Fighter's History Dynamite/Lee Diendo: Difference between revisions

From SuperCombo Wiki
(Format consistency and general move list polish)
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= Introduction =
= Introduction =
3S Yun's ancestor, here you'll find out why.
Lee comes from a long line of Bajiquan masters, so he strives for perfection. He wanted to get revenge on Karnov for the death of his father Gentoku, but has learned that revenge does not make you strong, and wants to prove himself by fighting Karnov with honor. This doesn't come through in his gameplay.


Lee is just plain sick. He is arguably #1, the only thing holding him back is Zazie. 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.
A hardcore rushdown character, Lee is a contender for #1 in the game, though he's in competition with Zazie. You can expect the simplest combos to lead to staggering damage with Lee. He demolishes most weak points in the game with ease. His speed is unmatched thanks to his Dagger Punch, which hits weak points easily along with its knockdown followup, TetsuzanKou. Lee is easy to pick up, and he becomes absolutely deadly in the hands of a skilled player.<br>
 
His main weakness is fireballs, as he lacks a move designed to get around them like some characters. However, you can often get the jump on people with his quick rekka.


===Weak Spot===
===Weak Spot===
Line 27: Line 29:
     <td align="center">-</td></tr>
     <td align="center">-</td></tr>
</table>
</table>
Lee's weak point is interesting, and that means hard to hit for most characters. It's slightly too high for crouching LKs, but still so low that the majority of standing buttons don't hit it. When jumping, it's common for it to be hit by anti-airs or fireballs, which is the one downside.


===Color Options===
===Color Options===
Line 46: Line 50:
<tr> <td rowspan="4">'''ZesshouHou'''<br>║<br>╠═► '''ChoshinKou'''<br>║<br>╠═► '''TetsuzanKou'''<br>║<br>'''Super ZesshouHou'''</td>
<tr> <td rowspan="4">'''ZesshouHou'''<br>║<br>╠═► '''ChoshinKou'''<br>║<br>╠═► '''TetsuzanKou'''<br>║<br>'''Super ZesshouHou'''</td>
     <td>[[File:Qcf.png]] + [[File:P.png]]</td>
     <td>[[File:Qcf.png]] + [[File:P.png]]</td>
     <td>rekka, lunge punch</td>
     <td>rekka, Dagger Punch</td>
     <td></td></tr>
     <td></td></tr>
<tr> <td>[[File:F.png]][[File:F.png]] + [[File:Snka.gif]]</td>
<tr> <td>[[File:F.png]][[File:F.png]] + [[File:Snka.gif]]</td>
     <td>followup</td>
     <td>Elbow Followup</td>
     <td></td></tr>
     <td>slightly more damage</td></tr>
<tr> <td>[[File:F.png]][[File:F.png]] + [[File:Snkb.gif]]</td>
<tr> <td>[[File:F.png]][[File:F.png]] + [[File:Snkb.gif]]</td>
     <td>followup</td>
     <td>Shoulder/Knockdown Followup</td>
     <td>does knockdown</td></tr>
     <td>knocks down</td></tr>
<tr> <td>[[File:Qcf.png]][[File:B.png]] + [[File:P.png]]</td>
<tr> <td>[[File:Qcf.png]][[File:B.png]] + [[File:P.png]]</td>
     <td>quick rekka, quick lunge punch</td>
     <td>Quick rekka/Dagger Punch</td>
     <td></td></tr>
     <td></td></tr>
<tr> <td>'''SenKyuuTai'''</td>
<tr> <td>'''SenKyuuTai'''</td>
Line 63: Line 67:
<tr> <td>'''MouKo Kouhazan'''</td>
<tr> <td>'''MouKo Kouhazan'''</td>
     <td>[[File:B.png]][[File:F.png]][[File:Db.png]][[File:Df.png]] + [[File:Snka.gif]][[File:Snkb.gif]]</td>
     <td>[[File:B.png]][[File:F.png]][[File:Db.png]][[File:Df.png]] + [[File:Snka.gif]][[File:Snkb.gif]]</td>
     <td>palm blast</td>
     <td>Palm Blast</td>
     <td>''hidden move''</td></tr>
     <td>''hidden move'', 5 hits</td></tr>
</table>
</table>


