Lee combos (Tekken 7): Difference between revisions

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{{Lee}}
{{Lee}}
{{Navbox combos (Tekken 7)}}
{{See other}}


== Bread n' butter ==
== Bread n' butter ==
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{{BNB}}
{{BNB}}


{| class="wikitable col-3-end valign-middle"
{{Combolist|columns=1|
! Launcher type
; Regular launch (e.g. df+2)
! Example(s)
: 4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
! style="text-align: center" | Combo
ย 
|-
; Pickup launch (e.g. CH 1+2,3+4)
| Regular
: b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
| {{Plainlist|
ย 
* u/f+4
; Crouching recovery (e.g. CH FUFT.3)
* d/f+2
: ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
* CH b+4
}}
| 4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
|-
| Pickup
| {{Plainlist|
* CH (1,2),4
* CH 1+2,3+4
}}
| b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
|-
| Crouching
| {{Plainlist|
* CH FUFA.3
* CH HMS.4
}}
}}
| ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
|}


== Mini-combos ==
== Mini-combos ==


{{Combolist|columns=9em|
{{Combolist|columns=10em|
; ws2,3<ref group="m">5 frame window to input F+3</ref>
; ws2,3<ref>5 frame window to input F+3</ref>
; CH u/b+3<ref group="m">4 frame window to input F+3</ref>
; CH ub+3<ref>4 frame window to input F+3</ref>
: f,F+3
: f,F+3


; CH d/b+3+4
; CH db+3+4
; CH FC.d/f+4
; CH FC.df+4
; f,F+3+4
; f,F+3+4
: f+3+4
: f+3+4


; CH FC.d/f+4,3
; CH FC.df+4,3
: HMS.1,f~n d,D/B+4
: HMS.1,f~n d,DB+4
: HMS.u/f+4
: HMS.uf+4


; 1,3&#58;3&#58;3
; 1,3&#58;3&#58;3
; HMS.4
; HMS.4
; HMS.u/f+4
; HMS.uf+4
; b+4<ref group="m" name="crouching-opponent">Hit vs crouch</ref>
; b+4<ref name="crouching-opponent">Hit vs crouch</ref>
: d,D/B+4
: d,DB+4
: u/b+3
: ub+3


; bb+4,3
; b,B+4,3
; b+4,3<ref group="m" name="crouching-opponent" />
; b+4,3<ref name="crouching-opponent" />
: HMS.u/f+4
: HMS.uf+4


; FC.d/f,d,D/F+3
; FC.df,d,DF+3
; MS.3+4<ref group="m">Can't buffer attacks during recovery</ref>
; MS.3+4<ref>Can't buffer attacks during recovery</ref>
: FUFA.3
: FUFA.3


Line 68: Line 53:
: 1,2,4
: 1,2,4


; u/f+3+4
; uf+3+4
: R.d/f+3+4
: R.df+3+4
: f,F+3
: f,F+3
: u/b+3<ref group="m" name="sometimes-whiffs">Sometimes whiffs</ref>
: ub+3<ref name="sometimes-whiffs">Sometimes whiffs</ref>
: d+2<ref group="m" name="sometimes-whiffs"/>
: d+2<ref name="sometimes-whiffs"/>


; u/f+3+4,3+4
; uf+3+4,3+4
: HMS.u/f+3
: HMS.uf+3
: HMS.2
: HMS.2


; 4,3,3
; 4,3,3
; d+4,4,3,3
; d+4,4,3,3
: d+3<ref group="m" name="sometimes-whiffs"/>
: d+3<ref name="sometimes-whiffs"/>
: u/b+3<ref group="m" name="sometimes-whiffs"/>
: ub+3<ref name="sometimes-whiffs"/>
}}
}}


<references group="m" />
<references />


== Staples ==
== Staples ==
Line 152: Line 137:


{{Combolist|
{{Combolist|
; [13] u/f+4 ย 
; [13] uf+4 ย 
; [12] d/f+2 ย 
; [12] df+2 ย 
; [20] MS.3,4 ย 
; [20] MS.3,4 ย 
; [25] u/f,n,4 ย 
; [25] uf,n,4 ย 
; [24] CH b+4 ย 
; [24] CH b+4 ย 
; [21] CH (f+4),3 ย 
; [21] CH (f+4),3 ย 
; [24] CH HMS.u/f+4 ย 
; [24] CH HMS.uf+4 ย 
; [18] BT.u/f+4 ย 
; [18] BT.uf+4 ย 
; [25] R.d/f+3+4,f~n
: [+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1 ย 
: [+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1 ย 
: [+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1 ย 
: [+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1 ย 
Line 166: Line 150:


; CH 4
; CH 4
: [67] b+1:1,f~n<ref group="s">Whiffs at tip range</ref> 4,u+3 b+2,f~n f+4,1 S! f+2,1
: [68] b+1:1,f~n<ref name="ch4b1">Whiffs at tip range, and whiffs often vs Kuma/Panda.</ref> 4,u+3 b+2,f~n(x2) <f+4,1 S! f+2,1
: [67] b+1:1,f~n<ref name="ch4b1"/> 4,u+3 b+2,f~n ws2,4 S! f+2,1
: [65] b+1:1,f~n<ref name="ch4b1"/> 4,u+3 b+2,f~n f+4,1 S! f+2,1
: [61] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: [61] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3


; CH 4,4
; CH 4,4
: [57] b+2,f~n(x4) f+4,1 S! f+2,1
: [57] b+2,f~n(x4) f+4,1 S! f+2,1
: [55] b+1:1,f~n d/f+1 b+2,f~n ws2,4 S! f+2,1
: [55] b+1:1,f~n df+1 b+2,f~n ws2,4 S! f+2,1


; CH 4,3,4
; CH 4,3,4
Line 177: Line 163:
: [67] b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [67] b+2,f~n ws2,4 S! b+2,f~n ws2,3


; [20] CH d+3,4<ref group="s" name="hms-b3">Hold B and press 3 when Lee raises his left hand</ref><ref group="s">2 frame window on b+3 pickup</ref>
; [20] CH d+3,4<ref name="hms-b3">Hold B and press 3 when Lee raises his left hand.</ref><ref>2 frame window on b+3 pickup.</ref>
; [24] CH 1+2
; [24] CH 1+2
; [24] CH 1+2,3+4<ref group="s" name="hms-b3"/>
; [24] CH 1+2,3+4<ref name="hms-b3"/>
; [21] CH (2,1),1
; [21] CH (2,1),1
; [21] CH (u/f+3),1
; [21] CH (uf+3),1
: [+43] b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
: [+43] b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
: [+40] b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [+40] b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
Line 196: Line 182:
: [+47] f~n ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [+47] f~n ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3


; [39<ref group="s" name="rage-bonus">Includes added damage from range</ref>] ws2,3
; CH Sway.4<ref>Doesn't work against all characters, see [[#CH Sway.4|ยง CH Sway.4]] for more.</ref>
; [26<ref group="s" name="rage-bonus"/>] CH u/b+3
: [+55] R.d/f+3+4,f~n ws2,3 b+2,f~n(x2) f+4,1 S! f+2,1
: [+52] R.d/f+3+4,f~n ws2,3 b+2,f~n f+4,1 S! f+2,1
ย 
; CH Sway.4<ref group="s">Doesn't work against all characters, see [[#CH Sway.4|ยง CH Sway.4]] for more</ref>
: [68] d+2 d+2 b+2,f~n(x3) f+4,1 S! f+2,1
: [68] d+2 d+2 b+2,f~n(x3) f+4,1 S! f+2,1
: [67] d+2 d+2 b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [67] d+2 d+2 b+2,f~n ws2,4 S! b+2,f~n ws2,3


