Lee movelist (Tekken 7)

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Revision as of 06:10, 11 October 2022 by Hoopy (talk | contribs)

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.d+1+2

m
55–82
2.87
25
20
-22
-5d
i20
pc8~19
t66 r46
Damage increases with lower health
Rage Drive

R.df+3+4

m
25
3.01
8
15
-1
i16~17
t55 r38
  • Hit vs BT +10a (+1a)
  • Hitstop 20f on hit
  • Hitstop 10f on block
  • Transition to r39 MS with f~n
  • Transition input can be delayed 11f

n

Jab

1

h
7
2.03
5
7
+1
+8
i10
t27 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
t42 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
-12
-1
i10
,i18
r31
  • 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
-7
+0
i10
,i30
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4

1,3

h,​h
7,​5
-11
+0
i10
,i16
t56 r30
  • Move can be delayed 4f
  • Jail from 1st attack with 2f delay
  • Combo from 1st hit

1,​3:3

h,​h,​m
7,​5,​4
-10
+1
i10
,i9
r30
  • Jail from 2nd attack
  • 3f input window

1,​3:3:3

h,​h,​m,​h
7,​5,​4,​12
-18
i10
,i11
t91 r45
  • Jail from 2nd attack
  • 2f input window
Right Cross

2

h
10
2.07
5
7
+1
+8
i10
r18

2,1

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
t57[untested] 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
-12
+3
i10
,i20~21
r30 FC
Floor Break
  • Input can be delayed 4f
  • Combo from 2nd CH
Combination HĂŒnf

2,​1,3

h,​h,​h
10,​8,​24
4.42
-4
+20a (+11a)
i10
,i24~26
r28
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
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
20
9
-8
+7
i14
t41 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
Mist Trap

3~3:4

h,​t
18,​25
2.59
+0d
i30
r29
1f input window
Magic Four

4

h
16
2.01
5
7
-9
+7
i11
t39 r28
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

4,4

h,​h
16,​6
2.28
-5
+6
i11
,i10
t50 r29
  • Recovery 5f faster if attack connects
  • Jail from 1st attack
  • Combo from 1st CH +33a (+26a)
Machine Gun Kicks

4,​4,4

h,​h,​h
16,​6,​8
2.55
-5
+6
i11
,i10
r24
Jail from 1st attack
Lee Somersault

4,u+3

h,​m
16,​25
-1
i11
,i33~35
,js25~
r18
  • Alternate input 4,uf+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
-4
+3
i21~22
r28 FC
Homing
Floor Break
  • Transition to r25 HMS with 3+4
  • Transition input can be delayed 2f

f

f+2

m
12
2.25
18
8
-9
+2
i14~15
r27
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

m
6
2.63
7
18
-18
-7
i15
r37

f+3,3

m,​m
6,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

f+3,​3,3

m,​m,​h
6,​3,​3
-18
-7
i15
,i8
r37
  • Input can be delayed 1f
  • Jail from 1st attack

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

f+4

h
13
2.31
7
10
-7
+4
i11
r26
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
-8
+6c
i11
,i21~23
r25
Spike
  • Move can be delayed 11f
  • Input can be delayed 16f
  • Combo from 1st CH with 9f delay
  • Transition to r21 HMS with 4
Aggressive One-Two

f+1+2

h,​h
10,​20
2.53
-13
+18a (+9a)
  • i13
  • i28~29
r31
Jail from 1st hit
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

df

Quick Upper

df+1

m
10
2.17
19
7
-1
+5
i13~14
r19
Can evade jabs on frames 6~9

df+1,2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
  • Combo from 1st hit
  • Input can be delayed 1f

df+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)
Uppercut

df+2

m
12
2.06
6
6
-7
i15~16
r25
  • Hit vs crouch +4s
  • Can evade jabs on frame 9
  • Tracks right up to 18 frames sometimes

df+3

m
14
2.08
7
7
-8
+3
i15~16
r26

df+3,2

m,​h
14,​11
3.14
-6
+5
i15
,i19~20
r24
  • Move can be delayed 4f
  • Combo from 1st hit
Mercury Drive

