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* | * Good combo damage and pretty flexible wall carry options | ||
* | * High reward and hard to whiff punish keepout attacks (b+4~HMS, Magic 4, df+2, and f,f+4) | ||
* Strong mixup in rage mode with slide (FC df,d,df+3) and ws2,3 > df+3+4 | |||
* | * Solid tracking options | ||
|red= | |red= | ||
* Struggles against tight defense | * Struggles against tight defense | ||
* Needs to [[hit confirm]] his best standing mid options | * Needs to [[hit confirm]] his best standing mid options | ||
* Has to staple a lot things that have no easy alternatives | * Has to staple a lot things that have no easy alternatives |
Revision as of 02:35, 14 May 2023
Lee (Tekken 7) |
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Lee | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
|
Fastest | |
Launch |
|
CH launch |
|
Wall splat |
|
Archetypal moves | |
Parry | b+1+2 (high or mid punches) |
Mid check |
|
Hopkick | uf+4 |
Stature kick |
|
Power low | FC.df,d,DF+3 |
Snake edge | HMS.4 |
Shadow cutter | d+3,4 |
Clef cannon | 2,2,3 |
Generic moves | |
Remapped |
|
Missing | (none) |
External links | |
Lore | Lee Chaolan |
#{{{twitter}}} | |
Discord | [1] |
Lee is a counter hit and neutral monster who strikes 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. Many of his HMS transitions recover deceptively far away, creating whiffs from seemingly nowhere.
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 to retaliation.
Strengths
- Good combo damage and pretty flexible wall carry options
- High reward and hard to whiff punish keepout attacks (b+4~HMS, Magic 4, df+2, and f,f+4)
- Strong mixup in rage mode with slide (FC df,d,df+3) and ws2,3 > df+3+4
- Solid tracking options
Weaknesses
- Struggles against tight defense
- Needs to hit confirm his best standing mid options
- Has to staple a lot things that have no easy alternatives
- One of the worst jabs 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
importance
★☆☆☆☆value
★★★★★dexterity
★★☆☆☆rhythm
★★★★☆importance
★☆☆☆☆value
★★☆☆☆dexterity
★★★☆☆rhythm
★★★☆☆3~3:4
importance
☆☆☆☆☆value
★★★★★dexterity
☆☆☆☆☆rhythm
★★★★★Standing punishment
-10
-11
-12
-13
-14
-15
-23
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
-11
-12
-13
-14
-15
-23
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
- Quick video guide by Massive Zug
- Video guide by That Blasted Salami
- Character Breakdown from Help Me
- Text guide by u/UberDuderOfDoomer
- Basics guide by Xiang Part 1, Part 2, Part 3
Characters (Tekken 8) |
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