Lee |
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Combos (Tekken 8) |
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Symbol | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- โ 1.0 1.1 Should never have a space immediately after it.
- โ Not "for stance transition", which has no special notation and is written the same as any other input.
- โ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
This page is for Tekken 8. For Tekken 7, see Lee combos (Tekken 7).
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to ยง Staples.
- Regular launch (e.g. df+2)
- 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b+1:1+2
- Pickup launch (e.g. CH d+3,4)
- b+3,3,f b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- b+3,3,f ws1,2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
It should be noted that b+2,f b+2,f ws1,2,f
can be replaced with b+2,f ws1,2,f b+2,f.
This filler deals the same damage and skips the b+2 loop, making the combo somewhat easier. It is not advised to do this, however, since it also makes followups very unreliable, especially off-axis.
Mini-combos
- 1,3:3:3
- [47; 13] d,DB+4
- [44; 11] ub+3
- ws2,3
- [54; 12] f,F+3
- uf+3+4
- [50; 14] f,F+3
- [49; 13] d,DB+4
- [46; 11] ub+3
- uf+1+2
- b+4 (crouching opponent)
- [39; 13] d,DB+4
- [36; 11] dash ub+3
- b+4,3 (crouching opponent)
- [38; 12] FC.df,d,DF#3
- [36; 11][3] HMS.4
- [33; 9] f~n d+3
- HMS.u+4
- [53; 10] H.df+4,4~F d,DB+4
- [43] df+4,4[4]
- [23] (4),u3
- [25] (4,3),4
- [41] CH (4),3,4
- [+35; 24] dash 3+4 HMS.u+4[5] d,DB+4
- [+20; 14] f,F+3
- CH (ws1),2,f~n
- [56; 13] 1,3:3:3 d,DB+4
- [50; 10] H.4,4:4~F d,DB+4
- [40] 4,4:4[4]
- CH MS.b,n,4
- [68; 13] 1,3:3:3 d,DB+4
- [67; 15] H.4,4:4~F d,DB+4
- [52] 4,4:4[4]
- CH (2,1),4
- [57; 13] 1,3:3:3 d,DB+4
- [51; 10] H.4,4:4~F d,DB+4
- [41] 4,4:4[4]
- CH FC.df+4
- [39; 13] dash[8] d,DB+4
- CH FC.df+4,3
- [52; 22] HMS.u+4 ub+3[9]
- CH db+3+4
- [41; 13] d,DB+4
- [38; 11] dash ub+3
- CH (ws2),4
- [62; 24] dash 3+4 dash HMS.u+4 d,DB+4[5]
- [46; 13] dash d,DB+4
- [20] CH MS.3+4
- [24] CH FC.df,d,DF+3
- [27] CH FC.df,d,DF#3
- [+16; 11] ub+3
- [+13; 9] FC.df+4
- [33] H.df+4,4~F
- [31] H.4,4:4~F
- [+15; 15] d,DB+4
- [+12; 12] ub+3
- โ Timing is extremely tight. At +8 BK has 2 frames of leniency against U getup
- โ Doesn't reach if opponent holds B. CH launches wake-up kicks
- โ Only works after b+4,3 at point blank range
- โ 4.0 4.1 4.2 4.3 4.4 Heat engager
- โ 5.0 5.1 The opponent can turn around if HMS.u+4 is a bit late (see Lee tech for details)
- โ Can whiff from tip range CH d+2
- โ Sends opponent airborne to the left of Lee. Can get a wall combo when wall is slightly to the left and far enough away, where df4,4 wouldn't W!
