For people to get a basic sense of how the combo system can be used to effect by Lee, according to what we know so far (some of this might get dated as new stuff is found).
TZMurakumo Do you play on psd or arcade stick? I play on arcade stick with king but, having a hard time adjusting to lee a lot of errors in my inputs. Your vids are extremely helpful brah.
Just a well-timed and quick ff~b+3,3. I made sure to do it on axis and with no other little "combo video tricks" or anything. Still, I don't throw that out much in match, so maybe it's combo video material mostly anyway. =P
Hands down the best combo's with Lee I've seen. For the last 4 days I practiced the crap out of Lee. I've finally got that high jab into mist step down. It's such a great move that allows you to carry combo's all the way. Besides, you could even add another move to the last one you use in most combo's! Before you hit f+ 2 1 (your finishing move), hit d+ 2 first. (PS4 controls) Also, to switch your finishing move up you could also go for d+ 2, f+ 4 3, and finish that with f+ 43 (frontflip when the opponents lies on the ground, adds 22 to 30 damage). I'm definitely going to incorporate some of your combo moves though. Man this Lee is so diverse. It feels like he's Xiaoyu, Steve Fox and Marshall Law, all at the same time!
Thanks for the comment, there's actually a couple things I think you might be missing in his combos that I'll explain. =) The more hits into a juggle you are, the more momentum builds up (each hit progressively makes them zoom away more quickly). If you hit d+2 into f+2,1 or f+4,3 late in the juggle, it is resetting momentum. This can be useful if you think the opponent will not tech roll, but it is technically tech-rollable and thus escapable. In T6 he had a brutal 50/50 with this because there was a jump-over tech catch (that's gone though, so it looks like the should always tech). So if momentum makes them fly too far away from late-in-juggle d+2, the d+2 was guaranteed, but no follow-up. If you can connect stuff after the d+2, the d+2 reset momentum, which means it was late and tech-roll escapable. You can keep momentum resetting for as long as they refuse to tech. I first documented this back in 2009 in Tekken 6 with a "death combo" (again, not really a combo since it's escapable) here: ruclips.net/video/pVBdtIBz1Uw/видео.html I also sometimes like f+3+4 (the front flip you were talking about) if I think they'll stay down, but it also used to be better in T6 (used to guarantee WS+3,3_WS+3,(3) [trying to stand and staying down again, respectively), but it no longer does--they are stand-blockable. If they opponent stands and blocks, though, Lee is still +4. Not always a bad option. Use usually my choice when I want max safety. Sometimes they ran roll out to the side though because f+3+4 is really linear. They best time seems to be after [HMS] 4 then u/b+3 into f+3+4, because their orientation makes a tech roll really compact and forces them to block even on the only correct defense here (tech roll), leaving Lee at, at the very worst, a +4 frame advantage, and damage in every other option. I just released my 3rd T7 Lee video, (2nd guide--this first one was just early exploration), and my next guide will be wall okizeme, which will cover some of this stuff! =D
You are 100% right. It really sucks. I thought I had found a really good combo with the continuation move ff f+3 4, however, just like you said, it is blockable. When the opponent gets up right away they can escape the continuation, because Lee has to travel too much distance. I guess I'll start practicing your combo's, and if I find these too difficult to execute in battle, I'll switch character. I'm really dissapointed. Thought I had practiced the perfect high damage combo, only to find out it doesn't work online.
I have a question about the jab mist step, right after the move 4 + 3u. In practice, I can land that jab mist step, however, it doesn't work for me online. Somehow he missed the jab into mist step. I don't understand why not. Does it differ per character, whether he can land that jab into miststep or not? What am I missing here?
