Lee combos (Tekken 7)

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Beginner bread n' butter

Combo Type Example Launchers Combo
Regular
  • u/f+4
  • d/f+2
  • CH b+4
4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
Pickup
  • CH (1,2),4
  • CH 1+2,3+4
b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
Crouching
  • CH FUFA 3
  • CH HMS 4
ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1

See § Staples for launchers which need a unique combo.

Mini-combos

ws2,3[m 1]
CH u/b+3[m 2]
f,F+3
CH d/b+3+4
CH FC d/f+4
f,F+3+4
f+3+4
CH FC d/f+4,3
HMS 1,f~n d,D/B+4
HMS u/f+4
1,3:3:3
HMS 4
HMS u/f+4
b+4[m 3]
d,D/B+4
u/b+3
bb+4,3
b+4,3[m 3]
HMS u/f+4
FC d/f,d,D/F+3
MS 3+4[m 4]
FUFA 3
CH (2,1),4
1,3:3:3
1,2,4
u/f+3+4
R! d/f+3+4
f,F+3
u/b+3[m 5]
d+2[m 5]
u/f+3+4,3+4
HMS u/f+3
HMS 2
4,3,3
d+4,4,3,3
d+3[m 5]
u/b+3[m 5]
  1. 5 frame window to input F+3
  2. 4 frame window to input F+3
  3. 3.0 3.1 Hit vs crouch
  4. Can't buffer attacks during recovery
  5. 5.0 5.1 5.2 5.3 Sometimes whiffs

Staples

Most staple combos make use of Sway (MS b~n) being in while standing state for the first 4 frames.

For example, ws2,4 from MS is done with the input b,n,2,4. This is written as simply ws2,4 in combos, with this technique implied if MS is entered prior.

Standing
Not accepting input
While standing (Sway)
Crouching (MS)
Input buffer
Frame
Input
State
0
f
1
n
2
n
n
6
n
7
n
n
12
n
13
b
14
n
15
n
16
n
17
n
18
n
19
n
n
ws2,4 from MS—the spaces between f, b, and 2 are essential.

The technique is easier out of a transition because Sway can be input in the input buffer. This allows more frames of neutral between the b and the attack button.

Frame
Input
State
0
b2
1
n
2
f
3
n
4
n
n
27
n
28
b
29
n
30
n
31
n
32
n
33
n
34
n
35
n
36
n
37
n
38
n
39
n
40
n
n

A common mistake is to do the attack input exactly as b is released, leaving no room for n. Make sure there's a gap between the b and 2 (for ws2) in the practice mode's command history.

[13] u/f+4
[12] d/f+2
[20] MS 3,4
[25] u/f~n,4
[24] CH b+4
[21] CH (f+4),3
[24] CH HMS u/f+4
[18] BT u/f+4
[25] R! d/f+3+4,f~n
[+53] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
[+51] 4,u+3 b+2,f~n 1,2,f~n ws2,4 S! f+2,1
[+50] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
[19] CH 4
[+48] b+1:1,f~n[s 1] 4,u+3 b+2,f~n f+4,1 S! f+2,1
[+42] f,F d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[23] CH 4,4
[+34] b+2,f~n(x4) f+4,1 S! f+2,1
[+32] b+1:1,f~n d/f+1 b+2,f~n ws2,4 S! f+2,1
[40] CH 4,3,4
[+30] b+2,f~n(x3) ws2,4 S! f+2,1
[+27] b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH d+3,4[s 2][s 3]
CH 1+2
CH 1+2,3+4[s 2]
CH (2,1),1
CH (u/f+3),1
b+3,3,f~n b+2,f~n(x3) ws2,4 S! f+2,1
b+3,3,f~n b+2,f~n ws2,4 S! b+2,f~n ws2,3
f+3,3,3,3,3,4
4,u+3 b+2,f~n(x2) ws2,3
4,u+3 b+2,f~n ws2,3
CH b+4,3
CH (f+4),3,4
f~n ws2,3 b+2,f~n(x3) f+4,1 S! f+2,1
f~n ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
ws2,3
CH u/b+3
d/f+3+4,f~n ws2,3 b+2,f~n(x2) f+4,1 S! f+2,1
d/f+3+4,f~n ws2,3 b+2,f~n f+4,1 S! f+2,1
CH Sway 4[s 4]
d+2 d+2 b+2,f~n(x3) f+4,1 S! f+2,1
d+2 d+2 b+2,f~n ws2,4 S! b+2,f~n ws2,3
low parry
f,F[s 5] 4,u+3 b+2,f~n(x3) ws2,4 S! f+2,1
f,F[s 5] 4,u+3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
d+2 b+2,f~n d/f+1 b+2,f~n ws2,4 S! f+2,1
CH HMS 4
FC u/f+4
CH FUFT 3
CH FUFA 3
CH FDFT 3
ws2,3 b+2,f~n(x3) f+4,1 S! f+2,1
ws2,3 b+2,f~n ws2,4 S! b+2,f~n ws2,3
CH FDFA 3
ws4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1
ws4 b+3,3,f~n b+2,f~n ws2,4 S! f+2,1
f,F+4
b,B+4
u/f+3,4
f,F b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
HMS 2
4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
4,u+3 b+2,f~n ws2,4 S! b+2,f~n f+2,1
d,D/B+4
U/F,4 4,u+3 b+2,f~n(x2) f+4,1 S! f+2,1
U/F,4 <d+2 b+2,f~n(x3) ws2,4 S! f+2,1
U/F,4 d/f+1 b+2,f~n(x3) ws2,4 S! f+2,1
<U/F,4 4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
CH (1,2),4
CH (HMS 1),4
d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
CH (1,2),4,3
CH (HMS 1),4,3
f~n d+2 b+2,f~n 2 b+2,f~n f+4,1 S! f+2,1
CH (2,1),3
CH (b+1+2),4
4,u+3 b+2,f~n(x4) ws2,3
4,u+3 b+2,f~n 1,2,f~n ws2,3
(d/f+3,2),3
2,2,3 S! b+2,f~n 1,2,f~n f+2,1
  1. Whiffs at tip range
  2. 2.0 2.1 Hold B and press 3 when Lee raises his left hand
  3. 2 frame window on b+3 pickup
  4. Doesn't work against all characters, see § CH Sway 4 for more
  5. 5.0 5.1 This microdash is not necessary, but it helps with the timing

