Lee movelist (Tekken 7): Difference between revisions

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{{Lee}}
{{Lee}}
{{Navbox movelist}}
{{Navbox movelist (Tekken 7)}}
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== Rage ==
== Rage ==
Line 45: Line 46:


== n ==
== n ==
{{MoveDataHeader}}
{{MoveData
{{MoveData
|id=Lee-1
|id=Lee-1

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