Lee (Tekken 7): Difference between revisions

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{{Lee}}
{{Lee}}
{{Infobox fighter (Tekken 7)
|name=Lee
|stances={{Plainlist|
* HMS ''(Hitman Stance)'' – 3+4
* MS ''(Mist Step)'' – f~n
* Sway – MS.b~n}}
|launch={{Plainlist|
* i15 – uf+4
* i15 – df+2 ''(doesn't launch crouch)''}}
|splat={{Plainlist|
* i13 – f+1+2 ''(standing)''
* i14 – ws2,3 ''(crouching)''}}
|chLaunch={{Plainlist|
* i11 – 4 ''(high)''
* i15 – df+2 ''(mid)''}}
|parry=b+1+2 ''(high or mid punches)''
|remappedGenerics={{Plainlist|
* d+2 โ†’ db+2
* d+4 โ†’ db+4}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* ws4ย  ''(crouching)''}}
|hopkick=uf+4
|statureKick={{Plainlist|
* db+3+4
* db+3}}
|powerLow=FC.df,d,DF+3
|snakeEdge=HMS.4
|clefCannon=2,2,3
|shadowCutter=d+3,4
|lore=[[fandom:Lee Chaolan|Lee Chaolan]]
|activePlayers={{Plainlist|
* [https://www.twitch.tv/lmyourfather Imyourfather]
* [https://www.twitch.tv/miirio miirio]}}
|discord=[https://discord.gg/7Dypwgh]
}}
{{See other}}
{{Archetype|Lee}}
'''Lee''' is a counter hit and [[neutral]] monster who strikes fear into anyone who dares press even a single button. He's notoriously evasive with both f,F+4 and d+3 able to avoid some mids, and wr3,4 often going under jabs. Many of his HMS transitions recover deceptively far away, creating whiffs from seemingly nowhere.


Lee has some of the best counterhit tools in the game. Itโ€™s where most of his damage comes from, and his entire game plan follows from that.
His [[pressure]] is somewhat loose, with many punishers and key mixups leaving him without much [[frame advantage]] or the space to use it. However, his df+1 is still a force to be reckoned as it's backed up with a full suite of dangerous threats to retaliation.


Of course, if that were all Lee has, there would be no way to get any counterhits. Your opponent has to attack to get counterhit. Thatโ€™s where Leeโ€™s second strength comes into play: pokes. Lee has a wide variety of pokes for controlling space, tracking movement, and chipping away at the opponent until they feel pressured to attack. Itโ€™s then that the counterhits come into play.
{{BlueRed
|blue=
* Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series)
* Obnoxious keepout tools (b+4~HMS, Magic 4 series, df+2, f,f+3, f,f+4)
* He has a slide (FC df,d,df+3)
* Solid tracking options
* Mental damage from infinite kicks and [[Mist Trap]]
* Baby mode whiff punishment with f+3,3,3,3,3,4
* Good combo damage and pretty flexible wall carry options
* XLNT


On top of that, his slide is able to apply explosive pressure on any turtling opponent.
|red=
* Struggles against tight defense
* Optimal standing punishment requires execution (4,4 D+3 D+2 [[Acid Rain]])
* Lacks a good throw game
* Has to staple a lot things that have no easy alternatives
* Needs to go into crouch for his big [[mixup]]
}}


Once Lee has a life lead, he has some of the best keepout tools in the game to maintain it.
{{KeyTechs|
{{KeyTech|CH d+3,4 b+3,3,f~n
|importance=5|dexterity=0|rhythm=4|value=5}}
{{KeyTech|f,F+4 f,f b+3,3,f~n
|importance=5|dexterity=1|rhythm=3|value=5}}
{{KeyTech|ws2,3 f,F+3
|importance=5|dexterity=1|rhythm=3|value=4}}
{{KeyTech|b+1:1,2
|importance=5|dexterity=0|rhythm=3|value=4}}
{{KeyTech|[[Lee combos#Staples|iWS from Mist Step]]
|importance=4|dexterity=0|rhythm=3|value=2}}
{{KeyTech|[[Acid Rain]]
|importance=3|dexterity=0|rhythm=4|value=4}}
{{KeyTech|[[B2 loop|b+2 loop]]
|importance=2|dexterity=1|rhythm=4|value=3}}
{{KeyTech|[[Instant while running]] 3,4
|importance=2|dexterity=3|timing=0|value=4}}
{{KeyTech|CH d+2 f,f d+4,4,u+3
|importance=1|dexterity=2|rhythm=4|value=5}}
{{KeyTech|[[Lee combos#B1 link|b+1 link]]
|importance=1|dexterity=3|rhythm=3|value=2}}
{{KeyTech|3~3:4
|importance=0|dexterity=0|rhythm=5|value=5}}
}}


