Staples / Regular launch
LaunchersDamage: +56; 35

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| ( | N/A | |
| (wait) | N/A | |
| N/A | ||
| N/A | ||
| ( | N/A | |
| ( | N/A | |
| N/A | ||
| ( | N/A | |
| ( | N/A | |
| N/A | ||
| N/A | ||
| N/A |
| wall carry | |
| wall break | |
| floor break |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +56; 35
Damage: +48; 30
CH d+3,4: Tip: Input b+3,3 as soon as you see Lee lift up his left index finger
Damage: +52; 32
CH d+3,4: Tip: Input b+3,3 as soon as you see Lee lift up his left index finger
Damage: 47; 13
Damage: 44; 11
Damage: 50; 14
Damage: 49; 13
Damage: 39; 13
Timing is extremely tight. At +8 BK has 2 frames of leniency against U getup
Damage: 36; 11
Doesn't reach if opponent holds B. CH launches wake-up kicks
Damage: 39; 13
Damage: 36; 11
Damage: 38; 12
Damage: 36; 11
Only works after b+4,3 at point blank range
Damage: 47
Heat engager
Damage: 46
Damage: +35; 24
The opponent can turn around if HMS.u+4 is a bit late (see Lee tech for details)
Damage: +20; 14
Damage: 56; 13
Can whiff from tip range CH d+2
Damage: 53; 10
Damage: 56; 13
Damage: 50; 10
Damage: 68; 13
Damage: 67; 15
Damage: 57; 13
Damage: 51; 10
Damage: 39; 13
Can replace with crouch cancel, but will whiff at tip range
Damage: 52; 22
Can replace with qcf+4/d,DB+4, but it can be blocked by holding U
Damage: 41; 13
Damage: 38; 11
Damage: 62; 24
The opponent can turn around if HMS.u+4 is a bit late (see Lee tech for details)
Damage: 46; 13
Damage: +16; 11
Damage: +13; 9
Damage: +15; 15
Damage: +12; 12
Damage: +59; 37
Damage: +56; 35
Damage: 72; 38
Might be a bit too hard or inconsistent to be in "staples"
Damage: 85; 39
Needs to be delayed heavily, otherwise d+2 won't connect
Damage: 83; 37
Might be a bit too hard or inconsistent to be in "staples" 4,u+3 should hit opponent as high as possible. First ws1,2 needs to be done very quickly out of MS
Damage: 87; 40
Damage: 84; 38
Backdash at the beginning is very short. Without it, you will move past the opponent
Damage: 77; 32
FC U/F+4: Can also crouch cancel to access the bnbs at the beginning of this section
Damage: +62; 39
Needs to be delayed, otherwise b+2 won't connect
Damage: +60; 37
4,u+3 should hit opponent as high as possible. First ws1,2 needs to be done very quickly out of MS
Damage: 84; 38
Input QCB to cancel HMS faster (see related tech page)
Damage: 82; 36
Damage: 57; 26
CH 4,4:4: The third hit of 4,4:4 should be inputted as early as possible. Inputting it late makes the pickup harder and often causes b+1:1 to drop Can replace with b+2, but timing of dash b+3,3,f becomes even more strict
Damage: 84; 38
Damage: 83; 37
Damage: +59; 38
Whiffs on B getup. [+4;-14] damage if the opponent tries to get up any other way. Can be blocked if SSL was too short
Damage: +56; 36
After (1,2):4,3 starter, this ender whiffs if opponent stays down. Can use another ender e.g. SSL b,B+4 f,F+3
Damage: 85; 38
Damage: 81; 35
Damage: 75; 36
Damage: 73; 35
Damage: 68; 33
Can replace with b+1:1 ws2,4 for equal damage
Damage: 66; 32
ws2,3 needs to hit before the opponent touches the ground
Damage: 83; 33
Damage: 80; 31
Damage: 76; 33
Damage: +50; 32
ws out of MS should be done as soon as possible. Seems to be the main reason this combo can drop ws out of MS should be done as soon as possible. Seems to be the main reason this combo can drop
Damage: +47; 30
Damage: 80; 37
Damage: 76; 35
Damage: 89; 35
Damage: 77; 35
Damage: +52; 32
