UberDuder
Shihan
Joined: Jun 2017
Posts: 111
# “Quote” Edit Post
Here are some combos. Rage drive options near the bottom, wall combo breakdown at the end. Anything with consistency issues, whether range dependent, problematic axial consistency, or overly character specific will be designated with a *. Read the notes below to understand a few things. Works with version N onwards.

Note on post tailspin : F21 is a good, consistent ender. F1+2 does equal damage and gives more time to reach the wall for the df1 ender, but doesn't reach as far. fff34 does 1 more damage and floor breaks but is harder to connect after many hits. Df323 is also a good ender to pad out your combo damage and wall carry if you did few hits prior to tailspin.

Note on combo difficulty : B2f into b2f can be hard, especially on bad connections. One way to make b2 easier is to do a single b2f into ws24, then a dash up b2f into f21 ender for minimal damage loss. Or you can do b2f, 2, b2f instead of 3x b2f so you never have to do a hard link (this only works after few hits, such as after 4 instead of 4u3). You can also replace b2f with 12f for a mist step, but this gives 2 hits instead of 1 which makes your opponent fly too far for followups much quicker (but it is an easy wall carry). Any combo below can be altered for ease by removing a consecutive b2f for 3 damage each.

Execution : To execute a b2 chain, do b2, and tap (don't hold) forward to shift into mist step. You can't immediately execute a move with a back input (such as another b2) in till Lee begins to move forward a bit, you'll see him twist downwards briefly and this is your queue to start the next one. If you do it too fast your next b2 won't register and if you do it too slow they will fall out of the hit because its a high. Try b2's out of combo to get maximum speed without dropping hits, this is the rhythm you want in combos. To perform a WS move in combos, you need to backsway out of mist, which is done by tapping (not holding) back input out of mist step, and after you release the back input immediately do an attack (such as 2,4 to get ws24) to get the while standing. Backsway 4 is its own move, however, so you can't execute a ws4 out of mist backsway.


DF2: Lowest damage i15 launcher, but safe, if you want to be boring.

Easy (55): 4, b2f, 2, b2f~ws24 S!, f21
Easy (59): 4u3, b1:1f, 213 S!, f21 (60 with just)
Medium (62): dash 4u3, b2f~ws24 S!, b2f, f21 (dash not needed except at tip range)
Hard (65): dash 4u3, b2f, b2f, b2f~ws24 S!, f21 (dash not needed except at tip range)
Medium *(61): b2f, 4u3, b2f~ws24 S!, f21 (fails off axis)


UF4: Higher damage i15 launcher on open ground. Slightly unsafe (-13), stubby range.

Easy (62): 4u3, b2f, 213 S!, f21
Medium (63): 4u3, b2f~ws24 S!, b2f, f21
Hard (66): 4u3, b2f, b2f, b2f~ws24 S!, f21


F333334: Longest range i15 punisher. Unsafe (duckable and launchable, but safe if blocked).

Easy (63): S! dash 4u3, b2f, f21 or ws23
Medium (66): S! dash 4u3, b2f, b2f, f21 or ws23
Hard (67): dash 4u3, b2f, b2f, b2f, b2f, backsway 4
Very Hard* (69): 4u3, b2f, b2f, b2f, f21 (requires delayed f21, very precise)


Mist 34: Great range, normal hit launcher. Unsafe at -13. Solid damage.

Easy (67): 4u3, b2f~ws24 S!, f21
Medium (73): 4u3, b2f, b2f, b2f~ws24 S! f21


HMS 2: Super good damage, easy combo on normal hit. -13 on block, basic hitman launcher.

Easy (70): dash 4u3, b2f~ws24 S!, f21
Medium (73): dash 4u3, b2f, b2f~ws24 S!, f21


D, DB4: In case you actually land one of these. Very unsafe. W/ pushback at tip range can be hard to punish though.

