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Special Lei Wulong Conventions
SSL  Side Step Left SSR  Side Step Right
CRA  Crane Stance TGR  Tiger Stance
PAN  Panther Stance DGN  Dragon Stance
SNA  Snake Stance DRU  Drunken Stance
The Stance Column will indicate which stance Lei is in after the move is completed. Stances achieved with optional inputs will be behind the move name in brackets. No stance indicator means Lei ends up in basic stance after a move.
Grappling Techniques
 Command  Place  Name  Escape  Properties
 1+3 - [~5]  front  Sky Kick - [tag]  1  
 2+4  front  Sleeper Hold  2  
 f,f+1+2  front  Thai Trip  1+2  
 u/f+1+2  front  Dragon Falls - SLD  1+2  
 (DGN 1_SNA 1+3)  front  Out of Control  1  #1
  = 1+2     = Tiger Sip - DRU  n/a  #1
 (1+3_2+4_2+5)  left  Sailboat Stretch  1  
 (1+3_2+4_2+5)  right  Closing Fan  2  
 (1+3_2+4_2+5)  back  Booby Trap  n/a  
 #1 - Regains energy but will reduce the throw damage by 50%.
Special Techniques
 Command  Name  Stance  Hit Range  Properties
 f,N+1 - [u_d]  Razor Rush - [SNA]    m  
 f,N+1<2 - [u_d]  Razor Rush - [DGN]    m m  
 f,N+1<2<1 - [u_d]  Razor Rush - [PAN]    m m m  
 f,N+1<2<1<2 - [u_d]  Razor Rush - [TGR]    m m m m  
  = 3   = Low Kick    l  
  = <4 - [u_d]   = Crane Kick - [CRA]    m  
 1+2  Hook Punch BT  h  
  = ~2 - [~5]   = Spiral Upper - [tag]    m  JG
 b+1+2  Cannonball    m  GS KNDc
 b+1 - [~f]  Drunken Tiger Lash - [DRU]    h  
 SS+1 - [~f] - [~d_~u]  Snake Strike - [TGR] - [DGN]    h  
 f+1+2- [~f] - [~d_~u]  Twin Snake Strikes - [CRA] - [PAN]    h h  SH
 (u_u/f)+2  Falling Tree PLD  M  
 f,N+2,1,2,1  Guard Melting Punches BT  h m m m  #1 #2
 f,N+2,1<2  Breaking Rush    h m m  #3
  = 3   = Low Kick    l  
  = <4 - [u_d]   = Crane Kick - [CRA]    m  
 SS+2,2 - [~f]  Drunken Rapid Fists - [DRU]    m h  SH KNDc
 3,3  Crescent Trip BT  h L  
 3~4 - [d]  Tornado Kick - [KND] BT  m  
  = 2   = Tornado Upper    m  JG
 3~4,U - [d]  Triple Tornado - [KND] BT  m m m  #5
 f+3~4 - [d]  Axis Shift Tornado Kick - [KND] BT  m  
  = 2   = Tornado Upper    m  JG
 f+3~4,U - [d]  Axis Shift Tornado Kick - [KND] BT  m m m  
 f,f,f+3  Leaping Slash Kick    m  GB
 f,N+3,4  Razor Kick - Mid Stun Kick    h m  GB FS
 f,N+3,d+4  Razor Kick - Trip Kick    h L  GB
 SS+3+4  Falling Blade BT  M  
 4~4  Ankle Kick KND  L  
  = 3   = Ankle Drop KND  L  
  = 3,3 - [~5]   = Lift Up Cannon - [tag] FCD  L m  JG
 4~3  Clean Sweep FCD  m  
 f,N+4,1,2,3  Rush Combo - Razor Kick    h m m h  GB
  = 4   = Mid Stun Kick    m  FS
  = d+4   = Trip Kick    L  
 f+4  Beating Kick    h  CSc
  = 2,1<2   = Rush    m m m  
    = 3     = Low Kick    l  
    = <4 - [u_d]     = Crane Kick - [CRA]    m  
 d/b+4 - [u_d]  Rave Sweep - [SNA]    L  BS JG
  = 4   = Rave Spin    h  
 d+1+2  Slide Postion SLD  n/a  
 (SS_f)+(1+4_2+3)  Art of Snake Stance SNA  n/a  
 f+3+4  Drunken Master DRU  n/a  #4
 d+3+4  Play Dead Position PLD  n/a  
 b+3+4 - [~f]  Turn Around - [BT Cancel] BT  n/a  
 (d_d/b)+(1+3_2+4)  Low Parry    n/a  
 #1 - Opponent has to block the 1st punch for the rest to be executed. If the 3rd hit connects it JG.
