Street Fighter (1987)/Lee/Movelist: Difference between revisions

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! Image !! {{hp}} !! Framedata
! Image !! {{hp}} !! Framedata
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| Gif/Image here || A powerful dashpunch with high damage and goes a third of the screen. One of Lee's most useful moves, but is not without its risks, as the startup is very long. do NOT throw it out at close range, and avoid being predictable with it. Most characters can hit you out of it if you're predictable. Pull it out for punishes or to poke from longer ranges, and the reward will be quite good. || 19-10-17
| Gif/Image here || A jump-in punch with high damage and goes a little under half of the screen. One of Lee's best burst moves and highest damage move, despite coming out on frame 20, it has solid range and on some characters loops. Since it doesn't have a hitbox until Lee lands you can be hit during start-up if used to close to your opponent. However it will put you into air hitstun during the jump giving it landing influence built in to the start up. The threat of this move is also about as useful as the move itself and is a big part of Lee's mix-up game. || 19-10-17
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Revision as of 02:27, 14 April 2025


Moveset

Image Lp.png Framedata
Gif/Image here Standard jab, nothing special but will get the job done for escaping close range. 2-8-2
Image Mp.png Framedata
Gif/Image here An unspectacular punch, okay anti air maybe? Never really used. 8-10-5
Image Hp.png Framedata
Gif/Image here A jump-in punch with high damage and goes a little under half of the screen. One of Lee's best burst moves and highest damage move, despite coming out on frame 20, it has solid range and on some characters loops. Since it doesn't have a hitbox until Lee lands you can be hit during start-up if used to close to your opponent. However it will put you into air hitstun during the jump giving it landing influence built in to the start up. The threat of this move is also about as useful as the move itself and is a big part of Lee's mix-up game. 19-10-17
Image Lk.png Framedata
Gif/Image here Short ranged kick. Decent anti air in its active frames but never used outside of that. 8-10-5
Image Mk.png Framedata
Gif/Image here Another strong move of Lee's, best range outside of HP and also low profiles (though the low profile is very late so its usefulness is debatable). Safe, strong poke that can prove to be quite useful in keeping your opponent on their toes. 10-10-10
Image Hk.png Framedata
Gif/Image here A roundhouse kick. The range is minimally worse than MK. Can work as an okay poke and anti air. 15-10-10


Image D.png or Df.png or Db.png P.png Framedata
Gif/Image here Lee's jumpkick. Pretty quick and can jump over fireballs with good timing. Solid jumpkick all around. ?-?-?

Game Navigation

General
Controls
System
FAQ
SF1
Ryu
Ken
SF1++
Adon
Birdie
Eagle
Geki
Gen
Lee
Joe
Mike
Retsu
Sagat