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    Lei Fang by EChang

    Version: 1.0 | Updated: 11/21/01 | Search Guide | Bookmark Guide

      (v1.0, 11-21-01)
    by Edward Chang (skuldnoshinpu@hotmail.com)
    Revision History:
    v1.0 (11-20-01)
      First Version
    Table of Contents:
    1. Introduction
    2. Basics
    3. Extended Movelist
    4. Combos
    5. Strategies
    6. Credits
    A first and very valid question is: Why this FAQ, now that the sequel
    DoA3 is out, and now that DoA2H is very very old?
    The answer is that people still play DoA2H, and that in general many
    of the strategies in this guide may be extended to DoA3 with very
    few adjustments. And in fact, once I get my own grubby little hands
    on DoA3, I will be revising this guide for its DoA3 reincarnation.
    Also, Lei-Fang's moves have never been examined in any great detail...
    until now.
    With that said: this is a guide for the Dead or Alive 2 Hardcore
    character, Lei-Fang. Here are the game-provided stats on Lei-Fang.
    Name: Lei-Fang
    Tagline: Tai Chi Quan Genius
    Homeland: China
    Fighting Style: Tai Chi Quan
    Age: 19
    Height: 5'4"
    Weight: 110 pounds
    Measurements: 34-22-34
    Occupation: College Student
    Seiyuu (Voice Actor for you non-anime freaks): Touma Yumi, also known
    to the world as Urd in Ah! My Goddess, Sylpheel in Slayers, Yui in
    Fushigi Yuugi, and in fighting games, Nina Williams and Ling Xiaoyu
    of Tekken, and Isabella "Ivy" Valentine of Soul Calibur fame.
    Lei-Fang's fighting style is Tai Chi Quan, known to many as "that
    weird thing old people do" but also a martial art in its own right.
    As such Lei-Fang has access to a goodly combination of both power
    strikes and precision moves, making her one of the more interesting
    characters in DoA2.
    Lei-Fang's supposed plot reason (and I use the word "plot" sparingly
    when talking about DoA) for joining the tournament is to go and
    beat up Jann-Lee, who apparently beat up a bunch of punks who ambushed
    Lei-Fang. Lei-Fang thought she could've handled all of them, and so is
    quite ticked at Jann-Lee for assuming she couldn't take care of
    Lei-Fang has eight costumes in DoA2 Hardcore:
    C1: Red and yellow sleeveless Chinese dress
    C2: White and red sleeveless Chinese dress
    C3: Green, red, and black torso-less Ying-Yang outfit
    C4: Black leather top and shorts
    C5: Blue and yellow casual Chinese wear
    C6: White and yellow traditional Chinese wear
    C7: Green and white traditional Chinese wear
    C8: "Party dress" (extremely risque black leather dress, looks like
        dominatrix wear)
    Of these, C3 and C4 are my favorites. C8 would be too, but her hair
    looks stupid in that dress.
    Lei-Fang has many cool quotes as well.
    Begin Fight Quotes:
    "Yoroshiku ne!" (Hello!)
    "Kakugo wa ii?" (Are you prepared?)
    "Motto motto!" (More, more!)
    End Fight Quotes:
    "Otsukaresama deshita!" (Nice work!)
    "Mm, jouteki!" (Mm, splendid!)
    "Yoshi! Ii katchi!" (Okay! Good win!)
    "Nando yatte mo, watashi no katchi yo!" (No matter how many times you
       try, it's my win!)
    "Tairiki dasu sugi chatta?" (Did I overdo it?) (on "Great" only)
    "Gomen, asobase!" (Sorry to play around!) (on "Greatest" only)
    Character Specific Quotes:
    "Ojiichan, muri shinaide." (Grandpa, don't overdo it.) (Gen Fu)
    "Chikara ja nakute ne." (It's not about power.) (Tina)
    "Mata tsuyoku natta deshou?" (I became stronger, haven't I. (Jann-Lee)
    "Mata butoukai de oaishimashou." (Let's meet at the next dance.
    2. BASICS
    First, the conventions used in this guide.
    f - tap forward
    b - tap backward
    d - tap down
    u - tap up
    u/f - tap up and forward
    u/b - tap up and back
    d/f - tap down and forward
    d/b - tap down and back
    [] - hold the button. For instance [f] means hold forward
    qcf - roll the controller from the down position to forward
    qcb - roll the controller from the down position to back
    P - punch button
    K - kick button
    F - free button
    + - perform simultaneously
    , - perform in succession
    H - move hits high
    M - move hits mid
    L - move hits low
    G - move hits grounded opponent
    T - move is a throw
    R - move is a reversal or parry (hold)
    KD - move knocks opponent to the ground
    KB - move knocks the opponent back; wall/ledge damage is possible
    S - move staggers
    FS - move causes face stun
    LS - move causes lift stun
    CR - move causes crumple stun
    CS - move causes crying stun
    FL - move floats opponent
    SS - move causes sit stun
    DO - move causes double-over stun
    DOB - move causes double-over back stun
    FFS - move causes fall forward stun
    FBS - move causes fall back stun
    NR - the move is not reversible; details in the description
    C - on counter
    HC - on high counter
    The descriptions of the various stuns were first recorded by Shiva (Tom
    Cheng), who was kind enough to let me use them in my FAQ. Here they
    are, with a few additional notes. If a stun move is performed on an
    already stunned opponent, extra effects will manifest.