 #2 - The 2nd hit only works if the 1st connects or is blocked. If the 2nd hit is blocked the last hit will not be executed.
 #3 - The 1st must hit or whiff the opponent for the string to work.
 #4 - f+3+4 is also a high punch parry, the opponent will be OS after a parry and Lei is not in DRU after a parry.
 #5 - You can go into KND after the 2nd or 3rd kick.
 ## - Lei can't go to Stances after the 2nd, 3rd or 4th hit of the Razor Rush if the 1st hit was CH and hits weren't delayed.
Back Turned Techniques
Can only be done with your back turned towards the opponent
 Command  Name  Stance  Hit Range  Properties
 1  Spinning Back Blow BT  h  
 (FC_d)+1  Low Back Spins BT  l  JG
 2 - [~5]  Spiral Upper - [tag]    m  JG
 (u_u/f)+2  Falling Tree PLD  M  
 3+4,3+4,3+4  Flip Flop BT  M M M  GB
 4  Reverse Kick    m  
 (FC_d)+4 - [u_d]  Rave Sweep - [SNA]    L  BS
  = 4   = Rave Spin    h  
 u/f+4  Reverse Hop Kick    h  JG
Slide Position Techniques
Can only be done from a grounded position with face down & feet away from the opponent
 Command  Name  Stance  Hit Range  Properties
 1  Lei on Back PLD  n/a  
 4~3  Sliding Kick KND  L  
Face Down Position Techniques
Can only be done from a grounded position with face down & feet towards the opponent
 Command  Name  Stance  Hit Range  Properties
 1  Lei on Back KND  n/a  
 3~4  Rave Sweep PLD  L  BS JG
  = 4   = Rave Spin    h  
 4~3  Go to Sleep FCD  m  
Knockdown Position Techniques
Can only be done from a grounded position with face up & feet towards the opponent
 Command  Name  Stance  Hit Range  Properties
 d+1  Lei on Back FCD  n/a  
 3+4  Hop Up    h  
Play Dead Position Techniques
Can only be done from a grounded position with face up & feet away from the opponent
 Command  Name  Stance  Hit Range  Properties
 3  Rave Sweep    L  BS JG
  = 4   = Rave Spin    h  
 3+4 - [~5]  Kangaroo Kick - [tag]    m  JG
 4  Reverse Kick    m  
Art of Crane Techniques
Can only be done from CRA
 Command  Name  Stance  Hit Range  Properties
 1  Crane's Bill    m  #1
 2  Wing of Crane BT  h  OB
 3<4<2<3  Crane Dance    m l m m  JG
 4  Crane Kick    l  
 SSL  Art of Panther PAN  n/a  
 SSR  Art of Snake SNA  n/a  
 #1 - Lei will be BT is the punch is blocked.
Art of Tiger Techniques
Can only be done from TRG
 Command  Name  Stance  Hit Range  Properties
 F  Automatic High Parry    n/a  
 1 - [~5]  Tiger Strike - [tag]    m  GB BN
 2  Tiger Claw    m  GB SLDc #1
 3  Tiger Kick    h  
  = 1 - [u_d]   = Razor Rush - [SNA]    m  
  = 1<2 - [u_d]   = Razor Rush - [DGN]    m m  
  = 1<2<1 - [u_d]   = Razor Rush - [PAN]    m m m  
  = 1<2<1<2 - [u_d]   = Razor Rush - [TGR]    m m m m  
    = 3     = Low Kick    l  
    = <4 - [u_d]     = Crane Kick - [CRA]    m  
  = 4   = Mid Stun Kick    m  GB FS
  = d+4   = Trip Kick    L  GB
 4  Tiger Tail    L  RC JG
 SSL  Art of Snake SNA  n/a  
 SSR  Art of Dragon DGN  n/a  
 #1 - KS on a crouched opponent.
