Lee combos (Tekken 7): Difference between revisions

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The technique is easier out of a transition as Sway can be done in the [[input buffer]]. This allows more frames of neutral between the b and the while standing attack (usually 2).
The technique is easier out of a transition as Sway can be done in the [[input buffer]]. This allows more frames of neutral between the b and the attack button.


{{FrameTable|
{{FrameTable|
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A common mistake is to do the attack input exactly as b is released, leaving no room for n. In the practice mode command history there should be a gap between the <span class="ironfist">b</span> and <span class="ironfist">2</span>.
A common mistake is to do the attack input exactly as b is released, leaving no room for n. Make sure there's a gap between the <span class="ironfist">b</span> and <span class="ironfist">2</span> (for ws2) in the practice mode's command history.


== Tools ==
== Tools ==

Revision as of 12:09, 22 December 2020

Beginner bread n' butter

Combo Type Example Launchers Combo
Regular
  • u/f+4
  • d/f+2
  • CH b+4
4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
Pickup
  • CH (1,2),4
  • CH 1+2,3+4
b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
Crouching
  • CH FUFA 3
  • CH HMS 4
ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1

See #Staples for launchers which need a unique combo.

Mini-combos

ws2,3
CH u/b+3
f,F+3
CH d/b+3+4
CH FC d/f+4
f,F+3+4
f+3+4
CH FC d/f+4,3
HMS 1,f~n d,D/B+4
HMS u/f+4
1,3:3:3
HMS 4
HMS u/f+4
b+4[m 1]
d,D/B+4
u/b+3
bb+4,3
b+4,3[m 1]
HMS u/f+4
FC d/f,d,D/F+3
MS 3+4[m 2]
FUFA 3
CH (2,1),4
1,3:3:3
1,2,4
u/f+3+4
R! d/f+3+4
f,F+3
u/b+3[m 3]
d+2[m 3]
u/f+3+4,3+4
HMS u/f+3
HMS 2
4,3,3
d+4,4,3,3
d+3[m 3]
u/b+3[m 3]
  1. 1.0 1.1 Hit vs crouch
  2. Can't buffer attacks during recovery
  3. 3.0 3.1 3.2 3.3 Sometimes whiffs

Staples

Most staple combos make use of Sway (MS b~n) being in while standing state for the first 4 frames.

For example, ws2,4 from MS is done with the input b,n,2,4. This is written as simply ws2,4 in combos, with this technique implied if MS is entered prior.

Standing
Crouching (MS)
While standing (Sway)
Input buffer
Not accepting input
Frame
Input
State
0
f
1
n
2
n
n
6
n
7
n
n
12
n
13
b
14
n
15
n
16
n
17
n
18
n
19
n
n

The technique is easier out of a transition as Sway can be done in the input buffer. This allows more frames of neutral between the b and the attack button.

Frame
Input
State
0
b2
1
n
2
f
3
n
4
n
n
27
n
28
b
29
n
30
n
31
n
32
n
33
n
34
n
35
n
36
n
37
n
38
n
39
n
40
n
n

A common mistake is to do the attack input exactly as b is released, leaving no room for n. Make sure there's a gap between the b and 2 (for ws2) in the practice mode's command history.

Tools

Lee's combo moves and their function are:

Damage Pickup Filler Screw Ender
4,u+3 b+3,3,f~n b+2,f~n ws2,4 f+2,1
4,u+3,f~n ws2,3 1,2,f~n f+4,1 ws2,3
4,3,4 ws4 b+1:1,f~n b+2,4,3 f+1+2
U/F,4 d/f+4 2 2,2,3 d+2
d+2 d+2 d/f+1 2,1,3 wr3,4
f,F+4 d+4,4,u+3,f~n b,B+4 d/f+3,2,3
d/f+3+4 3 SSL 3+4 b+4
SSR 3+4 1+2
d/f+1+2,3 d/b+3

The main purpose for all these options is to get the right wall carry.

Damage

  • 4,u+3 b+2,f~n works as aerial hits 2–4
    • b+2,f~n whiffs when off-axis
  • f,F+4 iws2,3 b+2,f~n can work as aerial hits 1–4
  • f,F+4 d+2 d/f+3+4 S! can work as aerial hits 1–3
  • d+2 b+2,f~n can work up to aerial hits 2–3, and very rarely 3–4
    • at some angles, d+2 needs to hit close to the ground
    • at other angles, it needs to hit far from the ground

Filler

  • b+2,f~n loops with itself on-axis
  • 1,2,f~n works in most situations and loops with itself
  • 1,2,f~n carries less than b+2,f~n(x2)
  • b+1:1,f~n can connect after b+2,f~n
  • b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle
  • d/f+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3–4

Damage per hit at max scaling (30%)

  • b+2,f~n (3)
  • 2 (3)
  • d/f+1 (3)
  • b+1:1,f~n (3)
  • b+1,1,f~n (2)
  • 1,2,f~n (2)

Screw

  • ws2,4 works as aerial hits 6–7
    • aerial hit 7 whiffs when off-axis, especially to the right
    • can work as aerial hits 7–8 after b+1:1,f~n if precisely off-axis to the left
  • f+4,1 works as aerial hits 6–7
    • usually works as aerial hits 7–8 after b+1:1,f~n
    • can work as aerial hits 7–8 after b+2,f~n if precisely off-axis to the right
  • b+2,4,3 works up to aerial hits 3–5
    • aerial hit 5 whiffs when off-axis to the right
  • 2,2,3; d/f+1+2,3; and SSR 3+4 rotate the juggle to the right
  • b+2,4,3 flips over face-down opponents

Fastest to slowest recovery:

  • ws2,4 (r24)
  • b+2,4,3 (r27)
  • 2,1,3 (r28)
  • f+4,1 (r29)
  • 2,2,3 (r31)

Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.

Damage at max scaling (30%):

  • ws2,4 (9)
  • f+4,1 (7)

Three hits:

  • b+2,4,3 (12)
  • 2,2,3 (12)
  • 2,1,3 (12)

Ender

Lee has many enders for optimizing wall carry.
  • wr3,4; b+4; 1+2; and d/b+3 floor break
  • b+4 and d/b+3 spike to setup oki
  • d/f+3,2,3 works as aerial hits 5–7

Wall splats:

  • f+2,1 sends them furthest
  • ws2,3 sends them highest so is easiest to followup and can high splat
  • f+1+2 packs damage in a short distance
  • d+2 gets a regular splat in the shortest distance
  • 1,2,f~n can high splat
  • d/f+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count for wall slump

Damage at max scaling (30%):

  • wr3,4 (11) — no wall splat
  • f+2,1 (10)
  • ws2,3 (10)
  • f+1+2 (9)
  • d+2 (5)

Three hits: d/f+3,2,3 (13)