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

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! Image !! {{lp}} !! Framedata
! Image !! {{lp}} !! Framedata
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| Gif/Image here || Standard jab, nothing special but will get the job done for escaping close range. || 2-8-2
| Gif/Image here || Standard jab, nothing special but will get the job done for escaping close range. || 2-7-3
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! Image !! {{mp}} !! Framedata
! Image !! {{mp}} !! Framedata
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| Gif/Image here || An unspectacular punch, okay anti air maybe? Never really used. || 8-10-5
| Gif/Image here || An unspectacular punch, okay anti air maybe? Never really used. || 8-10-8
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! Image !! {{hp}} !! Framedata
! Image !! {{hp}} !! Framedata
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| 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
| 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. || 19-10-9
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! Image !! {{lk}} !! Framedata
! Image !! {{lk}} !! Framedata
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| Gif/Image here || Short ranged kick. Decent anti air in its active frames but never used outside of that. || 8-10-5
| Gif/Image here || stubby chin-kick, with a tendency to launch some of the cast, can also lead to heavy punch in some match-ups. Decent anti air in its active frames but rarely used in neutral due to poor range. || 8-10-6
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! Image !! {{mk}} !! Framedata
! Image !! {{mk}} !! Framedata
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| 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
| Gif/Image here || Lee's defining move, amazing range, decent damage, and low profiles many moves during active frames. A safe, strong poke that forms the corner stone of Lee's neutral. || 10-10-10
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! Image !! {{hk}} !! Framedata
! Image !! {{hk}} !! Framedata
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| 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
| Gif/Image here || A slow roundhouse kick. The range is minimally worse than MK, but the hitbox is actually pretty big for a roundhouse. Works really well as an anti air, but usually requires a read to time properly. || 14-10-13
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{| class="wikitable"
{| class="wikitable"
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! Image !! {{d}} or {{df}} or {{db}} {{p}} !! Framedata
! Image !! {{d}} {{p}} !! Framedata
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| Gif/Image here || Lee's jumpkick. Pretty quick and can jump over fireballs with good timing. Solid jumpkick all around. || ?-?-?
| Gif/Image here || Lee's forward/back jump attack. Pretty quick and can jump over hadoken with good timing. Solid jumpkick all around, and part of Lee's burst option mix game. || 25-8-7
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{| class="wikitable"
|-
! Image !! {{df}} or {{db}} {{p}} !! Framedata
|-
| Gif/Image here || Lee's jumpkick. Pretty quick and can jump over fireballs with good timing. Solid jumpkick all around. || 25-8-7
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{{Navbox-SF1}}
{{Navbox-SF1}}
[[Category:Street Fighter (1987)]]
[[Category:Street Fighter (1987)]]

Revision as of 02:55, 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. 2-7-3
Image Mp.png Framedata
Gif/Image here An unspectacular punch, okay anti air maybe? Never really used. 8-10-8
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. 19-10-9
Image Lk.png Framedata
Gif/Image here stubby chin-kick, with a tendency to launch some of the cast, can also lead to heavy punch in some match-ups. Decent anti air in its active frames but rarely used in neutral due to poor range. 8-10-6
Image Mk.png Framedata
Gif/Image here Lee's defining move, amazing range, decent damage, and low profiles many moves during active frames. A safe, strong poke that forms the corner stone of Lee's neutral. 10-10-10
Image Hk.png Framedata
Gif/Image here A slow roundhouse kick. The range is minimally worse than MK, but the hitbox is actually pretty big for a roundhouse. Works really well as an anti air, but usually requires a read to time properly. 14-10-13


Image D.png P.png Framedata
Gif/Image here Lee's forward/back jump attack. Pretty quick and can jump over hadoken with good timing. Solid jumpkick all around, and part of Lee's burst option mix game. 25-8-7


Image 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. 25-8-7

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