_ _ _ / / _ _ _ _ _ _ _ _ / / / _ _ // _ _ / / / / /_ _ / /_ _ / / / _ _ _// _ _ _/ / / / /_ _ / /_ _ / / /_ _ _ _ //_ _ _ _ / / / / / _ _ _ _ _ _ _ / / / _ _ _ _ _ _ _ _ _ _/ _ _ _ _ _ _ _ / / / _ _ _ _ / / / _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / / / / / // \ / \ / / / \ / / / / / / / / / // _ |/ __ // / / _ | / | / / / / / /_ _/ // / \ // / / // / / / \ // | / / / / / _ _ // /__ / // / / // / / /__ / // _ |/ / / /_ _ _/_ _/ / // _ _ // /__/ // /_ _/ _ _ // / | / / / / // / / // // / / / // / | / |_ _ _ _ _ _ _ / /_ _//_ _/ /_ _// _ _ _ _ _//_ _ _ _ _/ / /_ _//_ _/ |_ _/ ******************************************************************************** Lee Chaolan, the Silver Haired Devil v1.0 by Devil Lee (ChrisG0000@aol.com) Legal Info Introduction Movelist Movelist In-Depth Throws Strategies Juggles Okizeme Sidestep Special Netsu Tag Partners About Lee Chaolan History ******************************************************************************** Legal Info ******************************************************************************** I wrote this guide, but if you want to distribute it or print it, please leave it in its original form. If you need to change something, please e-mail me so I will know and I can see what you are doing with it. Tekken and all the characters in Tekken are copyrighted by Namco. ******************************************************************************** Introduction ******************************************************************************** A B C D E 1 2 3 4 5 Thank you for reading my guide on Lee Chaolan! It's best viewed in a monospace type editor, like Notepad. Make sure the numbers and letters match up. This guide is designed for people who already know the basics about Lee. If you're willing to come this far, are you willing to come a little further? The latest version of this FAQ can always be found at: http://members.aol.com/ChrisG0000/lee.htm ******************************************************************************** Movelist ******************************************************************************** Please use the conventions found at www.tekken.net. Command Place Name Damage Escape 1+3 front Neck Fracture 30 1 2+4 front Chastisement Punch 30 2 f,f+3+4 [~5] front Knee Drive [tag] 28 1 (1+3_2+4_2+5) left Harassment 40 1 (1+3_2+4_2+5) right Stunner 38 2 (1+3_2+4_2+5) back Bulldog 45 n/a Command Name Damage Range Prprt. 1,2 Double Punch 5,12 hh 1,1,1,1,1 Machine Gun Rush 5,5,5,5,5 hhhhh SH = 2,2 = Lee Knuckle 12,10 hh #1 = F+2,2<2 = Lee Knuckle Combo 12,5,10 hmh #1 b+1,1 Fang Rush 8,8 hm = 2 = Triple Fang 15 h = 3+4 = Hit Man Stance n/a n/a 2,2 Rave War 6,10 hh F+2<2<2 Rave War Combo 6,5,10 hmh SS+2 Rear Cross Punch 17 h GB (SSR+3_SSL+4) Lee Screw (30_24) h d/b+3 Slice Kick 16 L HSc u/f+3 Quick Silver Sting 20 h GB d/f+3 Step In Kick 18 m f,f+3 Split Axe Kick 23 m GB FC,d/f,d,d/f+3 Dragon Slide 17 L 3 Head Kick 18 h = f+3 = Step In Kick 15 m = b+3 = Feint Hammer 19 m KS GB = 3,f+3 = Dbl. Head Kick - Step In Kick 10,15 hm = 3,b+3 = Dbl. Head Kick - Feint Hammer 10,19 hm KS GB = 3,3,b+3 = Trpl. Head Kick - Feint Hammer 10,10,19 hhm KS GB b+3~3 [~4] Feint Mist Wolf [Mist Trap] 33 h #4 b+3<3 Mist Wolf Combo 18,18 mh d+3,3 Silver Low - Head Kick 8,18 lh = f+3 = Step In Kick 15 m = b+3 = Feint Hammer 19 m KS GB = 3,f+3 = Double Head Kick - Step In Kick 10,15 hm = 3,b+3 = Double Head Kick - Feint Hammer 10,19 hm KS GB = 3,3,b+3 = Triple Head Kick - Feint Hammer 10,10,19 hhm KS GB WS+3,3 Tsunami Kick 10,17 mm = d/f+3 = Step In Kick Infinite Starter 18 m #2 = D+3 = Silver Low Infinite Starter 15 l #2 = 3,3,3,3... = Rave Kicks 10,15,10,15 mhmh #3 = u+3,3,3... = Feint Hammer - Rave Kicks 15,10,15... mh #3 = d+3,3,3... = Silver Low - Rave Kicks 15,10,15... lmh #3 (f,f,N+3,4_WR+3+4,4)Shredder 20,15 mm = 4 = Shredder Combo 25 h GB = (f_d/f)+4 = Mid Shredder 15 m = (d_d/b)+4 = Low Shredder 15 L f+3+4 Silver Sting 30 h f,f,N+3+4 Delayed Dragon Slide 15 L b,b,N+3+4 Handspring Backflip n/a n/a 4,3,4 Shaolin Spin Kicks 