Lee punishers

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This page is for Tekken 8. For Tekken 7, see Lee punishers (Tekken 7).

Punishers for tricky moves
Various Slide ws4
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+3
  • b+3+4
  • b+3+4,3+4
uf+4
b+3 f,F+3
Bryan df+2,3 f+1+2
Claudio f+2,2 f,F+3
Jack-8 d+1+2 f,F+3
King db+4 FC.df+4,3
f,F+2 f,F+3
Law df+3 df+4,4
Paul d+4,2:1+2 f,F+3
qcf+2 f+3,3,3,3,3:4[1]
Victor f,F+2 f+3,3,3,3,3:4
Xiaoyu BT.f+3+4,3+4 1,2,2,3
AOP.3+4 ws2,3
Zafina
  • ws2
  • ws2,D
none


Standing
Enemy Move Damage Frames
-101,3:3:328 (47 (13))+14
1,2,424-1
1,2:426+5
-114,4:431 (46 (15))+15a (+6)
-13f+1+2[2]32+18a (+9)
df+4,436 (48 (15))+10g
-14f+2,134+42d (-16)
b+1:1,241+39d (-19)
b+2,425+6
-15uf+414 (70 (35))+31a (+21)
df+212 (72 (38))+34a (+24)
f+3,3,3,3,3:444 (73 (35))+69a (+53)
-23uf,n,420 (76 (35))+32a (+22)
Crouching
-10ws3,327-4c
-11ws416+5
-13ws1,432+4
ws1,229+2
-14ws2,336 (54 (12))+32a (+22)
ws2,435+13g
-15uf+414 (70 (35))+31a (+21)
-18FC.UF+425 (81 (35))+28a (+18)
Back-turned opponent
-7df+4,436+10g
-8f+2,134+42d (-16)
-9uf+414 (68 (34))+31a (+21)
f+3,3,3,3,3:444 (70 (31))+69a (+53)
-102,2,347+17a (+8)
1,2,2,3[3]51+17a (+8)
-14b+2,4,346 (81 (35))+22a (+13)
Grounded opponent
-16d+313 (9)-1a (-9)
-18ub+316 (11)+20a (+3)
-26d,DB+419 (13)+10a (-7)

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Silver Low
44

d+3

l
17
-15
-1
+17a
i16
cs6~
Transition to -15, -1, +17a HMS with 4
Wheel of Fate
58

ub+3

m
20
-13
+20a (+13)
+74a (+58)
i18
js
Tornado
Blazing Kick
69

d,DB+4

m
24
-17
+50a (+40)
i22
Tornado

ws3,3

m,​m
16,​11
-15
-4c
i15
  • Transition to -15, -4 HMS with 4
  • Combos from 1st hit
Toe Smash
82

ws4

m
16
-6
+5
i11
  • Transition to -9, +2 HMS with 3
Wonderful Combo
77

ws1,4

m,​h
12,​20
-5
+4
i20
  • Transition to -8, +1 HMS with 3
Wonderful Spin Blow
76

ws1,2

m,​h
12,​17
-7
+2
+7
i20
  • Transition to -3, +6, +12 MS with F
Rocket Heel
78

ws2,3

m,​m
12,​24
-14
+32a (+22)
i20
Tornado
  • Combos from 1st hit
Twister Heel
79

ws2,4

m,​h
12,​23
-2
+13g
+37a
i27
Strong Aerial Tailspin
Balcony Break
  • Combos from 1st hit
Silver Arrow
62

uf+4

m
14
-13
+31a (+21)
i15
js
Knee
  • Alternate input ub+4, u+4
Catapult Kick
84

FC.UF+4

m
25
-17
+28a (+18)
i18~28
js
FC
  • Transition to -17, +28a (+18) HMS with 3
  • Alternate input FC.UB+4, FC.U+4
Fabulous Whip
42

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit
Double Signal
32

f+2,1

m,​h
12,​22
-10
+42d (-16)
i19
Balcony Break
  • Combos from 1st hit
  • Delayable
Silver Arrow
62

uf+4

m
14
-13
+31a (+21)
i15
js
Knee
  • Alternate input ub+4, u+4
Acid Storm Cardinal
34

f+3,​3,​3,​3,​3:4

m,​m,​m,​m,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
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
Right Cross > Revolution Zwei
22

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8)
i21
Balcony Break
  • Transition to -9, +11a (+2) HMS with 4
  • Combos from 1st hit CH
Left Right Combo > Revolution Zwei
15

1,​2,​2,3

h,​h,​m,​h
5,​9,​14,​23
-3
+17a (+8)
,i21
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
Super High Combination
54

b+2,​4,3

h,​h,​h
9,​16,​21
-0
+22a (+13)
+51a
i27
js
Strong Aerial Tailspin
Balcony Break
18

1,​3:3:3

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frame 8? of previous hit
  • Timestop on hit
  • 5 chip damage
Left Right Mid Kick
16

1,​2,4

h,​h,​m
5,​9,​10
-12
-1
,i18
  • 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
Left Right Mid Kick
16

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
  • 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
Machinegun Kicks Cardinal
28

4,​4:4

h,​h,​h
14,​5,​12
-9
+15a (+6)
,i20~21
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
Aggressive One-Two
38

f+1+2

h,​h
12,​20
-13
+18a (+9)
i13
Balcony Break
Fabulous Whip
42

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit
Double Signal
32

f+2,1

m,​h
12,​22
-10
+42d (-16)
i19
Balcony Break
  • Combos from 1st hit
  • Delayable
Triple Fang Cardinal
51

b+1:1,2

h,​m,​h
12,​6,​23
-6
+39d (-19)
i20~21
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time

b+2,4

h,​h
9,​16
-9
+6
i27
Balcony Break
  • Automatically transitions to HMS on hit or block
Silver Arrow
62

uf+4

m
14
-13
+31a (+21)
i15
js
Knee
  • Alternate input ub+4, u+4
Silver Uppercut
40

df+2

m
12
-7
+34a (+24)
i15
Acid Storm Cardinal
34

f+3,​3,​3,​3,​3:4

m,​m,​m,​m,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
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
Delayed Rising Toe Kick
64

uf,n,4

m
20
-13
+32a (+22)
i23
js


Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2:4i1026-12High
1,3:3:3i1028-17High
4,4:4i1131 (46 (15))-9High
df+4,4i13-1433 (48 (15))-9Mid
b+1:1,2i1441-6High
f+2,1i1434-10Mid
df+2i1512 (68 (35))-7Mid
uf+4i1514 (70 (35))-13Mid
f+3,3,3,3,3:4i1536 (12) (73 (35))-9Mid
f,F+3i14~15(~17+)26-9Mid
MS.3,4i15(~18+)14 (76 (35))-13Mid
HMS.2i1923 (83 (37))-13Mid
  1. Can whiff at very tip ranges. If unsure, go for f,F+3 instead
  2. 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!
  3. Can whiff if done too far from opponent