CH d+3: Input b,b+3,3 in order to crouch cancel. b+3,3 can be inputted earlier than after CH d+3,4, but you have less time to react to the CH
Damage: +48; 30
CH d+3: Input b,b+3,3 in order to crouch cancel. b+3,3 can be inputted earlier than after CH d+3,4, but you have less time to react to the CH
After getting hit by certain moves, the opponent is knocked down Face Up Feet Away (FUFA). These moves include:; (4),u+3; (4,3),4; CH (4),3,4; Same strings after d+4; CH (ws2),4; After these moves hit, Lee can dash up, manually enter HMS with 3+4 and follow up with a guaranteed HMS.u+4. However, if Lee is somewhat late on the followup, the opponent can turn around before getting hit by HMS.u+4 by inputting 3 (FUFA.3). This changes what followups are possible:
157 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 15, 7, 20 (40) · l(t),M,m
Heat smash; Balcony break; Shift to attack throw on 1st hit (40 damage); +18a (+8) on 2nd hit; 20f timestop on 2nd hit
Damage: 30 · m
Balcony break; 6 chip damage on block; Consumes 300F of remaining Heat Time; Has good left sidestep tracking; Transition to MS r39 with F (+2/+9a (+0)); 20f timestop on hit
Damage: 25 · m
Balcony break; 5 chip damage on block; Consumes 240F of remaining Heat Time; Has good right sidestep tracking; Transition to HMS r32 with 3+4 (+6/+23a (+13)); 20f timestop on hit
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,9 · h,h
Transition to -2 +8 r21 MS with F; Jail from 1st block with 4F delay; Combo from 1st hit with 4F delay
Damage: 5,9,14 · h,h,m
Combo from 2nd CH with 7F delay; Interrupt with i2 from 1st block; Move can be delayed 5F; Input can be delayed 7F
Damage: 5,9,14,23 · h,h,m,h
Balcony break; Combo from 2nd CH or 3rd hit with 8F delay; Transition to HMS r37 with 4 (-9/+11a (+2a)); Cannot block i10 moves on block transition (w/ good range & hitbox); Interrupt with i6 from 3rd block; Whiffs vs SSR from 3rd block; Move can be delayed 13F; Input can be delayed 17F
Damage: 5,9,10 · h,h,m
Jail from 1st block; Combo from 2nd hit; Transition to -14 -2 r33 HMS with 3; Consumes 60F of remaining Heat time without perfect input
Damage: 5,9,12 · h,h,m
Jail from 1st block; Combo from 2nd hit with 1f delay; Input 4 during frames 10-13 of 1,2; Consumes 60F of remaining Heat time without perfect input; Move cannot be delayed; Transition to -14 +3 r33 HMS with 3
Damage: 5,5 · h,h
Jail from 1st block with 2F delay; Combo from 1st hit with 4F delay; Move can be delayed by 4F
Damage: 5,5,4 · h,h,m
Input 3 during frames 13-16 of previous hit; Jail from 1st attack; Combo from 1st hit
Damage: 5,5,4,14 · h,h,m,h
Combo from 1st hit; Input 3 during frames 8-9? of previous hit; Interrupt from i1 from 1st block; Timestop on hit; Consumes 240F of remaining Heat time without perfect input; 5 chip damage
Damage: 10 · h
Damage: 10,8 · h,h
Transition to -5, +6 HMS with 3+4; Combos from 1st hit; Jails from 1st block with ?F delay
Damage: 10,8,18 · h,h,m
Combo from 2nd CH with ?F delay; Interrupt with i6 from 1st block
Damage: 10,8,20 · h,h,h
Balcony break; Combo from 2nd CH with ?F delay; Interrupt with i8 from 1st block
Damage: 10,8,18 · h,h,l
Combo from 2nd CH with ?F delay; Interrupt with i10 from 1st block
Damage: 10,14 · h,m
Combos from 1st hit CH
Damage: 10,14,23 · h,m,h
Balcony break; Transition to -9, +11a (+2) HMS with 4; Combos from 1st hit CH; Interrupt with i6 from 2nd block; Whiffs vs SSR from 2nd block
Damage: 16 · m
Transition to -8, +7 HMS with 4
Damage: 16,18 · m,h
