Lee combos (Tekken 7)

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This page is for Tekken 7. For Tekken 8, see Lee combos.

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 § Staples.

Regular launch (e.g. df+2)
4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
Pickup launch (e.g. CH 1+2,3+4)
b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
Crouching recovery (e.g. CH FUFT.3)
ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1

Mini-combos

ws2,3[1]
CH ub+3[2]
f,F+3
CH db+3+4
CH FC.df+4
f,F+3+4
f+3+4
CH FC.df+4,3
HMS.1,f~n d,DB+4
HMS.uf+4
1,3:3:3
HMS.4
HMS.uf+4
b+4[3]
d,DB+4
ub+3
b,B+4,3
b+4,3[3]
HMS.uf+4
FC.df,d,DF+3
MS.3+4[4]
FUFA.3
CH (2,1),4
1,3:3:3
1,2,4
uf+3+4
R.df+3+4
f,F+3
ub+3[5]
d+2[5]
uf+3+4,3+4
HMS.uf+3
HMS.2
4,3,3
d+4,4,3,3
d+3[5]
ub+3[5]
  1. 5 frame window to input F+3
  2. 4 frame window to input F+3
  3. 3.0 3.1 Hit vs crouch
  4. Can't buffer attacks during recovery
  5. 5.0 5.1 5.2 5.3 Sometimes whiffs

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

Most of Lee's staples make use of Sway (MS.b~n) being in while standing for the first 4 frames.

For example, ws2,4 from MS is done with the input b,n,2,4. This is written as simply ws2,4 in combos, with this technique implied if MS is entered prior.

Standing
Not accepting input
While standing (Sway)
Crouching (MS)
Input buffer
Frame
Input
State
0
f
1
n
2
n
n
6
n
7
n
n
12
n
13
b
14
n
15
n
16
n
17
n
18
n
19
n
n
ws2,4 from MS—the spaces between f, b, and 2 are essential.

The technique is easier out of a transition because Sway can be input in the input buffer. This allows more frames of neutral between the b and the attack button.

Frame
Input
State
0
b2
1
n
2
f
3
n
4
n
n
27
n
28
b
29
n
30
n
31
n
32
n
33
n
34
n
35
n
36
n
37
n
38
n
39
n
40
n
n

A common mistake is to do the attack input exactly as b is released, leaving no room for n. Make sure there's a gap between the b and 2 (for ws2) in the practice mode's command history.

