Lee tech (Tekken 7): Difference between revisions

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(Created page with "{{Lee}} {{Tech}} == Hopkick from crouch == Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid ge...")
 
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* If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|buffered]].
* If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be [[input buffer|buffered]].
* Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input.
* Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a [[crouch cancel]], but rather avoiding the “correct” FC.u/f+4 input.
== Slide at wall oki ==
When the opponent's back is against the wall, Lee's slide will give fantastic oki on hit, making it a very dangerous option.
* After a slide hit, an instant get up into f2,1 will catch ANY get up option and guarantee a resplat (unless f2,1 gets Lee Chaolaned and doesn't work right for no reason). This tech is insanely powerful against mash happy opponents that never stay grounded after slide.
* If the opponent begins to respect the get up f2,1 option, you can start mixing it up with u/b+3, f3+4, standing 3, FC df4, etc.
* And finally, after the opponents begins to respect your low option against the wall, that opens them up to mid options, in particular the incredibly strong ws2,3 wall combo or ws2,4 wall splat.


== Uncategorized ==
== Uncategorized ==


* INF.u+3 (,i19) is 5 frames faster  than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.
* INF.u+3 (,i19) is 5 frames faster  than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.

Revision as of 16:20, 19 March 2021

Tech broadly covers anything that doesn't fit elsewhere, such as:

  • Notable tricks or niche uses for a string/move
  • Execution tips for a particular technique

If a section gets too long, it might be sensible to move it to its own page.

Hopkick from crouch

Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid getting FC.u/f+4:

  • If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be buffered.
  • Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a crouch cancel, but rather avoiding the “correct” FC.u/f+4 input.

Slide at wall oki

When the opponent's back is against the wall, Lee's slide will give fantastic oki on hit, making it a very dangerous option.

  • After a slide hit, an instant get up into f2,1 will catch ANY get up option and guarantee a resplat (unless f2,1 gets Lee Chaolaned and doesn't work right for no reason). This tech is insanely powerful against mash happy opponents that never stay grounded after slide.
  • If the opponent begins to respect the get up f2,1 option, you can start mixing it up with u/b+3, f3+4, standing 3, FC df4, etc.
  • And finally, after the opponents begins to respect your low option against the wall, that opens them up to mid options, in particular the incredibly strong ws2,3 wall combo or ws2,4 wall splat.

Uncategorized

  • INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.