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat[w 1]
[23][w 2] b+2,f~n f+4,3 d+3
[23] d/f+1 f+4,3 d+3
[20] 4,3<4
Low splat[w 3]
[19] d+4,4,3,3
[18] d+4,4,u+3[w 4]
High splat[w 5]
[30] 4,u+3 f+4,3 d+3
Very high splat[w 6][w 7]
[30] u/f+3+4 d/f+1 f+4,3 d+3
[29] f,F+3 d/f+1 f+4,3 d+3
Side splat
b+4 d+3
(f+4),3 d+3
d/f+4
f,F+3
Reverse splat
b+4 u/b+3
(f+4),3 u/b+3
Wall bounce
4,u+3 f+4,3 d+3
SS 4,3,4 W! b+2,f~n f+4,3 d+3
SS 4,3,4 W! 4,u+3 f+4,3 d+3
vs Gigas, Jack, and Marduk
replace d+3 with 3[w 8]
vs Fahkumram (regular splat)
[25] ws2,4 D+4,4,4,4
vs bears
replace d+3 with D+4,4,4<4[w 9]
  1. Common after ws2,3 or f+1+2 or d+2 W! in a juggle
  2. Does more damage than d/f+1 with less scaling
  3. Common after f+2,1 W! in a juggle
  4. Recovers faster, so better oki
  5. Possble after 1,2,f~n or ws2,3 W! in a juggle
  6. After HMS 2 W!
  7. Possible after 4,3,4 in a juggle
  8. Same damage, but they can block the d+3
  9. Breaks walls with a non-delayed 4, but the bear player can prevent this with a spring kick

Off-axis

u/f+4
d/f+2
MS 3,4
u/f~n,4
4,u+3,f~n d+2 f+4,1 S! b+2,f~n f+2,1
4,u+3,f~n f+4,1 S! b+2,f~n(x2) f+2,1
4,u+3,f~n f+4,1 S! 1,2,f~n f+2,1

Back-turned opponent

Against big characters with short legs (Gigas, Jack, Marduk, bears):

