Lee movetable

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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Lee-1 i10 h 5 +1 +8 Recovers 2f faster on hit or block (t27 r17)
Lee-1+2 i21 m 20 -1 +3 +26a
Homing
Floor Break
  • Transition to +2, +6, +29a HMS with 3+4
Lee-1,2 ,i12 ,h ,9 -3 +7
  • Transition to r30 -2 +8 MS with F
  • Jail from 1st attack with max (4F) delay
  • Combo from 1st hit with 4F delay
  • Move can be delayed 4F
Lee-1,2,2 ,i20~21 ,m ,14 -13 -2
  • Move can be delayed 5F
  • Input can be delayed 7F
  • Combo from 2nd CH with 7F delay
Lee-1,2,2,3 ,i21 ,h ,23 -3 +17a (+8)
Balcony Break
  • Combo from 3rd hit CH with 9F delay
  • Transition to r25 -9, +11a (+2a) HMS with 4
  • Move can be delayed 13F
  • Input can be delayed 18F
Lee-1+2+3+4
Lee-1,2,4 ,i18 ,m ,10 -12 -1 +58a
  • Jail from 1st attack
  • Combo from 2nd hit
  • Transition to -14 -2 HMS with 3
  • Move can be input by pressing 4 during frames 1-9 of 1,2
Lee-1,2:4 ,i18 ,m ,12 -12 +5 +58a
  • Jail from 1st attack
  • Combo from 2nd hit with 1f delay
  • Move can be input by pressing 4 during frames 10-13 of 1,2
  • Transition to r44 -14 +3 HMS with 3
Lee-1+3 i12~14 t 35 -3 -2d Throw break 1 or 2
Lee-1,3 i16 ,h ,5 -11 +0 Can be delayed (2F?)
Lee-1,3:3 ,i9 ,m ,4 -11 +0
  • Input 3 during frames 13?-15? of previous hit
  • Jail from 1st attack
Lee-1,3:3:3 ,i21 ,h ,14 -17 +14
  • Combo from 1st hit
  • Input 3 during frame 8? of previous hit
  • Timestop on hit
  • 5 chip damage
Lee-1+3+4
  • Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
  • Perfect Input is a Just Frame even in Heat
  • Perfect Input restores Heat Time
Lee-2 i10 h 10 +1 +7
Lee-2,1 i15 ,h ,8 -5 +6
  • Transition to -5, +6 HMS with 3+4
  • Combos from 1st hit
Lee-2,1,1 i20 ,m ,18 -12 +3 +26a
Lee-2,1,3 i24 ,h ,20 -4 +20a (+11) +65a (+45)
Balcony Break
Lee-2,1,4 i25 ,l ,18 -15 +1 +11
Lee-2,2 i20 ,m ,14 -13 -2
  • Combos from 1st hit CH
Lee-2,2,3 i21 ,h ,23 -3 +17a (+8)
Balcony Break
  • Transition to -9, +11a (+2) HMS with 4
  • Combos from 1st hit CH
Lee-2+4 i12~14 t 35 -6 -2d
  • Throw break 1 or 2
  • Side swap
Lee-3 i14 m 16 -8 +7
  • Transition to -8, +7 HMS with 4
Lee-3,3 i17 ,h ,18 -10 +1
  • Combos from 1st hit
Lee-3~3 i34 h 18 -9 +2
Lee-3~3:4 i34 ,t ,20 ! +0d
  • Unbreakable
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Lee-3+4 Transitions to HMS
Lee-4 i11 h 14 -9 +2 +2s
Lee-4,3 i18 ,h ,14 -14 -3 +2 Combos from 1st hit
Lee-4,3,3 i19 ,m , -13 +8d
Floor Break
  • Combos from 2nd hit CH
Lee-4,3,4 i30 ,m , -9 +42d js
Tornado
Lee-4,4 ,i10 ,h ,5 -13 -2
Lee-4,4,4 ,i10 ,h ,5 -13 -2
  • Jail from 1st attack
  • Combo from 2nd hit with no delay
  • Frame advantage on 1st CH: +25a (+18)
Lee-4,4:4 ,i20~21 ,h ,12 -9 +15a (+6)
Heat Engager
Heat Dash +5g +34d
Strong Aerial Tailspin
Balcony Break
  • Combo from 2nd hit with 1f-5f delay only
  • Frame advantage on 1st CH: +29a (+22)
  • 4 Chip Damage on block
  • 5 Chip Damage on block in heat
Lee-4,u+3 i33 ,m ,23 -1 +48d js
  • Transition to -9, +40 MS with F
Lee-b+1 i14 h 9 -0 +6
Lee-b+1,1 i20 ,m ,6 -5 +6
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
Lee-b+1:1 i14,i20 h,m 12,6 -5 +6
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
  • Perfect Input not required during Heat
  • Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
  • Heat Time is only restored or consumed after the 2 followup
Lee-b+1,1,2 i20 ,h ,18 -11 +1
  • Combos from 1st hit
Lee-b+1:1+2 i14,i21 h,h 12,25 -6 +39d (-19)
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Lee-b+1:1,2 i20~21 ,h ,23 -6 +39d (-19)
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Lee-b+1+3 +14BT ps5?
