Lee (Tekken 7) |
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Movelist & frame data (Tekken 8) |
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Rage
Input
R.d+1+2
R.df+3+4
- Hit vs BT +10a (+1a)
- Hitstop 20f on hit
- Hitstop 10f on block
- Transition to r39 MS with f~n
- Transition input can be delayed 11f
n
1
1,2
- Move can be delayed 4f
- Jail from 1st attack
- Transition to r21 MS with f~n
- Transition input can be delayed 6f
1,2,2
- Move can be delayed 5f
- Input can be delayed 7f
- Combo from 2nd CH with 5f delay
1,2,2,3
- Input can be delayed 17f
- Move can be delayed 13f
- Combo from 3rd hit with 8f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
1,2,4
- Input can be delayed 1f
- Holding 4 during startup will slow it by 1f for about every 2f held
- Jail from 2nd attack at i18
- Combo from 2nd hit at i19
- Transition to r33 HMS with 3
1,2,4*
- Hold for 26f
- Tracks opposite direction to 1,2,4
1,3
- Move can be delayed 4f
- Jail from 1st attack with 2f delay
- Combo from 1st hit
1,3:3:3
- Jail from 2nd attack
- 2f input window
2,1
- Input can be delayed 7f
- Move can be delayed 5f
- Jail from 1st attack with 4f delay
- Combo from 1st hit
- Transition to r22 HMS with 3+4
- Transition input can be delayed 6f
2,1,1
- Input can be delayed 4f
- Combo from 2nd CH
2,1,3
- Input can be delayed 2f
- Combo from 2nd CH
2,1,4
- Input can be delayed 11f
- Move can be delayed 8f
2,2
- Move can be delayed 5f
- Input can be delayed 7f
- Combo from 1st CH with 5f delay
2,2,3
- Input can be delayed 17f
- Move can be delayed 13f
- Combo from 2nd hit with 8f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
3
- Transition to r27 HMS with 4
- Transition input can be delayed 2f
3,3
- Move can be delayed 13f
- Jail from 1st attack with 2f delay
- Combo from 1st hit
3~3
- 13f input window
- Recovery slowed by 1f if 4 pressed during startup
4,3
- Jail from 1st attack
- Combo from 1st CH +25a (+18a)
4,3,3
- Move can be delayed 10f
- Input can be delayed 11f
- Combo from 2nd CH
4,3,4
- Move can be delayed 7f
- Combo from 1st CH +33a (+26a)
- Combo from 2nd CH with 5f delay
4,4
- Recovery 5f faster if attack connects
- Jail from 1st attack
- Combo from 1st CH +33a (+26a)
4,4,4
4,u+3
- Alternate input 4,uf+3
- Move can be delayed 3f
- Input can be delayed 4f
- Combo from 1st CH +34a (+27a)
- Transition to r26 MS with f~n
- Transition input can be delayed 17f
1+2
- Transition to r25 HMS with 3+4
- Transition input can be delayed 2f
f
f+2,1
- Move can be delayed 11f
- Input can be delayed 12f
- Combo from 1st hit with 10f delay
f+3,3,3
- Input can be delayed 1f
- Jail from 1st attack
f+3,3,3,3
- Input can be delayed 1f
- Combo from 1st hit
f+3,3,3,3,3
- Input can be delayed 1f
- Combo from 1st hit
f+3,3,3,3,3,4
- Combo from 5th hit +61a (+44a)
- Move can be delayed 17f
- Input can be delayed 16f
- Transition to r35 HMS with 3
- Transition input can be delayed 26f
- Alternate input
- f+3,3,4
- f+3,3,3,4
- f+3,3,3,3,4
f+4,1
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 6f delay
f+4,3
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 9f delay
- Transition to r21 HMS with 4
f+1+2
- i13
- i28~29
f+3+4
- i30~32
- i34~36
- Jail from 1st hit
df
df+1,2
- Combo from 1st hit
- Input can be delayed 1f
df+1,2,2
- Combo from 1st hit
- Hit vs BT +13a (+3a)
df+2
- Hit vs crouch +4s
- Can evade jabs on frame 9
- Tracks right up to 18 frames sometimes
df+3,2,3
- Move can be delayed 10f
- Combo from 2nd CH with 7f delay
df+4
- Transition to r27 HMS-17 with 3
- Transition can be delayed 2f
df+1+2,3
- Move can be delayed 13f
- Input can be delayed 16f
- Combo from 1st hit with 7f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
d
d+1
- Alternate input db+1
- Transition to r24 with f
- Transition input can be delayed 16f
d+3
- Transition to r31 HMS-0 with 4
- Transition input can be delayed 10f
- Transition can be delayed 8f
d+4,4
- Often notated d+4,n+4
- Connects to 4 extensions
- Cancel to d+3+4 with 3 on frame 1, i.e. d+4,4:3 is l,h!