== Normal Moves ==
== Normal Moves ==
===Light Punch [[File:Snka.gif]]===
===Light Punch [[File:Snka.gif]]===
*'''Standing (Close):'''
*'''Standing LP (Close):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 81: Line 85:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Slightly thicker than far LP, but overall the same.
Lee's jabs all do more damage than his cr.LK, so they're good for combos. Taller hitbox than far LP lets it hit more weak points.<br>
Standing weak: Ray, Feilin <br>
Crouching weak: Matlok, Mizoguchi, Zazie <br>
Always weak: Ryoko, Samchay, Clown, Karnov


*'''Standing (Far):'''
*'''Standing LP (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 103: Line 110:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!).
Good disjointed jab used to interrupt attacks like Dynamite (and Dagger Punch in the mirror). Unlike a lot of st.LPs, this one can't be crouched entirely.


*'''Crouching:'''
*'''Crouching LP:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 125: Line 132:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Slightly less range than standing far LP. You will be using this inside of bnb's.
Slightly less range than standing far LP. You will be using this inside of BnBs.


*'''Jumping (Diagonal):'''
*'''Jumping LP (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 147: Line 154:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
Will stuff attacks, but not as effective as jumping light kick. Use that instead!
This has good range to stuff attacks, but usually you'll prefer j.LK as it hits deeper.


*'''Jumping (Neutral):'''
*'''Jumping LP (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 163: Line 170:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
Situational air-to-air, better vertical hitbox than n.jump LP, but 1px worse horizontally.
Situational air-to-air with a better vertical hitbox than diagonal jump LP, and just 1px less horizontal range.


===Strong Punch [[File:Snkb.gif]]===
===Heavy Punch [[File:Snkb.gif]]===
*'''Standing (Close):'''
*'''Standing (Close):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
Line 181: Line 188:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">-3</td></tr>
     <td align="center" bgcolor="#7D0000">-3</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">18</td></tr>
     <td align="center">18</td></tr>
</table>
</table>
You won't be see this move often because of the attack below...
Somewhat unreliable in combos because of its short range, but it hits a lot of weak points.
Misses weak points on Marstorius, standing Matlok, Mizoguchi, Zazie, and crouching Lee.  


*'''Standing (Far):'''
*'''Standing HP (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 205: Line 213:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">-3</td></tr>
     <td align="center" bgcolor="#7D0000">-3</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center" colspan="2">(16) 18</td></tr>
     <td align="center" colspan="2">(16) 18</td></tr>
</table>
</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 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.
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 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 HP:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 228: Line 236:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">-3</td></tr>
     <td align="center" bgcolor="#7D0000">-3</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center" colspan="2">(6) 18</td></tr>
     <td align="center" colspan="2">(6) 18</td></tr>
</table>
</table>
Even safer meaty than standing far HP due to even better range. As always, hand becomes vulnerable only after active frames.
One of the longest-reaching buttons in the game. This makes it very reliable in combos and at beating other normals in footsies. It's harder to whiff punish than standing HP.


*'''Jumping (Diagonal/Neutral):'''
*'''Jumping HP (Diagonal/Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 251: Line 259:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Line 269: Line 277:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+4</td></tr>
     <td align="center" bgcolor="#007D00">+4</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+5</td></tr>
     <td align="center" bgcolor="#007D00">+5</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">5</td></tr>
     <td align="center">5</td></tr>
</table>
</table>
Doesn't really have any use.
Doesn't really have any use.


