Lee combos (Tekken 7)

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Beginner bread n' butter

Combo Type Example Launchers Combo
Regular
  • u/f+4
  • d/f+2
  • CH b+4
4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1
Pickup
  • CH (1,2),4
  • CH 1+2,3+4
b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1
Crouching
  • CH FUFA 3
  • CH HMS 4
ws2,3 b+2,f~n f+4,1 S! b+2,f~n f+2,1

See #Staples for launchers which need a unique combo.

Mini-combos

ws2,3
CH u/b+3
f,F+3
CH d/b+3+4
CH FC d/f+4
f,F+3+4
f+3+4
CH FC d/f+4,3
HMS 1,f~n d,D/B+4
HMS u/f+4
1,3:3:3
HMS 4
HMS u/f+4
b+4[m 1]
d,D/B+4
u/b+3
bb+4,3
b+4,3[m 1]
HMS u/f+4
FC d/f,d,D/F+3
MS 3+4
FUFA 3
CH (2,1),4
1,3:3:3
1,2,4
u/f+3+4
R! d/f+3+4
f,F+3
u/b+3[m 2]
d+2[m 2]
u/f+3+4,3+4
HMS u/f+3
HMS 2
4,3,3
d+4,4,3,3
d+3[m 2]
u/b+3[m 2]
  1. ↑ 1.0 1.1 Hit vs crouch
  2. ↑ 2.0 2.1 2.2 2.3 Sometimes whiffs

Tools

Lee's combo moves and their function are:

Damage Pickup Filler Screw Ender
4,u+3 b+3,3,f~n b+2,f~n ws2,4 f+2,1
4,u+3,f~n ws2,3 1,2,f~n f+4,1 ws2,3
4,3,4 ws4 b+1:1,f~n b+2,4,3 f+1+2
U/F,4 d/f+4 2 2,2,3 d+2
d+2 d+2 d/f+1 2,1,3 wr3,4
f,F+4 d+4,4,u+3,f~n b,B+4 d/f+3,2,3
d/f+3+4 3 SSL 3+4 b+4
SSR 3+4 1+2
d/f+1+2,3 d/b+3

The main purpose for all these options is to get the right wall carry.

Damage

  • 4,u+3 b+2,f~n works as aerial hits 2–4
    • b+2,f~n whiffs when off-axis
  • f,F+4 iws2,3 b+2,f~n can work as aerial hits 1–4
  • f,F+4 d+2 d/f+3+4 S! can work as aerial hits 1–3
  • d+2 b+2,f~n can work up to aerial hits 2–3, and very rarely 3–4
    • at some angles, d+2 needs to hit close to the ground
    • at other angles, it needs to hit far from the ground

Filler

  • b+2,f~n loops with itself on-axis
  • 1,2,f~n works in most situations and loops with itself
  • 1,2,f~n carries less than b+2,f~n(x2)
  • b+1:1,f~n can connect after b+2,f~n
  • b+1:1,f~n travels further than b+2,f~n, which can allow an extra hit in the juggle
  • d/f+1 b+2,f~n and 2 b+2,f~n work as aerial hits 3–4

Damage per hit at max scaling (30%)

  • b+2,f~n (3)
  • 2 (3)
  • d/f+1 (3)
  • b+1:1,f~n (3)
  • b+1,1,f~n (2)
  • 1,2,f~n (2)

Screw

  • ws2,4 works as aerial hits 6–7
    • aerial hit 7 whiffs when off-axis, especially to the right
    • can work as aerial hits 7–8 after b+1:1,f~n if precisely off-axis to the left
  • f+4,1 works as aerial hits 6–7
    • usually works as aerial hits 7–8 after b+1:1,f~n
    • can work as aerial hits 7–8 after b+2,f~n if precisely off-axis to the right
  • b+2,4,3 works up to aerial hits 3–5
    • aerial hit 5 whiffs when off-axis to the right
  • 2,2,3; d/f+1+2,3; and SSR 3+4 rotate the juggle to the right
  • b+2,4,3 flips over face-down opponents

Fastest to slowest recovery:

  • ws2,4 (r24)
  • b+2,4,3 (r27)
  • 2,1,3 (r28)
  • f+4,1 (r29)
  • 2,2,3 (r31)

Although it recovers fastest, ws2,4 has the most pushback, so followups are easier on b+2,4,3 and f+4,1.

Damage at max scaling (30%):

  • ws2,4 (9)
  • f+4,1 (7)

Three hits:

  • b+2,4,3 (12)
  • 2,2,3 (12)
  • 2,1,3 (12)

Ender

Lee has many combo enders for optimizing wall carry.
  • ws2,3 usually gives the best splat
  • 1,2,f~n can high splat
  • wr3,4; b+4; 1+2; and d/b+3 floor break
  • b+4 and d/b+3 spike to setup oki
  • d/f+3,2,3 works as aerial hits 5–7

Damage at max scaling (30%):

  • wr3,4 (11) — no wall splat
  • ws2,3 (10)
  • f+2,1 (10)
  • f+1+2 (9)

Three hits: wr3,4,3 (13)