I haven't really been playing online--waiting for Lee to get patched back into arcades. Connection doesn't seem too bad here playing with Japanese and Korean players (I live in Japan), and I play on PC, but... 4,u+3 into b+2 differs depending on the body type of the opponent. Online could possibly throw a wrench it in with any substantial lag, too. I'm still looking for a consistent way to land it on every (which right now I only get from d/f+2, but not u/f+4). It depends in part on how high, or low, or meaty the character you're fighting is. As I test it more, I'll try to do a video on it for max damage combos (since that is the max damage start on his main launchers).
Im starting to get the hang of it, right now I'm mostly struggling with the f21 at the end of the combo. The opponent seems to fly way too far away for me to reach him in time. Doing 3 B2Fs seems to work fine, but doing 4 of them makes it impossible for me to connect f21 in time. The closest i've gotten is hitting the opponent with f2 and whiffing the last hit.
Yea, FWIW, I would cut 1 hit from a lot of those in actual play, because the hardest things in all those combos I find to be consistent in (most difficult piece) is the 7-aerial-hits to S! and then getting the run in and f+2,1. I can get it quite consistently with 6-aerial-hits to S! though (launch +4 hits into WS+2,4, S! into FF+2,1). I've actually got a combo that gives 8 hits in air to S!, but I have not successfully gotten ANYTHING to connect after it. Gonna try item moves!
There are two ways to do it: 1) Time the b+1 input (I forget if it's 1 or 2 frames. I want to say 2) 2) You CAN buffer b+1, however, it differs from a normal buffer. If you hit b first and then 2, you only get b at recovery; if you hit 1 before the b, naturally, you get the 1 at recovery; if you press b+1 on the same frame during the buffer window, then the b+1 will come out on recovery. This is the most consistent way and the best way to do it online where you might have variable lag (especially if you tend to time things visually like I do, meaning lag in online environment normally really messes with my timing).
I have an old tutorial from T6:BR here: ruclips.net/video/S7VgFmML2yk/видео.html I personally find it easier on a stick than on a pad because of the double tap you get by plinking like that. Now in T7, the hits it matters for (4th hit or after), you get 2 damage for non-JF version, and 3 damage for the JF version. I find sacrificing one potential damage a fair price to pay for two chances at connecting it (especially since the main idea is to get extra range and put the opponent on a wall).
I'm curious to know: do you manage to do this much damage (70% damage combo's) in battles? Or only in practice? I'm learning Lee now. I wonder if learning 70% - 80% damage combo's will pay off in actual battles. I've noticed he has very strict timing, and sometimes it can be hard to remember the right order of moves. Great vid!
I have done 100% damage combos in matches and in tournaments in past Tekken games. It's good to keep in mind though that the system changes, and that the amount of time it takes to come out with consistency in clutch situations with hard juggles is probably better invested elsewhere. As a player, I was known for pretty good execution across games and doing really hard juggles in matches. But it's worth stating that I have also been maining Lee since Tekken 4 (first game he got the mist step cancel), meaning that I have years and years of practice with some elements of his juggles (the mist step timing changed to not be cancel-able as quickly now, but the sway for WS timing is the same). Even now, I execute some things better from P1 side than P2 (4,u+3, ff~b+2~f,N for example). In match, I might select an easier start from P2 just to make sure I can hit it and not drop the juggle. If you want return on investment quickly, I would probably recommend trying to get punishes down solidly, first. Also, in most of his combos, going from a very easy variation to a very hard variation on changes the damage a bit (if you use the right easy variation). The extra you get from the harder version, to be honest, is mainly for juggle distance to reach a wall. For example, from u/f+4... u/f+4, 4,3,4, b+1:1~f,N,b,N+2,4, S!, FF+2,1 only does 3 damage less than his max damage variation, and doesn't need any dash for the 4,u+3 or b+2 links or anything else. (it just doesn't travel as far). So yea, it's nice to milk the max damage, but it doesn't make a lot of difference open field. The real return on his harder juggles will be when it's the difference between putting them on the wall and not, which honestly, isn't super often. Play solid first (pokes, punishes), and then add flash juggles later. =)
How are you landing b+3,3 after uf+3,4? Once they're grounded it doesn't scoop them of the ground and clips them on wake up, could you tell me where I may be making the mistake :/
It has to be very fast. When done early enough, they aren't considered completely grounded and it will float them. If the b+3 whiffs over them, it's too late. The timing is very difficult.
