| Lee |
|---|
| Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lee movelist (Tekken 7).
Heat
Input
- HMS.2+3
- MS.2+3
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.df+3+4
- 7 chip damage on block
- Consumes 300F of remaining Heat Time
- Has good left sidestep tracking
- Transition to +2, +26a MS with F
H.d+1+2
- 6 chip damage on block
- Consumes 240F of remaining Heat Time
- Has good right sidestep tracking
- Transition to +6, +23a (+13) HMS with 3+4
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Interrupt with i2 from 2nd block
- Frame advantage on 1st CH: +29a (+22)
- 4 chip damage on block
df+3,2,3
- Combo from 1st or 2nd CH with 7F delay
- Move can be delayed by 10F
- Input can be delayed by 11F
1,2:4
- Jail from 1st attack
- Combo from 2nd hit with 1f delay
- Input 4 during frames 10-13 of 1,2
- Consumes 60F of remaining Heat time without perfect input
- Move cannot be delayed
- Transition to -14 +3 r33 HMS with 3
- Combo from 1st hit
- Input 3 during frames 8-9? of previous hit
- Interrupt from i1 from 1st block
- Timestop on hit
- Consumes 240F of remaining Heat time without perfect input
- 5 chip damage
3~3:4
- Unbreakable
- Input 4 on frame 31? from previous hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
f+4:1
- 10 chip damage
- Combos on 1st hit CH
- Interrupt with i9 from 1st block
f+3,3,3,3,3:4
- 10 chip damage
- Perfect Input not required during Heat
- 4 must be input during frames 7?-9? of previous hit
- Partially consumes remaining Heat Time
- Combos from 1st hit
- 4 can be input after the 2nd hit on-wards
b+1:1,2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Perfect input when DF and 3 are input during the same frame
- Partially consumes remaining Heat Time
- Is not bufferable from full crouch (regular version gets buffered instead)
- Transition to HMS -15 +5c with 4
ws1:4
- Combo from 1st hit
- Transition to -8, +12g HMS with 3
- Input 4 during frames 12-14
- Move cannot be delayed
- 9 chip damage on block
n
Input
1,2
- Transition to -2 +8 r21 MS with F
- Jail from 1st block with 4F delay
- Combo from 1st hit with 4F delay
1,2,2
- Combo from 2nd CH with 7F delay
- Interrupt with i2 from 1st block
- Move can be delayed 5F
- Input can be delayed 7F
1,2,2,3
- Combo from 2nd CH or 3rd hit with 8F delay
- Transition to -9, +11a (+2a) r37 HMS with 4
- Interrupt with i6 from 3rd block
- Whiffs vs SSR from 3rd block
- Move can be delayed 13F
- Input can be delayed 17F
1,2,4
- Jail from 1st block
- Combo from 2nd hit
- Transition to -14 -2 r33 HMS with 3
- Consumes 60F of remaining Heat time without perfect input
1,2:4
- Jail from 1st attack
- Combo from 2nd hit with 1f delay
- Input 4 during frames 10-13 of 1,2
- Consumes 60F of remaining Heat time without perfect input
- Move cannot be delayed
- Transition to -14 +3 r33 HMS with 3
1,3
- Jail from 1st block with 2F delay
- Combo from 1st hit with 4F delay
- Move can be delayed by 4F
1,3:3
- Input 3 during frames 13-16 of previous hit
- Jail from 1st attack
- Combo from 1st hit
- Combo from 1st hit
- Input 3 during frames 8-9? of previous hit
- Interrupt from i1 from 1st block
- Timestop on hit
- Consumes 240F of remaining Heat time without perfect input
- 5 chip damage
2,1
- Transition to -5, +6 HMS with 3+4
- Combos from 1st hit
- Jails from 1st block with ?F delay
2,1,1
- Combo from 2nd CH with ?F delay
- Interrupt with i6 from 1st block
2,1,3
- Combo from 2nd CH with ?F delay
- Interrupt with i8 from 1st block
2,1,4
- Combo from 2nd CH with ?F delay
- Interrupt with i10 from 1st block
2,2,3
- Transition to -9, +11a (+2) HMS with 4
- Combos from 1st hit CH
- Interrupt with i6 from 2nd block
- Whiffs vs SSR from 2nd block
3,3
- Combos from 1st hit
- Jail from 1st block with ?F delay
3~3:4
- Unbreakable
- Input 4 on frame 31? from previous hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
4,3,3
- Combos from 2nd hit CH
- Move cannot be interrupted
4,3,4
- Interrupt with i10 from 2nd block
- Whiffs vs SS, SW from 2nd block
4,4,4
- Jail from 1st attack
- Combo from 2nd hit with no delay
- Frame advantage on 1st CH: +25a (+18)
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Interrupt with i2 from 2nd block
- Frame advantage on 1st CH: +29a (+22)
- 4 chip damage on block
4,u+3
- Transition to -9, +40 MS with F
- Interrupt with i14 from 2nd block
- Whiffs vs SSR, SW from 2nd block
3+4
- Transitions to HMS
- Transition to r7? FC with d_db_df (8F cost?)
- Transition to r1? FC when transitioning from HMS move transitions? (1F cost?)