    Poke stun -- This is barely considered a stun, but whenever a character
    is hit, he/she will snap back somehow to reflect being struck.  This is
    only a 'stun' because no attack can be executed at that time.  Many
    different poke stuns have different effects while on slippery surfaces.
    For example, some foot sweeps will make the victim slide back a bit
    if on ice or water.
    Face stun -- The opponent recoils a bit and holds his/her face, still
    standing relatively straight.  This is a very "standard" stun.
    Extra: opponent falls back to the ground.
    Lift stun -- The opponent goes limp and 'shrugs' upward.  Extra:
    opponent is lifted into the air for a float combo.  This is the most
    important stun in the game.  If lift stun is inflicted while on a
    slippery surface, the victim will slip and partially fall, extending
    stun time.
    Double-over stun -- The opponent bends over slightly, usually because of a knee
    or fist to the gut.  Extra: opponent falls forward to the ground.
    Double-over shove stun -- A more powerful double-over stun, sending the
    victim back in addition to the double-over.  Extra or on slippery
    surface: becomes sit-down stun.
    Crying stun -- The opponent leans forward, usually to the side, and
    holds his/her face like a weeping baby.  This usually comes in the
    middle of combos or mid attacks.  If crying stun is inflicted while on
    a slippery surface, the victim will slip and partially fall,
    extending stun time.
    Stagger -- The opponent takes a little stumble backwards.  This is very
    hard to distinguish from a face stun.
    Low Stagger -- The opponent takes a little stumble backwards.  If low
    stagger is inflicted while on a slippery surface, the victim will slip
    and partially fall, extending stun time.
    Fall Forward Stun -- The opponent slowly slumps forward to the ground.
    Fall Back Stun -- The opponent slowly falls backward to the ground.
    Critical stuns: These stuns are usually the result of a big hit or being hit
    during another stun.  You do not want to be in any of these
    positions if you can help it.
    Critical stuns cannot be escaped.  Lift stun hits and certain other
    moves will float opponents who are in critical stun.
    Critical stun: Sit-down stun -- Opponent is thrown back and ends up
    sitting on the floor.
    Critical stun: Crumple stun -- Opponent bends way over forward, slowly
    Critical stun: Crumple back stun -- Opponent bends way over backwards,
    slowly falling.  Usually crumple stun and crumple back stun are caused
    by the same attacks, just hitting different parts of the victim's body.
    Stuns are important because if stunned, the opponent cannot block for
    a set period of time -- hence the basis of combo attacks. Contrary
    to the definition of "combo" used in Tekken and others, a combo in Dead
    or Alive 2 is defined as a string of moves which, once the first move
    connects, cannot be blocked. However, combos may be interrupted by
    reversal, even if the opponent is stunned. We will come back to this
    point later in the combos section.
    Speaking of combos, however, be aware that you cannot just add together
    the component damages of the parts to get the total combo damage. The
    reason for this is that the game "prorates", or changes the damage,
    of moves inflicted during comboes. This is to make float combos not
    cheap and stagger combos less deadly. When an opponent is staggered
    or floating, moves hitting the character will be prorated 50% (in
    other words, the move will only do 50% damage). In tag mode, this is
    taken further; a character can start out a combo at 100%, and float
    for 50%, tagging in their partner. The partner can continue the float
    at 50% prorating. If the float continues even further and the original
    character is tagged in, subsequent float moves on that character do
    a measly 35% damage. Thus even ridiculous 16-hit comboes will not
    do THAT much big damage.
    Damage can be prorated in other ways. Certain power/impact moves,
    such as Lei-Fang's shoulder ram or back ram, will score a "Close
    Hit" if the enemy was extremely close when you hit them. Close Hit
    will prorate moves 150%.
    The game also defines "Counter" and "Hi Counter" moves. Note that
    there are three general types of moves in DoA: "strikes" (normal
    moves), "holds" (reversals), and throws. These moves arrange in
    a sort of paper-rock-scissors formation: strikes beat throws, throws
    beat reversals, and reversals beat strikes. The upshot of this is
    that if you hit someone who is trying to throw you, or you throw
    someone who just tried to reverse you, you will do a "Hi Counter".
    This prorates moves 150%. If you do a move of the same type, or
    do a move that does not follow the triangle formation (throwing
    somebody as they're attacking or attacking somebody who missed
    a reversal), you do a mere "Counter" and the move is prorated 125%.
    There is another way to get "Counter" status: hitting an opponent
    in the back.
    Reversals definte "Hi Counter" and "Counter" a bit differently.
    When you input the command for a reversal, your character does a
    reversal animation, and for about a half second you will receive all
    incoming moves at the specified height level and avoid them, instead
    doing damage to the opponent in most cases. If you input the reversal
    command quite early, and the opponent hits into it, you will get the
    normal reversal. If the incoming attack comes in almost immediately
    after the input command, you will get a "Counter" and the reversal
    will do 125% damage. Finally, if you input a reverse command at the
    exact moment when an attack hits you, you will get "Hi Counter" and
    will do 150% damage.
    Now note that if you combine say, Hi Counter, with a combo, the
    proratings stack. For instance, if you start a float combo with
    a Hi Counter, the first move will do 150% damage, while additional
    moves in the float will do 50% -- but 50% of 150% damage, so it
    will be a straight prorating of 75%. Likewise, counter moves
    begin at 125% damage, and are then prorated to 62%.
