Fighter's History Dynamite/Lee Diendo

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< Fighter's History Dynamite
Revision as of 01:29, 23 November 2020 by Leot buddy (talk | contribs) (rewriting damage data)
Fhd lee.png
FHD main page | The Characters



Introduction

3S Yun's ancestor, here you'll find out why.

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.

Weak Spot

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

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 dagger punch, lunge punch
F.pngF.png + Snka.gif elbow punch
F.pngF.png + Snkb.gif fist chop does knockdown
Qcf.pngB.png + P.png quick dagger punch, quick lunge punch
SenKyuuTai Qcf.png + K.png anti-air, reversal
MouKo Kouhazan B.pngF.pngDb.pngDf.png + Snka.gifSnkb.gif palm blast hidden move

Normal Moves

Light Punch Snka.gif

  • Standing (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

Slightly thicker than far LP, but overall the same.

  • Standing (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

Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!).

  • Crouching:
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 bnb's.

  • Jumping (Diagonal):
Damage 12 Startup FHD-lee-diagonal-jump-LP.png
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 12 Startup FHD-lee-neutral-jump-LP.png
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 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

You won't be see this move often because of the attack below...

  • Standing (Far):
Damage 30 Startup FHD-lee-stand-far-HP.png 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 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 30 Startup FHD-lee-crouch-HP.png 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 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 (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:
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 (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 (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.

Strong Kick Snkd.gif

  • Standing (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 (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 usuall, but recovery is surprisingly fast.

  • Crouching:
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 got a weak spot on it, so it may be risky.

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

Don't worth your time.

Throws

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

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 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 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.

  • 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 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.

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 ↘. If you continue to → 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.

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.

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