Lee movelist (Tekken 7): Difference between revisions

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{{Lee}}
{{Lee}}
{{Navbox movelist (Tekken 7)}}
{{See other}}


== Rage ==
== Rage ==


{{Sticky|{{MoveDataHeader}}}}
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-R.d+1+2
|id=Lee-R.d+1+2
Line 16: Line 18:
|crush=pc8~19
|crush=pc8~19
|recv=r46
|recv=r46
|tot=66
|block=-22
|block=-22
|hit=-5d
|hit=-5d
Line 21: Line 24:
}}
}}
{{MoveData
{{MoveData
|id=Lee-R.d/f+3+4
|id=Lee-R.df+3+4
|name=Rage Drive
|name=Rage Drive
|input=R.d/f+3+4
|input=R.df+3+4
|target=m
|target=m
|damage=25
|damage=25
Line 31: Line 34:
|startup=i16~17
|startup=i16~17
|recv=r38
|recv=r38
|tot=55
|block=-1
|block=-1
|hit=[[Lee combos#Staples|+55 (+35)]]
|hit=[[Lee combos#Staples|+55 (+35)]]
|notes={{Plainlist|
|notes={{Plainlist|
* Hit vs BT +10a (+1a)
* Hit vs BT +10a (+1a)
* Bullet time 20f on hit
* Hitstop 20f on hit
* Bullet time 10f on block
* Hitstop 10f on block
* Transition to r39 MS with f~n
* Transition to r39 MS with f~n
* Transition input can be delayed 11f}}
* Transition input can be delayed 11f}}
Line 42: Line 46:


== n ==
== n ==
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-1
|id=Lee-1
Line 53: Line 59:
|startup=i10
|startup=i10
|recv=r17
|recv=r17
|tot=27
|block=+1
|block=+1
|hit=+8
|hit=+8
Line 70: Line 77:
|startup=,i12
|startup=,i12
|recv=r20
|recv=r20
|tot=42
|block=-1
|block=-1
|hit=+5
|hit=+5
Line 111: Line 119:
|hit=+17a (+8a)
|hit=+17a (+8a)
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Input can be delayed 17f
* Input can be delayed 17f
* Move can be delayed 13f
* Move can be delayed 13f
Line 169: Line 177:
|startupRoot=i10
|startupRoot=i10
|startup=,i16
|startup=,i16
|recv=
|recv=r30
|tot=56
|block=-11
|block=-11
|hit=+0
|hit=+0
Line 188: Line 197:
|startupRoot=i10
|startupRoot=i10
|startup=,i9
|startup=,i9
|recv=
|recv=r30
|block=-10
|block=-10
|hit=+1
|hit=+1
Line 206: Line 215:
|startupRoot=i10
|startupRoot=i10
|startup=,i11
|startup=,i11
|recv=
|recv=r45
|tot=91
|block=-18
|block=-18
|hit=[[Acid Rain#Followup|+14a]]
|hit=[[Acid Rain#Followup|+14a]]
Line 238: Line 248:
|damage=,8
|damage=,8
|recv=r22
|recv=r22
|tot=57{{untested}}
|range=2.99
|range=2.99
|block=-5
|block=-5
Line 266: Line 277:
|ch=[[Lee combos#Staples|+26a]]
|ch=[[Lee combos#Staples|+26a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Floor break
* {{FB}}
* Input can be delayed 4f
* Input can be delayed 4f
* Combo from 2nd CH}}
* Combo from 2nd CH}}
Line 287: Line 298:
|ch=[[Lee combos#Staples|+65a (+45a)]]
|ch=[[Lee combos#Staples|+65a (+45a)]]
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Input can be delayed 2f
* Input can be delayed 2f
* Combo from 2nd CH}}
* Combo from 2nd CH}}
Line 346: Line 357:
|hit=+17a (+8a)
|hit=+17a (+8a)
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Input can be delayed 17f
* Input can be delayed 17f
* Move can be delayed 13f
* Move can be delayed 13f
Line 364: Line 375:
|startup=i14
|startup=i14
|recv=r27
|recv=r27
|tot=41
|block=-8
|block=-8
|hit=+7
|hit=+7
Line 428: Line 440:
|startup=i11
|startup=i11
|recv=r28
|recv=r28
|tot=39
|block=-9
|block=-9
|hit=+7
|hit=+7
Line 466: Line 479:
|hit=+8d
|hit=+8d
|notes={{Plainlist|
|notes={{Plainlist|
* Floor break
* {{FB}}
* Move can be delayed 10f
* Move can be delayed 10f
* Input can be delayed 11f
* Input can be delayed 11f
Line 502: Line 515:
|startupRoot=i11
|startupRoot=i11
|startup=,i10
|startup=,i10
|recv=r24
|recv=r29
|tot=50
|block=-5
|block=-5
|hit=+6
|hit=+6
|ch=[[Lee combos#Extras|+31a (+21a)]]
|ch=[[Lee combos#Extras|+31a (+21a)]]
|notes={{Plainlist|
|notes={{Plainlist|
* Recovery 5f faster if attack connects
* Jail from 1st attack
* Jail from 1st attack
* Combo from 1st CH [[Lee combos#Combos|+33a (+26a)]]}}
* Combo from 1st CH [[Lee combos#Combos|+33a (+26a)]]}}
Line 544: Line 559:
|hit=[[Lee combos#Extras|+30a (+20a)]]
|hit=[[Lee combos#Extras|+30a (+20a)]]
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input 4,u/f+3
* Alternate input 4,uf+3
* Move can be delayed 3f
* Move can be delayed 3f
* Input can be delayed 4f
* Input can be delayed 4f
Line 564: Line 579:
|ch=[[Lee combos#Staples|+26a]]
|ch=[[Lee combos#Staples|+26a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Homing
* {{Homing}}
* Floor break
* {{FB}}
* Transition to r25 HMS with 3+4
* Transition to r25 HMS with 3+4
* Transition input can be delayed 2f}}
* Transition input can be delayed 2f}}
Line 572: Line 587:
== f ==
== f ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-f+2
|id=Lee-f+2
Line 701: Line 717:
|hit=+20a
|hit=+20a
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Combo from 5th hit [[Lee combos#Staples|+61a (+44a)]]
* Combo from 5th hit [[Lee combos#Staples|+61a (+44a)]]
* Move can be delayed 17f
* Move can be delayed 17f
Line 741: Line 757:
|hit=+13g
|hit=+13g
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Move can be delayed 11f
* Move can be delayed 11f
* Input can be delayed 16f
* Input can be delayed 16f
Line 763: Line 779:
|ch=[[Lee combos#Staples|+63a]]
|ch=[[Lee combos#Staples|+63a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Spike
* {{Spike}}
* Move can be delayed 11f
* Move can be delayed 11f
* Input can be delayed 16f
* Input can be delayed 16f
Line 800: Line 816:
|hit=+8c
|hit=+8c
|notes={{Plainlist|
|notes={{Plainlist|
* Spike
* {{Spike}}
* Jail from 1st hit}}
* Jail from 1st hit}}
}}
}}


== d/f ==
== df ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-d/f+1
|id=Lee-df+1
|name=Quick Upper
|name=Quick Upper
|input=d/f+1
|input=df+1
|target=m
|target=m
|damage=10
|damage=10
Line 822: Line 839:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+2
|id=Lee-df+1,2
|name=Uppercut
|inputLead=df+1
|input=d/f+2
|input=,2
|target=m
|damageLead=10
|damage=12
|damage=,5
|range=2.06
|targetLead=m
|tracksLeft=6
|target=,h
|tracksRight=6
|range=2.97
|startup=i15~16
|startupRoot=i13~14
|recv=r25
|startup=,i20
|block=-7
|recv=r29
|hit=[[Lee combos#Staples|+34a (+24a)]]
|block=-10
|hit=+1
|notes={{Plainlist|
|notes={{Plainlist|
* Hit vs crouch +4s
* Combo from 1st hit
* Can evade jabs on frame 9
* Input can be delayed 1f}}
* Tracks right up to 18 frames sometimes}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+3
|id=Lee-df+1,2,2
|input=d/f+3
|inputLead=df+1,2
|target=m
|input=,2
|damageLead=10,5
|damage=,6
|targetLead=m,h
|target=,h
|range=3.84
|startupRoot=i13~14
|startup=,i22
|recv=r37
|block=-18
|hit=-7
|notes={{Plainlist|
* Combo from 1st hit
* Hit vs BT +13a (+3a)}}
}}
{{MoveData
|id=Lee-df+2
|name=Uppercut
|input=df+2
|target=m
|damage=12
|range=2.06
|tracksLeft=6
|tracksRight=6
|startup=i15~16
|recv=r25
|block=-7
|hit=[[Lee combos#Staples|+34a (+24a)]]
|notes={{Plainlist|
* Hit vs crouch +4s
* Can evade jabs on frame 9
* Tracks right up to 18 frames sometimes}}
}}
{{MoveData
|id=Lee-df+3
|input=df+3
|target=m
|damage=14
|damage=14
|range=2.08
|range=2.08
Line 853: Line 906:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+3,2
|id=Lee-df+3,2
|inputLead=d/f+3
|inputLead=df+3
|input=,2
|input=,2
|targetLead=m
|targetLead=m
Line 871: Line 924:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+3,2,3
|id=Lee-df+3,2,3
|name=Mercury Drive
|name=Mercury Drive
|inputLead=d/f+3,2
|inputLead=df+3,2
|input=,3
|input=,3
|targetLead=m,h
|targetLead=m,h
Line 890: Line 943:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+4
|id=Lee-df+4
|name=Front Kick
|name=Front Kick
|input=d/f+4
|input=df+4
|target=m
|target=m
|damage=16
|damage=16
Line 907: Line 960:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+1+2
|id=Lee-df+1+2
|input=d/f+1+2
|input=df+1+2
|target=m
|target=m
|damage=18
|damage=18
Line 919: Line 972:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+1+2,3
|id=Lee-df+1+2,3
|name=Revolution Zwei
|name=Revolution Zwei
|inputLead=d/f+1+2
|inputLead=df+1+2
|input=,3
|input=,3
|targetLead=m
|targetLead=m
Line 933: Line 986:
|hit=+17a (+8a)
|hit=+17a (+8a)
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Move can be delayed 13f
* Move can be delayed 13f
* Input can be delayed 16f
* Input can be delayed 16f
Line 943: Line 996:
== d ==
== d ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-d+1
|id=Lee-d+1
Line 956: Line 1,010:
|hit=+6
|hit=+6
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input d/b+1
* Alternate input db+1
* Transition to r24 with f
* Transition to r24 with f
* Transition input can be delayed 16f}}
* Transition input can be delayed 16f}}
Line 1,028: Line 1,082:
* Often notated d+4,n+4
* Often notated d+4,n+4
* Connects to 4 extensions
* Connects to 4 extensions
* Cancel to d+3+4 with 3 on frame 1, i.e. d+4,4:3 is l,h!
* Input can be delayed 11f
* Input can be delayed 11f
* Move can be delayed 10f
* Move can be delayed 10f
Line 1,033: Line 1,088:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d+4,4:3
|id=Lee-d+4,d+4
|name=Shin Kick to Silver Cyclone
|inputLead=d+4
|input=,4:3
|targetLead=l
|target=,h!
|damageLead=7
|damage=,60
|startupRoot=i12
|startup=,i60~61
|crush={{Plainlist|
* cs25~45
* js45~}}
|recv=r39
|hit=+9a (+0a)
|notes={{Plainlist|
* Technically a cancel from d+4,4
** 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
* Cancel to r53 HMS with 3+4 on frames ,2~37}}
}}
{{MoveData
|id=Lee-d+4,d+4
|inputLead=d+4
|inputLead=d+4
|input=,d+4
|input=,d+4
Line 1,129: Line 1,163:
}}
}}


