Lee movelist: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
 
(5 intermediate revisions by the same user not shown)
Line 235: Line 235:
|block=-11
|block=-11
|hit=+0
|hit=+0
|notes=Jail from 1st attack
|notes={{Plainlist|
* Input 3 during frames 13?-15? of previous hit
* Jail from 1st attack
}}
}}
}}
{{Move
{{Move
Line 249: Line 252:
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 1st hit
* Combo from 1st hit
* Input 3 during frame 8? of previous hit
* Timestop on hit
* Timestop on hit
* 5 chip damage}}
* 5 chip damage}}
Line 825: Line 829:
* {{Tornado}}
* {{Tornado}}
* Perfect Input not required during Heat
* Perfect Input not required during Heat
* 4 must be input during frames 7?-9? of previous hit
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Combos from 1st hit
* Combos from 1st hit
Line 1,149: Line 1,154:
|hit=-1
|hit=-1
|ch=+17a
|ch=+17a
|crush=cs
|crush=cs6~
|recv=
|recv=
|tot=
|tot=
Line 1,881: Line 1,886:
|hit=+29a
|hit=+29a
|ch=
|ch=
|crush=cs
|crush=cs5~
|recv=
|recv=
|tot=
|tot=
Line 2,193: Line 2,198:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame?
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
}} }}
}} }}

Latest revision as of 14:59, 7 December 2024

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

Heat

Perfect Input moves can be used without Perfect Input (e.g., f+4:1, f:F+2 etc.) Partially consumes remaining Heat Time.
Perfect Inputs partially restore remaining Heat Time.
Name
Alt

Input

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

2+3

m
12
+1
+2c
i16
pc
Heat Burst
Paradigm Breaker

H.2+3

l,​t
37
-14
+0d
i20
Heat Smash
Balcony Break
Machinegun Kicks Cardinal

4,​4:4

h,​h,​h
14,​5,​12
-9
+15a (+6)
,i20~21
Heat Engager
Heat Dash +5g +34d
  • 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
Fabulous Whip

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit
Silver Revolution

b+3+4

h
23
-7
+15a (+6)
i20
pc
Heat Engager
Heat Dash +5, +34d
Balcony Break
Pulse Blast

f,F+3

m
26
5?
4?
-9
+21d (+11)
i14~15
Heat Engager
Heat Dash +5, +36d
Balcony Break
  • Slight low profile
Silver Slash

HMS.u+3

m
26
-9
+23d (+13)
i20~22
js9~
Heat Engager
Heat Dash +5g +36d
Balcony Break
  • Transition to -9, +23d (+13) FC with D
  • 7 chip damage
Left Right Mid Kick

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
  • 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

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frame 8? of previous hit
  • Timestop on hit
  • 5 chip damage
Mist Trap

3~3:4

h,​t
18,​20
!
+0d
i34
  • Unbreakable
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Deadly Revolution Cardinal

f+4:1

h,​h
13,​25
+5
+20a (+3)
i24
Tornado
Balcony Break
  • 10 chip damage
  • Combos on 1st hit CH
Acid Storm Cardinal

f+3,​3,​3,​3,​3:4

m,​m,​m,​m,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
js
Tornado
  • Perfect Input not required during Heat
  • 4 must be input during frames 7?-9? of previous hit
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
  • Combos from 1st hit
Triple Fang Cardinal

b+1,​1:2

h,​m,​h
9,​6,​23
-6
+39d (-19)
i20
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Double Fang Cardinal

b+1:1+2

h,​h
9,​25
-6
+39d (-19)
i21
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Jostle Wolf Cardinal

f:F+2

h
26
+2
+18gc
+69a (+53)
i18
Tornado
Balcony Break
  • 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

[[#Lee-FC.df,d,DF${justFrame}3]]
Friction Spear Cardinal

FC.df,d,DF#3

l
25
-15*
+3
+5d
i18~24
cs js
FC
  • Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
  • Perfect Input not required during Heat
  • Perfect input when DF and 3 are input during the same frame?
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time

Rage

Name
Alt

Input

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

R.df+1+2

m,​t
55+
-15
+0
i20
pc8~
r39
Rage Art
Removes Recoverable Health
  • Damage increases with lower health

n

Name
Alt

Input

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

1

h
5
+1
+8
i10
Left Right Combo

1,2

h,​h
5,​9
-3
+7
,i12
  • 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

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

1,​2,​2,3

h,​h,​m,​h
5,​9,​14,​23
-3
+17a (+8)
,i21
Balcony Break
  • 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
Left Right Mid Kick

1,​2,4

h,​h,​m
5,​9,​10
-12
-1
,i18
  • 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
Left Right Mid Kick

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
  • 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

h,​h
5,​5
-11
+0
i16
Can be delayed (2F?)

