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Ultimat's Lei frame traps, setups and transitions

By: FlyingWonkey on May 15th, 2012  |  syntax: None  |  size: 5.69 KB  |  views: 34  |  expires: Never
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  1.  
  2. Tekken 6 BR Lei Wulong:
  3. N = 2 frames input
  4.  
  5.  
  6. 10 frame moves or lower:
  7.  
  8. 1 to 1(All), 1 to 2(All), 1 to 3(Hit&CH), 1 to 4(Hit&CH), 1 to 1+2(Hit&CH), 1 to f+3(Hit&CH), 1 to f+1+2(Hit&CH),
  9. 1 to d/f+1(Hit&CH), 1 to d/f+2(Hit&CH), 1 to d/f+1+2(hit&CH), 1 to d+4(Hit&CH), 1 to u/f+1(Hit&CH),
  10. 1 to u/f+3(Hit&cH), 1 to fN+1(Hit&CH), 1 to fN+2(Hit&CH), 1 to fN+4(Hit&CH), 1 to 4~4(Hit&CH), 1 to u/b+4(Hit&CH),
  11. 1 to fN+3(Hit&CH), 1 to f,f+3(Hit&CH), 1 to f,f+4(Hit&CH)
  12. (2 same as 1)
  13.  
  14. 1,1 to 1(Hit&CH), 1,1 to 2(Hit&CH), 1,1 to d/f+1(Hit&CH), 1,1 to fN+4(Hit&CH), 1,1 to 4(Hit&CH)
  15. (2,1 same as 1,1)
  16.  
  17. 1,2 to 1(Hit&CH), 1,2 to 2(Hit&CH), 1,2 to 3(Hit&CH), 1,2 to 4(Hit&CH), 1,2 to 1+2(Hit&CH), 1,2 to f+3(Hit&CH),
  18. 1,2 to f+1+2(Hit&CH), 1,2 to d/f+1(Hit&CH), 1,2 to d/f+1+2(Hit&CH), 1,2 to d+4(Hit&CH), 1,2 u/f+1(Hit&CH),
  19. 1,2 to u/f+3(Hit&CH), 1,2 to fN+1(Hit&CH), 1,2 to fN+2(Hit&CH), 1,2 to fN+4(Hit&CH), 1,2 to u/b+4(Hit&CH)
  20. (d/f+1 same as 1,2 on Hit&CH)
  21.  
  22. d/f+1,1 to 1(Hit&CH), d/f+1,1 to 2(Hit&CH)
  23.  
  24. SNK 1,2,1~f to PAN 2(Hit&CH), SNK 1 to d/f+1(Hit&CH)
  25.  
  26.  
  27. 11 frame moves:
  28.  
  29. 1,1 to 3(Hit&CH), 1,1 to 1+2(Hit&CH), 1,1 to fN+1(Hit&CH), 1,1 to fN+2(Hit&CH)
  30.  
  31. 2,1 to 3(Hit&CH), 2,1 to 1+2(Hit&CH), 2,1 to fn+1(Hit&CH), 2,1 to fn+2(Hit&CH)
  32.  
  33. DRG 2 to u/f+1(Block), DRG 2 to u/b+4(Block)
  34.  
  35. WS+2 to u/f+1(Hit&CH), WS+2 to u/b+4(Hit&CH)
  36.  
  37. fn4,1 to u/f+1(Hit&CH), fn4,1 to u/b+4(Hit&CH)
  38.  
  39. b+4 to d/f+1(Hit)
  40.  
  41. d/f+1+2~f to TGR 1+2(CH)
  42.  
  43. TGR 2 to f+3(Hit), TGR 2 to u/f+3(Hit)
  44.  
  45. SNK 1 to u/f+3(Hit&CH), SNK 1 to f+3(Hit&CH), SNK 1 to f+1+2(Hit&CH)
  46.  
  47.  
  48. 12 frame moves:
  49.  
  50. 3 to1(CH), 3 to 2(CH)
  51.  
  52. 1 to d/f+1(Block), 2 to d/f+1(Block)
  53.  
  54. 1,1 to u/b+4(Hit&CH), 1,1 to u/f+1(Hit&CH)
  55.  
  56. 2,1 to u/f+1(Hit&CH), 2,1 to u/b+4(Hit&CH)
  57.  
  58. f+1+2 to d/f+1+2(Block), f+1+2 to f,f+3(Block), f+1+2 to f,f+4(Block), f+1+2 to fn3(Block), f+1+2~d to PAN 1(Hit)
  59.  
  60. PAN 1 to WS+2
  61.  