== d/b ==
== db ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-d/b+2
|id=Lee-db+2
|name=Crouch Straight
|name=Crouch Straight
|input=d/b+2
|input=db+2
|target=s
|target=s
|damage=8
|damage=8
Line 1,147: Line 1,182:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/b+3
|id=Lee-db+3
|name=Bump Kick
|name=Bump Kick
|input=d/b+3
|input=db+3
|target=L
|target=L
|damage=15
|damage=15
Line 1,159: Line 1,194:
|block=-12
|block=-12
|hit=+2
|hit=+2
|notes=Spike
|notes={{Spike}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/b+4
|id=Lee-db+4
|name=Crouch Shin Kick
|name=Crouch Shin Kick
|input=d/b+4
|input=db+4
|target=l
|target=l
|damage=7
|damage=7
Line 1,177: Line 1,212:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/b+1+2
|id=Lee-db+1+2
|name=Death Touch
|name=Death Touch
|input=d/b+1+2
|input=db+1+2
|target=m!,m!
|target=m!,m!
|damage=20,30
|damage=20,30
Line 1,188: Line 1,223:
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/b+3+4
|id=Lee-db+3+4
|name=Grass Snake
|name=Grass Snake
|input=d/b+3+4
|input=db+3+4
|target=L
|target=L
|damage=17
|damage=17
Line 1,205: Line 1,240:
== b ==
== b ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-b+1
|id=Lee-b+1
Line 1,345: Line 1,381:
|hit=+22a (+13a)
|hit=+22a (+13a)
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* {{Tailspin}}
* Input can be delayed 5f
* Input can be delayed 5f
* Combo from 2nd CH [[Lee combos#Staples|+62a (+45a)]]}}
* Combo from 2nd CH [[Lee combos#Staples|+62a (+45a)]]}}
Line 1,390: Line 1,426:
|ch=[[Lee combos#Staples|+64a]]
|ch=[[Lee combos#Staples|+64a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Spike
* {{Spike}}
* Hit vs crouch [[Lee combos#Mini-combos|+18d]]
* Hit vs crouch [[Lee combos#Mini-combos|+18d]]
* Transition to r19 HMS with 3
* Transition to r19 HMS with 3
* Transition adds tracking if input mid startup}}
* Transition adds tracking if input mid startup}}
}}
}}
{{Mist Illusion}}
{{MoveData
{{MoveData
|id=Lee-b+3+4
|id=Lee-b+3+4
Line 1,408: Line 1,443:
|block=-15
|block=-15
|hit=+6a (-3a)
|hit=+6a (-3a)
|notes=Wall bounce
|notes={{WB}}
}}
}}


== u/b ==
== u ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-u/b+3
|id=Lee-ub+3
|name=Wheel of Fate
|name=Wheel of Fate
|input=u/b+3
|input=ub+3
|target=M
|target=M
|damage=20
|damage=20
Line 1,426: Line 1,462:
|ch=[[Lee combos#Mini-combos|+32a (+22a)]]
|ch=[[Lee combos#Mini-combos|+32a (+22a)]]
}}
}}
== u ==
{{MoveData
{{MoveData
|id=Lee-u+2
|id=Lee-u+2
Line 1,441: Line 1,474:
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input:
* Alternate input:
** u/b+2
** ub+2
** u/f+2}}
** uf+2}}
}}
}}
{{MoveData
{{MoveData
Line 1,467: Line 1,500:
|ch=[[Lee combos#Staples|+33a (+23a)]]
|ch=[[Lee combos#Staples|+33a (+23a)]]
}}
}}
== u/f ==
{{MoveData
{{MoveData
|id=Lee-u/f+3
|id=Lee-uf+3
|input=u/f+3
|input=uf+3
|target=m
|target=m
|damage=12
|damage=12
Line 1,483: Line 1,513:
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/f+3,1
|id=Lee-uf+3,1
|name=Brilliant Rosé
|name=Brilliant Rosé
|inputLead=u/f+3
|inputLead=uf+3
|input=,1
|input=,1
|targetLead=m
|targetLead=m
Line 1,499: Line 1,529:
|ch=[[Lee combos#Staples|+26a]]
|ch=[[Lee combos#Staples|+26a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Floor break
* {{FB}}
* Combo from 1st hit}}
* Combo from 1st hit}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/f+3,4
|id=Lee-uf+3,4
|name=Double Mazurek
|name=Double Mazurek
|inputLead=u/f+3
|inputLead=uf+3
|input=,4
|input=,4
|targetLead=m
|targetLead=m
Line 1,517: Line 1,547:
|block=-3
|block=-3
|hit=[[Lee combos#Staples|+25a]]
|hit=[[Lee combos#Staples|+25a]]
|notes=Tailspin
|notes={{Tailspin}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/f+4
|id=Lee-uf+4
|name=Silver Arrow
|name=Silver Arrow
|input=u/f+4
|input=uf+4
|target=m
|target=m
|damage=13
|damage=13
Line 1,531: Line 1,561:
|block=-13
|block=-13
|hit=[[Lee combos#Staples|+31a (+21a)]]
|hit=[[Lee combos#Staples|+31a (+21a)]]
|notes={{Knee}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/f+3+4
|id=Lee-uf+3+4
|name=Silver Bullet
|name=Silver Bullet
|input=u/f+3+4
|input=uf+3+4
|target=h
|target=h
|damage=27
|damage=27
Line 1,548: Line 1,579:
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/f,n,4
|id=Lee-uf,n,4
|name=Delayed Hopkick
|name=Delayed Hopkick
|input=u/f,n,4
|input=uf,n,4
|target=m
|target=m
|damage=25
|damage=25
Line 1,562: Line 1,593:
== Motion input ==
== Motion input ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-f,F+3
|id=Lee-f,F+3
Line 1,601: Line 1,633:
|hit=[[Lee combos#Staples|+25a]]
|hit=[[Lee combos#Staples|+25a]]
|notes={{Plainlist|
|notes={{Plainlist|
* Homing
* {{Homing}}
* Tailspin
* {{Tailspin}}
* Transition to r23 HMS with 3
* Transition to r23 HMS with 3
* Can't be buffered}}
* Can't be buffered}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-d,D/B+4
|id=Lee-d,DB+4
|name=Blazing Kick
|name=Blazing Kick
|input=d,D/B+4
|input=d,DB+4
|target=M
|target=M
|damage=24
|damage=24
Line 1,651: Line 1,683:
|hit=+24d (-11d)
|hit=+24d (-11d)
|notes={{Plainlist|
|notes={{Plainlist|
* {{FB}}
* Alternate input wr3,4
* Alternate input wr3,4
* Floor break
* Jail from 1st hit
* Jail from 1st hit
* Transition to r26 HMS with 3}}
* Transition to r26 HMS with 3}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-u/b,b
|id=Lee-ub,b
|name=Back Handspring to Hitman
|name=Back Handspring to Hitman
|input=u/b,b
|input=ub,b
|recv=r66 HMS
|recv=r66 HMS
}}
}}


