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The Last Blade 2/Rekka Lee: Difference between revisions
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m Slight fix to formatting |
→Normals: Cleaning up formatting, filling some boxes |
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Line 9: | Line 9: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 12/1 | |||
|startup= 4 | |startup= 4 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 8/0 | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |||
|guard= M | |||
|cancel= o/o | |||
|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= | |version=Power | ||
|damage= 12/1 | |||
|startup= 3 | |startup= 3 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 8/0 | |||
|startup= 3 | |||
|active= 2 | |||
|recovery= 8 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |||
|guard= M | |||
|cancel= o/o | |||
|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= | |version=Power | ||
|damage= 26/3 | |||
|startup= 3 | |||
|active= 1 | |||
|recovery= 21 | |||
|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= 3 | |startup= 3 | ||
|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=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. | ||
}} | }} | ||
Line 65: | Line 110: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Lee_f+B.png | |image=LB2_Lee_f+B.png | ||
| | |image2=LB2_Lee_f+B2.jpg | ||
|caption2=Probably a misinput | |||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage= 26+28/3+3 | ||
|active= 2- | |startup= 11 | ||
|active= 2-[15]-8 | |||
|recovery= 22 | |recovery= 22 | ||
|state= | |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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 14+16/0+0 | |||
|startup= 6 | |||
|active= 2-[15]-8 | |||
|recovery= 22 | |||
|state= Any | |||
|frame advantage= -1/-21 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 92: | Line 150: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 26/3 | |||
|startup= 10 | |||
|active= 2 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= +4/-11 | |||
|meter gain= | |||
|guard= M | |||
|cancel= o/o | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 16/0 | |||
|startup= 10 | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
|state= | |state= Any | ||
|frame advantage= +4/-11 | |frame advantage= +4/-11 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel=o/o | ||
|tech= | |tech= N/A | ||
|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. | ||
}} | }} | ||
Line 112: | Line 185: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 19/2 | |||
|startup= 7 | |startup= 7 | ||
|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= o/o | ||
|tech= | |tech= None | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 16/0 | |||
|startup= 7 | |||
|active= 3 | |||
|recovery= 24 | |||
|state= Any | |||
|frame advantage= -/-18 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|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. | ||
}} | }} | ||
Line 136: | Line 224: | ||
|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. | ||
}} | }} | ||
Line 156: | Line 244: | ||
|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. | ||
}} | }} | ||
Line 180: | Line 268: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
====Crouching==== | ====Crouching==== | ||
{{MoveData | {{MoveData | ||
|image=LB2_Lee_d+A.png | |image=LB2_Lee_d+A.png | ||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 12/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 1 | |active= 1 | ||
|recovery= 19 | |recovery= 19 | ||
|state= | |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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 9/0 | |||
|startup= 3 | |||
|active= 1 | |||
|recovery= 19 | |||
|state= Any | |||
|frame advantage= +3/-12 | |||
|meter gain= | |||
|guard= L | |||
|cancel= x/x | |||
|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. | ||
}} | }} | ||
Line 217: | Line 316: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 21/2 | |||
|startup= 6 | |startup= 6 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 6 | |||
|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. | |description=Slow, decently ranged low that's minus on hit. | ||
}} | }} | ||
Line 237: | Line 351: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 13/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
|state= | |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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 11/0 | |||
|startup= 3 | |||
|active= 2 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |||
|guard= L | |||
|cancel= o/o | |||
|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. | ||
}} | }} | ||
Line 257: | Line 386: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 24/3 | |||
|startup= 4 | |||
|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= 4 | |startup= 4 | ||
|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= | |version=Power | ||
|damage= 12/1 | |||
|startup= 3 | |startup= 3 | ||
|active= 16 | |active= 16 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 10/0 | |||
|startup= 3 | |||
|active= 16 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= o/o | |||
|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 jump-ins in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=LB2_Lee_jB.png | |image=LB2_Lee_jB.png | ||
|caption= | |caption=Tap B, get mix | ||
|name=jB | |name=jB | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 6+27/0+3 | |||
|startup= 7 | |||
|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= 7 | |startup= 7 | ||