  62. fn1 to 1(Block), fn1 to 2(Block)
  63. fn1,2 to d/f+1(Hit&CH), fn1,2,1 to d/f+1(Hit&CH), fn1,2,1,2 to d/f+1(Hit)
  64.  
  65. fn2 to 3(Block), fn2 to 1+2(Block), fn2 to fn1(Block), fn2 to fn2(Block), fn2,1 to fn4(Block), fn2,1 to d+4(Block)
  66.  
  67. fn4,1 to u/f+3(Hit&CH), fn4,1 to f+1+2(Hit&CH)
  68.  
  69. fn4,1,2,3 to 1+2(Block), fn4,1,2,3 to fn1(Block), fn4,1,2,3 to fn2(Block), fn4,1,2,3 to 3(Block), fn4,1,2,3_4 to u/f+3(Block),
  70. fn4,1,2,3_4 to fn4(Block), fn4,1,2,3_4 to f+3(Block)
  71.  
  72. WR+2 to f+3(Hit&CH), WR+2 to f+1+2(Hit&CH), WS+2 to u/f+3(Hit&CH), WS+2,1 to d+4(Hit), WS+2,1 to fn4(Hit)
  73.  
  74. b+4 to 3(Hit), b+4 to 1+2(Hit), b+4 to fn1(Hit), b+4 to fn2(Hit)
  75.  
  76. d+4 to d+4(Hit&CH), d+4~d to SNK 1(Hit)
  77.  
  78. 1+2 to BT 1(Hit)
  79.  
  80. d/f+1,1 to d/f+1(Hit&CH)
  81.  
  82. d/b+4~f to DRU 2(Clean Hit)
  83.  
  84. DRU 3 to d/f+1(Hit&CH)
  85.  
  86. SNK 1 to fn3(Hit&CH), SNK 1 to f,f+3(Hit&CH), SNK 1 to f,f+4(Hit&CH), SNK 1 to d/f+1+2(Hit&CH)
  87.  
  88. DRG 2 to f+3(Block), DRG 2 to f+1+2(Block), DRG 2 to u/f+3(Block)
  89.  
  90. DRG 4,1 to fn3(Hit&CH), DRG 4,1 to d/f+1+2(Block), DRG 4,1 to f,f+3(Hit&CH), DRG 2 to f,f+4(Hit&CH)
  91.  
  92. DRG 3 to WS+2(Hit&CH)
  93.  
  94. TGR 2 to fn3(Hit), TGR 2 to d/f+1+2(Hit), TGR 2 to f,f+3(Hit), TGR 2 to f,f+4(Hit)
  95.  
  96. PHX 3 to 1(CH), PHX 3 to 2(CH)
  97.  
  98. d/f+1+2~f to TGR 4(All)
  99.  
  100.  
  101. 13 frame moves:
  102.  
  103. 1 to 3(Block), 1 to fn2(Block), 1 to fn1(Block), 1 to 1+2(Block)
  104.  
  105. 2 to 3(Block), 2 to 1+2(Block), 2 to fn2(Block), 2 to fn1(Block)
  106.  
  107. 1,1 to f+3(Hit&CH), 1,1 to f+1+2(Hit&CH), 1,1 to u/f+3(Hit&CH)
  108.  
  109. 2,1 to f+1+2(Hit&CH), 2,1 to f+3(Hit&CH), 2,1 to u/f+3(Hit&CH)
  110.  
  111. fn1,2 to 3(Hit&CH), fn1,2,1 to 3(Hit&CH), fn1,2,1,2 to 3(Hit), fn1,2,1,2,3 to 1(Hit), fn1,2,1,2,3 to 2(Hit)
  112.  
  113. fn4,1,2,3 to u/f+1(Block), fn4,1,2,3 to u/b+4(Block), fn4,1,2,3_4 to f,f+3(Block), fn4,1,2,3_4 to f,f+4(Block), fn4,1,2,3_4 to fn3(Block)
  114.  
  115. f+4,2,1,2,3 to 1(Hit), f+4,2,1,2,3 to 2(Hit), PAN 4,2,1,2,3 to 1(Hit), PAN 4,2,1,2,3 to 2(Hit)
  116.  
  117. d/f+1,1 to 3(Hit&CH)
  118.  
  119. d/f+1+2~f to TGR 4(Block)
  120.  
  121. b+4 to u/f+1
  122.  
  123. WS+2,1 to d/f+1
  124.  
  125. fn2 to u/f+1(Block), fn2,1 to d/f+1(Block)
  126.  
  127. fn4,1 to fn3(Hit&CH)
  128.  