The timing is really just about timing the b+2... you can buffer the ~f,N into the b+2 basically and have it come out with no timing issues. The problem is just waiting long enough in the mist step to hit b+2 again... too early and nothing happens. So first, just get real used to b+2~f,N (just consider it as one move), and from there, it's just getting the right timing/muscle memory. It might be easier for people who are musical (I am not) or who have good rhythm (I definitely don't when it comes to music). After b+2~f,N and trying b+2~f,N again... ... it doesn't come out? Too early (try slower) ... it comes out but doesn't hit? Too late (try faster)
I will be playing more in the not-so-distant future. Hopefully I'm semi-skilled at least, lol. I've heard Workboy (old school Lee player from Korea) is having a lot of success with him at the moment. I don't know if he's got much streaming or on RUclips at the moment though. I would imagine HelpMe is going to playing him some, too. Right now I don't think it's a question of "are there good Lees" as much as "Are there good Lees with footage/streaming?" I'm in a weird spot moving house the next couple of weeks, but pretty soon I'll have some other Tokyo players over (Including Silver Devil, aka Kairi 1004) over for testing + games. I'll stream that. As you can guess, Silver Devil also plays some Lee, so there will be some Lee vs. Lee goodness in there when we get around to making that happen. ... now where's Mist? >.> Been like 6 years since the Lee-off and Karaoke with the Leegend himself, lolol. If you come across anything good, let me know.
There's some early footage of jdcr but he doesn't play lee so it wasn't particularly impressive. I mean he won anyway but that's cuz he's jdcr. I've been looking for some help me, but can't find anything as you alluded to. I started being interested in lee back in T6 is when i first found a video of yours. I'm a street fighter player though so while your tutorials were a world of help, by the time i got into tekken, the only people left were just way too good. Played TTT2 occasionally but I'm still straight garbage. I can pull off some b+2's in training mode occasionally though lol. Lee's combos seem way too finnicky to try online though. His safer options just dont do as much dmg.
GM was in a tournament recently, and plays a really solid Lee usually. I think his losses were in part of gaps in character knowledge in opponents and the T7 system as I imagine, like me, he wasn't playing much when Lee wasn't on the roster. www.twitch.tv/videos/150284456
I already have video captured... just need some time to edit it together. My life has been a little crazy recently and so cutting and editing has been slower than I want. Thanks for your patience.
If you mean infinity gets, duck after blocking the mid (kick after the mid is always high) or SS out of it. =P If you mean lots of kicks in the juggle/combo itself, then yea... mostly kicks. =P (Just did a juggle distance video, wall combos and then wall okizeme are next up).
He used to be a lot of effort for really, really good damage (T6/BR), but now he is a lot of effort for really average damage. I miss having a high skill cap for an appropriate reward. =[
TBH, his juggle damage at max is pretty average, but he just has to work a lot harder for it. Scaling hits really fast in this game, so being able to do long combos doesn't exactly give a lot more damage, especially if you can't hit really hard in the first couple hits. With Lee though, at least on a wall stage, your number one priority in a juggle is to take them to the wall. He still does that probably better than anyone. If you figure average times reaching wall and damage on the wall into it, he can still probably come out above average.
