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{{Lee}} | {{Lee}} | ||
Lee's '''Mist Illusion''' (or '''punch parry''') 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 | 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 == | ||
{{MoveDataHeader}} | {{MoveDataHeader}} | ||
Line 12: | Line 12: | ||
=== Not always guaranteed === | === Not always guaranteed === | ||
Mist Illusion Kick (b+1+2, | Mist Illusion Kick (b+1+2,P.4) is not guaranteed against: | ||
* [[Geese]], who can beat it with Raging Storm | |||
* [[Master Raven]], who can powercrush or parry it | * [[Master Raven]], who can powercrush or parry it | ||
* [[Yoshimitsu]], who can dodge it | * [[Yoshimitsu]], who can dodge it | ||
Line 20: | Line 21: | ||
=== Wall splat === | === Wall splat === | ||
Mist Illusion Kick can 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 | * On counter-hit, it will high splat | ||
* Against B, it will regular splat | * Against B, it will regular splat | ||
* Against D, | * Against D, DB, or n, it will reverse splat | ||
== Mixup == | == Mixup == | ||
Line 43: | Line 44: | ||
{| class="wikitable col-2-center" | {| class="wikitable col-2-center" | ||
|+Mid options (beats | |+Mid options (beats DB) | ||
|- | |- | ||
! Input !! Damage !! Frames | ! Input !! Damage !! Frames | ||
|- | |- | ||
| | | df+3,2,3 || 48 || [[Lee_combos#Back-turned_opponent|+25a (+15a)]] | ||
|- | |- | ||
| f+3,3,3,3,3,4 || 32 || [[ | | f+3,3,3,3,3,4 || 32 || [[Lee_combos#Back-turned_opponent|+61a (+44a)]] | ||
|- | |- | ||
| | | uf+4 || 15 || [[Lee_combos#Back-turned_opponent|+31a (+21a)]] | ||
|} | |} | ||
Line 61: | Line 62: | ||
* Standing jab (1), takes 8 frames, becoming front-turned immediately | * Standing jab (1), takes 8 frames, becoming front-turned immediately | ||
* Crouch jab (d+1), takes 10 frames, becoming front-turned immediately | * Crouch jab (d+1), takes 10 frames, becoming front-turned immediately | ||
* Crouch turn ( | * Crouch turn (DB), takes 11 frames | ||
* Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit | * Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit | ||
=== Outcomes === | === Outcomes === | ||
{| | |||
| class="bg-blue" style="width: 1.5em" | || Lee wins, damage/frames from his perspective | |||
|- | |||
| class="bg-yellow" | || Unclear or neutral, damage/frames from Lee's perspective | |||
|- | |||
| class="bg-red" | || Lee loses, damage/frames from opponent's perspective | |||
|} | |||
{| class="wikitable col-1-end" | {| class="wikitable col-1-end" | ||
! Lee\Opponent !! 1 !! B !! d+1 !! | ! Lee\Opponent !! 1 !! B !! d+1 !! DB !! 1+3 | ||
|- | |- | ||
! 1 4,3,3 | ! 1 4,3,3 | ||
| class="bg-blue" | 8 +8<ref name="react">Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.</ref> | | class="bg-blue" | 8 +8<ref name="react">Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.</ref> | ||
| class="bg-blue" | 57 +9d<ref>Two part mixup: | | class="bg-blue" | 57 +9d<ref>Two part mixup: DB and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.</ref> | ||
| class="bg-red" | 10 +9 | | class="bg-red" | 10 +9 | ||
| class="bg-yellow" | 0<ref>Opponent can in theory punish with a flash duck into BT 3, but this is | | class="bg-yellow" | 0<ref>Opponent can in theory punish with a flash duck into BT 3, but this is impractical.</ref> | ||
| class="bg-blue" | 7 +8<ref name="react" | | class="bg-blue" | 7 +8<ref name="react" /> | ||
|- | |- | ||
! 1,2,2,3 | ! 1,2,2,3 | ||
| class="bg-yellow" | 17 -13<ref name="rev-zwei-block">Lee must react and stop after 2,2 (or finish the string to beat a punish)</ref> | | class="bg-yellow" | 17 -13<ref name="rev-zwei-block">Lee must react and stop after 2,2 (or finish the string to beat a punish).</ref> | ||