Lee requires good execution for his best tech, but most of these are not essential to winning. You donโ€™t need to master them to try him out. Consistent combo routes do 90โ€“95% as much damage as the staple routes, and there are solid alternatives to [[Acid Rain]] for punishers.
{{Punishment|Lee}}


== See also ==
== External links ==


* [https://www.youtube.com/watch?v=vb2tOKQsvgU Quick video guide by Massive Zug]
* [https://www.youtube.com/watch?v=ZDDH_KZPohg Video guide by That Blasted Salami]
* [http://www.avoidingthepuddle.com/news/2017/10/25/tekken-7-lee-chaolan-character-breakdown-from-help-me.html Character Breakdown from Help Me]
* [http://www.avoidingthepuddle.com/news/2017/10/25/tekken-7-lee-chaolan-character-breakdown-from-help-me.html Character Breakdown from Help Me]
* [https://www.youtube.com/watch?v=ZDDH_KZPohg Video guide by That Blasted Salami]
* [https://docs.google.com/document/d/1BN7SH7He5MSXvz_LGlCmlWVjp4MSq3-H-DZc8kt7dXo/edit Text guide by u/UberDuderOfDoomer]
* [https://docs.google.com/document/d/1BN7SH7He5MSXvz_LGlCmlWVjp4MSq3-H-DZc8kt7dXo/edit Text Guide by unknown author]
* Basics guide by Xiang [https://www.youtube.com/watch?v=zvZWN9RRHMs Part 1], [https://www.youtube.com/watch?v=bab052hcKBg Part 2], [https://www.youtube.com/watch?v=Z1mjDvJDvIs Part 3]
ย 
{{Navbox fighters (Tekken 7)}}
__NOTOC__

Latest revision as of 22:48, 6 February 2024

Lee
Stances
  • HMS (Hitman Stance) – 3+4
  • MS (Mist Step) – f~n
  • Sway – MS.b~n
Fastest launch
  • i15 – uf+4
  • i15 – df+2 (doesn't launch crouch)
Fastest CH launch
  • i11 – 4 (high)
  • i15 – df+2 (mid)
Fastest wall splat
  • i13 – f+1+2 (standing)
  • i14 – ws2,3 (crouching)
Parry b+1+2 (high or mid punches)
Archetypal moves
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick
  • db+3+4
  • db+3
Power low FC.df,d,DF+3
Snake edge HMS.4
Shadow cutter d+3,4
Clef cannon 2,2,3
Generic moves
Remapped
  • d+2 โ†’ db+2
  • d+4 โ†’ db+4
Missing (none)
External links
Lore Lee Chaolan
Discord [1]
Active players

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Lee is a counter hit and neutral monster who strikes fear into anyone who dares press even a single button. He's notoriously evasive with both f,F+4 and d+3 able to avoid some mids, and wr3,4 often going under jabs. Many of his HMS transitions recover deceptively far away, creating whiffs from seemingly nowhere.

His pressure is somewhat loose, with many punishers and key mixups leaving him without much frame advantage or the space to use it. However, his df+1 is still a force to be reckoned as it's backed up with a full suite of dangerous threats to retaliation.

Strengths
  • Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series)
  • Obnoxious keepout tools (b+4~HMS, Magic 4 series, df+2, f,f+3, f,f+4)
  • He has a slide (FC df,d,df+3)
  • Solid tracking options
  • Mental damage from infinite kicks and Mist Trap
  • Baby mode whiff punishment with f+3,3,3,3,3,4
  • Good combo damage and pretty flexible wall carry options
  • XLNT
Weaknesses
  • Struggles against tight defense
  • Optimal standing punishment requires execution (4,4 D+3 D+2 Acid Rain)
  • Lacks a good throw game
  • Has to staple a lot things that have no easy alternatives
  • Needs to go into crouch for his big mixup
CH d+3,4 b+3,3,f~n
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
f,F+4 f,f b+3,3,f~n
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
ws2,3 f,F+3
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
b+1:1,2
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
CH d+2 f,f d+4,4,u+3
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
3~3:4
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
Standing punishment
-10
47
26
-11
47
30
-12
47
30
-13
61
47
30
-14
67
47
36
-15
90
69
-23
99
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
27
-11
27
-12
27
-13
30
-14
94
78
54
36
-15
87
66
-23
99
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median
Short range
Hard
Wall
Meter/Rage

External links