I now realize why you said that. Soooooo... I had 0 idea that rage still gave a damage boost. I thought it was only for RA and RD usage anymore, which means some of the numbers in these combos may be a bit off. >.>
WHY THE FUCK DID THEY NERF LEE SO MUCH? HIS STORM KICKS IS NERFED ASF JUGGLE IS NERFED ASF SUPER HIGH COMBINATION IS NERFED ASF RAGE DRIVE IS WEAK ASF BLAZE KICK IS NOT SAFE ANYMORE WE NEED A +FRAMES SCREW KICK LIKE KAZUYA'S B4, LEE'S WR 24 IS TAKING TOO MUCH TIME TO RECOVER THAT WE CANNOT EVEN HAVE TIME TO FINISH THE DAMN COMBO NAMCO PLZ IF YOU ARE READING THIS COMMENT, THEN PLEASE BUFF HIM IM DYING OUT
I feel like they forced him into this game without thinking about how he fits in the new system. =[ ... and then added random, like REALLY random nerfs on top of it for the lulz.
Even in TTT2, he had frame buffs on his lows and HC-able 3>3 again, but he didn't fit the system well--comparatively, his juggles were less good (now that any team could get the distance with TA) and the tag system killed his oki game from 6/BR. Back in BR, the only thing missing was decent lows.
pls xplain me after b+2~f, the out of ducked 2,4 follow up screw combo , I dont get it , and how to "Neutral" , fucked up I cant do one of the most important combo move ~.~
Basically, what you need to get first is the sway... b+2~f,N should mist step, and then during mist step if you tap b,N, Lee should sway. Your goal is to hit the 2 just as this sway starts. When done/timed correctly, it will give you WS+2, so I would actually write it like this: b+2~f,N,b,N+2,4 N = Neutral which basically just means that the stick is in the center (not pressing any direction). so b,N+2,3, for example, means you tap back, but don't hold it, then you press 2 just after the sway has started (when the stick is no longer at back). ... so cancel to mist step, tap back, then tap 2,3 I hope this helps.
Some of them not so hard, some extremely tight. The post-7-aerial-hits-tailspin to FF+2,1 is quite hard just because of the very narrow window on run and attack timing. b+2~f,N, to b+1:1~f,N link is very hard for most people. I've got this down pretty well because I have been using it forever (sensitive timing, but once you've got it, that timing never changes). Probably the hardest combo in here for me because of the tight windows and variable timing changes was: [CH] [HMS] 4, ff, 4,u+3, ff~b+3,3~f,N, b+2~f,N, b+1:1~f,N,b,N+2,3 every MS to the next attack in that combo has a much different timing, and the dash is annoying into the b+3,3, too, to get it to A) connect; and B) keep you close enough to finish the rest. Some people complain about b+1:1~f,N,b,N+2,3, too, but I think it's just about timing again (have to wait longer than off of b+2~f,N). TL;DR Yes and no. Depends on the combo. In real play I would shorten the tailspin ones by 1 hit normally for consistency here possible.
EXCELLENT combos
Hahaha, I see what you did there! =P
TZMurakumo Do you play on psd or arcade stick? I play on arcade stick with king but, having a hard time adjusting to lee a lot of errors in my inputs. Your vids are extremely helpful brah.
Dang Murakumo is back! Awesome combos. Some of the best I've seen so far.
Putting actual guide videos out soon--just need some time to cut and edit footage. =D
TZMurakumo how do you pick up with b+3,3 off a ch uf+3,4?
Just a well-timed and quick ff~b+3,3. I made sure to do it on axis and with no other little "combo video tricks" or anything. Still, I don't throw that out much in match, so maybe it's combo video material mostly anyway. =P
Hands down the best combo's with Lee I've seen. For the last 4 days I practiced the crap out of Lee. I've finally got that high jab into mist step down. It's such a great move that allows you to carry combo's all the way. Besides, you could even add another move to the last one you use in most combo's! Before you hit f+ 2 1 (your finishing move), hit d+ 2 first. (PS4 controls) Also, to switch your finishing move up you could also go for d+ 2, f+ 4 3, and finish that with f+ 43 (frontflip when the opponents lies on the ground, adds 22 to 30 damage). I'm definitely going to incorporate some of your combo moves though. Man this Lee is so diverse. It feels like he's Xiaoyu, Steve Fox and Marshall Law, all at the same time!
