lee

lee

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Quick overview

Poking and fast CHs.
df1 seems to track both sides after a jab.
I would SSR close. You have to SSL df1, but can't after a jab
anyway. SSR at -1 > df4, df2, d3, m4, jabs, d2, ...

HEAT

Heat powers: Always just frame versions of moves.
Actual just frame inputs restore heat.
Heat engagers: 4,4,4 (JF) | df4,4 | b3+4 | ff3 | HIT u3
Heat smash (also from HIT): i20 low, -15oB.

Stances

Hitman(HIT). Transitions: uf3+4(+8oB)| WR3,4(+6oB)|bb4(+5oB)
1+2(+6oH, +2oB) | b1,1(+10oH, -1oB) | b4(+8c oH, -2oB)
ws1(+7oH, -2oB) | f4,3(+6oH,-4oB) | 2,1(+6oH, -5oB)
3(+7oH, -8oB) | b2,4(+6oH, -9oB) | ws1,4(+1oH, -8oB)
df4(+5oH,-9oB) | ws4(+2oH, -9oB) | 1,2,2,3 / 2,2,3 (-9oB) |
d3(-1oH,-15oB) | d4444(-11oB) | 1,2:4(+3oH, -14oB) |
1,2,4(-3oH, -14oB) | FC df4(-3oH, -14oB) | ws3,3(-4 oH, -15 oB)
Mist Step (MST). Transitions: 1,2(+8oH, -2oB) | ff2(+5oB) |
b2(+5oH,-1oB) | ws1,2(+6oH, -3oB) | b1,1~f(+1oH,-5oB) |
b3,3(+4oH,-7oB) | 4,u3(-9oB). i15 mid, i25 low, ~i23 low

Standing block punishment

−15 pushback1:3:3:3 | d4,4,4,4(-20 or -11 HIT, not a true punish) | d,db4(-17) | ws3,3(-15) |
−15Heatsmash(-15) | f3,3,3,3,3(all -18) | df3,2,3(-16) | FC UF4(-17) |
−144,3 |
−131,2,2 / 2,2 | 4,3,3 | 4,4,4(-9,-13,-13) | f1+2 | ub3(pushback) | uf4 | uf,n,4 | ws2,3 | f,n,3,4 | HIT2 |
−121,2,4 | 2,1,1 | uf3,1 | f,n,3 (second hit jails, just spam punish) |
-11 / -101,3,3(-11,-11) | 3,3(-10) | f2,1(-10 at wall) | b1,1,2(-11 at wall) | df1,2,2,1(-10) |

While standing block punishment

−152,1,4(-15) | FC df,d,df3 (-15~9. NO FLOAT) | d3(-15) | f,n,3+4(-15~9) |
−14b3 (second hit jails, just spam punish) | FC df4 |
−13d4 | db3+4 | f,n,b,n,4(-13~12) | HIT4 |
−12db3 |
−11 / -10

String handling

You can duck the last hit of acid rain (1:3:3:3), but I wouldn't bother, it's -17 anyway. Only for optimization.
3,3: Jails on no delay.
d4,4,4,4: (-13, -15, -15, -20/-11 HIT) but you should low parry ON HIT (can't interrupt even oB). You also avoid d4,n,4.
b1,1,2: There's nothing to do about this string, you just have to hold it and guess. SWR in neutral beats it.
ws3,3 infinite: low->high / mid->high after ws3,3. LP the low OR block mid then duck the high. If you have an i15 PC you can OS 2 out of
3 options after first two hits. RA after first two hits beats followups but loses to ws3,3 block.
MAGIC 4 OPTIONS: He now has to commit for his m4 combo. Most players will probably do 4,3 and confirm the CH. If they stop here,
it's -14. If they do 4,3,3 as a reaction to no CH, it's -13. If they do 4,3,4 anyway, you can SS both ways and launch, or i10 float.
The really good players will probably try 4,4:4. Be ready to duck the JF. 4,4 alone is -13, and 4,4,4 non-JF jails (4,4:4 will hit you).
If you have an i13 high evading move, you can OS 4,4 / 4,4,4 / 4,4:4 (the JF kick is very high, Lee's own df1 goes under).
f3,3,3,3,3,4: The crouch bug OS is gone, but if you have a slight high evading move, the last kick is very high.

Duckable highs

1,2,2,3 / 2,2,3 | 2,1,3 | 3,delay3 | 4,4:4 | f2,1 | f3,3,3,3,3,4 | f4,1(mix, 3f fuzzy undelayed, mid first) |
df3,2 | df4,4 | b1,1,2 | b1,1+2(mix) | b2,4,3(second hit jails) | uf3,4(mix, 4f fuzzy, mid first) |
ws1,2 | ws1,4 | ws2,4(mix, 7f fuzzy, mid first. Backdash duck helps) | HIT 1,1,1 |

Plus on block

uf3+4(+5 / +8 HIT) | f3+4(+4c) | WR3(+3 / +6 HIT) | bb4(+2 / +5 HIT) |
1+2,3+4(+2 HIT) | ff2(+2) |
b2,4,3(+0) |

Low minus

4,u3(-1) | 1+2(-1 / +2HIT) |
1,2,2,3 / 2,2,3(-3) | 2,1,3(-3) | b4(-3 / -2 HIT) | HIT3(-3) |
ff4(-5) | HIT u4(-5c) |