df+3,​2,3

m,​h,​m
14,​11,​23
4.70
-14
i15
,i22~21
r36
  • Move can be delayed 10f
  • Combo from 2nd CH with 7f delay
Front Kick

df+4

m
16
2.55
9
12
-9
+2
i13~14
r27
  • Transition to r27 HMS-17 with 3
  • Transition can be delayed 2f

df+1+2

m
18
12
16
-9
-2
i20~21
r31
Revolution Zwei

df+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

Crouch Jab

d+1

s
5
1.55
-5
+6
i10
cs4~
r24 FC
  • Alternate input db+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
Gut Polisher

d+2

m
17
2.39
6
18
-6
+8
i18~19
r26
Sliver Low

d+3

L
17
2.39
14
12
-17
-3
i16
cs6~
r33 FC
  • Transition to r31 HMS-0 with 4
  • Transition input can be delayed 10f
  • Transition can be delayed 8f
Shin Kick

d+4

l
7
2.50
18
18
-13
-14
-2
i12
r32
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
  • Cancel to d+3+4 with 3 on frame 1, i.e. d+4,4:3 is l,h!
  • Input can be delayed 11f
  • Move can be delayed 10f
  • Combo from 1st CH with 7f delay

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

db

Crouch Straight

db+2

s
8
1.80
5
9
-4
+7
i11
cs4~
r23 FC
Bump Kick

db+3

L
15
2.55
26
12
-12
+2
i20~21
r30
Spike
Crouch Shin Kick

db+4

l
7
2.30
18
17
-13
-2
i12
cs4~
r32 FC
Death Touch

db+1+2

m!,​m!
20,​30
+20a
i76 i90
r31
Cancel to r74 with u,u on frames 2~50
Grass Snake

db+3+4

L
17
2.75
29
15
-13
+4
i23~25
r29

b

b+1

h
8
2.61
7
12
+0
+6
i15
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)

b+1,1

h,​m
8,​6
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Tooth

b+1,​1,2

h,​m,​h
8,​6,​15
4.86
-11
+1
i15
,i20
r34
Combo from 1st hit

b+1:1

h,​m
12,​6
3.65
-5
+6
i15
,i20
r24
  • Combo from 1st hit
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Fang

b+1:1,2

h,​m,​h
12,​6,​23
4.86
-6
+39d (-19d)
i15
,i20
r34
Combo from 1st hit
Rear Cross Punch

b+2

h
13
2.55
-5
+1
i14
r24
  • Transition to r20 MS with f~n
  • Transition input can be delayed 5f

b+2,4

h,​h
13,​12
-8
-6
+19a (+9a)
i14
,i14~15
r35
  • Input can be delayed 13f
  • Move can be delayed 5f
  • Combo from 1st hit with 8f delay
  • Transition to r37 HMS with 3+4
  • Transition input can be delayed 24f
Super High Combination

b+2,​4,3

h,​h,​h
13,​12,​21
-3
+22a (+13a)
i14
,i27~28
,js13~
r27
Tailspin

b+3

L
9
-14
-3
i15
r33
Stinging Rush

b+3,3

L,​h
9,​15
-12
-3
,i19
r33
  • Combo from 1st CH
  • Transition to r28 MS with f~n
  • Transition input can be delayed 5f
Silver Heel

b+4

m
20
2.66
-3
+7c
i20~22
r20
Spike
  • Hit vs crouch +18d
  • Transition to r19 HMS with 3
  • Transition adds tracking if input mid startup
Mist Flash

b+3+4

m
20
2.85
-15
+6a (-3a)
i20
pc8~19
r38
Wall Bounce

u

Wheel of Fate

ub+3

M
20
2.20
-13
+20a (+13a)
i18~22
r28
Hook

u+2

h
17
-12
+9~+10g
i15~16
r30
  • Alternate input:
    • ub+2
    • uf+2
Fake

u+3

js9~28
r44
  • Transition to r35 FC with D
  • Transition to r44 HMS with 3+4

u+4

m
15
1.70
-13
+19a (+9a)
i15~17
js9~
r29

uf+3

m
12
3.09
-9
+2
i25~26
js12~
r27
Brilliant Rosé

uf+3,1

m,​m
12,​18
4.27
-12
+3
i25~26
,i21~22
r30 FC
Floor Break
  • Combo from 1st hit
Double Mazurek