1,​3:3

h,​h,​m
5,​5,​4
-11
+0
,i9
  • Input 3 during frames 13?-15? of previous hit
  • Jail from 1st attack

1,​3:3:3

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frame 8? of previous hit
  • Timestop on hit
  • 5 chip damage
Right Cross

2

h
10
+1
+7
i10

2,1

h,​h
10,​8
-5
+6
i15
  • Transition to -5, +6 HMS with 3+4
  • Combos from 1st hit
Combination Drei

2,​1,1

h,​h,​m
10,​8,​18
-12
+3
+26a
i20
FC
Combination Fünf

2,​1,3

h,​h,​h
10,​8,​20
-4
+20a (+11)
+65a (+45)
i24
Balcony Break
Combination Vier

2,​1,4

h,​h,​l
10,​8,​18
-15
+1
+11
i25

2,2

h,​m
10,​14
-13
-2
i20
  • Combos from 1st hit CH
Right Cross > Revolution Zwei

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8)
i21
Balcony Break
  • Transition to -9, +11a (+2) HMS with 4
  • Combos from 1st hit CH

3

m
16
-8
+7
i14
  • Transition to -8, +7 HMS with 4
Mist Wolf Combination

3,3

m,​h
16,​18
-10
+1
i17
  • Combos from 1st hit
Mist Trap

3~3

h
18
-9
+2
i34
Mist Trap

3~3:4

h,​t
18,​20
!
+0d
i34
  • Unbreakable
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Magic Four

4

h
14
-9
+2
+2s
i11

4,3

h,​h
14,​14
-14
-3
+2
i18
Combos from 1st hit
Spinning Hammer Kick

4,​3,3

h,​h,​m
14,​14,​
-13
+8d
i19
Floor Break
  • Combos from 2nd hit CH
Spin Kick Somersault Combo

4,​3,4

h,​h,​m
14,​14,​
-9
+42d
i30
js
Tornado

4,4

h,​h
14,​5
-13
-2
,i10
Machinegun Kick

4,​4,4

h,​h,​h
14,​5,​5
-13
-2
,i10
  • Jail from 1st attack
  • Combo from 2nd hit with no delay
  • Frame advantage on 1st CH: +25a (+18)
Machinegun Kicks Cardinal

4,​4:4

h,​h,​h
14,​5,​12
-9
+15a (+6)
,i20~21
Heat Engager
Heat Dash +5g +34d
  • 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
Lee Somersault

4,u+3

h,​m
14,​23
-1
+48d
js
i33
  • Transition to -9, +40 MS with F
Pirouette Punch

1+2

m
20
-1
+3
+26a
i21
FC
Homing
Floor Break
  • Transition to +2, +6, +29a HMS with 3+4
Hitman

3+4

Transitions to HMS

f

Name
Alt

Input

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

f+2

m
12
-9
+2
i14
Double Signal

f+2,1

m,​h
12,​22
-10
+42d (-16)
i19
Balcony Break
  • Combos from 1st hit
  • Delayable

f+3

m
6
-18
-7
i15

f+3,3

m,​m
6,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,3

m,​m,​m
6,​3,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,​3,3

m,​m,​m,​m
6,​3,​3,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,​3,​3,3

m,​m,​m,​m,​h
6,​3,​3,​3,​3
-18
+13a (+3)
i8
Combos from 1st hit
Acid Storm

f+3,​3,​3,​3,​3,4

m,​m,​m,​m,​h,​h
6,​3,​3,​3,​3,​25
-9
+69a (+53)
i23
js
Tornado
  • If only last hit connects +28a (+13)
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards
Acid Storm Cardinal

f+3,​3,​3,​3,​3:4

m,​m,​m,​m,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
js
Tornado
  • Perfect Input not required during Heat
  • 4 must be input during frames 7?-9? of previous hit
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
  • Combos from 1st hit