; low parry
; low parry
: [53] f,F<ref group="s" name="dash-placebo">This microdash is not necessary, but it helps with the timing</ref> 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
: [53] f,F<ref name="dash-placebo">This microdash is not necessary, but it helps with the timing.</ref> 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
: [50] f,F<ref group="s" name="dash-placebo" /> 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [50] f,F<ref name="dash-placebo" /> 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [43] d+2 b+2,f~n d/f+1 b+2,f~n ws2,4 S! f+2,1
: [43] d+2 b+2,f~n df+1 b+2,f~n ws2,4 S! f+2,1


; [24] CH HMS.4
; [24] CH HMS.4
; [25] FC.u/f+4
; [25] FC.uf+4
; [12] CH FUFT.3
; [12] CH FUFT.3
; [12] CH FUFA.3
; [12] CH FUFA.3
Line 224: Line 205:
; [22] f,F+4
; [22] f,F+4
; [23] b,B+4
; [23] b,B+4
; [35] u/f+3,4
; [35] uf+3,4
: [+38] f,F b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
: [+38] f,F b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1


; CH d+2
; CH d+2
: [63]<ref group="s" name="d2-b3">Harder than d+4 pickup, but safer on failure</ref> f,F b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
: [63]<ref name="d2-b3">Harder than d+4 pickup, but safer on failure.</ref> f,F b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
: [62] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: [62] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: [60]<ref group="s" name="d2-b3"/> f,F b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [60]<ref name="d2-b3"/> f,F b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3


; HMS.2
; HMS.2
Line 236: Line 217:
: [73] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n f+2,1
: [73] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n f+2,1


; d,D/B+4
; d,DB+4
: [79] &lt;U/F,4 4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: [79] &lt;UF,4 4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: [79] U/F,4 &lt;d+2 b+2,f~n(x3) ws2,4 S! f+2,1
: [79] UF,4 &lt;d+2 b+2,f~n(x3) ws2,4 S! f+2,1
: [77] (d+4),4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
: [77] (d+4),4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
: [74] (d+4),4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [74] (d+4),4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
Line 245: Line 226:
; [26] CH (1,2),4*
; [26] CH (1,2),4*
; [20] CH (HMS.1),4
; [20] CH (HMS.1),4
: [+42] d/f+1+2,3 S! b+2,f~n 1,2,f~n f+2,1
: [+42] df+1+2,3 S! b+2,f~n 1,2,f~n f+2,1
: [+41] d/f+1+2,3 S! b+2,f~n 1,2,f~n 1 f,F+3
: [+41] df+1+2,3 S! b+2,f~n 1,2,f~n 1 f,F+3
: [+41] &lt;d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
: [+41] &lt;d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
: [+37]<ref group="s">Re-aligns for a regular splat</ref> ssr b+3,3,f~n &lt;2,2,3 S! f+2,1
: [+37]<ref>Re-aligns for a regular splat.</ref> ssr b+3,3,f~n &lt;2,2,3 S! f+2,1


; [12] CH (1,2),4,3
; [12] CH (1,2),4,3
Line 255: Line 236:


; [24] CH (2,1),3
; [24] CH (2,1),3
; [36] CH (b+1+2),4
; [36] CH (b+1+2),P.4
: [+47] 4,u+3 b+2,f~n(x4) ws2,3
: [+47] 4,u+3 b+2,f~n(x4) ws2,3
: [+42] 4,u+3 b+2,f~n 1,2,f~n ws2,3
: [+42] 4,u+3 b+2,f~n 1,2,f~n ws2,3
: [+38] d+2 b+2,f~n 2 b+2,f~n 1,2,f~n ws2,3
: [+38] d+2 b+2,f~n 2 b+2,f~n 1,2,f~n ws2,3


; (d/f+3,2),3
; (df+3,2),3
: [63] 2,2,3 S! b+2,f~n 1,2,f~n f+2,1
: [63] 2,2,3 S! b+2,f~n 1,2,f~n f+2,1
}}
}}


<references group="s"/>
=== Rage ===
ย 
{{Combolist|
; [39] ws2,3
; [26] CH ub+3
: [+55] R.df+3+4,f~n ws2,3 b+2,f~n(x2) f+4,1 S! f+2,1
: [+52] R.df+3+4,f~n ws2,3 b+2,f~n f+4,1 S! f+2,1
ย 
; [25] R.df+3+4,f~n
: [+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
: [+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
: [+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
}}
ย 
<references/>


== Wall ==
== Wall ==
Line 271: Line 266:


{{Combolist|
{{Combolist|
; Regular splat<ref group="w">Common after ws2,3 or f+1+2 or d+2 W! in a juggle</ref>
; Regular splat<ref>Common after ws2,3 or f+1+2 or d+2 W! in a juggle</ref>
: [23]<ref group="w">Does more damage than d/f+1 with less scaling</ref> b+2,f~n f+4,3 d+3
: [23]<ref>Does more damage than df+1 with less scaling</ref> b+2,f~n f+4,3 d+3
: [23] d/f+1 f+4,3 d+3
: [23] df+1 f+4,3 d+3
: [20] 4,3<4
: [20] 4,3<4


; Low splat<ref group="w">Common after f+2,1 W! in a juggle</ref>
; Low splat<ref>Common after f+2,1 W! in a juggle</ref>
: [19] d+4,4,3,3
: [19] d+4,4,3,3
: [18] d+4,4,u+3<ref group="w">Recovers faster, so better oki</ref> ย 
: [18] d+4,4,u+3<ref>Recovers faster, so better oki</ref> ย 


; High splat<ref group="w">Possble after 1,2,f~n or ws2,3 W! in a juggle</ref>
; High splat<ref>Possble after 1,2,f~n or ws2,3 W! in a juggle</ref>
: [30] 4,u+3 f+4,3 d+3
: [30] 4,u+3 f+4,3 d+3


; Very high splat<ref group="w">After HMS.2 W!</ref><ref group="w">Possible after 4,3,4 in a juggle</ref>
; Very high splat<ref>After HMS.2 W!</ref><ref>Possible after 4,3,4 in a juggle</ref>
: [30] u/f+3+4 d/f+1 f+4,3 d+3
: [30] uf+3+4 df+1 f+4,3 d+3
: [29] f,F+3 d/f+1 f+4,3 d+3
: [29] f,F+3 df+1 f+4,3 d+3


; Side splat
; Side splat
: b+4 d+3
: b+4 d+3
: (f+4),3 d+3
: (f+4),3 d+3
: d/f+4
: df+4
: f,F+3
: f,F+3


; Reverse splat
; Reverse splat
: b+4 u/b+3
: b+4 ub+3
: (f+4),3 u/b+3
: (f+4),3 ub+3


; Wall bounce
; Wall bounce
Line 303: Line 298:


; vs Gigas, Jack, and Marduk
; vs Gigas, Jack, and Marduk
: replace d+3 with 3<ref group="w">1 less damage, but they can block the d+3</ref>
: replace d+3 with 3<ref>1 less damage, but they can block the d+3</ref>