[13] uf+4
[12] df+2
[20] MS.3,4
[25] uf,n,4
[24] CH b+4
[21] CH (f+4),3
[24] CH HMS.uf+4
[18] BT.uf+4
[+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH 4
[68] b+1:1,f~n[1] 4,u+3 b+2,f~n(x2) <f+4,1 S! f+2,1
[67] b+1:1,f~n[1] 4,u+3 b+2,f~n ws2,4 S! f+2,1
[65] b+1:1,f~n[1] 4,u+3 b+2,f~n f+4,1 S! f+2,1
[61] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
CH 4,4
[57] b+2,f~n(x4) f+4,1 S! f+2,1
[55] b+1:1,f~n df+1 b+2,f~n ws2,4 S! f+2,1
CH 4,3,4
[70] b+2,f~n(x3) ws2,4 S! f+2,1
[67] b+2,f~n ws2,4 S! b+2,f~n ws2,3
[20] CH d+3,4[2][3]
[24] CH 1+2
[24] CH 1+2,3+4[2]
[21] CH (2,1),1
[21] CH (uf+3),1
[+43] b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
[+40] b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
[32] f+3,3,3,3,3,4
[28] CH (b+2),4,3
[+36] 4,u+3 b+2,f~n(x3) <f+2,1
[+33] 4,u+3 b+2,f~n(x2) ws2,3
[+30] 4,u+3 b+2,f~n ws2,3
[24] CH b+4,3
[21] CH (f+4),3,4
[+50] f~n ws2,3 b+2,f~n(x3) ws2,4 S! f+2,1
[+47] f~n ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH Sway.4[4]
[68] d+2 d+2 b+2,f~n(x3) f+4,1 S! f+2,1
[67] d+2 d+2 b+2,f~n ws2,4 S! b+2,f~n ws2,3
low parry
[53] f,F[5] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[50] f,F[5] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
[43] d+2 b+2,f~n df+1 b+2,f~n ws2,4 S! f+2,1
[24] CH HMS.4
[25] FC.uf+4
[12] CH FUFT.3
[12] CH FUFA.3
[10] CL FDFT.3
[+48] ws2,3 b+2,f~n(x3) f+4,1 S! f+2,1
[+47] ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH FDFA.3
[58] ws4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
[55] ws4 b+3,3,f~n b+2,f~n ws2,4 S! f+2,1
[22] f,F+4
[23] b,B+4
[35] uf+3,4
[+38] f,F b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
CH d+2
[63][6] f,F b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
[62] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[60][6] f,F b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
HMS.2
[74] 4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
[73] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n f+2,1
d,DB+4
[79] <UF,4 4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[79] UF,4 <d+2 b+2,f~n(x3) ws2,4 S! f+2,1
[77] (d+4),4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[74] (d+4),4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
[12] CH (1,2),4
[26] CH (1,2),4*
[20] CH (HMS.1),4
[+42] df+1+2,3 S! b+2,f~n 1,2,f~n f+2,1
[+41] df+1+2,3 S! b+2,f~n 1,2,f~n 1 f,F+3
[+41] <d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
[+37][7] ssr b+3,3,f~n <2,2,3 S! f+2,1
[12] CH (1,2),4,3
[20] CH (HMS.1),4,3
[+41] f~n d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
[24] CH (2,1),3
[36] CH (b+1+2),P.4
[+47] 4,u+3 b+2,f~n(x4) ws2,3
[+42] 4,u+3 b+2,f~n 1,2,f~n ws2,3
[+38] d+2 b+2,f~n 2 b+2,f~n 1,2,f~n ws2,3
(df+3,2),3
[63] 2,2,3 S! b+2,f~n 1,2,f~n f+2,1

Rage

[39] ws2,3
[26] CH ub+3
[+55] R.df+3+4,f~n ws2,3 b+2,f~n(x2) f+4,1 S! f+2,1
[+52] R.df+3+4,f~n ws2,3 b+2,f~n f+4,1 S! f+2,1
[25] R.df+3+4,f~n
[+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
  1. 1.0 1.1 1.2 Whiffs at tip range, and whiffs often vs Kuma/Panda.
  2. 2.0 2.1 Hold B and press 3 when Lee raises his left hand.
  3. 2 frame window on b+3 pickup.
  4. Doesn't work against all characters, see § CH Sway.4 for more.
  5. 5.0 5.1 This microdash is not necessary, but it helps with the timing.
  6. 6.0 6.1 Harder than d+4 pickup, but safer on failure.
  7. Re-aligns for a regular splat.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat[1]
[23][2] b+2,f~n f+4,3 d+3
[23] df+1 f+4,3 d+3
[20] 4,3<4
Low splat[3]
[19] d+4,4,3,3
[18] d+4,4,u+3[4]
High splat[5]
[30] 4,u+3 f+4,3 d+3
Very high splat[6][7]
[30] uf+3+4 df+1 f+4,3 d+3
[29] f,F+3 df+1 f+4,3 d+3
Side splat
b+4 d+3
(f+4),3 d+3
df+4
f,F+3
Reverse splat
b+4 ub+3
(f+4),3 ub+3
Wall bounce
4,u+3 f+4,3 d+3
ss 4,3,4 W! b+2,f~n f+4,3 d+3
ss 4,3,4 W! 4,u+3 f+4,3 d+3
vs Gigas, Jack, and Marduk
replace d+3 with 3[8]
vs Fahkumram (regular splat)
[25] ws2,4 D+4,4,4,4
vs bears
replace d+3 with D+4,4,4<4[9]
  1. Common after ws2,3 or f+1+2 or d+2 W! in a juggle
  2. Does more damage than df+1 with less scaling
  3. Common after f+2,1 W! in a juggle
  4. Recovers faster, so better oki
  5. Possble after 1,2,f~n or ws2,3 W! in a juggle
  6. After HMS.2 W!
  7. Possible after 4,3,4 in a juggle
  8. 1 less damage, but they can block the d+3
  9. Breaks walls with a non-delayed 4, but the bear player can prevent this with a spring kick

