mNo edit summary |
m (โโn) ย |
||
(13 intermediate revisions by 8 users not shown) | |||
Line 30: | Line 30: | ||
|damage=37 | |damage=37 | ||
|startup=i20 | |startup=i20 | ||
|block=- | |block=-14 | ||
|hit=+0d | |hit=+0d | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
Line 63: | Line 63: | ||
|block=-9 | |block=-9 | ||
|hit=+21d (+11) | |hit=+21d (+11) | ||
|tracksLeft=5? | |||
|tracksRight=4? | |||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
Line 118: | Line 120: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * {{RageArt}} | ||
* {{RecoverableHealthRemoval}} | |||
* Damage increases with lower health | * Damage increases with lower health | ||
}} | |||
}} | }} | ||
Line 147: | Line 150: | ||
|hit=+7 | |hit=+7 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Transition to -2 +8 MS with F | * Transition to r30 -2 +8 MS with F | ||
* Jail from 1st attack with max delay | * Jail from 1st attack with max (4F) delay | ||
* Move can be delayed | * Combo from 1st hit with 4F delay | ||
* Move can be delayed 4F}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 161: | Line 165: | ||
|hit=-2 | |hit=-2 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Move can be delayed | * Move can be delayed 5F | ||
* Combo from 2nd CH | * Input can be delayed 7F | ||
* Combo from 2nd CH with 7F delay}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 176: | Line 181: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{BB}} | * {{BB}} | ||
* Combo from 3rd hit CH ย | * Combo from 3rd hit CH with 9F delay | ||
* Transition to -9, +11a (+ | * Transition to r25 -9, +11a (+2a) HMS with 4 | ||
* Move can be delayed | * Move can be delayed 13F | ||
* Input can be delayed 18F | |||
}} }} | }} }} | ||
{{Move | {{Move | ||
Line 193: | Line 199: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Jail from 1st attack | * Jail from 1st attack | ||
* Transition to -14 -2 HMS with 3}} | * Combo from 2nd hit | ||
* Transition to -14 -2 HMS with 3 | |||
* Move can be input by pressing 4 during frames 1-9 of 1,2}} | |||
}} | }} | ||
{{MoveInherit|Lee-1,2,4 | {{MoveInherit|Lee-1,2,4 | ||
Line 201: | Line 209: | ||
|hit=+5 | |hit=+5 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Jail from 1st attack | * Jail from 1st attack | ||
* Transition to -14 +3 HMS with 3}} | * Combo from 2nd hit with 1f delay | ||
* Move can be input by pressing 4 during frames 10-13 of 1,2 | |||
* Transition to r44 -14 +3 HMS with 3}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 215: | Line 224: | ||
|block=-11 | |block=-11 | ||
|hit=+0 | |hit=+0 | ||
|notes= | |notes= Can be delayed (2F?) | ||
}} | }} | ||
{{Move | {{Move | ||
Line 333: | Line 342: | ||
|block=-15 | |block=-15 | ||
|hit=+1 | |hit=+1 | ||
|ch=+ | |ch=+11 | ||
|crush= | |crush= | ||
|recv= | |recv= | ||
Line 564: | Line 573: | ||
|notes= {{Plainlist| | |notes= {{Plainlist| | ||
* Jail from 1st attack | * Jail from 1st attack | ||
* Combo from 1st CH +25a (+18)}} | * Combo from 2nd hit with no delay | ||
* Frame advantage on 1st CH: +25a (+18)}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 579: | Line 589: | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+5g +34d}} | * {{HeatDash|+5g +34d}} | ||
* Combo from | * Combo from 2nd hit with 1f-5f delay only | ||
* | * Frame advantage on 1st CH: [[Lee combos#Staples|+29a (+22)]] | ||
* 4 | * 4 Chip Damage on block | ||
* 5 Chip Damage on block in heat}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 822: | Line 833: | ||
|input=f+4 | |input=f+4 | ||
|name= | |name= | ||
|target= | |target=h | ||
|damage= | |damage=13 | ||
|startup= | |startup=i11 | ||
|block=-7 | |block=-7 | ||
|hit=+4 | |hit=+4 | ||
Line 1,770: | Line 1,781: | ||
|input=uf+3+4 | |input=uf+3+4 | ||
|name=Silver Bullet | |name=Silver Bullet | ||
|target= | |target=h | ||
|damage=30 | |damage=30 | ||
|startup=i22 | |startup=i22 | ||
Line 1,961: | Line 1,972: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{FB}} | * {{FB}} | ||
* Transition to +6, +29d (-6) HMS with 3 | * Transition to +6, +29d (-6) HMS with 3 | ||
* Combos from 1st hit | * Combos from 1st hit | ||
* 7 chip damage | * 7 chip damage | ||
* Balcony break on 2nd hit only | |||
}} }} | }} }} | ||
{{Move | {{Move | ||
Line 2,801: | Line 2,812: | ||
}} | }} | ||
{{Move | {{Move | ||
|id= | |id=Lee-2+4 | ||
|parent= | |parent= | ||
|input=2+4 | |input=2+4 |
Latest revision as of 09:29, 8 November 2024
Lee |
---|
Movelist & frame data (Tekken 8) |
---|
This page is for Tekken 8. For Tekken 7, see Lee movelist (Tekken 7).
