Introduction
Moves List
Normal Moves
Light Punch
Standing Fast and good priority, you will be using this to interrupt others' attacks (such as an opposing Lee!). Jumping Will stuff attacks, but not as effective as jumping light kick. Use that instead!
Crouching Bufferable, you will be using this inside of bnb's.
Strong Punch
Standing Excellent range and priority. More often than not this will at the very least clash if not outright stuff many other moves and pokes. A staple for Lee's ground game. Bufferable.
Jumping
Crouching Similar to standing but with slightly less range... This is definitely a move you will be using. Bufferable.
Light Kick
Standing
Jumping
Crouching
Strong Kick
Standing
Jumping
Excellent jump in with high priority. Stays out a fair bit of time.
Crouching Trip with a little more range than you would think. A solid attack.
Special Moves
ZesshouHou
- Quarter Circle Forward + Punch
ChoshinKou
- (After ZesshouHou)Forward, Forward + Weak Punch
TetsuzanKou
- (After ZesshouHou)Forward, Forward + Strong Punch
Super ZesshouHou
- Quarter Circle Forward, Back + Punch
SenKyuuTai
- Quarter Circle Forward + Kick
Super Move
MouKo Kouhazan
- Back, Forward, Down-Back, Down-Forward + AB
The Basics
Advanced Strategy
Match-ups
Vs. Clown:
Vs. Jean Pierre:
Vs. Kano Ryoko:
Vs. Karnov:
Vs. Lee Diendo (self):
Vs. Liu Feilin:
Vs. Liu Yungmie:
Vs. Marstorius:
Vs. Matlock Jade:
Vs. Mizoguchi Makoto:
Vs. Ray McDougal:
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.