Starters
d/f+2
u/f+4
u/f,N+4
f,N+3 (mist+3)
fff+3_WR+3
f,N+3,4 (mist+3,4)
fff+3,4_WR+3,4
FC,u+4_FC,u/f+4
d/f+3,2,3 (not NC)
[HMS] 2
[CH] b+4
[CH] b+4~3, [HMS]
[CH] [HMS] u/f+4
F+4,[CH]3
[CH] ff+4
b+3,[CH] 4
[CH] sway+4
[CH] 4
[CH] 1+2
u/f+3,[CH]1
2,1,[CH]1
d,d/b+4
d/b+1+2
b+1+2~[CH]4 (pp~4)
1,2,[CH] 4
WS+2,3
Low parry
General launch side
General launch back
**Bread and Butter**
*d/f+2_u/f+4_u/f,N+4 – (b+2~f,N can be substituted for the initial d+2 in all combos. Not sure if it does more, but it does reach further which is good if you connected d/f+2 at phantom range).
easy:
b+2~f,N, 2, b+2~f,N, 2, b+2~f,N, f+4,3, B!, ff+2,1
d+2, b+2~f,N, 2, b+2~f,N, f+4,3, B! ff, d/f+3,2,3 (carry)
d+2, b+2~f,N, 2, b+2~f,N, f+4,3, B! ff, b+4, d+3
d+2, b+2~f,N, 2, b+2~f,N, 1,2~f,N,b,N+2,3 (carry)
d+2, b+2~f,N, 1,2~f,N, d/f+3,2,3 (medium no-bind carry)
b+2~f,N, 4,3,4 (short no-bind carry)
medium:
d+2, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, ff, d/f+3,2,3 (carry)
d+2, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, ff, b+4, d+3
d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, dash IWS+2,3_ f,N,b,N+2,3 (carry)
d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (no-bind carry)
d+2, b+2~f,N, b+2~f,N, b+2~f,N, d/f+3,2,3 (medium no-bind carry)
hard:
d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 (carry)
d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3
harder: (this is much harder to connect from u/f+4 than from d/f+2, easiest from u/f,N+4)
4,u+3, ff~b+2~f,N, b+2~f,N, f+4,3, B!, ff, d/f+3,2,3 (carry)
4,u+3, ff~b+2~f,N, b+2~f,N, f+4,3, B!, ff, b+4, d+3
4,u+3, ff~b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max no-bind carry)
hardest: (as above, much harder to connect from u/f+4 than from d/f+2, easiest from u/f,N+4)
4,u+3, ff~b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 (max overall carry)
4,u+3, ff~b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3
Large characters only:
You can 4,u+3 straight to b+2 without need for a dash, which makes the ‘harder’ and ‘hardest’ combos much easier. Requires close range but works well from u/f+4 which moves you forward during the animation.
Note: I tested this again. One day it was working great and another day it wasn’t working for me at all. If anyone can figure out why, please let me know.
*f,N+3 (mist+3)_fff+3 (WR+3) – Refer to ‘Bread and Butter’ combos. However, 4,u+3, ff~b+2 combos will not work.
*f,N+3,4 (mist+3,4)_fff+3,4 (WR+3,4)– Refer to ‘Bread and Butter’ combos starting with d+2. However, leave off the initial d+2 (which has been replaced by your second kick) and go straight to b+2.
* FC,u+4_FC,u/f+4 – Crouch cancelling to bread and butter combos works fine. You can use a basic 2 or d+2 for your first hit. The 4,u+3, ff~b+2 ‘Bread and Butter’ combos will not connect.
i.e. FC,u/f+4, u,N,d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max non-bind carry)
Also working after the flip kick…
easier:
WS+2,3, f+4,3, B!, ff, d/f+3,2,3
harder:
WS+2,3, f+4,3, B!, ff~b+2~f,N, b+2~f,N,b,N+2,3
*d/f+3,2,3 – (Flips them over so you will combo from the back, from behind all three hits will connect and your first 2 will flip them to the front… everything other than 2 I’ve tried so far will not have this effect and you continue to combo from the back)
front:
2, 2, b+2~f,N, f+4,3, B!, ff, d/f+3,2,3 (most I can get to connect so far… will later look for more)
Back:
d+2, 2, b+2~f,N, f+4,3, B!, ff, d/f+3,2,3
- (replace the initial d+2 with a normal 2, which pops the opponent upright, then continue with the rest of the ‘Bread and Butter’ combos from the second hit, b+2)
i.e. d/f+3,2,3, 2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 (max overall carry from this launcher).