  • Dead center of opponent's back:
    • S! b+2,f~n doesn't work—just go straight for f+2,1
    • b+2,4,3 S! f+2,1 as aerial hits 3–7 won't work—do b+2,f~n f+4,1 S! f+2,1 instead
  • b+3,3,f~n b+2,f~n doesn't work
  • b+3,3,f~n 2 sometimes doesn't work—try b+3,3,f~n 1 instead
f+3,3,3,3,3,4
[60] d+2 b+2,f~n 1,2,f~n f+2,1
f+3,3,3,3,4
[69] b+3,3,f~n 2 b+2,f~n f+4,1 S! f+2,1
d,D/B+4
[77] f,F~4,u+3[b 1] b+2,f~n(x3) ws2,4 S! f+2,1
[74] f,F~4,u+3[b 1] b+2,f~n ws2,4 S! b+2,f~n ws2,3
[73] U/F,4 2 b+2,4,3 S! b+2,f~n f+2,1
[72] <4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
[71] SSR d/f+1+2,3[b 1] S! b+2,f~n(x4) f+2,1
u/f+3,4
[72] b+3,3,f~n 2 f+4,1 S! b+2,f~n f+2,1
d/f+3,2,3
[91] 2 d+2[b 2] b+2,4,3 S! b+2,f~n f+2,1
[97] 2 d+2[b 2] b+2,4,3 S! b+4 d+3
[99][b 3] 2 f,F~4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! wr3,4
[100][b 4] 2 d+2[b 2] b+2,4,3 S! b+4 u/b+3
[114][b 5] 4,u+3 R! d/f+3+4,f~n ws2,4 S! b+4 d+3
  1. 1.0 1.1 1.2 Switches to opponent's front side
  2. 2.0 2.1 2.2 Delay d+2 if left of opponent's center back
  3. Dead center or slightly left of opponent's center back
  4. Against large normals, somewhat right of opponent's center back
  5. Left of opponent's center back

Character specific

CH Sway 4

AK, Bob, Bryan, Drag, Feng, Geese, Hei, King, Master Raven, Miguel, Paul, Shaheen, Steve
4,u+3 b+2,f~n(x3) f+4,1 S! f+2,1
Gigas, Jack, Marduk
d/f+4 b+3,3,f~n b+2,f~n(x2) f+4,1 S! f+2,1
Bears
b+3,3,f~n b+2,f~n(x3) f+4,1 S! f+2,1

ws2,3

Gigas, Jack, Marduk
b+1:1,2
b+1:1,f~n f~b+3,3,f~n ws2,4 S! f+1+2
Bears
b+2,4,3 S! b+2,f~n(x3) f+2,1

Floor break

Lee's floor break options differ in how many hits they do, whether they leave the opponent face-down or face-up, and how easy they are to connect.

Move # of hits Damage Post-break state
1+2 1 20 Face-down
wr3,4 2 14,26
4,3,3 3 16,14,20
b+4 1 22 Face-up
f+4,3 2 13,18
f+3+4 2 10,20

Floor breaks reduce damage scaling significantly, so you want to do as much of your combo as possible before the break. This means you're mostly doing the break at or near the wall.

Post-break, your options depend on how much wall slump you've built up. Every hit on the wall with the opponent's feet to the ground builds up slump. However, the move that breaks the floor does not build up slump. So a 1-hit floor break will build no slump and you can do a regular wall combo, but a 2-hit floor break will build 1 bit of wall slump and you'll have to adjust.

Opponent state # of slump Wall combo Damage
Face-down 0 4,u+3 f+4,3 d+3 20
1 4,u+3 f,F+3 18
2 4 b+4 u/b+3 17
Face-up 0 d/f+1 f+4,3 d+3 14
1 4,u+3 13
2 b+4 d+3 11

4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.

Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 u/b+3.

Extras

f+3,3,3,3,3,4
4,u+3 b+2,f~n(x3) <f+2,1
CH b+4
U/F,4 d+2 b+2,f~n(x3) ws2,4 S! f+2,1
CH 1+2
CH (2,1),1
CH (u/f+3),1
f,F d/f+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
d,D/B+4
3~3:4
FUFT 3+4[e 1]
[e 2]d+4,4,u+3,f~n f+4,1 S! b+2,f~n ws2,3
[e 3]d/f+4 b+3,3,f~n b+2,f~n(x2) ws2,4 S! f+2,1
  1. Has 12 active frames, typically connects on the 8–9th unless the opponent is running into it
  2. If it connects on the 11th frame or later
  3. If it connects on the 12th frame, or if they don't tech roll

B1 link

See also: B2 loop#B1 link

A b1 link (or Triple Fang link) is doing b+2,f~n b+1:1,f~n in a juggle. Its main purpose is to get more wall carry.

Since b+1:1,f~n travels further than b+2,f~n, it allows Lee to either:

  • get an extra aerial hit
  • get ws2,4 as the screw instead of f+4,1
  • get ws2,3 as the ender instead of f+2,1

For the b+1 to connect b and 1 must be pressed on the same frame. The timing is lenient but must be done earlier than another B2 loop would be.

For carry purposes b+1:1,f~n and b+1,1,f~n are the same, but the former does 1 more damage.