== Throw ==
== Crouch ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-f,F+3+4
|id=Lee-hFC.1
|name=Knee Drive
|input=hFC.1
|input=f,F+3+4
|target=s
|target=t
|damage=5
|damage=30
|range=1.57
|range=1.96
|startup=i10
|startup=i12
|crush=cs1~
|recv=r27
|recv=r24 FC
|block=-4
|block=-5
|hit=[[Lee combos#Mini-combos|+25d]]
|hit=+6
|notes=Throw break 1+2
|notes={{Plainlist|
* Transition to r24 with f
* Transition input can be delayed 16f}}
}}
}}
== SS ==
{{MoveData
{{MoveData
|id=Lee-SSL.3+4
|id=Lee-hFC.2
|name=Lee Screw Right
|input=hFC.2
|input=SSL.3+4
|target=s
|target=h
|damage=8
|damage=25
|range=1.77
|startup=i17~20
|startup=i11
|recv=r28
|crush=cs1~
|block=-2
|recv=r23 FC
|hit=+19a (+10a)
|block=-4
|notes={{Plainlist|
|hit=+7
* Tailspin
* Transition to r31 HMS with 3}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-SSR.3+4
|id=Lee-hFC.3
|name=Lee Screw Left
|input=hFC.3
|input=SSR.3+4
|target=l
|target=m
|damage=12
|damage=28
|startup=i13
|startup=i20~23
|crush=cs1~
|recv=r34
|recv=r33 FC
|block=-9
|block=-17
|hit=[[Lee combos#Staples|+16a]]
|hit=-3
|ch=[[Lee combos#Staples|+58a (+38a)]]
|notes={{Plainlist|
* Tailspin
* Transition to r37 HMS with 4}}
}}
}}
== WS ==
{{MoveData
{{MoveData
|id=Lee-ws1
|id=Lee-hFC.4
|input=ws1
|input=hFC.4
|damage=13
|target=l
|target=m
|damage=10
|range=1.98
|startup=i12
|startup=i13~14
|crush=cs1~
|recv=r20
|recv=r34 FC
|block=-2
|block=-15
|hit=+7
|hit=-4
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws1,4
|id=Lee-FC.df+3
|name=Wonderful Combo
|input=FC.df+3
|inputLead=ws1
|target=L
|input=,4
|damage=12
|damageLead=13
|startup=i16
|damage=,17
|crush=cs1~
|targetLead=m
|recv=r33 FC
|target=,h
|block=-17
|range=3.17
|hit=-3
|startupRoot=i13~14
|startup=,i20
|recv=r28
|block=-5
|hit=+4
|notes={{Plainlist|
* Combo from 1st hit
* Transition to r28 HMS with 3}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws2
|id=Lee-FC.df+4
|input=ws2
|name=Silver Tail
|damage=12
|input=FC.df+4
|target=m
|damage=17
|range=2.33
|target=L
|startup=i14~16
|range=2.76
|recv=r25
|startup=i16~17
|block=-8
|crush=cs1~
|hit=+3
|recv=r32 FC
|block=-14
|hit=-3c
|ch=[[Lee combos#Mini-combos|+37a]]
|notes=Transition to r30 HMS-2 with 3
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws2,3
|id=Lee-FC.df,d,DF+3
|name=Rocket Heel
|name=Sliding
|inputLead=ws2
|input=FC.df,d,DF+3
|input=,3
|damage=22
|damageLead=12
|target=L
|damage=,24
|range=3.54
|targetLead=m
|startup=i16~20
|target=,m
|crush=cs1~15
|range=3.78
|recv=r39 FU
|startupRoot=i14~16
|block=-23
|startup=,i20~21
|hit=[[Lee combos#Mini-combos|+18a]]
|recv=r33
|notes=Can't be buffered
|block=-13
|hit=[[Lee combos#Mini-combos|+32a (+22a)]]
|notes=Combo from 1st hit
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws2,4
|id=Lee-FC.ub+4
|name=Twister Heel
|input=FC.ub+4
|inputLead=ws2
|target=m
|input=,4
|damage=15
|damageLead=12
|startup=i18~28
|damage=,23
|crush=js9~
|targetLead=m
|recv=r26 FC
|target=,h
|block=-17
|range=3.71
|hit=-6
|startupRoot=i14~16
|startup=,i27~28
|recv=r24
|block=-6
|hit=+18g
|notes={{Plainlist|
|notes={{Plainlist|
* Tailspin
* Transition to r26 HMS with 3
* Combo from 1st hit}}
* Transition input can be delayed 17f}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3
|id=Lee-FC.u+4
|input=ws3
|input=FC.u+4
|target=M
|target=m
|damage=16
|damage=22
|range=2.20
|startup=i18~28
|startup=i10~12
|crush=js9~
|recv=r38
|recv=r26 FC
|block=-21
|block=-17
|hit=-10
|hit=[[Lee combos#Staples|+28a (+18a)]]
|notes={{Plainlist|
* Transition to r26 HMS with 3
* Transition input can be delayed 17f}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3,3
|id=Lee-FC.uf+4
|name=Tsunami Kicks
|input=FC.uf+4
|inputLead=ws3
|name=Catapult Flip
|input=,3
|target=m
|targetLead=M
|damage=25
|target=,m
|startup=i18~28
|damageLead=16
|crush=js9~
|damage=,11
|recv=r26 FC
|range=2.65
|block=-17
|startupRoot=i10
|hit=[[Lee combos#Staples|+28a (+18a)]]
|startup=,i15~16
|recv=r33
|block=-15
|hit=-4c
|notes={{Plainlist|
|notes={{Plainlist|
* Jail from 1st attack
* Transition to r26 HMS with 3
* Transition to r33 HMS with 4
* Transition input can be delayed 17f}}
* Transition input can be delayed 2f}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3,3,d/f+3
|id=Lee-FC.UB+4
|inputLead=ws3,3
|input=FC.UB+4
|input=,d/f+3
|target=m
|targetLead=M,m
|damage=25
|target=,m
|startup=i14~17
|damageLead=16,11
|crush=js9~
|damage=,10
|recv=r47
|startupRoot=i10
|block=-31
|startup=,i26
|hit=-20
|recv=r38
|notes=Transition to r34 FC with D
|block=-19
|hit=-8
|notes=Combo from 2nd CH
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3,3,d/f+3,3
|id=Lee-FC.U+4
|name=Infinite Kicks Mid Chain
|input=FC.U+4
|inputLead=ws3,3,d/f+3
|target=m
|input=,3
|damage=28
|targetLead=M,m,m
|startup=i14~17
|target=,h
|crush=js9~
|damageLead=16,11,10
|recv=r47
|damage=,10
|block=-31
|startupRoot=i10
|hit=+0a (-10a)
|startup=,i24
|notes=Transition to r34 FC with D
|recv=r35
|block=-16
|hit=-5
|notes={{Plainlist|
* Connect to INF
* Combo from 3rd hit
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3,3,d+3
|id=Lee-FC.UF+4
|name=
|name=Catapult Assault
|inputLead=ws3,3
|input=FC.UF+4
|input=,d+3
|target=m
|targetLead=M,m
|damage=30
|target=,l
|startup=i14~17
|damageLead=16,11
|crush=js9~
|damage=,8
|recv=r47
|startupRoot=i10
|block=-31
|startup=,i26
|hit=+0a (-10a)
|recv=r38
|notes=Transition to r34 FC with D
|block=-19
|hit=-8
|notes=Combo from 2nd CH
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws3,3,d+3,3
|id=Lee-FC.uf+3+4
|inputLead=ws3,3,d+3
|name=Catapult Drop
|input=,3
|input=FC.uf+3+4
|targetLead=M,m,l
|target=m,M
|target=,m
|damage=30,20
|damageLead=16,11,8
|startup={{Plainlist|
|damage=,10
* i46~49
|startupRoot=i10
* i56~58}}
|startup=,i24
|crush=js9~45
|recv=r38
|recv=r31 FU
|block=-19
|block=-4
|hit=-8
|hit=+17a (+7a)
|notes=Combo from 3rd hit
}}
{{MoveData
|id=Lee-ws3,3,d+3,3,3
|name=Infinite Kicks Low Chain
|inputLead=ws3,3,d+3,3
|input=,3
|targetLead=M,m,l,m
|target=,h
|damageLead=16,11,8,10
|damage=,10
|startupRoot=i10
|startup=,i24
|recv=r35
|block=-16
|hit=-5
|notes={{Plainlist|
|notes={{Plainlist|
* Connect to INF
* Alternate input
* Combo from 4th CH
** FC.u+3+4
* Hit vs BT +3a}}
** FC.ub+3+4}}
}}
}}
== WS ==
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-INF.3
|id=Lee-ws1
|input=INF.3
|input=ws1
|damage=13
|target=m
|target=m
|damage=10
|range=1.98
|startup=,i24
|startup=i13~14
|recv=r38
|recv=r20
|block=-19
|block=-2
|hit=-8
|hit=+7
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.3,3
|id=Lee-ws1,4
|name=Infinite Kicks Mid Variation
|name=Wonderful Combo
|inputLead=INF.3
|inputLead=ws1
|input=,3
|input=,4
|damageLead=13
|damage=,17
|targetLead=m
|targetLead=m
|target=,h
|target=,h
|damageLead=10
|range=3.17
|damage=,10
|startupRoot=i13~14
|startup=,i24
|startup=,i20
|recv=r35
|recv=r28
|block=-16
|block=-5
|hit=-5
|hit=+4
|notes={{Plainlist|
|notes={{Plainlist|
* Connect to INF
* Combo from 1st hit
* Combo from 1st hit
* Hit vs BT +3a}}
* Transition to r31 HMS with 3}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.d+3
|id=Lee-ws2
|input=INF.d+3
|input=ws2
|target=l
|damage=12
|damage=10
|target=m
|startup=,i24
|range=2.33
|recv=r38
|startup=i14~16
|block=-19
|recv=r25
|hit=-8
|block=-8
|hit=+3
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.d+3,3
|id=Lee-ws2,3
|inputLead=INF.d+3
|name=Rocket Heel
|inputLead=ws2
|input=,3
|input=,3
|targetLead=l
|damageLead=12
|damage=,24
|targetLead=m
|target=,m
|target=,m
|damageLead=10
|range=3.78
|damage=,10
|startupRoot=i14~16
|startup=,i24
|startup=,i20~21
|recv=r38
|recv=r33
|block=-19
|block=-13
|hit=-8
|hit=[[Lee combos#Mini-combos|+32a (+22a)]]
|notes=Combo from 1st hit
|notes=Combo from 1st hit
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.d+3,3,3
|id=Lee-ws2,4
|name=Infinite Kicks Low Variation
|name=Twister Heel
|inputLead=INF.d+3,3
|inputLead=ws2
|input=,3
|input=,4
|targetLead=l,m
|damageLead=12
|damage=,23
|targetLead=m
|target=,h
|target=,h
|damageLead=10,10
|range=3.71
|damage=,10
|startupRoot=i14~16
|startup=,i24
|startup=,i27~28
|recv=r35
|recv=r24
|block=-16
|block=-6
|hit=-5
|hit=+18g
|notes={{Plainlist|
|notes={{Plainlist|
* Connect to INF
* {{Tailspin}}
* Combo from 2nd CH
* Combo from 1st hit}}
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.u+3
|id=Lee-ws3
|input=INF.u+3
|input=ws3
|target=m
|target=M
|damage=15
|damage=16
|startup=,i19
|range=2.20
|recv=r39
|startup=i10~12
|block=-19
|recv=r38
|hit=+1a
|block=-21
|hit=-10
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.u+3,3
|id=Lee-ws3,3
|inputLead=INF.u+3
|name=Tsunami Kicks
|inputLead=ws3
|input=,3
|input=,3
|targetLead=m
|targetLead=M
|target=,m
|target=,m
|damageLead=15
|damageLead=16
|damage=,10
|damage=,11
|startup=,i26
|range=2.65
|recv=r38
|startupRoot=i10
|block=-19
|startup=,i15~16
|recv=r33
|block=-15
|hit=-4c
|notes={{Plainlist|
* Jail from 1st attack
* Transition to r33 HMS with 4
* Transition input can be delayed 2f}}
}}
{{MoveData
|id=Lee-ws3,3,df+3
|inputLead=ws3,3
|input=,df+3
|targetLead=M,m
|target=,m
|damageLead=16,11
|damage=,10
|startupRoot=i10
|startup=,i26
|recv=r38
|block=-19
|hit=-8
|hit=-8
|notes=Combo from 2nd CH
}}
}}
{{MoveData
{{MoveData
|id=Lee-INF.u+3,3,3
|id=Lee-ws3,3,df+3,3
|name=Infinite Kicks Axe Variation
|name=Infinite Kicks Mid Chain
|inputLead=INF.u+3,3