Easy (74): Hopkick, 2, b2f, 12f~ws24, f21
Medium (76): Hopkick, 2, b2f, b2f, b2f~ws24 S!, f21
Medium (77): Extreme delay, 4u3, b2f, b2f, b2f~ws24 S!, f21
Medium* (81): Hopkick, 4u3, b2f~ws24 S!, f21 (fast hopkick fails off axis to left)


WS23:

Hard (54): ff3 (extremely tight timing)
Bear specific (78): b243 S!, dash b2f, b2f, b2f, f21
Rage drive followups: See rage drive section for massive damage


FC UF4:

Easy (71): ws23, b2f, ws24 S!, b2f, f21
Hard (75): ws23, b2f, b2f, b2f, ws23 S! f21
Hard (78): crouch cancel (tap up), 4u3, b2f, b2f, b2f~ws24 S!, f21
Swag (64): HMS, 11f, b33, b2f~ws24 S!, fff34


Delayed Hopkick: UF, n, 4. Highest damage punish for leg jam lows, but extremely difficult.

Easy (74): b2f, 4u3, b2f~ws24 S!, f21
Hard (78): dash 4u3, b2f, b2f, b2f~ws24 S!, f21


UF34: Also works if the first hit misses from the right range, in which case subtract 12 damage.

Easy (70): micro dash b33f, 213 S!, f21
Medium (72): micro dash b33f, b2f, 213 S!, f21
Bear specific + rage (91): rage drive (df3+4)~mst, d2, b2f, b2f~ws24 S!, f21


BB4: Only if you are fairly close on hit. Otherwise you need to be off axis to the right, have the wall assists you, or get a perfect micro dash on some characters when you connect from straight on.

Absurdly hard (58): micro dash b33f, 213 S!, f21


CH D3: Must transition to HMS for a full combo. Hold back and hit 33 at the precise time to convert.

Medium (59): b33f, 2, b2f~ws24 S!, f21
Hard (63): b33f, b2f, b2f, b2f~ws24 S!, f21


CH B4: i20, somewhat of a keep out move. Going into HMS still allows for combos, but requires mist step and some adaptation.

Easy (75): dash 4u3, b2f, 213 S!, f21
Medium (79): dash 4u3, b2f, b2f, b2f~ws24 S!, f21

HMS Easy (70): MST step, d2, b2f, 2, b2f~ws24 S!, f21
HMS Medium (79): MST step, 4u3, b2f, b2f, b2f~ws24 S!, f21
HMS Medium* (77): MST step, d2, d2, b2f, b2f, b2f~ws24 S!, f21 (fails off axis to left)


CH 4: Off axis followups are impossible, as are tip range hits.

Easy (56): b11f, 2, b2f, b2f~ws24 S!, f21 (59 with b1:1f just)
Hard (64): b11f, 4u3, b2f~ws24 S!, f21
Hard* (72): u3 followup, b2f, b2f, b2f, b2f~ws24 S!, f21 (closest range only, finicky)


CH 44: At tip range of 4, the 2nd hit of 44 doesn't connect.

Easy (50): b11f, 213 S!, fff34 (52 with b1:1f just)
Medium (55): b2f, b2f, 213 S!, f21
Hard (56): b2f, b2f, b2f~ws24 S!, f21


CH 434: Consistent at all ranges, unlike other magic 4 strings.

Easy (67): b2f, ws24 S!, b2f, f21
Hard* (68): b2f, 12f, ws24 S!, f21 (finicky, tight timings)


CH FF4:

Easy (73): 4u3, b2f~ws24 S!, f21
Medium (79): 4u3, b2f, b2f, b2f~ws24 S!, f21
Very Hard (80): ss right, ff4, d2, b2f, b2f, b2f~ws24 S!, f21


CH 1+2:

