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===Strong Punch [[File:Snkb.gif]]=== | ===Strong Punch [[File:Snkb.gif]]=== | ||
'''Standing ( | *'''Standing (Close):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>20</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-lee-stand-close-HP-1.png]]</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-lee-stand-close-HP-2.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#FF3030">-3</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-8</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">3</td> | |||
<td align="center" bgcolor="#0000FF">3</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
You won't be see this move often because of the attack below... | |||
'''Standing ( | *'''Standing (Far):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>20</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-lee-stand-far-HP.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#FF3030">-3</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-8</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
This is ridiculous. Because of FHD's often tendency to adjust hurtboxes after active frames, this allows such a thing to exist. This is one of your best tools so far. It's a poke, it's an anti-air, it's an '''anti-crossup''', it's a meaty. But after the active frames your hurtboxes extends like crazy (on the whole 16 frames!) and whiffing this move will be really painful. | |||
'''Crouching''' - | *'''Crouching:''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>20</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-lee-crouch-HP.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#FF3030">-3</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-8</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
Even safer meaty than standing far HP due to even better range. As always, hand becomes vulnerable only after active frames. | |||
'''Jumping''' - | *'''Jumping (Diagonal/Neutral):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
' | <tr> <td align="center" width="91">Damage</td> | ||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="3">Startup</td> | |||
<td align="center" valign="bottom" rowspan="3">[[File:FHD-lee-jump-HP.png]]</td> | |||
<td align="center" width="75" rowspan="3">Recovery</td> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">∞</td></tr> | |||
</table> | |||
This attack has a unique trait. Unlike standing hard normals, aerial attacks in this game always have properly adjusted priority. But in case of this normal, hand doesn't becomes vulnerable at all. This attach has better range than d.jump LP, so maybe you can preffer it as an air-to-air. | |||
===Light Kick [[File:Snkc.gif]]=== | ===Light Kick [[File:Snkc.gif]]=== |
Revision as of 03:05, 10 July 2020
FHD main page | The Characters |
Introduction
Lee is just plain sick. He is arguably #1, the only thing separating him and Ray being Wheel Kick. You can expect the simplest combos to lead to staggering damage with Lee. His speed is unmatched. A character that is easy (some may even say a little too easy to pick up) to learn, he becomes absolutely deadly in the hands of a skilled player.
Weak Spot
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Frame count | - | 2 | 2 | - |
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing (Close):
Damage | 8 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Slightly thicker than far LP, but overall the same.
- Standing (Far):
Damage | 8 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!).
- Crouching:
Damage | 8 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Slightly less range than standing far LP. You will be using this inside of bnb's.
- Jumping (Diagonal):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Will stuff attacks, but not as effective as jumping light kick. Use that instead!
- Jumping (Neutral):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Situational air-to-air, better vertical hitbox than n.jump LP, but 1px worse horizontally.
Strong Punch 
- Standing (Close):
Damage | 20 | Startup | ![]() |
![]() |
Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -3 | ||||
On block | -8 | ||||
Frame count | 4 | 3 | 3 | 18 |
You won't be see this move often because of the attack below...
- Standing (Far):
Damage | 20 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
This is ridiculous. Because of FHD's often tendency to adjust hurtboxes after active frames, this allows such a thing to exist. This is one of your best tools so far. It's a poke, it's an anti-air, it's an anti-crossup, it's a meaty. But after the active frames your hurtboxes extends like crazy (on the whole 16 frames!) and whiffing this move will be really painful.
- Crouching:
Damage | 20 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Even safer meaty than standing far HP due to even better range. As always, hand becomes vulnerable only after active frames.
- Jumping (Diagonal/Neutral):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
This attack has a unique trait. Unlike standing hard normals, aerial attacks in this game always have properly adjusted priority. But in case of this normal, hand doesn't becomes vulnerable at all. This attach has better range than d.jump LP, so maybe you can preffer it as an air-to-air.
Light Kick 
Standing (Far) -
Standing (Close) -
Crouching - Another tool used in chains. Quick with acceptable range.
Jumping - Most excellent for crossups, this attack stays out longer than a alley cat and has good priority to boot.
Jumping (Neutral) -
Strong Kick 
Standing (Far) - Really isn't worth your time.
Standing (Close) - Solid, this move buffers.
Crouching - Trip with a little more range than you would think. A solid attack.
Jumping - Excellent jump in with high priority. Stays out a fair bit of time.
Jumping (Neutral) -
Throws
Damage | 21 | ![]() |
Range (From pushbox) |
32 |
Special Moves
A rushing punch. LP version travels around 30% of the screen, HP version around 40%. This is your main combo ender, it's very damaging after you do a follow-up and is fairly safe on block (be careful against Marstorius though, you'll be begging to get Double Germaned).