Off-axis

uf+4
df+2
MS.3,4
uf,n,4
4,u+3,f~n d+2 f+4,1 S! b+2,f~n f+2,1
4,u+3,f~n f+4,1 S! b+2,f~n(x2) f+2,1
4,u+3,f~n f+4,1 S! 1,2,f~n f+2,1

Back-turned opponent

Against big characters with short legs (Gigas, Jack, Marduk, bears):

  • Dead center of opponent's back:
    • S! b+2,f~n doesn't work—just go straight for f+2,1
    • b+2,4,3 S! f+2,1 as aerial hits 3–7 won't work—do b+2,f~n f+4,1 S! f+2,1 instead
  • b+3,3,f~n b+2,f~n doesn't work
  • b+3,3,f~n 2 sometimes doesn't work—try b+3,3,f~n 1 instead
f+3,3,3,3,3,4
[60] d+2 b+2,f~n 1,2,f~n f+2,1
f+3,3,3,3,4
[69] b+3,3,f~n 2 b+2,f~n f+4,1 S! f+2,1
d,DB+4
[77] f,F~4,u+3[1] b+2,f~n(x3) ws2,4 S! f+2,1
[74] f,F~4,u+3[1] b+2,f~n ws2,4 S! b+2,f~n ws2,3
[73] UF,4 2 b+2,4,3 S! b+2,f~n f+2,1
[72] <4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
[71] SSR.df+1+2,3[1] S! b+2,f~n(x4) f+2,1
uf+3,4
[72] b+3,3,f~n 2 f+4,1 S! b+2,f~n f+2,1
ws2,3
[77] b+1:1,f~n 2 b+2,f~n(x3) f+4,1 S! f+2,1
[76] b+1:1,f~n 2 b+2,f~n ws2,4 S! b+2,f~n f+2,1
df+3,2,3
[91] 2 d+2[2] b+2,4,3 S! b+2,f~n f+2,1
[97] 2 d+2[2] b+2,4,3 S! b+4 d+3
[99][3] 2 f,F~4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! wr3,4
[100][4] 2 d+2[2] b+2,4,3 S! b+4 ub+3
[114][5] 4,u+3 R.df+3+4,f~n ws2,4 S! b+4 d+3
  1. 1.0 1.1 1.2 Switches to opponent's front side
  2. 2.0 2.1 2.2 Delay d+2 if left of opponent's center back
  3. Dead center or slightly left of opponent's center back
  4. Against large normals, somewhat right of opponent's center back
  5. Left of opponent's center back

Character specific

CH Sway.4

AK, Bob, Bryan, Drag, Fahk, Feng, Geese, Hei, King, Maven, Miguel, Negan, Paul, Shaheen, Steve
4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
Gigas, Jack, Marduk
df+4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1
Bears
b+3,3,f~n b+2,f~n(x3) f+4,1 S! f+2,1

ws2,3

Gigas and Marduk
[71] b+1:1,f~n b+3,3,f~n[1] ws2,4 S! f+1+2
[56] b+1:1,2
with floor break
[69] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! f,F+3[3]
[68] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! d,DB+4
[68] b+1:1,f~n ws3,3 F! ws2,4[2] S! f+1+2
[67] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! d+3
[66] b+1:1,f~n b+3,3,f~n[1] db+3 F! 1,2,f~n f+2,1
[66] b+1:1,f~n ws3,3 F! b+1,2,f~n <1,2,f~n f+2,1
Bears
b+2,4,3 S! b+2,f~n(x3) f+2,1
  1. 1.0 1.1 1.2 1.3 1.4 To get b+3 after b+1:1,f~n the MS must be cancelled first to avoid MS.3. The simplest way to do this is holding b during recovery and pressing 3 exactly as the recovery ends. A buffered sidestep also works.
  2. 2.0 2.1 2.2 2.3 Hold d during the floor break to recover crouching post-break to do this as fast as possible. Easy mode option f+4,1 S! also works and is only -1 damage because of floor break scaling.
  3. The only practical way to hit this is with the assist button mapped and pressing f,F,assist+3. A reverse backdash cancel (i.e. f,F,df,f,F+3) can work in theory but only with superhuman speed.

