Sporting an array of fast, safe normals at close range and a wide variety of effective hitconfirms, Lee is an aggressive rushdown character who thrives in the opponent's face. In addition to his incredible frame data, Lee has access to an invincible stance and some deceptively long pokes that can allow him to force the opponent to whiff buttons and punish them with ease. Though he lacks a traditional set of zoning tools, Lee can more than make up for it by cheating his way around most common zoning methods with evasive hurtboxes and incredible mobility to ensure he finds an opportunity to begin his terrifying offense. If you're looking for a character with access to explosive robbery potential without giving up the option to patiently watch the opponent dig their own grave, Lee has you covered.
<div id="movelist-1" class="movelist"><!-- Power -->
{{ProConTable
|pros=
* Invincible stance forces opponents to play at your pace
* Hitconfirms off almost everything, ensuring that any stray hit leads to oki
* Safe and varied offense that can easily be reset for minimal risk
* Incredibly fast startup on mid-range pokes/counter-pokes
* Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
* High stun potential, turning his above average damage into potential 2-hit kill sequences
|cons=
* Lacks notable disjoints
* No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
* Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
* Unlike other power characters, Lee lacks any rebounding normals. This leads to him being abnormally easy to guard cancel against.
* All of Lee’s wake up animations (except neutral wake up from being facedown) make him airborne for a few frames. If your opponent has an air throw they can grab you here and loop this indefinitely. True for all modes.
* Invincible stance forces opponents to play at your pace
* Even better hitconfirms than power mode, letting most hits lead to full combo
* Safe and varied offense that can easily be reset for minimal risk, uniquely accentuated by air chains
* Incredibly fast startup on mid-range pokes/counter-pokes, often boasting whiff cancels for good measure
* Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
|cons=
* Lacks notable disjoints, and loses trades easily
* No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
* Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
}}</div>
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Same strengths as speed, with slightly higher damage output and access to his phenomenal SDM
|cons=
* Same weaknesses as speed
* Defense penalty makes trades even worse}}
</div>
==Normals==
==Normals==
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P12/1 S8/0
|version=Power
|startup= 4
|damage= 12/1
|startup= 5
|active= 4
|recovery= 17
|state= Any
|frame advantage= +2/-13
|meter gain=
|guard= M
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 8/0
|startup= 5
|active= 4
|active= 4
|recovery= 17
|recovery= 17
|state=
|state= Any
|frame advantage= +2/-13
|frame advantage= +2/-13
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=A quick and active jab, but is still slower than a number of your other normals. Advances slightly, making chains off it a bit more consistent.
|description=A quick and active jab, but is still slower than a number of your other normals. Advances slightly, making chains off it a bit more consistent.
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P12/1 S8/0
|version=Power
|startup= 3
|damage= 12/1
|startup= 4
|active= 2
|recovery= 8
|state= Any
|frame advantage= +13/-2
|meter gain=
|guard= M
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 8/0
|startup= 4
|active= 2
|active= 2
|recovery= 8
|recovery= 8
|state=
|state= Any
|frame advantage= +13/-2
|frame advantage= +13/-2
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=A fast jab that's safe on block even when switch guarded. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.
|description=A fast jab that's safe on block even when switch guarded. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P26/3 S16/0
|version=Power
|startup= 3
|damage= 26/3
|startup= 4
|active= 1
|active= 1
|recovery= 21
|recovery= 21
|state=
|state= Any
|frame advantage= +1/-14
|meter gain=
|guard= M
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 16/0
|startup= 4
|active= 1
|recovery= 21
|state= Any
|frame advantage= +1/-14
|frame advantage= +1/-14
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.
|description=A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.
*Apparently Lee needed the ability to Kara cancel normals. This move can be wiff canceled into B+C and 3C in speed/ex. In all modes it can wiff cancel into any special/dm/sdm (minus A+B dodge). Also if you use this in a chain combo in speed/ex as 5A>5B>5C and wiff cancel the 5B into 5C, the 5C that comes out can also be wiff cancelled.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_f+B.png
|image=LB2_Lee_f+B.png
|caption=Probably a misinput
|image2=LB2_Lee_f+B2.jpg
|caption2=Probably a misinput
|name=6B
|name=6B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P26+28/3+3 S14+16/0+0
|version=Power
|startup= P11 S6
|damage= 26+28/3+3
|active= 2-(15)-8
|startup= 12
|active= 2-[15]-8
|recovery= 22
|recovery= 22
|state=
|state= Any
|frame advantage= -1/-21
|meter gain=
|guard= M
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 14+16/0+0
|startup= 7
|active= 2-[15]-8
|recovery= 22
|state= Any
|frame advantage= -1/-21
|frame advantage= -1/-21
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech= Air
|description=A damaging multihit with a fair amount of range. While unsafe on block and minus on hit, this move can catch opponents pushing risky buttons and still leave you in a good spot thanks to Lee's incredible frame data.
|description=A damaging multihit with a fair amount of range. While unsafe on block and minus on hit, this move can catch opponents pushing risky buttons and still leave you in a good spot thanks to Lee's incredible frame data.
|description=Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round.
|description=Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round. Combos in speed/ex in a chain after standing B if you wanted to do that for some reason
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P19/2 S16/0
|version=Power
|startup= 7
|damage= 19/2
|startup= 8
|active= 3
|recovery= 24
|state= Any
|frame advantage= -/-18
|meter gain=
|guard= M
|cancel= o/o
|tech= None
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 16/0
|startup= 8
|active= 3
|active= 3
|recovery= 24
|recovery= 24
|state=
|state= Any
|frame advantage= -/-18
|frame advantage= -/-18
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech= None
|description=A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches.
|description=A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches. To use it in chain combos you need to input it as 9C after a B attack (due to lee’s extra attacks tied to the C button)
}}
}}
}}
}}
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{{AttackData-LB2
{{AttackData-LB2
|damage= 61
|damage= 61
|startup= 51-71
|startup= 52~72
|active= 2
|active= 2
|recovery= 38
|recovery= 38
|state=
|state= Any
|frame advantage= KD
|frame advantage= KD
|meter gain=
|meter gain=
|guard= UB
|guard= UB
|cancel=
|cancel= x/x
|tech=
|tech= None
|description=A slow, short ranged unblockable that knocks the opponent away. Can be charged by holding the button in order to extend startup. Not advisable to use due to long startup, short range, and ability to be deflected on reaction.
|description=A slow, short ranged unblockable that knocks the opponent away. Can be charged by holding the button in order to extend startup. Not advisable to use due to long startup, short range, and ability to be deflected on reaction.
}}
}}
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{{AttackData-LB2
{{AttackData-LB2
|damage= 19/0
|damage= 19/0
|startup= 22
|startup= 23
|active= 1
|active= 1
|recovery= 25
|recovery= 25
|state=
|state= Any
|frame advantage= -/-20
|frame advantage= -/-20
|meter gain=
|meter gain=
|guard= H
|guard= H
|cancel=
|cancel= x/x
|tech=
|tech= Ground/Air
|description=An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames.
|description=An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames. It can cancel A and B normals (minus 6B) in speed/ex but it cannot be combod into.
