Tekken 5 Lei Wulong - Get Lei'd FAQ
                         Version 1.50


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             Written by: Kenneth Walton (Wild Man X)
                    Written on: June 21, 2009
                 E-mail: Tekkenomics@hotmail.com
               Website: Tekkenomics (Listed below)
                        PSN: Wild_Man_X


              This FAQ version will be available at:
              Tekkenomics (http://www.tekkenomics.tk)
                 GameFAQs (http://www.gamefaqs.com)
                Neoseeker (http://www.neoseeker.com)
                     IGN (http://faqs.ign.com)
          Tekken Zaibatsu (http://www.tekkenzaibatsu.com)
              SuperCheats (http://www.supercheats.com)
       Games Radar / Cheat Planet (http://www.gamesradar.com)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                            Table of Contents                           ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 1.    Version Updates

 2.    Legal Stuff

 3.    FAQ Description

 4.    Legend

 5.    Definitions

 6.    Story

 7.    Taunts

 8.    Customizations

 9.    Move List

10.    The Art of Juggling (AOJ)

11.    Combo List

12.    Strategy & Move Analysis

13.    Lei's Stances

14.    Questions

15.    Special Thanks

16.    About Tekkenomics

17.    About the Author

18.    Closing



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                          1. Version Updates                            ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


1.00 - (02-20-06)  First release
       - Included Lei-related info from my other FAQs:
         "Combo FAQ v3.02", "Customization v3.02", "Hidden Moves v3.02",
         "Taunts v2.02"
       - Added a list of my most used Lei combos and costumes
       - Updated "AOJ" section specifically for Lei
       - Added a lot of other stuff


1.10 - (02-23-06)  Added more websites where to find this FAQ,
       Added more "FUFA 3+4" combos, added more launcher options,
       Updated "Lei's Common Juggle Enders" in AOJ section,
       Updated "Move List" for BT, FUFA and FUFT stances,
       Updated "Customizations" section


1.20 - (06-02-06)  Updated "About Tekkenomics",
       Updated "Combos That I Like To Use",
       Added "Spacing" section under "Strategy & Move Analysis",
       Updated AOJ "Fighter Weight #1", "Fighter Weight #4, #7"
       Added AOJ "Basics #11", "Fighter Weight #5, #6"
       Added {OBT} b+1,2,1 launcher and combos,
             {CH} (b+1,2),1 launcher and combos


1.30 - (07-26-06)  This will be the last update before I move on to T:DR.
       Added "Customzation Items" to "Customizations" section,
       Added more combos, Updated "Combo List" Note


1.31 - (04-15-09)  Removed AIM screen name, added PSN screen name


1.32 - (05-02-09)  Minor fixes
       UPDATED: "About Tekkenomics", "About The Author", "Closing"


1.33 - (05-10-09)  Typos and other fixes


1.34 - (05-19-09)  Changed links pointing to the acmserver, and
       other minor changes


1.40 - (05-24-09)  (See below...)

       Move List
            - Added link to movelists on Tekkenomics website
       Combo List
            - Added new launchers
            - Added more combos


1.50 - (06-21-09)  (See below...)

       Legend
            - Updated description
       Customizations
            - Added "Legend"
            - Corrected color in "Default Costumes"
            - Added default colors to "Customization Items"
            - Updated a costume in "Customized Outfits"
            - Removed a duplicate outfit in "Customized Outfits"
       Taunts
            - Added "Legend"
            - Updated "Post-Match Taunt"
       Lei's Stances
            - Added note for "VARIES"
       Other
            - Updated "Definitions"
            - Format changes
            - Other minor fixes/changes





FAQ Update Legend
-----------------

       New content that has been added.

   Content that has been changed, corrected, or modified in any
            other way.

NOTE: Corrections include adding any notes, changing names, correcting
      various mistakes or typos, and removing anything.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                             2. Legal Stuff                             ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


You can download and print this FAQ, but under no circumstances can you
put this FAQ on your web page without my permission.  You MAY NOT ALTER
IT IN ANY WAY or claim it as your own.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                           3. FAQ Description                           ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


This FAQ is a Tekken 5 guide for Lei Wulong.  The purpose of this FAQ
is to provide you with info on Lei Wulong, and to let you know the
different techniques and strategies that I have learned and use.
There are different ways of using Lei, and this FAQ will mainly
cover the way that I use him.  I will provide a list of combos and
different strategies for Lei, among other things.