- โ Can replace with crouch cancel, but will whiff at tip range
- โ Can replace with d,DB+4, but it can be blocked by holding U
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Regular launch
- [12] df+2
- [14] uf+4
- [20] uf,n,4
- [20] MS.3,4
- [25] FC.UF+4 u~n
- [23] HMS.2
- [24] d,DB+4
- [21] CH (f+4),3
- [24] CH b+4
- [+59; 37] 4,u+3 b+2,4,3 run f+4:1 T! (ws2),4 run f+4:1
- [+56; 35] 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- [+53; 33] 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b+1:1+2
- [+53; 33] 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash ws2,3
- [+52; 33] 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash f+2,1
- df+2
- [72; 38][1] b,B+4 dash d+2 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- HMS.2
- [85; 39] dash f,F+4[2] d+2 b+2,4,3 run f+4:1 T! (ws2),4 run f+4:1
- [83; 37][1] dash 4,u+3,f[3] ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [82; 36] f,F+4[4] b+2,f ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- d,DB+4
- [87; 40] b,B+4 dash d+2 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- [84; 38] b,b[5] (b+2),4,3 dash d+2 b+2~f ws1,2~f ws2,3 T! dash b,B+4, f,F+3
- [82; 36] (d+4),n,4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4, f,F+3
- [82; 36] ws2,4 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- FC.UF+4[6]
- [77; 32] ws1,2,f b+2,4,3 run f+4:1 T! dash b,B+4 f,F+3
- [24] CH b+4
- [21] CH (f+4),3
- [+62; 39] f,F+4[2] d+2 b+2,4,3 run f+4:1 T! (ws2),4 run f+4:1
- [+60; 37] dash 4,u+3,f[3] ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [+60; 38] (b+2),4,3 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [+59; 37] f,F+4[4] d+2 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [+55; 33] dash[7] d+2 b+2,f ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- CH b+4,3
- [84; 38] QCB[8] (b+2),4,3 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [82; 36] f~n ws2,4 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [80; 35] f~n 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [79; 33] f~n d+2 b+2,f ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- CH (2,1),3
- [84; 38] dash (b+2),4,3 dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [83; 37] dash 4,u+3 b+2,4,3 run f+4:1 T! (ws2),4 run f+4:1
- [81; 36] dash (b+2),4,3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [80; 35] dash 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [14] CH (1,2):4 dash
- [14] CH (1,2):4,3 f~n
- [20] CH (MS.1),4 dash
- [+59; 38] SSL d+2 b+2,4,3 run f+4:1 T! dash f+3+4 FC df+4[11]
- [+56; 36] SSR d+2 b+2,4,3 run f+4:1 T! dash SSR b+4 d+3[12]
- [+50; 31] SSR d+2 b+2,4,3 run f+4:1 T! dash SSR b,B+4 f,F+3
- CH (b+2,4),3
- [85; 38] b,B+4 dash d+2 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- [81; 35] SSL 4,u+3 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
- โ 1.0 1.1 Might be a bit too hard or inconsistent to be in "staples"
- โ 2.0 2.1 Needs to be delayed heavily, otherwise d+2 won't connect
- โ 3.0 3.1 4,u+3 should hit opponent as high as possible. First ws1,2 needs to be done very quickly out of MS
- โ 4.0 4.1 Needs to be delayed, otherwise b+2 won't connect
- โ Backdash at the beginning is very short. Without it, you will move past the opponent
- โ Can also crouch cancel to access the bnbs at the beginning of this section
- โ Can replace with f~n, since you get a lot of time to get d+2. Can also SSR before d+2 to make ws2,3 less dropable (the "ws1,2"s can move you off-axis a lot)
