Lee |
---|
Tech (Tekken 8) |
---|
Tech broadly covers anything that doesn't fit elsewhere, such as:
- Notable tricks or niche uses for a string/move
- Execution tips for a particular technique
If a section gets too long, it might be sensible to move it to its own page.
Just Frames
Lee's main mechanic in Tekken 8 are his Just Frame attacks, these involve timing the button press to a certain rhythm to allow for enhanced properties. Whilst in the previous game he only had 3 moves that involved Just Frames, he now has 10. What properties change on Just Frame Input is different depending on the move, although they all have a flat damage increase. They are as follows.
- Damage Increase: FC.df,d,DF#3 only gets a simple damage increase on Just Frame Input. f:F+2 increases chip damage on block by 5 and f+3,3,3,3,3:4 deals 10 chip damage (regular input doesn't deal any chip damage). b+1:1 without the 2 followup also gives only a damage increase (and no Heat consumption for the Just Frame input).
- Frame Advantage: 1,2:4 becomes +5 on hit instead of -1. f+4:1 becomes +5 on block instead of -5 and b+1:1,2 becomes safe on block at -6 instead of -11.
- Wall splat and knockdown: Unlike the regular version, b+1:1,2 will wall splat or knock the opponent down. 4,4:4 will also wall splat, knockdown and even CH launch from the first hit.
- Heat Engager: 4,4:4 is a heat engager if done with a Just Frame. It also gives a knockdown if Lee is already in heat and becomes -9 instead of -13 on block.
- Just Frame Only Moves: These moves can only be accessed if Lee actually gets the Just Frame Input:
b+1:1+2 is similar to b+1:1,2 and carries the same benefits.
3~3,4 or Mist Trap is an unblockable kick that transitions into a throw and give a backturned knockdown on Just Frame input.
Finally, 1,3:3:3 or Acid Rain is an i10 punish that knocks the opponent down and allows for a free followup. Arguably the best 10 frame punish in the game, however, unlike the other Just Frame moves, it involves hitting two Just Frames back to back with precise timing, while also having to account for blockstun of the punishable move.
There's also a Just Frame for his taunt, 1+3+4, accessible by inputting 2 on the 51~53 frames of the taunt, which only regains some Heat Time and changes the voice line. - True Just Frames: While "Just Frame" in the context of Lee's moves means "precise timing", he does have some moves that require a frame perfect input:
3~3,4 or Mist Trap requires the 4 input to be frame perfect (must be inputted right when the 3~3 hits).
FC.df,d,DF#3 requires the DF and 3 to be inputted on the same frame.
Alternatively, If Lee is in Heat, all regular versions of these moves will become Just Frame versions (including moves accessible only with Just Frames, like 3~3,4) and drain a portion of his Heat. Lee is also rewarded for actually hitting the just frames in Heat, restoring a part of his Heat gauge instead.
Regular Move | Just Frame Version | Notes | ||||||
---|---|---|---|---|---|---|---|---|
Input | Damage | Frame advantage | Input | Damage | Frame advantage | |||
on block | on hit | on block | on hit | |||||
FC.df,d,DF+3 | 20 | -15~-9 | +3 | FC.df,d,DF#3 | 23 | -15~-9 | +3 | Just Frame version cannot be buffered from full crouch (the regular version gets buffered instead) |
f+3,3,3,3,3,4 | 43 | -9 | +69a (+53) | f+3,3,3,3,3:4 | 44 (10 chip) | -9 | +69a (+53) |
|
f,F+2 | 23 (6 chip) | +2 | +18gc | f:F+2 | 26 (11 chip) | +2 | +18gc | |
1,2,4 | 24 | -12 | -1 | 1,2:4 | 26 | -12 | +5 | On HMS transition with 3, the moves become -14 -2 and -14 +3 respectively |
f+4,1 | 33 | -5 | +20a (+3) | f+4:1 | 38 | +5 | +20a (+3) | |
4,4,4 | 24 | -13 | -2 | 4,4:4 | 31 (4 chip) | -9 | +15a (+6) | On Perfect Input:
|
b+1,1,2 | 33 | -11 | +1 | b+1:1,2 | 41 (10 chip) | -1 | +39d (-19) | On Perfect Input:
|
b+1:1+2 | 41 (10 chip) | -1 | +39d (-19) | Missing the Perfect Input results in b+1,1 On Perfect Input:
| ||||
1,3:3:3 | On Perfect Input: |
Okizeme
HMS.u+4 Wall ender
Work In Progress
b+4 & f+4,3 Wall enders
Work In Progress
Meaty slide setups
This section is a WIP. If you know any more setups, please add them here.
The combos and enders in this section make slide safer (and sometimes even safe) on block when the opponent wakes up a certain way, usually by holding B.