}}
}}
}}
}}
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{{AttackData-LB2
{{AttackData-LB2
|damage= 21
|damage= 21
|startup= 24
|startup= 25
|active= 4
|active= 4
|recovery= 47
|recovery= 47
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|meter gain=
|meter gain=
|guard= N/A
|guard= N/A
|cancel=
|cancel= x/x
|tech=
|tech= N/A
|description=Lee homes in on the opponent and hits OTG. Leaves you in a good spot to set up oki from longer ranges on the screen, making it your go-to off throw. Also your highest damage OTG, making it best for closing the round. At closer ranges it becomes unsafe on hit in some matchups, as such it should be used with some caution against a knowledgeable opponent.
|description=Lee homes in on the opponent and hits OTG. Leaves you in a good spot to set up oki from longer ranges on the screen, making it your go-to off throw. Also your highest damage OTG, making it best for closing the round. At closer ranges it becomes unsafe on hit in some matchups, as such it should be used with some caution against a knowledgeable opponent.
}}
}}
}}
}}
* A, B, and C can cancel in both Power Mode and Speed Mode
* forward + B (Power and Speed) is not cancellable
* forward + C in Speed Mode is not cancellable
====Crouching====
====Crouching====
{{MoveData
{{MoveData
|image=LB2_Lee_d+A.png
|image=LB2_Lee_d+A.png
|caption=Text
|caption=
|name=2A
|name=2A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P12/1 S9/0
|version=Power
|startup= 3
|damage= 12/1
|startup= 4
|active= 1
|active= 1
|recovery= 19
|recovery= 19
|state=
|state= Any
|frame advantage= +3/-12
|meter gain=
|guard= L
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 9/0
|startup= 4
|active= 1
|recovery= 19
|state= Any
|frame advantage= +3/-12
|frame advantage= +3/-12
|meter gain=
|meter gain=
|guard= L
|guard= L
|cancel=
|cancel= x/x
|tech=
|tech= Air
|description=An incredibly fast low that can be canceled for a damaging conversion. Due to its short range and inability to hitconfirm it's often outclassed by 2C.
|description=An incredibly fast low that can be canceled for a damaging conversion. Due to its short range and inability to hitconfirm it's often outclassed by 2C.
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_d+B.png
|image=LB2_Lee_d+B.png
|caption=Text
|caption=
|name=2B
|name=2B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P21/2 19/0
|version=Power
|startup= 6
|damage= 21/2
|startup= 7
|active= 4
|active= 4
|recovery= 20
|recovery= 20
|state=
|state= Any
|frame advantage= -1/-16
|frame advantage= -1/-16
|meter gain=
|meter gain=
|guard=
|guard= L
|cancel=
|cancel= o/o
|tech=
|tech= N/A
|description=Slow, decently ranged low that's minus on hit.
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 19/0
|startup= 7
|active= 4
|recovery= 20
|state= Any
|frame advantage= -1/-16
|meter gain=
|guard= L
|cancel= o/o
|tech= N/A
|description=Slow, decently ranged low that's minus on hit. In speed/ex mode this can be whiff cancelled with 3C, BC, and any special/dm/sdm
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P13/1 S11/0
|version=Power
|startup= 3
|damage= 13/1
|startup= 4
|active= 2
|active= 2
|recovery= 15
|recovery= 15
|state=
|state= Any
|frame advantage= +6/-9
|meter gain=
|guard= L
|cancel= o/o
|tech= N/A
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 11/0
|startup= 4
|active= 2
|recovery= 15
|state= Any
|frame advantage= +6/-9
|frame advantage= +6/-9
|meter gain=
|meter gain=
|guard= L
|guard= L
|cancel=
|cancel= o/o
|tech=
|tech= N/A
|description=Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter.
|description=Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter and punish button on the ground. At the fastest timing there is a 2f gap between 2c's, making it impossible for the opponent to interrupt with a normal. Deflecting is technically possibly here, but is very difficult to do.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_df+C.png
|image=LB2_Lee_df+C.png
|caption=Text
|caption=Bigger than it looks
|name=3C
|name=3C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P24/3 S16/0
|version=Power
|startup= 4
|damage= 24/3
|startup= 5
|active= 2
|recovery= 20
|state= Any
|frame advantage= KD/-13
|meter gain=
|guard= L
|cancel= o/o
|tech= N/A
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 16/0
|startup= 5
|active= 2
|active= 2
|recovery= 20
|recovery= 20
|state=
|state= Any
|frame advantage= KD/-13
|frame advantage= KD/-13
|meter gain=
|meter gain=
|guard= L
|guard= L
|cancel=
|cancel= o/o
|tech=
|tech= N/A
|description=A sweep which reaches deceptively far and hits deceptively quickly. Beats out a lot of character's primary midrange pokes, and as such can serve as a solid whiff punish in many matchups.
|description=A sweep which reaches deceptively far and hits deceptively quickly. Beats out a lot of character's primary midrange pokes, and as such can serve as a solid whiff punish in many matchups.
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P12/1 S10/0
|version=Power
|startup= 3
|damage= 12/1
|startup= 4
|active= 16
|active= 16
|recovery= N/A
|recovery= N/A
|state=
|state= Any
|frame advantage=
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 10/0
|startup= 4
|active= 16
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|meter gain=
|guard= H
|guard= H
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=One of the most active jump-ins in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.
|description=One of the most active jumping normals in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.
*By pressing A+C simultaneously, Lee can cancel jumping normals into j.a, even from j.a itself! This works in speed/ex. Due to the numerous infinites and ludicrous pressure extensions this enables, using this technique is universally banned in tournaments and considered incredibly bad manners in casual matches.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_jB.png
|image=LB2_Lee_jB.png
|caption=Text
|hitbox=LB2_Lee_jB.png
|hitbox2=LB2_Lee_jB2.png
|caption=Tap B, get mix
|caption2=2nd hit
|name=jB
|name=jB
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P6+27/0+3 S4+13/0+0
|version=Power
|startup= 7
|damage= 6+27/0+3
|active= 2/2
|startup= 8
|active= 2-2
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 4+13/0+0
|startup= 8
|active= 2-2
|recovery= N/A
|recovery= N/A
|state=
|state= Any
|frame advantage=
|frame advantage= N/A
|meter gain=
|meter gain=
|guard= H
|guard= H
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. Realistically one of the hits is going to whiff on a crouching opponent, however its status as a double overhead can make it an effective fuzzy guard crush. 2nd hit box can cross up.
LB2_Lee_jB2.png|second hit
</gallery>
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P12/1 S10/0
|version=Power
|startup= 3
|damage= 12/1
|startup= 4
|active= 12
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 10/0
|startup= 4
|active= 12
|active= 12
|recovery= N/A
|recovery= N/A
|state=
|state= Any
|frame advantage=
|frame advantage= N/A
|meter gain=
|meter gain=
|guard= H
|guard= H
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=One of Lee's best buttons. This move comes out quickly, has a ton of active frames, a deceptively high priority hitbox, and can even be canceled on hit for massive damage off an air-to-air. Typically worth throwing out any time you're in the air and not actively baiting deflects, as it can often both serve as an air-to-air while also forcing the opponent to block if they fail to anti-air in time.
|description=One of Lee's best buttons. This move comes out quickly, has a ton of active frames, a deceptively high priority hitbox, and can even be canceled on hit for massive damage off an air-to-air. Typically worth throwing out any time you're in the air and not actively baiting deflects, as it can often both serve as an air-to-air while also forcing the opponent to block if they fail to anti-air in time.
