Combos
T7 Lee School is no longer actively maintained. It has moved to Wavu Wiki's Lee pages.
Beginner bread n’ butter
Regular launch | 4,u+3 | b+2,f~N f+4,1 S! b+2,f~N f+2,1 |
Pickup launch | b+3,3,f~N | b+2,f~N f+4,1 S! b+2,f~N f+2,1 |
Crouching launch | ws2,3 | b+2,f~N f+4,1 S! b+2,f~N f+2,1 |
Mini-combos (guaranteed damage)
- ws2,3
- CH u/b+3
- f,F+3
- CH d/b+3+4
- CH FC d/f+4
- f,F+3+4
- f+3+4
- CH FC d/f+4,3
- HMS 1,f~N d,D/B+4
- HMS u/f+4
- 1,3:3:3
- HMS 4
- HMS u/f+4
- b+4 (crouching opponent)
- d,D/B+4
- u/b+3
- bb+4,3
- b+4,3 (crouching opponent)
- HMS u/f+4
- FC d/f,d,D/F+3
- FUFA 3
- CH (2,1),4
- 1,3:3:3 d,D/B+4
- 1,2,4
- u/f+3+4
- d/f+3+4 (with rage)
- f,F+3
- u/b+3 (sometimes whiffs)
- d+2 (sometimes whiffs)
- u/f+3+4,3+4
- HMS u/f+3
- HMS 2
- 4,3,3
- d+4,N,4,3,3
- d+3 (sometimes whiffs)
- u/b+3 (sometimes whiffs)
Key tools
The key combo moves and their function are:
Damage | Pickup | Filler | Screw | Ender |
---|---|---|---|---|
4,u+3 | b+3,3,f~N | b+2,f~N | ws2,4 | f+2,1 |
4,u+3,f~N | ws2,3 | 1,2,f~N | f+4,1 | ws2,3 |
4,3,4 | ws4 | b+1:1,f~N | b+2,4,3 | f+1+2 |
U/F,4 | d/f+4 | d/f+1 | 2,2,3 | wr3,4 |
d+2 | d+2 | 2 | 2,1,3 | d+2 |
f,F+4 | d+4,4,u+3,f~N | b,B+4 | d/f+3,2,3 | |
d/f+3+4 | 3 | SSL 3+4 | b+4 | |
SSR 3+4 | 1+2 | |||
d/f+1+2,3 | d/b+3 |
The main purpose for all these options is to get the right wall carry.
Damage
- 4,u+3 b+2,f~N works as aerial hits 2–4
- b+2,f~N whiffs when off-axis
- f,F+4 iws2,3 b+2,f~N can work as aerial hits 1–4
- f,F+4 d+2 d/f+3+4 S! can work as aerial hits 1–3
- d+2 b+2,f~N can work up to aerial hits 2–3, and very rarely 3–4
- at some angles, d+2 needs to hit close to the ground
- at other angles, it needs to hit far from the ground
Filler
- b+2,f~N does 3 damage at max scaling and loops with itself
- doesn’t loop off-axis
- 1,2,f~N does 4 damage at max scaling in 2 hits and carries less than b+2,f~N(x2)
- b+1:1,f~N travels further than b+2,f~N, which can allow an extra hit in the juggle
- to do b+2,f~N b+1:1,f~N; b and 1 must be pressed on the same frame
- d/f+1 b+2,f~N and 2 b+2,f~N work as aerial hits 3–4
Screws
- fastest to slowest recovery:
- b+2,4,3; ws2,4; f+4,1; 2,2,3; 2,1,3
- however, f+4,1 travels further than ws2,4 and carries less, so connecting enders off f+4,1 is easier
- ws2,4 does 2 more damage than f+4,1 at max scaling (30%)
- ws2,4 works as aerial hits 6–7
- aerial hit 7 whiffs when off-axis, especially to the right
- can work as aerial hits 7–8 after b+1:1,f~N if precisely off-axis to the left
- f+4,1 works as aerial hits 6–7
- usually works as aerial hits 7–8 after b+1:1,f~N
- can work as aerial hits 7–8 after b+2,f~N if precisely off-axis to the right
- b+2,4,3 and 2,2,3 do the same damage as b+2,f~N ws2,4 at max scaling (30%)
- b+2,4,3 works up to aerial hits 3–5
- aerial hit 5 whiffs when off-axis to the right