*'''Standing (Far):'''
*'''Standing LK (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 291: Line 299:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+2</td></tr>
     <td align="center" bgcolor="#007D00">+2</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+3</td></tr>
     <td align="center" bgcolor="#007D00">+3</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">4</td>
     <td align="center" bgcolor="#00007D">4</td>
     <td align="center">6</td></tr>
     <td align="center">6</td></tr>
</table>
</table>
May be useful to target specific weak spots.
May be useful to target specific weak spots.


*'''Crouching:'''
*'''Crouching LK:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 313: Line 321:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Another tool used in chains. Quick with acceptable range.
Another tool used in chains. Quick with acceptable range.


*'''Jumping (Diagonal):'''
*'''Jumping LK (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 335: Line 343:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
Most excellent for crossups, this attack stays out forever and has good priority to boot.  
Most excellent for crossups, this attack stays out forever and has good priority to boot.  


*'''Jumping (Neutral):'''
*'''Jumping LK (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 351: Line 359:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
You have much better air-to-airs than this. Don't use it.
You have much better air-to-airs than this. Don't use it.


===Strong Kick [[File:Snkd.gif]]===
===Heavy Kick [[File:Snkd.gif]]===
*'''Standing (Close):'''
*'''Standing HK (Close):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 368: Line 376:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">-5</td></tr>
     <td align="center" bgcolor="#7D0000">-5</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-10</td></tr>
     <td align="center" bgcolor="#7D0000">-10</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">20</td></tr>
     <td align="center">20</td></tr>
</table>
</table>
Solid move. Hits really high it can easily hit Zazie standing weak spot. Use it for target such weak spots.
Solid move. Hits really high it can easily hit Zazie standing weak spot. Use it for target such weak spots.


*'''Standing (Far):'''
*'''Standing HK (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 390: Line 398:
     <td align="center">no</td></tr>
     <td align="center">no</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+1</td></tr>
     <td align="center" bgcolor="#007D00">+1</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-4</td></tr>
     <td align="center" bgcolor="#7D0000">-4</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">6</td>
     <td align="center">6</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">14</td></tr>
     <td align="center">14</td></tr>
</table>
</table>
Also a solid attack that hits as high as the one above. The leg never becomes vulnerable, so it's a possible anti-air option. Startup is longer than usuall, but recovery is surprisingly fast.
Also a solid attack that hits as high as the one above. The leg never becomes vulnerable, so it's a possible anti-air option. Startup is longer than usual, but recovery is surprisingly fast.


*'''Crouching:'''
*'''Crouching HK:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 412: Line 420:
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">kd</td></tr>
     <td align="center" bgcolor="#007D00">kd</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">18</td></tr>
     <td align="center">18</td></tr>
</table>
</table>
Sweep with a little more range than you would think. But the leg got a weak spot on it, so it may be risky.
Sweep with a little more range than you would think. But the leg has a weak spot on it, so it's risky to use.


*'''Jumping (Diagonal):'''
*'''Jumping HK (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 435: Line 443:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Excellent jump-in and crossup with good priority.
Excellent jump-in and crossup with good priority.


*'''Jumping (Neutral):'''
*'''Jumping HK (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 453: Line 461:
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Don't worth your time.
Not worth your time.


== Throws ==
== Throws ==
Line 467: Line 475:
</table>
</table>
*'''Shashin Kashiki:''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
*'''Shashin Kashiki:''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
Lee tosses the opponent over his shoulder. Leaves them pretty far outside of the corner, but you can use HP Quick Dagger Punch to close in.