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_dashhigh.jpg
|image=LB2_Lee_dashhigh.jpg
|caption=Text
|caption=Stance's one flaw:
No 5a from dash
|name=Dashing high
|name=Dashing high
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P26/3 S19/0
|version=Power
|startup= 6
|damage= 26/3
|startup= 8
|active= 3
|recovery= 31
|state= Any
|frame advantage= -3/-23
|meter gain=
|guard= M
|cancel= o/o
|tech= Air
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 19/0
|startup= 7
|active= 3
|active= 3
|recovery= 31
|recovery= 31
|state=
|state= Any
|frame advantage= -3/-23
|frame advantage= -3/-23
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description= Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters, as such you probably shouldn't use this.
|description= Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters (if not canceled into anything), as such you probably shouldn't use this outside of speed where it can start chains.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P26/3 S19/0
|version=Power
|startup= 5
|damage= 26/3
|startup= 6
|active= 14
|recovery= 23
|state= Any
|frame advantage= KD/-28
|meter gain=
|guard= L
|cancel= x/x
|tech= N/A
}}
{{AttackData-LB2
|header=no
|version=Speed
|damage= 19/0
|startup= 6
|active= 14
|active= 14
|recovery= 23
|recovery= 23
|state=
|state= Any
|frame advantage= KD/-28
|frame advantage= KD/-28
|meter gain=
|meter gain=
|guard= L
|guard= L
|cancel=
|cancel= x/x
|tech=
|tech= N/A
|description=A very active sweep which will follow the opponent should they backroll on wakeup. Serves as an incredible low meaty to enforce your advantage, but must be used with caution as it's punishable on block. Typically preferred over dashing high due to leading to advantage on hit and coming out faster.
|description=A very active sweep which will follow the opponent should they backroll on wakeup. Serves as an incredible low meaty to enforce your advantage, but must be used with caution as it's punishable on block. Typically preferred over dashing high due to leading to advantage on hit and coming out faster.
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_AA.png
|image=LB2_Lee_AA.png
|caption=Text
|caption=Fills combos
|name=5A>A
|name=5A>A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= 8/0
|damage= 8/0
|startup= 5
|startup= 6
|active= 1
|active= 1
|recovery= 21
|recovery= 21
|state=
|state= Any
|frame advantage= +1/-14
|frame advantage= +1/-14
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= o/o
|tech=
|tech= Air
|description=Combo filler.
|description=Combo filler. Moves Lee forward slightly.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_ABC.png
|image=LB2_Lee_ABC.png
|caption=Text
|caption=Mash for low crush
|name=5A>B>C
|name=5A>B>C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= 24/0
|damage= 24/0
|startup= 14
|startup= 15
|active= 2
|active= 2
|recovery= 20
|recovery= 20
|state=
|state= Any
|frame advantage= KD/-16
|frame advantage= KD/-16
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel= x/x
|tech=
|tech= Air
|description=Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential.
|description=Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential. When used as an auto combo after a 5B whiff this move becomes whiff cancelable itself.
Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral?
}}
}}
}}
}}
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|recovery=
|recovery=
|state=
|state=
|frame advantage=
|frame advantage= KD
|meter gain=
|meter gain=
|guard= M
|guard= M
|cancel=
|cancel=
|tech=
|tech= Air-Ground-None
|description=Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender.
|description=Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown if all 3 phases are allowed to play out. The second portion of the rekka will cause a soft knockdown but keep the opponent very close, allowing for additional oki options. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender. Note that the first portion of the rekka hitting an air born opponent will not allow for the follow ups to be performed, making the move useless for juggles in most cases. An exception to this is canceling a 6C in power mode, if the first hit whiffs but the rest connect it can juggle.
|description=Essentially an air version of Lee's rekka, it does a very high amount of damage for an air-to-air and leads to a hard knockdown. Incredibly strong to buffer out of any air-to-air attempt, but will commonly whiff on grounded opponents and is wildly unsafe on block.
|description=Essentially an air version of Lee's rekka, it does a very high amount of damage for an air-to-air and leads to a soft knockdown. Incredibly strong to buffer out of any air-to-air attempt, but will commonly whiff on grounded opponents and is wildly unsafe on block. Unlike the grounded version, the follow up can be performed on air hit.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_Lee_d-u+B.png
|image=LB2_Lee_d-u+B.png
|caption=Not actually invincible
|caption=EWGF- Electric Wind God Foot
|name=[2]8B
|name=[2]8B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage=
|startup=
|startup= 4
|active=
|active=
|recovery=
|recovery=
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|guard= M
|guard= M
|cancel=
|cancel=
|tech=
|tech= Air-None
|description= Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air, this move has a massive hitbox, enables your setplay on hit, and even shrinks Lee's hurtbox during the startup to make it even harder to jump in against. Thanks to charge partitioning, it can even be buffered out of an AB stance to effectively gain invincible startup at the cost of a few frames of startup. Has a follow up with 2B that will cause a knockdown so you can go for oki.
|description= Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air; this move has a massive hitbox, enables your setplay on hit, and comes with invincibility during its startup to boot. Has a follow up with 2B that will cause a knockdown so you can go for oki. Serves as one of the game's incredibly rare true reversals, as it will at worst trade with any meaty attempted at close range. Thanks to charge partitioning and a relatively short charge time it can even be buffered out of an AB stance or a dash
Behaves strangely with the game's input priority due to command overlap with jump. When performed raw rather than being buffered, this move effectively becomes 7f startup with the first three frames being completely vulnerable as the move is unable to interrupt pre-jump frames. To work around this, one can attempt the input [2]B8. If 8 is input the frame after B is pressed the game will register a successful flash kick before entering pre-jump, making the move function as intended with 4f startup and instant invulnerability.
What is actually happening here is you are canceling 5B’s startup frames, Lee’s amazing hair gives him the ability to kara cancel.
|description= A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. Can be canceled into any special as well. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations.
|description= A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations. The initial dodge can also be cancelled into any of Lee’s specials (except another dodge), dm, fandangos, or Sdm. Any follow up or special used out of dodge will start their animation after 10 frames of the dodge at fastest. Active frames listed are the amount of frames Lee is invincible without any additional input.
* A follow up is a long ranged mid that doesn't lead to much on hit but can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
* A follow up is a long ranged mid that is special cancelable, can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
* B follow up is an overhead axe kick which comes out too quickly to react to and launches the opponent slighly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out.
* B follow up is an overhead axe kick which comes out too quickly to react to at 8f and launches the opponent slightly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out. Strangely this move can be deflected while crouching, no other overhead in the game has this quirk.
* C follow up is a low kick which can be chained into itself up to 3 times, and until the 3rd hit may be special canceled (most notably into 214C). The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick.
* C follow up is a low kick which can be chained into itself up to 3 times by inputting 2C, and until the 3rd hit may be special canceled (most notably into 214C). If you stop at the first hit you can link a 2C or 5B. The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick.
* D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance.
* D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance. Also has enough frame advantage on hit you can link 2C or 5B after to start a bnb
Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.
Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.
