Lee setups: Difference between revisions

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(Added extra info about the frames after u/b+3 into either refloat option. Important knowledge for "cheesing" out wins.)
(content merged into Lee strategy or otherwise)
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{{Lee}}
#REDIRECT [[Lee strategy]]
 
== u/b+3 wall ender ==
 
After f+4,3 at the wall, you can replace d+3 with u/b+3 for 5 more damage. This beats every option except for quickstand (u).
 
If the u/b+3 hits grounded, d/f+4 W! f+4,3 will resplat if they don't tech roll. If it hits standing (possible with b getup), d+4,4,u+3 will resplat.
 
Quickstand loses to both f,F+3 and f+3,3,4. The former does 20 damage, and the latter does 18 damage and breaks walls.
 
This is useful if the opponent doesn't know what's going on, since you just get 5 extra damage on your wall combo.
 
If they know how to block it, the mixup is quite bad. Quickstand vs u/b+3 leaves Lee at -13, and staying down vs f,F+3 causes a big enough whiff to punish with a spring kick or wake-up mid. So it's much worse on average than the guaranteed damage from d+3.
 
After u/b+3 into either d/f+4 or 3 to refloat, if they tech roll you are still +2. This means that a move such as 2,2,3 or 4 will CH the opponent if they press any buttons thinking it is their turn. These options can however be punished by tech roll into duck if they anticipate it.
 
== Refloats ==
 
* d+2
* d/f+4 b+3,3,f~n
* 3 b+3,3,f~n
 
== External links ==
 
* [https://www.youtube.com/watch?v=99Ulx91ZoVs b+4 combo finisher by Murakumo]
* [https://www.youtube.com/watch?v=zNs9evQbbXM Mist Trap oki by Murakumo]
* [https://www.youtube.com/watch?v=K34KlYBOZ14 Wall tech traps by Murakumo]

Latest revision as of 00:20, 10 December 2021

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