- โ Input QCB to cancel HMS faster (see related tech page)
- โ The third hit of 4,4:4 should be inputted as early as possible. Inputting it late makes the pickup harder and often causes b+1:1 to drop
- โ Can replace with b+2, but timing of dash b+3,3,f becomes even more strict
- โ Whiffs on B getup. [+4;-14] damage if the opponent tries to get up any other way. Can be blocked if SSL was too short
- โ After (1,2):4,3 starter, this ender whiffs if opponent stays down. Can use another ender e.g. SSL b,B+4 f,F+3
Instant Tornado
- f+3,3,3,3,3:4
- [75; 36] dash b,B+4 dash d+2 b+2,4,3 run f+4:1
- [73; 35] dash b,B+4 dash d+2 b+2,f ws1,2,f ws2,3
- [72; 34] SSL (b+2),4,3, b+2,f ws1,2,f ws2,3
- [68; 32] dash b,B+4 dash d+2 b+2,f(x3) f+2,1
- CH 4,3,4
- [68; 33] dash SSL b,B+4 b+2,4,3[1] dash f+4:1
- [66; 32] (4),u+3 b+2,f ws1,2,f ws2,3[2]
- [65; 31] dash SSL d+2 b+2,4,3 run f4:1
- [64; 30] ws1,2,f ws1,2,f ws2,3
- CH f,F:2,f
- CH f,F:2 dash
- [83; 33] SSL b,B+4 dash d+2 dash d+2 b+2,4,3 run f+4:1
- [80; 31] SSL b,B+4 dash d+2 b+2 b+2,4,3 run f+4:1
- [78; 30] b,B+4 dash d+2 b+2,4,3 run f+4:1
- [77; 29] b,B+4 dash d+2 dash d+2 b+2,f b+2,f b+2,f b+1:1+2
- [77; 30] f,F+4 d+2 b+2,f ws1,2,f df+3,2,3
- [75; 28][3] (b+2),4,3 b+2,f b+2,f ws1,2,f ws2,3
- [74; 27] 4,u+3[4] b+2,f b+2,f ws1,2,f ws2,3
- CH HMS.4
- CH ub+3
- [76; 33] dash SSL b,B+4 dash d+2 dash d+2 b+2,4,3 run f+4:1
- โ Can replace with b+1:1 ws2,4 for equal damage
- โ ws2,3 needs to hit before the opponent touches the ground
- โ First hit should whiff immediately after MS or without dashing
- โ There's a short period where the first hit of 4,u+3 whiffs, so make sure to delay it
- โ 5.0 5.1 ws out of MS should be done as soon as possible. Seems to be the main reason this combo can drop
Pickup launch
- f,F+4
- [80; 37] dash b+3,3,f ws1,2,f ws1,2,f ws2,3 T! dash b+4, d+3
- [76; 35] dash b+3,3,f b+2,4,3 run f+4:1 T! dash b+4, d+3
- uf+3,4
- [89; 35] b+3,3,f b+2,4,3 run f+4:1 T! dash SSL b+4, d+3
- b,B+4
- [77; 35] dash b+3,3,f b+2,4,3 run f+4:1 T! dash SSL b+4, d+3
Wall
Regular carry
- No tornado available (24% scaling)
- [+23; 13] df+1 f+4,3 d+3
- [+22; 12] b+2 f+4,3 d+3
- [+20; 14] d+4,4,3,3
- [+17; 13] d+4,4,u+3
Sidewall or backturned splat:
- [+17; 11] b+4 d+3
High wallsplat:
- [ ; ]
- Tornado available (24% scaling)
- [+40; 28] 4,3,4 T! 3+4 HMS.u+4 ub+3
- [+38; 26] df+1 f+4:1 T! 3+4 HMS.u+4 ub+3
- [+31; 18] 4,3,4 T! b+4 d+3
Sidewall or backturned splat:
- [ ; ] ub+3 b+4 d+3
High wall splat (eg. df+2 or uf+4 at the wall):
- [+58; 38] f,F+3 4,3,4 T! 3+4 HMS.u+4 ub+3
- [+55; 37] f,F+3 df+1 f+4:1 T! 3+4 HMS.u+4 ub+3
Raw wall splat
(e.g. f+2,1 or df+4,4)
Instead of immediately doing the regular wall combo, you have a few other options to get more damage.
- Backdash
You can add another hit before the wall combo by backdashing and waiting for the opponent to slightly fall down. Usually, d+2 or b,B+4 is used.
- [+13; 8] b,B+4 deals the most damage. You should aim to hit the opponent as late as possible after the backdash.[1]
- [+8; 5] d+2 deals less damage, but the timing is less strict
- Sidestep
- โ 1.0 1.1 When the opponent is very close to the wall, certain moves (e.g. f+2,1 uf+3+4 and b+1:1,2) recover so slow that you can't backdash far enough and only get a low wall splat, which makes the 4,3,4 and df+1 followups impossible.