Heat
Input
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Frame advantage on 1st CH: +29a (+22)
- 4 Chip Damage on block
- 5 Chip Damage on block in heat
HMS.u+3
- Transition to -9, +23d (+13) FC with D
- 7 chip damage
1,2:4
- Jail from 1st attack
- Combo from 2nd hit with 1f delay
- Move can be input by pressing 4 during frames 10-13 of 1,2
- Transition to r44 -14 +3 HMS with 3
1,3:3:3
- Combo from 1st hit
- Timestop on hit
- 5 chip damage
3~3:4
- Unbreakable
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
f+4:1
- 10 chip damage
- Combos on 1st hit CH
f+3,3,3,3,3:4
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
- Combos from 1st hit
b+1,1:2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Rage
Input
R.df+1+2
- Damage increases with lower health
n
Input
1,2
- Transition to r30 -2 +8 MS with F
- Jail from 1st attack with max (4F) delay
- Combo from 1st hit with 4F delay
- Move can be delayed 4F
1,2,2
- Move can be delayed 5F
- Input can be delayed 7F
- Combo from 2nd CH with 7F delay
1,2,2,3
- Combo from 3rd hit CH with 9F delay
- Transition to r25 -9, +11a (+2a) HMS with 4
- Move can be delayed 13F
- Input can be delayed 18F
1,2,4
- Jail from 1st attack
- Combo from 2nd hit
- Transition to -14 -2 HMS with 3
- Move can be input by pressing 4 during frames 1-9 of 1,2
1,2:4
- Jail from 1st attack
- Combo from 2nd hit with 1f delay
- Move can be input by pressing 4 during frames 10-13 of 1,2
- Transition to r44 -14 +3 HMS with 3
1,3:3:3
- Combo from 1st hit
- Timestop on hit
- 5 chip damage
2,2,3
- Transition to -9, +11a (+2) HMS with 4
- Combos from 1st hit CH
3~3:4
- Unbreakable
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
4,4,4
- Jail from 1st attack
- Combo from 2nd hit with no delay
- Frame advantage on 1st CH: +25a (+18)
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Frame advantage on 1st CH: +29a (+22)
- 4 Chip Damage on block
- 5 Chip Damage on block in heat
f
Input
f+3,3,3,3,3,4
- If only last hit connects +28a (+13)
- Combos from 1st hit
- 4 can be input after the 2nd hit on-wards
f+3,3,3,3,3:4
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
- Combos from 1st hit
f+4:1
- 10 chip damage
- Combos on 1st hit CH
f+4,3
- Transition to -4, +7c, +64a HMS with 4
- Combos on 1st hit CH
- Delayable
df
Input
d
Input
d+4,n,4
- Links to attacks from 4 (4,4:4, 4,3,4, etc.)
- Combos from 1st hit CH
D+4,4,4,4
- Transition to -11, +20a (+11) HMS with 3
- Combos from 3rd hit CH
db
Input
b
Input
b+1,1
- Transition to -1, +10g HMS with 3+4
- Cancel and transition to -5, +1 MS with F
b+1,1:2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+3,3
- Transition to -7, +4 MS with F
- Combos from 1st hit
b+4
- Transition to -2, +8c, +65a HMS with 3
- +18d on crouching opponent
b+1+3
- High and Mid parry
- Puts you behind opponent
- Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
b+1+3,4
- Only available upon successful parry
- Guaranteed hit
u
Input
uf+3+4
- Transition to +8, +31d (+23) HMS with 3+4
- 9 chip damage
Motion Input
Input
f,F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 6 chip damage
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b,B+4
- Transition to +5, +28a HMS with 3
- 6 chip damage
- Causes Strong Aerial Tailspin
f,f,F+3,4
- Transition to +6, +29d (-6) HMS with 3
- Combos from 1st hit
- 7 chip damage
- Balcony break on 2nd hit only
Crouch
Input
FC.UF+4
- Transition to -, +28a (+18) HMS with 3
- Alternate input FC.UB+4, FC.U+4
FC.UF+3+4
- Can hit cross-up
- Alternate input FC.UB+3+4, FC.U+3+4
FC.df,d,DF+3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
WS
Input
ws3,3,D+3,3 ...
- D+3,3 can be repeated infinitely
- Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
ws3,3,DF+3,3 ...
- DF+3,3 can be repeated infinately
- Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
HMS (Hitman)
Input
HMS.1
- Cancel and transition MS with F
- Cancel into Scatter Kick (HMS.3) with input HMS.1~3
HMS.1,1
- Cancel and transition to +1, +8 MS with F
- Combos from 1st hit
HMS.1,4
- Transition to -8, +4, +58a HMS with 3
HMS.3
- Shifts to throw on hit from the front
- 6 chip damage
HMS.u+3
- Transition to -9, +23d (+13) FC with D
- 7 chip damage
MS (Mist Step)
Input
MS.3+4
- * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
Others
Input
Throws
Input
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
2 | h | 6 | i12 | +7 |