Thanks for the comment, there's actually a couple things I think you might be missing in his combos that I'll explain. =)
The more hits into a juggle you are, the more momentum builds up (each hit progressively makes them zoom away more quickly). If you hit d+2 into f+2,1 or f+4,3 late in the juggle, it is resetting momentum. This can be useful if you think the opponent will not tech roll, but it is technically tech-rollable and thus escapable. In T6 he had a brutal 50/50 with this because there was a jump-over tech catch (that's gone though, so it looks like the should always tech). So if momentum makes them fly too far away from late-in-juggle d+2, the d+2 was guaranteed, but no follow-up. If you can connect stuff after the d+2, the d+2 reset momentum, which means it was late and tech-roll escapable.
You can keep momentum resetting for as long as they refuse to tech. I first documented this back in 2009 in Tekken 6 with a "death combo" (again, not really a combo since it's escapable) here: ruclips.net/video/pVBdtIBz1Uw/видео.html
I also sometimes like f+3+4 (the front flip you were talking about) if I think they'll stay down, but it also used to be better in T6 (used to guarantee WS+3,3_WS+3,(3) [trying to stand and staying down again, respectively), but it no longer does--they are stand-blockable. If they opponent stands and blocks, though, Lee is still +4. Not always a bad option. Use usually my choice when I want max safety. Sometimes they ran roll out to the side though because f+3+4 is really linear. They best time seems to be after [HMS] 4 then u/b+3 into f+3+4, because their orientation makes a tech roll really compact and forces them to block even on the only correct defense here (tech roll), leaving Lee at, at the very worst, a +4 frame advantage, and damage in every other option.
I just released my 3rd T7 Lee video, (2nd guide--this first one was just early exploration), and my next guide will be wall okizeme, which will cover some of this stuff! =D
You are 100% right. It really sucks. I thought I had found a really good combo with the continuation move ff f+3 4, however, just like you said, it is blockable. When the opponent gets up right away they can escape the continuation, because Lee has to travel too much distance. I guess I'll start practicing your combo's, and if I find these too difficult to execute in battle, I'll switch character. I'm really dissapointed. Thought I had practiced the perfect high damage combo, only to find out it doesn't work online.
I have a question about the jab mist step, right after the move 4 + 3u. In practice, I can land that jab mist step, however, it doesn't work for me online. Somehow he missed the jab into mist step. I don't understand why not. Does it differ per character, whether he can land that jab into miststep or not? What am I missing here?
I haven't really been playing online--waiting for Lee to get patched back into arcades. Connection doesn't seem too bad here playing with Japanese and Korean players (I live in Japan), and I play on PC, but...
4,u+3 into b+2 differs depending on the body type of the opponent. Online could possibly throw a wrench it in with any substantial lag, too. I'm still looking for a consistent way to land it on every (which right now I only get from d/f+2, but not u/f+4). It depends in part on how high, or low, or meaty the character you're fighting is. As I test it more, I'll try to do a video on it for max damage combos (since that is the max damage start on his main launchers).
These are great wallcarry combos, thanks! Struggling real bad with the while rising- 2,4 at 0:39 though
The input is off of a sway, so basically:
b+2~f,N,b,N+2,3
With a little practice, you'll find the timing and start getting it pretty consistently. =)
Im starting to get the hang of it, right now I'm mostly struggling with the f21 at the end of the combo. The opponent seems to fly way too far away for me to reach him in time. Doing 3 B2Fs seems to work fine, but doing 4 of them makes it impossible for me to connect f21 in time. The closest i've gotten is hitting the opponent with f2 and whiffing the last hit.
Yea, FWIW, I would cut 1 hit from a lot of those in actual play, because the hardest things in all those combos I find to be consistent in (most difficult piece) is the 7-aerial-hits to S! and then getting the run in and f+2,1. I can get it quite consistently with 6-aerial-hits to S! though (launch +4 hits into WS+2,4, S! into FF+2,1).