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}}
}}
'''Serpent Rush''' - 214A/B
'''Serpent Rush''' - 63214A/B
{{MoveData
{{MoveData
|image=LB2_Lee_hcb+A.png
|image=LB2_Lee_hcb+A.png
Line 546:
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|cancel=
|cancel=
|tech=
|tech=
|description=A long range whiff punish or (power/EX) super confirm. Incredibly unsafe on block and Lee has a myriad of damaging frame traps with his normals alone, so it's not especially useful during pressure.
|description=A long range whiff punish or (power/EX) super confirm. Unsafe on hit under normal circumstances, relegating this option to closing the round. Notable ender when routing for stun in power, enabling potential 2 hit kill sequences.
}}
}}
}}
}}
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|guard= M
|guard= M
|cancel=
|cancel=
|tech=
|tech= Air
|description=A slower and more damaging version of the move above. Can be followed up with 63214B for a launcher that can occasionally cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Still super cancelable.
|description=A slower and more damaging version of the move above. Can be followed up with 41236B for a launcher that can cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Both hits are super cancelable, though nothing will connect on hit after the second. Launches crouching opponents on the first hit, allowing for juggles into 2146AB.
*Has a fair amount of stun value attached to it, and one of the only moves in game that can stun an opponent in an actual match if playing Lee in Ex mode. This is unlikely to happen but it ''is'' possible
*While the 41236B follow can be air teched by the opponent, it can still be super cancelled. If the opponent air techs this and you super cancel the follow up, the fan portion of the dm can hit them. In a corner this can be devastating as the fan cannot be guarded or deflected in the air, and is very active while it’s on screen.
|description=A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.
|description=A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit if Lee lands right after one of the kicks. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.
}}
}}
}}
}}
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|state=
|state=
|frame advantage= N/A
|frame advantage= N/A
|meter gain=
|meter gain= 0
|guard= N/A
|guard= N/A
|cancel=
|cancel= N/A
|tech=
|tech= N/A
|description=Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a HKD, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.
|description=Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a hard knockdown, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.
}}
}}
}}
}}
==Desperation Moves==
==Desperation Moves==
'''Hidden Serpent Slam''' - 21416AB
'''Hidden Serpent Slam''' - 2146AB
{{MoveData
{{MoveData
|image=LB2_Lee_qcb+df+f+AB.png
|image=LB2_Lee_qcb+df+f+AB.png
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{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage=
|startup=
|startup= 21
|active=
|active=
|recovery=
|recovery=
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|cancel=
|cancel=
|tech=
|tech=
|description=Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can actually be mashed out of by tapping left and right, causing the second hit to uncombo. As such, it is heavily advised to first juggle into 63214A/B since the series is a true combo against airborn opponents.
|description=Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can be mashed out of, causing the second hit to uncombo or get blocked/deflected. As such, it is heavily advised to juggle into 2146AB from 6C since the series is a true combo as a juggle.
*The fan portion of the dm is air unblockable and can’t be deflected in the air. It can have some use as an anti air if you read your opponent well enough
}}
}}
}}
}}
==Super Desperation Moves==
==Super Desperation Moves==
'''Concealed Javelin of Judgement''' - 21416B
'''Concealed Javelin of Judgement''' - 2146AB
{{MoveData
{{MoveData
|image=LB2_Lee_qcb+df+f+B.png
|image=LB2_Lee_qcb+df+f+B.png
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{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage=
|startup=
|startup= 23
|active=
|active= 18
|recovery=
|recovery=
|state=
|state=
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|guard= M
|guard= M
|cancel=
|cancel=
|tech=
|tech= None
|description= Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen, letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 21416AB it can't be mashed out of.
|description= Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen (14f from one corner to the other), letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 2146AB it can't be mashed out of. Drags both players back to midscreen on hit, regardless of where the super landed, while also generating a very advantageous hard knockdown. This allows Lee to create some incredibly powerful oki by running through the opponent and canceling into dodge for potential 5 way mixups. Notably knocks the opponent face down and allows OTG 5C, allowing Lee to lock the Kaede's out of their recovery rolls. Cannot be juggled into, and you need to be fairly close to have it combo from normals.
*If this is blocked Lee can cancel the rebound animation into his B+C unblockable in power mode, or his B+C overhead in ex mode. This also makes it the only thing in Lee’s moveset that can’t be guard cancelled against in any mode.
}}
}}
}}
}}
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==Combos==
==Combos==
===Any Mode===
===Any Mode===
* AB > 5A, 63214B xx 41236B
* jB/C, 2C, 2C, 2C, 5B xx 214C (x3), 8C/5C
41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up.
Primary BNB.
* jB/C, 2C, 2C, 2C, 5B xx 63214A
Variant of the above combo which can stun the opponent if used immediately after said combo (using 5c OTG). If 63214A fails to stun it will become unsafe on hit
* AB > 5A xx 214C (x3) > 8C
* jB, 4A 6, 4A 6, 2C, 2C, 5B xx 214C(x3), 5c xx 63214A(whiff)
Simple BnB
Optimized BNB. Builds a full bar of meter in power mode if both hits of jB connect
* AB > 2C (x2) xx 214C (x3) > 8C
* jC xx 214C (x2)
A bit of timing is required here to combo the 2C follow up into 214C.
Lee's go-to air-to-air. Grants a knockdown which is a rare trait for an air-to-air.
Also serves as a reliable anti-air deflect conversion without fandango and air to air deflect conversion. Side note [2]8B > 2B does slightly more damage in that situation, but may not always work depending on distance when you deflect, this one is very easy and reliable.
* Dash A/B xx 214C(x3) > 8C
* AB > 5A xx 214C (x3), 8C/5C
Simple hitconfirm.
Simple confirm from ab>a
* jB 236C (2) > 8B ~ 2B
* AB > 5A xx 63214B xx 41236B
Hold 2 while the 236C hits, calculate the recovery and do 8B ~ 2B.
41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up. Unsafe on hit.
This combo's timing is strict and easely can drop, but the reward is good
* JB > 2C (x3) xx 214C (x3) > 8C
* AB > C > 2C xx 214C(x3), 8C/5C
Time the JB to get the combo properly, outside that another simple one.
A bit of timing is required here to combo the 2C follow up into 214C. Works at all ranges of AB>C
* JB > 5B, 63214A xx 21416AB
* AB > C, 5B xx 214C(x3), 8C/5C
Time the JB to combo it properly and cancel the 63214A as soon as it hits.
Optimized version of the combo above. Relatively safe in comparison making the link worthwhile.
* AB > C, 2C, 5B xx 214C(x3), 8C/5C
Higher damage version of the combo above which will only work at point blank. Delay the 2C input to get the regular normal instead of AB>C's chain.
* AB > D, 2C, 5B 214Cx3, 8C/5C
* (AB>C)>6C, 2B xx 214C(x3), 8C/5C
Corner only. Note that AB>C>6C does not combo.
* Dash A/B xx 214C(x3), 8C/5C
* j236C(min. 2 hits) xx [2]8B > 2B, 8C/5C
A buffered follow up from divekick that will connect even when used as an instant overhead. Prone to uncombo midscreen
* jB/C xx j236C(min. 2 hits), 5B xx 214C(x3), 8C/5C
A tight link which is only possible at certain heights of j.236C. Lee must land immediately after one of the divekick's hits connect.
