How many b2 ms can you do b4 you iws2,3?
Never played tekken until now and going through a little bit of information overload. I saw this combo for Lee but not sure what the parentheses mean, could someone explain the notation?
d/f+2 (u/f+4), 4, B+1:1 ms, 2,B+1:1 ms, f+4,3 (B!) b+2ms 3,4 (69 dmg)
the first parentheses is just another launcher outside of d/f+2. 2nd Parentheses is Bound.
depends. Usually you can get off 2 b2 off any Lee juggles (or at least 2 back to back.) Mix in 12MS~ or b+11~MS.
Thanks for the reply shin, on a non strategy related note is Lee supposed to be a gay character or something?
I can do at least 4 b2 ms before the iws2,3. Sometimes I can get 5 but it’s not as consistant.
Lee is Gay… Not regular gay though. More like how Vega is kinda gay. In my opinion, his closet makes him look gay but his attitude wouldn’t make me believe that he is.
You can do 5 b+2’s definitely before iWS+2,3 I think 6 on bigs.
WS 23 into FF3 how?
Did you know how to do Lee’s 5.0 staple? d/f+2_u/f+4, 4,3,4, ff+3?
the buffer is similar.
Nope I didnt play Lee in 5.0
Can you elaborate more on the buffer and timing plz?
Basically you want to do ff+3 during the end of the animation of the kick in order to buffer it correctly.
so it seems that even noobs are becoming accustomed to the tell tale HM+4 low sweep… tho only seasoned players can parry it, it’s still really bad to get it blocked cause it extends the recovery period… in my experience going for a few HM lows then sparatically switching to the HM u/f+4 corkscrew kick is genius… when people see the sweep coming they simple duck down into the corkscrew kick and end up eating floor… not only does this method get you a free grounded low hit (f+3+4 or WC d/f+4) but it also leaves you with a feeling of having stepped on a schoolyard bully’s neckbone… heh
edit: what’s the input for the MS wall carry combo the GM does with no problem?.. i no you have to input b+2,2 then buffer in the MS forward dash before the second punch comes out… but what is the rest of the string?.. i’m having problems doing just the 2,2 dash part but even so i’d like to know the whole combo for practice purposes
What are you talking about? Do you mean HMS+4? That move is blockable on reaction, you really can’t mix that up with anything. I only use it when I know they’ll go high when I go into HMS. Also mixing up two slow moves is not smart. Both of those can be beat ouf by low pokes and mids. u/f+4 does not go airborn very quick like u/f+3 does.
Just don’t do that. You have better options from HMS. HMS+1+2, HMS+14, HMS+2, HMS+u/f+3, ext. If you want to go low cancel out of HMS.
As for Lee’s staple combo it’s just b+2fn there is no 22 it’s just 2. So what you do is you launch them then start off with something like 4 or d+2 then b+2fn and then find the timing and keep doing b+2fns. You can get 4 before !B if you add in a different first hit, 5 if you don’t.
Basically your staple combo should be this:
u/f+4 or d/f+2, 4, b+2fn x4, f+43, ff, b+4, d+3 or Oki.
if you want a decent low with Lee:
d+3
d/b+3+4 (might be d/f can’t remember the new notation for the old d/b+4)
d/b+3
d+4
Mist Step Sway+4
Lee sliding/Dragon slide
just stick with those. you get a free knockdown on CH with d+3. d+4 can lead to 444. the sweep out of the mist step sway is even better if you can cancel into it upon the first frame of the swayback. Plus you’re not left wide open like HMS+4 if it’s blocked. (or at least not as wide due to no extra recovery frames after block.).
I personally use Lee sliding over the dragon slide (and apparently the dragon slide got worse for Lee in this game.)
Do you mean E-Slide? Well Lee’s special E-slide sucks. It’s slow, no guaranteed follow up and it’s just as punishable as regular e-slide. All slides are worse in this game because everyone can punish them really well in this game. In DR most characters got very little to nothing. Now everyone gets pretty big damage.
Also d+3 should never be used. d+3~4 should be instead. d+3 is launch punishable, d+3~4 for the most part is not. d+3 is -3 on hit d+3~4 is -1 on hit. Big difference.
I personally don’t like d/b+3+4. It’s too slow and launch punishable.
Hi everyone, here is my T6 Lee combo video:
[media=youtube]GMcKgouC_aI[/media]
:bgrin:
yea E-slide. Though I rarely use either version that much. Usually though I end up getting a hit on Lee’s version.
Is d+3 still launch punishable from max range? Cause that’s when i’m usually using it and people are just slow to react. Or i’ll get a CH due to what I assume would’ve been a punish.
and yea…I agree on d/b+3+4. I would like a version that goes into HMS. It might do some justice even if it’s not a lot.
d+3~4 is even on hit FYI. Making HMS 1 your fastest option at 12 frames.
Dont use d+3 ever? Why not? You give up some oki by going into HMS. I use d+3 when I’m fishing for CHs. If they roll back d/f+1 or d+2 will relaunch them. If they stay there you get eslide or silver tail
No it’s -1. Test it yourself…well you can’t because there is no record feature. You should trust me though and also never do d+3 by itself EVER. You do realise you can still pick up with d/f+1 even if you got into HMS now right? Eiji I’m not gonna suger coat dude, you’re wrong.
so i got the MS combos done pretty well now… i’ve also gotten pretty good at spacing out counter hit ff+4s by using ff+3 … i’m also getting in the habit of baiting out high strings with pokes and then side stepping and getting a free d/f+2 for launch… i’m getting there i suppose… a couple questions to tack on though…are there any benefits to the just frame version of b+1,1,2? other than a knockdown and more damage, i mean are there any special juggles or traps that you can pull off by getting the jf version?
Not really but you should always use the jf version. It also wallsplats.