| class="bg-blue" | 53 +17a (+8a) | | class="bg-blue" | 53 +17a (+8a) | ||
| class="bg-red" | 10 +9 | |||
| class="bg-red" | 0 -13<ref name="rev-zwei-block" /> | |||
| class="bg-yellow" | 16 -13<ref name="rev-zwei-block" /> | |||
|- | |- | ||
! 2,2,3 | ! 2,2,3 | ||
| class="bg-blue" | 49 +17a (+8a) | |||
| class="bg-blue" | 47 +17a (+8a) | |||
| class="bg-red" | 10 +9 | |||
| class="bg-red" | 0 -13<ref name="rev-zwei-block" /> | |||
| class="bg-red" | 10 -31<ref name="rev-zwei-throw">Opponent must block quickly after the throw then duck punish.</ref> | |||
|- | |- | ||
! | ! df+3,2,3 | ||
| class="bg-blue" | 27 +5<ref name="mercury-stop">Lee must react and stop after df+3,2.</ref> | |||
| class="bg-red" | -21<ref>Lee can stop at df+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.</ref> | |||
| class="bg-blue" | 27 +5<ref name="mercury-stop"/> | |||
| class="bg-blue" | 48 [[Lee_combos#Back-turned_opponent|+25a (+15a)]] | |||
| class="bg-blue" | 25 +5<ref name="mercury-stop"/> | |||
|- | |- | ||
! f+3,3,3,3,3,4 || | ! f+3,3,3,3,3,4 | ||
| class="bg-blue" | 33 [[Lee combos#Staples|+61a (+44a)]] | |||
| class="bg-red" | 0 -18<ref>Mixup between punishing the mid or ducking the high.</ref> | |||
| class="bg-blue" | 33 [[Lee combos#Staples|+61a (+44a)]] | |||
| class="bg-blue" | 32 [[Lee_combos#Back-turned_opponent|+61a (+44a)]] | |||
| class="bg-blue" | 32 [[Lee combos#Staples|+61a (+44a)]] | |||
|- | |- | ||
! | ! uf+4 | ||
| class="bg-blue" | 15 [[Lee combos#Staples|+31a (+21a)]] | |||
| class="bg-red" | 0 -13 | |||
| class="bg-blue" | 15 [[Lee combos#Staples|+31a (+21a)]] | |||
| class="bg-blue" | 13 [[Lee_combos#Back-turned_opponent|+31a (+21a)]] | |||
| class="bg-blue" | 13 [[Lee combos#Staples|+31a (+21a)]] | |||
|} | |} | ||
<references /> | <references /> |
Latest revision as of 02:36, 22 February 2022
Lee (Tekken 7) |
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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
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mist Illusion Kick
Not always guaranteed
Mist Illusion Kick (b+1+2,P.4) is not guaranteed against:
- Geese, who can beat it with Raging Storm
- Master Raven, who can powercrush or parry it
- Yoshimitsu, who can dodge it
- Xiaoyu, who can parry it
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, DB, or n, it will reverse splat
Mixup
Input | Damage | Frames |
---|---|---|
1 4,3,3 | 57 | +9d |
1,2,2,3 | 53 | +17a (+8a) |
2,2,3 | 47 | +17a (+8a) |
Input | Damage | Frames |
---|---|---|
df+3,2,3 | 48 | +25a (+15a) |
f+3,3,3,3,3,4 | 32 | +61a (+44a) |
uf+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 (DB), 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 | DB | 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] |
df+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) |
uf+4 | 15 +31a (+21a) | 0 -13 | 15 +31a (+21a) | 13 +31a (+21a) | 13 +31a (+21a) |
- ↑ 1.0 1.1 Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.
- ↑ Two part mixup: DB and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.
- ↑ Opponent can in theory punish with a flash duck into BT 3, but this is impractical.
- ↑ 4.0 4.1 4.2 4.3 Lee must react and stop after 2,2 (or finish the string to beat a punish).
- ↑ Opponent must block quickly after the throw then duck punish.
- ↑ 6.0 6.1 6.2 Lee must react and stop after df+3,2.
- ↑ Lee can stop at df+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.
- ↑ Mixup between punishing the mid or ducking the high.