16,12,12 hhh FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag] 22 m JG FC,(U/B_U_U/F)+4 High Catapult Kick 28 m FC,(U/B_U_U/F)+3+4 Rainbow Kick 30 M FC,(u/b_u_u/f) Fake Somersault n/a n/a d,d/f+4 Silver Tail 18 L OSc = 2,2,1 = Silver Demon Fist 27 ! #6 f+4 Snap Kick 7 h b+4 [~3] [~5] Silver Heel [Hit Man Stance] [tag] 22 m BNc #5 b,b+4 [~3] Cutter [Hit Man Stance] 19 h d,d/b+4 [~5] Blazing Kick [tag] 22 m JG 4,u+3 Roundhouse - Somersault 16,30 hm 4,4,4 Machine Gun Kicks 16,8,10 hhh d+4 Laser Edge 7 l = = d/b+1+2 Silver Fang 100 ! = u,u = Cancel n/a n/a Command Hits Damage Range d/f+1,2,2,1,3,3,3,4,3,4 10 10,5,6,5,7,6,7,7,10,25 mhm"hh"Lhhhm ******************************************************************************** In-Depth Movelist ******************************************************************************** 1,2 Double Punch 5,12 hh Rating:** Two punches. Not extremely useful. These two punches come out very, very, VERY slow. Slower than a Mishima Shining Fist. 1,1,1,1,1 Machine Gun Rush 5,5,5,5,5 hhhhh SH = 2,2 = Lee Knuckle 12,10 hh = F+2,2<2 = Lee Knuckle Combo 12,5,10 hmh Rating:*** Five consecutive left punches, an old move of Law's. Good players will duck under this, so don't use all five hits, link into one of the Rave War...err, "Lee Knuckle" combos. b+1,1 Fang Rush 8,8 hm = 2 = Triple Fang 15 h = 3+4 = Hitman Stance n/a n/a Rating:**** One of Lee's new moves, he backhands high, punches again mid, and then another high punch. Instead of doing the last punch, you can go into Hitman stance. This interrupts very nicely, and I think on counter hit all three will hit, I'm not sure. There is an 'Electric' version of the Triple Fang Rush. Lee shouts his Silver Cry(Waaanggyaah!); The notation I think is b+1,N+1,2. Look below in the 'Special' section for more information. 2,2 Rave War 6,10 hh F+2<2<2 Rave War Combo 6,5,10 hmh Rating: *** Just a short string of punches. The Rave War Combo works nicely on interrupting opponents who start their strings out far. I believe on a counter hit, you will connect all three hits of the Rave War Combo and the last hit will knock them down. Be wary of Reversal happy people, you may want to buffer a Chicken. SS+2 Rear Cross Punch 7 h GB Rating: *** Lee sidesteps and throws a right cross. Other than the guard break, this is a useful move; it stuns. Decent range, not a lot of damage. Use this side stepping move when up close. (SSR+3_SSL+4) Lee Screw (30_24) h Rating: *** Lee sidesteps and swings a high roundhouse, causing good damage. This move is not all that bad, it comes out reasonably fast. The only difficult thing about this is knowing which direction you are sidestepping and pressing the correct kick. More of an annoyance, but a good move none the less. This move is better used away from your opponent, it requires a little wind up. d/b+3 Slice Kick 16 L HSc Rating: *** Lee spins and swings his foot around your ankle. It's deceptively slow, although I consistently fake people out with this move. Use this for chipping at your enemy's life. u/f+3 Quick Silver Sting 20 h GB Rating: *** A hopkick version of the Silver Sting(which doesn't juggle). This attack hops over most attacks. It doesn't knock them as far away when blocked compared to the Silver Sting, but you still get the guard break so you are safe while this move recovers. Great range, good priority. d/f+3 Step In Kick 18 m Rating: *** Lee hops in and kicks you. Not much to say here. Stick to the Split Axe Kick if you must. f,f+3 Split Axe Kick 23 m GB Rating: *** A Mishima classic. Lee hits the opponent with a strong left axe kick. It hits mid, causes guard break if blocked, does decent damage if connected with. Altogether not a bad move, but comes out a little on the slow side. FC,d/f,d,d/f+3 Dragon Slide 17 L Rating: *** Law's Dragon Slide. Pretty quick, usually catches the opponent off guard. Good for okizeme. From the FC position, the only other decent move is a WS Tsunami Kick to mix up with. If you duck a throw, you'd probably want to start this or the Infinite