Kuma vs Lee: Difference between revisions

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[[File:Kuma-Lee-wall-d3.mp4|thumb|left|256px|Kuma can punish Lee players using the standard wall ender.]]
[[File:Kuma-Lee-wall-d3.mp4|thumb|left|256px|Kuma can punish Lee players using the standard wall ender.]]
[[File:Kuma-Lee-wall-d4,4,u3.mp4|thumb|256px|Kuma slips out of wall pressure after Lee's W! d+4,4,u+3.]]
[[File:Kuma-Lee-wall-d4,4,u3.mp4|thumb|256px|Kuma slips out of wall pressure after Lee's W! d+4,4,u+3.]]
[[File:Kuma-Lee-wall-d4,4,3,3.mp4|thumb|left|256px|Lee gets more pressure than usual after W! d+4,4,3,3.]]
[[File:Kuma-Lee-wall-D4444.mp4|thumb|256px|Lee gets more damage than usual at the wall.]]
[[File:Kuma-Lee-wall-D4444-spring.mp4|thumb|left|256px|There's no death combo here: Kuma can use a spring kick to prevent the wall break.]]


; d+3 ender
; d+3 ender
: After the usual f+4,3 spike, Lee's d+3 is not guaranteed. Kuma recovers fast enough to stand and block it with D/B.
: After the usual f+4,3 spike, Lee's d+3 is not guaranteed. Kuma recovers fast enough to stand and block it with D/B.
; d+4,4,u+3
; d+4,4,u+3
: Lee's d+4,4,u+3 will cause a side switch. Usually it doesn't.
: Lee's d+4,4,u+3 will cause a side switch. Usually it doesn't.
[[File:Kuma-Lee-wall-d4,4,3,3.mp4|thumb|left|256px|Lee gets more pressure than usual after W! d+4,4,3,3.]]
[[File:Kuma-Lee-wall-D4444.mp4|thumb|256px|Lee gets more damage than usual at the wall.]]
[[File:Kuma-Lee-wall-D4444-spring.mp4|thumb|left|256px|There's no death combo here: Kuma can use a spring kick to prevent the wall break.]]
; d+4,4,3,3
; d+4,4,3,3
: Lee's d+4,4,3,3 will cause a techable backflop. Usually it causes a regular knockdown.
: Lee's d+4,4,3,3 will cause a techable backflop. Usually it causes a regular knockdown.
; D+4,4,4<4 ender
; D+4,4,4<4 ender
: After the usual f+4,3 spike, Lee's D+4,4,4<4 will deal 23 damage. Usually only 13 damage from d+3 is guaranteed.
: After the usual f+4,3 spike, Lee's D+4,4,4<4 will deal 23 damage. Usually only 13 damage from d+3 is guaranteed.
; D+4,4,4,4 ender
; D+4,4,4,4 ender
: After the usual f+4,3 spike, Lee's D+4,4,4,4 will cause a wall or balcony break. This can lead to [https://www.youtube.com/watch?v=AXVhDq5ixSI&t=198s huge combos], especially on [[Howard Estate]], because the juggle pushback and screw get reset. However, Kuma can prevent this with a [[spring kick]].
: After the usual f+4,3 spike, Lee's D+4,4,4,4 will cause a wall or balcony break. This can lead to [https://www.youtube.com/watch?v=AXVhDq5ixSI&t=198s huge combos], especially on [[Howard Estate]], because the juggle pushback and screw get reset. However, Kuma can prevent this with a [[spring kick]].
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== Lee's neutral ==
== Lee's neutral ==


[[File:Kuma-Lee-ws2,3.mp4|360px]]
; ws2,3
: Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R.d/f+3+4 can connect.


Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R.d/f+3+4 can connect.
[[File:Kuma-Lee-ws2,3.mp4|thumb|250px|Lee's full crouch mixup becomes a lot scarier.]]


[[Category:Matchup]]
[[Category:Matchup]]

Revision as of 08:58, 4 February 2021

This page on the Kuma vs Lee matchup only contains information specific to it, such as:

  • Interactions between the two fighters' moves, hitboxes, and/or hurtboxes
  • How the two fighters' neutral plans need to adapt for this matchup

It does not contain general information for playing against either fighter, which is instead at Kuma counterplay and Lee counterplay.

Like most Kuma matchups, his unique size changes the properties of many of Lee's moves.

Lee's wall combos

Kuma can punish Lee players using the standard wall ender.
Kuma slips out of wall pressure after Lee's W! d+4,4,u+3.
Lee gets more pressure than usual after W! d+4,4,3,3.
Lee gets more damage than usual at the wall.
There's no death combo here: Kuma can use a spring kick to prevent the wall break.
d+3 ender
After the usual f+4,3 spike, Lee's d+3 is not guaranteed. Kuma recovers fast enough to stand and block it with D/B.
d+4,4,u+3
Lee's d+4,4,u+3 will cause a side switch. Usually it doesn't.
d+4,4,3,3
Lee's d+4,4,3,3 will cause a techable backflop. Usually it causes a regular knockdown.
D+4,4,4<4 ender
After the usual f+4,3 spike, Lee's D+4,4,4<4 will deal 23 damage. Usually only 13 damage from d+3 is guaranteed.
D+4,4,4,4 ender
After the usual f+4,3 spike, Lee's D+4,4,4,4 will cause a wall or balcony break. This can lead to huge combos, especially on Howard Estate, because the juggle pushback and screw get reset. However, Kuma can prevent this with a spring kick.

Lee's neutral

ws2,3
Lee's ws2,3 becomes a full launcher with b+2,4,3. Usually only f,F+3 and R.d/f+3+4 can connect.
Lee's full crouch mixup becomes a lot scarier.