- โ Might have to dash in for 4,3,4 to connect. Unless you got a low wall splat, the timing for this is quite lenient
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- [12] df+2
- [14] uf+4
- [+63; 41] 4,u+3 b+2,f ws1,2,f ws2,3 T! f+3+4 FC df+4[1]
- [+54; 34] 4,u+3 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3[2]
- [+50; 31] d+2 b+2,4,3 run f+4:1 T! dash b,B+4 f,F+3[2]
- f+3,3,3,3,3:4
- [70; 31] dash SSL d+2 b+2,4,3 dash f4,1
- [63; 28] b+2,f 2 b+2,f, ws1,2f, f+2,1
- โ 1.0 1.1 Whiffs on B getup. [+4;-14] damage if the opponent tries to get up. Can be blocked if combo started off-axis right of opponent's center back
- โ 2.0 2.1 2.2 Should be delayed longer than usual
- โ 3.0 3.1 3.2 Switches to opponent's front side
- โ Useful for off-axis left of opponent's center back
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here'
- Elegant Palace
- H.2+3 (HWB!) b,B+4 dash d+2 f+2,1 (WS!) u/f+3+4 (BB!) b,B+4 dash f+4:1 (T!) dash b,B+4 (WS!) dash 3+4 HMS.u+4 u/b+3
Extras
Extra combos are juggles that are:
- Strictly worse than one of the ยง Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
Max damage
- Max damage df+2
- df+2
- [75; 40] b,B+4 dash d+2 dash d+2 b+2,f ws1,2,f BK[1][2] T! dash b,B+4 run f4:1 (credit to akiranishiki on the Leecord)
Must be slightly off-axis to the right for the ender to work[3]
- Max damage uf+4
- uf+4
- [73; 37] 4,u+3 b1:1,f ws2,4 run f+4:1 T! dash[4] b,B+4 run f+4:1 (from xentaros Lee spreadsheet)
- Max damage low parry
- Low parry
- [52; 33] SSL[5] b,B+4 dash d+2 dash d+2 b+2,4,3 run f+4:1
- CH Slide -> Blazing Kick
- [20] CH MS.3+4
- [24] CH FC.df,d,DF+3
- [27] CH FC.df,d,DF#3
- [+19; 13] u~n d,DB+4
This followup is extremely hard, impractical and definitely not worth it. Slide must hit from tip range, timing for crouch cancel and BK is very strict (+10 seems to require just frame BK after cc). Easier if opponent doesn't wake-up by holding U
Too inconsistent
- uf+4
- [73; 37] f,F+4[6] d+2 b+2,f b+2,f ws1,2 ws2,3 T! b,B+4 f,F+3
- CH (2,1),3
- [84; 38] dash b,B+4 dash d+2 b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
For Style Points
- CH b+4 Slide Combos for Style Points
- CH b+4,3
- df,df+3 ws4 f+4:1 T! b+2,f ws1,2,f Heat Burst b,B+4 H.f,F+3,F f,F+3 (combo showcase by u/IzNebula on Reddit)
- CH b+4
- b,B+4,3 df,df+3 ws2,4 dash f+4:1 T! b,B+4 Heat Burst b,B+4 H.f,F+3,F f,F+3 (credit to u/bier_piraat on Reddit)
- โ Enable special style and press f+2 to get the blazing kick.
- โ Might be possible to cc -> bk?[untested]
- โ Might be possible to SSR after blazing to get it? (BK recovers quite slow though)[untested]
- โ Might need to SSR after the dash (seems to consistently work without it though)
- โ Needs to be just right. Not far enough and third hit of b+2,4,3 will whiff, too far and first hit will whiff. Not a lot of time to step so buffer it and pray you get it right
- โ f,F+4 needs to be inputted about 42 frames (with ~1 frame of leniency) after uf+4, otherwise b+2 won't connect