  129. f,f+4,3+4 to 1(Block), f,f+4,3+4 to 2(Block)
  130.  
  131. DRU 3 to 1+2(Hit&CH), DRU 3 to fn2(Hit&CH), DRU 3 to fn1(Hit&CH), DRU 3 to 3(Hit&CH)
  132.  
  133. SNK 4 to SNK 1(Hit&CH), SNK 1,2,1~f to PAN 3(Hit&CH)
  134.  
  135.  
  136. 14 frame moves:
  137.  
  138. 1 to u/f+1(Block), 1 to d/f+3(Hit&CH), 1 to u/b+4(Block)
  139.  
  140. 2 to u/f+1(Block), 2 to d/f+3(Hit&CH), 2 to u/b+4(Block)
  141.  
  142. 1,2 to d/b+4(Hit&CH), 1,2 to d/f+1(Block)
  143.  
  144. 2,1 to d/f+1+2(Hit&CH)
  145.  
  146. 1+2,1 to BT d+4(Hit&CH)
  147.  
  148. u/f+1 to d/b+4(Hit&CH)
  149.  
  150. fn2 to f+3(Block), fn2 to u/f+3(Hit), fn2,1 to 3(Block), fn2,1 to 1+2
  151.  
  152. fn1 to fn4(Block), fn1,2 to u/f+1(Hit&CH), fn1,2,1 to u/f+1(Hit&CH), fn1,2,1,2 to u/f+1(Hit)
  153.  
  154. d/f+1,1 to u/f+1(Hit)
  155.  
  156. 3 to fn4(CH)
  157.  
  158. b+4 to f+3(Hit), b+4 to u/f+3(Hit)
  159.  
  160. fn3 to d/f+1(Block), fn3_4 to f+3(Block), fn3_4 to u/f+3(Block), fn3_4 to fn1(Block), fn3_4 to fn2(Block)
  161.  
  162. fn4,1 to d/f+1(Block), DRG 4,1 to d/f+1(Block)
  163.  
  164. fn4,1,2,3 to f+3(Block), fn4,1,2,3 to u/f+3(Block), DRG 4,1,2 to u/f+1(Hit&CH), DRG 4,1,2,3 to u/f+3(Block), DRG 4,1,2,3 to f+3(Block)
  165. fn4,1,2,3 to fn1(Block), fn4,1,2,3 to fn2(Block), fn4,1,2,2 to d/f+1(Hit&CH)
  166.  
  167. WS+2,1 to 3(Hit), WS+2,1 to 1+2(Hit)
  168.  
  169. d+4 to 3(Hit&CH), d+4 to 1+2(Hit&CH)
  170.  
  171. SNK 1 to f,f+2(Hit&CH)
  172.  
  173. SNK 2 to u/f+1(Hit), SNK 2,2 to d/f+1(All)
  174.  
  175. DRU 3 to u/f+1(Hit&CH), DRU 3 to u/b+4(Hit&CH)
  176.  
  177. f,f+4 to u/f+1(Hit)
  178.  
  179. 3~4 to BT d+4(Block)
  180.  
  181. PAN 4,2,1,2 to d/f+1(Hit)
  182.  
  183. CRN 3 to d/b+4(Hit&CH)
  184.  
  185. CRN 3,1 to d/f+1(Hit&CH)
  186.  
  187. WS+2 to f,f+2(Hit&CH)
  188.  
  189. fn4,1 to f,f+2(Hit&CH)
  190.  
  191. fn4,1,2,3_4 to f,f+2(Block)
  192.  
  193. d/f+1+2~f to TGR 1(All)
  194.  
  195.  
  196. 15 frames moves:
  197.  
  198. 1 to u/f+3(Block), 1 to f+1+2(Block), 1 to b+4(Hit&CH)
  199.  
  200. 2 to u/f+3(Block), 2 to f+1+2(Block), 2 to b+4(Hit&CH)
  201.  
  202. d/f+1,1 to u/f+3(Hit), d/f+1,1 to f+1+2(Hit)
  203.  
  204. fn4,1,2,2 to 1+2(Hit&CH), fn4,1,2,2 to 3(Hit&CH)
  205.  
  206. fn2 to f,f+3(Block), fn2 to f,f+4(Block)
  207.  
  208. fn2,1 to u/f+1(Block)
  209.  
  210. DRU 3 to u/f+3(Hit&CH), DRU 3 to f+1+2(Hit&CH)
  211.  
  212. d/f+1+2~f to TGR 3(All)
  213.  
  214. SNK 1 to d/b+4(Hit&CH)