; vs Fahkumram (regular splat)
; vs Fahkumram (regular splat)
Line 309: Line 304:


; vs bears
; vs bears
: replace d+3 with D+4,4,4&lt;4<ref group="w">Breaks walls with a non-delayed 4, but the bear player can prevent this with a spring kick</ref>
: replace d+3 with D+4,4,4&lt;4<ref>Breaks walls with a non-delayed 4, but the bear player can prevent this with a spring kick</ref>
}}
}}


<references group="w" />
<references />


== Off-axis ==
== Off-axis ==


{{Combolist|columns=none|
{{Combolist|columns=none|
; u/f+4
; uf+4
; d/f+2
; df+2
; MS.3,4
; MS.3,4
; u/f,n,4
; uf,n,4
: 4,u+3,f~n d+2 f+4,1 S! b+2,f~n f+2,1
: 4,u+3,f~n d+2 f+4,1 S! b+2,f~n f+2,1
: 4,u+3,f~n f+4,1 S! b+2,f~n(x2) f+2,1
: 4,u+3,f~n f+4,1 S! b+2,f~n(x2) f+2,1
Line 343: Line 338:
: [69] b+3,3,f~n 2 b+2,f~n f+4,1 S! f+2,1
: [69] b+3,3,f~n 2 b+2,f~n f+4,1 S! f+2,1


; d,D/B+4
; d,DB+4
: [77] f,F~4,u+3<ref group="b" name="switch">Switches to opponent's front side</ref> b+2,f~n(x3) ws2,4 S! f+2,1
: [77] f,F~4,u+3<ref name="switch">Switches to opponent's front side</ref> b+2,f~n(x3) ws2,4 S! f+2,1
: [74] f,F~4,u+3<ref group="b" name="switch"/> b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [74] f,F~4,u+3<ref name="switch"/> b+2,f~n ws2,4 S! b+2,f~n ws2,3
: [73] U/F,4 2 b+2,4,3 S! b+2,f~n f+2,1
: [73] UF,4 2 b+2,4,3 S! b+2,f~n f+2,1
: [72] &lt;4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
: [72] &lt;4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
: [71] SSR.d/f+1+2,3<ref group="b" name="switch"/> S! b+2,f~n(x4) f+2,1
: [71] SSR.df+1+2,3<ref name="switch"/> S! b+2,f~n(x4) f+2,1


; u/f+3,4
; uf+3,4
: [72] b+3,3,f~n 2 f+4,1 S! b+2,f~n f+2,1
: [72] b+3,3,f~n 2 f+4,1 S! b+2,f~n f+2,1


Line 357: Line 352:
: [76] b+1:1,f~n 2 b+2,f~n ws2,4 S! b+2,f~n f+2,1
: [76] b+1:1,f~n 2 b+2,f~n ws2,4 S! b+2,f~n f+2,1


; d/f+3,2,3
; df+3,2,3
: [91] 2 d+2<ref group="b" name="df323-delay-d2">Delay d+2 if left of opponent's center back</ref> b+2,4,3 S! b+2,f~n f+2,1
: [91] 2 d+2<ref name="df323-delay-d2">Delay d+2 if left of opponent's center back</ref> b+2,4,3 S! b+2,f~n f+2,1
: [97] 2 d+2<ref group="b" name="df323-delay-d2"/> b+2,4,3 S! b+4 d+3
: [97] 2 d+2<ref name="df323-delay-d2"/> b+2,4,3 S! b+4 d+3
: [99]<ref group="b">Dead center or slightly left of opponent's center back</ref> 2 f,F~4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! wr3,4
: [99]<ref>Dead center or slightly left of opponent's center back</ref> 2 f,F~4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! wr3,4
: [100]<ref group="b">Against large normals, somewhat right of opponent's center back</ref> 2 d+2<ref group="b" name="df323-delay-d2"/> b+2,4,3 S! b+4 u/b+3
: [100]<ref>Against large normals, somewhat right of opponent's center back</ref> 2 d+2<ref name="df323-delay-d2"/> b+2,4,3 S! b+4 ub+3
: [114]<ref group="b">Left of opponent's center back</ref> 4,u+3 R.d/f+3+4,f~n ws2,4 S! b+4 d+3
: [114]<ref>Left of opponent's center back</ref> 4,u+3 R.df+3+4,f~n ws2,4 S! b+4 d+3
}}
}}


<references group="b"/>
<references/>


== Character specific ==
== Character specific ==
Line 376: Line 371:


; Gigas, Jack, Marduk
; Gigas, Jack, Marduk
: d/f+4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1
: df+4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1


; Bears
; Bears
Line 386: Line 381:
{{Combolist|columns=none|
{{Combolist|columns=none|
; Gigas and Marduk
; Gigas and Marduk
: [71] b+1:1,f~n b+3,3,f~n<ref group="d" name="ms-b3">To get b+3 after b+1:1,f~n the MS must be cancelled first to avoid MS.3. The simplest way to do this is holding b during recovery and pressing 3 exactly as the recovery ends. A buffered sidestep also works.</ref> ws2,4 S! f+1+2
: [71] b+1:1,f~n b+3,3,f~n<ref name="ms-b3">To get b+3 after b+1:1,f~n the MS must be cancelled first to avoid MS.3. The simplest way to do this is holding b during recovery and pressing 3 exactly as the recovery ends. A buffered sidestep also works.</ref> ws2,4 S! f+1+2
: [56] b+1:1,2
: [56] b+1:1,2


; with floor break
; with floor break
: [69] b+1:1,f~n b+3,3,f~n<ref group="d" name="ms-b3"/> d/b+3 F! ws2,4<ref group="d" name="f-ws2">Hold d during the floor break to recover crouching post-break to do this as fast as possible. Easy mode option f+4,1 S! also works and is only -1 damage because of floor break scaling.</ref> S! f,F+3<ref group="d">The only practical way to hit this is with the assist button mapped and pressing f,F,assist+3. A reverse [[backdash cancel]] (i.e. f,F,d/f,f,F+3) can work in theory but only with superhuman speed.</ref>
: [69] b+1:1,f~n b+3,3,f~n<ref name="ms-b3"/> db+3 F! ws2,4<ref name="f-ws2">Hold d during the floor break to recover crouching post-break to do this as fast as possible. Easy mode option f+4,1 S! also works and is only -1 damage because of floor break scaling.</ref> S! f,F+3<ref>The only practical way to hit this is with the assist button mapped and pressing f,F,assist+3. A reverse [[backdash cancel]] (i.e. f,F,df,f,F+3) can work in theory but only with superhuman speed.</ref>
: [68] b+1:1,f~n b+3,3,f~n<ref group="d" name="ms-b3"/> d/b+3 F! ws2,4<ref group="d" name="f-ws2"/> S! d,D/B+4
: [68] b+1:1,f~n b+3,3,f~n<ref name="ms-b3"/> db+3 F! ws2,4<ref name="f-ws2"/> S! d,DB+4
: [68] b+1:1,f~n ws3,3 F! ws2,4<ref group="d" name="f-ws2"/> S! f+1+2
: [68] b+1:1,f~n ws3,3 F! ws2,4<ref name="f-ws2"/> S! f+1+2
: [67] b+1:1,f~n b+3,3,f~n<ref group="d" name="ms-b3"/> d/b+3 F! ws2,4<ref group="d" name="f-ws2"/> S! d+3
: [67] b+1:1,f~n b+3,3,f~n<ref name="ms-b3"/> db+3 F! ws2,4<ref name="f-ws2"/> S! d+3
: [66] b+1:1,f~n b+3,3,f~n<ref group="d" name="ms-b3"/> d/b+3 F! 1,2,f~n f+2,1
: [66] b+1:1,f~n b+3,3,f~n<ref name="ms-b3"/> db+3 F! 1,2,f~n f+2,1
: [66] b+1:1,f~n ws3,3 F! b+1,2,f~n <1,2,f~n f+2,1
: [66] b+1:1,f~n ws3,3 F! b+1,2,f~n <1,2,f~n f+2,1


