Lee tech (Tekken 7): Difference between revisions

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{{Tech}}
{{Tech}}


== Hopkick from crouch ==
* INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,df+3,3, it should probably be INF.u+3.
* Using a 2+3 bind for [[instant while running]] 3 will get you f+2 when you mess up instead of f+3.
 
== f,F+4 evasion ==
 
[[Image: Lee crushing Hei DF1.mp4|250px|thumb|Lee's f,F+4 evading Heihachi's df+1.]]
Lee's f,F+4 can evade certain mids if done at the right time. Some examples:


Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid getting FC.u/f+4:
* [[Dragunov]]'s d+1, df+1, df+4, b+4, and wr2.
* [[Heihachi]]'s df+1 and f+4.


* If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|buffered]].
== Hopkick from crouch ==
* Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input.


== Slide at wall oki ==
Lee's uf+4 is his fastest launcher from crouch. However, its input can conflict with FC.uf+4, which is much slower. To avoid getting FC.uf+4:


When the opponent's back is against the wall, Lee's slide will give fantastic oki on hit, making it a very dangerous option.
* If you're in blockstun or recovery, just uf+4 will work, because FC.uf+4 can't be [[input buffer|buffered]].
* Otherwise, input u~uf+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.uf+4 input. This will be active on [[frame]] 15 starting from the u input—not the uf+4 input—because of [[jump tween]]ing.


* After a slide hit, an instant get up into f2,1 will catch ANY get up option and guarantee a resplat (unless f2,1 gets Lee Chaolaned and doesn't work right for no reason). This tech is insanely powerful against mash happy opponents that never stay grounded after slide.
== iWS from MS ==
* If the opponent begins to respect the get up f2,1 option, you can start mixing it up with u/b+3, f3+4, standing 3, FC df4, etc.
* And finally, after the opponents begins to respect your low option against the wall, that opens them up to mid options, in particular the incredibly strong ws2,3 wall combo or ws2,4 wall splat.


== Uncategorized ==
{{See also|Lee combos#Staples}}


* INF.u+3 (,i19) is 5 frames faster  than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.
MS.b,n is in [[while standing]] state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it.

Latest revision as of 15:58, 25 January 2024

Tech broadly covers anything that doesn't fit elsewhere, such as:

  • Notable tricks or niche uses for a string/move
  • Execution tips for a particular technique

If a section gets too long, it might be sensible to move it to its own page.

  • INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,df+3,3, it should probably be INF.u+3.
  • Using a 2+3 bind for instant while running 3 will get you f+2 when you mess up instead of f+3.

f,F+4 evasion

Lee's f,F+4 evading Heihachi's df+1.

Lee's f,F+4 can evade certain mids if done at the right time. Some examples:

Hopkick from crouch

Lee's uf+4 is his fastest launcher from crouch. However, its input can conflict with FC.uf+4, which is much slower. To avoid getting FC.uf+4:

  • If you're in blockstun or recovery, just uf+4 will work, because FC.uf+4 can't be buffered.
  • Otherwise, input u~uf+4. You only need a single frame of u. This is not actually a crouch cancel, but rather avoiding the “correct” FC.uf+4 input. This will be active on frame 15 starting from the u input—not the uf+4 input—because of jump tweening.

iWS from MS

See also: Lee combos#Staples

MS.b,n is in while standing state for the first 4 frames. There's no trick to it other than timing. For example, ws2,4 from MS is done with the input b,n,2,4. Make sure you're getting the n input before your 2. It's more about timing than speed, so don't rush it.