Lee (Tekken 7): Difference between revisions

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{{Archetype|Lee}}
{{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''' is a counter hit and [[neutral]] monster who puts fear into anyone who dares press even a single button. He's notoriously evasive with both f,F+4 and d+3 able to avoid some mids, and wr3,4 often going under jabs.


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 withย  explosive pressure from his slide can force even the biggest turtles to break their guard. Itโ€™s then that the counterhits come into play.
His [[pressure]] is somewhat loose, with many punishers and key mixups leaving him without much [[frame advantage]] or the space to use it. However, his df+1 is still a force to be reckoned as it's backed up with a full suite of dangerous threats for retaliating.


Once Lee has a life lead, he has some of the best keepout tools in the game to maintain it.
{{BlueRed
ย 
|blue=
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.
* Oppressive keepout with b+4 and f,F+3
* Ultra fast counter hit tools that are hard to punish
* Solid and scary options for [[tracking]] in both directions
* Cheapies with evasive moves and deceptive HMS transitions
* Baby mode whiff punishment with f+3,3,3,3,3,4
|red=
* Struggles against tight defense
* Needs to go into crouch for his big [[mixup]]
* Needs to [[hit confirm]] his best standing mid options
* Has to staple a lot things that have no easy alternatives
* Worst jab in the game
}}


{{KeyTechs|
{{KeyTechs|
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|importance=5|dexterity=0|timing=4|value=5}}
|importance=5|dexterity=0|timing=4|value=5}}
{{KeyTech|f,F+4 f,f b+3,3,f~n
{{KeyTech|f,F+4 f,f b+3,3,f~n
|importance=5|dexterity=2|timing=3|value=5}}
|importance=5|dexterity=1|timing=3|value=5}}
{{KeyTech|ws2,3 f,F+3
{{KeyTech|ws2,3 f,F+3
|importance=5|dexterity=1|timing=3|value=4}}
|importance=5|dexterity=1|timing=3|value=4}}
{{KeyTech|[[Lee_combos#Staples|iWS from Mist Step]]
{{KeyTech|b+1:1,2
|importance=5|dexterity=0|timing=3|value=4}}
{{KeyTech|[[Lee combos#Staples|iWS from Mist Step]]
|importance=4|dexterity=0|timing=3|value=2}}
|importance=4|dexterity=0|timing=3|value=2}}
{{KeyTech|[[Acid Rain]]
{{KeyTech|[[Acid Rain]]
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{{KeyTech|[[Instant while running]] 3,4
{{KeyTech|[[Instant while running]] 3,4
|importance=1|dexterity=3|timing=0|value=4}}
|importance=1|dexterity=3|timing=0|value=4}}
{{KeyTech|CH d+2 f,f d+4,4,u+3,f~n f+4,1
|importance=1|dexterity=2|timing=4|value=2}}
{{KeyTech|[[Lee combos#B1 link|b+1 link]]
{{KeyTech|[[Lee combos#B1 link|b+1 link]]
|importance=1|dexterity=3|timing=3|value=2}}
|importance=1|dexterity=3|timing=3|value=2}}

Revision as of 04:08, 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 is a counter hit and neutral monster who puts fear into anyone who dares press even a single button. He's notoriously evasive with both f,F+4 and d+3 able to avoid some mids, and wr3,4 often going under jabs.

His pressure is somewhat loose, with many punishers and key mixups leaving him without much frame advantage or the space to use it. However, his df+1 is still a force to be reckoned as it's backed up with a full suite of dangerous threats for retaliating.

Strengths
  • Oppressive keepout with b+4 and f,F+3
  • Ultra fast counter hit tools that are hard to punish
  • Solid and scary options for tracking in both directions
  • Cheapies with evasive moves and deceptive HMS transitions
  • Baby mode whiff punishment with f+3,3,3,3,3,4
Weaknesses
  • Struggles against tight defense
  • Needs to go into crouch for his big mixup
  • Needs to hit confirm his best standing mid options
  • Has to staple a lot things that have no easy alternatives
  • Worst jab in the game
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˜†
ws2,3 f,F+3
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
b+1:1,2
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˜†
CH d+2 f,f d+4,4,u+3,f~n f+4,1
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˜†
3~3:4
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