*jB/C j236C, 2C to bnb of choice. 4A and 5A can connect here as well.
Same conditions as above combo. Can work in any mode
* 6C, (hop) jB/C xx 214C(x2)
Can occasionally drop based on the matchup and camera position when 6c hits, but will still allow for OTG 5c in those cases. Microdashing before the hop can improve consistency midscreen, and Speed/EX can use j.A>C instead. jC 214Cx2 is more reliable than jB 214Cx2 as a follow up
* (4a 6)xN
Lee's jab "infinite". Incredibly tight and prone to drop after a few dozen hits, making more than 2 or 3 reps for the sake of hitconfirming impractical. 4a easily links into 2c, allowing you to cash out into your normal routes.
Most tournaments will provide a hard limit on infinites, which includes this one.
* [2]8B [2]8B j2B 5C/8C otg
In a corner as a tech chase or from an early anti air/deflect. Tricky as it only works from certain heights but more damage than jC j214cx2
===Power Mode Only===
===Power Mode Only===
* jB/C, 6C xx 2146AB
6C xx 2146AB can work midscreen, however is prone to drop due to camera position. In the corner the sequence is more consistent and significantly higher damage
* 4A, 4A, 6C xx 2146AB
hitconfirm into dm
* 6C 63214A (whiff) [2]8B j2B otg 5C.
Stylish midscreen 6C combo from most distances. Skip the 63214A in the corner.
* JB > 6C xx 21416AB
* 2Cx3, 5B 63214B 2146AB
Dm confirm vs crouching opponents, most effective in a corner. It works from distances outside of the middle 3rd of the screen (roughly the distance between starting positions of the characters) with some adjustments to the supercancel timing. If you start with a jump in this can hit the damage cap on anyone. This works in ex mode as well
===EX Mode Only===
===EX Mode Only===
* Dash A/B 5B2C (x2)63214A 21416AB
* Dash A/B>5B>2C>2C xx 63214A xx 2146AB
2146AB can be mashed out of, making it unsafe on hit.
* 2C(x3), 5A>A>B>2C>2C xx 2146B
SDM confirm.
* 2Cx3, 5A>A>B>2C>2C xx 63214B xx 2146AB
Super confirm against crouching opponents. 63214B pops crouching opponents in the air making the dm juggle. In a corner this is more damaging, mid screen you need to delay the dm a bit so the fan juggles, but this isn’t really worth it midscreen unless it will absolutely kill or you’re in desperation.
===Power and EX Mode===
===Power and EX Mode===
* AB 5A 63214A 2416AB
* jB/C, 2C, 2C, 2C, 5B xx 63214A xx 21416AB
* AB 2C (x2)21416B
Gimmicky super confirm. The first hit of 2146AB can be mashed out of, making the move unsafe on hit.
* jB 5B 21416B
* AB>5A xx 63214A xx 2416AB
Another gimmick from AB>5A
* AB>5A xx 2146B
SDM confirm from AB>A. By inputting the motion early and pressing B on reaction, one can hitconfirm the SDM to avoid wasting meter.
* jC, 2C, 5B xx 21416B
SDM confirm. The cancel from 5b is tight, it is recommended to use the input 214B6B after 2C in order to land the cancel more consistently.
* 4A/2C, 2C, 2C, 5A xx 2146B
Max range sdm confirm in power.
* AB>2C, 5B xx 21416B
===Speed and EX Mode===
===Speed and EX Mode===
* BC 63214B
* BC [2]8B j2B otg 5C
* Dash A/B B 2C (x2) 63214B 41236B
* BC J.A>C j.214C(x2)
* Dash A/B B 2C (x2) 214C (x3)
* Dash A/B >B>2C>2C xx 214C(x3)
* Dash A/B B 2C (x2) 21416AB
* Dash A/B >B>2C>2C xx 21416AB
* jB 5C 5A 5AA 6C 214C
2146AB can be mashed out of, however the lack of super freeze in this route makes it incredibly difficult and opens the opponent up to resets
* 4A>A>A>B>9C J.A>B>C xx j.214C(x2)
Corner only. Can also link [2]8B after the wall bounce
* 2Cx3 5A>A>B>2C>2C xx 214Cx3/[2]8B
* 2Cx3 5B>2C>2C xx 214Cx3/[2]8B
bnb combos. 5A is a tighter link than 5B after 2C, though it does net some more damage. Use whichever is easier for you.
*5A 2A 5B 2C 2C 214Cx3 max range confirm
* 22A/B, A + B + C + 2C + A + 2C + 6BC, 63214A(whiff) [2]8B
Midscreen only. Can also do jA>B>C xx j214C(x2) to end this after the 63214A whiff. Just doing jA jC j214Cx2 will net slightly more damage at the cost of a bit less meter gain
* 22A/B , A + B + C + 2C + A + 2C + 6BC, [2]8B, [2]8B
Corner only, tricky to pull off
* 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB
Time it so the fan hits on the way up for better damage in the corner. Requires desperation status
*5B and 2B are interchangeable in chains. If you use 2B you get only one 2C chain follow up however.
===Super Speed Combos===
===Super Speed Combos===
* A + B + C + A + B + C + A + B + 236C
* A + B + C + A + B + C + A + B + 236C
* A + B + C + A + B + C + C + B + A + 236C
* A + B + C + A + B + C + C + B + A + 236C Use this one for damage
* A + B + C + 2C + A + 2C + 6BC
* A + B + C + 2C + A + 2C + 6BC
* A + B + C + 2C + A + 6BC + A + B + 236B
* A + B + C + 2C + A + 6BC + A + B + 236B
===Guard Cancel===
*412D, J.C, J.214Cx2 otg 5C easy and consistent
*412D J.A J.C 214Cx2 otg 5C (speed/ex)
*412D, [2]8B j2B otg 5C
*412D, 5D otg 5C
*421D, hop jB (2 hits) land [2]8B j2B otg 5C/8C best for damage outside of desperation. If done correctly the 28B will hit before the opponent can air recover. Fairly Difficult to time correctly. More consistent when guard canceling vs. a jump in
*421D, hop jB (2 hits) land jA jC j214Cx2 otg 5C (speed/ex) done correctly jA will hit before the opponent can air recover from jB. Also fairly difficult. Easier vs. guard cancelling a jump in.
*412D, 2146AB (corner and desperation)
*412D, hop jB (2hits) land 2146AB. Corner and desperation. This doesn’t combo but is instead a setup. If the opponent air recovers after jB they can be tagged with the fan and juggled into the rest of the Dm. The fan portion of the dm can’t be blocked or deflected in the air and is very active while it’s on screen.
*412D dash under 82, 2C/4A into bnb. There is a 1 frame window during which a landing opponent cannot guard from behind. Dashing under and pressing 82 will turn you around to face to opponent. This is very difficult to do, but highly rewarding.
*These can work from a ground to air deflect depending on timing and distance from opponent. Most will work after an air to air deflect as well.
Sporting an array of fast, safe normals at close range and a wide variety of effective hitconfirms, Lee is an aggressive rushdown character who thrives in the opponent's face. In addition to his incredible frame data, Lee has access to an invincible stance and some deceptively long pokes that can allow him to force the opponent to whiff buttons and punish them with ease. Though he lacks a traditional set of zoning tools, Lee can more than make up for it by cheating his way around most common zoning methods with evasive hurtboxes and incredible mobility to ensure he finds an opportunity to begin his terrifying offense. If you're looking for a character with access to explosive robbery potential without giving up the option to patiently watch the opponent dig their own grave, Lee has you covered.