Combos from 1st hit; Jail from 1st block with ?F delay
Damage: 18 · h
Damage: 18,20 · h,t
Unbreakable; Input 4 on frame 31? from previous hit; Perfect Input not required during Heat; Partially consumes remaining Heat Time
Damage: 14 · h
Damage: 14,14 · h,h
Combos from 1st hit; Move cannot be interrupted
Damage: 14,14, · h,h,m
Floor break; Combos from 2nd hit CH; Move cannot be interrupted
Damage: 14,14, · h,h,m
Tornado; Interrupt with i10 from 2nd block; Whiffs vs SS, SW from 2nd block
Damage: 14,5 · h,h
Jail from 1st attack; Combo from 1st CH +20a (+13)
Damage: 14,5,5 · h,h,h
Jail from 1st attack; Combo from 2nd hit with no delay; Frame advantage on 1st CH: +25a (+18)
Damage: 14,5,12 · h,h,h
Heat engager; Heat dash +5, +43d (+35); Strong aerial tailspin; Balcony break; Combo from 2nd hit with 1f-5f delay only; Interrupt with i2 from 2nd block; Frame advantage on 1st CH: +29a (+22); 4 chip damage on block
Damage: 14,23 · h,m
Transition to -9, +40 MS with F; Interrupt with i14 from 2nd block; Whiffs vs SSR, SW from 2nd block
Damage: 20 · m
Homing; Floor break; Transition to +2, +6, +29a HMS with 3+4
Transition to HMS; Stays in stance indefinitely; Cancel to r30 standing/FC with b_db (i16 block); Buffer u_d then b_db to cancel to r15 standing/FC (i1 block); Shift to HMS sidestep r1 t25 with u_d; Shift to r8 FC with d_db_df; Transition to r7 MS with f,n; Transition to r7 FC with d_db_df (8F cost?); Transition to r1 FC when transitioning from HMS move transitions (1F cost)
Damage: 12 · m
Damage: 12,22 · m,h
Balcony break; Combos from 1st hit; Delayable; Forces tech back roll on hit; Move can be delayed by; Input can be delayed by +1
Damage: 6 · m
Damage: 6,3 · m,m
Combos from 1st hit
Damage: 6,3,3 · m,m,h
Combos from 1st hit
Damage: 6,3,3,3 · m,m,h,h
Combos from 1st hit
Damage: 6,3,3,3,3 · m,m,h,h,h
Combos from 1st hit
Damage: 6,3,3,3,3,25 · m,m,h,h,h,h
Tornado; If only last hit connects +28a (+13); Combos from 1st hit; 4 can be input after the 2nd hit on-wards
Damage: 6,3,3,3,3,26 · m,m,h,h,h,h
Tornado; 10 chip damage; Perfect Input not required during Heat; 4 must be input during frames 7?-9? of previous hit; Partially consumes remaining Heat Time; Combos from 1st hit; 4 can be input after the 2nd hit on-wards
Damage: 13 · h
Damage: 13,24 · h,h
Tornado; Balcony break; Combos on 1st hit CH; Interrupt with i9 from 1st block
Damage: 13,27 · h,h
Tornado; Balcony break; 10 chip damage; Combos on 1st hit CH; Interrupt with i9 from 1st block
Damage: 13,18 · h,m
Transition to -4, +7c, +64a HMS with 4; Combos on 1st hit CH with 8f delay; Interrupt with i6 from 1st block; Move can be delayed 14f
Damage: 12,20 · h,h
Balcony break
Damage: 10,20 · M,M
Floor break 9 chip damage
Damage: 10 · m
Damage: 12 · m
+4s on crouching normal hit
Damage: 13 · m
Damage: 13,13 · m,h
Combo from 1st hit with 5F delay; Move can be delayed by 4F; Input can be delayed by 5F
Damage: 13,13,20 · m,h,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st or 2nd CH with 7F delay; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 14 · m
Transition to -9, +5 HMS with 3
Damage: 14,22 · m,h
Heat engager; Heat dash +5, +43d (+35); Combo from 1st hit with 7F delay
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 17 · m
Jab evasion
Damage: 17 · l
Transition to -15, -1, +17a HMS with 4
Damage: 7 · l
Damage: 7,16 · l,h
Links to attacks from 4 (4,4:4, 4,3,4, etc.); Combos from 1st hit CH at 7f delay; Move can be delayed 9f
Damage: 7 · l
Damage: 7,8 · l,l