- b+2,4,3 flips over face-down opponents
- 2,2,3; d/f+1+2,3; and SSR 3+4 rotates the juggle to the right
Enders
- longest to shortest carry:
- f+2,1; ws2,3; f+1+2; d+2
- ws2,3 f+2,1 and f+1+2 do 10 damage at max scaling (30%)
- wr3,4 does 11 damage at max scaling, but won’t wall splat
- ws2,3 gives better splats and oki
- 1,2,f~N can high splat
- wr3,4; b+4; 1+2; and d/b+3 floor break
- b+4; 1+2; and d/b+3 spike to setup oki
- d/f+3,2,3 works as aerial hits 5–7
- d/f+3,2,3 does 13 damage at max scaling in 3 hits
Staples
- u/f+4
- d/f+2
- MS 3,4
- u/f~N,4
- CH b+4
- CH (f+4),3
- CH HMS u/f+4
- BT u/f+4
- d/f+3+4,f~N
- 4,u+3 b+2,f~N(x3) ws2,4 S! f+2,1
- 4,u+3 b+2,f~N ws2,4 S! b+2,f~N ws2,3
- CH 4 (impossible at tip range)
- b+1:1,f~N 4,u+3 b+2,f~N(x2) <f+4,1 S! f+2,1
- b+1:1,f~N 4,u+3 b+2,f~N f+4,1 S! f+2,1
- CH 4,4
- b+2,f~N(x4) f+4,1 S! f+2,1
- b+2,f~N d/f+1 b+2,f~N ws2,4 S! f+2,1
- CH 4,3,4
- b+2,f~N(x3) f+4,1 S! f+2,1
- b+2,f~N ws2,4 S! b+2,f~N ws2,3
- CH d+3,4
- CH 1+2
- CH 1+2,3+4
- CH (2,1),1
- CH (u/f+3),1
- b+3,3,f~N b+2,f~N(x3) ws2,4 S! f+2,1
- b+3,3,f~N b+2,f~N ws2,4 S! b+2,f~N ws2,3
- f+3,3,3,3,3,4
- 4,u+3 b+2,f~N(x2) ws2,3
- 4,u+3 b+2,f~N ws2,3
- CH b+4,3
- CH (f+4),3,4
- f~N ws2,3 b+2,f~N(x3) f+4,1 S! f+2,1
- f~N ws2,3 b+2,f~N ws2,4 S! b+2,f~N ws2,3
- ws2,3
- CH u/b+3
- d/f+3+4,f~N ws2,3 b+2,f~N(x2) f+4,1 S! f+2,1
- d/f+3+4,f~N ws2,3 b+2,f~N f+4,1 S! f+2,1
- CH Sway 4
- d+2 d+2 b+2,f~N(x3) f+4,1 S! f+2,1
- d+2 d+2 b+2,f~N ws2,4 S! b+2,f~N ws2,3
- low parry
- F~4,u+3 b+2,f~N(x3) ws2,4 S! f+2,1
- F~4,u+3 b+2,f~N ws2,4 S! b+2,f~N ws2,3
- d+2 b+2,f~N d/f+1 b+2,f~N ws2,4 S! f+2,1
- CH HMS 4
- FC u/f+4
- CH FUFT 3
- CH FUFA 3
- CH FDFT 3
- ws2,3 b+2,f~N(x3) f+4,1 S! f+2,1
- ws2,3 b+2,f~N ws2,4 S! b+2,f~N ws2,3
- CH FDFA 3
- ws4 b+3,3,f~N b+2,f~N(x2) f+4,1 S! f+2,1
- ws4 b+3,3,f~N b+2,f~N ws2,4 S! f+2,1
- f,F+4
- b,B+4
- u/f+3,4
- f,F b+3,3,f~N b+2,f~N f+4,1 S! b+2,f~N f+2,1
- HMS 2
- 4,u+3 b+2,f~N(x3) f+4,1 S! f+2,1
- 4,u+3 b+2,f~N ws2,4 S! b+2,f~N f+2,1
- d,D/B+4
- U/F,4 4,u+3 b+2,f~N(x2) f+4,1 S! f+2,1
- U/F,4 <d+2 b+2,f~N(x3) ws2,4 S! f+2,1
- U/F,4 d/f+1 b+2,f~N(x3) ws2,4 S! f+2,1
- <U/F,4 4,u+3,f~N f+4,1 S! b+2,f~N ws2,3
- CH (1,2),4
- CH (HMS 1),4
- d+2 b+2,f~N 2 b+2,f~N f+4,1 S! f+2,1
- CH (1,2),4,3
- CH (HMS 1),4,3
- f~N d+2 b+2,f~N 2 b+2,f~N f+4,1 S! f+2,1
- CH (2,1),3
- CH (b+1+2),4
- 4,u+3 b+2,f~N(x4) ws2,3
- 4,u+3 b+2,f~N 1,2,f~N ws2,3
- (d/f+3,2),3
- 2,2,3 S! b+2,f~N 1,2,f~N f+2,1
Character-specific
- CH Sway 4
-
- AK, Bob, Bryan, Drag, Maven, Feng, Geese, Hei, King, Miguel, Paul, Shaheen, Steve
- 4,u+3 b+2,f~N(x3) f+4,1 S! f+2,1
- Gigas, Jack, Marduk
- d/f+4 b+3,3,f~N b+2,f~N(x2) f+4,1 S! f+2,1
- Bears
- b+3,3,f~N b+2,f~N(x3) f+4,1 S! f+2,1
- ws2,3
-
- Gigas, Jack, Marduk
- b+1:1,2
- b+1:1,f~N f~b+3,3,f~N ws2,4 S! f+1+2
- Bears
- b+2,4,3 S! b+2,f~N(x3) f+2,1
Extras