Floor break

Lee's floor break options differ in how many hits they do, whether they leave the opponent face-down or face-up, and how easy they are to connect.

Move # of hits Damage Post-break state
1+2 1 20 Face-down
wr3,4 2 14,26
4,3,3 3 16,14,20
b+4 1 22 Face-up
f+4,3 2 13,18
f+3+4 2 10,20

Floor breaks reduce damage scaling significantly, so you want to do as much of your combo as possible before the break. This means you're mostly doing the break at or near the wall.

Post-break, your options depend on how much wall slump you've built up. Every hit on the wall with the opponent's feet to the ground builds up slump. However, the move that breaks the floor does not build up slump. So a 1-hit floor break will build no slump and you can do a regular wall combo, but a 2-hit floor break will build 1 bit of wall slump and you'll have to adjust.

Opponent state # of slump Wall combo Damage
Face-down 0 4,u+3 f+4,3 d+3 20
1 4,u+3 f,F+3 18
2 4 b+4 ub+3 17
Face-up 0 df+1 f+4,3 d+3 14
1 4,u+3 13
2 b+4 d+3 11

4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.

Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 ub+3.

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
[24] CH b+4
[+55] UF,4 d+2 b+2,f~n(x3) ws2,4 S! f+2,1
[+43] u+3 b+3,3 b+2,f~n(x3) ws2,4 S! f+2,1
[24] CH 1+2
[21] CH (2,1),1
[21] CH (uf+3),1
[+46] f,f df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
[24] d,DB+4
[+29] 3~3:4
[12] CH (1,2),4
[26] CH (1,2),4*
[20] CH (HMS.1),4
[+43] df+1+2,3 S! b+2,f~n 1,2,f~n(x2) f,F+3
FUFT.3+4[1]
[2]d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[3]df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
  1. Has 12 active frames, typically connects on the 8–9th unless the opponent is running into it
  2. If it connects on the 11th frame or later
  3. If it connects on the 12th frame, or if they don't tech roll

B1 link

See also: B2 loop#B1 link

A b1 link (or Triple Fang link) is b+2,f~n b+1:1,f~n in a juggle. Its main purpose is to get more wall carry.

Since b+1:1,f~n travels further than b+2,f~n, it allows Lee to either:

  • get an extra aerial hit
  • get ws2,4 as the screw instead of f+4,1
  • get ws2,3 as the ender instead of f+2,1

For the b+1 to connect b and 1 must be pressed on the same frame. The timing is lenient but must be done earlier than another B2 loop would be.

For carry purposes b+1:1,f~n and b+1,1,f~n are the same, but the former does 1 more damage.

This is an advanced technique, having a tight execution requirement for relatively little reward.

uf+4
df+2
MS.3,4
uf,n,4
CH b+4
CH (f+4),3
CH HMS.uf+4
df+3+4,f~n
4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
f+3,3,3,3,3,4
4,u+3 b+2,f~n(x2) b+1:1,f~n ws2,3
CH 4
b+1:1,f~n 4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! f+2,1
low parry
f,F 4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH HMS.4
FC.uf+4
CH FUFT.3
CH FUFA.3
CH FDFT.3
ws2,3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH d+3,4
CH 1+2
CH 1+2,3+4
CH (2,1),1
CH (uf+3),1
b+3,3,f~n b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
ws2,3
df+3+4,f~n S! d+2 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1

One method for doing this is to piano the 1 button with two fingers to hit it twice. This is a placebo, since the extra button press doesn't actually give you an extra "chance" to hit the link, but many people find this method useful anyway.