*[HMS] 2 (dash into ‘Bread and Butter’ combos. While all seem possible, dash 4,u+3 combos are very hard and range dependant. The most consistent is ff~b+2 into the rest of your combo)
i.e. [HMS] 2, ff~b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max non-bind carry)
* [CH] [HMS] u/f+4_f+4,[CH]3 (All bread and butter combos will work from these, though some may require a dash depending on your range. You can substitute ff+4 for the first d+2 in ‘Bread and Butter’ combos)
i.e. f+4<[CH]3, ff+4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3 * [CH] b+4 (All of the above combos work, including those starting with ff+4. Additionally, you can U/F,N+4 instead of ff+4 or d+2. This should net slightly more damage). i.e. [CH] b+4, U/F,N+4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max non-bind carry) * [CH] b+4~3, [HMS] (‘Bread and Butter’ combos work, though you need to cancel HMS with a mist step forward. You can cancel with [HMS]~f,N or [HMS]1~f,N. You can start with b+2 or with d+2. The d+2 is much easier to hit and they cannot tech until late in the hit animation, so it’ll easily pop them up from the ground if your timing is not spot on) i.e. easier: [CH]b+4~3, [HMS]~f,N, d+2, b+2~f,N, b+2~f,N, b+2~f,N, d/f+3,2,3 (mid no-bind carry) harder: [CH]b+4~3, [HMS]1~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max non-bind carry) *[CH] ff+4_b+3,[CH] 4 (‘Bread and Butter’ combos starting with d+2 work well here. I think ff+4, b+2~f,N… may connect, but I am not sure. I would be grateful if someone could confirm this). edit: [CH]ff+4, ff, 4,u+3, b+2~f,N, b+2~f,N... (finish of choice) works very easily. *[CH] f,N,b,N+4 (sway+4) – ‘Bread and Butter’ combos starting with d+2 work well, here. 4,u+3, b+2~f,N… combos work fantastically easy with no dash required! *[CH] 4 (Best combos from b+1. Shorten for ease. You can also ff, 2 into ‘Bread and Butter combos, and likely ff~b+2 into ‘Bread and Butter’ combos, but have yet to confirm) b+1:1~f,N, 2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max non-bind carry) b+1:1~f,N, 2, b+2~f,N, b+2~f,N, 2,1,1, FF, d/f+3,2,3 b+1:1~f,N, 2, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, FF, d/f+3,2,3 (max overall carry) *[CH] 1+2_u/f+3,[CH]1_2,1,[CH]1 easier: ff~d/f+4, f+4,3, B!, ff, d/f+3,2,3 medium: ff~d/f+4, f+4,3, B!, ff~b+2~f,N d/f+3,2,3 harder: ff~d/f+4, f+4,3, B!, ff~b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max carry and max damage) *d,d/b+4 (All ‘Bread and Butter’ combos work) f,N,b,N+2,3, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 f,N,b,N+2,3, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3 f,N,b,N+2,3, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 U/F,N+4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 U/F,N+4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3 U/F,N+4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 ssl~U/F,N+4, b+2~f,N, b+2~f,N, b+2~f,N, 2,1,1, B!, FF, d/f+3,2,3 f,N+3,4, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, FF, d/f+3,2,3 f,N+3,4, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, FF, b+4, d+3 f,N+3,4, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 FF, (turn around), d+2, 2, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 From the back: FF, (turn around), any and all ‘Bread and Butter’ combos (though, it’s VERY hard to time the run under to 4,u+3 stuff… run under, turn d+2 works the best). *d/b+1+2 – Refer to ‘Bread and Butter’ combos from d+2. Begin by following the unblockable with ff~d+2. *b+1+2~[CH] 4 (pp~4)– Refer to ‘Bread and Butter’ combos and begin with ff~d+2 like above). Kuma/Panda only: non pp~4 on normal hit you can get: B+1+2~4, f+4,3, B!, FF, d/f+1, b+2~f, f+2,1 *1,2,[CH] 4 – Wait a split second before your first attack or you will hit the opponent standing and not