- Input can be delayed 11f
- Move can be delayed 10f
- Combo from 1st CH with 7f delay
d+4,d+4
- Often notated D+4,4
- Input can be delayed 13f
- Move can be delayed 12f
- Combo from 1st CH with 10f delay
d+4,d+4,4
- Often notated D+4,4,4
- Input can be delayed 10f
- Move can be delayed 11f
- Combo from 2nd CH
d+4,d+4,4,4
- Often notated D+4,4,4,4
- Move can be delayed 14f
- Combo from 3rd CH with 6f delay
- Transition to r30 HMS with 3
- Transition input can be delayed 2f
d+3+4
- cs25~45
- js45~
db
b
b+1
b+1,1
- Combo from 1st hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
b+1:1
- Combo from 1st hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
b+1:1,2
b+2
- Transition to r20 MS with f~n
- Transition input can be delayed 5f
b+2,4
- Input can be delayed 13f
- Move can be delayed 5f
- Combo from 1st hit with 8f delay
- Transition to r37 HMS with 3+4
- Transition input can be delayed 24f
b+2,4,3
- Input can be delayed 5f
- Combo from 2nd CH +62a (+45a)
b+3,3
- Combo from 1st CH
- Transition to r28 MS with f~n
- Transition input can be delayed 5f
b+4
- Hit vs crouch +18d
- Transition to r19 HMS with 3
- Transition adds tracking if input mid startup
u
uf+3,1
- Combo from 1st hit
uf+3+4
- Transition to r32 HMS with 3+4
- Transition input can be delayed 3f
Motion input
b,B+4
- Transition to r23 HMS with 3
- Can't be buffered
f,f,F+3,4
- Alternate input wr3,4
- Jail from 1st hit
- Transition to r26 HMS with 3
SS
SSR.3+4
- Transition to r37 HMS with 4
WS
ws1,4
- Combo from 1st hit
- Transition to r31 HMS with 3
ws3,3
- Jail from 1st attack
- Transition to r33 HMS with 4
- Transition input can be delayed 2f
ws3,3,df+3,3
- Connect to INF
- Combo from 3rd hit
- Hit vs BT +3a
ws3,3,d+3,3,3
- Connect to INF
- Combo from 4th CH
- Hit vs BT +3a
INF.3,3
- Connect to INF
- Combo from 1st hit
- Hit vs BT +3a
INF.d+3,3,3
- Connect to INF
- Combo from 2nd CH
- Hit vs BT +3a
INF.u+3,3,3
- Connect to INF
- Combo from 2nd hit
- Hit vs BT +3a
ws4
- Transition to r27 HMS with 3
- Transition input can be delayed 2f
Crouch
hFC.1
- Transition to r24 with f
- Transition input can be delayed 16f
FC.df+4
FC.ub+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.u+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.uf+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.UF+4
FC.uf+3+4
- i46~49
- i56~58
- Alternate input
- FC.u+3+4
- FC.ub+3+4
HMS
See also: Hitman Stance
Transitions written as HMS-N indicate that Lee needs an extra N frames after recovering before he can do HMS.b.
HMS.b
HMS.1
- Cancel to HMS.3 with 3
- Cancel to r19 MS with f~n
HMS.1,1
- Jail from 1st attack
- Input can be delayed 6f
- Cancel to r22 MS with f~n
HMS.1,1,1
- Jail from 1st attack
- Input can be delayed 8f
- Cancel to r24 MS with f~n
HMS.1,1,1,1
- Jail from 1st attack
- Input can be delayed 8f
- Cancel to r24 MS with f~n
HMS.1,4
- Input can be delayed 10f
- Move can be delayed 9f
- Jail from 1st attack with 6f delay
- Combo from 1st hit
- Transition to r32 HMS with 3
- Transition input can be delayed 1f
HMS.3
- Hit vs BT +21a
- Hit without throw +7a (max range or from side)
HMS.uf+3
- Transition to r30 FC with D
MS
f~n
- MS lasts 22 frames
- MS is in crouching state on frames 6~19
- Can't be buffered
MS.3,4
MS.3+4
MS.b,n
- Sway lasts 29 frames
- Can only be done when MS is in crouching state
- Gives access to WS moves for first 4 frames
Throws
2+4
- Throw break 1 or 2
- Side switch on hit and break
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
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df+1 | m | 10 | i13~14 | -1 | +8 | |
2 | h | 5 | i20 | -10 | +1 | Hit |
2 | h | 6 | i22 | -18 | -7[1] | Hit |
1 | h | 5 | i13 | -10 | +1 | CH[2] |
3 | h | 7 | i22~23 | -25 | -14 | Hit |
3 | L | 6 | i24 | -25 | -14 | |
3 | h | 7 | i21 | -25 | -14 | |
4 | h | 7 | i20 | -17 | -6 | Hit |
3 | h | 10 | i18 | -25 | -5 | Jail |
4 | m | 25 | i32~34 | -20 | +12a (+2) | Hit |