f+4

h
13
-7
+4
i11
Deadly Revolution

f+4,1

h,​h
13,​20
-5
+20a (+3)
i24
Tornado
Balcony Break
  • Combos on 1st hit CH
Deadly Revolution Cardinal

f+4:1

h,​h
13,​25
+5
+20a (+3)
i24
Tornado
Balcony Break
  • 10 chip damage
  • Combos on 1st hit CH
Deadly Arc

f+4,3

h,​m
13,​18
-8
+6c
+63a
i21
  • Transition to -4, +7c, +64a HMS with 4
  • Combos on 1st hit CH
  • Delayable
Aggressive One-Two

f+1+2

h,​h
12,​20
-13
+18a (+9)
i13
Balcony Break
Feather Landing

f+3+4

m,​m
10,​20
+4c
+8c
i30
js
Floor Break
9 chip damage

df

Name
Alt

Input

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

df+1

m
10
-1
+5
i13
Silver Uppercut

df+2

m
12
-7
+34a (+24)
i15

df+3

m
13
-8
+3
i15

df+3,2

m,​h
13,​13
-6
+5
i19
  • Combos from 1st hit
  • Delayable
Mercury Drive

df+3,​2,3

m,​h,​m
13,​13,​20
-16
+13c g
i22
Balcony Break
  • Combos from 2nd hit

df+4

m
14
-9
+5
i13-14
Transition to -9, +5 HMS with 3
Fabulous Whip

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit

d

Name
Alt

Input

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

d+1

s
5
-5
+6
i10
cs
Alternate input db+1, FC.1
Gut Polisher

d+2

m
17
-6
+8
i18
cs
Silver Low

d+3

l
17
-15
-1
+17a
i16
cs6~
Transition to -15, -1, +17a HMS with 4
Shin

d+4

l
7
-13
-14
-2
i12
Shin > Head Kick

d+4,n,4

l,​h
7,​16
-9
+2
+27a (+17)
i23
  • Links to attacks from 4 (4,4:4, 4,3,4, etc.)
  • Combos from 1st hit CH

D+4

l
7
-13
-14
-2
i12

D+4,4

l,​l
7,​8
-15
-16
-4
i20
Combos from 1st hit CH

D+4,​4,4

l,​l,​l
7,​8,​5
-15
-16
-4
i20
Combos from 2nd hit CH
Laser Edge Kick Combo

D+4,​4,​4,4

l,​l,​l,​m
7,​8,​5,​21
-20
+11a (+2)
i24
Balcony Break
  • Transition to -11, +20a (+11) HMS with 3
  • Combos from 3rd hit CH
Silver Cyclone

d+3+4

!
60
!
+9a
i60
Balcony Break
  • Unblockable
  • Cancel and transition to HMS with 3+4

db

Name
Alt

Input

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

db+2

s
8
-4
+7
i11
cs
Alternate input FC.2
Bump Kick

db+3

l
12
-12
-1
i20

db+4

l
6
-4
-15
i12
cs
Alternate input FC.4
Grass Snake

db+3+4

l
21
-13
+4
+38a
i21

b

Name
Alt

Input

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

b+1

h
9
-0
+6
i14

b+1,1

h,​m
9,​6
-5
+6
i20
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
Triple Fang

b+1,​1,2

h,​m,​h
9,​6,​18
-11
+1
i20
  • Combos from 1st hit
Triple Fang Cardinal

b+1,​1:2

h,​m,​h
9,​6,​23
-6
+39d (-19)
i20
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Double Fang Cardinal

b+1:1+2

h,​h
9,​25
-6
+39d (-19)
i21
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Rear Cross Punch

b+2

h
9
-5
+1
i14
  • Transition to -1, +5 MS with F

b+2,4

h,​h
9,​16
-9
+6
i27
Balcony Break
  • Automatically transitions to HMS on hit or block
Super High Combination

b+2,​4,3

h,​h,​h
9,​16,​21
-0
+22a (+13)
+51a
i27
js
Balcony Break

b+3

l
9
-14
-3
i15
Stinging Rush

b+3,3

l,​h
9,​12
-12
-1
i19
  • Transition to -7, +4 MS with F
  • Combos from 1st hit
Silver Heel