  • High and Mid parry
  • Puts you behind opponent
  • Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Lee-b+1+3,4 i20 m 35 +22a (+13)
Balcony Break
  • Only available upon successful parry
  • Guaranteed hit
Lee-b+2 i14 h 9 -5 +1
  • Transition to -1, +5 MS with F
Lee-b+2,4 i27 ,h ,16 -9 +6
Balcony Break
  • Automatically transitions to HMS on hit or block
Lee-b+2,4,3 i27 ,h ,21 -0 +22a (+13) +51a js
Strong Aerial Tailspin
Balcony Break
Lee-b+3 i15 l 9 -14 -3
Lee-b+3,3 i19 ,h ,12 -12 -1
  • Transition to -7, +4 MS with F
  • Combos from 1st hit
Lee-b+3+4 i20 h 23 -7 +15a (+6) pc
Heat Engager
Heat Dash +5, +34d
Balcony Break
Lee-b+4 i20 m 20 -3 +7c +64a
Floor Break
Spike
  • Transition to -2, +8c, +65a HMS with 3
  • +18d on crouching opponent
Lee-Back Throw i12~14 t 50 ! -5d Unbreakable
Lee-b,B+4 i19 h 23 +2 +25a
Strong Aerial Tailspin
Homing
  • Transition to +5, +28a HMS with 3
  • 6 chip damage
Lee-d+1 i10 s 5 -5 +6 cs Alternate input db+1, FC.1
Lee-d+2 i18 m 17 -6 +8 +13 cs
Lee-d+3 i16 l 17 -15 -1 +17a cs6~ Transition to -15, -1, +17a HMS with 4
Lee-d+3+4 i60 ! 60 ! +9a
Balcony Break
  • Unblockable
  • Cancel and transition to HMS with 3+4
Lee-d+4 i12 l 7 -13 -14 -2
Lee-D+4 i12 l 7 -13 -14 -2
Lee-D+4,4 i20 ,l ,8 -15 -16 -4 Combos from 1st hit CH
Lee-D+4,4,4 i20 ,l ,5 -15 -16 -4 Combos from 2nd hit CH
Lee-D+4,4,4,4 i24 ,m ,21 -20 +11a (+2)
Balcony Break
  • Transition to -11, +20a (+11) HMS with 3
  • Combos from 3rd hit CH
Lee-d+4,n,4 i23 ,h ,16 -9 +2 +27a (+17)
  • Links to attacks from 4 (4,4:4, 4,3,4, etc.)