Art of Panther Techniques
Can only be done from PAN
 Command  Name  Stance  Hit Range  Properties
 F  Automatic Low Parry    n/a  
 (1_1~2)  Panther Scratch    (l_l h)  
 2 - [tag]  Panther Paw - [tag]    m  JG
 2,1,2,1  Guard Melting Punches BT  h m m m  #1
 3 - [~B]  Panther Tail - [Phoenix Illusion]    L  
 4  Beating Kick    h  CSc
  = 2,1<2   = Rush    m m m  
    = 3     = Low Kick    l  
    = <4 - [u_d]     = Crane Kick - [CRA]    m  
 SSL  Art of Snake SNA  n/a  
 SSR  Art of Crane CRA  n/a  
 #1 - Opponent has to block the 1st punch for the rest to be executed. If the 3rd hit connects it JG.
Art of Dragon Techniques
Can only be done from DGN
 Command  Name  Stance  Hit Range  Properties
 1+2 - [~F]  Dragon Spark - [TGR]    m  GB
 2 - [~F]  Dragon Roar - [TGR]    m  GB JGc
 3,3  Crescent Trip BT  h L  
 4,1,2,3  Rush Combo - Razor Kick    h m m h  GB
  = 4   = Mid Stun Kick    m  FS
  = d+4   = Trip Kick    L  
 SSL  Art of Tiger TGR  n/a  
 SSR  Art of Snake SNA  n/a  
Art of Snake Techniques
Can only be done from SNA
 Command  Name  Stance  Hit Range  Properties
 1~1~1~1~1~1 - [~F]  Rushing Snake SNA  h h h h h h h  #1
 2 - [~F]  Single Snake Bite - [DGN]    m  FSc
 2,2 - [~F]  Double Snake Bite - [DGN]    m m  
  = 4   = Ankle Kick KND  L  
  = 4,3   = Ankle Drop KND  L L  
  = 4,3,3 - [~5]   = Lift Up Cannon - [tag] FCD  L L m  JG
 2,2,2 - [~F]  Triple Snake Bite - [PAN]    m m l  
 3  Rattle Snake FCD  m  
 4  Snake Kick SNA  l  
 SSL  Art of Dragon DGN  n/a  
 SSR  Art of Panther PAN  n/a  
 #1 - From the 2nd punch and on you can go into SNA.
Drunken Master Techniques
Can only be done from DRU
 Command  Name  Stance  Hit Range  Properties
 1 - [~F]  Drunken Tiger Lash - [DRU]    m  
 2,2 - [~F]  Drunken Rapid Fists - [DRU]    m h  
 3+4  Donkey Kick FCD  L  
 1+2  Tiger Sip DRU  n/a  #1
 #1 - Regains energy.
Phoenix Illusion Techniques
Can only be done from Phoenix Illusion Stance (b+1+4)
 Command  Name  Stance  Hit Range  Properties
 3,3,3,3  Hopping Phoenix Kicks    m m m m  #1
 b+4 - [d]  Tornado Kick - [KND] BT  m  
  = 2   = Tornado Upper    m  JG
 b+4,U - [d]  Triple Tornado - [KND] BT  m m m  #2
 #1 - Can link into Phoenix Strike after any of the 4 Hopping Kicks
 #2 - You can go into KND after the 2nd or 3rd kick.
Unblockable Techniques
 Command  Name  Stance  Hit Range  Properties
 b+1+4,[3],[3],[3],[3],4  Phoenix Strike    *!*  #1
 #1 - Can be done right after going into Phoenix Illusion or after any of the blockable Hopping Phoenix Kicks.
String Techniques
 Command  Name  Hit Range
 1,2,1,3+4,2,1,4,1,2,3  Ten String  h h l M m m h m m h
 1,2,1,3+4,2,1,4,1,4,4  Ten String  h h l M m m h m L h
 1,2,1,3+4,3+4,3+4,1,1,2 - [~5]  Nine String  h h l M M M l l m