Lee (Tekken 7): Difference between revisions

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* Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series)
* Ultra fast counter hit tools that are hard to punish (2,2,3 and 4 series)
* Solid and scary options for [[tracking]] in both directions
* Solid and scary options for [[tracking]] in both directions
* Cheapies with evasive moves, deceptive HMS transitions, and infinite kicks
* Mental damage with evasive moves, deceptive HMS transitions, and infinite kicks
* Baby mode whiff punishment with f+3,3,3,3,3,4
* Baby mode whiff punishment with f+3,3,3,3,3,4
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Revision as of 04:10, 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 → db+2
  • d+4 → 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 (2,2,3 and 4 series)
  • Solid and scary options for tracking in both directions
  • Mental damage with evasive moves, deceptive HMS transitions, and infinite kicks
  • 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
★★★★★
value
★★★★★
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
f,F+4 f,f b+3,3,f~n
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
☆☆☆☆☆
ws2,3 f,F+3
importance
★★★★★
value
★★★★☆
dexterity
★☆☆☆☆
rhythm
☆☆☆☆☆
b+1:1,2
importance
★★★★★
value
★★★★☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
importance
★★★★☆
value
★★☆☆☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
importance
★★★☆☆
value
★★★★☆
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
importance
★★☆☆☆
value
★★★☆☆
dexterity
★☆☆☆☆
rhythm
☆☆☆☆☆
importance
★☆☆☆☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
CH d+2 f,f d+4,4,u+3,f~n f+4,1
importance
★☆☆☆☆
value
★★☆☆☆
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆
importance
★☆☆☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
3~3:4
importance
☆☆☆☆☆
value
★★★★★
dexterity
☆☆☆☆☆
rhythm
☆☆☆☆☆
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