b+4

m
20
-3
+7c
+64a
i20
Floor Break
Spike
  • Transition to -2, +8c, +65a HMS with 3
  • +18d on crouching opponent
Mist Illusion

b+1+3

+14BT
ps5?
  • High and Mid parry
  • Puts you behind opponent
  • Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Illusion Edge

b+1+3,4

m
35
+22a (+13)
i20
Balcony Break
  • Only available upon successful parry
  • Guaranteed hit
Silver Revolution

b+3+4

h
23
-7
+15a (+6)
i20
pc
Heat Engager
Heat Dash +5, +34d
Balcony Break

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
-13
+20a (+13)
+74a (+58)
i18
js
Tornado
Fake

u+3

js
  • Transition to FC with D
  • Transition to HMS with 3+4

uf+3

m
12
-9
+2
i25
js
Brilliant Rosé

uf+3,2

m,​m
12,​18
-12
+3
+26a
i21
FC
Combos from 1st hit
Double Mazurek

uf+3,4

m,​h
12,​23
-3
+25a
i25
Combos from 1st hit
Silver Arrow

uf+4

m
14
-13
+31a (+21)
i15
js
Knee
  • Alternate input ub+4, u+4
Silver Bullet

uf+3+4

h
30
+5
+28d (+20)
i22
js
Balcony Break
  • Transition to +8, +31d (+23) HMS with 3+4
  • 9 chip damage
Delayed Rising Toe Kick

uf,n,4

m
20
-13
+32a (+22)
i23
js

Motion Input

Name
Alt

Input

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

f,F+2

h
26
+2
+18gc
+69a (+53)
i18
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 6 chip damage
Jostle Wolf Cardinal

f:F+2

h
26
+2
+18gc
+69a (+53)
i18
Tornado
Balcony Break
  • 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

Pulse Blast

f,F+3

m
26
5?
4?
-9
+21d (+11)
i14~15
Heat Engager
Heat Dash +5, +36d
Balcony Break
  • Slight low profile
Deadly Edge

f,F+4

h
22
-5
+29a
i16
cs5~
Blazing Kick

d,DB+4

m
24
-17
+50a (+40)
i22
Tornado
Lee Cutter

b,B+4

h
23
+2
+25a
i19
Homing
  • Transition to +5, +28a HMS with 3
  • 6 chip damage
  • Causes Strong Aerial Tailspin

f,f,F+3

m
14
-9
+16a (+9)
i14
js
Knee
  • Alternate input wr3
Waxing Crescent

f,​f,​F+3,4

m,​m
14,​26
+3
+19d
i20
js
Floor Break
  • Transition to +6, +29d (-6) HMS with 3
  • Combos from 1st hit
  • 7 chip damage
  • Balcony break on 2nd hit only
Back Handspring > Hitman

ub,b

js
  • Automatically transitions to HMS

Crouch

Name
Alt

Input

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

FC.1

s
5
-5
+6
i10
cs
  • Alternate input d+1, db+1

FC.2

s
5
-4
+7
i16
cs
  • Alternate input db+2

FC.3

l
10
-17
-6
i13
cs

FC.4

l
6
-15
-4
i12
cs
  • Alternate input db+4
Silver Tail

FC.df+4

l
17
-14
-3
+25d
i16
FC
  • Transition to 14, -3, +25d HMS with 3
Catapult Kick

FC.UF+4

m
25
-17
+28a (+18)
i18~28
js
FC
  • Transition to -, +28a (+18) HMS with 3
  • Alternate input FC.UB+4, FC.U+4
Catapult Drop

FC.UF+3+4

m
30
-4
+18a (+8)
i46~49
js
FUFT
Balcony Break
  • Can hit cross-up
  • Alternate input FC.UB+3+4, FC.U+3+4
Slide Step

FC.df,d,DF

cs
FC
Friction Spear

FC.df,d,DF+3

l
20
-15*
+3
+5d
i18~24
cs js
FC
  • * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
Friction Spear Cardinal

FC.df,d,DF#3

l
25
-15*
+3
+5d
i18~24
cs js
FC
  • Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
  • Perfect Input not required during Heat
  • Perfect input when DF and 3 are input during the same frame?
  • Partially consumes remaining Heat Time, while Perfect input restores Heat Time