Easy (35): fc df4
Medium (44): crouch cancel (tap up), f3+4
Medium (44): slide (FC df,d,df3)
Hard (69): crouch cancel (ff), df4, b33f, b2f, b2f~ws24 S!, f21
Bear specific + rage (82): crouch cancel (tap up), rage drive (df3+4)~mst, d2, b2f, b2f, b2f~ws24, f21


CH HMS 4:

Easy (69): ws23, b2f~ws24 S!, fff34
Medium (74): ws23, b2f, b2f, b2f~ws24 S!, f21
Hard* (77): crouch cancel (ff), 4u3, b2f, b2f, b2f~ws24 S!, f21 (must be very close hit)


CH HMS UF4: Safe. On normal hit you earn an ub3 guaranteed for 36 damage.

Easy (72): 4u3, b2f~ws24, fff34
Hard (77): 4u3, b2f, b2f, b2f~ws24 S!, f21


CH Mist Backsway 4:

Easy (65): d2, b2f, 2, b2f~ws24 S!, f21
Hard (69): d2, b2f, b2f, b2f, b2f~ws24 S!, f21
Medium *(72): d2, d2, b2f, b2f, b2f~ws24 S!, f21 (fails off axis to left)
Bear Specific/Reliable (60): b33f, b2f, b2f~ws24 S!, fff34


CH F(4)3: When the second hit of f43 hits on its own with CH.

Easy (69): dash 4u3, b2f~ws24 S!, fff34
Medium (71): dash 4u3, b2f~ws24 S!, dash b2f, f21
Hard (74): dash 4u3, b2f, b2f, b2f~ws24 S!, f21


CH (12)4: When the third hit lands on its own with CH.

Easy (52): d2, b2f, 213 S!, f21


HMS UF3: Wall bounce. Practically useless.

Close (68): 4u3 W!, f43, d3
Medium (69): 4u3 W! df1, f43, d3
Far (74): 434 W!, df1, f43, d3


Low Parry:

Easy (45): d2, b2f, 2, b2f~ws24 S!, fff34
Medium (53): dash 4u3, b2f, b2f, b2f~ws24 S!, f21
Close to wall (32): d2, d2, f21 or fast f1+2, W! + follow ups
Touching wall (34): b2f, f43, d3


Rage Drive: Gives you two possible tailspins in a combo, does a lot of damage, and lets you convert off of stuff you cant normally convert off. Use with care, the number of hits in a combo stacks up fast so they will fall out of your combo if you aren't careful. Tapping forward allows mist step followup. Notation below is RD = rage drive, which is df3+4, and tap f for the MST followup. Let the mist step go far before doing b2, or it will drop.

Rage Drive (72): RD~long mist S!, ws23, b2f, b2f~ws24 S!, f21 (or fff34 for 73)
Df2 (72): 4u3, RD~mst S!, b2f, b2f~ws24 S!, f21
Uf4 (70): 4u3, b2f~ws24 S!, deep dash RD~mst S!, f21
F333334 (71): S!, deep dash, 4u3, RD~mst S!, b2f, f21
D, DB4 (88): hopkick (uf, 4), 4u3, RD~mst S!, late ws24 S!, f21
HMS2 (85): bb4 S!, dash 4u3, b2f, b2f, RD~mst S!, f21
Ws23 (95): RD~mst, d2, b2f, b2f, b2f~ws24 S!, f21
MST34 (81): 4u3, RD~mst, b2f, b2f~ws24 S!, f21
CH 4 (72): RD~mst S!, ws24 S!, dash b2f, b2f, b2f, f21
CH B4 (89): bb4 S!, dash 4u3, b2f, b2f, RD~mst S!, f21 (only one b2f vs smalls and for consistency, 85 damage)
CH MSTB4 (77): d2, d2, RD~mst S!, b2f~ws24 S!, f21
CH 1+2 (72): crouch cancel (ff), df4, b33f, RD~mst S!, ws24 S!, f21
CH HMS4 (80): ws23, RD~mst S!, b2f~ws24 S!, f21
Low Parry (57): RD~mst S!, 4u3, b2f~ws24 S!, f21


Dealing with wall carry

Getting the wall is very important with Lee, since his wall carry is so strong and his wall followups are good. A lot of Lee's will neglect using their tailspin, since B2 loops can carry so far without, this is a mistake, you can do more damage by throwing in tailspin moves like ws24 out of mist step and connecting to the wall from there. With the hitbox changes in version N, its much easier to pick someone up from tailspin states using b2, which further enhances wall carry potential after tailspin. Good moves that can connect to the wall for followups are F21, f1+2, ws23, df323, d2, 12 jabs and MST 34.