Kicks to mix up. 3 Head Kick 18 h = f+3 = Step In Kick 15 m = b+3 = Feint Hammer 19 m KS GB = 3,f+3 = Dbl. Head Kick - Step In Kick 10,15 hm = 3,b+3 = Dbl. Head Kick - Feint Hammer 10,19 hm KS GB = 3,3,b+3 = Trpl. Head Kick - Feint Hammer 10,10,19 hhm KS GB Rating: *** Look below to the 'Silver Low - Head Kick' description. I don't like to start off with the high kick because it can be ducked, duh! b+3~3 [~4] Feint Mist Wolf [Mist Trap] 33 h #4 Rating: **** Lee feints a quick mid kick, then kicks your face in for real. The '4' option after the second kick is a kind of throw. Useful against turtlers. If your opponent blocks, and you press 4 as the block animation starts, your opponent will grab Lee's left foot, only for Lee to swing his right leg around and beat them down! Use when close only. The timing of the '4' must be perfect, it is very difficult to get off a lot of the time. b+3<3 Mist Wolf Combo 18,18 mh Rating: *** Lee kicks the opponent mid then high. Fairly decent move, but try to only use this up close. Pull it out every once in a while, people will block the first kick and eat the second trying to attack you. d+3,3 Silver Low - Head Kick 8,18 lh = f+3 = Step In Kick 15 m = b+3 = Feint Hammer 19 m KS GB = 3,f+3 = Double Head Kick - Step In Kick 10,15 hm = 3,b+3 = Double Head Kick - Feint Hammer 10,19 hm KS GB = 3,3,b+3 = Triple Head Kick - Feint Hammer 10,10,19 hhm KS GB Rating: *** Lee hops in with a low kick, and then a high kick. From there you can end the string with a mid Step In Kick or Feint Hammer, or another high kick and end it. Fairly useful, I wouldn't recommend doing the Triple Head Kick as you will get ducked and punished. Good recovery off this move. I don't see this move as being used a lot by people, but you can bait your opponent into trying to reverse you, and buffer a Chicken. Stick to the Silver Low to Head Kick, and end with the Step In Kick. WS+3,3 Tsunami Kick 10,17 mm = d/f+3 = Step In Kick Infinite Starter 18 m #2 = D+3 = Silver Low Infinite Starter 15 l #2 = 3,3,3,3... = Rave Kicks 10,15,10,15... mhmh #3 = u+3,3,3... = Feint Hammer - Rave Kicks 15,10,15... mh #3 = d+3,3,3... = Silver Low - Rave Kicks 15,10,15... lmh #3 Rating: ***** The Tsunami Kicks are another Mishima classic. From there you can go into a Step In Kick, or Silver Low, and go into the Infinite Kicks. Once the Infinite Kicks are started, you can hold up for Feint Hammer and two Rave Kicks, or hold down for a Silver Low and two Rave Kicks. The Infinite Kicks were Lee's most potent weapon in Tekken 1, but they've been toned down in each game. The Infinite Kicks are almost useless now. If blocked, the Infinite Kicks will knock them far away after several hits. If you do the Infinite Kicks too long, you will start to change axis from your opponent(provided they don't reverse you or sidestep before that). Still a great move though, just don't use it for longer than a few seconds. The Kicks are fast enough that it's difficult to interrupt, and if they are blocked you recover fast enough so you won't be left open. (f,f,N+3,4_WR+3+4,4) Shredder 20,15 mm = 4 = Shredder Combo 25 h GB = (f_d/f)+4 = Mid Shredder 15 m = (d_d/b)+4 = Low Shredder 15 L Rating: **** This move is great because you can fake them out while running or dashing toward them. Two quick jump kicks, and you can follow up with a high, mid, or low kick. The high kick if blocked breaks their guard, allowing you good recovery. Mix the endings up with High, Mid, Low kicks(or don't complete it and throw them). Overall, a decent move that you should throw in every once in a while. f+3+4 Silver Sting 30 h Rating: **** Lee hops, screams 'Waangyah!' and lets loose with a brutal kick to the face. This move comes out faster than you would think, this is great to use if you're farther than three or four character widths away. If this move is blocked, the opponent is knocked away far enough so you can recover. All in all, a safe move that you should use. f,f,N+3+4 Delayed Dragon Slide 15 L Rating: **** A great move for okizeme and just overall confusion. Mix this up with the Silver Sting, and you've got a dangerous combination. Please use this. Please. b,b,N+3+4 Handspring Backflip n/a n/a Rating: *** Use this for backing out of unblockables, and getting some breathing room. Don't do this move up close, you'll eat whatever they throw at you. Ironic, isn't it? Go into Hitman from this if you have more life than your opponent and want to bait them to attack you. What can I say...more useful than the Fake Somersault! 