Strengths
Weaknesses
Invincible stance forces opponents to play at your pace
Hitconfirms off almost everything, ensuring that any stray hit leads to oki
Safe and varied offense that can easily be reset for minimal risk
Incredibly fast startup on mid-range pokes/counter-pokes
Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
High stun potential, turning his above average damage into potential 2-hit kill sequences
Lacks notable disjoints
No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
Unlike other power characters, Lee lacks any rebounding normals. This leads to him being abnormally easy to guard cancel against.
All of Lee’s wake up animations (except neutral wake up from being facedown) make him airborne for a few frames. If your opponent has an air throw they can grab you here and loop this indefinitely. True for all modes.
Strengths
Weaknesses
Invincible stance forces opponents to play at your pace
Even better hitconfirms than power mode, letting most hits lead to full combo
Safe and varied offense that can easily be reset for minimal risk, uniquely accentuated by air chains
Incredibly fast startup on mid-range pokes/counter-pokes, often boasting whiff cancels for good measure
Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
Lacks notable disjoints, and loses trades easily
No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
Strengths
Weaknesses
Same strengths as speed, with slightly higher damage output and access to his phenomenal SDM
Same weaknesses as speed
Defense penalty makes trades even worse
Normals
Standing
5A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
5
4
17
Any
+2/-13
-
M
o/o
Air
Speed
8/0
5
4
17
Any
+2/-13
-
M
o/o
Air
A quick and active jab, but is still slower than a number of your other normals. Advances slightly, making chains off it a bit more consistent.
4A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
4
2
8
Any
+13/-2
-
M
o/o
Air
Speed
8/0
4
2
8
Any
+13/-2
-
M
o/o
Air
A fast jab that's safe on block even when switch guarded. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.
5B
Why'd they bind a jab to the B button?
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
4
1
21
Any
+1/-14
-
M
o/o
Air
Speed
16/0
4
1
21
Any
+1/-14
-
M
o/o
Air
A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.
Apparently Lee needed the ability to Kara cancel normals. This move can be wiff canceled into B+C and 3C in speed/ex. In all modes it can wiff cancel into any special/dm/sdm (minus A+B dodge). Also if you use this in a chain combo in speed/ex as 5A>5B>5C and wiff cancel the 5B into 5C, the 5C that comes out can also be wiff cancelled.
6B
Probably a misinput
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26+28/3+3
12
2-[15]-8
22
Any
-1/-21
-
M
x/x
Air
Speed
14+16/0+0
7
2-[15]-8
22
Any
-1/-21
-
M
x/x
Air
A damaging multihit with a fair amount of range. While unsafe on block and minus on hit, this move can catch opponents pushing risky buttons and still leave you in a good spot thanks to Lee's incredible frame data.
5C
Safe OTG
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
11
2
17
Any
+4/-11
-
M
o/o
N/A
Speed
16/0
11
2
17
Any
+4/-11
-
M
o/o
N/A
Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round. Combos in speed/ex in a chain after standing B if you wanted to do that for some reason
6C
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
19/2
8
3
24
Any
-/-18
-
M
o/o
None
Speed
16/0
8
3
24
Any
-/-18
-
M
x/x
None
A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches. To use it in chain combos you need to input it as 9C after a B attack (due to lee’s extra attacks tied to the C button)
BC(Power)
No
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61
52~72
2
38
Any
KD
-
UB
x/x
None
A slow, short ranged unblockable that knocks the opponent away. Can be charged by holding the button in order to extend startup. Not advisable to use due to long startup, short range, and ability to be deflected on reaction.
BC(Speed/EX)
WAHLOO
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0
23
1
25
Any
-/-20
-
H
x/x
Ground/Air
An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames. It can cancel A and B normals (minus 6B) in speed/ex but it cannot be combod into.
8C
High damage OTG
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
21
25
4
47
ground
N/A
-
N/A
x/x
N/A
Lee homes in on the opponent and hits OTG. Leaves you in a good spot to set up oki from longer ranges on the screen, making it your go-to off throw. Also your highest damage OTG, making it best for closing the round. At closer ranges it becomes unsafe on hit in some matchups, as such it should be used with some caution against a knowledgeable opponent.
Crouching
2A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
4
1
19
Any
+3/-12
-
L
x/x
Air
Speed
9/0
4
1
19
Any
+3/-12
-
L
x/x
Air
An incredibly fast low that can be canceled for a damaging conversion. Due to its short range and inability to hitconfirm it's often outclassed by 2C.
2B
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
21/2
7
4
20
Any
-1/-16
-
L
o/o
N/A
Speed
19/0
7
4
20
Any
-1/-16
-
L
o/o
N/A
Slow, decently ranged low that's minus on hit. In speed/ex mode this can be whiff cancelled with 3C, BC, and any special/dm/sdm
2C
bnb time
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
4
2
15
Any
+6/-9
-
L
o/o
N/A
Speed
11/0
4
2
15
Any
+6/-9
-
L
o/o
N/A
Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter and punish button on the ground. At the fastest timing there is a 2f gap between 2c's, making it impossible for the opponent to interrupt with a normal. Deflecting is technically possibly here, but is very difficult to do.
3C
Bigger than it looks
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
24/3
5
2
20
Any
KD/-13
-
L
o/o
N/A
Speed
16/0
5
2
20
Any
KD/-13
-
L
o/o
N/A
A sweep which reaches deceptively far and hits deceptively quickly. Beats out a lot of character's primary midrange pokes, and as such can serve as a solid whiff punish in many matchups.
Air
jA
Push A, get active frames
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
4
16
N/A
Any
N/A
-
H
o/o
Air
Speed
10/0
4
16
N/A
Any
N/A
-
H
o/o
Air
One of the most active jumping normals in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.
By pressing A+C simultaneously, Lee can cancel jumping normals into j.a, even from j.a itself! This works in speed/ex. Due to the numerous infinites and ludicrous pressure extensions this enables, using this technique is universally banned in tournaments and considered incredibly bad manners in casual matches.
jB
Tap B, get mix
Tap B, get mix2nd hit
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
6+27/0+3
8
2-2
N/A
Any
N/A
-
H
o/o
Air
Speed
4+13/0+0
8
2-2
N/A
Any
N/A
-
H
o/o
Air
A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. Realistically one of the hits is going to whiff on a crouching opponent, however its status as a double overhead can make it an effective fuzzy guard crush. 2nd hit box can cross up.
jC
Press C, get damage
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
4
12
N/A
Any
N/A
-
H
o/o
Air
Speed
10/0
4
12
N/A
Any
N/A
-
H
o/o
Air
One of Lee's best buttons. This move comes out quickly, has a ton of active frames, a deceptively high priority hitbox, and can even be canceled on hit for massive damage off an air-to-air. Typically worth throwing out any time you're in the air and not actively baiting deflects, as it can often both serve as an air-to-air while also forcing the opponent to block if they fail to anti-air in time.