float them. Since it is an odd starter I’ll include its wall options here. d/f+1, 1,2~f,N, 2,1,1, B!, u,N, f+3+4, FC,d/f+4 d/f+1, 1,2~f,N, 1,2~f,N, 1,2~f,N, (w), b+4, B!, b+4, d+3 d/f+1, 1,2~f,N, 2,1,1, B!, ff~d/f+3,2, (w), b+4, d+3 ssl~swl, d+2, b+2~f,N, 2, b+2~f,N, f+4,3, B!, ff, 1+2, FC,d/f+2, d+2, b+2~f,N, 2,1,1, B!, ff, d/f+3,2,3 *WS+2,3 ff+3 Bigs only: b+1:1,2 Kuma/Panda only: f+4,3, B!, FF, d/f+1, b+2~f,N, f+2,1 Better- b+2~f,N, d+2, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 b+2~f,N, d+2, b+2~f,N, b+2~f,N, f+4,3, B!, ff, IWS+2,3 b+2~f,N, d+2, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 Best? b+2~f,N, d+2, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, ff, 1+2, FC,d/f+4 Back: ff, 1_2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3 ff, 1_2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3 ff, 1_2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 b+2~f,N, into ‘Bread and Butter’ combos (best option) *Low parry – all combos work starting with d/f+1, d+2, or b+2~f,N. ‘Bread and Butter’ combos from those three moves which don’t use a bind all work. d+2, b+2~f,N, b+2~f,N, b+2~f,N, 2,1,1 d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 (max damage and carry) Best: low parry, ff, 4,u+3, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3 *Generic launch side b+2~f,N, 1,2~f,N, 2,1,1, B!, u,N, f+3+4, FC,d/f+4 *Generic launch back b+2~f,N, 2, b+2~f,N, f+4,3, B!, FF, d/f+3,2,3
- Wall finishers –
*pre-bind
(w), f+4,3, B!, f+4,3, d+3
(w), d/f+1, f+4,3, B!, b+4, d+3
(w), b+2~f,N, f+4,3, B!, b+4, d+3
(w), b+2~f,N, f+4,3, B!, ss, b+4, u/b+3
(w), d/f+1, f+4,3, B!, ss, b+4, u/b+3
(w), d/f+1, f+4,3, B!, u,N, f+3+4, WS+3
(w), b+2~f,N, f+4,3, B!, u,N, f+3+4, WS+3
(w), b+4, B!, d/f+3,2,3
(w), b+4, B!, ss~b+2~f,N, f+4,3, d+3
(w), 4,3,3, B!, 4,4,4
(w), 4,3,3, B!, b+4, d+3
(w), f+4,3, B!, ss, b+2~f,N, d+4,4,4
(w), d/f+1, f+4,3, B!, u/f+3,1
(w), b+2~f,N, f+4,3, B!, u/f+3,1
Post-bind
(w), b+2~f,N, f+4,3, d+3 (must be slightly high on the wall)
(w), d/f+1, f+4,3, d+3
(w), b+1:1,2 (for wall break)
(w), d/f+3,2,3
High wall:
(w), f+4,3, ss, b+2~f,N, f+4,3, d+3
(w), f+4,3, B!, d/f+3,2,3
Very high wall:
(w), 4,u+3, f+4,3, B!, b+4, d+3,
(w), 4,u+3, f+4,3, B!, ss, b+4, u/b+3
(w), 4,u+3, f+4,3, B!, u/f+3,1
(w), 4,u+3, f+4,3, B!, 4,4,4
Jack:
(w), b+2~f,N, 2, 4,3,3 B!, d/f+3,2,3
Post bind:
(w), b+2~f,N, 2, d/f+3,2,3
Jack high wall:
(w), 4,u+3, 2, 4,3,3, B!, d/f+3,2,3
Kuma/Panda:
(w), b+2~f,N, 2, 4,3,3, B!, b+4, d+4,4,4,4
Post-bind:
(w), b+2~f,N, 2, d+4,4,4,4
High wall:
(w), 2, 2, 2, 4,3,3, B!, b+4, d+4,4,4,4
Very high wall:
(w), 4,u+3, 2, 4,3,3, B!, b+4, d+4,4,4,4
Wall angle:
(w), b+4, B!, ss in, d/f+3,2,3, (w), ff, d/f+1, f+4,3, d+3
Very high wall angle:
(w), 4,u+3, f+4,3, B!, ss in, d/f+3,2,3, (w), ff, b+4, u/b+3 (only works with a couple hits prior to wall, u/b+3 may or may not hit, depending on angle, but can be replaced with d+3)
--Other situational combos—
[CH]2,2,3, b+3
[CH]2,2,3, ff~d/b+3
[CH]2,2,3, d+3
[CH]2,2,3, d/b+3+4
Kuma/Panda:
[CH]2,2,3, d+4,N+4,3
bb+4~3, [HMS] u/f+4
*[CH] 2,2,3_u/f+3,4
wall to right:
3, f+4,3, B!, ff~b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3
3, f+4,3, B!, ff~b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3
(note*, depending on angle the f+4 will sometimes miss, you should hit confirm your f+4<3>
CH b4 ff 4u+3 b1;1 fn f+4,3 b! ff df323
WS+2,3, 4,u+3, f+4,3, B!, ss, b+2,4, WB!, b+4, d+3
[Ch]ff+4, ff, 4,u+3, b+2~f,N, b+2~f,N, f+4,3, B!, ff, d/f+3,2,3 works like cake.
gave the newest, better low parry combo,
low parry, ff, 4,u+3, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3
However, if your body is right against theirs and they're low, no dash is required
So for example...
low parry, ff, 4,u+3, b+2~f,N...
[CH] ff+4, ff, 4,u+3, b+2~f,N...
[CH] pp~4, FFF, 4,u+3, b+2~f,N...