  • Combos from 1st hit CH
Lee-db+2 i11 s 8 -4 +7 cs Alternate input FC.2
Lee-db+3 i20 l 12 -12 -1
Lee-db+3+4 i21 l 21 -13 +4 +38a
Lee-db+4 i12 l 6 -4 -15 cs Alternate input FC.4
Lee-d,DB+4 i22 m 24 -17 +50a (+40)
Tornado
Lee-df+1 i13 m 10 -1 +5
Lee-df+2 i15 m 12 -7 +34a (+24)
Lee-df+3 i15 m 13 -8 +3
Lee-df+3,2 i19 ,h ,13 -6 +5
  • Combos from 1st hit
  • Delayable
Lee-df+3,2,3 i22 ,m ,20 -16 +13c g
Balcony Break
  • Combos from 2nd hit
Lee-df+4 i13-14 m 14 -9 +5 Transition to -9, +5 HMS with 3
Lee-df+4,4 i22-23 ,h ,22 -9 +10g
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit
Lee-f+1+2 i13 h,h 12,20 -13 +18a (+9)
Balcony Break
Lee-f+2 i14 m 12 -9 +2
Lee-f+2,1 i19 ,h ,22 -10 +42d (-16)
Balcony Break
  • Combos from 1st hit
  • Delayable
Lee-f+3 i15 m 6 -18 -7
Lee-f+3,3 i8 ,m ,3 -18 -7 Combos from 1st hit
Lee-f+3,3,3 i8 ,m ,3 -18 -7 Combos from 1st hit
Lee-f+3,3,3,3 i8 ,m ,3 -18 -7 Combos from 1st hit
Lee-f+3,3,3,3,3 i8 ,h ,3 -18 +13a (+3) Combos from 1st hit
Lee-f+3,3,3,3,3,4 i23 ,h ,25 -9 +69a (+53) js
Tornado
  • If only last hit connects +28a (+13)
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards
Lee-f+3,3,3,3,3:4 i23 ,h ,26 -9 +69a (+53) js
Tornado
  • 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, while Perfect input restores Heat Time
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards
Lee-f+3+4 i30 m,m 10,20 +4c +8c js
Floor Break
9 chip damage
Lee-f+4 i11 h 13 -7 +4
Lee-f+4,1 i24 ,h ,20 -5 +20a (+3)
Tornado
Balcony Break
  • Combos on 1st hit CH
Lee-f+4:1 i24 ,h ,25 +5 +20a (+3)
Tornado
Balcony Break
  • 10 chip damage
  • Combos on 1st hit CH
Lee-f+4,3 i21 ,m ,18 -8 +6c +63a
  • Transition to -4, +7c, +64a HMS with 4
  • Combos on 1st hit CH
  • Delayable
Lee-FC.1 i10 s 5 -5 +6 cs
  • Alternate input d+1, db+1
Lee-FC.2 i16 s 5 -4 +7 cs
  • Alternate input db+2
Lee-FC.3 i13 l 10 -17 -6 cs
Lee-FC.4 i12 l 6 -15 -4 cs
  • Alternate input db+4
Lee-FC.df+4 i16~17 l 17 -14 -3 +25d cs
  • Transition to -14, -3, +25d HMS with 3
Lee-FC.df,d,DF cs
Lee-FC.df,d,DF${justFrame}3 i18~24 l 23 -15~-9 +3 +5d cs js
  • * 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, while Perfect input restores Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
Lee-FC.df,d,DF+3 i18~24 l 20 -15~-9 +3 +5d cs js
  • * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
  • Bufferable from full crouch
Lee-FC.UF+3+4 i46~49 m 30 -4 +18a (+8) js
Balcony Break
  • Can hit cross-up
  • Alternate input FC.UB+3+4, FC.U+3+4
Lee-FC.UF+4 i18~28 m 25 -17 +28a (+18) js
  • Transition to -17, +28a (+18) HMS with 3
  • Alternate input FC.UB+4, FC.U+4
Lee-f,F+2 i18 h 23 +2 +18gc +69a (+53)
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 6 chip damage
Lee-f:F+2 i18 h 26 +2 +18gc +69a (+53)
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 11 chip damage

Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time

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String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Lee-1 i10 h 5 +1 +8 Recovers 2f faster on hit or block (t27 r17)
Lee-1+2 i21 m 20 -1 +3 +26a
Homing
Floor Break
  • Transition to +2, +6, +29a HMS with 3+4
Lee-1+2+3+4
Lee-1+3 i12~14 t 35 -3 -2d Throw break 1 or 2
Lee-1+3+4
  • Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
  • Perfect Input is a Just Frame even in Heat
  • Perfect Input restores Heat Time
Lee-2 i10 h 10 +1 +7
Lee-2+4 i12~14 t 35 -6 -2d
  • Throw break 1 or 2
  • Side swap
Lee-3 i14 m 16 -8 +7
  • Transition to -8, +7 HMS with 4
Lee-3~3 i34 h 18 -9 +2
Lee-3+4 Transitions to HMS
Lee-4 i11 h 14 -9 +2 +2s
Lee-b+1 i14 h 9 -0 +6
Lee-b+1:1 i14,i20 h,m 12,6 -5 +6
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
  • Perfect Input not required during Heat
  • Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
  • Heat Time is only restored or consumed after the 2 followup
Lee-b+1:1+2 i14,i21 h,h 12,25 -6 +39d (-19)
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Lee-b+1+3 +14BT ps5?
