Lei-fang Character Guide Xbox

DO NOT COPY MY FAQ PLZ unless u ask and I say sure
By: Casey Roberts
Username: KingdomheartsCR 
Copyright: 2006

Table of Contents:
I. Introduction
II. Basics
III. Moves List
IV. Combos
V. Credits


Name: Lei-fang
Hometown: China
Motto: Tai Chi Quan Genius
Fight Style: Tai Chi Quan
Date of Birth: April 23, 1987
Age: 19
Height: 5’4”
Weight: 110 Pounds
Blood Type: B
Job: Collage Student
Background: She is a 19 year old girl going to collage. Her fighting technique is 
Tai Chi Quan and she is a very good specialist at it. Her mother died when she was 
three and her father passed away just last year. She is the only child and doesn’t 
know any of her relatives. Her dad taught her Tai Chi Quan and her mom was a 
Magazine artist. With no more help she has to fend for her own lonesome life by 
fighting with her favorite technique, Tai Chi Qaun.
Lei-fangs costumes
I. Red and yellow sleeveless Chinese dress
II. White and green sleeveless Chinese dress
III. Green, Red, and Black torso-leg Yin-Yang outfit
IV. Black leather top and shorts
V. Blue and yellow casual Chinese wear
VI. White and yellow traditional Chinese wear
VII. Blue and gold silver Chinese dress
VIII. Green and white traditional Chinese wear
IX. “party dress”
X. White Torso-less modified Chinese dress with shorts
XI. black and gold sleeveless Chinese dress
XII. Purple, Red, and blue torso-less Yin-Yang Chinese dress
XIII. Blue and yellow traditional Chinese wear
XIV. Yellow torso-less modified Chinese dress with shorts
XV. Panda Decorated Shirt and a black skirt with stockings
XVI. green and gold sleeveless Chinese dress
XVII. “XBOX” outfit
XVIII. Red and white bikini
XIX.  black and gold bikini
XX. Pink tank top and jean skirt
II. 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

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 define "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%.

III. Moves List

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; H28; C,HC:FBS
Kick to the face. Does more damage than it did in DoA2H.

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-Chugeki 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-Kyaku u/f+KK; M23,H25; S,S C,HC:F,F
A double hopkick. An effective float starter.

Tenshin-Hairen 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-Kanji 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.

Shichi-Sun-Ko 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-Dokuritsu 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.

Ren-Chugeki 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...

Enshu-Sui 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-Suisan, Zensho b+PP; M22,M25; C,HC:S,S
An open palm strike. As opposed to the Enshu-Sui, 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.

Joho-Shichi-Sei 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.

Sho-Kinda 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.

Gekichi Niki-kyaku 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.

Gekichi Haisetsu-Ko 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-kyaku, but if the first hit hits the second
will as well. The second move will leave your back turned.

Sokutan-kyaku 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.

Bun-kyaku f,f+K; M32; F C,HC: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. On Counter or Hi-Counter, you
can easily get a float combo. Lei-Fang ducks during the initial
part of the move, so you can evade high attacks and get a free
counter hit.

Hai-kyaku u+K; H24; C,HC:F
An in-to-out crescent kick. Hits high and floats on counter or
hi counter, or if the opponent is stunned.

Senkyu-Ren-Tai 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-Tessa [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, Haisetsu-Ko 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-Kisan 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-Tanben 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.

Renkan Sho-Kinda PPP; H10,H12,M32; -,-,DO HC:S,S,DO
Two palm strikes followed by the Sho-Kinda. An okay combination, although
generally the last hit will not hit during floats because it is too

Renkan Kinkei-Dokuritsu PP,f+PK; H10,H12,M20,H20,M25; -,-,CS,F C:-,-,DO,F 
Two palm strikes, then a turnaround and the Renchu combination.
Extremely effective at prolonging floats, but a little tricky to pull
off as the f tap must come at exactly the right time and cannot be held. I'd 
suggest taking the effort to master this move as the increased damage in 
floats is great.

Renkan Zensho 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.

Renkan Renshu-kyaku PPKK; H10,H12,H25,H28; -,-,-,KD C: -,-,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. Pretty good for float combos.

Renkan Senkyu-Tai PPK,d+K; H10,H12,H25,M20; -,-,-,KD C:-,-,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.

Renkan 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.

Seiryu-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.

Seiryu Haisetsu-Ko 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, Senkyu-Ren-Tai PKK,d+K; H10,H30,M20,L15; -,KD,KD,KD; HC:S,KD,KD,KD
A palm strike followed by the Senkyu combo. Only the first two
hits are generally reversible because the first kick will knock
the opponent of their feet. 

Renshu-Kyaku KK; H28,H32; S,KD C,HC:FBS,KD
Two fast spinning kicks. Both high, but otherwise good damage

Shu-kyaku, Senkyu-Tai 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.

Hakkaku-Kyoshu 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.

To-To-Ho 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.

Haisetsu-Ko 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-kyaku 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-Hai 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-Ko 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.
New to DoAU is the addition of so-called 'slope throws'. If
your opponent has their back to a slope of some sort (such as on
The Prairie or The Great Wall) and you throw them, Lei-Fang
will instead deliver a double-handed shove and send them rolling
down the slope, for variable damage (the longer the slope, the
more damage, of course).

Noba-Bunso 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-Suichu 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. Pretty easy
to pull off accidentally.

Token-Ko 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.

Heishin-sui 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.

Roshitsu-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.

Roshitsu-Asshin-Ko 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

Rentai-Taiko-Chogyo 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...

Takuchu-Ken-Ko 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-Hisui 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.

Takuchu-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.

Joho-Ko 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.

Shitsucho-Kohai-Kyaku 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-Kon 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.

Kinkei-Dokuritsu d/b+F+P (crouching opponent); T62; KD/KB
Lei-Fang knees the opponent in the face, sending them
flying back.

Teishu-Josei 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-Sotai 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-Toto 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.

Heishin-geki b+F (against mid punches); R62; KD
Lei-Fang grabs the punch and flips the opponent over her head.

Heishin-Haisetsu-Ko b+F (against mid punches, Lei-Fang's back to wall); R70; 
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.

Kaisei f+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.

Sohai-Kyaku 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-Sokyaku d/b+F (against low kicks); R62; KD
Lei-Fang pushes the opponent's leg up, flipping them backwards.

Taishu-Oto b+F (against jumping punches); R62; KD
Lei-Fang flips the opponent to the ground.

Senshin-Hotai 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.

Sairetsu/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-Sei 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-Suigeki 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 teams 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.


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    PPKK
[d/f]+P,P     d/f,d/fP+,P+K* P,d/f+P,P+K

Casey Roberts                                        Writer
Special thanks to Microsoft Word for letting me type this in there Word lol
Thanks to my dad for buying this game for me LOL