Dashing
Dashing high
Stance's one flaw:
No 5a from dash
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
8
3
31
Any
-3/-23
-
M
o/o
Air
Speed
19/0
7
3
31
Any
-3/-23
-
M
o/o
Air
Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters (if not canceled into anything), as such you probably shouldn't use this outside of speed where it can start chains.
Dashing low
Meat incarnate
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
6
14
23
Any
KD/-28
-
L
x/x
N/A
Speed
19/0
6
14
23
Any
KD/-28
-
L
x/x
N/A
A very active sweep which will follow the opponent should they backroll on wakeup. Serves as an incredible low meaty to enforce your advantage, but must be used with caution as it's punishable on block. Typically preferred over dashing high due to leading to advantage on hit and coming out faster.
Speed chain
5A>A
Fills combos
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0
6
1
21
Any
+1/-14
-
M
o/o
Air
Combo filler. Moves Lee forward slightly.
5A>B>C
Mash for low crush
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
24/0
15
2
20
Any
KD/-16
-
M
x/x
Air
Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential. When used as an auto combo after a 5B whiff this move becomes whiff cancelable itself.
Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral?
Special Moves
Dragon Hammer - 214C (x3)
214C
No meter no problem
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
KD
-
M
-
Air-Ground-None
Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown if all 3 phases are allowed to play out. The second portion of the rekka will cause a soft knockdown but keep the opponent very close, allowing for additional oki options. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender. Note that the first portion of the rekka hitting an air born opponent will not allow for the follow ups to be performed, making the move useless for juggles in most cases. An exception to this is canceling a 6C in power mode, if the first hit whiffs but the rest connect it can juggle.
2nd hit
3rd hit
4th hit
5th hit
Ryu Shou Sen - 214C (x2) (in air)
j214C
The king of air-to-airs
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
-
Ground
Essentially an air version of Lee's rekka, it does a very high amount of damage for an air-to-air and leads to a soft knockdown. Incredibly strong to buffer out of any air-to-air attempt, but will commonly whiff on grounded opponents and is wildly unsafe on block. Unlike the grounded version, the follow up can be performed on air hit.
Fan of Flames - [2]8B
[2]8B
EWGF- Electric Wind God Foot
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
4
-
-
-
-
-
M
-
Air-None
Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air; this move has a massive hitbox, enables your setplay on hit, and comes with invincibility during its startup to boot. Has a follow up with 2B that will cause a knockdown so you can go for oki. Serves as one of the game's incredibly rare true reversals, as it will at worst trade with any meaty attempted at close range. Thanks to charge partitioning and a relatively short charge time it can even be buffered out of an AB stance or a dash
Behaves strangely with the game's input priority due to command overlap with jump. When performed raw rather than being buffered, this move effectively becomes 7f startup with the first three frames being completely vulnerable as the move is unable to interrupt pre-jump frames. To work around this, one can attempt the input [2]B8. If 8 is input the frame after B is pressed the game will register a successful flash kick before entering pre-jump, making the move function as intended with 4f startup and instant invulnerability.
What is actually happening here is you are canceling 5B’s startup frames, Lee’s amazing hair gives him the ability to kara cancel.
2nd hit
3rd hit
4th hit
5th hit
6th hit
Followup
Mist Mauler - AB
AB
Completely* reactable**
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
N/A
4
20
-
-
N/A
0
N/A
-
-
A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations. The initial dodge can also be cancelled into any of Lee’s specials (except another dodge), dm, fandangos, or Sdm. Any follow up or special used out of dodge will start their animation after 10 frames of the dodge at fastest. Active frames listed are the amount of frames Lee is invincible without any additional input.
A follow up is a long ranged mid that is special cancelable, can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
B follow up is an overhead axe kick which comes out too quickly to react to at 8f and launches the opponent slightly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out. Strangely this move can be deflected while crouching, no other overhead in the game has this quirk.
C follow up is a low kick which can be chained into itself up to 3 times by inputting 2C, and until the 3rd hit may be special canceled (most notably into 214C). If you stop at the first hit you can link a 2C or 5B. The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick.
D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance. Also has enough frame advantage on hit you can link 2C or 5B after to start a bnb
Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.
A follow up
B follow up
C follow up
D follow up
C>6C
Serpent Rush - 63214A/B
63214A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
-
-
A long range whiff punish or (power/EX) super confirm. Unsafe on hit under normal circumstances, relegating this option to closing the round. Notable ender when routing for stun in power, enabling potential 2 hit kill sequences.
63214B
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
-
Air
A slower and more damaging version of the move above. Can be followed up with 41236B for a launcher that can cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Both hits are super cancelable, though nothing will connect on hit after the second. Launches crouching opponents on the first hit, allowing for juggles into 2146AB.
Has a fair amount of stun value attached to it, and one of the only moves in game that can stun an opponent in an actual match if playing Lee in Ex mode. This is unlikely to happen but it is possible
While the 41236B follow can be air teched by the opponent, it can still be super cancelled. If the opponent air techs this and you super cancel the follow up, the fan portion of the dm can hit them. In a corner this can be devastating as the fan cannot be guarded or deflected in the air, and is very active while it’s on screen.
41236B follow up
Invisible Kick - 236C (in air)
j236C
Dimvekick
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M/H
-
Air
A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit if Lee lands right after one of the kicks. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.
Ibuki - Start
Start
*Insert unfunny anime reference
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
N/A
-
N/A
-
-
N/A
0
N/A
N/A
N/A
Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a hard knockdown, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.
Desperation Moves
Hidden Serpent Slam - 2146AB
21416AB
Please just juggle...
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
21
-
-
-
-
-
M
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Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can be mashed out of, causing the second hit to uncombo or get blocked/deflected. As such, it is heavily advised to juggle into 2146AB from 6C since the series is a true combo as a juggle.
The fan portion of the dm is air unblockable and can’t be deflected in the air. It can have some use as an anti air if you read your opponent well enough
Super Desperation Moves
Concealed Javelin of Judgement - 2146AB
21416B
Nyoooooom
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen (14f from one corner to the other), letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 2146AB it can't be mashed out of. Drags both players back to midscreen on hit, regardless of where the super landed, while also generating a very advantageous hard knockdown. This allows Lee to create some incredibly powerful oki by running through the opponent and canceling into dodge for potential 5 way mixups. Notably knocks the opponent face down and allows OTG 5C, allowing Lee to lock the Kaede's out of their recovery rolls. Cannot be juggled into, and you need to be fairly close to have it combo from normals.
If this is blocked Lee can cancel the rebound animation into his B+C unblockable in power mode, or his B+C overhead in ex mode. This also makes it the only thing in Lee’s moveset that can’t be guard cancelled against in any mode.
Combos
Any Mode
jB/C, 2C, 2C, 2C, 5B xx 214C (x3), 8C/5C
Primary BNB.
jB/C, 2C, 2C, 2C, 5B xx 63214A
Variant of the above combo which can stun the opponent if used immediately after said combo (using 5c OTG). If 63214A fails to stun it will become unsafe on hit
jB, 4A 6, 4A 6, 2C, 2C, 5B xx 214C(x3), 5c xx 63214A(whiff)
Optimized BNB. Builds a full bar of meter in power mode if both hits of jB connect
jC xx 214C (x2)
Lee's go-to air-to-air. Grants a knockdown which is a rare trait for an air-to-air.
