Lee (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
- Transition to r21 MS with f~N
- 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
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
Left Right Mid Kick
1,2,4
h,h,m
7,9,10
- 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
Left Right Max Mid
1,2,4^
h,h,m
7,9,20
- 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
1,3:3:3
h,h,m,h
7,5,4,12
- Jail from 2nd attack
- 2f input window
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
- Transition to r22 HMS with 3+4
- Transition input can be delayed 6f
Combination Drei
2,1,1
h,h,m
10,8,18
4.36
- Floor break
- Input can be delayed 4f
- Combo from 2nd CH
Combination HĂŒnf
2,1,3
h,h,h
10,8,24
4.42
- 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
Right Cross to 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
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
Mist Kick
3
m
16
2.23
-8
+7
i14
r27
- Transition to r27 HMS with 4
- Transition input can be delayed 2f
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
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
Machine Gun Kicks
4,4,4
h,h,h
16,6,8
2.55
Jail from 1st attack
Lee Somersault
4,u+3
h,m
16,25
- Alternate input 4,u/f+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
Pirouette Punch
1+2
m
20
2.63
- Homing
- Floor break
- Transition to r25 HMS with 3+4
- Transition input can be delayed 2f
f
Double Signal
f+2,1
m,h
12,24
3.96
-10
+42d (-16d)
i14
,i19~20
r30
- Move can be delayed 11f
- Input can be delayed 12f
- Combo from 1st hit with 10f delay
f+3,3,3,3
m,m,h,h
6,3,3,3
-18
-7
i15
,i8~9
r36
- Input can be delayed 1f
- Combo from 1st hit
f+3,3,3,3,3
m,m,h,h
6,3,3,3,3
-18
+13 (+3a)
i15
,i8~9
r36
- Input can be delayed 1f
- Combo from 1st hit
Acid Storm
f+3,3,3,3,3,4
m,m,h,h,h,h
6,3,3,3,3,20
-7
+20a
i15
,i20~21
r32
- Tailspin
- 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
Deadly Cyclone
f+4,1
h,h
13,16
3.76
-2
+13g
i11
,i24~25
r29
- Tailspin
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 6f delay
Deadly Arc
f+4,3
h,m
13,18
3.74
- Spike
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 9f delay
- Transition to r21 HMS with 4
Feather Landing
f+3+4
M,M
10,20
3.30
+4c
+8c
- i30~32
- i34~36
js14~33
r27 FC
- Spike
- Jail from 1st hit
d/f
Uppercut
d/f+2
m
12
2.06
- Hit vs crouch +4s
- Can evade jabs on frame 9
Mercury Drive
d/f+3,2,3
m,h,m
14,11,23
4.70
- Move can be delayed 10f
- Combo from 2nd CH with 7f delay
Front Kick
d/f+4
m
16
2.55
-9
+2
i13~14
r27
- Transition to r27 HMS with 3
- Transition can be delayed 2f
Revolution Zwei
d/f+1+2,3
m,h
18,23
-3
+17a (+8a)
i20~21
,i21~23
r31
- Tailspin
- 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/b
d
Crouch Jab
d+1
s
5
1.55
-5
+6
i10
cs4~
r24 FC
- Alternate input d/b+1
- Transition to r24 with f
- Transition input can be delayed 16f
Sliver Low
d+3
L
17
2.39
- Transition to r31 HMS with 4
- Transition input can be delayed 10f
- Transition can be delayed 8f
Shin to Head Kick
d+4,4
l,h
7,16
-9
+2
+27a (+17a)
i12
,i23
r28
- Often notated d+4,n+4
- Connects to 4 extensions
- Input can be delayed 11f
- Move can be delayed 10f
- Combo from 1st CH with 7f delay
Shin Kick to Silver Cyclone
d+4,4:3
l,h!
7,60
+9a (+0a)
i12
,i60~61
- cs25~45
- js45~
r39
- Technically a cancel from d+4,4
- 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
- Cancel to r53 HMS with 3+4 on frames ,2~37
d+4,d+4
l,l
7,8
-15
-16
-4
i12
,i20
r34
- 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
l,l,l
7,8,5
-15
-16
-4
i12
,i20
r34
- Often notated D+4,4,4
- Input can be delayed 10f
- Move can be delayed 11f
- Combo from 2nd CH
Laser Edge Kick Combo
d+4,d+4,4,4
l,l,l,m
7,8,5,21
-20
+11a (+2a)
i12
,i24~25
r38
- 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
Silver Cyclone
d+3+4
h!
60
+9a (+0a)
i60~61
- cs25~45
- js45~
r39
Cancel to r53 HMS with 3+4 on frames ,2~37
b
Silver Heel
b+4
m
20
2.66
- Spike
- Hit vs crouch +18d
- Transition to r19 HMS with 3
- Transition adds tracking if input mid startup
ws
Tsunami Kicks
ws3,3
M,m
16,11
2.65
-15
-4c
i10
,i15~16
r33
- Jail from 1st attack
- Transition to r33 HMS with 4
- Transition input can be delayed 2f
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
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
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
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
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
- Transition to r27 HMS with 3
- Transition input can be delayed 2f
FC
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