(Added some basic info regarding iWS from MS) |
RogerDodger (talk | contribs) m (RogerDodger moved page Lee tech to Lee tech (Tekken 7) without leaving a redirect: the great Tekken 8 migration) Tag: Script |
||
(9 intermediate revisions by 2 users not shown) | |||
Line 3: | Line 3: | ||
{{Tech}} | {{Tech}} | ||
== | * 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: | |||
* [[Dragunov]]'s d+1, df+1, df+4, b+4, and wr2. | |||
* [[Heihachi]]'s df+1 and f+4. | |||
== 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 [[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. | |||
== 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. |
Latest revision as of 15:58, 25 January 2024
Lee (Tekken 7) |
---|
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 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.