|inputLead=ws3,3,df+3
|input=,3
|input=,3
|targetLead=m,m
|targetLead=M,m,m
|target=,h
|target=,h
|damageLead=15,10
|damageLead=16,11,10
|damage=,10
|damage=,10
|startupRoot=i10
|startup=,i24
|startup=,i24
|recv=r35
|recv=r35
Line 2,014: Line 2,028:
|notes={{Plainlist|
|notes={{Plainlist|
* Connect to INF
* Connect to INF
* Combo from 2nd hit
* Combo from 3rd hit
* Hit vs BT +3a}}
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-ws4
|id=Lee-ws3,3,d+3
|name=Toe Smash
|name=
|input=ws4
|inputLead=ws3,3
|target=m
|input=,d+3
|damage=16
|targetLead=M,m
|range=2.22
|target=,l
|startup=i11~12
|damageLead=16,11
|recv=r24
|damage=,8
|block=-6
|startupRoot=i10
|hit=+5
|startup=,i26
|notes={{Plainlist|
|recv=r38
* Transition to r27 HMS with 3
|block=-19
* Transition input can be delayed 2f}}
|hit=-8
|notes=Combo from 2nd CH
}}
}}
== FC ==
{{MoveData
{{MoveData
|id=Lee-FC.d+1
|id=Lee-ws3,3,d+3,3
|input=FC.d+1
|inputLead=ws3,3,d+3
|target=s
|input=,3
|damage=5
|targetLead=M,m,l
|range=1.57
|target=,m
|startup=i10
|damageLead=16,11,8
|crush=cs1~
|damage=,10
|recv=r24 FC
|startupRoot=i10
|block=-5
|startup=,i24
|hit=+6
|recv=r38
|notes={{Plainlist|
|block=-19
* Alternate input
|hit=-8
** FC d/b+1
|notes=Combo from 3rd hit
** FC d/f+1
* Transition to r24 with f
* Transition input can be delayed 16f}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d+2
|id=Lee-ws3,3,d+3,3,3
|input=FC.d+2
|name=Infinite Kicks Low Chain
|target=s
|inputLead=ws3,3,d+3,3
|damage=8
|input=,3
|range=1.77
|targetLead=M,m,l,m
|startup=i11
|target=,h
|crush=cs1~
|damageLead=16,11,8,10
|recv=r23 FC
|damage=,10
|block=-4
|startupRoot=i10
|hit=+7
|startup=,i24
|recv=r35
|block=-16
|hit=-5
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input
* Connect to INF
** FC d/b+2
* Combo from 4th CH
** FC d/f+2}}
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d+3
|id=Lee-INF.3
|input=FC.d+3
|input=INF.3
|target=l
|target=m
|damage=12
|damage=10
|startup=i13
|startup=,i24
|crush=cs1~
|recv=r38
|recv=r33 FC
|block=-19
|block=-17
|hit=-8
|hit=-3
|notes=Alternate input FC d/b+3
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d/f+3
|id=Lee-INF.3,3
|input=FC.d/f+3
|name=Infinite Kicks Mid Variation
|target=L
|inputLead=INF.3
|damage=12
|input=,3
|startup=i16
|targetLead=m
|crush=cs1~
|target=,h
|recv=r33 FC
|damageLead=10
|block=-17
|damage=,10
|hit=-3
|startup=,i24
|recv=r35
|block=-16
|hit=-5
|notes={{Plainlist|
* Connect to INF
* Combo from 1st hit
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d+4
|id=Lee-INF.d+3
|input=FC.d+4
|input=INF.d+3
|target=l
|target=l
|damage=10
|damage=10
|startup=i12
|startup=,i24
|crush=cs1~
|recv=r38
|recv=r34 FC
|block=-19
|block=-15
|hit=-8
|hit=-4
|notes=Alternate input FC d/b+4
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d/f+4
|id=Lee-INF.d+3,3
|name=Silver Tail
|inputLead=INF.d+3
|input=FC.d/f+4
|input=,3
|damage=17
|targetLead=l
|target=L
|target=,m
|range=2.76
|damageLead=10
|startup=i16~17
|damage=,10
|recv=r32 FC
|startup=,i24
|block=-14
|recv=r38
|hit=-3c
|block=-19
|ch=[[Lee combos#Mini-combos|+37a]]
|hit=-8
|notes=Transition to r30 HMS-2 with 3
|notes=Combo from 1st hit
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.d/f,d,D/F+3
|id=Lee-INF.d+3,3,3
|name=Sliding
|name=Infinite Kicks Low Variation
|input=FC.d/f,d,D/F+3
|inputLead=INF.d+3,3
|damage=22
|input=,3
|target=L
|targetLead=l,m
|range=3.54
|target=,h
|startup=i16~20
|damageLead=10,10
|crush=cs1~15
|damage=,10
|recv=r39 FU
|startup=,i24
|block=-23
|recv=r35
|hit=[[Lee combos#Mini-combos|+18a]]
|block=-16
|notes=Can't be buffered
|hit=-5
|notes={{Plainlist|
* Connect to INF
* Combo from 2nd CH
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.u/b+4
|id=Lee-INF.u+3
|input=FC.u/b+4
|input=INF.u+3
|target=m
|target=m
|damage=15
|damage=15
|startup=i18~28
|startup=,i19
|crush=js9~
|recv=r39
|recv=r26 FC
|block=-19
|block=-17
|hit=+1a
|hit=-6
|notes={{Plainlist|
* Transition to r26 HMS with 3
* Transition input can be delayed 17f}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.u+4
|id=Lee-INF.u+3,3
|input=FC.u+4
|inputLead=INF.u+3
|target=m
|input=,3
|damage=22
|targetLead=m
|startup=i18~28
|target=,m
|crush=js9~
|damageLead=15
|recv=r26 FC
|damage=,10
|block=-17
|startup=,i26
|hit=[[Lee combos#Staples|+28a (+18a)]]
|recv=r38
|block=-19
|hit=-8
}}
{{MoveData
|id=Lee-INF.u+3,3,3
|name=Infinite Kicks Axe Variation
|inputLead=INF.u+3,3
|input=,3
|targetLead=m,m
|target=,h
|damageLead=15,10
|damage=,10
|startup=,i24
|recv=r35
|block=-16
|hit=-5
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to r26 HMS with 3
* Connect to INF
* Transition input can be delayed 17f}}
* Combo from 2nd hit
* Hit vs BT +3a}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.u/f+4
|id=Lee-ws4
|input=FC.u/f+4
|name=Toe Smash
|name=Catapult Flip
|input=ws4
|target=m
|target=m
|damage=25
|damage=16
|startup=i18~28
|range=2.22
|crush=js9~
|startup=i11~12
|recv=r26 FC
|recv=r24
|block=-17
|block=-6
|hit=[[Lee combos#Staples|+28a (+18a)]]
|hit=+5
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to r26 HMS with 3
* Transition to r27 HMS with 3
* Transition input can be delayed 17f}}
* Transition input can be delayed 2f}}
}}
}}
== HMS ==
{{See also|Hitman Stance}}
Transitions written as HMS-N indicate that Lee needs an extra N frames after recovering before he can do HMS.b.
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-FC.U/B+4
|id=Lee-3+4
|input=FC.U/B+4
|name=Hitman Stance
|target=m
|input=3+4
|damage=25
|recv=r10 HMS
|startup=i14~17
}}
|crush=js9~
|recv=r47
|block=-31
|hit=-20
|notes=Transition to r34 FC with D
}}
{{MoveData
{{MoveData
|id=Lee-FC.U+4
|id=Lee-HMS.u~n
|input=FC.U+4
|name=Hitman Sidestep
|target=m
|input=HMS.u~n
|damage=28
|recv=r29 HMS
|startup=i14~17
|notes={{Plainlist|
|crush=js9~
* Alternate input HMS.d~n
|recv=r47
* Can cancel to any HMS attack}}
|block=-31
|hit=+0a (-10a)
|notes=Transition to r34 FC with D
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.U/F+4
|id=Lee-HMS.f~n
|name=Catapult Assault
|name=Hitman to Mist Step
|input=FC.U/F+4
|input=HMS.f~n
|target=m
|recv=r22 MS
|damage=30
|startup=i14~17
|crush=js9~
|recv=r47
|block=-31
|hit=+0a (-10a)
|notes=Transition to r34 FC with D
}}
}}
{{MoveData
{{MoveData
|id=Lee-FC.u/f+3+4
|id=Lee-HMS.D
|name=Catapult Drop
|name=Hitman Cancel
|input=FC.u/f+3+4
|input=HMS.D
|target=m,M
|recv=r1 FC
|damage=30,20
|startup={{Plainlist|
* i46~49
* i56~58}}
|crush=js9~45
|recv=r31 FU
|block=-4
|hit=+17a (+7a)
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input
* Alternate input
** FC u+3+4
** HMS.DB
** FC u/b+3+4}}
** HMS.DF}}
}}
}}
== HMS ==
{{See also|Hitman Stance}}
Transitions written as HMS-N indicate that Lee needs an extra N frames after recovering before he can do HMS.b.
{{MoveData
{{MoveData
|id=Lee-3+4
|id=Lee-HMS.b
|name=Hitman Stance
|name=Hitman Guard
|input=3+4
|input=HMS.b
|recv=r10 HMS
|recv=r1
|notes=Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
}}
}}
{{MoveData
{{MoveData
|id=Lee-HMS.u~n
|id=Lee-HMS.1
|name=Hitman Sidestep
|name=Freaker Jab
|input=HMS.u~n
|recv=r29 HMS
|notes={{Plainlist|
* Alternate input HMS d~n
* Can cancel to any HMS attack}}
}}
{{MoveData
|id=Lee-HMS.f~n
|name=Hitman to Mist Step
|input=HMS.f~n
|recv=r22 MS
}}
{{MoveData
|id=Lee-HMS.D
|name=Hitman Cancel
|input=HMS.D
|recv=r1 FC
|notes={{Plainlist|
* Alternate input
** HMS D/B
** HMS D/F}}
}}
{{MoveData
|id=Lee-HMS.b
|name=Hitman Guard
|input=HMS.b
|recv=r1
|notes=Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
}}
{{MoveData
|id=Lee-HMS.1
|name=Freaker Jab
|input=HMS.1
|input=HMS.1
|target=h
|target=h
Line 2,287: Line 2,266:
|hit=+7
|hit=+7
|notes={{Plainlist|
|notes={{Plainlist|
* Cancel to HMS 3 with 3
* Cancel to HMS.3 with 3
* Cancel to r19 MS with f~n}}
* Cancel to r19 MS with f~n}}
}}
}}
Line 2,391: Line 2,370:
|crush=pc8~16
|crush=pc8~16
|recv=r30
|recv=r30
|tot=49
|block=-4
|block=-4
|hit=+0d
|hit=+0d
|notes={{Plainlist|
|notes={{Plainlist|
* Homing
* {{Homing}}
* Tailspin
* {{Tailspin}}
* Hit vs BT +21a
* Hit vs BT +21a
* Hit without throw +7a (max range or from side)}}
* Hit without throw +7a (max range or from side)}}
Line 2,425: Line 2,405:
|recv=r25
|recv=r25
|block=-7
|block=-7
|hit=+6
|hit=+14g
|notes=Jail from 1st hit
|notes={{Plainlist|
* Jail from 1st hit
* Wall crush on hit +26g}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-HMS.u/f+3
|id=Lee-HMS.uf+3
|name=Silver Slash
|name=Silver Slash
|input=HMS.u/f+3
|input=HMS.uf+3
|target=m
|target=m
|damage=24
|damage=24
Line 2,441: Line 2,423:
|hit=+12a (+3a)
|hit=+12a (+3a)
|notes={{Plainlist|
|notes={{Plainlist|
* Wall bounce
* {{WB}}
* Transition to r30 FC with D}}
* Transition to r30 FC with D}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-HMS.u/f+4
|id=Lee-HMS.uf+4
|name=Silver Circle
|name=Silver Circle
|input=HMS.u/f+4
|input=HMS.uf+4
|target=M
|target=M
|damage=20
|damage=20
Line 2,462: Line 2,444:
== MS ==
== MS ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-f~n
|id=Lee-f~n
Line 2,524: Line 2,507:
* Sway lasts 29 frames
* Sway lasts 29 frames
* Can only be done when MS is in crouching state
* Can only be done when MS is in crouching state
* Gives access to ws moves for 4 frames}}
* Gives access to WS moves for first 4 frames}}
}}
}}
{{MoveData
{{MoveData
Line 2,541: Line 2,524:
}}
}}