WS

Name
Alt

Input

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

ws1

m
12
-2
+8
i13
  • Automatically transitions to HMS on hit or block
Wonderful Spin Blow

ws1,2

m,​h
12,​17
-7
+2
+7
i20
  • Transition to -3, +6, +12 MS with F
Wonderful Combo

ws1,4

m,​h
12,​20
-5
+4
i20
  • Transition to -8, +1 HMS with 3

ws2

m
12
-8
+3
i14
Rocket Heel

ws2,3

m,​m
12,​24
-13
+32a (+22)
i20
Tornado
  • Combos from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
-2
+13g
+37a
i27
Balcony Break
  • Combos from 1st hit

ws3

m
16
-21
-10
i10

ws3,3

m,​m
16,​11
-15
-4c
i15
  • Transition to -15, -4 HMS with 4
  • Combos from 1st hit

ws3,​3,D+3

m,​m,​l
16,​11,​8
-19
-8
i26
  • Combos from 2nd hit CH
Infinite Kick Chain: Low

ws3,​3,​D+3,3 ...

m,​m,​l,​h
16,​11,​8,​10
-16
-5
i24
  • 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

m,​m,​m
16,​11,​10
-19
-8
i26
  • Combos from 2nd hit CH
Infinite Kick Chain: Middle

ws3,​3,​DF+3,3 ...

m,​m,​m,​h
16,​11,​10,​10
-16
-8
i26
  • 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
Toe Smash

ws4

m
16
-6
+5
i11
  • Transition to -9, +2 HMS with 3

HMS (Hitman)

Name
Alt

Input

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

3+4

Transitions to HMS
Freaker Jab

HMS.1

h
7
+2
+9
i12
HMS
  • Cancel and transition MS with F
  • Cancel into Scatter Kick (HMS.3) with input HMS.1~3

HMS.1,1

h,​h
7,​7
-2
+8
i14
HMS
  • Cancel and transition to +1, +8 MS with F
  • Combos from 1st hit
Amazing Swipe

HMS.1,​1,1

h,​h,​h
7,​7,​20
-7
+44d (-14)
i20
Balcony Break
  • Combos from 1st hit
Excellent Combo

HMS.1,4

h,​m
7,​17
-8
+4
+57a
i15
  • Transition to -8, +4, +58a HMS with 3
Scatter Blow

HMS.2

m
23
-13
+39a (+29)
i19
Tornado
Scatter Kick

HMS.3

h,​t
21,​20
-3
+0d
i18
pc8~
Homing
  • Shifts to throw on hit from the front
  • 6 chip damage
Shin Slicer

HMS.4

l
20
-13
+4c
+72a (+56)
i22
cs6~
  • Instant Tornado on CH
Poison Touch

HMS.1+2

m,​m
10,​15
-5
+6
+19a (+10)
i15
HMS
  • On CH:
Balcony Break
Silver Slash

HMS.u+3

m
26
-9
+23d (+13)
i20~22
js9~
Heat Engager
Heat Dash +5g +36d
Balcony Break
  • Transition to -9, +23d (+13) FC with D
  • 7 chip damage
Silver Circle

HMS.u+4

m
20
-5c
+13c
i26~29
js16~

MS (Mist Step)

Name
Alt

Input

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

f,n

cs
  • Transitions to MS
  • Alternate input HMS.f,n

MS.3

m
10
-12
-1
i15
js
Inverted Axle

MS.3,4

m,​m
10,​10
-13
+32a (+22)
i15
Friction Spear

MS.3+4

l
17
-15~-9
+3
+5d
i25~31
cs js
FC
Sway

b,n

hFC
Axe Sweep

b,​n,4

l
18
-13
+3
+12
i21
cs

Others

Name
Alt

Input

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

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
-3
-2d
i12~14
Throw break 1 or 2
Axle Throw

2+4

t
35
-6
-2d
i12~14
  • Throw break 1 or 2
  • Side swap
Lee Harassment

Left Throw

t
40
-3
-3d
i12~14
Throw break 1
Lee Stunner

Right Throw

t
40
-3
+0d
i12~14
Floor Break
Throw break 2
Face Crusher

Back Throw

t
50
!
-5d
i12~14
BT
Unbreakable
Knee Driver

uf+1+2

t
20
-3
+23d
i12~14
  • Throw break 1+2
  • Alternate input HMS.uf+1+2

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 +7

External Links