Lee (Tekken 7) |
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Beginner bread n' butter
Combo Type | Example Launchers | Combo |
---|---|---|
Regular |
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4,u+3 b+2,f~n f+4,1 S! b+2,f~n f+2,1 |
Pickup |
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b+3,3,f~n b+2,f~n f+4,1 S! b+2,f~n f+2,1 |
Crouching |
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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[m 2]
- FUFA 3
- CH (2,1),4
- 1,3:3:3
- 1,2,4
- u/f+3+4,3+4
- HMS u/f+3
- HMS 2
Staples
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
- 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
Wall splats:
- f+2,1 sends them furthest
- ws2,3 sends them highest so is easiest to followup and can high splat
- f+1+2 packs damage in a short distance
- d+2 gets a regular splat in the shortest distance
- 1,2,f~n can high splat
- d/f+3,2,3 can high splat with the 2nd hit, such that the 3rd doesn't count for wall slump
Damage at max scaling (30%):
- wr3,4 (11) — no wall splat
- f+2,1 (10)
- ws2,3 (10)
- f+1+2 (9)
- d+2 (5)
Three hits: d/f+3,2,3 (13)