== 10 String ==
== SS ==


{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-d/f+1,2
|id=Lee-SSL.3+4
|name=10 Hit Combo (2)
|name=Lee Screw Right
|inputLead=d/f+1
|input=SSL.3+4
|input=,2
|target=h
|damageLead=10
|damage=25
|damage=,5
|startup=i17~20
|targetLead=m
|recv=r28
|target=,h
|block=-2
|range=2.97
|hit=+19a (+10a)
|startupRoot=i13~14
|startup=,i20
|recv=r29
|block=-10
|hit=+1
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 1st hit
* {{Tailspin}}
* Input can be delayed 1f}}
* Transition to r31 HMS with 3}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+1,2,2
|id=Lee-SSR.3+4
|name=10 Hit Combo (3)
|name=Lee Screw Left
|inputLead=d/f+1,2
|input=SSR.3+4
|input=,2
|target=m
|damageLead=10,5
|damage=28
|damage=,6
|startup=i20~23
|targetLead=m,h
|recv=r34
|target=,h
|block=-9
|range=3.84
|hit=[[Lee combos#Staples|+16a]]
|startupRoot=i13~14
|ch=[[Lee combos#Staples|+58a (+38a)]]
|startup=,i22
|recv=r37
|block=-18
|hit=-7
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 1st hit
* {{Tailspin}}
* Hit vs BT +13a (+3a)}}
* Transition to r37 HMS with 4}}
}}
}}
== Throws ==
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-d/f+1,2,2,1
|id=Lee-1+3
|name=10 Hit Combo (4)
|name=Forearm Drop
|inputLead=d/f+1,2,2
|input=1+3
|input=,1
|target=t
|damageLead=10,5,6
|damage=35
|damage=,5
|range=2.08
|targetLead=m,h,h
|startup=i12~14
|target=,h
|recv=r25
|range=4.50
|tot=39
|startupRoot=i13~14
|block=-3
|startup=,i13
|hit=+1d
|recv=r29
|notes=Throw break 1 or 2
|block=-10
|hit=+1
|notes={{Plainlist|
* Jail from 3rd block
* Combo from 3rd CH
* Can't buffer attacks during recovery}}
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+1,2,2,1,3
|id=Lee-f+1+3
|name=10 Hit Combo (5)
|name=Forearm Drop
|inputLead=d/f+1,2,2,1
|input=f+1+3
|input=,3
|target=t
|damageLead=10,5,6,5
|damage=35
|damage=,7
|range=2.55
|targetLead=m,h,h,h
|startup=i15~17
|target=,h
|recv=r33
|range=5.15
|tot=50
|startupRoot=i13~14
|block=-3
|startup=,i22~23
|hit=+1d
|recv=r44
|notes={{Plainlist|
|block=-25
* {{Homing}}
|hit=-14
* Same throw as 1+3}}
}}
{{MoveData
|id=Lee-2+4
|name=Axle Throw
|input=2+4
|target=t
|damage=35
|range=2.08
|startup=i12~14
|recv=r25
|tot=39
|block=-6
|hit=+1d
|notes={{Plainlist|
* Throw break 1 or 2
* Side switch on hit and break}}
}}
{{MoveData
|id=Lee-f+2+4
|name=Axle Throw
|input=f+2+4
|target=t
|damage=35
|range=2.55
|startup=i15~17
|recv=r33
|tot=50
|block=-6
|hit=+1d
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 4th hit
* {{Homing}}
* Input can be delayed 1f}}
* Same throw as 2+4}}
}}
{{MoveData
|id=Lee-Left-throw
|name=Lee Harassment
|input=Left throw
|target=t
|damage=40
|block=-3
|hit=+1d
|notes=Throw break 1
}}
{{MoveData
|id=Lee-Right-throw
|name=Lee Stunner
|input=Right throw
|target=t
|damage=40
|block=-3
|hit=+0d
|notes=Throw break 2
}}
{{MoveData
|id=Lee-Back-throw
|name=Face Crusher
|input=Back throw
|target=t
|damage=60
|hit=-10d
}}
}}
{{MoveData
{{MoveData
|id=Lee-d/f+1,2,2,1,3,3
|id=Lee-f,F+3+4
|name=10 Hit Combo (6)
|name=Knee Drive
|inputLead=d/f+1,2,2,1,3
|input=f,F+3+4
|input=,3
|target=t
|damageLead=10,5,6,5,7
|damage=30
|damage=,6
|range=1.96
|targetLead=m,h,h,h,h
|startup=i12
|target=,L
|recv=r27
|range=5.90
|tot=39
|startup=,i24
|block=-3
|recv=r44
|hit=[[Lee combos#Mini-combos|+25d]]
|block=-25
|notes=Throw break 1+2
|hit=-14
}}
|notes=Combo from 5th hit
{{Mist Illusion}}
}}
 