- f,f+4
- dash b+3,3,f b+2,4,3 run f+4:1 T! f,f,F+3,4,3 FC.df,d,DF#3
- -9~-10 vs B getup
- Slide or HMS.u+4 hits vs any other getup
- CH 4,4:4
- dash b+3,3,f b+1:1,f f+4:1 T! f,f,F+3,4,3 FC.df,d,DF#3
- -9 vs B getup
- Whiffs vs backdash
- Slide hits vs any other getup
- Can be low parried after B getup
- BNB with 7 hits
- ws2,3 T! (b+2) 1+2 FC.df,d,DF#3
For example: - df+2 4,u+3 b+2,f b+2,f ws1,2 ws2,3 T! (b+2) 1+2 FC.df,d,DF#3
- -11~-12 vs B getup
- Slide hits vs any other getup
- Can be low parried after B getup
Ki Charge setups
Work In Progress
HMS.u+4 Backturned Spike
After getting hit by certain moves, the opponent is knocked down Face Up Feet Away (FUFA). These moves include:
- (4),u+3
- (4,3),4
- CH (4),3,4
- Same strings after d+4
- CH (ws2),4
After these moves hit, Lee can dash up, manually enter HMS with 3+4 and follow up with a guaranteed HMS.u+4. However, if Lee is somewhat late on the followup, the opponent can turn around before getting hit by HMS.u+4 by inputting 3 (FUFA.3). This changes what followups are possible:
Correct timing
The opponent is left backturned after getting hit by HMS.u+4 and Blazing Kick (d,DB+4) is guaranteed. Blazing Kick will launch if the opponent holds db, U or does a wakeup kick, otherwise it will hit grounded.
This is also true if the opponent chooses any option other than FUFA.3 after late timing.
(Tip: try to microdash just enough to make HMS.u+4 hit the opponent's head. This will help with timing it correctly)
- [; ] HMS.u+4 d,DB+4
If opponent tries db, U or wakeup kicks:
- [; ] HMS.u+4 d,DB+4 backturned launch combo
Late timing
FUFA.3 inputted before a late HMS.u+4 hits.
If Lee does HMS.u+4 a bit late, the opponent can input FUFA.3 right before getting hit. They will turn around and get spiked for a guaranteed ub+3, but will be able to block Blazing Kick by holding up. The wake-up kick input is not bufferable.
Keep in mind that this situation will always happen after CH (ws2),4, since it doesn't give enough frames to guarantee the regular followup.[1]
- [; ] HMS.u+4 ub+3
Very late timing
If Lee does HMS.u+4 with an even bigger delay, the opponent can input FUFA.3 as soon as possible and turn around, however HMS.u+4 will give +13c as if it counter-hit the opponent from the front.
- [; ] HMS.u+4 df+4,4
- [; ] HMS.u+4 H.df+4,4,F d,DB+4
- ↑ If CH (ws2),4 hit close to the wall, but not close enough for a wall splat, Lee can omit the dash, enter HMS and buffer u+4 by inputting u and 4 on the same frame. This way the u+4 comes out as soon as possible and the opponent won't be able to turn around, but the situation is very specific
Hitman QCB cancel
After entering Hitman stance from some moves, Lee has a lengthy animation that has to play out before he can go back to neutral stance, even if he is already actionable in Hitman. The animation length varies depending on the move. The fastest way to cancel the stance is by doing a d,db motion (or d,db,b like a QCB input). This way, Lee can crouch as soon as he is able to attack in Hitman. This is very noticable after b+4,3 and df+4,3.
Utilizing this tech will allow you to recover faster and make whiffs safer. Some attacks can even become punishable if you don't cancel Hitman using this method.
-
If Lee doesn't cancel Hitman with a QCB input, df+4,3 becomes punishable, even though it's only -9 on block
Outdated Tech
HMS.u+4 df+4,4 [OUTDATED]
After a wall splat, Lee can use HMS.u+4 at a certain distance away from the opponent to gain +13 frame advantage. This means that df+4,4 can connect, which allows for a wall break or a bigger combo with Heat Dash.
- HMS.u+4 (+13)
- df+4,4 W!
- H.df+4,4,F f+3,3:4 T! 3+4 HMS.u+4 ub+3
Flower's Combo Guide for this tech
This tech no longer works as of Patch 1.03.01. Therefore, just use ub+3 after the HMS.u+4 spike.
The "Said Billy" [OUTDATED]
Posted by Miirio
CH FC.df+4,3 HMS.u+4 df+4 b+3,3,f ws2,3 T!
The df+4 will only pick up the opponent for a full combo if they chose to stand up with U.
-
Opponent set to Stand Up
-
Opponent set to Back get up and Spring Kick
HOW TO AVOID: back get up by holding B or spring kick (3+4) to avoid the df+4 according to @AZYG4LYFE.
This tech no longer works as of Patch 1.03.01. Therefore, just use ub+3 after the HMS.u+4 spike.
External links
- Miirio's Just Frame guide
- AZYG4LYFE's Just Frame Training Drills (including CH d+4,n,4,4:4 hit confirm and Just Frame block punishment)