Lee setups

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Revision as of 16:20, 19 March 2021 by JustDrip (talk | contribs)

u/b+3 wall ender

After f+4,3 at the wall, you can replace d+3 with u/b+3 for 5 more damage. This beats every option except for quickstand (u).

If the u/b+3 hits grounded, d/f+4 W! f+4,3 will resplat if they don't tech roll. If it hits standing (possible with b getup), d+4,4,u+3 will resplat.

Quickstand loses to both f,F+3 and f+3,3,4. The former does 20 damage, and the latter does 18 damage and breaks walls.

This is useful if the opponent doesn't know what's going on, since you just get 5 extra damage on your wall combo.

If they know how to block it, the mixup is quite bad. Quickstand vs u/b+3 leaves Lee at -13, and staying down vs f,F+3 causes a big enough whiff to punish with a spring kick or wake-up mid. So it's much worse on average than the guaranteed damage from d+3.

After u/b+3 into either d/f+4 or 3 to resplat, if they tech roll you are still +2. This means that a move such as 2,2,3 or 4 will CH the opponent if they press any buttons thinking it is their turn. These options can however be punished by tech roll into duck if they anticipate it.

Slide at wall oki

When the opponent's back is against the wall, Lee's slide will give fantastic oki on hit, making it a very dangerous option.

  • After a slide hit, an instant get up into f2,1 will catch ANY get up option and guarantee a resplat (unless f2,1 gets Lee Chaolaned and doesn't work right for no reason). This tech is insanely powerful against mash happy opponents that never stay grounded after slide.
  • If the opponent begins to respect the get up f2,1 option, you can start mixing it up with u/b+3, f3+4, standing 3, FC df4, etc.
  • And finally, after the opponents begins to respect your low option against the wall, that opens them up to mid options, in particular the incredibly strong ws2,3 wall combo or ws2,4 wall splat.


Refloats

  • d+2
  • d/f+4 b+3,3,f~n
  • 3 b+3,3,f~n

External links