{{MoveData
== 10 Strings ==
|id=Lee-d/f+1,2,2,1,3,3,3
 
|name=10 Hit Combo (7)
{| class="wikitable" style="text-align: center"
|inputLead=d/f+1,2,2,1,3,3
|-
|input=,3
| colspan="7" class="wikitable-heading" | 10 Hit Combo 1
|damageLead=10,5,6,5,7,6
|-
|damage=,7
! Input !! Hit level !! Damage !! Startup !! Block !! Hit !! Combo
|targetLead=m,h,h,h,h,L
|-
|target=,h
| df+1 || m || 10 || i13~14 || -1 || +8 ||
|range=6.32
|-
|startup=,i21
| 2 || h || 5 || i20 || -10 || +1 || Hit
|recv=r44
|-
|block=-25
| 2 || h || 6 || i22 || -18 || -7<ref>Hit vs BT +13a (+3a)</ref> || Hit
|hit=-14
|-
}}
| 1 || h || 5 || i13 || -10 || +1 || CH<ref>4th hit jails if 3rd hit was blocked, but on hit it can be ducked.</ref>
{{MoveData
|-
|id=Lee-d/f+1,2,2,1,3,3,3,4
| 3 || h || 7 || i22~23 || -25 || -14 || Hit
|name=10 Hit Combo (8)
|-
|inputLead=d/f+1,2,2,1,3,3,3
| 3 || L || 6 || i24 || -25 || -14 ||
|input=,4
|-
|damageLead=10,5,6,5,7,6,7
| 3 || h || 7 || i21 || -25 || -14 ||
|damage=,7
|-
|targetLead=m,h,h,h,h,L,h
| 4 || h || 7 || i20 || -17 || -6 || Hit
|target=,h
|-
|range=6.81
| 3 || h || 10 || i18 || -25 || -5 || Jail
|startup=,i20
|-
|recv=r36
| 4 || m || 25 || i32~34 || -20 || +12a (+2) || Hit
|block=-17
|}
|hit=-6
 
|notes=Combo from 7th hit
<references/>
}}
{{MoveData
|id=Lee-d/f+1,2,2,1,3,3,3,4,3
|name=10 Hit Combo (9)
|inputLead=d/f+1,2,2,1,3,3,3,4
|input=,3
|damageLead=10,5,6,5,7,6,7,7
|damage=,10
|targetLead=m,h,h,h,h,L,h,h
|target=,h
|range=7.55
|startup=,i18
|recv=r44
|block=-25
|hit=-5
|notes=Jail from 8th attack
}}
{{MoveData
|id=Lee-d/f+1,2,2,1,3,3,3,4,3,4
|name=10 Hit Combo
|inputLead=d/f+1,2,2,1,3,3,3,4,3
|input=,4
|damageLead=10,5,6,5,7,6,7,7,10
|damage=,25
|targetLead=m,h,h,h,h,L,h,h,h
|target=,m
|range=7.91
|startupRoot=i13~14
|startup=,i32~34
|crush=,js24~
|recv=r37
|block=-20
|hit=+12a (+2a)
|notes=Combo from 9th hit
}}


== External links ==
== External links ==
Line 2,706: Line 2,701:
* [http://geppopotamus.info/game/tekken7fr/lee/data_en.htm Lee movelist on geppopotamus.info]
* [http://geppopotamus.info/game/tekken7fr/lee/data_en.htm Lee movelist on geppopotamus.info]
* [http://rbnorway.org/lee-t7-frames/ Lee movelist on rbnorway.org]
* [http://rbnorway.org/lee-t7-frames/ Lee movelist on rbnorway.org]
[[Category:Movelist]]

Latest revision as of 07:50, 27 January 2024

This page is for Tekken 7. For Tekken 8, see Lee movelist.

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.d+1+2

m
55–82
2.87
25
20
-22
-5d
i20
pc8~19
t66 r46
Damage increases with lower health
Rage Drive

R.df+3+4

m
25
3.01
8
15
-1
i16~17
t55 r38
  • Hit vs BT +10a (+1a)
  • Hitstop 20f on hit
  • Hitstop 10f on block
  • Transition to r39 MS with f~n
  • Transition input can be delayed 11f

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
2.03
5
7
+1
+8
i10
t27 r17
Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
Left Right Combo

1,2

h,​h
7,​9
2.83
-1
+5
i10
,i12
t42 r20
  • Move can be delayed 4f
  • Jail from 1st attack
  • Transition to r21 MS with f~n
  • Transition input can be delayed 6f

1,​2,2

h,​h,​m
7,​9,​14
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 2nd CH with 5f delay
Left Right Combo to Revolution Zwei

1,​2,​2,3

h,​h,​m,​h
7,​9,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 3rd hit with 8f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Left Right Mid Kick

1,​2,4

h,​h,​m
7,​9,​10
-12
-1
i10
,i18
r31
  • Input can be delayed 1f
  • Holding 4 during startup will slow it by 1f for about every 2f held
  • Jail from 2nd attack at i18
  • Combo from 2nd hit at i19
  • Transition to r33 HMS with 3
Left Right Max Mid

1,​2,4*

h,​h,​m
7,​9,​20
-7
+0
i10
,i30
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4

1,3

h,​h
7,​5
-11
+0
i10
,i16
t56 r30
  • Move can be delayed 4f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit

1,​3:3

h,​h,​m
7,​5,​4
-10
+1
i10
,i9
r30
  • Jail from 2nd attack
  • 3f input window

1,​3:3:3

h,​h,​m,​h
7,​5,​4,​12
-18
i10
,i11
t91 r45
  • Jail from 2nd attack
  • 2f input window
Right Cross

2

h
10
2.07
5
7
+1
+8
i10
r18

2,1

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
t57[untested] r22
  • Input can be delayed 7f
  • Move can be delayed 5f
  • Jail from 1st attack with 4f delay
  • Combo from 1st hit
  • Transition to r22 HMS with 3+4
  • Transition input can be delayed 6f
Combination Drei

2,​1,1

h,​h,​m
10,​8,​18
4.36
-12
+3
i10
,i20~21
r30 FC
Floor Break
  • Input can be delayed 4f
  • Combo from 2nd CH
Combination Hünf

2,​1,3

h,​h,​h
10,​8,​24
4.42
-4
+20a (+11a)
i10
,i24~26
r28
Tailspin
  • Input can be delayed 2f
  • Combo from 2nd CH
Combination Vier

2,​1,4

h,​h,​L
10,​8,​18
4.87
-16
+0
i10
,i25~27
,cs16~
r33
  • Input can be delayed 11f
  • Move can be delayed 8f

2,2

h,​m
10,​14
2.28
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 1st CH with 5f delay
Right Cross to Revolution Zwei

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 2nd hit with 8f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Mist Kick

3

m
16
2.23
20
9
-8
+7
i14
t41 r27
  • Transition to r27 HMS with 4
  • Transition input can be delayed 2f
Mist Wolf Combination

3,3

m,​h
16,​18
2.61
-10
+1
i14
,i17
r29
  • Move can be delayed 13f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit
Trick Kick

3~3

h
18
2.59
-10
+1
i30
r29
  • 13f input window
  • Recovery slowed by 1f if 4 pressed during startup
Mist Trap

3~3:4

h,​t
18,​25
2.59
+0d
i30
r29
1f input window
Magic Four

4

h
16
2.01
5
7
-9
+7
i11
t39 r28
Spin Kick

4,3

h,​h
16,​14
-14
-3
+2
i11
,i18
r33
  • Jail from 1st attack
  • Combo from 1st CH +25a (+18a)
Spinning Hammer Kick

4,​3,3

h,​h,​m
16,​14,​20
-13
+8d
i11
,i19~21
r30
Floor Break
  • Move can be delayed 10f
  • Input can be delayed 11f
  • Combo from 2nd CH
Spin Kick Somersault Combo