Line 401: Line 396:
}}
}}


<references group="d" />
<references />


== Floor break ==
== Floor break ==
Line 440: Line 435:
|-
|-
| style="text-align: center" | 2
| style="text-align: center" | 2
| 4 b+4 u/b+3ย  ย  || 17
| 4 b+4 ub+3ย  ย  || 17
|-
|-
| rowspan="3" style="vertical-align: middle" | Face-up
| rowspan="3" style="vertical-align: middle" | Face-up
| style="text-align: center" | 0
| style="text-align: center" | 0
| d/f+1 f+4,3 d+3 || 14
| df+1 f+4,3 d+3 || 14
|-
|-
| style="text-align: center" | 1
| style="text-align: center" | 1
Line 455: Line 450:
4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.
4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.


Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 u/b+3.
Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 ub+3.


== Extras ==
== Extras ==
Line 463: Line 458:
{{Combolist|
{{Combolist|
; [24] CH b+4
; [24] CH b+4
: [+55] U/F,4 d+2 b+2,f~n(x3) ws2,4 S! f+2,1
: [+55] UF,4 d+2 b+2,f~n(x3) ws2,4 S! f+2,1
: [+43] u+3 b+3,3 b+2,f~n(x3) ws2,4 S! f+2,1


; [24] CH 1+2
; [24] CH 1+2
; [21] CH (2,1),1
; [21] CH (2,1),1
; [21] CH (u/f+3),1
; [21] CH (uf+3),1
: [+46] f,f d/f+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
: [+46] f,f df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1


; [24] d,D/B+4
; [24] d,DB+4
: [+29] 3~3:4
: [+29] 3~3:4


Line 476: Line 472:
; [26] CH (1,2),4*
; [26] CH (1,2),4*
; [20] CH (HMS.1),4
; [20] CH (HMS.1),4
: [+43] d/f+1+2,3 S! b+2,f~n 1,2,f~n(x2) f,F+3
: [+43] df+1+2,3 S! b+2,f~n 1,2,f~n(x2) f,F+3


; FUFT.3+4<ref group="e">Has 12 active frames, typically connects on the 8&ndash;9th unless the opponent is running into it</ref>
; FUFT.3+4<ref>Has 12 active frames, typically connects on the 8&ndash;9th unless the opponent is running into it</ref>
: <ref group="e">If it connects on the 11th frame or later</ref>d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: <ref>If it connects on the 11th frame or later</ref>d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
: <ref group="e">If it connects on the 12th frame, or if they don't tech roll</ref>d/f+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
: <ref>If it connects on the 12th frame, or if they don't tech roll</ref>df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
}}
}}


<references group="e" />
<references />


== B1 link ==
== B1 link ==
Line 504: Line 500:


{{Combolist|
{{Combolist|
; u/f+4
; uf+4
; d/f+2
; df+2
; MS.3,4
; MS.3,4
; u/f,n,4
; uf,n,4
; CH b+4
; CH b+4
; CH (f+4),3
; CH (f+4),3
; CH HMS.u/f+4
; CH HMS.uf+4
; d/f+3+4,f~n
; df+3+4,f~n
: 4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
: 4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1


Line 524: Line 520:


; CH HMS.4
; CH HMS.4
; FC.u/f+4
; FC.uf+4
; CH FUFT.3
; CH FUFT.3
; CH FUFA.3
; CH FUFA.3
Line 534: Line 530:
; CH 1+2,3+4
; CH 1+2,3+4
; CH (2,1),1
; CH (2,1),1
; CH (u/f+3),1
; CH (uf+3),1
: b+3,3,f~n b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
: b+3,3,f~n b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1


; ws2,3
; ws2,3
: d/f+3+4,f~n S! d+2 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
: df+3+4,f~n S! d+2 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
}}
}}


Line 545: Line 541:
== Tools ==
== Tools ==


Lee's combo moves and their function are:
{{ComboTools
ย 
|damage=
{| class="wikitable"
* [17] UF,4
! Damageย  ย  !! Pickupย  ย  ย  ย  !! Fillerย  ย  !! Screwย  ย  !! Ender
* [17] R.df+3+4
|-
* [15] f,F+4
| 4,u+3 ย  ย  || b+3,3,f~n ย  ย  || b+2,f~nย  || ws2,4 ย  ย  || f+2,1
* [11] 4
|-
{{Label|Two hits|
| 4,u+3,f~n || ws2,3 ย  ย  ย  ย  || 1,2,f~n ย  || f+4,1ย  ย  || ws2,3
* [23] 4,u+3
|-
* [23] 4,u+3,f~n
| 4,3,4ย  ย  || ws4ย  ย  ย  ย  ย  || b+1:1,f~n || b+2,4,3ย  || f+1+2
}}
|-
{{Label|Three hits|
| U/F,4 ย  ย  || d/f+4 ย  ย  ย  ย  || 2ย  ย  ย  ย  || 2,2,3ย  ย  || d+2
* [28] 4,3,4
|-
}}
| d+2ย  ย  ย  || d+2ย  ย  ย  ย  ย  || d/f+1 ย  ย  || 2,1,3 ย  ย  || wr3,4
|pickup=
|-
* [11] 3
| f,F+4 ย  ย  || d+4,4,u+3,f~n ||ย  ย  ย  ย  ย  || b,B+4 ย  ย  || d/f+3,2,3
* [11] d+2
|-
* [11] df+4
| d/f+3+4 ย  || 3 ย  ย  ย  ย  ย  ย  ||ย  ย  ย  ย  ย  || SSL.3+4ย  || b+4
* [11] ws4
|-
{{Label|Two hits|
|ย  ย  ย  ย  ย  ||ย  ย  ย  ย  ย  ย  ย  ||ย  ย  ย  ย  ย  || SSR.3+4 ย  || 1+2
* [20] ws2,3
|-
* [13] b+3,3,f~n
|ย  ย  ย  ย  ย  ||ย  ย  ย  ย  ย  ย  ย  ||ย  ย  ย  ย  ย  || d/f+1+2,3 || d/b+3
}}
|}
{{Label|Three hits|
ย 
* [24] d+4,4,u+3,f~n
The main purpose for all these options is to get the right wall carry.
}}
ย 
|filler=
=== Damage ===
* [3] b+2,f~n
* [3] b+1:1,f~n ย 
* [3] 2
* [3] df+1
* [2] b+1,1,f~n
{{Label|Two hits|
* [4] 1,2,f~n
}}
|screw=
* [9] ws2,4
* [7]<ref>In [[rage]], f+4,1 only does 1 less damage than ws2,4, compared to the usual 2.</ref> f+4,1
{{Label|Three hits|
* [12]<ref>b+2,4,3 can't actually hit if first hit is 30% scaling. It only works as hits 3โ€“5. However, in that situation it still does the same damage as b+2,f~n ws2,4.</ref><ref>Flips over upside down opponent.</ref> b+2,4,3
* [11] 2,1,3
}}
{{Label|[70%]|
* [19]<ref name="mright"/> SSR.3+4
* [17] SSL.3+4
* [16] b,B+4
* [12,11]<ref name="mright"/> df+1+2,3
* [7,7,9]<ref name="mright">Misaligns right.</ref> 2,2,3
}}
|ender=
* [11]<ref name="flip-over">Flips opponent over.</ref> wr3,4 F!
* [10] f+2,1
* [10] ws2,3
* [8] f+1+2
* [6] d+2
* [6]<ref>After b+4 ender, can get a mostly guaranteed d+3 after for 19 damage total. Can even get a ub+3 sometimes depending on spacing. [[Spring Kick]]s can dodge, but they whiff vs d+3 in most cases.</ref> b+4 F!
* [6]<ref name="flip-over"/> 1+2 F!
* [4] db+3 F!
* [4] 1,2,f~n
{{Label|Three hits|
* [13] df+3,2,3
}}
}}