I've actually got a combo that gives 8 hits in air to S!, but I have not successfully gotten ANYTHING to connect after it. Gonna try item moves!
Awesome video,Keep it up!
Thanks. Will have a lot more to add soon!
0:57 wow this looks hard, is the second b1 inputted in the same frame you recover from mist step?
There are two ways to do it:
1) Time the b+1 input (I forget if it's 1 or 2 frames. I want to say 2)
2) You CAN buffer b+1, however, it differs from a normal buffer. If you hit b first and then 2, you only get b at recovery; if you hit 1 before the b, naturally, you get the 1 at recovery; if you press b+1 on the same frame during the buffer window, then the b+1 will come out on recovery. This is the most consistent way and the best way to do it online where you might have variable lag (especially if you tend to time things visually like I do, meaning lag in online environment normally really messes with my timing).
@@TZMurakumo thanks man for the tip, i will try it out.
Alt Title: Lee shows how Tekken hitboxes don't make sense and overhand right is a crutch
your a good teacher thanx
lol, I'm actually a teacher by profession, too.
How did you get the pickup for the combo at 1:09? I've tried the pickup but i cant seem to get it. Is there a trick to this I'm missing?
No real trick...
part 1) time the dash well
part 2) cancel that dash as soon as you can
any tips for connecting a b+1:1~f, N from a b+2~f,N? That magic 4 combo is the bomb!
I have an old tutorial from T6:BR here:
ruclips.net/video/S7VgFmML2yk/видео.html
I personally find it easier on a stick than on a pad because of the double tap you get by plinking like that. Now in T7, the hits it matters for (4th hit or after), you get 2 damage for non-JF version, and 3 damage for the JF version. I find sacrificing one potential damage a fair price to pay for two chances at connecting it (especially since the main idea is to get extra range and put the opponent on a wall).
TZMurakumo thanks!! I will get to it then. looking forward for your future vids with lee/violet!!
I'm curious to know: do you manage to do this much damage (70% damage combo's) in battles? Or only in practice? I'm learning Lee now. I wonder if learning 70% - 80% damage combo's will pay off in actual battles. I've noticed he has very strict timing, and sometimes it can be hard to remember the right order of moves. Great vid!
I have done 100% damage combos in matches and in tournaments in past Tekken games. It's good to keep in mind though that the system changes, and that the amount of time it takes to come out with consistency in clutch situations with hard juggles is probably better invested elsewhere.
As a player, I was known for pretty good execution across games and doing really hard juggles in matches.
But it's worth stating that I have also been maining Lee since Tekken 4 (first game he got the mist step cancel), meaning that I have years and years of practice with some elements of his juggles (the mist step timing changed to not be cancel-able as quickly now, but the sway for WS timing is the same). Even now, I execute some things better from P1 side than P2 (4,u+3, ff~b+2~f,N for example). In match, I might select an easier start from P2 just to make sure I can hit it and not drop the juggle.
If you want return on investment quickly, I would probably recommend trying to get punishes down solidly, first.
Also, in most of his combos, going from a very easy variation to a very hard variation on changes the damage a bit (if you use the right easy variation). The extra you get from the harder version, to be honest, is mainly for juggle distance to reach a wall.
For example, from u/f+4...
u/f+4, 4,3,4, b+1:1~f,N,b,N+2,4, S!, FF+2,1 only does 3 damage less than his max damage variation, and doesn't need any dash for the 4,u+3 or b+2 links or anything else. (it just doesn't travel as far).