|active= 2-2 | |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. 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. <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. <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Lee_jB2.png|second hit | LB2_Lee_jB2.png|second hit | ||
Line 320: | Line 494: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 12/1 | |||
|startup= 3 | |startup= 3 | ||
|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 | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 10/0 | |||
|startup= 3 | |||
|active= 12 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= o/o | |||
|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. | ||
}} | }} | ||
Line 337: | Line 526: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Lee_dashhigh.jpg | |image=LB2_Lee_dashhigh.jpg | ||
|caption= | |caption=Stance's one flaw: | ||
No 5a from dash | |||
|name=Dashing high | |name=Dashing high | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= P26/3 S19/0 | |damage= P26/3 S19/0 | ||
|startup= 6 | |startup= 6 | ||
|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. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= 19/0 | |||
|startup= 6 | |||
|active= 3 | |||
|recovery= 31 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |||
|guard= M | |||
|cancel= o/o | |||
|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 outside of speed where it can start chains. | |||
}} | }} | ||
}} | }} | ||
Line 361: | Line 566: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|damage= 26/3 | |||
|startup= 5 | |||
|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= 5 | |startup= 5 | ||
|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. | ||
}} | }} | ||
Line 378: | Line 598: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Lee_AA.png | |image=LB2_Lee_AA.png | ||
|caption= | |caption=Fills combos | ||
|name=5A>A | |name=5A>A | ||
|data= | |data= | ||
Line 386: | Line 606: | ||
|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. | ||
}} | }} | ||
Line 398: | Line 618: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Lee_ABC.png | |image=LB2_Lee_ABC.png | ||
|caption= | |caption=Mash for low crush | ||
|name=5A>B>C | |name=5A>B>C | ||
|data= | |data= | ||
Line 406: | Line 626: | ||
|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. | ||
Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral? | |||
}} | }} | ||
}} | }} |
Revision as of 00:15, 8 April 2022
Normals
Standing
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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8C |
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Crouching
2A |
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2B |
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2C |
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3C |
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Air
jA |
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jB |
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jC |
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Dashing
Dashing high |
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Dashing low |
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Speed chain
5A>A |
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5A>B>C |
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Special Moves
Dragon Hammer - 214C (x3)
214C |
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Ryu Shou Sen - 214C (x2) (in air)
j214C |
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Fan of Flames - [2]8B
[2]8B |
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Mist Mauler - AB
AB |
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Serpent Rush - 214A/B
63214A |
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63214B |
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Invisible Kick - 236C (in air)
j236C |
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Ibuki - Start
Start |
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Desperation Moves
Hidden Serpent Slam - 21416AB
21416AB |
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Super Desperation Moves
Concealed Javelin of Judgement - 21416B
21416B |
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Combos
Any Mode
- jB/C, 2C, 2C, 2C, 5B xx 214C (x3), 8C/5C
Primary BNB.
- jC xx 214C (x2), 8C/5C
Lee's go-to air-to-air. Grants a hard knockdown which is a rare trait for an air-to-air. Also serves as your ideal anti-air deflect conversion without fandango.
- 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 (x2) xx 214C(x3), 8C/5C
A bit of timing is required here to combo the 2C follow up into 214C.
- AB > C, 5B xx 214C(x3), 8C/5C
Optimized version of the combo above. Relatively safe in comparison making the link worthwhile.
- (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
- 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.
- (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.
Power Mode Only
- jB/C, 6C xx 21416AB
A corner only super confirm that cannot be mashed out of
- 4A 6, 4a, 6C xx 21416AB
Corner only hitconfirm into super. Delay the second 4a slightly.
EX Mode Only
- Dash A/B 5B2C (x2)63214A 21416AB
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.
- AB>2C, 5B xx 21416B
Speed and EX Mode
- BC 63214B
- Dash A/B>B>2C>2C xx 63214B>41236B
- Dash A/B>B>2C>2C xx 214C (x3)
- Dash A/B B 2C>2C xx 21416AB
- jB, 5C, 5A>A>6C, 214C
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + A + 236C
- A + B + C + 2C + A + 2C + 6BC
- A + B + C + 2C + A + 6BC + A + B + 236B