== Special Moves ==
== Special Moves ==
Line 477: Line 486:
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+4</td></tr>
     <td align="center" bgcolor="#007D00">+4</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-1</td></tr>
     <td align="center" bgcolor="#7D0000">-1</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center">9</td>
     <td align="center">9</td>
     <td align="center" bgcolor="#0000FF">5</td>
     <td align="center" bgcolor="#00007D">5</td>
     <td align="center">12</td></tr>
     <td align="center">12</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Hard</td>
     <td align="center">14</td>
     <td align="center">14</td>
     <td align="center" bgcolor="#0000FF">5</td>
     <td align="center" bgcolor="#00007D">5</td>
     <td align="center">12</td></tr>
     <td align="center">12</td></tr>
</table>
</table>
Line 500: Line 509:
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+4</td></tr>
     <td align="center" bgcolor="#007D00">+4</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-1</td></tr>
     <td align="center" bgcolor="#7D0000">-1</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center">5</td>
     <td align="center">5</td>
     <td align="center" bgcolor="#0000FF">5</td>
     <td align="center" bgcolor="#00007D">5</td>
     <td align="center">12</td></tr>
     <td align="center">12</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Hard</td>
     <td align="center">10</td>
     <td align="center">10</td>
     <td align="center" bgcolor="#0000FF">5</td>
     <td align="center" bgcolor="#00007D">5</td>
     <td align="center">12</td></tr>
     <td align="center">12</td></tr>
</table>
</table>
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.  
A faster version of the rekka. The LP version barely moves you forward, but the HP version covers nearly the entire screen at a blazing fast speed. They both have a better hitbox than the normal rekka by a bit.
 
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 can score a knockdown (after the follow-up) and get the control of the match.
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 can score a knockdown (after the follow-up) and get the control of the match.


Don't use it in combos, use the normal version for that instead. Quick Dagger Punch tends to whiff the opponent and cross him up leaving you open for punishment.
You'll rarely use it in combos, as Quick Dagger Punch tends to whiff the opponent and cross him up leaving you open for punishment. You can abuse this if people block too much though.


:*'''ChoshinKou''' a.k.a. '''Dagger Elbow Punch:''' (After any Dagger Punch) [[File:F.png]][[File:F.png]] + [[File:Snka.gif]]
:*'''ChoshinKou''' a.k.a. '''Dagger Elbow Punch:''' (After any Dagger Punch) [[File:F.png]][[File:F.png]] + [[File:Snka.gif]]
Line 526: Line 536:
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">-1</td></tr>
     <td align="center" bgcolor="#7D0000">-1</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-6</td></tr>
     <td align="center" bgcolor="#7D0000">-6</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">6</td>
     <td align="center">6</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">16</td></tr>
     <td align="center">16</td></tr>
</table>
</table>
Line 544: Line 554:
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">kd</td></tr>
     <td align="center" bgcolor="#007D00">kd</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">6</td>
     <td align="center">6</td>
     <td align="center" bgcolor="#0000FF">8</td>
     <td align="center" bgcolor="#00007D">8</td>
     <td align="center">16</td></tr>
     <td align="center">16</td></tr>
</table>
</table>
Line 566: Line 576:
     <td align="center" width="75" rowspan="3">Landing</td></tr>
     <td align="center" width="75" rowspan="3">Landing</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#FF3030">'''Light'''<br>kd/kd<br>'''Hard'''<br>-19/kd</td></tr>
     <td align="center" bgcolor="#7D0000">'''Light'''<br>kd/kd<br>'''Hard'''<br>-19/kd</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FF3030">'''Light'''<br>-17/-13<br>'''Hard'''<br>-24/-20</td></tr>
     <td align="center" bgcolor="#7D0000">'''Light'''<br>-17/-13<br>'''Hard'''<br>-24/-20</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center" bgcolor="#00FF00">2</td>
     <td align="center" bgcolor="#007D00">2</td>
     <td align="center" bgcolor="#00FF00">3</td>
     <td align="center" bgcolor="#007D00">3</td>
     <td align="center" bgcolor="#00FF00">1</td>
     <td align="center" bgcolor="#007D00">1</td>
     <td align="center" bgcolor="#00FF00">1</td>
     <td align="center" bgcolor="#007D00">1</td>
     <td align="center" bgcolor="#0000FF">8</td>
     <td align="center" bgcolor="#00007D">8</td>
     <td align="center">14</td>
     <td align="center">14</td>
     <td align="center">6</td></tr>
     <td align="center">6</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Hard</td>
     <td align="center" bgcolor="#00FF00">2</td>
     <td align="center" bgcolor="#007D00">2</td>
     <td align="center" bgcolor="#00FF00">3</td>
     <td align="center" bgcolor="#007D00">3</td>
     <td align="center" bgcolor="#00FF00">1</td>
     <td align="center" bgcolor="#007D00">1</td>
     <td align="center" bgcolor="#00FF00">1</td>
     <td align="center" bgcolor="#007D00">1</td>
     <td align="center" bgcolor="#0000FF">10</td>
     <td align="center" bgcolor="#00007D">10</td>
     <td align="center">19</td>
     <td align="center">19</td>
     <td align="center">6</td></tr>
     <td align="center">6</td></tr>
</table>
</table>
A solid anti-air, works well to deal with Balloons and other aerial assaults. You can also use it to catch an opponent trying to retaliate after a blocked Dagger Punch, but of course be careful when doing this. Both hits of LK version does knockdown, in HK version only 2nd hit knockdowns. Opponent may fall from the 2nd hit.
A solid anti-air, works well to deal with Balloons and other aerial assaults. You can also use it to catch an opponent trying to retaliate after a blocked rekka, but of course be careful when doing this. Both hits of LK version does knockdown, in HK version only 2nd hit knockdowns. Opponent may fall from the 2nd hit.