[CH]f,N,b,N+4, 4,u+3, b+2~f,N...
uf4 1 b11f 1 b11f 1 f4,3 !b df+323
and for wall (after uf4 b1,1f 1 b1,1f 1,2f) f4,3 !b b4 d3 guaranteed
WS+2,3, 1+2, B!, u/f+3,1, u/b+3
On Marduk
u/f+4, 4,u+3, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+2~f,N, b+2~f,N,b,N+4
u/f+4, d+2, b+2~f,N, 2, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3
This is very similar to what Mura put in hard section:
d+2, b+2~f,N, b+2~f,N, b+2~f,N, b+2~f,N, f+4,3, B!, FF, b+4, d+3
Low Parry, d/f+1,2, b+1:1~f, f+4,3 b! u/f+3,4
u/f+4_d/f+2, b+1:1~f, 2, b+1:1~f, f+4,3 b! u/f+3,4
BK, U/F+4, b+1:1~f_1,2~f, f+4,3 b! u/f+3,4
FC~u/f+4, ws+2,3, f+4,3 b! b+2~f, f+2,1_WS+2,3 will hit guaranteed
Now let's go fancy:
d/f+2, d+2, b+2~fx6, f+4_WS+2_1 - this is 9 hits max without b!
d/f+2, d+2, b+2~fx3, f+4,3 b! f+2,1_d/f+3,2,3 - same as above, 9 hits max for f+2,1, 10 hits max for d/f+3,2,3.
d/f+2, d+2, b+2~fx4, f+2,1_WS+2,3 - 8 Hits max without b!
d/f+2, d+2, b+2~fx3, d/f+3,2,3 - 8 hits max without b! (x4 b+2~f whiffs last hit of d/f+3,2,3)
Mura - w! b+2~f, d/f+1, f+4,3 b! isn't successful. 3 instances occurred a while ago:
- b+2~f, d/f+1, f+4,3 all hit but the last hit of f+4,3 hit grounded just like T6 w! f+4,3 b!, SS+2~f, d/f+1, f+4,3.
- b+2~f, d/f+1 hit, f+4,3 missed.
- b+2~f, d/f+1, f+4,(3) only the 1st 3 hit (Lucky Strike)
some b+2~f combos:
d/f+2, d+2, b+2~f x3, f+4,3 b! d/f+3,2,3_f+2,1 is possible
BK, U/F~N+4, b+1:1~f, 1,2~f, f+4,3 b! d/f+3,2,3_f+2,1
BK, U/F~N+4, b+1:1~f, f+4,3 b! b+2~f, ws+2,3_f+2,1_d/f+3,2,3 is possible.
1) 1+2
2) e-slide
3) f+4,3
4) 2,2,3
5) 1,2,4*
6) b+1:1,2
7) d/f+1
8) ss~d/f+2
9) d+3
10) silver tail (I do this b+3+4~d/f+4)
or
too many for me to list but moves i like to use with lee are
22/223
df1
b4
d3
f43
1+2
ss2ms
df2
sway 4
eslide
throws
db3 and db4
ws4 ws23
punch parry
12ms 122
df4 and ff3
hms moves and hms cancels, well i use all of lees moves so too many to list!
or
I'm gonna separate this
top 10 punishes
1,2,4 (i10)
4,3 (i11)
f+4 (i11, frames/range)
d/f+4 (i13 except max range)
f+2,1(i14)
u/f+4 (i15 can be done from crouch when buffered into recovery)
b+1:1,2 (i15, range, splat)
WS+3,3 (i10 except max range)
WS+2,3 (i14)
FC,u/f+4 (i19)
Top 10 pokes
d/f+1,2 (until they wise up to duck, it's safe on the second hit, +1 on hit, and the second tags a lot of people)
2,2 HC 3
4
d/b+3
1+2
3 HC 3 (harder to HC again?)
f+2 HC 1
d/f+2
ff+3
e-slide
USE THESE MOVES TO WIN YOUR MATCH.............................................
Frames to execute - notation – height – frames on hit – notes
10 ………………... 1 ………. h …….. +7
10 ………………... 1,2 …….. h,h …… +5
10 ………………... 1,2~f,N ... h,h …... +4 …………. mist step
10 …………………1,2,4 …… h,h,m ... -2 ………….. max damage 10-frame punisher
10 ………………… 2,1 ……. h,h …… +6 ………….. good + frames
11 ………………… 4,4 ……. h,h …… +4
11 ……………...…. 4,(4),4… h,h,h …. +4
11 ………...... (wall) 4,4,4 …. h,h,h …. +4
11 ………………… 4,3 ……. h,h …… -3
11 ………………… f+4 ……. h ……. +4 ………….. great range
12 ………………… d+4 …… l …….. -2 …………… good range, low, weak
13 ………………… d/f+1 ….. m …… +7
13 ….. (close – mid) d/f+4 ….. m ……+2
14 …… (max range) d/f+4 …. m …… +3
14 …………………. f+2,1 …. m,h …. knockdown
14 ? ……………….. d+2 …… m …… +7
14 …………………. 3,3 ……. m …… +1 ………….. max damage 14-frame punisher
14 …………………. b+2~f,N . h …… +7 ………….. mist step, good frames
14 …………………. b+2,4 …. h,h ….. -2? …………. long range
15 …………………. d/f+2 ….. m …… launch ……… 14 frames at closest range?