This is an advanced technique, having a tight execution requirement for relatively little reward.

u/f+4
d/f+2
MS 3,4
u/f~n,4
CH b+4
CH (f+4),3
CH HMS u/f+4
d/f+3+4,f~n
4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
f+3,3,3,3,3,4
4,u+3 b+2,f~n(x2) b+1:1,f~n ws2,3
CH 4
b+1:1,f~n 4,u+3 b+2,f~n b+1:1,f~n ws2,4 S! f+2,1
low parry
f,F 4,u+3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH HMS 4
FC u/f+4
CH FUFT 3
CH FUFA 3
CH FDFT 3
ws2,3 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
CH d+3,4
CH 1+2
CH 1+2,3+4
CH (2,1),1
CH (u/f+3),1
b+3,3,f~n b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1
ws2,3
d/f+3+4,f~n S! d+2 b+2,f~n(x3) b+1:1,f~n f+4,1 S! f+2,1

One method for doing this is to piano the 1 button with two fingers to hit it twice. This is a placebo, since the extra button press doesn't actually give you an extra "chance" to hit the link, but many people find this method useful anyway.

Tools

Lee's combo moves and their function are:

Damage Pickup Filler Screw Ender
4,u+3 b+3,3,f~n b+2,f~n ws2,4 f+2,1
4,u+3,f~n ws2,3 1,2,f~n f+4,1 ws2,3
4,3,4 ws4 b+1:1,f~n b+2,4,3 f+1+2
U/F,4 d/f+4 2 2,2,3 d+2
d+2 d+2 d/f+1 2,1,3 wr3,4
f,F+4 d+4,4,u+3,f~n b,B+4 d/f+3,2,3
d/f+3+4 3 SSL 3+4 b+4
SSR 3+4 1+2
d/f+1+2,3 d/b+3

The main purpose for all these options is to get the right wall carry.

Damage

  • 4,u+3 b+2,f~n works as aerial hits 2–4
    • b+2,f~n whiffs when off-axis
  • f,F+4 iws2,3 b+2,f~n can work as aerial hits 1–4
  • f,F+4 d+2 d/f+3+4 S! can work as aerial hits 1–3
  • d+2 b+2,f~n can work up to aerial hits 2–3, and very rarely 3–4
    • at some angles, d+2 needs to hit close to the ground
    • at other angles, it needs to hit far from the ground

Filler

  • b+2,f~n loops with itself on-axis
  • 1,2,f~n works in most situations and loops with itself
  • 1,2,f~n carries less than b+2,f~n(x2)
  • b+1:1,f~n can connect after b+2,f~n
  • b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle
  • d/f+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3–4

Damage per hit at max scaling (30%)

  • b+2,f~n (3)
  • 2 (3)
  • d/f+1 (3)
  • b+1:1,f~n (3)
  • b+1,1,f~n (2)
  • 1,2,f~n (2)

Screw

  • ws2,4 works as aerial hits 6–7
    • aerial hit 7 whiffs when off-axis, especially to the right
    • can work as aerial hits 7–8 after b+1:1,f~n if precisely off-axis to the left
  • f+4,1 works as aerial hits 6–7
    • usually works as aerial hits 7–8 after b+1:1,f~n
    • can work as aerial hits 7–8 after b+2,f~n if precisely off-axis to the right
  • b+2,4,3 works up to aerial hits 3–5
    • aerial hit 5 whiffs when off-axis to the right
  • 2,2,3; d/f+1+2,3; and SSR 3+4 rotate the juggle to the right
  • b+2,4,3 flips over face-down opponents

Fastest to slowest recovery:

  • ws2,4 (r24)
  • b+2,4,3 (r27)
  • 2,1,3 (r28)
  • f+4,1 (r29)
  • 2,2,3 (r31)

Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.

Damage at max scaling (30%):

  • ws2,4 (9)
  • f+4,1 (7)

Three hits:

  • b+2,4,3 (12)
  • 2,2,3 (12)
  • 2,1,3 (12)

Ender

Lee has many juggle enders for optimizing wall carry.
  • wr3,4; b+4; 1+2; and d/b+3 floor break
  • b+4 and d/b+3 spike to setup oki
  • d/f+3,2,3 works as aerial hits 5–7

Wall splats:

  • f+2,1 sends them furthest
  • ws2,3 sends them highest so is easiest to followup and can high splat
  • f+1+2 packs damage in a short distance
  • d+2 gets a regular splat in the shortest distance
  • 1,2,f~n can high splat
  • d/f+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count for wall slump

Damage at max scaling (30%):

  • wr3,4 (11) — no wall splat
  • f+2,1 (10)
  • ws2,3 (10)
  • f+1+2 (9)
  • d+2 (5)

Three hits: d/f+3,2,3 (13)

External links