4,​3,4

h,​h,​m
16,​14,​25
-9
+24a (+14a)
i11
,i30~32
,js22~
r29
  • Move can be delayed 7f
  • Combo from 1st CH +33a (+26a)
  • Combo from 2nd CH with 5f delay

4,4

h,​h
16,​6
2.28
-5
+6
i11
,i10
t50 r29
  • Recovery 5f faster if attack connects
  • Jail from 1st attack
  • Combo from 1st CH +33a (+26a)
Machine Gun Kicks

4,​4,4

h,​h,​h
16,​6,​8
2.55
-5
+6
i11
,i10
r24
Jail from 1st attack
Lee Somersault

4,u+3

h,​m
16,​25
-1
i11
,i33~35
,js25~
r18
  • Alternate input 4,uf+3
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Combo from 1st CH +34a (+27a)
  • Transition to r26 MS with f~n
  • Transition input can be delayed 17f
Pirouette Punch

1+2

m
20
2.63
-4
+3
i21~22
r28 FC
Homing
Floor Break
  • Transition to r25 HMS with 3+4
  • Transition input can be delayed 2f

f

Name
Alt

Input

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

f+2

m
12
2.25
18
8
-9
+2
i14~15
r27
Double Signal

f+2,1

m,​h
12,​24
3.96
-10
+42d (-16d)
i14
,i19~20
r30
  • Move can be delayed 11f
  • Input can be delayed 12f
  • Combo from 1st hit with 10f delay

f+3

m
6
2.63
7
18
-18
-7
i15
r37

f+3,3

m,​m
6,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

f+3,​3,3

m,​m,​h
6,​3,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

f+3,​3,​3,3

m,​m,​h,​h
6,​3,​3,​3
-18
-7
i15
,i8~9
r36
  • Input can be delayed 1f
  • Combo from 1st hit

f+3,​3,​3,​3,3

m,​m,​h,​h
6,​3,​3,​3,​3
-18
+13 (+3a)
i15
,i8~9
r36
  • Input can be delayed 1f
  • Combo from 1st hit
Acid Storm

f+3,​3,​3,​3,​3,4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​20
-7
+20a
i15
,i20~21
r32
Tailspin
  • Combo from 5th hit +61a (+44a)
  • Move can be delayed 17f
  • Input can be delayed 16f
  • Transition to r35 HMS with 3
  • Transition input can be delayed 26f
  • Alternate input
    • f+3,3,4
    • f+3,3,3,4
    • f+3,3,3,3,4

f+4

h
13
2.31
7
10
-7
+4
i11
r26
Deadly Cyclone

f+4,1

h,​h
13,​16
3.76
-2
+13g
i11
,i24~25
r29
Tailspin
  • Move can be delayed 11f
  • Input can be delayed 16f
  • Combo from 1st CH with 6f delay
Deadly Arc

f+4,3

h,​m
13,​18
3.74
-8
+6c
i11
,i21~23
r25
Spike
  • Move can be delayed 11f
  • Input can be delayed 16f
  • Combo from 1st CH with 9f delay
  • Transition to r21 HMS with 4
Aggressive One-Two

f+1+2

h,​h
10,​20
2.53
-13
+18a (+9a)
  • i13
  • i28~29
r31
Jail from 1st hit
Feather Landing

f+3+4

M,​M
10,​20
3.30
+4c
+8c
  • i30~32
  • i34~36
js14~33
r27 FC
Spike
  • Jail from 1st hit

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Upper

df+1

m
10
2.17
19
7
-1
+5
i13~14
r19
Can evade jabs on frames 6~9

df+1,2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
  • Combo from 1st hit
  • Input can be delayed 1f

df+1,​2,2

m,​h,​h
10,​5,​6
3.84
-18
-7
i13~14
,i22
r37
  • Combo from 1st hit
  • Hit vs BT +13a (+3a)
Uppercut

df+2

m
12
2.06
6
6
-7
i15~16
r25
  • Hit vs crouch +4s
  • Can evade jabs on frame 9
  • Tracks right up to 18 frames sometimes

df+3

m
14
2.08
7
7
-8
+3
i15~16
r26

df+3,2

m,​h
14,​11
3.14
-6
+5
i15
,i19~20
r24
  • Move can be delayed 4f
  • Combo from 1st hit
Mercury Drive

df+3,​2,3

m,​h,​m
14,​11,​23
4.70
-14
i15
,i22~21
r36
  • Move can be delayed 10f
  • Combo from 2nd CH with 7f delay
Front Kick

df+4

m
16
2.55
9
12
-9
+2
i13~14
r27
  • Transition to r27 HMS-17 with 3
  • Transition can be delayed 2f

df+1+2

m
18
12
16
-9
-2
i20~21
r31
Revolution Zwei

df+1+2,3

m,​h
18,​23
-3
+17a (+8a)
i20~21
,i21~23
r31
Tailspin
  • Move can be delayed 13f
  • Input can be delayed 16f
  • Combo from 1st hit with 7f delay
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab

d+1

s
5
1.55
-5
+6
i10
cs4~
r24 FC
  • Alternate input db+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
Gut Polisher

d+2

m
17
2.39
6
18
-6
+8
i18~19
r26
Sliver Low

d+3

L
17
2.39
14
12
-17
-3
i16
cs6~
r33 FC
  • Transition to r31 HMS-0 with 4
  • Transition input can be delayed 10f
  • Transition can be delayed 8f
Shin Kick

d+4

l
7
2.50
18
18
-13
-14
-2
i12
r32
Shin to Head Kick

d+4,4

l,​h
7,​16
-9
+2
+27a (+17a)
i12
,i23
r28
  • Often notated d+4,n+4
  • Connects to 4 extensions
  • Cancel to d+3+4 with 3 on frame 1, i.e. d+4,4:3 is l,h!
  • Input can be delayed 11f
  • Move can be delayed 10f
  • Combo from 1st CH with 7f delay

d+4,d+4

l,​l
7,​8
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4
  • Input can be delayed 13f
  • Move can be delayed 12f
  • Combo from 1st CH with 10f delay

d+4,​d+4,4

l,​l,​l
7,​8,​5
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4,4
  • Input can be delayed 10f
  • Move can be delayed 11f
  • Combo from 2nd CH
Laser Edge Kick Combo

d+4,​d+4,​4,4

l,​l,​l,​m
7,​8,​5,​21
-20
+11a (+2a)
i12
,i24~25
r38
  • Often notated D+4,4,4,4
  • Move can be delayed 14f
  • Combo from 3rd CH with 6f delay
  • Transition to r30 HMS with 3
  • Transition input can be delayed 2f
Silver Cyclone

d+3+4

h!
60
+9a (+0a)
i60~61
  • cs25~45
  • js45~
r39
Cancel to r53 HMS with 3+4 on frames ,2~37

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Straight

db+2

s
8
1.80
5
9
-4
+7
i11
cs4~
r23 FC
Bump Kick

db+3

L
15
2.55
26
12
-12
+2
i20~21
r30
Spike
Crouch Shin Kick

db+4

l
7
2.30
18
17
-13
-2
i12
cs4~
r32 FC
Death Touch

db+1+2

m!,​m!
20,​30
+20a
i76 i90
r31
Cancel to r74 with u,u on frames 2~50
Grass Snake

db+3+4

L
17
2.75
29
15
-13
+4
i23~25
r29

b

Name
Alt

Input

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

b+1

h
8
2.61
7
12
+0
+6
i15
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)

b+1,1

h,​m
8,​6
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Tooth

b+1,​1,2

h,​m,​h
8,​6,​15
4.86
-11
+1
i15
,i20
r34
Combo from 1st hit

b+1:1

h,​m
12,​6
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Fang

b+1:1,2

h,​m,​h
12,​6,​23
4.86
-6
+39d (-19d)
i15
,i20
r34
Combo from 1st hit
Rear Cross Punch

b+2

h
13
2.55
-5
+1
i14
r24
  • Transition to r20 MS with f~n
  • Transition input can be delayed 5f

b+2,4

h,​h
13,​12
-8
-6
+19a (+9a)
i14
,i14~15
r35
  • Input can be delayed 13f
  • Move can be delayed 5f
  • Combo from 1st hit with 8f delay
  • Transition to r37 HMS with 3+4
  • Transition input can be delayed 24f
Super High Combination

b+2,​4,3

h,​h,​h
13,​12,​21
-3
+22a (+13a)
i14
,i27~28
,js13~
r27
Tailspin

b+3

L
9
-14
-3
i15
r33
Stinging Rush

b+3,3

L,​h
9,​15
-12
-3
,i19
r33
  • Combo from 1st CH
  • Transition to r28 MS with f~n
  • Transition input can be delayed 5f
Silver Heel

b+4

m
20
2.66
-3
+7c
i20~22
r20
Spike
  • Hit vs crouch +18d
  • Transition to r19 HMS with 3
  • Transition adds tracking if input mid startup
Mist Flash

b+3+4

m
20
2.85
-15
+6a (-3a)
i20
pc8~19
r38
Wall Bounce

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wheel of Fate

ub+3

M
20
2.20
-13
+20a (+13a)
i18~22
r28
Hook

u+2

h
17
-12
+9~+10g
i15~16
r30
  • Alternate input:
    • ub+2
    • uf+2
Fake

u+3

js9~28
r44
  • Transition to r35 FC with D
  • Transition to r44 HMS with 3+4

u+4

m
15
1.70
-13
+19a (+9a)
i15~17
js9~
r29

uf+3

m
12
3.09
-9
+2
i25~26
js12~
r27
Brilliant Rosé

uf+3,1

m,​m
12,​18
4.27
-12
+3
i25~26
,i21~22
r30 FC
Floor Break
  • Combo from 1st hit
Double Mazurek