  • High and Mid parry
  • Puts you behind opponent
  • Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Lee-b+2 i14 h 9 -5 +1
  • Transition to -1, +5 MS with F
Lee-b+3 i15 l 9 -14 -3
Lee-b+3+4 i20 h 23 -7 +15a (+6) pc
Heat Engager
Heat Dash +5, +34d
Balcony Break
Lee-b+4 i20 m 20 -3 +7c +64a
Floor Break
Spike
  • Transition to -2, +8c, +65a HMS with 3
  • +18d on crouching opponent
Lee-Back Throw i12~14 t 50 ! -5d Unbreakable
Lee-b,B+4 i19 h 23 +2 +25a
Strong Aerial Tailspin
Homing
  • Transition to +5, +28a HMS with 3
  • 6 chip damage
Lee-d+1 i10 s 5 -5 +6 cs Alternate input db+1, FC.1
Lee-d+2 i18 m 17 -6 +8 +13 cs
Lee-d+3 i16 l 17 -15 -1 +17a cs6~ Transition to -15, -1, +17a HMS with 4
Lee-d+3+4 i60 ! 60 ! +9a
Balcony Break
  • Unblockable
  • Cancel and transition to HMS with 3+4
Lee-d+4 i12 l 7 -13 -14 -2
Lee-D+4 i12 l 7 -13 -14 -2
Lee-db+2 i11 s 8 -4 +7 cs Alternate input FC.2
Lee-db+3 i20 l 12 -12 -1
Lee-db+3+4 i21 l 21 -13 +4 +38a
Lee-db+4 i12 l 6 -4 -15 cs Alternate input FC.4
Lee-d,DB+4 i22 m 24 -17 +50a (+40)
Tornado
Lee-df+1 i13 m 10 -1 +5
Lee-df+2 i15 m 12 -7 +34a (+24)
Lee-df+3 i15 m 13 -8 +3
Lee-df+4 i13-14 m 14 -9 +5 Transition to -9, +5 HMS with 3
Lee-f+1+2 i13 h,h 12,20 -13 +18a (+9)
Balcony Break
Lee-f+2 i14 m 12 -9 +2
Lee-f+3 i15 m 6 -18 -7
Lee-f+3+4 i30 m,m 10,20 +4c +8c js
Floor Break
9 chip damage
Lee-f+4 i11 h 13 -7 +4
Lee-FC.1 i10 s 5 -5 +6 cs
  • Alternate input d+1, db+1
Lee-FC.2 i16 s 5 -4 +7 cs
  • Alternate input db+2
Lee-FC.3 i13 l 10 -17 -6 cs
Lee-FC.4 i12 l 6 -15 -4 cs
  • Alternate input db+4
Lee-FC.df+4 i16~17 l 17 -14 -3 +25d cs
  • Transition to -14, -3, +25d HMS with 3
Lee-FC.df,d,DF cs
Lee-FC.df,d,DF${justFrame}3 i18~24 l 23 -15~-9 +3 +5d cs js
  • * 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, while Perfect input restores Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
Lee-FC.df,d,DF+3 i18~24 l 20 -15~-9 +3 +5d cs js
  • * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
  • Bufferable from full crouch
Lee-FC.UF+3+4 i46~49 m 30 -4 +18a (+8) js
Balcony Break
  • Can hit cross-up
  • Alternate input FC.UB+3+4, FC.U+3+4
Lee-FC.UF+4 i18~28 m 25 -17 +28a (+18) js
  • Transition to -17, +28a (+18) HMS with 3
  • Alternate input FC.UB+4, FC.U+4