uf+3,4

m,​h
12,​23
3.93
-3
i25~26
,i25~27
r26
Tailspin
Silver Arrow

uf+4

m
13
2.21
-13
i15~16
js9~
r30
Knee
Silver Bullet

uf+3+4

h
27
+5
i22~24
js9~
r35
  • Transition to r32 HMS with 3+4
  • Transition input can be delayed 3f
Delayed Hopkick

uf,n,4

m
25
-11
i23~25
js9~
r27

Motion input

Pulse Blast

f,F+3

m
26
3.10
-11
+10a (+1a)
i14~15
r35
Can't be buffered
Deadly Edge

f,F+4

h
22
2.41
-5
i16~17
cs5~15
r23
Can't be buffered
Lee Cutter

b,B+4

h
23
2.67
+2
i19~21
r26
Homing
Tailspin
  • Transition to r23 HMS with 3
  • Can't be buffered
Blazing Kick

d,DB+4

M
24
3.23
-17
i22~24
r38
Can't be buffered

f,f,F+3

m
14
2.49
-9
+17a (+7a)
i14~15
js9~
r33
  • Alternate input wr3
  • Can't be buffered
Waxing Crescent

f,​f,​F+3,4

m,​m
14,​26
4.27
+3
+24d (-11d)
i14~15
,i20~22
,js1~
r29
Floor Break
  • Alternate input wr3,4
  • Jail from 1st hit
  • Transition to r26 HMS with 3
Back Handspring to Hitman

ub,b

r66 HMS

Crouch

hFC.1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f

hFC.2

s
8
1.77
-4
+7
i11
cs1~
r23 FC

hFC.3

l
12
-17
-3
i13
cs1~
r33 FC

hFC.4

l
10
-15
-4
i12
cs1~
r34 FC

FC.df+3

L
12
-17
-3
i16
cs1~
r33 FC
Silver Tail

FC.df+4

L
17
2.76
-14
-3c
i16~17
cs1~
r32 FC
Transition to r30 HMS-2 with 3
Sliding

FC.df,d,DF+3

L
22
3.54
-23
i16~20
cs1~15
r39 FU
Can't be buffered

FC.ub+4

m
15
-17
-6
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.u+4

m
22
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
Catapult Flip

FC.uf+4

m
25
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.UB+4

m
25
-31
-20
i14~17
js9~
r47
Transition to r34 FC with D

FC.U+4

m
28
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Assault

FC.UF+4

m
30
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Drop

FC.uf+3+4

m,​M
30,​20
-4
+17a (+7a)
  • i46~49
  • i56~58
js9~45
r31 FU
  • Alternate input
    • FC.u+3+4
    • FC.ub+3+4

WS

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
  • Combo from 1st hit
  • Transition to r31 HMS with 3

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Combo from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
Tailspin
  • Combo from 1st hit

ws3

M
16
2.20
-21
-10
i10~12
r38
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

ws3,​3,df+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Combo from 2nd CH
Infinite Kicks Mid Chain

ws3,​3,​df+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

ws3,​3,d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38
Combo from 2nd CH

ws3,​3,​d+3,3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Combo from 3rd hit
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

INF.3

m
10
-19
-8
,i24
r38
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

INF.d+3

l
10
-19
-8
,i24
r38

INF.d+3,3

l,​m
10,​10
-19
-8
,i24
r38
Combo from 1st hit
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

INF.u+3

m
15
-19
+1a
,i19
r39

INF.u+3,3

m,​m
15,​10
-19
-8
,i26
r38
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

HMS

See also: Hitman Stance

Transitions written as HMS-N indicate that Lee needs an extra N frames after recovering before he can do HMS.b.