15 …………………. u/f+4 ….. m …… launch
15 …………………. b+1,1,2 ... h,m,h . +1 …………... long range
15 …………………. b+1:1,2 ... h,m,h . knockdown … long range, more damage
15 …… f+3,3,3,3,3,4 ... m,m,m,m,m,h . knockdown
15 ……………. f+3,3,3,4 … m,m,m,h . knockdown … free slide followup
15 …………………. d/f+3 ….. m …… +9
15 …………………. d/f+3,2 ... m,h …. +5
16 …………………. ff+3 …… m …… knockdown .... very hard timing, longest range
16 …………………. f,N+3 ..... m ……. launch …….. ungodly hard timing
17 …………………. f,f,f+3 …. m …….. launch .. long range, otherworldly timing with one forward buffered into recovery
23 …………………. u/f,N+4 .. m ……. launch
23 …... (close – mid) d,d/b+4 .. m ……. launch ……. fantastic range
24 ……….. (foot tip) d,d/b+4 .. m ……. Launch …… faaaar range
From Crouch
10 ……...(close-mid) WS+3,3 . m,m …. -8 ………… fast and good damage, poor frames
11 ……..(max range) WS+3,3 . m,m …. -8
11 …………………. WS+4 … m ……. +6?
13 …………………. WS+1 … m ……. +9
14 …………………. WS+2,3 . m,m ….. mini launch . high splat at wall
15 …………………. u/f+4 ….. m …….. launch ……. buffer it into recovery
16 …………………. f,N+3 ….. m …….. launch ……. ungodly hard timing
16 …………………. ff+3 …… m …… knockdown .... very hard timing, one forward buffered into recovery, longest range
17 …………………. f,f,f+3 …. m …….. launch .. long range, otherworldly timing with one forward buffered into recovery
19 …………………. FC,u/f+4 . m …….. launch
23 …………………. u/f,N+4 ... m …….. launch
26 ………. (close) u,N,d,d/b+4 . m ……. launch
27 .(mid-max range) u,N,d,d/b+4 . m ….. launch
NOTE: On these, mainly the ones with notations like ff+3, f,N+3, and f,f,f+3 the timing is pretty ridiculous to connect it at the minimum number of frames. For ff+3 and fff+3 you can perform it after recovery 2 frames faster than you can by performing it outright. Moves like Bryan's f,b+2 can be buffered so they're executed in recovery and come out, but ff moves cannot. You can only buffer a single f on these moves into recovery (and that not the case on f,N+3, even). So for a ff+3 it normally takes 17 frames--forward, neutral, and forward (forward on two succesive frames assumes you're holding it). Buffered into recovery (last 7 frames before recovering), you can eliminate one f and one N, brining the execution down by 2 frames. However, that makes the final f+3 just frame timing on the frame of recovery for it to be 16 frames.
A 17-frame fff+3 is even harder. I would go so far as to say it's one of the most impossible moves in Tekken unless you have a programmable control. A single forward, and its neutral is eliminated by being buffered into recovery, but to come out in 17 frames, you still need to hit forward on the first frame of recovery, neutral the second, and f+3 on the third frame. 3 inputs over 3 specific frames. NEARLY impossible. There's a combo with that giving even three frames of error (one frame each input), and even then I only connect it less than 5% of the time--just screwing with the computer (it's [CH]u/b+3 which is +20, into fff+3 which is the only launch connecting from that when mid-stage). Just framing everything to 17 frames is basically impossible for any human to do with any sort of consistancy. ff+3 in 16 frames is much more possible, but still harder because you must JF the one input, anyway.
