lee

lee

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
3~3:4h, t18, 20i34!+0d
* Unbreakable
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
1+3t35i12~14-3-2d
Throw break 1 or 2
2+4t35i12~14-6-2d
* Throw break 1 or 2
* Side swap
Back Throwt50i12~14!-5d
Unbreakable
Left Throwt40i12~14-3-3d
Throw break 1
Right Throwt40i12~14-3+0d
Floor Break Throw break 2
uf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
d+1s5i10-5+6
Alternate input db+1, FC.1
High crush
db+2s8i11-4+7
Alternate input FC.2
High crush
FC.1s5i10-5+6
* Alternate input d+1, db+1
High crush
FC.2s5i16-4+7
* Alternate input db+2
High crush
R.df+1+2m,t55+i20-15+0
* Rage Art
* Removes Recoverable Health
* Damage increases with lower health
Power crush 8~
f+3+4m,m10,20i30+4c+8c
Floor Break 9 chip damage
Low crush
HMS.1+2m,m10,15i15-5+6+19a (+10)
* On CH:
Balcony Break
2+3m12i16+1+2c
Heat Burst
Power crush
1,2,2h, h, m5, 9, 14,i20~21-13-2
* Move can be delayed
* Combo from 2nd CH without delay
1,2,4h, h, m5, 9, 10,i18-12-1+58a
* Jail from 1st attack
* Transition to -14 -2 HMS with 3
1,2:4h, h, m5, 9, 12,i18-12+5+58a
* 4 frame window for timed input
* Jail from 1st attack
* Transition to -14 +3 HMS with 3
1,3:3h, h, m5, 5, 4,i9-11+0
Jail from 1st attack
2,1,1h, h, m10, 8, 18i20-12+3+26a
*
2,2h, m10, 14i20-13-2
* Combos from 1st hit CH
3m16i14-8+7
* Transition to -8, +7 HMS with 4
4,3,3h, h, m14, 14, i19-13+8d
* Floor Break
* Combos from 2nd hit CH
4,3,4h, h, m14, 14, i30-9+42d
* Tornado
Low crush
4,u+3h, m14, 23i33-1+48djs
* Transition to -9, +40 MS with F
1+2m20i21-1+3+26a
* Homing
* Floor Break
* Transition to +2, +6, +29a HMS with 3+4
f+2m12i14-9+2
f+3m6i15-18-7
f+3,3m, m6, 3i8-18-7
Combos from 1st hit
f+3,3,3m, m, m6, 3, 3i8-18-7
Combos from 1st hit
f+3,3,3,3m, m, m, m6, 3, 3, 3i8-18-7
Combos from 1st hit
f+4,3h, m13, 18i21-8+6c+63a
* Transition to -4, +7c, +64a HMS with 4
* Combos on 1st hit CH
* Delayable
df+1m10i13-1+5
df+2m12i15-7+34a (+24)
df+3m13i15-8+3
df+3,2,3m, h, m13, 13, 20i22-16+13c g
* Balcony Break
* Combos from 2nd hit
df+4m14i13-14-9+5
Transition to -9, +5 HMS with 3
D+4,4,4,4l, l, l, m7, 8, 5, 21i24-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
d+2m17i18-6+8+13
High crush
b+1,1h, m9, 6i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
b+1+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
b+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
ub+3m20i18-13+20a (+13)+74a (+58)
* Tornado
Low crush
uf+3m12i25-9+2
Low crush
uf+3,2m, m12, 18i21-12+3+26a
Combos from 1st hit
uf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
Low crush
d,DB+4m24i22-17+50a (+40)
* Tornado
f,F+3m26i14~15-9+21d (+11)
* Heat Engager
* Heat Dash +5, +36d
* Balcony Break
*Slight low profile
uf,n,4m20i23-13+32a (+22)
Low crush
f,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
Low crush
f,f,F+3,4m, m14, 26i20+3+19d
* Floor Break
* Transition to +6, +29d (-6) HMS with 3
* Combos from 1st hit
* 7 chip damage
* Balcony break on 2nd hit only
Low crush
ws1m12i13-2+8
* Automatically transitions to HMS on hit or block
ws2m12i14-8+3
*
ws2,3m, m12, 24i20-13+32a (+22)
* Tornado
* Combos from 1st hit
ws3m16i10-21-10
*
