Assault which is not bad for a close setup.

LK: A fast crouching kick that can be cancelled 
to any hopping special or D-Assault. Only good
for close setups but any other uses of his maybe
considered pointless.

HP: A quick uppercut as Lee moves forward. Not 
bad as it launches the opponent for a short time
(they still land though) and a passable anti-air if
timed right.

HK: A spinning kick to the opponent's low-section
as they fall if hit. Good range and height which is
similar to Raiden's sweep from CvS2 and Chun-Li's
sweep from 3S except that is not passable as an
anti-air. Good for footsies though.


LP: A quick punch in the air that can link several
ground normals when hit. Low damage but not 
bad for close setups from a weak aerial normal.

LK: A kick in the air that aims horizontal instead 
of downwards. Can be passable as air-to-air if
timed right, otherwise you'll be trading damage
nonetheless. Due to it's low verticality, the
opponent can easily anti-air it with a problem.

HP: A downwards hammer-punch attack that can
link a few ground normals right after upon its
connection. Doesn't have much horizontal on it
which can mean it's bad as an ait-to-air or it'll
trade damage with hit.

HK: A downwards kick which is good for jumping 
purposes and for the damage from an aerial normal.
Be careful which direction you press, otherwise
you'll be doing his Kashira Sai Kyaku command
normal which will aim backwards instead of forwards
so keep a look out on that.

Kashira Sai Kyaku: B + HK (only in air):
Lee actually kicks backwards while he is jumping in the 
air. This attack is basically a Cross-Over Kick (like Iori). 
If executed properly, Lee's kick can force your opponent 
to block the wrong way. Upon connecting, this kick will 
even pull-in Lee's foe closer to him, so that once he lands, 
he can continue attacking with any combo of his choice.

Combination: LP, LK, HP quickly (also in air):
You have to be both careful and fast to correctly execute 
this combo. Lee will then perform an LP, LK and HP 
combo sequence. Yes, itís possible to add a special 
or super immediately afterwards.

Kuuten Sume: Charge B then F + P:
Lee puts his claws to his sides, before spinning forward 
and rapidly slashing any enemy in his path. This Special 
knocks down whoever gets caught by it. The LP version
comes out faster, but travels forward a shorter distance. 
The HP version comes out slower, but travels forward a 
lot further. This HP version also has some frames of 
invincibility right at the start of it.

Hyakuretsu Ken: F, B, F + P:
Lee thrusts his hand forward. If it connects, he will then 
proceed to hit his foe with rapid karate chop attacks, 
before knocking them away (similar to Ryo Sakazaki's 
Rapid Punch Special). If Lee's opponent blocks this 
Special, the multiple hits will not follow, just the initial 

100 Ren Ashi: HCF + K:
Lee leaps forward into the air, while kicking both of his 
legs about. The LK version hits about 2 Times, while the 
HK version hits about 4 Times. This Special tends to rise 
upwards, as Lee moves forward, so some foes in NGBC 
can duck underneath it.

Hisaru Kabekake: Charge D then U + P:
Lee leaps up into the air and flies all the way to the opposite 
side of the screen (the end of the screen in front of him). The 
height of the LP version of this Special, once it connects to 
the wall/screen, is Mid-Level to Lower Level off the ground. 
The height of the HP version once it connects to the wall/
screen is generally higher off the ground.

Sei Shin Hisaru Kabekake: Charge D then U + K:
Lee now jumps upwards into the air, before flying back-
wards to the screen/wall BEHIND him. The height of the 
LK version of this Special once it connects to the wall/
screen, is Mid-Level to Lower Level off the ground. The 
height of the HK version once it connects to the wall/
screen is generally higher off the ground.

-Kachou Hidaka Kasane: P (after Hisaru Kabekare or Sei
Shin Hisaru Kabekake):
Lee will now descend downwards with his Claws, so 
as to attack his foe below him. The LP version tends to 
descend towards the middle area of the screen, while the 
HP version tends to drop down after covering greater 
distances. The HP version can even travel from one end 
of the screen, all the way back to the opposite end of the 
screen, before Lee finally dives down for a Claw Attack. 
Both versions will knock down Leeís opposition upon 

-Kachou Takashime Geki: P (after Kauchou Hidada 
Lee will fake in doing his Kachou Hidaka Kasane and will 
do another wall-jump and lands to the spot he did the
motion. Good for fake, confusion and evasion game
and will keep the opponent guessing in a random or
occasional basis.

-Kachou Takeshi Ashi Kasane: K: (after Hisaru Kabekare 
or Sei Shin Hisaru Kabekake):
Lee will now descend downwards, but only this time, he 
will perform a jump-kick for an attack. I personally found 
it more difficult to properly connect with these aerial kicks, 
so they may have to be performed in more specific/
different situations to be useful.

-Kabekake Tenshin: QCF + K (after Hisaru Kabekare or 
Sei Shin Hisaru Kabekake):
Lee will fake in doing his Hisaru Kabekare or Sei Shin
Hisaru Kabekake and will doing a rolling attack from
the wall upon connection. It can also link from the other 
side and do a jumping attack right after. Another great 
evasion move but can also catch jumpers when timed 
right so it's also good as a rushing move.

Hisaru Hapaki: 360 + P (close only):
Lee's command grab as he hops over the opponent which
gives him a good opportunity to nail an attack or super.
It has very short range but fast recovery as it has a slight 
pause in the beginning as he hops over the opponent 
which is good to think of an attack for that (well...short) 
period of time. A great setup for combos.

DESPERATION MOVES (each taking 1 level):
Kachou Hi Mashizume: QCFx2 + P:
Lee performs one the older Super Attacks from Art of 
Fighting 2. With his claws extended outwards, Lee spins 
forward like a spiked wheel, before rapidly slashing his 
enemy repeatedly in the process. There is some energy
discharge around Lee at this time. This is a fast Super, 
with some decent priority.

Hishou Shouten Hi Mashizume: QCBx2 + P:
With his claws extended outwards, this time Lee spins 
upwards and forward, like a spiked wheel, before rapidly 
slashing his enemy repeatedly, as he ascends. Again, 
there is some energy discharge around Lee at this time. 
This Super can be used as an Anti-Air Attack.

Shinkuu Kuuten Tsume: QCFx2 + P (only in air):
With both Iron Claws placed to his side, Lee will spin 
downwards and forwards from the air, while cutting his 
foe in the process. If your opponent does not block 
properly, you can cross them over with this Super, 
which has Hit Detections all around Lee.

-Combination, 100 Ren Ashi or Kachou Hi Mashizume

-Crouching LK, crouching LP, LP Kuuten Sume or LK 100 
Ren Ashi
*In order to combo into Kuuten Sume, you must hold back 
while doing the crouching normals since it's a charge move

-Standing close HP, Hyakuretsu Ken

-Hyakuretsu Ken, (super jump cancel) Shinkuu Kuuten 

-LP Hyakuretsu Ken, (super jump cancel) Combination

*For any Combination as  a startup, it's optional to skip
the LK after LP and doing HP after
*All combos can also work starting with Hisaru Hapaki

Contact me! Here are the following e-mails and internet
forums you can find me at:

MSN Messenger/Hotmail: b_unit905@hotmail.com
Yahoo!: psychochronic2004@yahoo.ca

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Shoryuken.com: psychochronic

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XBOX Live Gamerag:

-G Product:
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XBOX Live Gamertag:
G Product

Props to those who made this guide possible:

G Product for his share of researching and his hookups
from Guardcrush.net and Orochinagi.com and ArcadeFire
for helping me out on some info of this FAQ.


Copyright (c) Brett Navarro 2005-2007