Also serves as a reliable anti-air deflect conversion without fandango and air to air deflect conversion. Side note [2]8B > 2B does slightly more damage in that situation, but may not always work depending on distance when you deflect, this one is very easy and reliable.
AB > 5A xx 214C (x3), 8C/5C
Simple confirm from ab>a
AB > 5A xx 63214B xx 41236B
41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up. Unsafe on hit.
AB > C > 2C xx 214C(x3), 8C/5C
A bit of timing is required here to combo the 2C follow up into 214C. Works at all ranges of AB>C
AB > C, 5B xx 214C(x3), 8C/5C
Optimized version of the combo above. Relatively safe in comparison making the link worthwhile.
AB > C, 2C, 5B xx 214C(x3), 8C/5C
Higher damage version of the combo above which will only work at point blank. Delay the 2C input to get the regular normal instead of AB>C's chain.
AB > D, 2C, 5B 214Cx3, 8C/5C
(AB>C)>6C, 2B xx 214C(x3), 8C/5C
Corner only. Note that AB>C>6C does not combo.
Dash A/B xx 214C(x3), 8C/5C
j236C(min. 2 hits) xx [2]8B > 2B, 8C/5C
A buffered follow up from divekick that will connect even when used as an instant overhead. Prone to uncombo midscreen
jB/C xx j236C(min. 2 hits), 5B xx 214C(x3), 8C/5C
A tight link which is only possible at certain heights of j.236C. Lee must land immediately after one of the divekick's hits connect.
jB/C j236C, 2C to bnb of choice. 4A and 5A can connect here as well.
Same conditions as above combo. Can work in any mode
6C, (hop) jB/C xx 214C(x2)
Can occasionally drop based on the matchup and camera position when 6c hits, but will still allow for OTG 5c in those cases. Microdashing before the hop can improve consistency midscreen, and Speed/EX can use j.A>C instead. jC 214Cx2 is more reliable than jB 214Cx2 as a follow up
(4a 6)xN
Lee's jab "infinite". Incredibly tight and prone to drop after a few dozen hits, making more than 2 or 3 reps for the sake of hitconfirming impractical. 4a easily links into 2c, allowing you to cash out into your normal routes.
Most tournaments will provide a hard limit on infinites, which includes this one.
[2]8B [2]8B j2B 5C/8C otg
In a corner as a tech chase or from an early anti air/deflect. Tricky as it only works from certain heights but more damage than jC j214cx2
Power Mode Only
jB/C, 6C xx 2146AB
6C xx 2146AB can work midscreen, however is prone to drop due to camera position. In the corner the sequence is more consistent and significantly higher damage
4A, 4A, 6C xx 2146AB
hitconfirm into dm
6C 63214A (whiff) [2]8B j2B otg 5C.
Stylish midscreen 6C combo from most distances. Skip the 63214A in the corner.
2Cx3, 5B 63214B 2146AB
Dm confirm vs crouching opponents, most effective in a corner. It works from distances outside of the middle 3rd of the screen (roughly the distance between starting positions of the characters) with some adjustments to the supercancel timing. If you start with a jump in this can hit the damage cap on anyone. This works in ex mode as well
EX Mode Only
Dash A/B>5B>2C>2C xx 63214A xx 2146AB
2146AB can be mashed out of, making it unsafe on hit.
2C(x3), 5A>A>B>2C>2C xx 2146B
SDM confirm.
2Cx3, 5A>A>B>2C>2C xx 63214B xx 2146AB
Super confirm against crouching opponents. 63214B pops crouching opponents in the air making the dm juggle. In a corner this is more damaging, mid screen you need to delay the dm a bit so the fan juggles, but this isn’t really worth it midscreen unless it will absolutely kill or you’re in desperation.
Power and EX Mode
jB/C, 2C, 2C, 2C, 5B xx 63214A xx 21416AB
Gimmicky super confirm. The first hit of 2146AB can be mashed out of, making the move unsafe on hit.
AB>5A xx 63214A xx 2416AB
Another gimmick from AB>5A
AB>5A xx 2146B
SDM confirm from AB>A. By inputting the motion early and pressing B on reaction, one can hitconfirm the SDM to avoid wasting meter.
jC, 2C, 5B xx 21416B
SDM confirm. The cancel from 5b is tight, it is recommended to use the input 214B6B after 2C in order to land the cancel more consistently.
4A/2C, 2C, 2C, 5A xx 2146B
Max range sdm confirm in power.
AB>2C, 5B xx 21416B
Speed and EX Mode
BC [2]8B j2B otg 5C
BC J.A>C j.214C(x2)
Dash A/B >B>2C>2C xx 214C(x3)
Dash A/B >B>2C>2C xx 21416AB
2146AB can be mashed out of, however the lack of super freeze in this route makes it incredibly difficult and opens the opponent up to resets
4A>A>A>B>9C J.A>B>C xx j.214C(x2)
Corner only. Can also link [2]8B after the wall bounce
2Cx3 5A>A>B>2C>2C xx 214Cx3/[2]8B
2Cx3 5B>2C>2C xx 214Cx3/[2]8B
bnb combos. 5A is a tighter link than 5B after 2C, though it does net some more damage. Use whichever is easier for you.
5A 2A 5B 2C 2C 214Cx3 max range confirm
22A/B, A + B + C + 2C + A + 2C + 6BC, 63214A(whiff) [2]8B
Midscreen only. Can also do jA>B>C xx j214C(x2) to end this after the 63214A whiff. Just doing jA jC j214Cx2 will net slightly more damage at the cost of a bit less meter gain
22A/B , A + B + C + 2C + A + 2C + 6BC, [2]8B, [2]8B
Corner only, tricky to pull off
22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB
Time it so the fan hits on the way up for better damage in the corner. Requires desperation status
5B and 2B are interchangeable in chains. If you use 2B you get only one 2C chain follow up however.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + A + 236C Use this one for damage
A + B + C + 2C + A + 2C + 6BC
A + B + C + 2C + A + 6BC + A + B + 236B
Guard Cancel
412D, J.C, J.214Cx2 otg 5C easy and consistent
412D J.A J.C 214Cx2 otg 5C (speed/ex)
412D, [2]8B j2B otg 5C
412D, 5D otg 5C
421D, hop jB (2 hits) land [2]8B j2B otg 5C/8C best for damage outside of desperation. If done correctly the 28B will hit before the opponent can air recover. Fairly Difficult to time correctly. More consistent when guard canceling vs. a jump in
421D, hop jB (2 hits) land jA jC j214Cx2 otg 5C (speed/ex) done correctly jA will hit before the opponent can air recover from jB. Also fairly difficult. Easier vs. guard cancelling a jump in.
412D, 2146AB (corner and desperation)
412D, hop jB (2hits) land 2146AB. Corner and desperation. This doesn’t combo but is instead a setup. If the opponent air recovers after jB they can be tagged with the fan and juggled into the rest of the Dm. The fan portion of the dm can’t be blocked or deflected in the air and is very active while it’s on screen.
412D dash under 82, 2C/4A into bnb. There is a 1 frame window during which a landing opponent cannot guard from behind. Dashing under and pressing 82 will turn you around to face to opponent. This is very difficult to do, but highly rewarding.
These can work from a ground to air deflect depending on timing and distance from opponent. Most will work after an air to air deflect as well.