ff+3 in 16 frames is hard. (one input on one frames)
f,N+3 in 16 frames is harder. (two inputs on two frames)
fff+3 in 17 frames is the hardest. (three inputs on three frames)
Thus, those moves in the list show more of what is possible, not so much that they're consistent in any way
Lee Chaolan Frame Data
MOVE NAME | COMMAND | HIT RANGE | DAMAGE | HIT FRAMES | BLOCK ADV | HIT ADV | COUNTERHIT ADV | PROPERTIES |
---|---|---|---|---|---|---|---|---|
- | 1 | h | 7 | 10 | +1 | +8 | +8 | - |
- | 1,2 | h,h | 7,9 |
| -1 | +5 | +5 | - |
- | 1,2,2 | h,h,m | 7,9,14 |
| -13 | -5 | +2 | - |
- | 1,2,2,3 | h,h,m,h | 7,10,14,23 |
| -4 | YKD | YKD | - |
- | 1,2,2,3,4 | h,h,m,h | 7,9,14,23 |
| -12 | YKD | YKD | - |
- | 1,2,4 | h,h,m | 7,9,10 |
| -12 | -1? | KZD | - |
- | 1,2,4,3 | h,h,m | 7,9,10 |
| -12 | -2 | KZD | - |
- | 1,2,4 | h,h,m | 7,9,22 |
| -7 | ±0 | KZD | - |
- | 1,2,f | h,h | 7,9 |
| -1 | +4 | +6 | - |
- | 2 | h | 10 | 10 | +1 | +7 | +7 | - |
- | 2,1 | h,h | 10,8 |
| -5 | +6 | +6 | - |
- | 2,1,3+4 | h,h | 10,8 |
| -5 | +6 | +6 | - |
- | 2,1,1 | h,h,m | 10,8,18 | S | -12 | +1S | TD | b! |
- | 2,1,4 | h,h,L | 10,8,18 | S | -16? | ±0 | ±0? | - |
- | 2,2 | h,m | 10,14 |
| -13 | -2 | +5? | - |
- | 2,2,3 | h,m,h | 10,14,23 |
| -4 | YKD | YKD | - |
- | 2,2,3,4 | h,m,h | 10,14,23 |
| -12 | YKD | YKD | - |
- | 3 | m | 18 | 14 | -8 | +3 | +3 | - |
- | 3,4 | m | 18 | 14 | -8 | +3 | +3 | - |
- | 3,3 | m,h | 18,18 |
| -10 | +1 | +1 | - |
- | 3~3 | h | 18 | 30 | -10 | +1 | +1 | - |
- | 3~3,4 | (h,)h | (18,)25 |
| YKD | YKD | YKD | - |
- | 4 | h | 16 | 11 | -4 | +5 | U | - |
- | 4,3 | h,h | 16,12 |
| -14 | -3 | +2 | - |
- | 4,3,3 | h,h,m | 16,12,15 |
| -13~-12 | ±,+1S,+10,+11S | UTD | b! |
- | 4,3,4 | h,h,m | 16,12,21 |
| -11~-10 | TKD | TKD | - |
- | 4,4 | h,h | 16,6 |
| -5 | +4 | U | - |
- | 4,4,4 | h,h,h | 16,6,8 |
| -5 | +4 | U | - |
- | 4,u+3 | h,m | 16,25 |
| -1 | D | D | - |
- | 1+2 | m | 22 | 21S | -1 | +3S | UTD | - |
- | f+2 | m | 14 | 14 | -9 | +2 | +2? | - |
- | f+2,1 | m,h | 14,21 |
| -12 | FD | FD | - |
- | f+3 | m | 6 | 15 | -18 | -7 | -7 | - |
- | f+3,3 | m,m | 6,6 |
| -16 | -5 | -5 | - |
- | f+3,3,3 | m,m,h | 6,6,8 |
| -16 | -5 | -5 | - |
- | f+3,3,3,3 | m,m,h,h | 6,6,8,8 |
| -16 | D | D | - |
- | f+3,3,3,3,3 | m,m,h,h,h | 6,6,8,8,8 |
| -18 | D | D | - |
- | f+3,3,3,3,3,4 | m,m,h,h,h,h | 6,6,8,8,8,
20 |
| -5 | YKD | YKD | - |
- | f+3,3,3,3,3,4,3 | m,m,h,h,h,h | 6,6,8,8,8,
20 |
| -11 | YKD | YKD | - |
- | f+4 | h | 13 | 11 | -7 | +4 | +4 | - |
- | f+4,3 | h,m | 13,18 |
| -5 | +6 | TU | b! |
- | f+3+4 | mm |
|
| +4 | +4S | TU | - |
- | d/f+3 | m | 15 | 15 | -3 | +9 | +9 | - |
- | d/f+3,2 | m,h | 15,11 |
| -6 | +5 | +5? | - |
- | d/f+3,2,3 | m,h,m | 15,11,21 |
| -16 | TKU | TKU | - |
- | d/f+4 | m | 15 | 13~14 | -9~-8 | +2~+3 | +2~+3 | - |
- | d/f+4,3 | m | 15 | 13~14 | -9~-8 | +2~+3 | +2~+3 | - |
- | d+2 | m |
|
| -9? | +7 | YRD(+) | - |
- | d+3 | L | 14 | 16S | -17 | -3 | UD | - |
