Lee |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Lee movelist (Tekken 7).
Heat
Input
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Frame advantage on 1st CH: +29a (+22)
- 4 Chip Damage on block
- 5 Chip Damage on block in heat
HMS.u+3
- Transition to -9, +23d (+13) FC with D
- 7 chip damage
1,2:4
- Jail from 1st attack
- Combo from 2nd hit with 1f delay
- Move can be input by pressing 4 during frames 10-13 of 1,2
- Transition to r44 -14 +3 HMS with 3
1,3:3:3
- Combo from 1st hit
- Timestop on hit
- 5 chip damage
3~3:4
- Unbreakable
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
f+4:1
- 10 chip damage
- Combos on 1st hit CH
f+3,3,3,3,3:4
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
- Combos from 1st hit
b+1,1:2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
Rage
Input
R.df+1+2
- Damage increases with lower health
n
Input
1,2
- Transition to -2 +8 MS with F
- Jail from 1st attack with max delay
- Combo from 1st hit with 3?f delay
- Move can be delayed 3?f
1,2,2
- Move can be delayed 5?F
- Combo from 2nd CH with 7?F delay
1,2,2,3
- Combo from 3rd hit CH with 7?F delay
- Transition to -9, +11a (+2) HMS with 4
- Move can be input with a 5?-13?F delay from 3rd
1,2,4
- Jail from 1st attack
- Combo from 2nd hit
- Transition to -14 -2 HMS with 3
1,2:4
- 4 frame window for timed input
- Jail from 1st attack
- Transition to -14 +3 HMS with 3
1,3:3:3
- Combo from 1st hit
- Timestop on hit
- 5 chip damage
2,2,3
- Transition to -9, +11a (+2) HMS with 4
- Combos from 1st hit CH
3~3:4
- Unbreakable
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
4,4,4
- Jail from 1st attack
- Combo from 2nd hit with no delay
- Frame advantage on 1st CH: +25a (+18)
4,4:4
- Combo from 2nd hit with 1f-5f delay only
- Frame advantage on 1st CH: +29a (+22)
- 4 Chip Damage on block
- 5 Chip Damage on block in heat
f
Input
f+3,3,3,3,3,4
- If only last hit connects +28a (+13)
- Combos from 1st hit
- 4 can be input after the 2nd hit on-wards
f+3,3,3,3,3:4
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
- Combos from 1st hit
f+4:1
- 10 chip damage
- Combos on 1st hit CH
f+4,3
- Transition to -4, +7c, +64a HMS with 4
- Combos on 1st hit CH
- Delayable
df
Input
d
Input
d+4,n,4
- Links to attacks from 4 (4,4:4, 4,3,4, etc.)
- Combos from 1st hit CH
D+4,4,4,4
- Transition to -11, +20a (+11) HMS with 3
- Combos from 3rd hit CH
db
Input
b
Input
b+1,1
- Transition to -1, +10g HMS with 3+4
- Cancel and transition to -5, +1 MS with F
b+1,1:2
- Combos from 1st hit
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+1:1+2
- Combos from 1st hit
- 10 chip damage
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+3,3
- Transition to -7, +4 MS with F
- Combos from 1st hit
b+4
- Transition to -2, +8c, +65a HMS with 3
- +18d on crouching opponent
b+1+3
- High and Mid parry
- Puts you behind opponent
- Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
b+1+3,4
- Only available upon successful parry
- Guaranteed hit
u
Input
uf+3+4
- Transition to +8, +31d (+23) HMS with 3+4
- 9 chip damage
Motion Input
Input
f,F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 6 chip damage
f:F+2
- Transition to +5, +21gc, +72a (+56) MS with F
- 11 chip damage
Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b,B+4
- Transition to +5, +28a HMS with 3
- 6 chip damage
- Causes Strong Aerial Tailspin
f,f,F+3,4
- Transition to +6, +29d (-6) HMS with 3
- Combos from 1st hit
- 7 chip damage
- Balcony break on 2nd hit only
Crouch
Input
FC.UF+4
- Transition to -, +28a (+18) HMS with 3
- Alternate input FC.UB+4, FC.U+4
FC.UF+3+4
- Can hit cross-up
- Alternate input FC.UB+3+4, FC.U+3+4
FC.df,d,DF+3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
FC.df,d,DF#3
- * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
- Perfect Input not required during Heat
- Partially consumes remaining Heat Time, while Perfect input restores Heat Time
WS
Input
ws3,3,D+3,3 ...
- D+3,3 can be repeated infinitely
- Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
ws3,3,DF+3,3 ...
- DF+3,3 can be repeated infinately
- Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
- Combos from 3rd hit
HMS (Hitman)
Input
HMS.1
- Cancel and transition MS with F
- Cancel into Scatter Kick (HMS.3) with input HMS.1~3
HMS.1,1
- Cancel and transition to +1, +8 MS with F
- Combos from 1st hit
HMS.1,4
- Transition to -8, +4, +58a HMS with 3
HMS.3
- Shifts to throw on hit from the front
- 6 chip damage
HMS.u+3
- Transition to -9, +23d (+13) FC with D
- 7 chip damage
MS (Mist Step)
Input
MS.3+4
- * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
Others
Input
Throws
Input
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
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2 | h | 6 | i12 | +7 |