Lee translation thing

Oct 25th, 2017
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. translation thing for Helpme's Lee character guides and tips
  2. probably not the best grammar but here it is?
  6. The first 26 min of the video is just them switching out malgu's lever to a newer one (helpme lever 헬프미 레버), and testing it out.
  8. the character guide starts at 26:55.
  10. Helpme: What do I need to teach you guys?
  12. Malgu: Just the basic things on how to use the character
  14. Helpme: Lee is a character that fights together with his minus frames.
  16. Malgu: Yes, teach us about that, *goes on tangent about how his tutorial starts with
  17. no structured plan*
  19. Helpme: Unlike other characters, lots of Lee's moves are minus on hit because of that
  20. you have to use that as a tool.
  21. But there aren't any moves that are -10 on hit, or -7, not anything too minus
  22. that you can't move.
  23. You are always put in a situation you can move, but from there you have to
  24. know what you should be doing in these situation.
  26. *character select screen*
  28. *answering a question from chat*
  30. Why is Lee trash? Because the character is hard, and you have to play the
  31. character differently from other characters, I mean which character fights using
  32. minus frames?
  34. Malgu: Is Lee a gimmicky/cheap character?
  36. Helpme: To be honest it's better not to play Lee.
  37. You kind of have to play the game backwards. For example, I hit this guy now
  38. I'm at an advantage, I should press more buttons! Instead you have to, wow I
  39. hit this guy now I'm at an disadvatage, what do I need to do? You have to
  40. think differently.
  41. If you do 1,2,4 on hit you are at -1, but if the opponent knows that and
  42. tries to retaliate you should be able to dodge his normals. If you think the
  43. opponent isn't going to retaliate immediately, you should throw out your counter
  44. hit normal. You have to play him a bit dangerously, just gotta do things. Like
  45. with Silver low (d+3), on hit it's -3 so you can't really press any buttons on
  46. hit, but you can instead sidestep and hit their buttons. So like this you have take
  47. the minus frames and create a situation where you are at an advantage. The minus
  48. frames he has on hit is low, -1 -2 -3, with that you start your mix-ups.
  49. Even though I hit him, I have to dodge him. Even though I hit him, I have
  50. recognize his delayed buttons and get a counter hit. You have to think ahead
  51. with him. Unlike other characters, because they hit this, I can press this,
  52. because this is plus on block, I can do this. For Lee, as soon as you get a hit you
  53. have to quickly make a decision on how to punish your opponents retaliation.
  54. But of course there are people who don't do anything and stay blocking. Then you
  55. should just abuse his quick lows over and over until you get a reaction. You should
  56. play this character very offensively, you have to make reads and have to always be
  57. confident in your reads.
  59. Malgu: Off axis combos?
  61. Helpme: Off axis combos are all the same, if you just micro dash they should all work the
  62. same. But SSL you can do b+1 instead of b+2.
  64. *answering a question from chat*
  65. The reason why you use 4 is because, in my opinion, it's cheap.
  66. After getting your d/f+1 blocked, if the opponent does jabs you of course lose the
  67. exchange because you're minus. But if your opponent decides to do any thing slower
  68. he'll get counter hit. If your opponent decides to side step, he'll most certainly be
  69. able to step to his right to dodge your 4,4. But if you do 4,4,4, I do it when I
  70. see that they are stepping my 4,4, and will catch the side step. If they try to press
  71. a button to punish the 4,4 , the third 4 will always counter hit and can do your CH4
  72. combos. But if they get counter hit with out side stepping with 4,4,4 , you can't get a
  73. combo.
  74. Lee's 4 is really important, and you have to recognize how many 4s to use in a
  75. situation. Example, there is lot of situations in this game where your opponent will
  76. sidestep hop kick after a blocked d/f+1, in that situation I purposely try to whiff
  77. my d+4 of my d+4 n 4,4, and catch their hopkicks.
  79. When Lee's slide is blocked, because of his short height it's harder to punish him
  80. when blocked directly from the front.
  82. *talks about how to do hop kick from crouch*
  84. *talks about b+1 MS > WS 2,4 now works properly thanks to the new patch, apparently if
  85. you did the WS 2,4 too fast you'll only get the back sway 4*
  87. When doing your f+2,1 after S! if you delay your 1 , you'll get a running tackle
  88. instead of the ultimate tackle
  90. *goes over general combos, he prefers doing 2 b+2's in a combo, doesn't really like
  91. doing b+2 after S!.*
  93. After a parry you should do d/f+1 to microdash 4 n u+3. You have to dash after the
  94. d/f+1.
  96. around 46 min mark
  98. I don't use iWR 3,4 to make them block it or to gain plus frames.
  99. I use it so that I can try to hit them with it. It just happens so that people
  100. tend to block it a lot.
