Lee tech (Tekken 7): Difference between revisions

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{{Tech}}
{{Tech}}


== Hopkick from crouch ==
* INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,df+3,3, it should probably be INF.u+3.
* Using a 2+3 bind for [[instant while running]] 3 will get you f+2 when you mess up instead of f+3.
 
== f,F+4 evasion ==
 
[[Image: Lee crushing Hei DF1.mp4|250px|thumb|Lee's f,F+4 evading Heihachi's df+1.]]
Lee's f,F+4 can evade certain mids if done at the right time. Some examples:


Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid getting FC.u/f+4:
* [[Dragunov]]'s d+1, df+1, df+4, b+4, and wr2.
* [[Heihachi]]'s df+1 and f+4.


* If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|buffered]].
== Hopkick from crouch ==
* Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input. This will be active on [[frame]] 15 starting from the u input—not the u/f+4 input—because of [[jump tweening]].


== Instant While Standing attacks from Mist Step's Backsway ==
Lee's uf+4 is his fastest launcher from crouch. However, its input can conflict with FC.uf+4, which is much slower. To avoid getting FC.uf+4:


Lee's Backsway, which is accessed by pressing 'b,n' during Mist Step, has a handful of crouching frames during it's startup, and because of those crouching frames, WS attacks can be accessed immediately from Mist Step.
* If you're in blockstun or recovery, just uf+4 will work, because FC.uf+4 can't be [[input buffer|buffered]].
* Otherwise, input u~uf+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.uf+4 input. This will be active on [[frame]] 15 starting from the u input—not the uf+4 input—because of [[jump tween]]ing.


* To perform this, buffer a Back Sway with 'b,n' during Mist Step, usually after a b2fn. Then press the input for whatever WS move you desire, BEFORE the Back Sway animation starts.
== iWS from MS ==
* The timing is fairly specific but not particularly strict. It feels strange at first, but with some practice it will become second nature.
* This technique is very important to use WS2,4 as a screw, for slightly more damage than f4,1 !S.
* It can also be used to perform WS2,3 to get a distant high wall splat, the recovery is too slow to allow for a 4u3 wall combo, but you get the usual mid splat combo and 4,3,4 a little more consistently than with f2,1/f1+2.
* While the most popular usages for this tech are in combos, the tech can be used from any Mist Step transition (1,2fn; b1,1fn; b2fn; b3,3fn; HMS1,1fn; and HMS f,n) and from a Standing Mist Step as well (f,n from neutral standing). This mean you can use WS1 or WS2 as a poke after any MS, and you can even force the Mirrio Special WS3,3 mix up from almost anywhere on the screen. It's a horrible idea and the risk reward is almost never in your favor, but you only live once right?


== Uncategorized ==
{{See also|Lee combos#Staples}}


* INF.u+3 (,i19) is 5 frames faster  than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.
MS.b,n is in [[while standing]] state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it.

Latest revision as of 15:58, 25 January 2024

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.

  • INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,df+3,3, it should probably be INF.u+3.
  • Using a 2+3 bind for instant while running 3 will get you f+2 when you mess up instead of f+3.

f,F+4 evasion

Lee's f,F+4 evading Heihachi's df+1.

Lee's f,F+4 can evade certain mids if done at the right time. Some examples:

Hopkick from crouch

Lee's uf+4 is his fastest launcher from crouch. However, its input can conflict with FC.uf+4, which is much slower. To avoid getting FC.uf+4:

  • If you're in blockstun or recovery, just uf+4 will work, because FC.uf+4 can't be buffered.
  • Otherwise, input u~uf+4. You only need a single frame of u. This is not actually a crouch cancel, but rather avoiding the “correct” FC.uf+4 input. This will be active on frame 15 starting from the u input—not the uf+4 input—because of jump tweening.

iWS from MS

See also: Lee combos#Staples

MS.b,n is in while standing state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it.