So yea, it's nice to milk the max damage, but it doesn't make a lot of difference open field. The real return on his harder juggles will be when it's the difference between putting them on the wall and not, which honestly, isn't super often. Play solid first (pokes, punishes), and then add flash juggles later. =)
How are you landing b+3,3 after uf+3,4? Once they're grounded it doesn't scoop them of the ground and clips them on wake up, could you tell me where I may be making the mistake :/
It has to be very fast. When done early enough, they aren't considered completely grounded and it will float them. If the b+3 whiffs over them, it's too late. The timing is very difficult.
can u teach me how to do that rear cross punch to mist step repeatedly timings? i'm always messed up at that
The timing is really just about timing the b+2... you can buffer the ~f,N into the b+2 basically and have it come out with no timing issues. The problem is just waiting long enough in the mist step to hit b+2 again... too early and nothing happens.
So first, just get real used to b+2~f,N (just consider it as one move), and from there, it's just getting the right timing/muscle memory. It might be easier for people who are musical (I am not) or who have good rhythm (I definitely don't when it comes to music).
After b+2~f,N and trying b+2~f,N again...
... it doesn't come out? Too early (try slower)
... it comes out but doesn't hit? Too late (try faster)
anyone got any suggestion of a skilled lee to watch?
I will be playing more in the not-so-distant future. Hopefully I'm semi-skilled at least, lol.
I've heard Workboy (old school Lee player from Korea) is having a lot of success with him at the moment. I don't know if he's got much streaming or on RUclips at the moment though.
I would imagine HelpMe is going to playing him some, too.
Right now I don't think it's a question of "are there good Lees" as much as "Are there good Lees with footage/streaming?"
I'm in a weird spot moving house the next couple of weeks, but pretty soon I'll have some other Tokyo players over (Including Silver Devil, aka Kairi 1004) over for testing + games. I'll stream that. As you can guess, Silver Devil also plays some Lee, so there will be some Lee vs. Lee goodness in there when we get around to making that happen.
... now where's Mist? >.> Been like 6 years since the Lee-off and Karaoke with the Leegend himself, lolol.
If you come across anything good, let me know.
There's some early footage of jdcr but he doesn't play lee so it wasn't particularly impressive. I mean he won anyway but that's cuz he's jdcr. I've been looking for some help me, but can't find anything as you alluded to.
I started being interested in lee back in T6 is when i first found a video of yours. I'm a street fighter player though so while your tutorials were a world of help, by the time i got into tekken, the only people left were just way too good. Played TTT2 occasionally but I'm still straight garbage.
I can pull off some b+2's in training mode occasionally though lol. Lee's combos seem way too finnicky to try online though. His safer options just dont do as much dmg.
GM was in a tournament recently, and plays a really solid Lee usually. I think his losses were in part of gaps in character knowledge in opponents and the T7 system as I imagine, like me, he wasn't playing much when Lee wasn't on the roster.
www.twitch.tv/videos/150284456
TZMurakumo yo i saw that he just didn't know about L.C. hopefully we get to see gm beast again
Ayy Gm is back! Just came back to say bappara is putting out some videos. Jody the great has a pretty solid lee too.
nice combos bro :) please wall combos :)
I already have video captured... just need some time to edit it together. My life has been a little crazy recently and so cutting and editing has been slower than I want. Thanks for your patience.
ali gülmez wall combos hahah pretty much just endless kick combo
If you mean infinity gets, duck after blocking the mid (kick after the mid is always high) or SS out of it. =P
If you mean lots of kicks in the juggle/combo itself, then yea... mostly kicks. =P
(Just did a juggle distance video, wall combos and then wall okizeme are next up).
As much as I like watching a good Lee player i have always thought that he is a lot of effort for average damage.
He used to be a lot of effort for really, really good damage (T6/BR), but now he is a lot of effort for really average damage. I miss having a high skill cap for an appropriate reward. =[
Im loving those combo's. Not the damage though...
TBH, his juggle damage at max is pretty average, but he just has to work a lot harder for it. Scaling hits really fast in this game, so being able to do long combos doesn't exactly give a lot more damage, especially if you can't hit really hard in the first couple hits.
With Lee though, at least on a wall stage, your number one priority in a juggle is to take them to the wall. He still does that probably better than anyone. If you figure average times reaching wall and damage on the wall into it, he can still probably come out above average.