  101. What's the point of wanting them to block it? It's just +1, you don't even get a combo
  102. after trading your opponent's jab with 4, but for some reason you do get a combo on
  103. Claudio.
  105. *Malgu gets on stick to help out*
  107. If you have rage, you can combo after the 4 trade using your rage drive
  109. Malgu: Someone asked, how do I get b+2 loops to be consistent?
  111. Helpme: There is no secret, you just have to practice.
  113. I showed this to Nobi, he seemed to have found it interesting, if you press f+3
  114. then immediately after 3+4 then you'll get f3+4 instead of f+3. You can also do the
  115. same while doing iWR 3,4 , if you accidently mess up the iWR, instead of getting
  116. f+3, you'll get f 3+4 instead
  119. 54 min mark
  121. Malgu: Another question for you, what are Lee's midrange keep out tool and his play
  122. patterns
  124. Helpme: Lee only really has b+4 and his d/f+4 really for keep out. For his d/f+4 you
  125. should know if it's going to whiff or going to be blocked. If it is whiffed you
  126. should go into hms.
  128. Malgu: why?
  130. Helpme: Because he backs off, and can't be whiff punished. After backing off, if the
  131. opponent tries whiff punish you, you can hit them with hms 2.
  132. Lee's d/f+4 is one of his important moves. His b+4 doesn't really back off much,
  133. he moves forward instead of returning to neutral like d/f+4. You have to get a
  134. feel for if you think it's going to whiff or going to be hit/blocked. You really
  135. can do that with lot of his moves, if you think you made a mistake and whiffed it
  136. just go into the stance.
  138. Malgu: what should you do with people who don't approach you?
  140. Helpme: You gotta d+3 over and over it does good damage by it self. Can't really dodge it,
  141. and because when blocked you can launch punish Lee, people will tend to crouch
  142. for it. If they do crouch you can hit them with your iWR. There is really no point
  143. of doing your b+4 over and over, if your opponent knows the match up he will
  144. never approach you so you have to constantly pester them with d+3 and your lows.
  145. Can't really do much as Lee other than that, and can be known as one of his
  146. weaknesses. Have to annoy them
  148. 58 min mark
  150. when you hold back during your hms Lee get's out of his stance. During the
  151. transition if you punch parry, that comes out fast. Look if you try to punch
  152. parry during hms it comes out pretty slow right? But if I cancel hms and then
  153. punch parry it comes out faster, it comes out in 15 frames. This is a bug
  155. Malgu: That's really cool, I'm seeing the character in new light! Lee masters are
  156. different from others
  158. Helpme: It doesn't matter, no one really knows this stuff in the world
  161. 59 min
  163. block this jab, *does b+4* you can dodge it right? You can't dodge his d+3, but
  164. you can dodge his b+4, and it's his safe on block move. But if you go into hms,
  165. it now tracks, this is also a bug.
  166. Because Lee has to face his opponent when he goes into a stance, it becomes a
  167. tracking move. Because of this when I'm close to my opponent I go into hms after
  168. b+4. Lee has to face his opponent in the stance.
  170. Malgu: Other characters look else where though.
  172. Helpme: He doesn't look any where, if he can't follow your opponent he stops.
  174. Malgu: This character is pretty elegant.
  176. Helpme: Try moving around him, he breaks his stance if you go in an location he can't
  177. look at you.
  179. Malgu: He is pretty elegant.
  181. 1 hour 28 sec
  183. Helpme: Because of this you really don't to use is homing moves. If you want to use
  184. homing move just use b+4 into hms.
  186. Malgu: So can use moves like d/f+4 to do that?
  188. Helpme: d/f+4 doesn't work consistently. It does work kind of, but it can get stepped to
  189. their right. The reason why I go into hms in close range is to catch their side step
  191. 1 hour 1 min 53 sec
  193. one thing new about Lee in this game is that his d/f+2 catches SSL. It's really
  194. cheap
  196. Malgu: It catche SSL too perfectly.
  198. Helpme: It became Shaheen's d/f+2, it got really good with no glaring weakness.
  200. 1 hour 3 min
  202. you can cancel his hms to WS moves almost instantly by doing hms 1 and cancelling
  203. that with MS
  205. 1 hour 4 min
  207. When do you use 1+2? you use it to mix up between your backsway 4 and it.
  208. If they don't do anything even if you approach like that, just do it. Other
  209. then that I really don't use 1+2
  211. Malgu: teach me how to do his triple fang consistantly
  213. Helpme: just press 1,2,1,2
  215. 1 hour 6 min 42 sec
  218. If you think Paul is really hard to deal with, it's probably because you use b+4
  219. too much. Just don't use it, and it's easier to fight him with out really using
  220. it. Because you want to use b+4 you get killed for it. If you think your
  221. opponent's character has longer range than you, refrain from using it too much.
  223. There is no point of practicing mist trap. I don't bother to make it 100% success
  224. rate.
  226. 1 hour 13 min 8 sec
  228. The thing I told you to use for 1+2, by wall you should use d/f 1+2, 4 instead
  229. You can hit confirm it like Bryan's backsway 2, 4.
  231. Going over various tid bits
  233. Lee can crouch under Dragonov's spring kick
  235. whenever Dragonov does his d+2 and it hits, you can just mash out Lee's WS
  236. 3,3. I did this to Nobi a lot, and he seemed to have given up using it when we
  237. were playing
  239. on side wall splat you can always get 4 n u+3 into d/f+4, did this in a tournament
RAW Paste Data Copied