Tools

[70%] Damage
  • [17] UF,4
  • [17] R.df+3+4
  • [15] f,F+4
  • [11] 4
Two hits
  • [23] 4,u+3
  • [23] 4,u+3,f~n
Three hits
  • [28] 4,3,4
[70%] Pickup
  • [11] 3
  • [11] d+2
  • [11] df+4
  • [11] ws4
Two hits
  • [20] ws2,3
  • [13] b+3,3,f~n
Three hits
  • [24] d+4,4,u+3,f~n
[30%] Filler
  • [3] b+2,f~n
  • [3] b+1:1,f~n
  • [3] 2
  • [3] df+1
  • [2] b+1,1,f~n
Two hits
  • [4] 1,2,f~n
[30%] Screw
  • [9] ws2,4
  • [7][1] f+4,1
Three hits
[70%]
  • [19][4] SSR.3+4
  • [17] SSL.3+4
  • [16] b,B+4
  • [12,11][4] df+1+2,3
  • [7,7,9][4] 2,2,3
[30%] Ender
  • [11][5] wr3,4 F!
  • [10] f+2,1
  • [10] ws2,3
  • [8] f+1+2
  • [6] d+2
  • [6][6] b+4 F!
  • [6][5] 1+2 F!
  • [4] db+3 F!
  • [4] 1,2,f~n
Three hits
  • [13] df+3,2,3
  1. In rage, f+4,1 only does 1 less damage than ws2,4, compared to the usual 2.
  2. b+2,4,3 can't actually hit if first hit is 30% scaling. It only works as hits 3–5. However, in that situation it still does the same damage as b+2,f~n ws2,4.
  3. Flips over upside down opponent.
  4. 4.0 4.1 4.2 Misaligns right.
  5. 5.0 5.1 Flips opponent over.
  6. After b+4 ender, can get a mostly guaranteed d+3 after for 19 damage total. Can even get a ub+3 sometimes depending on spacing. Spring Kicks can dodge, but they whiff vs d+3 in most cases.
Starter
  • 4,u+3 b+2,f~n works as aerial hits 2–4, but—
    • b+2,f~n whiffs when off-axis.
  • f,F+4 iws2,3 b+2,f~n can work as aerial hits 1–4.
  • f,F+4 d+2 R.df+3+4 S! can work as aerial hits 1–3.
  • d+2 b+2,f~n can work up to aerial hits 2–3, and very rarely 3–4, but—
    • at some angles, d+2 needs to hit close to the ground, and
    • at other angles, it needs to hit far from the ground.
Filler
  • b+2,f~n loops with itself on-axis.
  • 1,2,f~n works in most situations and loops with itself.
  • 1,2,f~n carries less than b+2,f~n(x2).
  • b+1:1,f~n can connect after b+2,f~n.
  • b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle.
  • df+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3–4.
Screw
  • ws2,4 works as aerial hits 6–7, but—
    • aerial hit 7 whiffs when off-axis, especially to the right; however
    • can work as aerial hits 7–8 after b+1:1,f~n if precisely off-axis to the left
  • f+4,1 works as aerial hits 6–7, and—
    • usually works as aerial hits 7–8 after b+1:1,f~n; and
    • can work as aerial hits 7–8 after b+2,f~n if precisely off-axis to the right.
  • b+2,4,3 works up to aerial hits 3–5.
    • aerial hit 5 whiffs when off-axis to the right.
  • 2,2,3, df+1+2,3, and SSR.3+4 rotate the juggle to the right.
  • b+2,4,3 flips over face-down opponents.

Fastest to slowest recovery:

  • ws2,4 (r24)
  • b+2,4,3 (r27)
  • 2,1,3 (r28)
  • f+4,1 (r29)
  • 2,2,3 (r31)

Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.

Ender
  • df+3,2,3 only works up to aerial hits 5–7.
  • f+2,1 sends them furthest.
  • ws2,3 sends them highest so is easiest to followup and can high splat.
  • f+1+2 packs damage in a short distance.
  • d+2 gets a regular splat in the shortest distance.
  • 1,2,f~n can high splat.
  • df+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count as a wall hit.
Demonstration of wall carry for various enders.

External links