== Hidden Move ==
== Hidden Move ==
Line 606: Line 616:
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">+14</td></tr>
     <td align="center" bgcolor="#007D00">+14</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#32CD32">+9</td></tr>
     <td align="center" bgcolor="#007D00">+9</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">15*</td>
     <td align="center" bgcolor="#00007D">15*</td>
     <td align="center">18</td></tr>
     <td align="center">18</td></tr>
</table>
</table>
''*As soon as active frame hits opponent, Lee holds '''2f''' of active frame animation and then ''skips other frames'', going straight into recovery frames''
''*As soon as active frame hits opponent, Lee holds '''2f''' of active frame animation and then ''skips other frames'', going straight into recovery frames''


Lee steps forward and performs a powerful multi-hit 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 Dagger Punch 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 Quick Dagger Punch or cr.HP xx Normal Dagger Punch 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. Up to 5 hits to be exact. The last hit treats as projectile and have more vertical range than previous hits. Projectile priority gives Lee a huge benefit by adding impact freeze frames to opponent's hitstun/blockstun animation, thus making this move safe both on hit and block.
Lee steps forward and performs a powerful multi-hit 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 Dagger Punch 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 HP Quick rekka or cr.HP xx LP rekka 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. Up to 5 hits to be exact. The last hit treats as projectile and have more vertical range than previous hits. Projectile priority gives Lee a huge benefit by adding impact freeze frames to opponent's hitstun/blockstun animation, thus making this move safe both on hit and block.


= The Basics =
= 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.
Lee Diendo is a full rushdown character, your main objective is to use your Dagger Punch 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.
Dragon Kick is a good anti air and reversal, but it's pretty easy to punish. You can also use it to cross up after a rekka knockdown.


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.
The Dagger Punch variations depends of the distance of your opponent, regular rekka for close ones or quick rekka for far ones, follow ups are optional but TetsuzanKou is preferred for knockdown.


Energy Palm had a weird secuence but its had a good low and medium hurtbox and multihits for cheap damage.
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.
More of his normals are decent for medium to short poking, anyway, use your Dagger Punch for long distances.