* 4,u+3 b+2,f~n works as aerial hits 2&ndash;4
<references/>
** b+2,f~n whiffs when off-axis
* f,F+4 iws2,3 b+2,f~n can work as aerial hits 1&ndash;4
* f,F+4 d+2 d/f+3+4 S! can work as aerial hits 1&ndash;3
* d+2 b+2,f~n can work up to aerial hits 2&ndash;3, and very rarely 3&ndash;4
** at some angles, d+2 needs to hit close to the ground
** at other angles, it needs to hit far from the ground


=== Filler ===
{{ComboToolsLong
ย 
|starter=
* [[B2 loop|b+2,f~n loops]] with itself on-axis
* 4,u+3 b+2,f~n works as aerial hits 2&ndash;4, butโ€”
* 1,2,f~n works in most situations and loops with itself
** b+2,f~n whiffs when off-axis.
* 1,2,f~n carries less than b+2,f~n(x2)
* f,F+4 iws2,3 b+2,f~n can work as aerial hits 1&ndash;4.
* [[#B1 link|b+1:1,f~n can connect after b+2,f~n]]
* f,F+4 d+2 R.df+3+4 S! can work as aerial hits 1&ndash;3.
* b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle
* d+2 b+2,f~n can work up to aerial hits 2&ndash;3, and very rarely 3&ndash;4, butโ€”
* d/f+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3&ndash;4
** at some angles, d+2 needs to hit close to the ground, and
ย 
** at other angles, it needs to hit far from the ground.
Damage per hit at max scaling (30%)
|filler=
ย 
* [[B2 loop|b+2,f~n loops]] with itself on-axis.
* b+2,f~n (3)
* 1,2,f~n works in most situations and loops with itself.
* 2 (3)
* 1,2,f~n carries less than b+2,f~n(x2).
* d/f+1 (3)
* [[#B1 link|b+1:1,f~n can connect after b+2,f~n]].
* b+1:1,f~n (3)
* b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle.
* b+1,1,f~n (2)
* df+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3&ndash;4.
* 1,2,f~n (2)
|screw=
ย 
* ws2,4 works as aerial hits 6&ndash;7, butโ€”
=== Screw ===
** aerial hit 7 whiffs when off-axis, especially to the right; however
ย 
* ws2,4 works as aerial hits 6&ndash;7
** aerial hit 7 whiffs when off-axis, especially to the right
** can work as aerial hits 7&ndash;8 after b+1:1,f~n if precisely off-axis to the left
** can work as aerial hits 7&ndash;8 after b+1:1,f~n if precisely off-axis to the left
* f+4,1 works as aerial hits 6&ndash;7
* f+4,1 works as aerial hits 6&ndash;7, andโ€”
** usually works as aerial hits 7&ndash;8 after b+1:1,f~n
** usually works as aerial hits 7&ndash;8 after b+1:1,f~n; and
** can work as aerial hits 7&ndash;8 after b+2,f~n if precisely off-axis to the right
** can work as aerial hits 7&ndash;8 after b+2,f~n if precisely off-axis to the right.
* b+2,4,3 works up to aerial hits 3&ndash;5
* b+2,4,3 works up to aerial hits 3&ndash;5.
** aerial hit 5 whiffs when off-axis to the right
** aerial hit 5 whiffs when off-axis to the right.
* 2,2,3; d/f+1+2,3; and SSR.3+4 rotate the juggle to the right
* 2,2,3, df+1+2,3, and SSR.3+4 rotate the juggle to the right.
* b+2,4,3 flips over face-down opponents
* b+2,4,3 flips over face-down opponents.


Fastest to slowest recovery:
Fastest to slowest recovery:
Line 621: Line 643:


Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.
Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.
|ender=
* df+3,2,3 only works up to aerial hits 5&ndash;7.
* f+2,1 sends them furthest.
* ws2,3 sends them highest so is easiest to followup and can high splat.
* f+1+2 packs damage in a short distance.
* d+2 gets a regular splat in the shortest distance.
* 1,2,f~n can high splat.
* df+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count as a [[wall]] hit.


Damage at max scaling (30%):
[[File:Lee-8screw-enders.mp4|200px|thumb|center|Demonstration of wall carry for various enders.]]
ย 
}}
* ws2,4 (9)
* f+4,1 (7)
ย 
Three hits:
ย 
* b+2,4,3 (12)
* 2,2,3 (12)
* 2,1,3 (12)
ย 
=== Ender ===
ย 
[[File:Lee-8screw-enders.mp4|200px|thumb|Lee has many juggle enders for optimizing wall carry.]]
ย 
* wr3,4; b+4; 1+2; and d/b+3 floor break
* b+4 and d/b+3 spike to setup oki
* d/f+3,2,3 works as aerial hits 5&ndash;7
ย 
Wall splats:
ย 
* f+2,1 sends them furthest
* ws2,3 sends them highest so is easiest to followup and can high splat
* f+1+2 packs damage in a short distance
* d+2 gets a regular splat in the shortest distance
* 1,2,f~n can high splat
* d/f+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count for wall slump
ย 
Damage at max scaling (30%):
ย 
* wr3,4 (11) &mdash; no wall splat
* f+2,1 (10)
* ws2,3 (10)
* f+1+2 (9)
* d+2 (5)
ย 
Three hits: d/f+3,2,3 (13)


== External links ==
== External links ==
Line 666: Line 661:
* [https://www.youtube.com/watch?v=rnViLJDp2OQ Juggle distance video guide by TZMurakumo]
* [https://www.youtube.com/watch?v=rnViLJDp2OQ Juggle distance video guide by TZMurakumo]
* [https://www.youtube.com/watch?v=ntjca7KSB9Q Balcony break video guide by TZMurakumo]
* [https://www.youtube.com/watch?v=ntjca7KSB9Q Balcony break video guide by TZMurakumo]
* [https://www.youtube.com/watch?v=99Ulx91ZoVs b+4 combo finisher by Murakumo]
* [https://www.youtube.com/watch?v=vCFhs1WG20Y&t=235 Mo Na'ni Quicknotes Part 2 ยง Resplats]
* [https://www.youtube.com/watch?v=vCFhs1WG20Y&t=235 Mo Na'ni Quicknotes Part 2 ยง Resplats]
* [https://www.youtube.com/watch?v=vmZ1mDO4Nqc&t=34 Mo Na'ni Quicknotes Part 4 ยง Resplats]
* [https://www.youtube.com/watch?v=vmZ1mDO4Nqc&t=34 Mo Na'ni Quicknotes Part 4 ยง Resplats]
* [https://www.youtube.com/watch?v=xxPDb3nnD3U Mo Na'ni Quicknotes Part 5 โ€“ Wall combos]
* [https://www.youtube.com/watch?v=xxPDb3nnD3U Mo Na'ni Quicknotes Part 5 โ€“ Wall combos]
* [https://www.youtube.com/watch?v=rM0WB7-ekBg Lee Chaolan Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=rM0WB7-ekBg Lee Chaolan Combo Guide (Season 4) by Ryzing Sol]
ย 
[[Category:Combos]]

Latest revision as of 06:10, 12 February 2024

This page is for Tekken 7. For Tekken 8, see Lee combos.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to ยง Staples.

Regular launch (e.g. df+2)
4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
Pickup launch (e.g. CH 1+2,3+4)
b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
Crouching recovery (e.g. CH FUFT.3)
ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1

Mini-combos

ws2,3[1]
CH ub+3[2]
f,F+3
CH db+3+4
CH FC.df+4
f,F+3+4
f+3+4
CH FC.df+4,3
HMS.1,f~n d,DB+4
HMS.uf+4
1,3:3:3
HMS.4
HMS.uf+4
b+4[3]
d,DB+4
ub+3
b,B+4,3
b+4,3[3]
HMS.uf+4
FC.df,d,DF+3
MS.3+4[4]
FUFA.3
CH (2,1),4
1,3:3:3
1,2,4
uf+3+4
R.df+3+4
f,F+3
ub+3[5]
d+2[5]
uf+3+4,3+4
HMS.uf+3
HMS.2
4,3,3
d+4,4,3,3
d+3[5]
ub+3[5]
  1. โ†‘ 5 frame window to input F+3
  2. โ†‘ 4 frame window to input F+3
  3. โ†‘ 3.0 3.1 Hit vs crouch
  4. โ†‘ Can't buffer attacks during recovery
  5. โ†‘ 5.0 5.1 5.2 5.3 Sometimes whiffs

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Most of Lee's staples make use of Sway (MS.b~n) being in while standing for the first 4 frames.

For example, ws2,4 from MS is done with the input b,n,2,4. This is written as simply ws2,4 in combos, with this technique implied if MS is entered prior.

Standing
Not accepting input
While standing (Sway)
Crouching (MS)
Input buffer
Frame
Input
State
0
f
1
n
2
n
โ‹ฏ
n
6
n
7
n
โ‹ฏ
n
12
n
13
b
14
n
15
n
16
n
17
n
18
n
19
n
โ‹ฏ
n
ws2,4 from MS—the spaces between f, b, and 2 are essential.

The technique is easier out of a transition because Sway can be input in the input buffer. This allows more frames of neutral between the b and the attack button.

Frame
Input
State
0
b2
1
n
2
f
3
n
4
n
โ‹ฏ
n
27
n
28
b
29
n
30
n
31
n
32
n
33
n
34
n
35
n
36
n
37
n
38
n
39
n
40
n
โ‹ฏ
n

A common mistake is to do the attack input exactly as b is released, leaving no room for n. Make sure there's a gap between the b and 2 (for ws2) in the practice mode's command history.

[13] uf+4
[12] df+2
[20] MS.3,4
[25] uf,n,4
[24] CH b+4
[21] CH (f+4),3
[24] CH HMS.uf+4
[18] BT.uf+4
[+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH 4
[68] b+1:1,f~n[1] 4,u+3 b+2,f~n(x2) <f+4,1 S! f+2,1
[67] b+1:1,f~n[1] 4,u+3 b+2,f~n ws2,4 S! f+2,1
[65] b+1:1,f~n[1] 4,u+3 b+2,f~n f+4,1 S! f+2,1
[61] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
CH 4,4
[57] b+2,f~n(x4) f+4,1 S! f+2,1
[55] b+1:1,f~n df+1 b+2,f~n ws2,4 S! f+2,1
CH 4,3,4
[70] b+2,f~n(x3) ws2,4 S! f+2,1
[67] b+2,f~n ws2,4 S! b+2,f~n ws2,3
[20] CH d+3,4[2][3]
[24] CH 1+2
[24] CH 1+2,3+4[2]
[21] CH (2,1),1
[21] CH (uf+3),1
[+43] b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
[+40] b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
[32] f+3,3,3,3,3,4
[28] CH (b+2),4,3
[+36] 4,u+3 b+2,f~n(x3) <f+2,1
[+33] 4,u+3 b+2,f~n(x2) ws2,3
[+30] 4,u+3 b+2,f~n ws2,3
[24] CH b+4,3
[21] CH (f+4),3,4
[+50] f~n ws2,3 b+2,f~n(x3) ws2,4 S! f+2,1
[+47] f~n ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH Sway.4[4]
[68] d+2 d+2 b+2,f~n(x3) f+4,1 S! f+2,1
[67] d+2 d+2 b+2,f~n ws2,4 S! b+2,f~n ws2,3
low parry
[53] f,F[5] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[50] f,F[5] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
[43] d+2 b+2,f~n df+1 b+2,f~n ws2,4 S! f+2,1
[24] CH HMS.4
[25] FC.uf+4
[12] CH FUFT.3
[12] CH FUFA.3
[10] CL FDFT.3
[+48] ws2,3 b+2,f~n(x3) f+4,1 S! f+2,1
[+47] ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH FDFA.3
[58] ws4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
[55] ws4 b+3,3,f~n b+2,f~n ws2,4 S! f+2,1
[22] f,F+4
[23] b,B+4
[35] uf+3,4
[+38] f,F b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
CH d+2
[63][6] f,F b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
[62] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[60][6] f,F b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
HMS.2
[74] 4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
[73] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n f+2,1
d,DB+4
[79] <UF,4 4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[79] UF,4 <d+2 b+2,f~n(x3) ws2,4 S! f+2,1
[77] (d+4),4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[74] (d+4),4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
[12] CH (1,2),4
[26] CH (1,2),4*
[20] CH (HMS.1),4
[+42] df+1+2,3 S! b+2,f~n 1,2,f~n f+2,1
[+41] df+1+2,3 S! b+2,f~n 1,2,f~n 1 f,F+3
[+41] <d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
[+37][7] ssr b+3,3,f~n <2,2,3 S! f+2,1
[12] CH (1,2),4,3
[20] CH (HMS.1),4,3
[+41] f~n d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
[24] CH (2,1),3
[36] CH (b+1+2),P.4
[+47] 4,u+3 b+2,f~n(x4) ws2,3
[+42] 4,u+3 b+2,f~n 1,2,f~n ws2,3
[+38] d+2 b+2,f~n 2 b+2,f~n 1,2,f~n ws2,3
(df+3,2),3
[63] 2,2,3 S! b+2,f~n 1,2,f~n f+2,1

Rage

[39] ws2,3
[26] CH ub+3
[+55] R.df+3+4,f~n ws2,3 b+2,f~n(x2) f+4,1 S! f+2,1
[+52] R.df+3+4,f~n ws2,3 b+2,f~n f+4,1 S! f+2,1
[25] R.df+3+4,f~n
[+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
  1. โ†‘ 1.0 1.1 1.2 Whiffs at tip range, and whiffs often vs Kuma/Panda.
  2. โ†‘ 2.0 2.1 Hold B and press 3 when Lee raises his left hand.
  3. โ†‘ 2 frame window on b+3 pickup.
  4. โ†‘ Doesn't work against all characters, see ยง CH Sway.4 for more.
  5. โ†‘ 5.0 5.1 This microdash is not necessary, but it helps with the timing.
  6. โ†‘ 6.0 6.1 Harder than d+4 pickup, but safer on failure.
  7. โ†‘ Re-aligns for a regular splat.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat[1]
[23][2] b+2,f~n f+4,3 d+3
[23] df+1 f+4,3 d+3
[20] 4,3<4
Low splat[3]
[19] d+4,4,3,3
[18] d+4,4,u+3[4]
High splat[5]
[30] 4,u+3 f+4,3 d+3
Very high splat[6][7]
[30] uf+3+4 df+1 f+4,3 d+3
[29] f,F+3 df+1 f+4,3 d+3
Side splat
b+4 d+3
(f+4),3 d+3
df+4
f,F+3
Reverse splat
b+4 ub+3
(f+4),3 ub+3
Wall bounce
4,u+3 f+4,3 d+3
ss 4,3,4 W! b+2,f~n f+4,3 d+3
ss 4,3,4 W! 4,u+3 f+4,3 d+3
vs Gigas, Jack, and Marduk
replace d+3 with 3[8]
vs Fahkumram (regular splat)
[25] ws2,4 D+4,4,4,4
vs bears
replace d+3 with D+4,4,4<4[9]
  1. โ†‘ Common after ws2,3 or f+1+2 or d+2 W! in a juggle
  2. โ†‘ Does more damage than df+1 with less scaling
  3. โ†‘ Common after f+2,1 W! in a juggle
  4. โ†‘ Recovers faster, so better oki
  5. โ†‘ Possble after 1,2,f~n or ws2,3 W! in a juggle
  6. โ†‘ After HMS.2 W!
  7. โ†‘ Possible after 4,3,4 in a juggle
  8. โ†‘ 1 less damage, but they can block the d+3
  9. โ†‘ Breaks walls with a non-delayed 4, but the bear player can prevent this with a spring kick

Off-axis

uf+4
df+2
MS.3,4
uf,n,4
4,u+3,f~n d+2 f+4,1 S! b+2,f~n f+2,1
4,u+3,f~n f+4,1 S! b+2,f~n(x2) f+2,1
4,u+3,f~n f+4,1 S! 1,2,f~n f+2,1

Back-turned opponent

Against big characters with short legs (Gigas, Jack, Marduk, bears):

  • Dead center of opponent's back:
    • S! b+2,f~n doesn't work—just go straight for f+2,1
    • b+2,4,3 S! f+2,1 as aerial hits 3–7 won't work—do b+2,f~n f+4,1 S! f+2,1 instead
  • b+3,3,f~n b+2,f~n doesn't work
  • b+3,3,f~n 2 sometimes doesn't work—try b+3,3,f~n 1 instead
f+3,3,3,3,3,4
[60] d+2 b+2,f~n 1,2,f~n f+2,1
f+3,3,3,3,4
[69] b+3,3,f~n 2 b+2,f~n f+4,1 S! f+2,1
d,DB+4
[77] f,F~4,u+3[1] b+2,f~n(x3) ws2,4 S! f+2,1
[74] f,F~4,u+3[1] b+2,f~n ws2,4 S! b+2,f~n ws2,3
[73] UF,4 2 b+2,4,3 S! b+2,f~n f+2,1
[72] <4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
[71] SSR.df+1+2,3[1] S! b+2,f~n(x4) f+2,1
uf+3,4
[72] b+3,3,f~n 2 f+4,1 S! b+2,f~n f+2,1
ws2,3
[77] b+1:1,f~n 2 b+2,f~n(x3) f+4,1 S! f+2,1
[76] b+1:1,f~n 2 b+2,f~n ws2,4 S! b+2,f~n f+2,1
df+3,2,3
[91] 2 d+2[2] b+2,4,3 S! b+2,f~n f+2,1
[97] 2 d+2[2] b+2,4,3 S! b+4 d+3
[99][3] 2 f,F~4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! wr3,4
[100][4] 2 d+2[2] b+2,4,3 S! b+4 ub+3
[114][5] 4,u+3 R.df+3+4,f~n ws2,4 S! b+4 d+3
  1. โ†‘ 1.0 1.1 1.2 Switches to opponent's front side
  2. โ†‘ 2.0 2.1 2.2 Delay d+2 if left of opponent's center back
  3. โ†‘ Dead center or slightly left of opponent's center back
  4. โ†‘ Against large normals, somewhat right of opponent's center back
  5. โ†‘ Left of opponent's center back

Character specific

CH Sway.4

AK, Bob, Bryan, Drag, Fahk, Feng, Geese, Hei, King, Maven, Miguel, Negan, Paul, Shaheen, Steve
4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
Gigas, Jack, Marduk
df+4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1
Bears
b+3,3,f~n b+2,f~n(x3) f+4,1 S! f+2,1

ws2,3

Gigas and Marduk
[71] b+1:1,f~n b+3,3,f~n[1] ws2,4 S! f+1+2
[56] b+1:1,2
with floor break
[69] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! f,F+3[3]
[68] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! d,DB+4
[68] b+1:1,f~n ws3,3 F! ws2,4[2] S! f+1+2
[67] b+1:1,f~n b+3,3,f~n[1] db+3 F! ws2,4[2] S! d+3
[66] b+1:1,f~n b+3,3,f~n[1] db+3 F! 1,2,f~n f+2,1
[66] b+1:1,f~n ws3,3 F! b+1,2,f~n <1,2,f~n f+2,1
Bears
b+2,4,3 S! b+2,f~n(x3) f+2,1
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 To get b+3 after b+1:1,f~n the MS must be cancelled first to avoid MS.3. The simplest way to do this is holding b during recovery and pressing 3 exactly as the recovery ends. A buffered sidestep also works.
  2. โ†‘ 2.0 2.1 2.2 2.3 Hold d during the floor break to recover crouching post-break to do this as fast as possible. Easy mode option f+4,1 S! also works and is only -1 damage because of floor break scaling.
  3. โ†‘ The only practical way to hit this is with the assist button mapped and pressing f,F,assist+3. A reverse backdash cancel (i.e. f,F,df,f,F+3) can work in theory but only with superhuman speed.

Floor break

Lee's floor break options differ in how many hits they do, whether they leave the opponent face-down or face-up, and how easy they are to connect.

Move # of hits Damage Post-break state
1+2 1 20 Face-down
wr3,4 2 14,26
4,3,3 3 16,14,20
b+4 1 22 Face-up
f+4,3 2 13,18
f+3+4 2 10,20

Floor breaks reduce damage scaling significantly, so you want to do as much of your combo as possible before the break. This means you're mostly doing the break at or near the wall.

Post-break, your options depend on how much wall slump you've built up. Every hit on the wall with the opponent's feet to the ground builds up slump. However, the move that breaks the floor does not build up slump. So a 1-hit floor break will build no slump and you can do a regular wall combo, but a 2-hit floor break will build 1 bit of wall slump and you'll have to adjust.

Opponent state # of slump Wall combo Damage
Face-down 0 4,u+3 f+4,3 d+3 20
1 4,u+3 f,F+3 18
2 4 b+4 ub+3 17
Face-up 0 df+1 f+4,3 d+3 14
1 4,u+3 13
2 b+4 d+3 11

4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.

Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 ub+3.

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
[24] CH b+4
[+55] UF,4 d+2 b+2,f~n(x3) ws2,4 S! f+2,1
[+43] u+3 b+3,3 b+2,f~n(x3) ws2,4 S! f+2,1
[24] CH 1+2
[21] CH (2,1),1
[21] CH (uf+3),1
[+46] f,f df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
[24] d,DB+4
[+29] 3~3:4
[12] CH (1,2),4
[26] CH (1,2),4*
[20] CH (HMS.1),4
[+43] df+1+2,3 S! b+2,f~n 1,2,f~n(x2) f,F+3
FUFT.3+4[1]
[2]d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[3]df+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
  1. โ†‘ Has 12 active frames, typically connects on the 8–9th unless the opponent is running into it
  2. โ†‘ If it connects on the 11th frame or later
  3. โ†‘ If it connects on the 12th frame, or if they don't tech roll

B1 link

See also: B2 loop#B1 link

A b1 link (or Triple Fang link) is b+2,f~n b+1:1,f~n in a juggle. Its main purpose is to get more wall carry.

Since b+1:1,f~n travels further than b+2,f~n, it allows Lee to either:

  • get an extra aerial hit
  • get ws2,4 as the screw instead of f+4,1
  • get ws2,3 as the ender instead of f+2,1

For the b+1 to connect b and 1 must be pressed on the same frame. The timing is lenient but must be done earlier than another B2 loop would be.

For carry purposes b+1:1,f~n and b+1,1,f~n are the same, but the former does 1 more damage.

This is an advanced technique, having a tight execution requirement for relatively little reward.

uf+4
df+2
MS.3,4
uf,n,4
CH b+4
CH (f+4),3
CH HMS.uf+4
df+3+4,f~n
4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
f+3,3,3,3,3,4
4,u+3 b+2,f~n(x2) b+1:1,f~n ws2,3
CH 4
b+1:1,f~n 4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! f+2,1
low parry
f,F 4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH HMS.4
FC.uf+4
CH FUFT.3
CH FUFA.3
CH FDFT.3
ws2,3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH d+3,4
CH 1+2
CH 1+2,3+4
CH (2,1),1
CH (uf+3),1
b+3,3,f~n b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
ws2,3
df+3+4,f~n S! d+2 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1

One method for doing this is to piano the 1 button with two fingers to hit it twice. This is a placebo, since the extra button press doesn't actually give you an extra "chance" to hit the link, but many people find this method useful anyway.

Tools

[70%] Damage
  • [17] UF,4
  • [17] R.df+3+4
  • [15] f,F+4
  • [11] 4
Two hits
  • [23] 4,u+3
  • [23] 4,u+3,f~n
Three hits
  • [28] 4,3,4
[70%] Pickup
  • [11] 3
  • [11] d+2
  • [11] df+4
  • [11] ws4
Two hits
  • [20] ws2,3
  • [13] b+3,3,f~n
Three hits
  • [24] d+4,4,u+3,f~n
[30%] Filler
  • [3] b+2,f~n
  • [3] b+1:1,f~n
  • [3] 2
  • [3] df+1
  • [2] b+1,1,f~n
Two hits
  • [4] 1,2,f~n
[30%] Screw
  • [9] ws2,4
  • [7][1] f+4,1
Three hits
[70%]
  • [19][4] SSR.3+4
  • [17] SSL.3+4
  • [16] b,B+4
  • [12,11][4] df+1+2,3
  • [7,7,9][4] 2,2,3
[30%] Ender
  • [11][5] wr3,4 F!
  • [10] f+2,1
  • [10] ws2,3
  • [8] f+1+2
  • [6] d+2
  • [6][6] b+4 F!
  • [6][5] 1+2 F!
  • [4] db+3 F!
  • [4] 1,2,f~n
Three hits
  • [13] df+3,2,3
  1. โ†‘ In rage, f+4,1 only does 1 less damage than ws2,4, compared to the usual 2.
  2. โ†‘ b+2,4,3 can't actually hit if first hit is 30% scaling. It only works as hits 3โ€“5. However, in that situation it still does the same damage as b+2,f~n ws2,4.
  3. โ†‘ Flips over upside down opponent.
  4. โ†‘ 4.0 4.1 4.2 Misaligns right.
  5. โ†‘ 5.0 5.1 Flips opponent over.
  6. โ†‘ After b+4 ender, can get a mostly guaranteed d+3 after for 19 damage total. Can even get a ub+3 sometimes depending on spacing. Spring Kicks can dodge, but they whiff vs d+3 in most cases.
Starter
  • 4,u+3 b+2,f~n works as aerial hits 2–4, butโ€”
    • b+2,f~n whiffs when off-axis.
  • f,F+4 iws2,3 b+2,f~n can work as aerial hits 1–4.
  • f,F+4 d+2 R.df+3+4 S! can work as aerial hits 1–3.
  • d+2 b+2,f~n can work up to aerial hits 2–3, and very rarely 3–4, butโ€”
    • at some angles, d+2 needs to hit close to the ground, and
    • at other angles, it needs to hit far from the ground.
Filler
  • b+2,f~n loops with itself on-axis.
  • 1,2,f~n works in most situations and loops with itself.
  • 1,2,f~n carries less than b+2,f~n(x2).
  • b+1:1,f~n can connect after b+2,f~n.
  • b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle.
  • df+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3–4.
Screw
  • ws2,4 works as aerial hits 6–7, butโ€”
    • aerial hit 7 whiffs when off-axis, especially to the right; however
    • can work as aerial hits 7–8 after b+1:1,f~n if precisely off-axis to the left
  • f+4,1 works as aerial hits 6–7, andโ€”
    • usually works as aerial hits 7–8 after b+1:1,f~n; and
    • can work as aerial hits 7–8 after b+2,f~n if precisely off-axis to the right.
  • b+2,4,3 works up to aerial hits 3–5.
    • aerial hit 5 whiffs when off-axis to the right.
  • 2,2,3, df+1+2,3, and SSR.3+4 rotate the juggle to the right.
  • b+2,4,3 flips over face-down opponents.

Fastest to slowest recovery:

  • ws2,4 (r24)
  • b+2,4,3 (r27)
  • 2,1,3 (r28)
  • f+4,1 (r29)
  • 2,2,3 (r31)

Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.

Ender
  • df+3,2,3 only works up to aerial hits 5–7.
  • f+2,1 sends them furthest.
  • ws2,3 sends them highest so is easiest to followup and can high splat.
  • f+1+2 packs damage in a short distance.
  • d+2 gets a regular splat in the shortest distance.
  • 1,2,f~n can high splat.
  • df+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count as a wall hit.
Demonstration of wall carry for various enders.

External links