- Transition to r7? MS with f,n
f
Input
f+2,1
- Combos from 1st hit
- Delayable
- Forces tech back roll on hit
- Move can be delayed by
- Input can be delayed by +1
f+3,3,3,3,3,4
- If only last hit connects +28a (+13)
- Combos from 1st hit
- 4 can be input after the 2nd hit on-wards
f+3,3,3,3,3:4
- 10 chip damage
- Perfect Input not required during Heat
- 4 must be input during frames 7?-9? of previous hit
- Partially consumes remaining Heat Time
- Combos from 1st hit
- 4 can be input after the 2nd hit on-wards
f+4,1
- Combos on 1st hit CH
- Interrupt with i9 from 1st block
f+4:1
- 10 chip damage
- Combos on 1st hit CH
- Interrupt with i9 from 1st block
f+4,3
- Transition to -4, +7c, +64a HMS with 4
- Combos on 1st hit CH with 8f delay
- Interrupt with i6 from 1st block
- Move can be delayed 14f
df
Input
df+3,2
- Combo from 1st hit with 5F delay
- Move can be delayed by 4F
- Input can be delayed by 5F
df+3,2,3
- Combo from 1st or 2nd CH with 7F delay
- Move can be delayed by 10F
- Input can be delayed by 11F
d
Input
db+1
- Transition to standing r24 with f
- +6c on crouching hit
d+4,n,4
- Links to attacks from 4 (4,4:4, 4,3,4, etc.)
- Combos from 1st hit CH at 7f delay
- Move can be delayed 9f
D+4,4,4,4
- Transition to -11, +20a (+11) HMS with 3
- Combos from 3rd hit CH
db
Input
b
Input
b+1,1
- Transition to -1, +10g HMS with 3+4
- Cancel and transition to -5, +1 MS with F
- +6c on crouching hit
b+1:1
- Transition to -1, +10g HMS with 3+4
- Cancel and transition to -5, +1 MS with F
- +6c on crouching hit
- Perfect Input not required during Heat
- Does not partially consume remaining Heat Time
- Heat Time is only consumed after the 2 followup
b+1:1,2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time
b+2,4,3
- Transition to -5, +17a MS with F
b+3,3
- Transition to -7, +4 MS with F
- Combos from 1st hit
b+4
- Transition to -2, +8c, +65a HMS with 3
- +18d on crouching opponent
b+1+3
- High and Mid parry
- Puts you behind opponent
- Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
b+1+3,4
- Only available upon successful parry
- Guaranteed hit
u
Input
ub+3+4
- Unblockable
- Cancel and transition to HMS with 3+4
uf+3+4
- Transition to +8, +31d (+23) HMS with 3+4
- 9 chip damage
Motion Input
Input
f,F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 6 chip damage
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time
f,f,F+3,4
- Transition to +6, +29d (-6) HMS with 3
- Combos from 1st hit
- 7 chip damage
- Balcony break on 2nd hit only
Crouch
Input
FC.df+4
- Transition to HMS with 3 (-14/+3c/+25d)
FC.UF+4
- Transition to -17, +28a (+18) HMS with 3
- Alternate input FC.UB+4, FC.U+4
FC.UF+3+4
- Can hit cross-up
- Alternate input FC.UB+3+4, FC.U+3+4
FC.df,d,DF+3
- * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
- Bufferable from full crouch
- Transition to HMS -15 +5c with 4
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Perfect input when DF and 3 are input during the same frame
- Partially consumes remaining Heat Time
- Is not bufferable from full crouch (regular version gets buffered instead)
- Transition to HMS -15 +5c with 4
WS
Input
ws1,2
- Combo from 1st hit with 7F delay
- Transition to MS r22 cs10~23 with F (-3/+6/+11)
- Move can be delayed by 10F
ws1,4
- Combo from 1st hit
- Transition to HMS with 3 (-8/+1)
- Move cannot be delayed
- Consumes 60F of remaining Heat time
ws1:4
- Combo from 1st hit
- Transition to -8, +12g HMS with 3
- Input 4 during frames 12-14
- Move cannot be delayed
- 9 chip damage on block
ws3,3,D+3,3 ...
- D+3,3 can be repeated infinitely
- Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
ws3,3,DF+3,3 ...
- DF+3,3 can be repeated infinately
- Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
HMS (Hitman)
Input
3+4
- Transitions to HMS
- Transition to r7? FC with d_db_df (8F cost?)
- Transition to r1? FC when transitioning from HMS move transitions? (1F cost?)
- Transition to r7? MS with f,n
HMS.1
- Cancel and transition MS with F
- Cancel into Scatter Kick (HMS.3) with input HMS.1~3
HMS.1,1
- Cancel and transition to +1, +8 MS with F
- Combos from 1st hit
HMS.1,4
- Transition to -8, +4, +58a HMS with 3
HMS.3
- Shifts to throw on hit from the front
- 6 chip damage
HMS.u+3
- Transition to -9, +23d (+13) FC with D
- 7 chip damage
MS (Mist Step)
Input
f,n
- Transitions to MS
- Alternate input HMS.f,n
- Can perform standing actions except for 3 and 3+4?
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
2+3+4
- Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
- Perfect Input is a Just Frame even in Heat
(back to wall).b,b,UB
- fs5~7
- is8~24
- fs25~33
- js34~37
- fs38~40
Throws
Input
10 Strings
Input
df+1,2
- Combo from 1st hit with 2F delay
- Move cannot be delayed
df+1,2,2,1,3
- Combo from 4th hit
df+1,2,2,1,3,3
- Combo from 5th CH