Introduction
Lee is a great all rounder with a focus on keepout (b,b+4), quick pokes (df+1, b+3,3 and jabs), and counter hits (4,4:4, 4,3,4, 2,2,3). He thrives on his opponents trying to stop him from pestering them. You want to give your opponent the room to overextend rather than simply locking them down. His evasion was a bit nerfed in season 2, but he still has good high crushing options (d+3, f,f+4), and coupled with a safe power crush (b+3+4) and the rest of his kit, it means that he's also hard to lock down
Lee is relatively straight forward with minimal use of stance, but requires a layer of execution to get the minimum out of him. He has many so-called just frame moves, and many of them are integral to the character, notably his famous i10 punish Acid rain (1,3:3:3), requiring two of those just frames to execute
Top 10 Moves
Long range plus frames on a CH launch and it chipsh, i18, +2 oB, +18gc oH, +69a (+53) oCH
Main midm, i13, -1 oB, +5 oH
Second best mid, great homing move and can go into HMS (by pressing 3+4) or crouch mixm, i21, -1 oB, +3 oH, +26a oCH
Optimal whiff punisherm, m, m, m, h, h, i15, -9 oB, +69a (+53) oH
Low damage, but the frames force your opponent to keep it in mind and deal with itl, h, i15, -12 oB, -1 oH
Safe counter hit launcher you can throw outh, i16, -5 oB, +29a oH
Long range mid and one of the only safe ways to access heatm, i14~15, -9 oB, +21d (+11) oH
Great keepout makes your opponent think twice before running inm, i20, -3 oB, +7c oH, +64a oCH
Longer range mid poke than df1, and you can go into HMS for mind gamesm, i13-14, -9 oB, +5 oH
Great fast low poke from crouch but risky in some matchupsl, i16~17, -14 oB, -3 oH, +25d oCH
Combos
uf+4 | df+24,u3 → b+2,4,3,f → b+2,f → f+4:1 → dash → side step → b+4 → d+3
CH b+4 (to HTM)f,n,d+2 → dash → d+2 → b+2,4,3,f → b+2,f → f+4:1 → dash → side step → b+4 → d+3
ws2,3 | f+3,3,3,3,3,4b,b+4 → dash → d+2 → b+2,f → ws1,2,f → f+4:1
CH 4,4:4qcf+4 → b,b+4 → dash → d+2 → b+2,f → ws1,2,f → f+4:1
CH d+3b,b+3,3 → b+2,4,3,f → b+2,f → f+4:1 → dash → side step → b+4 → d+3
Notable Moves
Ultra long range approach tool, if done from the right range it becomes saferl, i25~31, -15~-9 oB, +3 oH, +5d oCH
High reward homing move but a bit slowh, i19, +2 oB, +25a oH
Fastest counter hit, huge damage near the wallh, m, h, i10, -3 oB, +17a (+8) oH
Fastest counter hit launchh, h, h, i11, -13 oB, -2 oH
Great panic tool and good low poke. Too risky to poke a lotl, i16, -15 oB, -1 oH, +17a oCH
Defensive Move Handling
HMS
You can beat most of the stance with a well-timed sidestep duckYou can low parry the following lows even if the previous ones hit youl, l, l, m, i12, -20 oB, +11a (+2) oH
Duck the final, hit there is not mixupm, h, i13-14, -9 oB, +10g oH
Duck the second hit and punish quickh, h, m, i11, -9 oB, +42d oH
Don't try to whiff punish with a highh, i18, +2 oB, +18gc oH, +69a (+53) oCH
Make sure you duck even if you press into ith,t, i18, -3 oB, +0d oH