==Combos==
= Combos =
*j.SP, cr.SP xx Fist > follow up
*j.HP/HK, cr.HP xx rekka 
*cr.WP,cr.WK,cr.SP xx Fist > Follow up
*cr.LP, cr.LK, cr.HP xx rekka
*cl.SP xx Energy Palm , Super Fist > elbow follow up
*cl.HP/HK xx Energy Palm, HP Quick rekka or LP Rekka
*cl.SP xx Energy Palm , cr.SP xx Super Fist > elbow follow up
*cl.HP/HK xx Energy Palm, cr.SP xx HP Quick rekka or LP rekka [corner only]


= Advanced Strategy =
= Advanced Strategy =
This is tough, but it's game over when you land this...
This is tough, but it's game over when you land this...
*cl.HK xx Palm blast, Quick HP Rekka xx Light Followup
*cl.HK xx Palm blast, HP Quick rekka > 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. Link between Palm blast and Quick HP Rekka is very tight, but in corner you can use Quick LP Rekka instead, it's easier.
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. Link between Palm blast and HP Quick rekka is very tight, but in corner you can use Quick LP Rekka instead, it's easier.


= Match-ups =
= Match-ups =
Line 683: Line 693:


=== Vs. Clown: ===
=== 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
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. Jean: ===

Revision as of 23:27, 16 December 2021

Fhd lee.png



Introduction

Lee comes from a long line of Bajiquan masters, so he strives for perfection. He wanted to get revenge on Karnov for the death of his father Gentoku, but has learned that revenge does not make you strong, and wants to prove himself by fighting Karnov with honor. This doesn't come through in his gameplay.

A hardcore rushdown character, Lee is a contender for #1 in the game, though he's in competition with Zazie. You can expect the simplest combos to lead to staggering damage with Lee. He demolishes most weak points in the game with ease. His speed is unmatched thanks to his Dagger Punch, which hits weak points easily along with its knockdown followup, TetsuzanKou. Lee is easy to pick up, and he becomes absolutely deadly in the hands of a skilled player.

His main weakness is fireballs, as he lacks a move designed to get around them like some characters. However, you can often get the jump on people with his quick rekka.

Weak Spot

FHD-lee-neutral.png FHD-lee-squat-1.png FHD-lee-squat-2.png FHD-lee-crouch.png
Frame count - 2 2 -

Lee's weak point is interesting, and that means hard to hit for most characters. It's slightly too high for crouching LKs, but still so low that the majority of standing buttons don't hit it. When jumping, it's common for it to be hit by anti-airs or fireballs, which is the one downside.

Color Options

Punch Kick
Fhd-lee-color1.png Fhd-lee-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
ZesshouHou

╠═► ChoshinKou

╠═► TetsuzanKou

Super ZesshouHou
Qcf.png + P.png rekka, Dagger Punch
F.pngF.png + Snka.gif Elbow Followup slightly more damage
F.pngF.png + Snkb.gif Shoulder/Knockdown Followup knocks down
Qcf.pngB.png + P.png Quick rekka/Dagger Punch
SenKyuuTai Qcf.png + K.png anti-air, reversal
MouKo Kouhazan B.pngF.pngDb.pngDf.png + Snka.gifSnkb.gif Palm Blast hidden move, 5 hits

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close):
Damage 12 Startup FHD-lee-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Lee's jabs all do more damage than his cr.LK, so they're good for combos. Taller hitbox than far LP lets it hit more weak points.
Standing weak: Ray, Feilin
Crouching weak: Matlok, Mizoguchi, Zazie
Always weak: Ryoko, Samchay, Clown, Karnov

  • Standing LP (Far):
Damage 12 Startup FHD-lee-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Good disjointed jab used to interrupt attacks like Dynamite (and Dagger Punch in the mirror). Unlike a lot of st.LPs, this one can't be crouched entirely.

  • Crouching LP:
Damage 12 Startup FHD-lee-crouch-LP.png 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 BnBs.

  • Jumping LP (Diagonal):
Damage 12 Startup FHD-lee-diagonal-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

This has good range to stuff attacks, but usually you'll prefer j.LK as it hits deeper.

  • Jumping LP (Neutral):
Damage 12 Startup FHD-lee-neutral-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Situational air-to-air with a better vertical hitbox than diagonal jump LP, and just 1px less horizontal range.