ws3,3m, m16, 11i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
ws3,3,DF+3m, m, m16, 11, 10i26-19-8
* Combos from 2nd hit CH
ws4m16i11-6+5
* Transition to -9, +2 HMS with 3
FC.UF+4m25i18~28-17+28a (+18)
* Transition to -, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
Low crush
FC.UF+3+4m30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
Low crush
HMS.1,4h, m7, 17i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
HMS.2m23i19-13+39a (+29)
* Tornado
HMS.u+3m26i20~22-9+23d (+13)
* Heat Engager
* Heat Dash +5g +36d
* Balcony Break
* Transition to -9, +23d (+13) FC with D
* 7 chip damage
Low crush
HMS.u+4m20i26~29-5c+13c
*
Low crush
MS.3m10i15-12-1
*
Low crush
MS.3,4m, m10, 10i15-13+32a (+22)
*
H.2+3l,t37i20-14+0d
* Heat Smash
* Balcony Break
2,1,4h, h, l10, 8, 18i25-15+1+11
*
D+4l7i12-13-14-2
D+4,4l, l7, 8i20-15-16-4
Combos from 1st hit CH
D+4,4,4l, l, l7, 8, 5i20-15-16-4
Combos from 2nd hit CH
d+3l17i16-15-1+17a
Transition to -15, -1, +17a HMS with 4
High crush
d+4l7i12-13-14-2
db+3l12i20-12-1
db+4l6i12-4-15
Alternate input FC.4
High crush
db+3+4l21i21-13+4+38a
b+3l9i15-14-3
b,n,4l18i21-13+3+12
*
High crush
ws3,3,D+3m, m, l16, 11, 8i26-19-8
* Combos from 2nd hit CH
FC.3l10i13-17-6
*
High crush
FC.4l6i12-15-4
* Alternate input db+4
High crush
FC.df,d,DF:3l25i18~24-15*+3+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
High crush Low crush
FC.df,d,DF+3l20i18~24-15*+3+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
High crush Low crush
FC.df+4l17i16-14-3+25d
* Transition to 14, -3, +25d HMS with 3
FC
HMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
High crush
MS.3+4l17i25~31-15*+3+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
High crush Low crush
HMS.3h,t21,20i18-3+0d
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
Power crush
f+1+2h,h12,20i13-13+18a (+9)
Balcony Break
1h5i10+1+8
1,2h, h5, 9,i12-3+7
* Transition to -2 +8 MS with F
* Jail from 1st attack with max delay
* Move can be delayed 4f
1,2,2,3h, h, m, h5, 9, 14, 23,i21-3+17a (+8)
* Balcony Break
* Combo from 3rd hit CH
* Transition to -9, +11a (+2) HMS with 4
* Move can be delayed
1,3h, h5, 5i16-11+0
Can be delayed (2F?)
1,3:3:3h, h, m, h5, 5, 4, 14,i21-17+14
* Combo from 1st hit
* Timestop on hit
* 5 chip damage
2h10i10+1+7
2,1h, h10, 8i15-5+6
* Transition to -5, +6 HMS with 3+4
* Combos from 1st hit
2,1,3h, h, h10, 8, 20i24-4+20a (+11)+65a (+45)
* Balcony Break
2,2,3h, m, h10, 14, 23i21-3+17a (+8)
* Balcony Break
* Transition to -9, +11a (+2) HMS with 4
* Combos from 1st hit CH
3,3m, h16, 18i17-10+1
* Combos from 1st hit
3~3h18i34-9+2
*
4h14i11-9+2+2s
4,3h, h14, 14i18-14-3+2
Combos from 1st hit
4,4h, h14, 5,i10-13-2
* Jail from 1st attack
* Combo from 1st CH [[Lee combos#Mini-combos|+20a (+13)]]
4,4,4h, h, h14, 5, 5,i10-13-2
* Jail from 1st attack
* Combo from 1st CH +25a (+18)
4,4:4h, h, h14, 5, 12,i20~21-9+15a (+6)
* Heat Engager
* Heat Dash +5g +34d
* Combo from 1st hit
* Combo from 1st ch [[Lee combos#Staples|+29a (+22)]]
* 4 chip damage
f+2,1m, h12, 22i19-10+42d (-16)
* Balcony Break
* Combos from 1st hit
* Delayable
f+3,3,3,3,3m, m, m, m, h6, 3, 3, 3, 3i8-18+13a (+3)
Combos from 1st hit
