< Street Fighter (1987) | Lee
Moveset
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Gif/Image here | Lee's walk; it's not very fast but is far from the worst. It's uninterruptable and has the bizarre side effect of significantly decreasing any hitstun you take when hit during it, also known as scuttle-canceling due to the funny way Lee scuttles while walking. Unfortunately, multi-hit moves will hit many times if you are walking quickly draining your health bar so be careful. Is uninterruptible throughout the whole move and therefore has no walk cancel window. | 7 |
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Gif/Image here | Standard jab, nothing special but will get the job done for escaping close range. | 2-7-3 |
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Gif/Image here | An unspectacular punch, okay anti air maybe? Never really used. | 8-10-8 |
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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. | 19-10-9 |
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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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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. Now you may have noticed the asterisk next to the unblockable. That's because the move is only kind of unblockable. The reason it's unblockable at all is that it switches from low block to high block on the first active frame. This means that most of the time you won't be able to block it unless you swap blocks frame perfectly or at least low block on the first active frame and not before. Even then due to the way SF1 handles pre-block into block it's inconsistent. However, the Shotos have a consistent set-up to buffer the block by holding down and back while using Shoryuken meaning against that move you need to time medium kick to hit the frame after their first actionable frame if you want to make the move (mostly) unblockable. | 10-10-10 |
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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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Gif/Image here | Lee's neutral jump attack. Pretty quick and can surprise opponents planning on rushing Lee. Not the most useful move but has its moments. | 25-8-7 |
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Gif/Image here | Lee's jump kick. Lee's one of the characters who has a back jump attack as well. Pretty quick and can jump over fireballs with good timing. Solid jump kick all around, adn a part of his burst option mix up games. | 25-8-7 |