Heavy Punch Snkb.gif

  • Standing (Close):
Damage 30 Startup FHD-lee-stand-close-HP-1.png FHD-lee-stand-close-HP-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

Somewhat unreliable in combos because of its short range, but it hits a lot of weak points. Misses weak points on Marstorius, standing Matlok, Mizoguchi, Zazie, and crouching Lee.

  • Standing HP (Far):
Damage 30 Startup FHD-lee-stand-far-HP.png FHD-lee-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (16) 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 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 HP:
Damage 30 Startup FHD-lee-crouch-HP.png FHD-lee-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

One of the longest-reaching buttons in the game. This makes it very reliable in combos and at beating other normals in footsies. It's harder to whiff punish than standing HP.

  • Jumping HP (Diagonal/Neutral):
Damage 28 Startup FHD-lee-jump-HP.png 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 Snkc.gif

  • Standing (Close):
Damage 6 Startup FHD-lee-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +4
On block +5
Frame count 2 3 5

Doesn't really have any use.

  • Standing LK (Far):
Damage 6 Startup FHD-lee-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +2
On block +3
Frame count 2 4 6

May be useful to target specific weak spots.

  • Crouching LK:
Damage 6 Startup FHD-lee-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Another tool used in chains. Quick with acceptable range.

  • Jumping LK (Diagonal):
Damage 12 Startup FHD-lee-diagonal-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

Most excellent for crossups, this attack stays out forever and has good priority to boot.

  • Jumping LK (Neutral):
Damage 12 Startup FHD-lee-neutral-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

You have much better air-to-airs than this. Don't use it.

Heavy Kick Snkd.gif

  • Standing HK (Close):
Damage 28 Startup FHD-lee-stand-close-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -5
On block -10
Frame count 4 6 20

Solid move. Hits really high it can easily hit Zazie standing weak spot. Use it for target such weak spots.

  • Standing HK (Far):
Damage 28 Startup FHD-lee-stand-far-HK.png Recovery
Chain cancel no
Special cancel no
On hit +1
On block -4
Frame count 6 6 14

Also a solid attack that hits as high as the one above. The leg never becomes vulnerable, so it's a possible anti-air option. Startup is longer than usual, but recovery is surprisingly fast.

  • Crouching HK:
Damage 28 Startup FHD-lee-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 18

Sweep with a little more range than you would think. But the leg has a weak spot on it, so it's risky to use.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-lee-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Excellent jump-in and crossup with good priority.

  • Jumping HK (Neutral):
Damage 28 Startup FHD-lee-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Not worth your time.

Throws

Damage 32 FHD-lee-throwbox.png
Range
(From pushbox)
32
  • Shashin Kashiki: B.png/F.png + Snkb.gif

Lee tosses the opponent over his shoulder. Leaves them pretty far outside of the corner, but you can use HP Quick Dagger Punch to close in.

Special Moves

  • ZesshouHou a.k.a. Piercing Dagger Punch: Qcf.png + P.png
Damage 32 Startup FHD-lee-daggerpunch.png Recovery
On hit +4
On block -1
Frame count Light 9 5 12
Hard 14 5 12

A rushing punch. LP version travels around 1/4 of the screen and HP version almost 1/2. Hitbox appears only after dash is over. 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. At active frames and a bit before them Lee's feet are can't be hit with any character's crouching LKs. But that doesn't mean you're safe! Don't mindlessly spam this move or your opponent will start counter it one after another (analogy with E.Honda's Headbutt in SF2) and probably wipe out your weak spot.

  • Super ZesshouHou a.k.a. Quick Dagger Punch: Qcf.pngB.png + P.png
Damage 32 Startup FHD-lee-quickdaggerpunch.png Recovery
On hit +4
On block -1
Frame count Light 5 5 12
Hard 10 5 12

A faster version of the rekka. The LP version barely moves you forward, but the HP version covers nearly the entire screen at a blazing fast speed. They both have a better hitbox than the normal rekka by a bit.

