Lee (Tekken 7) |
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Lee | |
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Key techniques |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch | i15 – uf+4 |
CH launch |
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Wall splat |
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Archetypal moves | |
Parry | b+1+2 (high or mid punches) |
Mid check |
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Hopkick | uf+4 |
Stature kick |
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Power low | FC.df,d,DF+3 |
Snake edge | HMS.4 |
Shadow cutter | d+3,4 |
Clef cannon | 2,2,3 |
Generic moves | |
Remapped |
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Missing | (none) |
External links | |
Lore | Lee Chaolan |
#{{{twitter}}} | |
Discord | [1] |
Lee has some of the best counterhit tools in the game. Itâs where most of his damage comes from, and his entire game plan follows from that.
Of course, if that were all Lee had, there would be no way to get any counterhits. Your opponent has to attack to get counterhit. Thatâs where Leeâs other strength comes into play: pokes. Lee has a wide variety of pokes for controlling space, tracking movement, and chipping away at the opponent. This combined with explosive pressure from his slide can force even the biggest turtles to break their guard. Itâs then that the counterhits come into play.
Once Lee has a life lead, he has some of the best keepout tools in the game to maintain it.
Lee requires good execution for his best tech, but most of these are not essential to winning. You donât need to master them to try him out. Consistent combo routes do 90â95% as much damage as the staple routes, and there are solid alternatives to Acid Rain for punishers.
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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