leelee Tekken 8 Season 2 Guide


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
Strengths
- Counter hits: he's the only character that has retained his i11 counter hit launcher from prior games, the magic 4 (4,4:4, 4,3,4)
- Keep out: b+4 is an outstanding barrier that your opponents will have to work around in order to come on the offensive, the reward is great and the stance after makes it hard to punish
- Punishment: he has the highest damage i10 punish in the game (1,3:3:3) and i11 wallsplat (4,4:4) and even a i14 launcher from crouch (WS 2,3)
- Pokes: having great tracking on his weak side. His -1 on block df+1 is very good, he also has a variety of lows, even though the risk reward isn't the best
Weaknesses
- Tracking: Despite having two amazing homing moves outside of heat, they are both relatively slow and the rest of his kit is quite linear. His df+1 covers his weak side, but everything with a real reward covers the other, so you really need to work hard on conditioning to get them to go where you want, while also not just eating a counter hit
- Inconsistency: Some of his moves just whiff for no good reason. You have to know the matchups where it's more likely to happen and work around it, but yeah, not much we can do about that one
- High risk lows: His lows are good, but either quite slow or very punishable on block. d+4 and all the extensions are even punishable on hit
Heat System
- His heat was improved in season 2, but is still not that great. His heatsmash being a low can be quite threatening, but it does the lowest damage out of any low smash. It's also the slowest and is steppable, unlike the others
- His heat dash from f,f+3 makes for an amazing whiffpunish and a nice thing to throw out, but beware the tracking can be misleading
- He now has two new heat moves that wallsplat. d+1+2 for some plus frames (that you don't really need), it also has crazy range. Using this, then mixing up with the heat smash is probably the best use, but it's a risky mixup. The other move is df+3+4. It might look plus on block, but it's neutral, which is good for Lee. Just don't act like you're plus. It's best used as a homing move or an easy safe whiff punish, but not as a pressure tool. It's also quite damaging, so if they duck too much, it's good, just a bit wasteful. Both of these moves consume a lot of heat, but Lee can regain heat by doing just frame moves (in neutral usually f:f+2)