- | d+3,4 | L | 14 | 16S | -17 | -3 | UD | - |
- | d+3,4,d | L | 14 | 16S | -14 | ±0 | UD | - |
- | d+4 | L | 7 | 12 | -14 | -2 | -2 | - |
- | d+4,n+4 | L,h | 7,16 |
| -9 | ±0 | U | - |
- | d+4,n+4~3 | L,h | 7,80 |
| KMD | KMD | KMD | - |
- | d+4,n+4,3 | L,h,h | 7,16,12 |
| -14 | -17 | -17 | - |
- | d+4,n+4,3,3 | L,h,h,m | 7,16,12,15 |
| -13~-12 | ±0S~+1S
+10~+11S | UTD | b! |
- | d+4,n+4,3,4 | L,h,h,m | 7,16,12,21 |
| -11~-10 | D | D | - |
- | d+4,n+4,4 | L,h,h | 7,16,6 |
| -5 | +4 | U | - |
- | d+4,n+4,4,4 | L,h,h,h | 7,16,6,8 |
| -5 | +4 | U | - |
- | d+4,n+4,u+3 | L,h,m | 7,16,30 |
| -1 | D | D | - |
- | D+4,4 | L,L | 7,8 |
| -15 | -16 | -4 | - |
- | D+4,4,4 | L,L,L | 7,8,5 |
| -15 | -4 | -4 | - |
- | D+4,4,4,4 | L,L,L,m | 7,8,5,21 |
| -20 | YKD | YKD | - |
- | D+4,4,4,4,3 | L,L,L,m | 7,8,5,21 |
| -10 | YKD | YKD | - |
- | D+4,4,4,4,3,b | L,L,L,m | 7,8,5,21 | S | -7 | YKD | YKD | - |
- | d+3+4 | ! | 80 | 60 | KMD | KMD | KMD | - |
- | d+3+4,3+4 | - |
| S |
|
|
| - |
- | d/b+3 | L | 14 | 20 | -12 | +1,2? | +11G | - |
- | d/b+1+2 | ! | 20,60 | 76 | KZD | KZD | KZD | - |
- | d/b+3+4 | L | 14 | 23 | -15~-14 | +4 | +4 | - |
- | b+1 | h | 8 | 15 | ±0 | +6 | +6 | - |
- | b+1,1 | h,m | 8,8 |
| -5 | +6 | +6 | - |
- | b+1,1,2 | h,m,h | 8,8,15 |
| -15 | +1 | +1 | - |
- | b+1,1,3+4 | h,m | 8,8 |
| -1 | +10 | +10 | - |
- | b+1,1~f | h | 8 |
| -8(-10) | -2 | -2 | - |
- | b+1:1 | h,m | 12,11 |
| -5 | +6 | +6 | - |
- | b+1:1:2 | h,m,h | 12,11,15 |
| -6 | D | D | - |
- | b+1:1:3+4 | h,m | 12,11 |
| -5 | +6 | +6 | - |
- | b+1:1~f | h | 12 |
| -8(-10) | -2 | -2 | - |
- | b+2 | h | 17 | 14 | -5 | +1 | +7? | - |
- | b+2~f | h | 17 |
| +1? | +7 | +13 | - |
- | b+2,4 | h,h |
|
| - | -? | -? | - |
- | b+2,4,3+4 | h,h |
|
| - | + | + | - |
- | b+2,4,3 | h,h,h |
|
| - | D? | D | - |
- | b+3 | m | 15 | 22 | -7 | +4 | +4? | - |
- | b+3,3+4 | m | 15 | 22 | - | + | + | - |
- | b+3,4 | m,h | 15,18 |
| -8 | D | KZD | - |
- | b+4 | m | 22 | 20~21 | -3~-2 | +7~+8 | TU | b! |
- | b+4,3 | m | 22 | 20~21 | -1~±0 | +8~+9 | TU | b! |
- | b+1+2 | - | - |
|
| (B) |
| - |
- | b+1+2,4 | (h?) | - |
| - | D | KZD | - |
- | u/b+4 | m | 21 |
| -13? | TKD | +20?(SM) | - |
- | u+3 | - | - |
|
|
|
| - |
- | u+3,d | - |
| S |
|
|
| - |
- | u+3,3+4 | - |
|
|
|
|
| - |
- | u/f+3 | m | 16 | 25 | -9 | +2 | D | - |
- | u/f+3,2 | m,m | 16, |
| -10,11? | + | YKD | b! |
- | u/f+3,4 | m,h | 16,21 |
| -3 | D | D | - |
- | u/f+4 | m | 13 | 15 | -12 | U | U | - |
- | u/f+3+4 | h | 20 | 22?(S) | +1? | TD | TD | - |
- | u/f+3+4,d | h | 20 | 22?S | +1? | TD | TD | - |
- | f,f+3 | m | 28 | 16(17~) | -11 | D | KFD | - |
- | f,f+4 | h | 22 | 15~16
(16~) | -6~-5 | +3~+4 | KZD | - |
- | b,b+4 | h | 23 | 19(20~) | -9 | YKD | YKD | - |
- | b,b+4,3 | h | 23 | 19(20~) | -7 | YKD | YKD | - |
- | d,d/b+4 | m | 20 | 22~23
(24~) | -18~-17? | SU | SU | - |
- | f,f+n,3+4 | L | 15 | 28D(29~) | - | KBD | KBD | - |
- | b,b+n,3+4 | - |
|
|
|
|
| - |
- | f,f,f+3 | m | 17 | 15(17~) | -17~-16 | U | U | - |
- | f,f,f+3,4 | m,m | 17,15 |
| -13 | U | U | - |
- | f,f,f+3,4,4 | m,m,h | 17,15,25 |
| -5 | D | D | - |