uf+3,4

m,​h
12,​23
3.93
-3
i25~26
,i25~27
r26
Tailspin
Silver Arrow

uf+4

m
13
2.21
-13
i15~16
js9~
r30
Knee
Silver Bullet

uf+3+4

h
27
+5
i22~24
js9~
r35
  • Transition to r32 HMS with 3+4
  • Transition input can be delayed 3f
Delayed Hopkick

uf,n,4

m
25
-11
i23~25
js9~
r27

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Pulse Blast

f,F+3

m
26
3.10
-11
+10a (+1a)
i14~15
r35
Can't be buffered
Deadly Edge

f,F+4

h
22
2.41
-5
i16~17
cs5~15
r23
Can't be buffered
Lee Cutter

b,B+4

h
23
2.67
+2
i19~21
r26
Homing
Tailspin
  • Transition to r23 HMS with 3
  • Can't be buffered
Blazing Kick

d,DB+4

M
24
3.23
-17
i22~24
r38
Can't be buffered

f,f,F+3

m
14
2.49
-9
+17a (+7a)
i14~15
js9~
r33
  • Alternate input wr3
  • Can't be buffered
Waxing Crescent

f,​f,​F+3,4

m,​m
14,​26
4.27
+3
+24d (-11d)
i14~15
,i20~22
,js1~
r29
Floor Break
  • Alternate input wr3,4
  • Jail from 1st hit
  • Transition to r26 HMS with 3
Back Handspring to Hitman

ub,b

r66 HMS

Crouch

Name
Alt

Input

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

hFC.1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f

hFC.2

s
8
1.77
-4
+7
i11
cs1~
r23 FC

hFC.3

l
12
-17
-3
i13
cs1~
r33 FC

hFC.4

l
10
-15
-4
i12
cs1~
r34 FC

FC.df+3

L
12
-17
-3
i16
cs1~
r33 FC
Silver Tail

FC.df+4

L
17
2.76
-14
-3c
i16~17
cs1~
r32 FC
Transition to r30 HMS-2 with 3
Sliding

FC.df,d,DF+3

L
22
3.54
-23
i16~20
cs1~15
r39 FU
Can't be buffered

FC.ub+4

m
15
-17
-6
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.u+4

m
22
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
Catapult Flip

FC.uf+4

m
25
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.UB+4

m
25
-31
-20
i14~17
js9~
r47
Transition to r34 FC with D

FC.U+4

m
28
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Assault

FC.UF+4

m
30
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Drop

FC.uf+3+4

m,​M
30,​20
-4
+17a (+7a)
  • i46~49
  • i56~58
js9~45
r31 FU
  • Alternate input
    • FC.u+3+4
    • FC.ub+3+4

WS

Name
Alt

Input

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

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
  • Combo from 1st hit
  • Transition to r31 HMS with 3

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Combo from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
Tailspin
  • Combo from 1st hit

ws3

M
16
2.20
-21
-10
i10~12
r38
Tsunami Kicks

ws3,3

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33
  • Jail from 1st attack
  • Transition to r33 HMS with 4
  • Transition input can be delayed 2f

ws3,​3,df+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Combo from 2nd CH
Infinite Kicks Mid Chain

ws3,​3,​df+3,3

M,​m,​m,​h
16,​11,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 3rd hit
  • Hit vs BT +3a

ws3,​3,d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38
Combo from 2nd CH

ws3,​3,​d+3,3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Combo from 3rd hit
Infinite Kicks Low Chain

ws3,​3,​d+3,​3,3

M,​m,​l,​m,​h
16,​11,​8,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 4th CH
  • Hit vs BT +3a

INF.3

m
10
-19
-8
,i24
r38
Infinite Kicks Mid Variation

INF.3,3

m,​h
10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 1st hit
  • Hit vs BT +3a

INF.d+3

l
10
-19
-8
,i24
r38

INF.d+3,3

l,​m
10,​10
-19
-8
,i24
r38
Combo from 1st hit
Infinite Kicks Low Variation

INF.d+3,​3,3

l,​m,​h
10,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd CH
  • Hit vs BT +3a

INF.u+3

m
15
-19
+1a
,i19
r39

INF.u+3,3

m,​m
15,​10
-19
-8
,i26
r38
Infinite Kicks Axe Variation

INF.u+3,​3,3

m,​m,​h
15,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd hit
  • Hit vs BT +3a
Toe Smash

ws4

m
16
2.22
-6
+5
i11~12
r24
  • Transition to r27 HMS with 3
  • Transition input can be delayed 2f

HMS

See also: Hitman Stance

Transitions written as HMS-N indicate that Lee needs an extra N frames after recovering before he can do HMS.b.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hitman Stance

3+4

r10 HMS
Hitman Sidestep

HMS.u~n

r29 HMS
  • Alternate input HMS.d~n
  • Can cancel to any HMS attack
Hitman to Mist Step

HMS.f~n

r22 MS
Hitman Cancel

HMS.D

r1 FC
  • Alternate input
    • HMS.DB
    • HMS.DF
Hitman Guard

HMS.b

r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
Freaker Jab

HMS.1

h
10
2.28
+0
+7
i12
r21 HMS
  • Cancel to HMS.3 with 3
  • Cancel to r19 MS with f~n

HMS.1,1

h,​h
10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 6f
  • Cancel to r22 MS with f~n

HMS.1,​1,1

h,​h,​h
10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Freaker Jab Combo

HMS.1,​1,​1,1

h,​h,​h,​h
10,​10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Excellent Combo

HMS.1,4

h,​m
10,​17
-8
+2
i12
,i15
r32
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Jail from 1st attack with 6f delay
  • Combo from 1st hit
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
Scatter Blow

HMS.2

m
23
2.47
-13
i19~20
r33
Scatter Kick

HMS.3

h,​t
21,​20
2.58
-4
+0d
i17~19
pc8~16
t49 r30
Homing
Tailspin
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
Shin Slicer

HMS.4

L
20
2.64
-26
i24~26
cs6~
r29 FC
Poison Touch

HMS.1+2

m,​m
10,​15
2.38
-7
+14g
  • i15~16
  • i26~27
r25
  • Jail from 1st hit
  • Wall crush on hit +26g
Silver Slash

HMS.uf+3

m
24
2.80
-9
+12a (+3a)
i20~22
js9~
r30
Wall Bounce
  • Transition to r30 FC with D
Silver Circle

HMS.uf+4

M
20
3.69
-8c
i25~29
js16~
r32

MS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mist Step

f~n

r1 MS
  • MS lasts 22 frames
  • MS is in crouching state on frames 6~19
  • Can't be buffered

MS.3

m
10
2.25
-12
-1
i15~16
js9~
r30
Inverted Axle

MS.3,4

m,​m
10,​10
3.44
-13
i15~16
,i15~16
,js1~
r31
Combo from 1st hit
Lee Sliding

MS.3+4

L
17
3.98
-35
+10a
i29~33
js6~23
r47 FU
Can't buffer moves during recovery
Sway

MS.b,n

r1 Sway
  • Sway lasts 29 frames
  • Can only be done when MS is in crouching state
  • Gives access to WS moves for first 4 frames
Spinning Axe Kick

Sway.4

L
18
3.40
-13
+3
i21~22
cs1~
r31

SS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Lee Screw Right

SSL.3+4

h
25
-2
+19a (+10a)
i17~20
r28
Tailspin
  • Transition to r31 HMS with 3
Lee Screw Left

SSR.3+4

m
28
-9
i20~23
r34
Tailspin
  • Transition to r37 HMS with 4

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Forearm Drop

1+3

t
35
2.08
-3
+1d
i12~14
t39 r25
Throw break 1 or 2
Forearm Drop

f+1+3

t
35
2.55
-3
+1d
i15~17
t50 r33
Homing
  • Same throw as 1+3
Axle Throw

2+4

t
35
2.08
-6
+1d
i12~14
t39 r25
  • Throw break 1 or 2
  • Side switch on hit and break
Axle Throw

f+2+4

t
35
2.55
-6
+1d
i15~17
t50 r33
Homing
  • Same throw as 2+4
Lee Harassment

Left throw

t
40
-3
+1d
Throw break 1
Lee Stunner

Right throw

t
40
-3
+0d
Throw break 2
Face Crusher

Back throw

t
60
-10d
Knee Drive

f,F+3+4

t
30
1.96
-3
i12
t39 r27
Throw break 1+2
+7b
ps2~10
r42
Parries high and mid punches
Mist Illusion Kick

b+1+2,P.4

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

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
df+1 m 10 i13~14 -1 +8
2 h 5 i20 -10 +1 Hit
2 h 6 i22 -18 -7[1] Hit
1 h 5 i13 -10 +1 CH[2]
3 h 7 i22~23 -25 -14 Hit
3 L 6 i24 -25 -14
3 h 7 i21 -25 -14
4 h 7 i20 -17 -6 Hit
3 h 10 i18 -25 -5 Jail
4 m 25 i32~34 -20 +12a (+2) Hit
  1. Hit vs BT +13a (+3a)
  2. 4th hit jails if 3rd hit was blocked, but on hit it can be ducked.

External links