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 can score a knockdown (after the follow-up) and get the control of the match.

You'll rarely use it in combos, as Quick Dagger Punch tends to whiff the opponent and cross him up leaving you open for punishment. You can abuse this if people block too much though.

  • ChoshinKou a.k.a. Dagger Elbow Punch: (After any Dagger Punch) F.pngF.png + Snka.gif
Damage 16 Startup FHD-lee-elbowpunch.png Recovery
On hit -1
On block -6
Frame count 6 6 16
Does a tiny bit more damage than the HP follow-up, but doesn't knockdown. This is reason enough to stick to the HP version.
  • TetsuzanKou a.k.a. Iron Fist Chop: (After any Dagger Punch) F.pngF.png + Snkb.gif
Damage 14 Startup FHD-lee-stand-close-HP-2.png Recovery
On hit kd
On block -8
Frame count 6 8 16
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 spots than the LP version.
  • SenKyuuTai a.k.a. Silk Worm Kick: Qcf.png + K.png
Damage Light
22
Hard
33 total
FHD-lee-senkyuutai-1.png FHD-lee-senkyuutai-2.png FHD-lee-senkyuutai-3.png FHD-lee-senkyuutai-4.png FHD-lee-senkyuutai-5.png Recovery Landing
On hit Light
kd/kd
Hard
-19/kd
On block Light
-17/-13
Hard
-24/-20
Frame count Light 2 3 1 1 8 14 6
Hard 2 3 1 1 10 19 6

A solid anti-air, works well to deal with Balloons and other aerial assaults. You can also use it to catch an opponent trying to retaliate after a blocked rekka, but of course be careful when doing this. Both hits of LK version does knockdown, in HK version only 2nd hit knockdowns. Opponent may fall from the 2nd hit.

Hidden Move

  • MouKo Kouhazan: B.pngF.pngDb.pngDf.png + Snka.gifSnkb.gif
Damage 72 total Startup FHD-lee-palmblast-1.png FHD-lee-palmblast-2.png FHD-lee-palmblast-3.png FHD-lee-palmblast-4.png FHD-lee-palmblast-5.png Recovery
On hit +14
On block +9
Frame count 4 1 1 1 1 1 1 1 1 15* 18

*As soon as active frame hits opponent, Lee holds 2f of active frame animation and then skips other frames, going straight into recovery frames

Lee steps forward and performs a powerful multi-hit palm blast. The input is pretty hard to master as you have to end up in Df.png. If you continue to F.png you'll get a Dagger Punch 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 HP Quick rekka or cr.HP xx LP rekka 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. Up to 5 hits to be exact. The last hit treats as projectile and have more vertical range than previous hits. Projectile priority gives Lee a huge benefit by adding impact freeze frames to opponent's hitstun/blockstun animation, thus making this move safe both on hit and block.

The Basics

Lee Diendo is a full rushdown character, your main objective is to use your Dagger Punch to carry your opponent to the corner and then use your Energy Palm for cheap damage.

Dragon Kick is a good anti air and reversal, but it's pretty easy to punish. You can also use it to cross up after a rekka knockdown.

The Dagger Punch variations depends of the distance of your opponent, regular rekka for close ones or quick rekka for far ones, follow ups are optional but TetsuzanKou is preferred for knockdown.

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 Dagger Punch for long distances.

Combos

  • j.HP/HK, cr.HP xx rekka
  • cr.LP, cr.LK, cr.HP xx rekka
  • cl.HP/HK xx Energy Palm, HP Quick rekka or LP Rekka
  • cl.HP/HK xx Energy Palm, cr.SP xx HP Quick rekka or LP rekka [corner only]

Advanced Strategy

This is tough, but it's game over when you land this...

  • cl.HK xx Palm blast, HP Quick rekka > 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. Link between Palm blast and HP Quick rekka is very tight, but in corner you can use Quick LP Rekka instead, it's easier.

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.

Vs. Zazie:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox