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* Acid Rain | * Acid Rain | ||
* b+2 loop}} | * b+2 loop}} | ||
|launch=i15 – u/ | |launch=i15 – {{IronFist|u/f4}} | ||
|splat={{Plainlist| | |splat={{Plainlist| | ||
* i13 – | * i13 – {{IronFist|f1+2}} ''(standing)'' | ||
* i14 – | * i14 – WS {{IronFist|23}} ''(crouching)''}} | ||
|chLaunch={{Plainlist| | |chLaunch={{Plainlist| | ||
* i11 – 4 ''(high)'' | * i11 – {{IronFist|4}} ''(high)'' | ||
* i15 – d/ | * i15 – {{IronFist|d/f2}} ''(mid)''}} | ||
|parry= | |parry={{IronFist|b1+2}} ''(high or mid punches)'' | ||
|remappedGenerics={{Plainlist| | |remappedGenerics={{Plainlist| | ||
* | * {{IronFist|d2}} → {{IronFist|d/b2}} | ||
* | * {{IronFist|d4}} → {{IronFist|d/b4}}}} | ||
|midCheck={{Plainlist| | |midCheck={{Plainlist| | ||
* d/ | * {{IronFist|d/f1}} ''(standing)'' | ||
* | * WS {{IronFist|4}} ''(crouching)''}} | ||
|hopkick=u/ | |hopkick={{IronFist|u/f4}} | ||
|powerLow=FC | |powerLow=FC {{IronFist|d/fdD/F3}} | ||
|snakeEdge=HMS.4 | |snakeEdge=HMS.{{IronFist|4}} | ||
|clefCannon= | |clefCannon={{IronFist|223}} | ||
|shadowCutter= | |shadowCutter={{IronFist|d3,4}} | ||
}} | }} | ||
'''Lee''' has some of the best counterhit tools in the game. It’s where most of his damage comes from, and his entire game plan follows from that. | '''Lee''' has some of the best counterhit tools in the game. It’s where most of his damage comes from, and his entire game plan follows from that. |
Revision as of 08:33, 28 January 2021
Lee (Tekken 7) |
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Lee | |
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Key techniques |
|
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
Fastest | |
Launch | i15 – u/f4 |
CH launch |
|
Wall splat |
|
Archetypal moves | |
Parry | b1+2 (high or mid punches) |
Mid check |
|
Hopkick | u/f4 |
Power low | FC d/fdD/F3 |
Snake edge | HMS.4 |
Shadow cutter | d3,4 |
Clef cannon | 223 |
Generic moves | |
Remapped |
|
Missing | (none) |
External links | |
Lore | {{{lore}}} |
#{{{twitter}}} |
Lee has some of the best counterhit tools in the game. It’s where most of his damage comes from, and his entire game plan follows from that.
Of course, if that were all Lee had, there would be no way to get any counterhits. Your opponent has to attack to get counterhit. That’s where Lee’s other strength comes into play: pokes. Lee has a wide variety of pokes for controlling space, tracking movement, and chipping away at the opponent. This combined with explosive pressure from his slide can force even the biggest turtles to break their guard. It’s then that the counterhits come into play.
Once Lee has a life lead, he has some of the best keepout tools in the game to maintain it.
Lee requires good execution for his best tech, but most of these are not essential to winning. You don’t need to master them to try him out. Consistent combo routes do 90–95% as much damage as the staple routes, and there are solid alternatives to Acid Rain for punishers.