Lee-f,F+2 i18 h 23 +2 +18gc +69a (+53)
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 6 chip damage
Lee-f:F+2 i18 h 26 +2 +18gc +69a (+53)
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 11 chip damage

Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time

Lee-f,F+3 i14~15 m 26 -9 +21d (+11)
Heat Engager
Heat Dash +5, +36d
Balcony Break
  • Slight low profile
Lee-f,F+4 i16 h 22 -5 +29a cs5~
Lee-f,f,F+3 i14 m 14 -9 +16a (+9) js
Knee
  • Alternate input wr3
Lee-f,n cs
  • Transitions to MS
  • Alternate input HMS.f,n
Lee-H.2+3 i20 l,t 37 -14 +0d
Heat Smash
Balcony Break
Lee-HMS.1 i12 h 7 +2 +9
  • Cancel and transition MS with F
  • Cancel into Scatter Kick (HMS.3) with input HMS.1~3
Lee-HMS.1+2 i15 m,m 10,15 -5 +6 +19a (+10)
  • On CH:
Balcony Break
Lee-HMS.2 i19 m 23 -13 +39a (+29)
Tornado
Lee-HMS.3 i18 h,t 21,20 -3 +0d pc8~
Strong Aerial Tailspin
Homing
  • Shifts to throw on hit from the front
  • 6 chip damage
Lee-HMS.4 i22 l 20 -13 +4c +72a (+56) cs6~
  • Instant Tornado on CH
Lee-HMS.u+3 i20~22 m 26 -9 +23d (+13) js9~
Heat Engager
Heat Dash +5g +36d
Balcony Break
  • Transition to -9, +23d (+13) FC with D
  • 7 chip damage
Lee-HMS.u+4 i26~29 m 20 -7c +13c js16~
Lee-Left throw i12~14 t 40 -3 -3d Throw break 1
Lee-MS.3 i15 m 10 -12 -1 js
Lee-MS.3+4 i25~31 l 17 -15~-9 +3 +5d cs js
Lee-MS.b,n
Lee-R.df+1+2 i20 m,t 55+ -15 +0d pc8~
Rage Art
Removes Recoverable Health
Reversal Break
  • 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
Lee-Right throw i12~14 t 40 -3 +0d
Floor Break
Throw break 2
Lee-u+3 js
  • Transition to FC with D
  • Transition to HMS with 3+4
Lee-ub+3 i18 m 20 -13 +20a (+13) +74a (+58) js
Tornado
Lee-ub,b js
  • Automatically transitions to HMS
Lee-uf+1+2 i12~14 t 20 -3 +23d
  • Throw break 1+2
  • Alternate input HMS.uf+1+2
Lee-uf+3 i25 m 12 -9 +2 js
Lee-uf+3+4 i22 h 30 +5 +28d (+20) js
Balcony Break
  • Transition to +8, +31d (+23) HMS with 3+4
  • 9 chip damage
Lee-uf+4 i15 m 14 -13 +31a (+21) js
Knee
  • Alternate input ub+4, u+4
Lee-uf,n,4 i23 m 20 -13 +32a (+22) js
Lee-ws1 i13 m 12 -2 +8
  • Automatically transitions to HMS on hit or block
Lee-ws2 i14 m 12 -8 +3
Lee-ws3 i10 m 16 -21 -10
Lee-ws4 i11 m 16 -6 +5
  • Transition to -9, +2 HMS with 3