4,3,4 Shaolin Spin Kicks 16,12,12 hhh Rating: *** Three spinning roundhouses, all high. Good for filling juggles. Good players will duck under this attack. Stick to the first two kicks. FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag] 22 m JG Rating: *** The flipkick. I'm surprised Namco did not give him the easy motion that Anna has, you have to be in the FC position to get this off. I used to not like this move, but it is Lee's most damaging juggle starter. You can tag off this move as well. The recovery of this move is lacking though, it is difficult to perform high moves afterward and connect. The awkward joystick motion is the only bad thing on this move. FC,(U/B_U_U/F)+4 High Catapult Kick 28 m FC,(U/B_U_U/F)+3+4 Rainbow Kick 30 M FC,(u/b_u_u/f) Fake Somersault n/a n/a Rating: ** The more useless flipkick variants. The High Catapult Kick leaves Lee soaring through the air. If you land behind the opponent, you're gonna hurt. If you try to do this move up close, you're gonna hurt(unless you're lucky and they don't hit you out of it). The Rainbow Kick looks the same, does about the same damage, but it will leave you on the ground and hits grounded opponents. Fake Somersault...why? Don't use that move ever. Other than a taunt, you're asking for it if you use these moves. Maybe you can bruise the opponent's ego... d,d/f+4 Silver Tail 18 L OSc = 2,2,1 = Silver Demon Fist 27 ! #6 Rating: **** Lee gets down way low and sweeps. Good move to put into your mix up of mid and low. If Kazuya is on your team, you can link into the Silver Demon Fist. About half a sec after the sweep, Lee rises and silver sparks surround his fist as he punches the opponent. The qualities of this punch are very unique, to my understanding it does not work as a standard unblockable. If your opponent eats this move, they'll fly a short distance away, unable to tech roll. If they do block, they'll be stunned just as Kazuya's Glorious Demon Fist stuns. Speedy for an unblockable, most people will eat this move if they try to hit you out of it. f+4 Snap Kick 7 h Rating: ***** I love this kick. Fast, will interrupt most anything. Follow up with several more Snap Kicks when they try to attack you. Use this a lot. b+4 [~3] [~5] Silver Heel [Hit Man Stance] [tag] 22 m BNc #5 Rating: *** This move has animation similar to the Slice Kick. If they eat this move, they bounce juggle on counter. After the bounce juggle, you can do Silver Sting or a combo. If they block this move, the enemy will be pushed far away. Linking into Hitman seems to improves the recovery. This is the only move in the game you can tag out of without having to hit with. Useful for safely tagging out. b,b+4 [~3] Cutter [Hit Man Stance] 19 h Rating: *** Imagine the Silver Heel, slower, hitting high, without the tag function. If your opponent eats this, they'll get knocked away. Blocking it pushes them away just as the Silver Heel does. Link to Hitman; auto-blocks mid and high attacks. d,d/b+4 [~5] Blazing Kick [tag] 22 m JG Rating: **** Lee's best juggle starter. Lee steps forward and knocks you sky high. Useful for setting up great tag juggles. 4,u+3 Roundhouse - Somersault 16,30 hm Rating: *** Uh....roundhouse to flip kick....enough said. Most people will eat the flipkick trying to hit you after the roundhouse. Sometimes you pull out a hopkick, so be careful. 4,4,4 Machine Gun Kicks 16,8,10 hhh Rating: **** Three fast high kicks, this is a very fast move, nice damage, useful. D+4<4<4<4 [~3] Laser Edge Rush [Hit Man Stance] 7,5,5,21 lllm d+4 Laser Edge 7 l = =