Lee setups: Difference between revisions

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== u/b+3 wall ender ==
== u/b+3 wall ender ==


After f+4,3 at the wall, you can replace d+3 with u/b+3 for 5 more damage. This beats every option except for quickstand (u).
After f+4,3 at the wall, you can replace d+3 with u/b+3 for 5 more damage. This beats every option except for [[quickstand]].


If the u/b+3 hits grounded, d/f+4 W! f+4,3 will resplat if they don't tech roll. If it hits standing (possible with b getup), d+4,4,u+3 will resplat.
If the u/b+3 hits grounded, d/f+4 or 3 will loop into another W! f+4,3 if they don't tech roll. If they tech roll, you're +2 and opponents who think you just did a big whiff can get their counter-attack blown up by 2,2,3.
 
If the u/b+3 hits standing (possible if they getup into crouching guard for some reason), d+4,4,3,3 and d+4,4,u+3 are guaranteed. It's possible with some practice to react to the different knockdowns and act accordingly.


Quickstand loses to both f,F+3 and f+3,3,4. The former does 20 damage, and the latter does 18 damage and breaks walls.
Quickstand loses to both f,F+3 and f+3,3,4. The former does 20 damage, and the latter does 18 damage and breaks walls.
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If they know how to block it, the mixup is quite bad. Quickstand vs u/b+3 leaves Lee at -13, and staying down vs f,F+3 causes a big enough whiff to punish with a spring kick or wake-up mid. So it's much worse on average than the guaranteed damage from d+3.
If they know how to block it, the mixup is quite bad. Quickstand vs u/b+3 leaves Lee at -13, and staying down vs f,F+3 causes a big enough whiff to punish with a spring kick or wake-up mid. So it's much worse on average than the guaranteed damage from d+3.


After u/b+3 into either d/f+4 or 3 to resplat, if they tech roll you are still +2. This means that a move such as 2,2,3 or 4 will CH the opponent if they press any buttons thinking it is their turn. These options can however be punished by tech roll into duck if they anticipate it.
=== Against big bodies ===
 
Gigas, Jack-7, Kuma/Panda, and Marduk recover 1 frame faster after f+4,3 than other characters, so—
 
* u/b+3 will also lose to [[b getup]]
* The input window for f,F+3 to beat quickstand goes from 2 to 1 frame
 
Against bigger bodies, f,F+3 can beat a side roll. For these opponents, their best option when choosing to stay down is to do nothing. This makes f+3+4 an enticing option, since it does 4 more damage than u/b+3 but loses to side rolls.
 
There's no hard rule on whether f,F+3 will beat a side roll and in which direction, since it depends on the angle, but as a general rule:
 
* Gigas, Jack-7, and Marduk always get hit
* Fahkumram usually gets hit
* Armor King, Akuma, Bob, Feng, and King usually get hit doing side roll left, but not side roll right
* All other characters don't get hit doing either side roll


== Slide at wall oki ==
== Slide at wall oki ==

Revision as of 05:04, 20 March 2021

u/b+3 wall ender

After f+4,3 at the wall, you can replace d+3 with u/b+3 for 5 more damage. This beats every option except for quickstand.

If the u/b+3 hits grounded, d/f+4 or 3 will loop into another W! f+4,3 if they don't tech roll. If they tech roll, you're +2 and opponents who think you just did a big whiff can get their counter-attack blown up by 2,2,3.

If the u/b+3 hits standing (possible if they getup into crouching guard for some reason), d+4,4,3,3 and d+4,4,u+3 are guaranteed. It's possible with some practice to react to the different knockdowns and act accordingly.

Quickstand loses to both f,F+3 and f+3,3,4. The former does 20 damage, and the latter does 18 damage and breaks walls.

This is useful if the opponent doesn't know what's going on, since you just get 5 extra damage on your wall combo.

If they know how to block it, the mixup is quite bad. Quickstand vs u/b+3 leaves Lee at -13, and staying down vs f,F+3 causes a big enough whiff to punish with a spring kick or wake-up mid. So it's much worse on average than the guaranteed damage from d+3.

Against big bodies

Gigas, Jack-7, Kuma/Panda, and Marduk recover 1 frame faster after f+4,3 than other characters, so—

  • u/b+3 will also lose to b getup
  • The input window for f,F+3 to beat quickstand goes from 2 to 1 frame

Against bigger bodies, f,F+3 can beat a side roll. For these opponents, their best option when choosing to stay down is to do nothing. This makes f+3+4 an enticing option, since it does 4 more damage than u/b+3 but loses to side rolls.

There's no hard rule on whether f,F+3 will beat a side roll and in which direction, since it depends on the angle, but as a general rule:

  • Gigas, Jack-7, and Marduk always get hit
  • Fahkumram usually gets hit
  • Armor King, Akuma, Bob, Feng, and King usually get hit doing side roll left, but not side roll right
  • All other characters don't get hit doing either side roll

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.


Refloats

  • d+2
  • d/f+4 b+3,3,f~n
  • 3 b+3,3,f~n

External links