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{{Lee}} | {{Lee}} | ||
{{Infobox fighter | {{Infobox fighter (Tekken 7) | ||
|name=Lee | |name=Lee | ||
|stances={{Plainlist| | |stances={{Plainlist| | ||
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* MS ''(Mist Step)'' – f~n | * MS ''(Mist Step)'' – f~n | ||
* Sway – MS.b~n}} | * Sway – MS.b~n}} | ||
|launch=i15 – uf+4 | |launch={{Plainlist| | ||
* i15 – uf+4 | |||
* i15 – df+2 ''(doesn't launch crouch)''}} | |||
|splat={{Plainlist| | |splat={{Plainlist| | ||
* i13 – f+1+2 ''(standing)'' | * i13 – f+1+2 ''(standing)'' | ||
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|discord=[https://discord.gg/7Dypwgh] | |discord=[https://discord.gg/7Dypwgh] | ||
}} | }} | ||
{{See other}} | |||
{{Archetype|Lee}} | {{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''' 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. | ||
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{{BlueRed | {{BlueRed | ||
|blue= | |blue= | ||
* Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series) | * Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series) | ||
* Solid | * 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]] | * Mental damage from infinite kicks and [[Mist Trap]] | ||
* Baby mode whiff punishment with f+3,3,3,3,3,4 | * Baby mode whiff punishment with f+3,3,3,3,3,4 | ||
* Good combo damage and pretty flexible wall carry options | |||
* XLNT | |||
|red= | |red= | ||
* Struggles against tight defense | * 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]] | * Needs to go into crouch for his big [[mixup]] | ||
}} | }} | ||
{{KeyTechs| | {{KeyTechs| | ||
{{KeyTech|CH d+3,4 b+3,3,f~n | {{KeyTech|CH d+3,4 b+3,3,f~n | ||
|importance=5|dexterity=0| | |importance=5|dexterity=0|rhythm=4|value=5}} | ||
{{KeyTech|f,F+4 f,f b+3,3,f~n | {{KeyTech|f,F+4 f,f b+3,3,f~n | ||
|importance=5|dexterity=1| | |importance=5|dexterity=1|rhythm=3|value=5}} | ||
{{KeyTech|ws2,3 f,F+3 | {{KeyTech|ws2,3 f,F+3 | ||
|importance=5|dexterity=1| | |importance=5|dexterity=1|rhythm=3|value=4}} | ||
{{KeyTech|b+1:1,2 | {{KeyTech|b+1:1,2 | ||
|importance=5|dexterity=0| | |importance=5|dexterity=0|rhythm=3|value=4}} | ||
{{KeyTech|[[Lee combos#Staples|iWS from Mist Step]] | {{KeyTech|[[Lee combos#Staples|iWS from Mist Step]] | ||
|importance=4|dexterity=0| | |importance=4|dexterity=0|rhythm=3|value=2}} | ||
{{KeyTech|[[Acid Rain]] | {{KeyTech|[[Acid Rain]] | ||
|importance=3|dexterity=0| | |importance=3|dexterity=0|rhythm=4|value=4}} | ||
{{KeyTech|[[B2 loop|b+2 loop]] | {{KeyTech|[[B2 loop|b+2 loop]] | ||
|importance=2|dexterity=1| | |importance=2|dexterity=1|rhythm=4|value=3}} | ||
{{KeyTech|[[Instant while running]] 3,4 | {{KeyTech|[[Instant while running]] 3,4 | ||
|importance= | |importance=2|dexterity=3|timing=0|value=4}} | ||
{{KeyTech|CH d+2 f,f d+4,4,u+3 | {{KeyTech|CH d+2 f,f d+4,4,u+3 | ||
|importance=1|dexterity=2| | |importance=1|dexterity=2|rhythm=4|value=5}} | ||
{{KeyTech|[[Lee combos#B1 link|b+1 link]] | {{KeyTech|[[Lee combos#B1 link|b+1 link]] | ||
|importance=1|dexterity=3| | |importance=1|dexterity=3|rhythm=3|value=2}} | ||
{{KeyTech|3~3:4 | {{KeyTech|3~3:4 | ||
|importance=0|dexterity=0| | |importance=0|dexterity=0|rhythm=5|value=5}} | ||
}} | }} | ||
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* 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] | * 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] | ||
{{Navbox fighters}} | {{Navbox fighters (Tekken 7)}} | ||
__NOTOC__ |
Latest revision as of 22:48, 6 February 2024
Lee (Tekken 7) |
---|
Lee | |
---|---|
Stances |
|
Fastest launch |
|
Fastest CH launch |
|
Fastest wall splat |
|
Parry | b+1+2 (high or mid punches) |
Archetypal moves | |
Mid check |
|
Hopkick | uf+4 |
Stature kick |
|
Power low | FC.df,d,DF+3 |
Snake edge | HMS.4 |
Shadow cutter | d+3,4 |
Clef cannon | 2,2,3 |
Generic moves | |
Remapped |
|
Missing | (none) |
External links | |
Lore | Lee Chaolan |
Discord | [1] |
Active players |
This page is for Tekken 7. For Tekken 8, see 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.
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
CH d+3,4 b+3,3,f~n
importance
★★★★★value
★★★★★dexterity
☆☆☆☆☆rhythm
★★★★☆f,F+4 f,f b+3,3,f~n
importance
★★★★★value
★★★★★dexterity
★☆☆☆☆rhythm
★★★☆☆ws2,3 f,F+3
importance
★★★★★value
★★★★☆dexterity
★☆☆☆☆rhythm
★★★☆☆b+1:1,2
importance
★★★★★value
★★★★☆dexterity
☆☆☆☆☆rhythm
★★★☆☆importance
★★★★☆value
★★☆☆☆dexterity
☆☆☆☆☆rhythm
★★★☆☆importance
★★★☆☆value
★★★★☆dexterity
☆☆☆☆☆rhythm
★★★★☆importance
★★☆☆☆value
★★★☆☆dexterity
★☆☆☆☆rhythm
★★★★☆importance
★★☆☆☆value
★★★★☆dexterity
★★★☆☆rhythm
☆☆☆☆☆CH d+2 f,f d+4,4,u+3
importance
★☆☆☆☆value
★★★★★dexterity
★★☆☆☆rhythm
★★★★☆importance
★☆☆☆☆value
★★☆☆☆dexterity
★★★☆☆rhythm
★★★☆☆3~3:4
importance
☆☆☆☆☆value
★★★★★dexterity
☆☆☆☆☆rhythm
★★★★★Standing punishment
-10
-11
-12
-13
-14
-15
-23
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
-11
-12
-13
-14
-15
-23
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
- Quick video guide by Massive Zug
- Video guide by That Blasted Salami
- Character Breakdown from Help Me
- Text guide by u/UberDuderOfDoomer
- Basics guide by Xiang Part 1, Part 2, Part 3