Wavu Wiki Mist Illusion

Mist Illusion

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Lee's Mist Illusion (or punch parry, input b+1+2) parries high and mid punches. When it does, Lee switches sides with his opponent, leaving them back-turned. From this position, Lee can get guaranteed damage with Mist Illusion Kick, or he can do a mixup between fast highs and launching mids.

Move data

+7b
ps2~10
r42
Parries high and mid punches
Mist Illusion Kick

b+1+2,​p,​4

m
30
+23a (+14a)
i12~14
r21

Mist Illusion Kick

Not always guaranteed

Mist Illusion Kick (b+1+2,p,4) is not guaranteed against:

Wall splat

Mist Illusion Kick can wall splat. The type of splat depends on the opponent's actions:

  • On counter-hit, it will high splat
  • Against B, it will regular splat
  • Against D, D/B, or n, it will reverse splat

Mixup

High options (beats B)
Input Damage Frames
1 4,3,3 57 +9d
1,2,2,3 53 +17a (+8a)
2,2,3 47 +17a (+8a)
Mid options (beats D/B)
Input Damage Frames
d/f+3,2,3 48 +25a (+15a)
f+3,3,3,3,3,4 32 +61a (+44a)
u/f+4 15 +31a (+21a)

Possible responses

  • Standing turn (B), takes 6 frames, becoming front-turned on frame 4
  • Standing jab (1), takes 8 frames, becoming front-turned immediately
  • Crouch jab (d+1), takes 10 frames, becoming front-turned immediately
  • Crouch turn (D/B), takes 11 frames
  • Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit

Outcomes

Lee wins, damage/frames from his perspective
Unclear or neutral, damage/frames from Lee's perspective
Lee loses, damage/frames from opponent's perspective
Lee\Opponent 1 B d+1 D/B 1+3
1 4,3,3 8 +8[1] 57 +9d[2] 10 +9 0[3] 7 +8[1]
1,2,2,3 17 -13[4] 53 +17a (+8a) 10 +9 0 -13[4] 16 -13[4]
2,2,3 49 +17a (+8a) 47 +17a (+8a) 10 +9 0 -13[4] 10 -31[5]
d/f+3,2,3 27 +5[6] -21[7] 27 +5[6] 48 +25a (+15a) 25 +5[6]
f+3,3,3,3,3,4 33 +61a (+44a) 0 -18[8] 33 +61a (+44a) 32 +61a (+44a) 32 +61a (+44a)
u/f+4 15 +31a (+21a) 0 -13 15 +31a (+21a) 13 +31a (+21a) 13 +31a (+21a)
  1. 1.0 1.1 Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.
  2. Two part mixup: D/B and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.
  3. Opponent can in theory punish with a flash duck into BT 3, but this is impractical.
  4. 4.0 4.1 4.2 4.3 Lee must react and stop after 2,2 (or finish the string to beat a punish).
  5. Opponent must block quickly after the throw then duck punish.
  6. 6.0 6.1 6.2 Lee must react and stop after d/f+3,2.
  7. Lee can stop at d/f+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.
  8. Mixup between punishing the mid or ducking the high.