Ws23 is the mother of all carries near the end of a combo, since on top of sending really far, it sends high, which makes converting off a distant wall splat much easier, particularly with stuff like the df1 follow up (see next section). However, after a tailspin you will probably need a dash b2f to access mst for the ws23 out of backsway. DF323 is useful for wall carry since it can be done out of mist or after tailspin, and since it is 3 hits it starts to send far very quickly, while sending far up for easier wall followups. F1+2 is harder to connect after tailspin than f21, but it gives cleaner splats for the df1 ender possibility. F21 is the most common combo ender and lets you get the d4n4u3 at the wall, and even df1 at some ranges, although with difficulty. After many hits though its probably the simplest thing to connect post tailspin. You can also stay in mist and pad the carry by doing 12~mst with jabs, which is useful if you are too close to the wall to do anything else.

Lets use an example:
Uf4, 4u3, b2f, b2f, b2f, ws23 W!, hits for 58 damage + wall follow ups.
Uf4, 4u3, b2f, b2f, df323 W!, hits the wall for 58
Uf4, 4u3, b2f~ws24 S!, dash f21 or f1+2 hits for 63 + wall follow ups by comparison, carries same distance (from center of violets systems to the wall), and is infinitely easier. Use your tailspin.

Wall filler

For a traditional wall carry, off say, ws23, df323 or f1+2, your opponent will land on the wall for several follow ups (also works off close wall splats from stuff like ff3, f21, f1+2 outside of combos):

W! d4n4u3 = 21 guaranteed damage, connects very quickly after long dash, works off f21 carry
W! df1, f43, d3 = 10 damage + 13 damage off ground hit, for 23 guaranteed
W! b2f, f43, d3 = 10 + 13 damage off ground hit for 23 after carry, but does 2 more damage than df1 off a direct splat move like f21 into the wall. Highest guaranteed damage off regular wall combo.
W! 433, d3 = 12 +13 ground hit damage for 24, but ground hit is not guaranteed if opponent holds b.

For the latter three, you can add 1 damage to the ground hit by doing ub3 instead of d3, which isn't guaranteed against an opponent that stands by hitting up, but it will catch people holding back when grounded, and doing just about anything else for follow ups. Against someone standing with the wall you get d4n4u3 with this.

If you are close to the wall, and your b2 is cramping the space to the wall, you can attempt to do a pair of jabs into mist step as a follow up. If you are close enough, the jabs will carry with a high wall splat, which allows you to hit 4u3 at the wall and still land a f43 into d3. This gives you more damage at the wall in case you couldn't land very damaging filler, and is also simple. It is conditional on the 4 of 4u3 hitting your opponent before their feet touch the ground, so the range is quite small, and f43 must be done immediately afterwards. So for instance:

uf4, 4u3, b2f, 12f W!(high splat) 4u3, f43, d3

The 4u3, f43, d3 is the most damage Lee can do at the wall (31 post carry), but is dependent on getting high wall splat, and the jab filler costs you more damage than is gained from doing this over his other options with a better filler. A different way of getting that wall ender is by getting his very damaging ws23 close to the wall:

ws23 W!, 4u3, f43, d3 (80 damage)

or a simple df2/uf4 into high W!, 4u3, f43, d3 (56/57 damage)

Last edited by UberDuder on Jan 4th, 2019 at 12:43