Lee (Tekken 7): Difference between revisions

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{{Infobox fighter
{{Infobox fighter
|name=Lee
|name=Lee
|tech={{Plainlist|
* iWS from Mist Step
* b+3 pickup
* Acid Rain
* b+2 loop}}
|stances={{Plainlist|
|stances={{Plainlist|
* HMS ''(Hitman Stance)'' – 3+4 ย 
* HMS ''(Hitman Stance)'' – 3+4 ย 
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|discord=[https://discord.gg/7Dypwgh]
|discord=[https://discord.gg/7Dypwgh]
}}
}}
{{Archetype|Lee}}
'''Lee''' has some of the best counterhit tools in the game. Itโ€™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. Itโ€™s where most of his damage comes from, and his entire game plan follows from that.


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Lee requires good execution for his best tech, but most of these are not essential to winning. You donโ€™t need to master them to try him out. Consistent combo routes do 90โ€“95% as much damage as the staple routes, and there are solid alternatives to [[Acid Rain]] for punishers.
Lee requires good execution for his best tech, but most of these are not essential to winning. You donโ€™t need to master them to try him out. Consistent combo routes do 90โ€“95% as much damage as the staple routes, and there are solid alternatives to [[Acid Rain]] for punishers.


{{Archetype|Lee}}
{{KeyTechs|
{{KeyTech|CH d+3,4 b+3,3,f~n
|importance=5|dexterity=0|timing=4|value=5}}
{{KeyTech|f,F+4 f,f b+3,3,f~n
|importance=5|dexterity=2|timing=3|value=5}}
{{KeyTech|iWS from Mist Step
|importance=4|dexterity=0|timing=3|value=2}}
{{KeyTech|[[Acid Rain]]
|importance=3|dexterity=0|timing=4|value=4}}
{{KeyTech|[[B2 loop|b+2 loop]]
|importance=2|dexterity=1|timing=4|value=2}}
{{KeyTech|[[Instant while running]] 3,4
|importance=2|dexterity=3|timing=0|value=4}}
{{KeyTech|[[Lee combos#B1 link|b+1 link]]
|importance=1|dexterity=3|timing=0|value=2}}
}}


{{Punishment|Lee}}
{{Punishment|Lee}}

Revision as of 01:41, 22 February 2022

Lee
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • HMS (Hitman Stance) – 3+4
  • MS (Mist Step) – f~n
  • Sway – MS.b~n
Fastest
Launch i15 – uf+4
CH launch
  • i11 – 4 (high)
  • i15 – df+2 (mid)
Wall splat
  • i13 – f+1+2 (standing)
  • i14 – ws2,3 (crouching)
Archetypal moves
Parry b+1+2 (high or mid punches)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick
  • db+3+4
  • db+3
Power low FC.df,d,DF+3
Snake edge HMS.4
Shadow cutter d+3,4
Clef cannon 2,2,3
Generic moves
Remapped
  • d+2 โ†’ db+2
  • d+4 โ†’ db+4
Missing (none)
External links
Lore Lee Chaolan
Twitter #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Lee has some of the best counterhit tools in the game. Itโ€™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. Thatโ€™s where Leeโ€™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. Itโ€™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 donโ€™t need to master them to try him out. Consistent combo routes do 90โ€“95% as much damage as the staple routes, and there are solid alternatives to Acid Rain for punishers.

CH d+3,4 b+3,3,f~n
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
f,F+4 f,f b+3,3,f~n
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
iWS from Mist Step
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
Standing punishment
-10
47
26
-11
47
30
-12
47
30
-13
61
47
30
-14
67
47
36
-15
90
69
-23
99
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
27
-11
27
-12
27
-13
30
-14
94
78
54
36
-15
87
66
-23
99
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median
Short range
Hard
Wall
Meter/Rage

External links