Lee (Tekken 7) |
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Tech broadly covers anything that doesn't fit elsewhere, such as:
- Notable tricks or niche uses for a string/move
- Execution tips for a particular technique
If a section gets too long, it might be sensible to move it to its own page.
Hopkick from crouch
Lee's u/f+4 is his fastest launcher from crouch. However, its input can conflict with FC.u/f+4, which is much slower. To avoid getting FC.u/f+4:
- If you're in blockstun or recovery, just u/f+4 will work, because FC.u/f+4 can't be buffered.
- Otherwise, input u~u/f+4. You only need a single frame of u. This is not actually a crouch cancel, but rather avoiding the âcorrectâ FC.u/f+4 input. This will be active on frame 15 starting from the u inputânot the u/f+4 inputâbecause of jump tweening.
Instant While Standing attacks from Mist Step's Backsway
Lee's Backsway, which is accessed by pressing 'b,n' during Mist Step, has a handful of crouching frames during it's startup, and because of those crouching frames, WS attacks can be accessed immediately from Mist Step.
- To perform this, buffer a Back Sway with 'b,n' during Mist Step, usually after a b2fn. Then press the input for whatever WS move you desire, BEFORE the Back Sway animation starts.
- The timing is fairly specific but not particularly strict. It feels strange at first, but with some practice it will become second nature.
- This technique is very important to use WS2,4 as a screw, for slightly more damage than f4,1 !S.
- It can also be used to perform WS2,3 to get a distant high wall splat, the recovery is too slow to allow for a 4u3 wall combo, but you get the usual mid splat combo and 4,3,4 a little more consistently than with f2,1/f1+2.
- While the most popular usages for this tech are in combos, the tech can be used from any Mist Step transition (1,2fn; b1,1fn; b2fn; b3,3fn; HMS1,1fn; and HMS f,n) and from a Standing Mist Step as well (f,n from neutral standing). This mean you can use WS1 or WS2 as a poke after any MS, and you can even force the Mirrio Special WS3,3 mix up from almost anywhere on the screen. It's a horrible idea and the risk reward is almost never in your favor, but you only live once right?
Uncategorized
- INF.u+3 (,i19) is 5 frames faster than INF.3 and INF.d+3 (,i24), which can make it harder for an opponent to duck punish the previous high. In particular, if you want to do another attack after ws3,3,d/f+3,3, it should probably be INF.u+3.