Combos from 1st hit CH
Damage: 7,8,5 · l,l,l
Combos from 2nd hit CH
Damage: 7,8,5,21 · l,l,l,m
Balcony break; Transition to -11, +20a (+11) HMS with 3; Combos from 3rd hit CH
Damage: 8 · sl
Alternate input FC.2
Damage: 12 · L
Damage: 6 · l
Alternate input FC.4
Damage: 19 · L
Damage: 9 · h
Damage: 9,6 · h,m
Transition to -1, +10g HMS with 3+4; Cancel and transition to -5, +1 MS with F; +6c on crouching hit
Damage: 9,6,18 · h,m,h
Combos from 1st hit
Damage: 12,6 · h,m
Transition to -1, +10g HMS with 3+4; Cancel and transition to -5, +1 MS with F; +6c on crouching hit; Perfect Input not required during Heat; Does not partially consume remaining Heat Time; Heat Time is only consumed after the 2 followup
Damage: 12,6,23 · h,m,h
Balcony break; Combos from 1st hit; Perfect Input not required during Heat; Partially consumes remaining Heat Time
Damage: 12,25 · h,h
Balcony break; Combos from 1st hit; 10 chip damage; Perfect Input not required during Heat; Partially consumes remaining Heat Time
Damage: 9 · h
Transition to -1, +5 MS with F
Damage: 9,16 · h,h
Balcony break; Automatically transitions to HMS on hit or block
Damage: 9,16,21 · h,h,h
Strong aerial tailspin; Balcony break; Transition to -5, +17a MS with F
Damage: 9 · l
Damage: 9,12 · l,h
Transition to -7, +4 MS with F; Combos from 1st hit
Damage: 20 · m
Floor break; Spike; Transition to -2, +8c, +65a HMS with 3; +18d on crouching opponent
High and Mid parry; Puts you behind opponent; Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Damage: 35 · m
Balcony break; Only available upon successful parry; Guaranteed hit
Damage: 23 · h
Balcony break
Damage: 20 · M
Tornado
Damage: 60 · h!
Balcony break; Unblockable; Cancel and transition to HMS with 3+4
Transition to FC with D; Transition to HMS with 3+4
Damage: 12 · m
Damage: 12,18 · m,m
Combos from 1st hit
Damage: 12,23 · m,h
Combos from 1st hit
Damage: 14 · m
Alternate input ub+4, u+4
Damage: 30 · h
Balcony break; Transition to +8, +31d (+23) HMS with 3+4; 9 chip damage
Damage: 20 · m
Damage: 23 · h
Tornado; Balcony break; Transition to +5, +21gc, +72a (+56) MS with F; 6 chip damage
Damage: 26 · h
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
Damage: 23 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break; Slight low profile
Damage: 22 · h
Damage: 24 · M
Tornado
Damage: 23 · h
Strong aerial tailspin; Homing; Transition to +5, +28a HMS with 3; 6 chip damage
Damage: 14 · m
Alternate input wr3
Damage: 14,26 · m,m
Floor break; Transition to +6, +29d (-6) HMS with 3; Combos from 1st hit; 7 chip damage; Balcony break on 2nd hit only
Automatically transitions to HMS
Damage: 5 · sl
Alternate input d+1, db+1
Damage: 5 · sl
Alternate input db+2
Damage: 10 · l
Damage: 6 · l
Alternate input db+4
Damage: 17 · l
Transition to HMS with 3 (-14/+3c/+25d)
Damage: 25 · m
Transition to -17, +28a (+18) HMS with 3; Alternate input FC.UB+4, FC.U+4
Damage: 30 · m,M
Balcony break; Can hit cross-up; Alternate input FC.UB+3+4, FC.U+3+4
Damage: 20 · l
* Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.; Bufferable from full crouch; Transition to HMS -15 +5c with 4
Damage: 26 · l
* Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.; Perfect Input not required during Heat; Perfect input when DF and 3 are input during the same frame; Partially consumes remaining Heat Time; Is not bufferable from full crouch (regular version gets buffered instead); Transition to HMS -15 +5c with 4 The colon marks a just-frame input.