f+3,3,3,3,3,4m, m, m, m, h, h6, 3, 3, 3, 3, 25i23-9+69a (+53)
* Tornado
* If only last hit connects +28a (+13)
* Combos from 1st hit
* 4 can be input after the 2nd hit on-wards
Low crush
f+3,3,3,3,3:4m, m, m, m, h, h6, 3, 3, 3, 3, 26i23-9+69a (+53)
* Tornado
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Combos from 1st hit
Low crush
f+4h13i11-7+4
f+4,1h, h13, 20i24-5+20a (+3)
* Tornado
* Balcony Break
* Combos on 1st hit CH
f+4:1h, h13, 25i24+5+20a (+3)
* Tornado
* Balcony Break
* 10 chip damage
* Combos on 1st hit CH
df+3,2m, h13, 13i19-6+5
* Combos from 1st hit
* Delayable
df+4,4m, h14, 22i22-23-9+10g
* Heat Engager
* Heat Dash +5, +34d
* Combos from 1st hit
d+4,n,4l, h7, 16i23-9+2+27a (+17)
* Links to attacks from 4 (4,4:4, 4,3,4, etc.)
* Combos from 1st hit CH
b+1h9i14-0+6
b+1,1,2h, m, h9, 6, 18i20-11+1
* Combos from 1st hit
b+1,1:2h, m, h9, 6, 23i20-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+1:1+2h, h9, 25i21-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* 10 chip damage
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
b+2h9i14-5+1
* Transition to -1, +5 MS with F
b+2,4h, h9, 16i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
b+2,4,3h, h, h9, 16, 21i27-0+22a (+13)+51a
* Balcony Break
Low crush
b+3,3l, h9, 12i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
b+3+4h23i20-7+15a (+6)
* Heat Engager
* Heat Dash +5, +34d
* Balcony Break
Power crush
uf+3,4m, h12, 23i25-3+25a
Combos from 1st hit
uf+3+4h30i22+5+28d (+20)
* Balcony Break
* Transition to +8, +31d (+23) HMS with 3+4
* 9 chip damage
Low crush
b,B+4h23i19+2+25a
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
* Causes Strong Aerial Tailspin
f,F+2h26i18+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 6 chip damage
f,F+4h22i16-5+29a
*
High crush
f:F+2h26i18+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 11 chip damage
Perfect Input not required during Heat
Partially consumes remaining Heat Time, while Perfect input restores Heat Time
ws1,2m, h12, 17i20-7+2+7
*Transition to -3, +6, +12 MS with F
ws1,4m, h12, 20i20-5+4
*Transition to -8, +1 HMS with 3
ws2,4m, h12, 23i27-2+13g+37a
* Balcony Break
* Combos from 1st hit
ws3,3,DF+3,3 ...m, m, m, h16, 11, 10, 10i26-16-8
* DF+3,3 can be repeated infinately
* Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
ws3,3,D+3,3 ...m, m, l, h16, 11, 8, 10i24-16-5
* D+3,3 can be repeated infinitely
* Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
HMS.1h7i12+2+9
* Cancel and transition MS with F
* Cancel into Scatter Kick (HMS.3) with input HMS.1~3
HMS.1,1h, h7, 7i14-2+8
* Cancel and transition to +1, +8 MS with F
* Combos from 1st hit
HMS.1,1,1h, h, h7, 7, 20i20-7+44d (-14)
* Balcony Break
* Combos from 1st hit
d+3+4!60i60!+9a
* Balcony Break
* Unblockable
* Cancel and transition to HMS with 3+4
3+4
Transitions to HMS
b+1+3+14BT
* High and Mid parry
* Puts you behind opponent
* Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Parry state
u+3
* Transition to FC with D
* Transition to HMS with 3+4
Low crush
b,n
*
f,n
* Transitions to MS
* Alternate input HMS.f,n
High crush
ub,b
* Automatically transitions to HMS
Low crush
FC.df,d,DF
*
High crush