Question, are you using xbox one's built in game DVR recording function?
Nope, using Nvidia Shadow Play on PC.
Turn off rage mode omg
Right? And get a decent customization while I'm at it? =P
Come help me test things!!!
I now realize why you said that.
Soooooo... I had 0 idea that rage still gave a damage boost. I thought it was only for RA and RD usage anymore, which means some of the numbers in these combos may be a bit off. >.>
WHY THE FUCK DID THEY NERF LEE SO MUCH? HIS STORM KICKS IS NERFED ASF
JUGGLE IS NERFED ASF
SUPER HIGH COMBINATION IS NERFED ASF
RAGE DRIVE IS WEAK ASF
BLAZE KICK IS NOT SAFE ANYMORE
WE NEED A +FRAMES SCREW KICK LIKE KAZUYA'S B4, LEE'S WR 24 IS TAKING TOO MUCH TIME TO RECOVER THAT WE CANNOT EVEN HAVE TIME TO FINISH THE DAMN COMBO
NAMCO PLZ IF YOU ARE READING THIS COMMENT, THEN PLEASE BUFF HIM
IM DYING OUT
I feel like they forced him into this game without thinking about how he fits in the new system. =[
... and then added random, like REALLY random nerfs on top of it for the lulz.
TZMurakumo Am I the only one who didn't go well with T7 lee
bcoz It waz really good at TTT2..
Even in TTT2, he had frame buffs on his lows and HC-able 3>3 again, but he didn't fit the system well--comparatively, his juggles were less good (now that any team could get the distance with TA) and the tag system killed his oki game from 6/BR. Back in BR, the only thing missing was decent lows.
damn nice b1,1 to mistep to ws2....kinda hard tbh.
The b+2~f,N, b+1:1~f,N timing is probably the harder part, TBH. IMHO, at least.
pls xplain me after b+2~f, the out of ducked 2,4 follow up screw combo , I dont get it , and how to "Neutral" , fucked up I cant do one of the most important combo move ~.~
after b+2~f....press back quickly this will force lee into a crouching position for like a millisecond. so
b+2~f > b~ws 2,4
arigatou gozaimasu !!
Basically, what you need to get first is the sway...
b+2~f,N should mist step, and then during mist step if you tap b,N, Lee should sway. Your goal is to hit the 2 just as this sway starts. When done/timed correctly, it will give you WS+2, so I would actually write it like this:
b+2~f,N,b,N+2,4
N = Neutral which basically just means that the stick is in the center (not pressing any direction). so b,N+2,3, for example, means you tap back, but don't hold it, then you press 2 just after the sway has started (when the stick is no longer at back).
... so cancel to mist step, tap back, then tap 2,3
I hope this helps.
Where those combos hard?
Some of them not so hard, some extremely tight. The post-7-aerial-hits-tailspin to FF+2,1 is quite hard just because of the very narrow window on run and attack timing.
b+2~f,N, to b+1:1~f,N link is very hard for most people. I've got this down pretty well because I have been using it forever (sensitive timing, but once you've got it, that timing never changes).
Probably the hardest combo in here for me because of the tight windows and variable timing changes was:
[CH] [HMS] 4, ff, 4,u+3, ff~b+3,3~f,N, b+2~f,N, b+1:1~f,N,b,N+2,3
every MS to the next attack in that combo has a much different timing, and the dash is annoying into the b+3,3, too, to get it to A) connect; and B) keep you close enough to finish the rest. Some people complain about b+1:1~f,N,b,N+2,3, too, but I think it's just about timing again (have to wait longer than off of b+2~f,N).
TL;DR
Yes and no. Depends on the combo. In real play I would shorten the tailspin ones by 1 hit normally for consistency here possible.
Some online matches plz 😊
I'll work on it sometime soon. 100% win rate so far, lol... but only 10 games. =P
Been mostly capturing stuff for guides to go up soon.