Damage: 12 · m
Transition to HMS
Damage: 12,17 · m,h
Combo from 1st hit with 7F delay; Transition to MS r22 cs10~23 with F (-3/+6/+11); Move can be delayed by 10F
Damage: 12,20 · m,h
Combo from 1st hit; Transition to HMS with 3 (-8/+1); Move cannot be delayed; Consumes 60F of remaining Heat time
Damage: 12,23 · m,h
Balcony break; Combo from 1st hit; Transition to -8, +12g HMS with 3; Input 4 during frames 12-14; Move cannot be delayed; 9 chip damage on block
Damage: 12 · m
Damage: 12,24 · m,m
Tornado; Combos from 1st hit
Damage: 12,23 · m,h
Strong aerial tailspin; Balcony break; Combos from 1st hit
Damage: 16 · M
Damage: 16,11 · M,m
Transition to -15, -4 HMS with 4; Combos from 1st hit
Damage: 16,11,8 · M,m,l
Combos from 2nd hit CH
Damage: 16,11,8,10 · M,m,l,h
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
Damage: 16,11,10 · M,m,m
Combos from 2nd hit CH
Damage: 16,11,10,10 · M,m,m,h
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
Damage: 16 · m
Transition to -9, +2 HMS with 3
Damage: 7 · h
Cancel to MS r18 with F at frame 10; Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28)
Damage: 7,7 · h,h
Combo from 1st hit; Jail from 1st block; Cancel to MS r20 with F (+1/+8) at frame 12
Damage: 7,7,20 · h,h,h
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit; Interrupt with i1 from 1st block
Damage: 7,17 · h,m
Combo from 1st hit with 10F delay; Jail from 1st block with 6F; Transition to HMS r32 with 3 (-8/+4/+58a)
Damage: 23 · m
Tornado; High evasion; Backsway motion; Hits grounded from certain angles
Damage: 21,20 · h,t
Strong aerial tailspin; Homing; Shifts to throw on hit from the front; 6 chip damage on block; +1 and 8 chip damage on block after attack absorption
Damage: 20 · L
Instant Tornado on CH
Damage: 10,15 · m,m
Combo from 1st hit; Transition to HMS r23 with 3+4 (-3/+8); 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
Damage: 32 · m
Balcony break; Transition to FC r30 with D; 20f timestop on hit; 9 chip damage on block
Damage: 20 · M
6 chip damage on block; 4f timestop on CH
Transitions to MS; Alternate input HMS.f,n; Can perform standing actions except for 3 and 3+4?
Damage: 10 · m
Damage: 10,10 · m,m
Damage: 20 · l
Damage: 20 · l
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Has a hidden Perfect Input by inputting 2 on the 51~53 frames.; Perfect Input is a Just Frame even in Heat
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Side swap
Damage: 40 · t
Throw break 1
Damage: 40 · t
Floor break Throw break 2
Damage: 50 · t
Unbreakable
Damage: 20 · t
Throw break 1+2; Alternate input HMS.uf+1+2
Damage: 10,5 · m,h
Combo from 1st hit with 2F delay; Move cannot be delayed
Damage: 10,5,6 · m,h,h
Combo from 1st hit
Damage: 10,5,6,5 · m,h,h,h
Combo from 3rd CH
Damage: 10,5,6,5,7 · m,h,h,h,h
Combo from 4th hit
Damage: 10,5,6,5,7,6 · m,h,h,h,h,L
Combo from 5th CH