This FAQ covers the PS2 Tekken 5 (U.S. Version).  These combos and
strategies should work in the Arcade and other PS2 Versions of Tekken 5,
but I only tested these in the U.S. Version.  However, some things may
not work on Tekken 5.1, which is an updated version of Tekken 5 for the
arcade.

All combos in this FAQ were tested in the Tekken 5 Practice Mode.
They have been confirmed by me, so they should work.  However, not
all combos can be pulled off 100% of the time.

The "Character Strategy & Combos" Forums at Tekken Zaibatsu is also a
great place to find combos and strategies, but some of the threads can
be a pain to go through and read.

I have written four other General FAQs for Tekken 5.  This is my fifth
Tekken 5 FAQ, but my first Character FAQ, and most likely will be my
last.  I hope you enjoy it.

Lei Wulong is my main fighter, and has been since Tekken 3.  If you
ever play Tekken 5 in Southern California, I have a Lei IC Card
named "Get Leid".

For more info on Lei, check out the info provided on Tekken Zaibatsu:
http://www.tekkenzaibatsu.com/forums/forumdisplay.php?s=&forumid=77




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                                4. Legend                               ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


This is a list of the notations that I will be using for this FAQ.  This
Legend is very similar to the one used by Tekken Zaibatsu, however are
a few differences.


--------
Buttons:
--------


 Notation     Meaning
 --------     -------

  1           Left Punch (Square)
  2           Right Punch (Triangle)
  3           Left Kick (X)
  4           Right Kick (Circle)


----------
Direction:
----------


 Notation     Meaning
 --------     -------

  f           Press Forward (Towards opponent)
  F           Hold Forward (Towards opponent)
  F#          Hold Forward until next D-Pad command
  b           Press Backward (Away from opponent)
  B           Hold Backward (Away from opponent)
  B#          Hold Back until next D-Pad command
  u           Press Up
  U           Hold Up
  U#          Hold Up until next D-Pad command
  d           Press Down
  D           Hold Down
  D#          Hold Down until next D-Pad command
  D/B#        Hold Down/Back until next D-Pad command
  D/F#        Hold Down/Forward until next D-Pad command
  qcb         Quarter Circle Backward; Down to Back (d,d/b,b)
  QCB         Quarter Circle Backward; Down to Back (d,d/b,B)
  qcf         Quarter Circle Forward; Down to Forward (d,d/f,f)
  QCF         Quarter Circle Forward; Down to Forward (d,d/f,F)
  hcf         Half circle Forward (b,d/b,d,d/f,f)
  HCF         Half circle Forward (b,d/b,d,d/f,F)


Note1: D-pad represents the arrows (up, down, left, right) on the
       PS2 controller or Arcade stick

Note2: "F#" requires you to hold forward for a longer period of time
       than "F".


--------------
FAQ Notations:
--------------


 Notation     Meaning
 --------     -------

  #           Hold; Hold indicated button(s) until that move is executed
                 or until N (Neutral)
  ( _ )       Or; Choose one of the moves within the parenthesis to do
  ~           Press button immediately after
  /           Press indicated directional buttons at the same time
  +           Press buttons at same exact time
  N           Leave joy pad neutral
  *           Short pause between button presses
  **          Medium pause between button presses
  ***         Long pause between button presses
  [ ]         Optional command(s)
  { }         Action within these must be completed in order for the command
                 to be executed correctly
  :           The command following this requires "just frame" input
  ( )...      Repeat the pattern within the brackets
  ,           Separates commands
  <           Delayed input
  =           Next in sequence


----------------
Action Notation:
----------------


 Notation     Meaning
 --------     -------

  BLK         Attack must be blocked by opponent
  BT          Back Towards Opponent
  cd          Crouch Dash (f,N,d,d/f)
  CD          Crouch Dash (f,N,d,D/F)
  CH          During Counter Hit/Attack
  CL          Clean Hit
  FC          Full Crouch; While Crouching
  GRAB        Opponent must be grabbed from the front
  HIT         While opponent is being hit (damaged)
  HIT*        After opponent is hit (damaged)
  OBT         Opponent's Back Turned
  OCR         Crouching Opponent
  OGR         Grounded Opponent (Opponent on ground)
  Parry       Move is parried
  RevL        While opponent is reversing your left attack
  RevR        While opponent is reversing your right attack
  SS          Side Step
  SSL         Side Step Left
  SSR         Side Step Right
  SSW         Side Step Walk
  TAC         Tackle
  WR          While your fighter is running; While running
  WS          While standing from a crouch; While Rising