Hitman Stance

3+4

r10 HMS
Hitman Sidestep

HMS.u~n

r29 HMS
  • Alternate input HMS.d~n
  • Can cancel to any HMS attack
Hitman to Mist Step

HMS.f~n

r22 MS
Hitman Cancel

HMS.D

r1 FC
  • Alternate input
    • HMS.DB
    • HMS.DF
Hitman Guard

HMS.b

r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
Freaker Jab

HMS.1

h
10
2.28
+0
+7
i12
r21 HMS
  • Cancel to HMS.3 with 3
  • Cancel to r19 MS with f~n

HMS.1,1

h,​h
10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 6f
  • Cancel to r22 MS with f~n

HMS.1,​1,1

h,​h,​h
10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Freaker Jab Combo

HMS.1,​1,​1,1

h,​h,​h,​h
10,​10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Excellent Combo

HMS.1,4

h,​m
10,​17
-8
+2
i12
,i15
r32
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Jail from 1st attack with 6f delay
  • Combo from 1st hit
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
Scatter Blow

HMS.2

m
23
2.47
-13
i19~20
r33
Scatter Kick

HMS.3

h,​t
21,​20
2.58
-4
+0d
i17~19
pc8~16
t49 r30
Homing
Tailspin
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
Shin Slicer

HMS.4

L
20
2.64
-26
i24~26
cs6~
r29 FC
Poison Touch

HMS.1+2

m,​m
10,​15
2.38
-7
+14g
  • i15~16
  • i26~27
r25
  • Jail from 1st hit
  • Wall crush on hit +26g
Silver Slash

HMS.uf+3

m
24
2.80
-9
+12a (+3a)
i20~22
js9~
r30
Wall Bounce
  • Transition to r30 FC with D
Silver Circle

HMS.uf+4

M
20
3.69
-8c
i25~29
js16~
r32

MS

Mist Step

f~n

r1 MS
  • MS lasts 22 frames
  • MS is in crouching state on frames 6~19
  • Can't be buffered

MS.3

m
10
2.25
-12
-1
i15~16
js9~
r30
Inverted Axle

MS.3,4

m,​m
10,​10
3.44
-13
i15~16
,i15~16
,js1~
r31
Combo from 1st hit
Lee Sliding

MS.3+4

L
17
3.98
-35
+10a
i29~33
js6~23
r47 FU
Can't buffer moves during recovery
Sway

MS.b,n

r1 Sway
  • Sway lasts 29 frames
  • Can only be done when MS is in crouching state
  • Gives access to WS moves for first 4 frames
Spinning Axe Kick

Sway.4

L
18
3.40
-13
+3
i21~22
cs1~
r31

SS

Lee Screw Right

SSL.3+4

h
25
-2
+19a (+10a)
i17~20
r28
Tailspin
  • Transition to r31 HMS with 3
Lee Screw Left

SSR.3+4

m
28
-9
i20~23
r34
Tailspin
  • Transition to r37 HMS with 4

Throws

Forearm Drop

1+3

t
35
2.08
-3
+1d
i12~14
t39 r25
Throw break 1 or 2
Forearm Drop

f+1+3

t
35
2.55
-3
+1d
i15~17
t50 r33
Homing
  • Same throw as 1+3
Axle Throw

2+4

t
35
2.08
-6
+1d
i12~14
t39 r25
  • Throw break 1 or 2
  • Side switch on hit and break
Axle Throw

f+2+4

t
35
2.55
-6
+1d
i15~17
t50 r33
Homing
  • Same throw as 2+4
Lee Harassment

Left throw

t
40
-3
+1d
Throw break 1
Lee Stunner

Right throw

t
40
-3
+0d
Throw break 2
Face Crusher

Back throw

t
60
-10d
Knee Drive

f,F+3+4

t
30
1.96
-3
i12
t39 r27
Throw break 1+2
+7b
ps2~10
r42
Parries high and mid punches
Mist Illusion Kick

b+1+2,P.4

m
30
+23a (+14a)
i12~14
r21

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
df+1 m 10 i13~14 -1 +8
2 h 5 i20 -10 +1 Hit
2 h 6 i22 -18 -7[1] Hit
1 h 5 i13 -10 +1 CH[2]
3 h 7 i22~23 -25 -14 Hit
3 L 6 i24 -25 -14
3 h 7 i21 -25 -14
4 h 7 i20 -17 -6 Hit
3 h 10 i18 -25 -5 Jail
4 m 25 i32~34 -20 +12a (+2) Hit
  1. ↑ Hit vs BT +13a (+3a)
  2. ↑ 4th hit jails if 3rd hit was blocked, but on hit it can be ducked.

External links