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
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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 | 12 | 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 | 12 | 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 | 12 | 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 | 12 | 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 | 12 | 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 | 30 | Startup | ![]() |
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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 | ![]() |
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 | ![]() |
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 | ![]() |
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 (Close):
Damage | 6 | Startup | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
You have much better air-to-airs than this. Don't use it.
Strong Kick 
- Standing (Close):
Damage | 28 | Startup | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
Excellent jump-in and crossup with good priority.
- Jumping (Neutral):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
Don't worth your time.
Throws
Damage | 32 | ![]() |
Range (From pushbox) |
32 |
Special Moves
Damage | 32 | Startup | ![]() |
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.
Damage | 32 | Startup | ![]() |
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.
Damage | 16 | Startup | ![]() |
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.
Damage | 14 | Startup | ![]() |
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.
Damage | Light 22 Hard 33 total |
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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
Damage | 72 total | Startup | ![]() |
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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...
- cl.HK xx Palm blast, Quick HP Rekka xx 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.
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.