------------------
Grounded Positions
------------------


 Notation     Meaning
 --------     -------

  FUFA        Face up & feet away
  FUFT        Face up & feet towards
  FDFA        Face down & feet away
  FDFT        Face down & feet towards
  GRND        While lying on ground
  KNDW        Right after the opponent knocks to you the floor


--------------------
Every Fighter Legend
--------------------

 Notation / Meaning             Commands
 ------------------             --------

  FC (While Crouching)          D
  SS (Side Step)                (u,N _ d,N)
  SSL (Side Step Left)          u,N on left side
                                d,N on right side
  SSR (Side Step Right)         u,N on right side
                                d,N on left side
  SSW (Side Step Walk)          (u,U _ d,D)
  WR (While Running)            (f,f,f _ f,F)
  WS (While Rising)             FC, N


--------------------------
Lei Wulong Specific Legend
--------------------------

In this section, you will find some of the different ways to
get into Lei's stances.  (See "Lei's Stances" for more info)

 Notation / Meaning             Commands
 ------------------             --------

  AOP (Phoenix Illusion)        b+1+4  PAN 3,B
  BT (Back Turn)                b+3+4  f,f+3~b
  CRA (Crane)                   (u _ u/f _ u/b)+3  b+4,f 
                                   f,N+1,2,1,2,4,(u_d)  f+1+2,F
  DGN (Dragon Stance)           f,N+1,2,(u_d)
  DRU (Drunken Master)          f+3+4  SS+2,2,f  b,b+1,F
  FDFA (Sidewind)               d+1+2
  FDFT (Reverse Sidewind)       BT d+1+2  4~3
  FUFA (Play Dead)              d+3+4
  FUFT (Reverse Play Dead)      BT d+3+4
  PAN (Panther Stance)          f,N+1,2,1,(u_d)  f+1+2,(u_d)
  SNA (Snake Stance)            SS+1+4  SS+2+3  f+2+3 
                                   f,N+1,(u_d)
  TGR (Tiger Stance)            f,N+1,2,1,2,(u_d)  d/f+1+2,f


---------------------
Combo Specific Legend
---------------------


These are commands that relate to the combo section.


All combos will be written in the format:
 move; move; ... (damage)


 Notation     Meaning
 --------     -------

  {}          The stance that you should be in after executing the
                previous move
  ( )         For the combo to work, this move will not hit the
                opponent
  [+/- dmg]   The amount of damage that the launcher adds to or
                subtracts from the total
  ;           Separates different moves used within a combo
  *           Possibility of escape from full damage
  WALL        Your opponent must hit a wall
  BIG         Combos that will only work on large opponents
  CC          Crouch Cancel
  iWS         Instant While Standing




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                             5. Definitions                             ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


- "Clean Hit" and "Juggle" definitions taken from the "Still Standing"
  website (http://www.manji-clan.com/wtcl/index.html)
- "okizeme" and "Tech roll" definition by sithlord
- For more words, check out "The Tekken Zaibatsu Jargon Dictionary":
  http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=92806


Clean Hit
    Hitting your opponent from very close range.  Clean hits inflict
    more damage than a normal hit.  However, not all attacks will be
    able to become a clean hit.

Counter Hit
    Occurs when you hit an opponent that is getting ready to attack
    or is in the process of attacking.  Counter hits inflict more
    damage than a normal hit.

Ground roll
    To roll around while lying down on the ground (not instantly after
    hitting the ground like "tech roll").

Juggle
    An event that occurs when a character is thrusted into the air by an
    attack followed by a series of combos, punches or kicks while falling
    down to the ground. The juggling process stops once the character has
    hit the ground.

Launcher
    A move that makes it possible for your opponent to be juggled.
    (Also known as "Juggle Starter")

Okizeme (often called "oki")
    Japanese for "wake-up". In other words, the art of hitting someone on
    the ground or as they try to get up.

Tech roll
    To instantly roll away and then stand up the moment your body impacts
    the ground.

Whiff
    An attack that does not touch the opponent.  The attack misses the
    opponent completely.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                                6. Story                                ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Lei Wulong.
A Hong Kong police detective.
Lei became famous after breaking up the
Syndicate in the previous tournament.

Once home, Lei begins looking into who
is destroying dojos throughout China.

Many of Lei's close friends had been
attacked, so he had to do something.

He devoted himself to finding the person
responsible, but the suspect disappeared.

Lei hears of similar crimes in Japan.
The next likely target: The King of Iron
Fist Tournament 5. Now's his chance...




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                                7. Taunts                               ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


These are taunts that can be done before the match begins (Pre-Match),
and after the match ends (Post-Match).


==================================
             Legend
==================================


To perform one of the indicated indicated taunts, hold one or a
combination of the face buttons (square, triangle, X, O) buttons.

For a "Post-Match Taunt", being holding the button after winning the
final round of a match, during the match replay.  To speed things up,
you can press the "Start" button while holding down one of the face
buttons.

There is currently no way to select a "Pre-Mtach" taunt.


1: Press Left Punch button (Square)
2: Press Right Punch button (Triangle)
3: Press Left Kick button (X)
4: Press Right Punch button (Circle)
1+2: Press both punch buttons at same time
3+4: Press both kick buttons at same time
?: The button combination to get this taunt is unknown.  The only known
   way to get this taunt is for it to appear randomly by not pressing
   any buttons.
UP: Press "up" on the controller


There is an explanation for each taunt.  If there is a better explanation
for a taunt, please let me know, and you will receive credit for your
contribution.



==================================
        Pre-Match Taunts
==================================


?: Moves hands around.
?: Goes into a stance, then says "Come on."
?: Puts hands together and takes a bow, then says "Let's go!"



==================================
        Post-Match Taunts
==================================


1: Looks into camera, says "You're not good enough.", then walks away.
2: Leans back, acts like he's drunk while yelling "Humph!", then
   steps backward.
3: Goes through different stances, ending in the Crane stance
4: Goes through different stances, starting in the Crane stance
?: Goes through different stances, ending in the Tiger stance
   (Dragon, Snake, Crane, Tiger)
?: Takes a deep breath, then goes into a stance
?: Does a jump kick, throws several punches, then ends in a stance
?: Walks forward with hands in front of him (similar to Tiger), then
   steps back, puts hands by side and stands up straight.
?: Begins slightly leaning back with arms in front while yelling "Haaa!",
   moves arms around, then leans down slightly and stretches arms out in
   a straight line, opposite eachother. 



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                            8. Customizations                           ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


=======================================
    Legend
=======================================


All of the customizations will be written in the format below:

(Name of Customization) (Total cost to buy) *(Cost using "Devil Within" items)
Outfit: (Punch or Kick - Outfit that the customization is for)
Head: (Customize fighter's Head) (Cost)
Face: (Customize fighter's Face) (Cost)
Upper Body: (Customize fighter's Upper Body) (Cost)
Lower Body: (Customize fighter's Lower Body) (Cost)
Color 1: (Customize fighter Color 1) (Cost)
Color 2: (Customize fighter Color 2) (Cost)
Color 3: (Customize fighter Color 3) (Cost)
By: (Name of Contributor)


In order to use a customization, you will have to purchase all of
the listed items/colors for each listed part of the body.

The Punch outfit is selected by pressing a punch button (square or triangle).
The Kick outfit is selected by pressing a kick button (X or circle).

Certain items can be gained from a second playthrough of the "Devil Within"
mini-game.

NOTE: k = 1000, so for example, 8k = 8000



=======================================
    Default Costumes
=======================================


1_2: Martial arts outfit
Outfit: Punch 
Color 1: Blue
Color 2: Black
Color 3: Brown

3_4: Police outfit
Outfit: Kick
Color 1: Blue
Color 2: Pink
Color 3: White



=======================================
    Customization Items
=======================================


Punch Outfit Items / Colors
---------------------------


Head: Chinese Wizard Hat (500k)
      Slicked-back Hairstyle (120k)
      Natural Hairstyle (80k)


Face: Festival Mask (150k)
      Bandanna (60k)
      Glasses (50k)


Upper Body: Buddhist Statue (300k)
            Rare Sword (60k)
            Fan (40k)


Lower Body: Sai (30k)
            Gourd (200k)
            Handcuffs (30k)


Color 1: Jacket  (DEFAULT = Blue)
White (18k)
Black (18k)
Red (8k)
Yellow (8k)
Green (8k)
Brown (8k)
Purple (8k)
Sea Green (8k)


Color 2: Pants  (DEFAULT = Black)
White (18k)
Red (8k)
Blue (8k)
Yellow (8k)
Green (8k)
Brown (8k)
Purple (8k)
Sea Green (8k)


Color 3: Belt and ankle ties  (DEFAULT = Brown)
White (18k)
Black (18k)
Red (8k)
Blue (8k)
Yellow (8k)
Green (8k)
Purple (8k)
Sea Green (8k)



Kick Outfit Items / Colors
--------------------------


Head: Hat (500k)
      Police Cap (200k)
      Natural Hairstyle (80k)


Face: Sunglasses (150k)
      Bandage (60k)
      Glasses (50k)


Upper Body: Sheriff Badge (300k)
            No Necktie (120k)
            Fan (40k)


Lower Body: Radio (30k)
            Bullhorn (60k)
            Handcuffs (30k)


Color 1: Gloves  (DEFAULT = Blue)
White (18k)
Black (18k)
Red (8k)
Yellow (8k)
Green (8k)
Brown (8k)
Light Blue (8k)
Pink (8k)


Color 2: Shirt  (DEFAULT = Pink)
White (18k)
Black (18k)
Red (8k)
Blue (8k)
Yellow (8k)
Green (8k)
Brown (8k)
Light Blue (8k)


Color 3: Pants  (DEFAULT = White)
Black (18k)
Red (8k)
Blue (8k)
Yellow (8k)
Green (8k)
Brown (8k)
Light Blue (8k)
Pink (8k)



=======================================
    Customized Outfits
=======================================


Angel Lei  (156k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT
Upper Body: No Necktie  (120k)
Lower Body: DEFAULT
Color 1: White  (18k)
Color 2: White  (18k)
Color 3: DEFAULT
By: Wild Man X


Detective  (526k-696k) *(26k-196k)
Outfit: Kick
Head: Hat  (500k)*
Face: DEFAULT or Glasses  (0k-50k)
Upper Body: DEFAULT or No Necktie  (0k-120k)
Lower Body: DEFAULT
Color 1: DEFAULT
Color 2: White  (18k)
Color 3: Brown  (8k)
By: Wild Man X


Jackie Chan (Jackie Chan Adventures)  (216k)
Outfit: Kick
Head: Natural Hairstyle  (80k)
Face: DEFAULT
Upper Body: No Necktie  (120k)
Lower Body: DEFAULT
Color 1: DEFAULT
Color 2: Blue  (8k)
Color 3: Yellow  (8k)
By: Wild Man X


Jackie Chan (Medallion)  (266k)
Outfit: Kick
Head: Natural Hairstyle  (80k)
Face: DEFAULT
Upper Body: No Necktie  (120k)
Lower Body: Handcuffs  (30k)
Color 1: DEFAULT
Color 2: Black  (18k)
Color 3: Black  (18k)
By: kennetth_julian / Wild Man X


LAPD Officer  (366k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT
Upper Body: Sheriff Badge  (300k)
Lower Body: Radio or Handcuffs  (30k)
Color 1: DEFAULT
Color 2: Black  (18k)
Color 3: Black  (18k)
By: Wild Man X


Lei's Tekken 2 Kick Outfit  (234k-244k)
Outfit: Kick
Head: Natural Hairstyle  (80k)
Face: DEFAULT
Upper Body: No Necktie  (120k)
Lower Body: DEFAULT
Color 1: Black or Brown  (8k-18k)
Color 2: White  (18k)
Color 3: Brown  (8k)
By: mishimazama


Lei's Tekken 3 Punch Outfit  (34k)
Outfit: Punch
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: DEFAULT
Color 1: Green  (8k)
Color 2: Red  (8k)
Color 3: Black  (18k)
By: mishimazama


Lei's Tekken 3 Kick Outfit  (176k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT
Upper Body: No Necktie  (120k)
Lower Body: Handcuffs  (30k)
Color 1: DEFAULT
Color 2: White  (18k)
Color 3: Brown  (8k)
By: mishimazama


Lei's TTT Punch Outfit  (24k)
Outfit: Punch
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: DEFAULT
Color 1: Purple  (8k)
Color 2: Green  (8k)
Color 3: Red  (8k)
By: Wild Man X


Leonardo Style (TMNT)  (76k)
Outfit: Punch
Head: DEFAULT
Face: DEFAULT
Upper Body: Rare Sword  (60k)
Lower Body: DEFAULT
Color 1: DEFAULT
Color 2: Blue  (8k)
Color 3: Blue  (8k)
By: Wild Man X


Mousse (Ranma 1/2)  (86k-176k)
Outfit: Punch
Head: DEFAULT
Face: Glasses  (50k)
Upper Body: DEFAULT or Rare Sword  (0k-60k)
Lower Body: DEFAULT or Sai (0k-30k)
Color 1: White  (18k)
Color 2: DEFAULT
Color 3: Black  (18k)
By: Darklightjg


Mr. Vampire  (524k) *(24k)
Outfit: Punch
Head: Chinese Wizard Hat  (500k)*
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: DEFAULT
Color 1: Yellow  (8k)
Color 2: Yellow  (8k)
Color 3: Yellow  (8k)
By: su Car Yama / Wild Man X


NYPD Officer  (546k-706k)
Outfit: Kick
Head: Police Cap  (200k)
Face: DEFAULT or Sunglasses  (0k-150k)
Upper Body: Sheriff Badge  (300k)
Lower Body: Radio or Handcuffs  (30k)
Color 1: DEFAULT
Color 2: Blue  (8k)
Color 3: Blue or Black  (8k-18k)
By: Wild Man X


Pink Panther Lei  (16k-136k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT or No Necktie  (0k-120k)
Lower Body: DEFAULT
Color 1: Pink  (8k)
Color 2: DEFAULT
Color 3: Pink  (8k)
By: Wild Man X / Jeremy


Police Chief  (36k-416k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT or Glasses  (0k-50k)
Upper Body: DEFAULT or Sheriff Badge  (0k-300k)
Lower Body: DEFAULT or Handcuffs  (0k-30k)
Color 1: DEFAULT
Color 2: White  (18k)
Color 3: Black  (18k)
By: Wild Man X


Raphael Style (TMNT)  (54k)
Outfit: Punch
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: Sai  (30k)
Color 1: Red  (8k)
Color 2: Red  (8k)
Color 3: Red  (8k)
By: Wild Man X


Reno 911 Officer  (316k)
Outfit: Kick
Head: DEFAULT
Face: Sunglasses  (150k)
Upper Body: No Necktie  (120k)
Lower Body: Radio or Handcuffs  (30k)
Color 1: DEFAULT
Color 2: Brown  (8k)
Color 3: Brown  (8k)
By: Wild Man X


Tekken 5 Dark Resurrection Default Kick Costume  (34k)
Outfit: Kick
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: DEFAULT
Color 1: Green  (8k)
Color 2: White  (18k)
Color 3: Brown  (8k)
By: Wild Man X


Tekken 5 Dark Resurrection Default Punch Costume  (16k) 
Outfit: Punch
Head: DEFAULT
Face: DEFAULT
Upper Body: DEFAULT
Lower Body: DEFAULT
Color 1: Green  (8k)
Color 2: Red  (8k)
Color 3: DEFAULT  (Brown)
By: Wild Man X


My favorite costumes to use are:
Punch Outfits:
     Mr. Vampire, Tekken 5 Dark Resurrection Default Punch Costume
Kick Outfits:
     Angel Lei, LAPD Officer, NYPD Officer




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~                              9. Move List                              ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


This movelist is a modified version of the Tekken 5 Movelist created
by Drake the Demon. If you would like to see the online movelists,
it is available on the Tekkenomics website below:
https://phgraphics.redirectme.net/~waltonk/tekkenomics/t5_movelists.html


For Lei's frame data, check out Tekken Zaibatsu:
http://www.tekkenzaibatsu.com/tekken5/_framedata.php


Throw Types:
F     Front throw
B     Back throw
L     Left side throw
R     Right side throw


Move Properties:
BT    back turned
FF    face forward
RC    recovers crouching initially
RCj   RC joystick modifier (hold D or D/B)
CH    major counter hit
OC    forces opponent to crouch
OS    forces opponent's side to face you
OB    forces opponent's back to face you
JG    juggle starter
BN    bounce juggle starter
BS    block stun - attacking character has huge disadvantage if blocked
GB    guard break - defending character takes a step back, or his hands
       are in the air
SH    stagger hit - opponent may recover KND in some cases
DS    double over stun - opponent can tap f to escape
MS    minor stun - animations vary, but usually nothing is guaranteed after
FS    fall back stun - opponent can tap f to escape
KS    kneel stun - opponent falls to one knee, free hits are sometimes
       possible
CFS   crumple fall stun - opponent slowly falls down, free hits are usually
       possible
CF    crumple fall - opponent quickly falls down, free hits are usually
       possible
CS    crumple stun - opponent falls down, free hits are usually possible
[x]   hit modifier (ex. CFS[1,2])
#     see footnote (ex. #2)
b     block modifier (ex. BTb - character is BT on block)
c     counter hit modifier (ex. BNc - BN on counter hit)
co    crouching opponent modifier (ex. SHco - SH on crouching opponent)
cco   CH on crouching opponent  (ex. JGcco)
cl    clean hit modifier (ex. JGcl - JG on a clean hit)
ccl   CH clean hit modifier (ex. FSccl)
bt    back turned opponent modifier (ex. JGbt - JG on a BT opponent)