    Finally, stacking "Close Hit" and "Counter" or "Hi Counter" will
    result in a single prorating of 160%.
    What follows is a listing of Lei-Fang's moves, with a detailed
    explanation of each one. The first line will have the move's name
    and input command, as well as the attack level and damage done, and
    any special properties of that move, following the conventions given
    above. Then a brief description along with any applicable strategies
    for that move will follow.
    For instance, a line such as:
    S. Hai P,[d/f]+P,P+K; H10,M20,M35 -,-,F; C,HC:S,S,F -,-,NR
    means: The name of the move is S. Hai. It is performed by pressing
    punch, then holding the down-forward direction and pressing punch,
    then punch and kick in unison. The three hits of the move do
    high, mid, and mid damage for 10, 20, and 35 points, respectively.
    Normally the first two moves have no special effects, the last move
    floats. On counter or high counter the first two moves stagger, and
    the last one floats. The last move is also non-reversible in all
    Lei-Fang shares these moves with most other characters.
    High Punch P; H10; HC:S
    Actually an open palm strike. Staggers only on high counter.
    Mid Punch d/f+P; M20; C,HC:S
    A backhand to the midsection.
    Low Punch d+P; L5; C,HC:DO
    Double punch to the low section.
    High Kick K; H20; C,HC:FBS
    Kick to the face.
    Mid Kick d/f+K; M25; C,HC:SS
    Kick to the stomach.
    Low Kick d+F; L10; C,HC:KD
    Kick to the knee.
    Jump Punch P (in mid-air); M15; S
    A palm strike to the face. The staggers caused by counter or high
    counter are longer than the normal hit stagger.
    Jump Kick K (in mid-air); M30; KD C,HC:DO
    Kick to the high chest. Beneficial stunning effects on counter
    Rising Kick K (getting up from ground, or immediately after jumping
    backwards) M20; KD, C,HC:CS
    Sideways kick to the midsection. Beneficial on counter hit.
    Rising Sweep d+K (getting up from ground); DO C,HC:KD
    Sweep to the feet. More beneficial from a stunning viewpoint on
    non-counter hits.
    Zensho u/f+P; M25; C,HC:S
    An upwards elbow strike to the midsection. Fast but not terribly
    Shahi u+P; H18; C,HC:S
    A higher upwards elbow strike to the face. Faster than the Zensho,
    but for lesser damage, and the opponent can duck.
    Niki u/f+KK; M23,H25; S,S C,HC:F,F
    A double hopkick. An effective float starter.
    Tenshin u/b+K; H34; KD
    Spinning jumping kick backwards. Since the hop is backwards the
    range of this move can be said to be negative... even if you're
    standing directly next to the opponent, they will not be hit unless
    they walk into it! Also a bit on the slow side, and is reversed
    as if it were a standing kick.
    Soan f,f+P; M26; KD C,HC:DO
    Lei-Fang charges forward for a double palm strike. Will knock the
    opponent down on normal hit, double-over stun on counter or high
    counter. Again a bit on the slow side, easily reversed.
    Sofu f,b+P; H25; FBS
    A box to the ears, looks like. Good for surprising the enemy, and
    low kicks or other moves will hit the opponent as they fall over.
    Chisun b,f+P; M40; KB
    The ever-popular shoulder ram. Good damage, and relatively fast.
    However, it's reversible, illogically enough, which can lead to
    some frustration. I suggest using it at the end of float comboes,
    or if you manage to surprise the opponent from behind or in the
    middle of a long execution time move.
    Kinkei P+K; H20,M25; LS C,HC:F
    An upwards palm strike and a knee lift simultaneously. The downside
    is that this move can thus be reversed both high and mid; if reversed
    high it will reverse as a punch, if mid it will reverse as a kick.
    Floats on counterhit, though, so it may be worth it.
    Tessa d,d+K; L25; S
    Lei-Fang slides forward and hits the opponent with her back foot. The
    range of this move is surprisingly long and most human opponents
    rarely reverse low unless they're expecting it, so it's a good move
    to use if the opponent has very little left on their life bar.
    Renchu f+P,K; M17,H20,M25; -,LS C,HC:CS,F
    This move is identical to the Kinkei but it is preceded by a quick
    elbow strike to the midsection. Great for floating opponents, as long
    as they don't reverse mid...
    Anshu b,b+P; H26; S
    Lei-Fang rears back and then charges forward for a punch. It looks
    mid, so it fools some people into reversing mid, and it stuns quite
    well. A bit on the slow side, so use it only at midrange, not close.
    Hoto b+P; M22; C,HC:S
    An open palm strike. As opposed to the Anshu, it looks high but is
    actually mid. Quite tricky, although unless it hits on counter there
    is little merit to this move. It is not documented, but this can
    be extended to b+PP for M22M25.
    Shanpo d/b+PP; M18,M28; -,DO C,HC:CS,DO
    A low backfist followed up by a double fist to the midsection; both
    hits are mid. Useful for a quick stun.
    Shaorin qcf+P; M32; DO
    Lei-Fang circles forward and delivers a strong punch to the midsection.
    Good stunning potential but long on the execution time, and too easy
    to inadvertently pull off. Try using it only in mid range; you'll
    probably get interrupted otherwise.
    G. Niki d/f,d/f+PKK; L20,M23,H25; -,S,S C,HC:CR,F,F
    A punch to the low section followed up by the Niki double kick. Good
    combo starter from the midrange as the range is quite large
    comparatively and again, most people don't reverse low.
    G. Hai d/f,d/f+P,P+K; L20,M35; -,F C,HC:CR,F -,NR
    A low punch followed up by the back ram. The second hit is not
    reversible (successful reversal leads to a position change only).
    Range is lower than the Niki, but if the first hit hits the second
    will as well. The second move will leave your back turned.
    Sokutan f+K; H24; S C,HC:F
    A side kick to the face which stuns quite well and is easy to pull
    off, although it can (and will be) ducked often. Unfortunately
    it is too easy to inadvertently do the Bunkyaku (f,f+K), so if
    you are going for this move I recommend holding down f for awhile and
    then pushing K.
    Bunkyaku f,f+K; M32; F
    A modification of the Sokutan which hits mid instead of high and
    does more damage. It loses the stunning properties of the Sokutan,
    instead knocking the opponent down.
    Hikyaku u+K; H24; C,HC:F
    An in-to-out crescent kick. Hits high and floats on counter or
    hi counter.
    Sengu b+KK,d+K; H30,M20,L15; KD,KD,KD
    Three spinning kicks, high middle then low. A good combination
    as the first kick will knock the opponent of their feet and thus
    the next two hits will not be reversible. All three kicks do not
    usually hit though.
    Fujin [d/b]+KK; L15L23; -,S C,HC:S,S
    Lei-Fang kicks the opponent with her back foot and then slides forward
    for the Tessa. Since both hits are low and the move has fairly good
    range, this is quite effective if the opponent has been neglecting
    their low defense. Stuns for a short while allowing good follow up.
    Tokyaku d/f+K,P+K; M25,M35; S,F C,HC:SS,F
    A side kick followed by the back ram. Again, the second hit is
    not reversible (position change only). Beware, unless the opponent
    is quite close when you hit them with the kick, the backram will
    not connect, and it leaves you with your back turned, which is
    quite dangerous for Lei-Fang.
    Hoko f+P+K; H22; S
    Lei-Fang rears back and then delivers a double palm strike to the
    face. Stuns quite well, but again the risk of a high attack is
    that the opponent will duck.
    Honshin u/b+P; M29; C,HC: FFS
    Lei-Fang leans back and then delivers an open palm strike to the
    midsection. The interesting part of this move is that it is
    a modified punch, in that any of Lei-Fang's canned comboes starting
    with P (such as PPP or PKKd+K) can have the first P replaced with
    this move instead, which alters the level and therefore creates
    interesting guessing games for the opponent. However it is a bit
    slow on the execution time, so I suggest using d/f+P as the mid
    level replacement punch of choice.
    R. Shao PPP; H10,H12,M32; -,-,DO HC:S,S,DO
    Two palm strikes followed by the Shaorin. An okay combination, although
    generally the last hit will not hit during floats because it is too
    R. Kin PP,f+PK; H10,H12,M20,H20,M25; -,-,CS,F C:-,-,DO,F HC:S,S,DO,F
    Two palm strikes, then a turnaround and the Renchu combination.
    Extremely effective at prolonging floats, but quite tricky to
    pull off. I'd suggest taking the effort to master this move as
    the increased damage in floats is great.
    R. Zen PP,b+PP; H10,H12,M22,M25; C:-,-,S,S HC:S,S,S,S
    Two quick palm strikes followed by two slower palm strikes. The
    recovery time is pretty bad, so only use if you think you will
    get a counter hit, which stuns the opponent well.
    R. Renshu PPKK; H10,H12,H25,H28; -,-,-,KD C: -,-,FBS,KD; HC:S,S,FBS,KD
    Two palm strikes and two spinning high kicks. Respectable
    damage, the downside is that all attacks are high, so it
    is quite easy to avoid.
    R. Sengu PPK,d+K; H10,H12,H25,M20; -,-,-,KD C:-,-,FBS,KD; HC:S,S,FBS,KD
    Same as R. Renshu, except the last kick is mid instead of high
    and does slightly less damage. If you think they'll reverse
    high go ahead and do this move.
    R. Tessa PP,d+K; H10,H12,L25; -,-,S HC:S,S,S
    Two palm strikes followed up by the Tessa. Yet another entry
    into the wonderful diversity of the PP combo starter series.
    Also a not so bad way to end float comboes.
    S. Soan P,[d/f]+PP; H10,M20,M26; -,-,KD; C:S,S,KD HC:S,S,S
    Palm strike, low palm strike, and a double palm strike. Weird
    timing makes this move unpredictable, but at the same time
    it leaves you open to interrupting attacks.
    S. Hai P,[d/f]+P,P+K; H10,M20,M35 -,-,F; C,HC:S,S,F -,-,NR
    Like the S. Soan only ending with the back ram instead. This
    has the added advantage of increased damage and the fact that
    the last hit cannot be reversed; however the range is
    decreased, and it leaves you with your back turned.
    Tanben PKK,d+K; H10,H30,M20,L15; -,KD,KD,KD; HC:S,KD,KD,KD
    A palm strike followed by the Sengu combo. Only the first two
    hits are generally reversible because the first kick will knock
    the opponent of their feet.
    Renshu KK; H28,H32; S,KD C,HC:FBS,KD
    Two fast spinning kicks. Both high, but otherwise good damage
    Shu Sen K,d+K; H28,M20; S,F C,HC:FBS,F
    Like Renshu, only the second kick is mid, giving the move more
    variety but less overall damage.
    Paika b+P+K; H20; S
    Lei-Fang leans forward into an odd looking palm strike to the
    face. Staggers quite efficiently, and has reasonably good range.
    The execution time is a bit long.
    Tozu d/b+P+K; M34; KD
    Lean back and then a double punch to the midsection. Knocks
    the opponent down regardless of counter and is thus really
    effective only as a single move, as it is too slow to combo
    in most cases.
    Haiseki d+P+K; M35; F, NR
    The move I have referred to as the "back-ram", this move has
    crappy range but it is not reversible; in fact, if reversed,
    the opponent will flip around to your back, but since your
    back was turned in the first place you'll end up face to face!
    Thus it is better for you if your opponent reverses rather than
    Senpu F+K; M35; KD, NR
    Lei-Fang's only attack move with the F button, it's a jumping
    spinning axe kick with quite good range, and it is not
    reversible. Use it on people as they're rushing in or getting up.
    Lei-Fang has but one unique back facing attack, and frankly,
    it sucks.
    Sentsu P+K; M38; KB
    A power punch to the midsection which knocks the opponent
    down. Slow, no combo potential, and slightly above average
    damage. Not recommended.
    Lei-Fang has mostly above average throws.
    Toden F+P; T42; KB/KD
    Lei-Fang grabs her opponent by the wrist and delivers a
    palm strike to the midsection. Not particularly damaging,
    although the hit will knock them over ledges if they are
    close enough.
    Noba b+F+P; T46; KD
    Lei-Fang pulls her opponent in by the wrist and then
    hits them with an elbow strike with her other arm.
    Again, not that spectacular, and only slightly more
    damaging than the Toden.
    Kaishin b+F+P (Lei-Fang's back to wall) T0; -
    Lei-Fang pulls the opponent in and switches positions with them,
    so that now the opponent is backed up against the wall. Not too
    great, and far too easy to pull off accidentally. No real
    advantage to this throw other than superior positioning.
    Tokan d/f+F+P; T52; KD
    Lei-Fang grabs the opponent's torso and then cartwheels onto
    them. This throw seems to have a longer range than the others,
    and it is quick in execution; I have not seen this throw
    Heishin b,f+F+P; T55; KD
    Lei-Fang pulls the opponent in by the wrist and then knocks
    the side of their head into the ground with her fist. Doesn't
    look that great, but the damage is there.
    Yoho f,f+F+P; T50; KB
    Lei-Fang grabs the opponent, then kicks them in the torso before
    palm-striking them back. Knocks the opponent back a fair distance,
    good for extra wall or ledge damage.
    Asshin f,f+F+P (opponent's back to wall); T60; KD
    A great throw, it's basically the Yoho, only Lei-Fang uses the
    wall for extra leverage and thus uses her elbow on the second
    hit. 60 is the base damage but you will get more for explosive
    walls. Also despite the command given in the movelist, I find that
    as long as the opponent is backed up against the wall f+F+P or
    even F+P work just as well.
    Rentai qcf+F+P, b+F+P, f,f+F+P; T48,T20,T32; KD,KD,KD
    Lei-Fang's chain throw, variation one. She grabs the opponent
    and hits them with a palm strike to the torso, spins around for
    an elbow to the back, and then trips them into the ground for
    a sweet 100 points of damage. Will save you many many times
    in say, survival mode, where they rarely seem to break out of
    it. However, if your back is to a wall or ledge, it would
    be more advantageous to do...
    Kenpi qcf+F+P, b+F+P, b,f+F+P; T48,T20,T28; KD,KD,KB
    Lei-Fang's chain throw, variation two. The first two hits are
    the same, but instead of the trip she shoulder rams them in the
    back. Oddly this does less damage on its own, but since the
    shoulder ram knocks them back a fair distance wall and/or ledge
    damage is possible. The shoulder ram will be directed along the
    axis of where your back was when you originally start the
    chain throw, so use this variation if your back is to a wall
    or ledge.
    Rinei qcb+F+P; T62; KD
    Lei-Fang's most damaging standing non-chain throw, Lei-Fang
    basically dislocates the opponents' shoulder before shoulder
    throwing him to the ground. A good throw to shoot for if the
    opponent keeps escaping your chain throws.
    Haisui F+P (facing opponent's back); T55; KD
    Lei-Fang grabs the opponent's arm and shoulder throws him
    to the ground. Not too special, there are better throws.
    Shanpo f,f+F+P (facing opponent's back); T58; KB
    Lei-Fang delivers a hard shoulder ram to the back; basically
    the last hit of the Kenpi. Slightly more damaging than the
    Haisui, and better range by virtue of the f,f dash in.
    Chogo qcf+F+P (facing opponent's back); T60; KD
    This very painful-looking move involves Lei-Fang kneeing the
    opponent in the back of their neck, then spin kicking their
    head into the ground. Worth style points as well as a good
    60 points of damage.
    Toitsu d+F+P (crouching opponent); T58; KD
    Lei-Fang cartwheels backwards, incidentally kicking the
    opponent in the face three times. All right throw, although
    if you suspect the opponent will crouch you should go for the
    Kindoku instead.
    Kindoku d/b+F+P (crouching opponent); T62; KD/KB
    Lei-Fang knees the opponent in the face, sending them
    flying back.
    Teishu d+F+P (facing crouching opponent's back); T65; KD
    Not a throw you are likely to see often, Lei-Fang delivers
    a hard knife edge chop to the back of the opponent's neck.
    Tensen u/b+F (against high punches); R62; KD
    Lei-Fang grabs the opponent's arm and then trips them with a
    knee to the stomach.
    Rotai u/b+F (against high kicks); R62; KD
    Lei-Fang grabs the opponent's leg, uses her other arm to trip them,
    then spins around to kick them in the stomach.
    Shingeki b+F (against mid punches); R62; KD
    Lei-Fang grabs the punch and flips the opponent over her head.
    Shinhai b+F (against mid punches, Lei-Fang's back to wall); R70; KD
    An extension of the Shingeki, as the opponent slides down the wall
    Lei-Fang also hits them with a shoulder ram. The actual damage
    may be higher than 70 depending on the properties of the wall. Note
    that this is potentially the most damaging reversal in the game;
    almost 130 damage on a high counter reversal!
    Kaiso b+F (against mid kicks); R0; -
    Lei-Fang pushes the kick back, turning the opponent around. Does
    no damage but gives you a slight advantage. I recommend following up
    with a F+P,K,b,f+P combo, as most other moves usually are not fast
    enough. If you are daring you can try for a qcf+F+P throw.
    Sohi d/b+F (against low punches); R62; KD
    Lei-Fang pulls the opponent in with their momentum, then gives them
    an axe kick to the head.
    Hotai d/b+F (against low kicks); R62; KD
    Lei-Fang pushes the opponent's leg up, flipping them backwards.
    Teishu b+F (against jumping punches); R62; KD
    Lei-Fang flips the opponent to the ground.
    Senshin b+F (against jumping kicks); R62; KD
    Lei-Fang flips the opponent to the ground. Note that Lei-Fang is able
    to reverse jumping kicks while most characters cannot.
    Seiretsu/Hosei b,u/f+F (against high/middle attacks); R0; S
    Lei-Fang's parry, does no damage and gives you a very slight advantage.
    The big plus to this move is that you do not have to differentiate
    between high and mid attacks.
    Risei/Kasui b,d/f+F (against low attacks); R0; S
    Lei-Fang's low parry, no damage. Kind of useless because if you think
    the opponent will attack low you might as well reverse low.
    Geishin b,f,b+F+P+K
    Lei-Fang steps back and bids the opponent come get her.
    Dame Dame d,d+F+P+K
    Lei-Fang steps towards the opponent and gives them a mock
    bow, telling them "no, no!" as if chiding a small child.
    Yoshi! f,b,f+F+P+K
    Lei-Fang jumps into the air saying "Yoshi!" (Okay!) Shortest
    taunt animation and therefore the taunt of choice if the opponent is
    not finished yet, or in Survival Mode.
    Dame Dame (2) b,b+F+P+K
    Lei-Fang hops back and cocks her head to the side, again saying
    "no, no!". Kind of annoying because this move is too easy to do
    in tag mode, and it is quite long and leaves you quite vulnerable.
    Rakuso u+P+K; G18
    Lei-Fang hops onto the opponent.
    Shinkyaku d+K; G10
    Lei-Fang stomps on the opponent.
    Lei-Fang's tagging ability is quite extraordinary, as she has
    many special tag throws, not to mention three tag throws with her
    "primary" partner, Jann-Lee.
    Heishin b+F+P+K or f,f+F+P+K (tag in Lei-Fang); T62; KD
    Your partner whips the opponent towards Lei-Fang, who flips the
    opponent over her head a la the mid punch reversal. Also a la
    the mid punch reversal, if they hit a wall Lei-Fang will tack on
    a shoulder ram for extra variable damage. The f,f+F+P+K input
    will work only if the character does not already have a tag throw
    with Lei-Fang.
    Lei-Fang also has many character specific tag throws.
    f,f+F+P+K (Lei-Fang tags in Jann-Lee); T70; KB
    Lei-Fang flips the opponent behind and then kicks them in the
    back to float them; Jann-Lee pops in with his Dragon Kick, which
    has added damage potential if they hit the wall.
    qcf+F+P+K (Lei-Fang tags in Jann-Lee); T80; KD
    Lei-Fang flips the opponent to the ground, where Jann-Lee stomps
    on them, and then crushes the opponent's ribs with two more stomps.
    Worth infinite style points if you land it.
    f,f+F+P+K (Jann-Lee tags in Lei-Fang); T70; KB
    Jann-Lee delivers three quick punches to the opponent, then he and
    Lei-Fang both perform the Dragon Knuckle, knocking the opponent far
    far back. Wall damage possible.
    f,f+F+P+K (Lei-Fang tags in Helena); T70; KB
    Lei-Fang team up to do a dual Kenpi chain throw to the opponent. Wall
    damage is possible.
    f,f+F+P+K (Helena tags in Lei-Fang); T70; KD
    Lei-Fang and Helena surround them opponent, hitting them once
    in the chest and once in the back, then flipping them to the ground.
    If you tag Helena to Lei-Fang I suggest using the b+F+P+K to override
    this tag throw with the Heishin instead, as you will usually get
    the added wall damage.
    f,f+F+P+K (Lei-Fang tags in Tina); T70; KD
    Lei-Fang grabs the opponent in a hammer lock, circling to their back,
    when Tina comes in and the two do a double bulldog maneuver.
    f,f+F+P+K (Tina tags in Lei-Fang); T70; KD
    Tina does a reverse Frankensteiner to ground the opponent, then boosts
    Lei-Fang into a sit-down splash.
    f,f+F+P+K (Gen-Fu tags in Lei-Fang); T70; KD/KB
    Gen-Fu rams the opponent then lifts them up; meanwhile
    Lei-Fang grabs the opponents foot and catapults over Gen-Fu, slamming
    the opponent down to the ground.
    f,f+F+P+K (Zack tags in Lei-Fang); 70; KD
    Zack knees the opponent in the stomach while Lei-Fang knees them in
    the back; Zack then knees the opponent again and Lei-Fang uses the
    momentum to flip them into the ground.
    4. COMBOS
    The key to winning battles in DoA is knowing when and where to use
    comboes. Remember that unlike some other fighting game series,
    comboes are not guaranteed damage; they can be reversed out of,
    hurting your character in the process. With that said the only
    "guaranteed" comboes are float comboes, and so you will want to try
    to employ these as much as possible.
    Just as the central dogma of genetics goes DNA->RNA->Protein, so
    too does the central dogma of DoA comboes go Stun->Float->Extend->
    The reasoning is simple. The main goal is to get the enemy into the
    air for as long as possible, and then tack on additional damage.
    Certain portions of the central dogma may be omitted; for instance,
    one can start directly with a float, or one can end with the extend.
    However, the truly ridiculous combos encompass all four parts. Stunned
    opponents generally float higher, allowing more variety in extend
    and finish moves.
    Experiment with the table below, picking one from each column and
    joining them together in different combinations. Not all combinations
    work, as the moves that float often float to entirely different
    heights. Some comboes may only work on counterhit. Not all extend
    moves lend themselves to finish moves.
    Stun          Float          Extend          Finish
    ----          -----          ------          ------
    f+K           P+K            PPd+K           b,f+P
    b,b+P         f+P,K          P,d/f+PP        d+P+K
    d,d+K         PP,f+PK        PP,f+PK
    b+P+K         u/f+KK         PKKd+K
    f+P+K         d+P+K*         [d/b}+KK
    qcf+P         u+K**          d/f+K, P+K
    f,b+P         d/f,d/f+PKK
    [d/f]+P,P     d/f,d/fP+,P+K*
    *this move leaves your back turned so further options are limited
    **only floats staggered opponents
    As you can see, Lei-Fang has many combo starting options but few
    ending options. Ideally, after an extend move you should be able to
    finish with the b,f+P shoulder ram, which has added wall/ledge damage
    potential. However, don't go crazy; Lei-Fang is not a big multi-hit
    character like Kasumi, Ayane, Helena, or Zack. Often you will have
    to choose between Extend or Finish moves, and the situation will
    dictate which you should choose.
    Finally, don't underestimate the canned combo! Lei-Fang has great
    variations on simple themes. Any canned combo that starts with P
    can be extended and modified in great ways.
    Let's take a look at all of Lei-Fang's canned combos beginning with P.
    Combo             Levels
    -----             ------
    PPP               HHM
    PP,f+PK           HHMM
    PP,b+PP           HHMM
    PPKK              HHHH
    PPK,d+K           HHHM
    PP,d+K            HHL
    P,[d/f]+PP        HMM
    P,[d/f]+P,P+K     HMM
    PKK,d+K           HHML
    Not so exciting. But now realize that u/b+P and d/f+P serve as modified
    punches to the midsection. So in fact any of these combos can have
    their first hit designated as mid! The possibilities are almost
    endless. Need a MHL combo? Try d/f+P,P,d+K. Switch up levels often to
    confuse your opponent. Combine this and the float combo, and you'll be
    virtually invincible.
    Dead or Alive is less about using your moves well against certain
    characters than it is about knowing the other character's moves well
    and being able to counter efficiently. With that said, here are a few
    tips that are probably generalizable even if you are not playing
    vs. Kasumi
    Kasumi likes those fast hits. Don't let her take advantage of this
    by using your slower moves. Instead go for the faster strings, but
    don't stick to this plan too much or she'll reverse. At this point
    you can also go for the longer-range throws (d/f+F+P or f,f+F+P).
    vs. Hayasbusa
    Try to avoid punching attacks, as if they are reversed they'll go
    into that cheapass spinning piledriver counter, which does
    ridiculous damage and is also quite annoying. Stick to kick combos
    or irreversible attacks. Watch for easily reversible high attacks;
    however, be aware that Hayabusa uses low attacks more than the
    average character, so watch for these opportunities as well.
    vs. Gen-Fu
    Luckily, Gen-Fu, when controlled by the computer, uses mostly
    mid attacks, so reversing mid often will get you quite far. If
    he catches you with his throw where he tosses you into the air
    and then catches you, immediately reverse mid after as he is likely
    to do his Ugyu strike, which if not countered can hit for a
    ridiculous 75 damage.
    vs. Helena
    Helena's style is very similar to your own; in fact, Ling Xiaoyu
    of Tekken, whose fighting style is also supposedly Tai Chi Quan,
    has a style which is like an eerie hybrid of Lei-Fang's and
    Helena's. In any case, try to block and then reverse easy to
    see combos. Also be aware that while Helena is in Bokuho (low)
    stance, she can be crouch-thrown.
    vs. Tina
    Stay on top of her and don't let her throw you. Break the chain
    reversal if she reverses your mid kicks. In Story Mode she is
    the second character you face, so she shouldn't give you too much
    vs. Bass
    What applied to Tina also applies to Bass. Break his chain
    reversal, and also beware of his several power strikes. Luckily
    most of them hit mid, so reversing mid often is a good policy.
    vs. Zack
    Zack's multihit kick combos are quite easy to reverse. His other
    moves are less predictable. If you don't know what's coming don't
    attempt to reverse; block instead, as he is prone to change levels
    on you easily.
    vs. Leon (or Bayman)
    Leon, at least controlled by the computer, uses a two-punch, low-kick
    combo quite frequently, so reverse low if you see this coming.
    Otherwise stay with high reversals, for the most part.
    vs. Jann-Lee
    Computer-controlled Jann-Lee teaches us one lesson, and that is when
    in doubt, reverse high. The vast majority of his moves will be reversed
    if you do so, the major exceptions being his Dragon Elbow and his
    f,f+K jumping axe kick. If he pulls off his three punch combo and
    you haven't yet reversed, don't bother reversing the final move because
    it can be the kick (high), dragon knuckle (mid), or a sweep (low),
    and you don't really want to guess.
    vs. Lei-Fang
    Playing yourself should be easy, right? Especially since you know all
    of your own comboes, right?
    vs. Ein
    Ein is almost like Jann-Lee in his indiscriminate use of high attacks,
    but not quite as much. Also beware for his comboes which incorporate
    low kicks; if you know they're coming, they become easy combo break
    vs. Ayane
    Ayane likes to use low kicks to stagger you before launching into mid
    hits for combo floats. If you don't successfully reverse a low kick,
    then, reverse mid to catch her next move. It'll work most of the time.
    vs. Tengu
    If you've played DoA2 for any length of time, you'll realize how
    easy he is to beat, mostly because his moves are quite repetitive.
    If he tries to blow you over with his fan, rush in and reverse mid.
    His triple flip kick is also mid. If he somersaults backward, prepare
    to reverse mid for his charging ram; if after somersaulting he
    instead jumps towards you, prepare to reverse high to counter
    the float kick he's probably going to launch at you. The rest
    of Tengu's combos should be blocked and then suitably countered,
    although beware; he has ridiculous throw range/priority.
    Lei-Fang is a good choice for time attack as most of her moves
    balance speed and power quite well. A quick way to tack on 100+
    damage is to use her chain throws; practice until the parts flow
    together evenly. You're working against the clock, so avoid
    longer moves, or the u+P+K down attack. Knocking the opponent into
    a wall, and then following up with a f,f+F+P throw is your friend.
    The game considers a "good" score under 4:15 (255 seconds, or 2^16 - 1
    seconds for you non mathematicians), on official rules, and doing so with
    Lei-Fang will net you her 7th costume. I consider a
    good score under 4:00 (30 seconds per person, or 15 seconds a round),
    or if you're REALLY good, 3:30 (which I've only done twice).
    Unfortunately, Lei-Fang is not the best for Survival Mode. Her
    lack of long comboes means you will not be able to get the
    ridiculous scores that, say, Helena would. However, Lei-Fang
    is durable enough that should you switch up your attacks often
    enough, you should prevail. Especially keep an eye out for the
    extra wall damage you can do with f,f+F+P, d+P+K, or b,f+P.
    The chain throws will help you out, also, as the computer rarely
    breaks out of them. Fifty wins will net you the Medal and the
    right to say that you are sufficiently Survival-Mode l33t with
    Lei-Fang. Don't expect much on points, though; my 50+ wins netted
    me barely over 2 million points. If you're going for points rather
    than wins, knock out a whole bunch of items with a few quick down
    attacks, knock the opponent into the wall, and collect.
    An obvious question is who to pair Lei-Fang with. The game
    suggests Jann-Lee; I suggest Helena. Part of Lei-Fang's advantage
    is that her combos are not terribly obvious, as Jann-Lee's are;
    adding in Helena and sticking to her more esoteric moves will
    preserve this element of surprise. Not only that, but Helena
    and Lei-Fang have special tag throws both ways, not to mention
    special intro and winning sequences. Also keep in mind a ridiculous
    16-hit Helena/Lei-Fang combo, which alas is easily broken until
    the eighth hit.
    (Helena) qcf+P,f+PPP,u/f+K (tag)PP,f+PK (tag) PP,b+PP
    This combo will net you 16 hits as well as upwards of 160 damage;
    quite ridiculous, as well as the fact that any human opponent
    you manage to connect this combo on will immediately feel quite
    embarrassed since you just slammed them for more than half
    their life bar in one combo.
    Should you choose not to tag with Helena, keep in mind that Lei-Fang's
    PP,f+PK makes for a great float extender, as if you start it early
    enough in the float it will maintain the same float height, allowing
    you to tag back in with the original character and finish with whatever
    move you would like.
    6. CREDITS
    A big thank you to:
    The Playstation 2, sucking away my life quite enjoyably
    Tecmo, for creating such a great series of fighting games
    Jesus, for letting me kick his Ein ass with my Lei-Fang (sometimes...)
    Shiva (Tom Cheng), for his suggestions, help, and overall l33t
    A big "screw-you" to:
    The bastards at Square of America who decided to dub FFX
    This guide is copyrighted 2001 to Edward Chang. It may be distributed
    freely as long as it is not altered in any manner.

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