- | f,f,f+3,4,f+4 | m,m,m | 17,15,15 |
| -14 | -3 | -3 | - |
- | f,f,f+3,4,d+4 | m,m,L | 17,15,15 |
| -22 | -11 | -11 | - |
- | ws+2 | m | 12 | 14 | -8 | +3 | +3 | - |
- | ws+2,3 | m,m | 12,20 |
| -14 | TKU | TKU | - |
- | ws+3 | m | 16 | 10~11 | -21~-20 | -10~-9 | -10~-9 | - |
- | ws+3,3 | m,m | 16,11 |
| -19~-18 | -8~-7S | -8~-7S | - |
- | ws+3,3,d+3 | m,m,L | 16,11,8 |
| -19 | -8 | -8 | - |
- | ws+3,3,d+3~n,3 | m,m,L,m | 16,11,8,10 |
| -19 | -8 | -8 | - |
- | ws+33,d+3~n,3,3 | m,m,L,m,h | 16,11,8,10,
10 |
| -16 | -5 | -5 | - |
- | ws+3,3,d/f+3 | m,m,m | 16,11,10 |
| -19 | -8 | -8 | - |
- | ws+3,3,d/f+3~n,3 | m,m,m,h | 16,11,10,10 |
| -16 | -5 | -5 | - |
- | ws+3,3,d/f+3~n,3,3 | m,m,m,h,m | 16,11,10,10,
10 |
| -19 | -8 | -8 | - |
- | d~1,,, | L | 10 |
| -19 | -8 | -8 | - |
- | u~1,,, | m | 15 |
| -19~-18 | -8~-7S | -8~-7S | - |
- | fc,d/f+4 | L | 21~? | 17~19S | -18?~
-16? | -7~-5 | +8~+10Y | - |
- | fc,u/b+4 | m | 15 | 19S | -16~-15 | -16~-15 | D | - |
- | f/c,u+4_u/f+4 | m | 22or25 | 19S | -16~-15 | U | U | - |
- | fc,u+4,3_u/f+4,3 | m | (15_22)25 | 19S | -16~-15 | U
(-16~-15) | U(D) | - |
- | fc,u/b~4 | m | 25 | 14~16 | -31~-29 | -31~-29 | D | - |
- | fc,u~4 | m | 28 | 14~16 | -31~-29 | D | D | - |
- | fc,u/f~4 | m | 30 | 14~16 | -31~-29 | D | D | - |
- | fc,u/b_u_uf~4,d | m | 25_28_30 | 14S~16S | -31 | D | D | - |
- | fc,u/b_u_u/f~3+4 | mm | 30(,20) | 46D | - | D | D | - |
- | fc,d/f,d,d/+3 | L | 22 | 16D(19~) | - | KBD | KBD | - |
- | ss+3+4 | h | 35 | 20(29~) | -4~-3 | YKD | YKD | - |
- | ss+3+4,4 | h | 35 | 20(29~) | -6~-5 | YKD | YKD | - |
- | ss+3+4 | h | 30 | 16~17
(25~) | -3~-2 | YKD | YKD | - |
- | ss+3+4,3 | h | 30 | 16~17
(25~) | -6~-5 | YKD | YKD | - |
Hit Man Stance (HMS) | ||||||||
MOVE NAME | COMMAND | HIT RANGE | DAMAGE | HIT FRAMES | BLOCK ADV | HIT ADV | COUNTERHIT ADV | PROPERTIES |
- | 3+4 | - |
| S |
|
|
| - |
- | HMS,d_u | - |
|
|
|
|
| - |
- | HMS,f | - |
|
|
|
|
| - |
- | HMS,d/b_d~ | - |
| S |
|
|
| - |
- | HMS,b | - |
|
|
|
|
| - |
- | HMS,1 | h | 10 | 12 | ±0 | +9 | +9 | - |
- | HMS1,1... | h,h... | 10,10,, |
| -1 | +8 | +8 | - |
- | HMS,1,f~n | - |
| S |
|
|
| - |
- | HMS,1,4 | h.m | 10,15 |
| -8 | ±0 | YD? | - |
- | HMS,1,4,3 | h,m | 10,15 |
| -8? | ±0? | YD? | - |
- | HMS,2 | m | 23 | 19 | -13 | FU | FU | - |
- | HMS,3 | h | 21 | 17~19 | -10~-8 | TD | TD | - |
- | HMS,3 | h | 21(,13) |
|
| TD | TD | - |
- | HMS,4 | L | 24 | 25?S | -22 | KBD | KBD | - |
- | HMS,1+2 | mm |
| 13 | - | + | + | - |
- | HMS,u/f+3 | m | 30 | 20 | -15? | FD | FD | - |
- | HMSu/f+3,d | m | 30 | 20S | -10? | FD | FD | - |
- | HMSu/f+4 | m | 20 | 26 | -3S | UTD? | U | - |
MIST STEP (MS) | ||||||||
MOVE NAME | COMMAND | HIT RANGE | DAMAGE | HIT FRAMES | BLOCK ADV | HIT ADV | COUNTERHIT ADV | PROPERTIES |
- | f~n | - |
|
|
|
|
| - |
- | MS,3 | m | 18 | 15(16~) | -12 | U | U | - |
- | MS,3,4 | m,m | 18,16 |
| -13 | U | U | - |
- | MS | - |
|
|
|
|
| - |
- | MS,b~ | - |
| (S) |
|
|
| - |
- | MS,b,4 | L | 18 |
| -12? | -2 | KBD | - |
- | MS,b~n | - |
|
|
|
|
|
lee combo video
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