Hit Ranges:
h     high (block B or duck)
H     high, hits grounded
m     mid (block B)
M     mid, hits grounded
l     low (block D/B or jump over)
L     low, hits grounded
Sm    special mid (block B or D/B)
SM    special mid, hits grounded
!     unblockable
   unblockable, can be ducked
[!]   unblockable, hits grounded
T     throw (duck or input escape command)


-------------------------------------------------------------------
                           Throws
-------------------------------------------------------------------

Command:         Name:             Type:   Damage:   Escape:   Properties:
[F+]1+3          Sky Kick          F       35        1         #1 #5
[F+]2+4          Sleeper Hold      F       35        2         #5
f,f+1+2          Tripping          F       38        1+2
u/f+1+2          Dragon Falls      F       35        1+2       FDFA
(DGN,1_SNA,1+3)  Out of Control    F       33        1
 = 1+2            = Tiger Sip      -       -         none      DRU #2
[F+](1+3_2+4)    Sailboat Stretch  L       40        1         #5
[F+](1+3_2+4)    Closing Fan       R       5,10,25   2         #5
[F+](1+3_2+4)    Windmill          B       50        none      #5
BT,(1+3_2+4)     Back Turn Grab    -       -         -         #3 #4

#1/ Lei will suffer 2 points of damage and recover grounded if he flips
    back into a wall.
#2/ Lei will regain 10 points of energy, but the throw damage will be
    reduced to 23.
#3/ Will perform one of Lei's (1+3_2+4) grabs, depending on where the
     opponent was grabbed.
#4/ Will remain in BT if grab doesn't connect.
#5/ The [F+] version of the throw has more range.


-------------------------------------------------------------------
                         Basic Arts
-------------------------------------------------------------------
                                                       Hit
Command:       Name:               Stance:  Damage:   Range:  Properties:
1              Jab                          5         h
f+1            Forward Jab                  6         h
(d/f_WS)+1     Quick Upper                  (10_12)   m
(d_d/b)+1      Low Jab             RC       5         Sm
 = ~f           = Crouch Cancel             -         -       #1
FC+1           Crouch Jab          RC       5         Sm
2              Straight                     12        h
f+2            Forward Straight             12        h
d/f+2          Uppercut                     12        m       JG JGcco
(d_d/b)+2      Low Straight        RC       8         Sm
WS+2           Uppercut                     15        m       JGc JGbt
FC+2           Crouch Straight     RC       8         Sm
u+2            Weighted Punch               18        M
3              Crescent Kick                28        h
f+3            Advancing Crescent           30        h       MS
                Kick
b+3            Retreating Crescent          25        h       MS
                Kick
d/f+3          Lateral Kick                 18        m
d/b+3          Spin Sweep                   15        L
D/F,3          Crouch Spin Kick    RC       12        L
FC+3           Crouch Spin Sweep   RC       12        L
4              Roundhouse                   16        h       JGc
(d/f_WS)+4     Front Kick                   (15_16)   m
D/F,4          Crouch Shin Kick    RC       10        L
FC+4           Crouch Kick         RC       7         L
d/f_FC,d/f     Low Parry                    -         -       OC #2


#1/ Will go straight into normal fighting stance instead of WS.
#2/ Can parry opponent's low or special mid attack.


-------------------------------------------------------------------
                         Special Arts
-------------------------------------------------------------------
                                                         Hit
Command:        Name:                Stance:  Damage:   Range:   Properties:
(1_f+1),1       Serpent Strikes               (5_6),5   h,h
 = ~f            = Snake             SNA      -         -
(1_f+1),2       One-Two Punch                 (5_6),12  h,h
(U_u/f_u/b)+1   Jumping Left Punch            12        m
f,N+1