This move hits on the middle, so doing a combo against characters with weak points in that zone like Ray and Yungmie gives you a free dizzy and, usually, the match.
A much faster version of the Dagger Punch. LP version barely moves you forward, and the HP version covers nearly the entire screen at a blazing fast speed.
This move is your best tool to deal with zoners; it's so fast that projectile characters have to be extremely careful to not get caught during their projectile's startup against Lee. If one of these connects, you get a knockdown (after the follow-up) and the control of the match.
Don't use it in combos, use the normal version for that instead. The Super ZesshouHou tends to whiff the opponent and cross him up leaving you open for punishment.
This move can also be used in an infinite against Zazie, Karnov and Samchay, and it becomes unblockable (or maybe crosses them up? Needs more testing) if they are near the corner.
- Does a tiny bit more damage than the HP follow-up, but doesn't knock out. This is reason enough to stick to the HP version.
- A bit less damaging than the LP version, but it has the huge benefit of a knockdown, which lets you continue the pressure, go for a crossup, etc. It also has a bigger hitbox, which means it covers more dizzy zones than the LP version.
A solid anti-air, works well to deal with Baloons and other aerial assaults. You can also use it to catch an opponent trying to retaliate after a blocked ZesshouHou, but of course be careful when doing this. LK version does 1 hit and always knocks down, HK version does 2 and randomly doesn't knock down.
Super Move
A powerful palm blast. The input is pretty hard to master as you have to end up in df. If you continue to f you'll get a ZesshouHou instead.
This move is well worth the effort of mastering its motion though, as it is excellent to kill dizzied opponents. You can combo it after HK and follow up with even more stuff like a fast ZesshouHou or cr.HP xx ZesshouHou in the corner. It makes Lee a really scary character since one dizzy usually means death.
This move is especially painful to characters like Ray since it hits middle weak points multiple times.
The Basics
Lee Diendo is a full rushdown character, your main objective is to use your Lunge Fist to carry your opponent to the corner and then use your Energy Palm for cheap damage.
Dragon Kick its a regular anti air but an effective 2-in-1 standing opponent tool, but you need to be careful because it had a bad recovery.
The Lunge Fist variations depends of the distance of your opponent, Super Fist its for far ones and normal Fist for near ones, follow ups are optional but elbow one its your main one for combo finishers.
Energy Palm had a weird secuence but its had a good low and medium hurtbox and multihits for cheap damage.
More of his normals are decent for medium to short poking, anyway, use your Lunge Fist for long distances.
Combos
- j.SP, cr.SP xx Fist > follow up
- cr.WP,cr.WK,cr.SP xx Fist > Follow up
- cl.SP xx Energy Palm , Super Fist > elbow follow up
- cl.SP xx Energy Palm , cr.SP xx Super Fist > elbow follow up
Advanced Strategy
This is tough, but it's game over when you land this... S.(close)HK->Fireball->c. HP->Hard Zetsuu-> Light Followup This is 70% plus on most characters. If you really want your Lee to shine, this the combo that will take you to the top. It is worth noting this is corner only
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Lee | - | - | - | - | - | - | - | - | - | - | - | - | - |
Vs. Clown:
Lee can beat Pick a Card with his Palm Blast or trade hitting Head Stomp with Senkyutai, Lee must get close to him to had advantage in the match
Vs. Jean:
Vs. Ryoko:
A matchup in your favour. Look for crouching and standing Hard Punches. Be cautious about getting too close to Ryoko because she does have the slide tackle to worry about.
Vs. Karnov:
Senkyutai will beat his charge kicks. Make sure you Senkyutai his Balloon after the invincibility has worn off. You don't have that much to worry about in this matchup.
Vs. Lee (self):
turtle
Vs. Feilin:
Vs. Yungmie:
Vs. Marstorius:
You need to be able to play a careful spacing game against Mars. His Double German will own your Dagger Punch on block, so don't resort to spam. Look for openings to plant his C.HP and S.HP, this will be your formula for winning. A final note: Don't jump in at all. Just don't.
Vs. Matlok:
Vs. Mizoguchi:
Vs. Ray:
If you get a dizzy, this match is over. Your Fireball corner combo will take full advantage of Ray's weakness for 60%+ damage. Zetsu hits his weak spot. You can wait for a Wheel Kick to SenkyuTai back for a solid counter. Lee definately has the edge here.
Vs. Samchay:
Similar to the Ray matchup, minus Wheel Kick. Samchay *can* Ti Kau Koon your Dagger Punch, but if you stay unpredictable this will almost never happen.