Lee combos

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
Notation summary for combos
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
  1. โ†‘ 1.0 1.1 Should never have a space immediately after it.
  2. โ†‘ Not "for stance transition", which has no special notation and is written the same as any other input.
  3. 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
(4,3),3
[39; 13] d,DB+4[1]
[36; 11] ub+3[2]
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 d+2
[56; 13] 1,3:3:3[6] d,DB+4
[53; 10] H.df+4,4~F d,DB+4
[43] df+4,4[4]
[42] f+1+2[7]
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
  1. โ†‘ Timing is extremely tight. At +8 BK has 2 frames of leniency against U getup
  2. โ†‘ Doesn't reach if opponent holds B. CH launches wake-up kicks
  3. โ†‘ Only works after b+4,3 at point blank range
  4. โ†‘ 4.0 4.1 4.2 4.3 4.4 Heat engager
  5. โ†‘ 5.0 5.1 The opponent can turn around if HMS.u+4 is a bit late (see Lee tech for details)
  6. โ†‘ Can whiff from tip range CH d+2
  7. 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!
  8. โ†‘ Can replace with crouch cancel, but will whiff at tip range
  9. 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 4,4:4[9]
[57; 26] dash b+3,3,f b+1:1[10],f f+4:1 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
  1. โ†‘ 1.0 1.1 Might be a bit too hard or inconsistent to be in "staples"
  2. โ†‘ 2.0 2.1 Needs to be delayed heavily, otherwise d+2 won't connect
  3. 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
  4. โ†‘ 4.0 4.1 Needs to be delayed, otherwise b+2 won't connect
  5. โ†‘ Backdash at the beginning is very short. Without it, you will move past the opponent
  6. โ†‘ Can also crouch cancel to access the bnbs at the beginning of this section
  7. 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)
  8. โ†‘ Input QCB to cancel HMS faster (see related tech page)
  9. 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
  10. โ†‘ Can replace with b+2, but timing of dash b+3,3,f becomes even more strict
  11. 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
  12. 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
[24] CH HMS.4 dash
[24] CH ub+3 dash
[0] Low parry
[+50; 32] b,B+4 dash d+2 dash d+2 b+2,f ws1,2[5],f ws2,3[5]
[+47; 30] b,B+4 dash d+2 b+2,4,3 run f+4:1
[+47; 30] b,B+4 dash d+2 b+2,f b+2,f ws1,2,f ws2,3
[+43; 27] 4,u+3 b+2,4,3 run f+4:1
  1. โ†‘ Can replace with b+1:1 ws2,4 for equal damage
  2. โ†‘ ws2,3 needs to hit before the opponent touches the ground
  3. โ†‘ First hit should whiff immediately after MS or without dashing
  4. โ†‘ There's a short period where the first hit of 4,u+3 whiffs, so make sure to delay it
  5. 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
[20] CH d+3,4[1]
[20] CH d+3[2]
[24] CH 1+2
[24] CH 1+2 3+4
[21] CH (2,1),1
[21] CH (uf+3),1
[+52; 32] b+3,3,f ws1,2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
[+48; 30] b+3,3,f b+2,f b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3
  1. โ†‘ Tip: Input b+3,3 as soon as you see Lee lift up his left index finger
  2. โ†‘ Input b,b+3,3 in order to crouch cancel. b+3,3 can be inputted earlier than after CH d+3,4, but you have less time to react to the CH

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
[+43; 8][1][2] 4,3,4 T! 3+4 HMS.u+4 ub+3
[; ]
Sidestep


  1. 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.
  2. 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
ws2,3
[88; 32] b+1:1,f~n[3] d+2 b+2,f b+2,f ws1,2,f ws2,3 T! b,B+4 f,F+3
[85; 30][4] b+1:1,f[3] d+2 b+2,f ws1,2,f f+4:1 T! b,B+4 f,F+3
[81; 28] b+1:1,f[3] 2 b+2,f ws1,2,f b+2,f f+4:1 T! f2,1
b+2,4,3
[90; 42] dash d+2 b+2,f ws1,2,f ws2,3 T! f+3+4 FC df+4[1]
[81; 35] dash d+2 b+2,f ws1,2,f ws2,3 T! dash b,B+4 f,F+3[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
  2. โ†‘ 2.0 2.1 2.2 Should be delayed longer than usual
  3. โ†‘ 3.0 3.1 3.2 Switches to opponent's front side
  4. 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)
  1. โ†‘ Enable special style and press f+2 to get the blazing kick.
  2. โ†‘ Might be possible to cc -> bk?[untested]
  3. โ†‘ Might be possible to SSR after blazing to get it? (BK recovers quite slow though)[untested]
  4. โ†‘ Might need to SSR after the dash (seems to consistently work without it though)
  5. 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
  6. 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

External links