Lee (Tekken 7) |
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Lee's Mist Illusion (or punch parry, input b+1+2) parries high and mid punches. When it does, Lee switches sides with his opponent, leaving them back-turned. From this position, Lee can get guaranteed damage with Mist Illusion Kick, or he can do a mixup between fast highs and launching mids.
Move data
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mist Illusion Kick
Not always guaranteed
Mist Illusion Kick (b+1+2,p,4) is not guaranteed against:
- Master Raven, who can powercrush or parry it
- Yoshimitsu, who can dodge it
- Xiaoyu, who can parry it
Wall splat
Mist Illusion Kick can wall splat, but the type of splat depends on the opponent's actions:
- On counter-hit, it will high splat
- Against B, it will regular splat
- Against D, D/B, or n, it will reverse splat
Mixup
Input | Damage | Frames |
---|---|---|
1 4,3,3 | 57 | +9d |
1,2,2,3 | 53 | +17a (+8a) |
2,2,3 | 47 | +17a (+8a) |
Input | Damage | Frames |
---|---|---|
d/f+3,2,3 | 48 | +25a (+15a) |
f+3,3,3,3,3,4 | 32 | +61a (+44a) |
u/f+4 | 15 | +31a (+21a) |
Possible responses
- Standing turn (B), takes 6 frames, becoming front-turned on frame 4
- Standing jab (1), takes 8 frames, becoming front-turned immediately
- Crouch jab (d+1), takes 10 frames, becoming front-turned immediately
- Crouch turn (D/B), takes 11 frames
- Throw (1+3), takes 12 frames, becoming front-turned immediately, doesn't get counter-hit
Outcomes
Lee wins, damage/frames from his perspective | |
Unclear or neutral, damage/frames from Lee's perspective | |
Lee loses, damage/frames from opponent's perspective |
Lee\Opponent | 1 | B | d+1 | D/B | 1+3 |
---|---|---|---|---|---|
1 4,3,3 | 8 +8[1] | 57 +9d[2] | 10 +9 | 0[3] | 7 +8[1] |
1,2,2,3 | 17 -13[4] | 53 +17a (+8a) | 10 +9 | 0 -13[4] | 16 -13[4] |
2,2,3 | 49 +17a (+8a) | 47 +17a (+8a) | 10 +9 | 0 -13[4] | 10 -31[5] |
d/f+3,2,3 | 27 +5[6] | -21[7] | 27 +5[6] | 48 +25a (+15a) | 25 +5[6] |
f+3,3,3,3,3,4 | 33 +61a (+44a) | 0 -18[8] | 33 +61a (+44a) | 32 +61a (+44a) | 32 +61a (+44a) |
u/f+4 | 15 +31a (+21a) | 0 -13 | 15 +31a (+21a) | 13 +31a (+21a) | 13 +31a (+21a) |
- â 1.0 1.1 Lee must react and stop after 1 or 4,3,3 gets blocked or crushed.
- â Two part mixup: D/B and d+1 beat the 4,3,3, and any option which turns front-facing will make the final hit not guaranteed.
- â Opponent can in theory punish with a flash duck into BT 3, but this is impractical.
- â 4.0 4.1 4.2 4.3 Lee must react and stop after 2,2 (or finish the string to beat a punish).
- â Opponent must block quickly after the throw then duck punish.
- â 6.0 6.1 6.2 Lee must react and stop after d/f+3,2.
- â Lee can stop at d/f+3,2 but he's still -24 when the high is ducked, so playing for the interrupt is his only hope.
- â Mixup between punishing the mid or ducking the high.