Lee movelist (Tekken 7)

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n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
2.03
+1
+8
i10
r17
Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
Left Right Combo

1,2

h,​h
7,​9
2.83
-1
+5
i10
,i12
r20
  • Move can be delayed 4f
  • Jail from 1st attack
Left Right Combo to Mist Step

1,2,f~N

h,​h
7,​9
2.83
-2
+4
i10
,i12
r21 MS
Transition input can be delayed 6f

1,​2,2

h,​h,​m
7,​9,​14
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 2nd CH with 5f delay
Left Right Combo to Revolution Zwei

1,​2,​2,3

h,​h,​m,​h
7,​9,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 3rd hit with 8f delay
Left Right Combo to Revolution Zwei to Hitman

1,​2,​2,3,4

h,​h,​m,​h
7,​9,​14,​23
-9
+11a (+2a)
i10
,i21~23
r37 HMS
Transition input can be delayed 29f
Left Right Mid Kick

1,​2,4

h,​h,​m
7,​9,​10
-12
-1
i10
,i18
r31
  • 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
Left Right Mid Kick to Hitman

1,​2,4,3

h,​h,​m
7,​9,​10
-14
-3
i10
,i18
r33 HMS
Left Right Max Mid

1,​2,4^

h,​h,​m
7,​9,​20
-7
0
i10
,i30
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4

1,3

h,​h
7,​5
-11
0
i10
,i16
  • Move can be delayed 4f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit

1,​3:3

h,​h,​m
7,​5,​4
-10
+1
i10
,i9
  • Jail from 2nd attack
  • 3f input window

1,​3:3:3

h,​h,​m,​h
7,​5,​4,​12
-18
i10
,i11
  • Jail from 2nd attack
  • 2f input window
Right Cross

2

h
10
2.07
+1
+8
i10
r18

2,1

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
r22
  • Input can be delayed 7f
  • Move can be delayed 5f
  • Jail from 1st attack with 4f delay
  • Combo from 1st hit

2,1,3+4

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
r22 HMS
Transition input can be delayed 6f
Combination Drei

2,​1,1

h,​h,​m
10,​8,​18
4.36
-12
+3
i10
,i20~21
r30 FC
  • Floor break
  • Input can be delayed 4f
  • Combo from 2nd CH
Combination HĂŒnf

2,​1,3

h,​h,​h
10,​8,​24
4.42
-4
+20a (+11a)
i10
,i24~26
r28
  • Tailspin
  • Input can be delayed 2f
  • Combo from 2nd CH
Combination Vier

2,​1,4

h,​h,​L
10,​8,​18
4.87
-16
+0
+10
i10
,i25~27
,cs16~
r33
  • Input can be delayed 11f
  • Move can be delayed 8f

2,2

h,​m
10,​14
2.28
-13
-2
i10
,i20~21
r31
  • Move can be delayed 5f
  • Input can be delayed 7f
  • Combo from 1st CH with 5f delay
Revolution Zwei

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Input can be delayed 17f
  • Move can be delayed 13f
  • Combo from 2nd hit with 8f delay
Revolution Zwei to Hitman

2,​2,3,4

h,​m,​h
10,​14,​23
-9
+11a (+2a)
i10
,i21~23
r37 HMS
Transition input can be delayed 29f
Mist Kick

3

m
16
2.23
-8
+7
i14
r27
Mist Wolf Combination

3,3

m,​h
16,​18
2.61
-10
+1
i14
,i17
r29
  • Move can be delayed 13f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit
Trick Kick

3~3

h
18
2.59
-10
+1
i30
r29
  • 13f input window
  • Recovery slowed by 1f if 4 pressed during startup
Mist Trap

3~3:4

h,​t
18,​25
2.59
+0d
i30
r29
1f input window
Right High Kick

4

h
16
2.01
-9
+7
i11
r28
Spin Kick

4,3

h,​h
16,​14
-14
-3
+2
i11
,i18
r33
  • Jail from 1st attack
  • Combo from 1st CH +25a (+18a)
Spinning Hammer Kick

4,​3,3

h,​h,​m
16,​14,​20
-13
+8d
i11
,i19~21
r30
  • Floor break
  • Move can be delayed 10f
  • Input can be delayed 11f
  • Combo from 2nd CH
Spin Kick Somersault Combo

4,​3,4

h,​h,​m
16,​14,​25
-9
+24a (+14a)
i11
,i30~32
,js22~
r29
  • Move can be delayed 7f
  • Combo from 1st CH +33a (+26a)
  • Combo from 2nd CH with 5f delay

4,4

h,​h
16,​6
2.28
-5
+6
i11
,i10
r24
Machine Gun Kicks

4,​4,4

h,​h,​h
16,​6,​8
2.55
-5
+6
i11
,i10
r24
Jail from 1st attack
Lee Somersault

4,u+3

h,​m
16,​25
-1
+30a (+20a)
i11
,i33~35
,js25~
r18
  • Alternative input 4,u/f+3
  • Move can be delayed 3f
  • Input can be delayed 4f
  • Combo from 1st CH +34a (+27a)
Lee Somersault to Mist Step

4,u+3,f~N

h,​m
16,​25
-9
i11
,i33~35
,js25~
r26 MS
Transition input can be delayed 17f

d/f

Quick Upper

d/f+1

m
10
2.17
-1
+5
i13~14
r19

b

Silver Heel

b+4

m
20
2.66
-3
+7c
i20~22
r20
  • Spike
  • Hit vs crouch +18d
Silver Heel to Hitman

b+4,3

m
20
2.66
-2
+8c
i20~22
r19 HMS
  • Spike
  • Hit vs crouch +19d
  • Adds tracking if 3 is input mid startup

ws

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
Combo from 1st hit

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Combo from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
  • Tailspin
  • Combo from 1st hit

ws3

M
16
2.20
-21
-10
i10~12
r38
Tsunami Kicks

ws3,3

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33
Jail from 1st attack
Tsunami Kicks to Hitman

ws3,3,4

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33 HMS
  • Jail from 1st attack
  • Transition input can be delayed 2f

ws3,​3,d/f+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Combo from 2nd CH
Infinite Kicks Mid Chain

ws3,​3,​d/f+3,3

M,​m,​m,​h
16,​11,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 3rd hit
  • Hit vs BT +3a

ws3,​3,d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38
Combo from 2nd CH

ws3,​3,​d+3,3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Combo from 3rd hit
Infinite Kicks Low Chain

ws3,​3,​d+3,​3,3

M,​m,​l,​m,​h
16,​11,​8,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 4th CH
  • Hit vs BT +3a

INF 3

m
10
-19
-8
,i24
r38
Infinite Kicks Mid Variation

INF 3,3

m,​h
10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 1st hit
  • Hit vs BT +3a

INF d+3

l
10
-19
-8
,i24
r38

INF d+3,3

l,​m
10,​10
-19
-8
,i24
r38
Combo from 1st hit
Infinite Kicks Low Variation

INF d+3,​3,3

l,​m,​h
10,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd CH
  • Hit vs BT +3a

INF u+3

m
15
-19
+1a
,i19
r39

INF u+3,3

m,​m
15,​10
-19
-8
,i26
r38
Infinite Kicks Axe Variation

INF u+3,​3,3

m,​m,​h
15,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd hit
  • Hit vs BT +3a
Toe Smash

ws4

m
16
2.22
-6
+5
i11~12
r24
Toe Smash to Hitman

ws4,3

m
16
2.22
-9
+2
i11~12
r27 HMS
Transition input can be delayed 2f

FC

Silver Tail

FC d/f+4

L
17
2.76
-14
-3
i16~17
r32 FC
Silver Tail to Hitman

FC d/f+4,3

L
17
2.76
-12
-1
i16~17
r30 HMS
Sliding

FC d/f,d,D/F+3

L
22
3.54
-23
i16~20
r39 FU
Can't be buffered

10 String

10 Hit Combo (2)

d/f+1,2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
  • Combo from 1st hit
  • Input can be delayed 1f
10 Hit Combo (3)

d/f+1,​2,2

m,​h,​h
10,​5,​6
3.84
-18
-7
i13~14
,i22
r37
  • Combo from 1st hit
  • Hit vs BT +13a (+3a)
10 Hit Combo (4)

d/f+1,​2,​2,1

m,​h,​h,​h
10,​5,​6,​5
4.50
-10
+1
i13~14
,i13
r29
  • Jail from 3rd block
  • Combo from 3rd CH
  • Can't buffer attacks during recovery
10 Hit Combo (5)

d/f+1,​2,​2,​1,3

m,​h,​h,​h,​h
10,​5,​6,​5,​7
5.15
-25
-14
i13~14
,i22~23
r44
  • Combo from 4th hit
  • Input can be delayed 1f
10 Hit Combo (6)

d/f+1,​2,​2,​1,​3,3

m,​h,​h,​h,​h,​L
10,​5,​6,​5,​7,​6
5.90
-25
-14
,i24
r44
Combo from 5th hit
10 Hit Combo (7)

d/f+1,​2,​2,​1,​3,​3,3

m,​h,​h,​h,​h,​L,​h
10,​5,​6,​5,​7,​6,​7
6.32
-25
-14
,i21
r44
10 Hit Combo (8)

d/f+1,​2,​2,​1,​3,​3,​3,4

m,​h,​h,​h,​h,​L,​h,​h
10,​5,​6,​5,​7,​6,​7,​7
6.81
-17
-6
,i20
r36
Combo from 7th hit
10 Hit Combo (9)

d/f+1,​2,​2,​1,​3,​3,​3,​4,3

m,​h,​h,​h,​h,​L,​h,​h,​h
10,​5,​6,​5,​7,​6,​7,​7,​10
7.55
-25
-5
,i18
r44
Jail from 8th attack
10 Hit Combo

d/f+1,​2,​2,​1,​3,​3,​3,​4,​3,4

m,​h,​h,​h,​h,​L,​h,​h,​h,​m
10,​5,​6,​5,​7,​6,​7,​7,​10,​25
7.91
-20
+12a (+2a)
i13~14
,i32~34
,js24~
r37
Combo from 9th hit

See also