- f+3,3,3,3,3,4
- 4,u+3 b+2,f~N(x3) <f+2,1
- CH b+4
- U/F,4 d+2 b+2,f~N(x3) ws2,4 S! f+2,1
- CH 1+2
- CH (2,1),1
- CH (u/f+3),1
- f,F d/f+4 b+3,3,f~N b+2,f~N(x2) ws2,4 S! f+2,1
- d,D/B+4
- 3~3:4
Off-axis
- u/f+4
- d/f+2
- MS 3,4
- u/f~N,4
- 4,u+3,f~N d+2 f+4,1 S! b+2,f~N f+2,1
- 4,u+3,f~N f+4,1 S! b+2,f~N(x2) f+2,1
- 4,u+3,f~N f+4,1 S! 1,2,f~N f+2,1
Back-turned
- Against big characters with short legs (Gigas, Jack, Marduk, bears)
-
- Dead center of opponent’s back:
- S! b+2,f~N doesn’t work; just go straight for f+2,1
- b+2,4,3 S! f+2,1 as aerial hits 3–7 won’t work; do b+2,f~N f+4,1 S! f+2,1 instead
- b+3,3,f~N b+2,f~N doesn’t work
- b+3,3,f~N 2 sometimes doesn’t work; try b+3,3,f~N 1 instead
- BT f+3,3,3,3,3,4
- d+2 b+2,f~N 1,2,f~N f+2,1 (60 dmg)
- BT f+3,3,3,3,4
- b+3,3,f~N 2 b+2,f~N f+4,1 S! f+2,1 (69 dmg)
- BT d,D/B+4
- f,F~4,u+3 b+2,f~N(x3) ws2,4 S! f+2,1 (77 dmg)
- f,F~4,u+3 b+2,f~N ws2,4 S! b+2,f~N ws2,3 (74 dmg)
- U/F,4 2 b+2,4,3 S! b+2,f~N f+2,1 (73 dmg)
- <4,u+3 b+2,f~N f+4,1 S! b+2,f~N f+2,1 (72 dmg)
- SSR d/f+1+2,3 S! b+2,f~N(x4) f+2,1 (71 dmg)
- BT u/f+3,4
- b+3,3,f~N 2 f+4,1 S! b+2,f~N f+2,1 (72 dmg)
- BT d/f+3,2,3
- Notes:
- If left of opponent’s center back, delay d+2
- If right of opponent’s center back, do d+2 immediately
- If somewhat left of center and they are face up from b+2, then ws2 must be delayed
- If far enough that b+2 is going to turn them face-down, then ws2 must be immediate
Staple damage at most angles:
- 2 d+2 b+2,4,3 S! b+2,f~N f+2,1 (91 dmg)
Max damage at most angles:
- 2 d+2 b+2,f~N ws2,4 S! b+4 d+3 (97 dmg)
Dead center or slightly left of opponent’s center back:
- 2 f,F~4,u+3 b+2,f~N b+1:1,f~N ws2,4 S! wr3,4 (99 dmg)
vs. Large normals, somewhat right of opponent’s center back:
- 2 d+2 b+2,f~N ws2,4 S! b+4 u/b+3 (100 dmg)
With rage, from left of opponent’s center back:
- 4,u+3 d/f+3+4,f~N ws2,4 S! b+4 d+3 (114 dmg)
b1 link
Doing b+2,f~N b+1:1,f~N in a combo is called a b1 link (also called Triple Fang link). Its main purpose is to get more wall carry.
Since b+1:1,f~N travels further than b+2,f~N, it allows you to either get an extra aerial hit, get ws2,4 as the screw instead of f+4,1, or get ws2,3 as the ender instead of f+2,1.
For the b+1 to connect it must be input in the buffer period (or linked perfectly), which means that b and 1 must be pressed on the same frame. (See b2 loops - Buffering.)
One technique for doing this given by TZMurakumo is to piano the 1 button with two fingers to hit it twice. This is a placebo, since the extra button press doesn’t actually give you an extra “chance” to hit the link, but many people find this technique useful anyway.
For carry purposes b+1:1,f~N and b+1,1,f~N are the same, but the former does 1 more damage.
This is an advanced technique, having a tight execution requirement for relatively little reward. Beginners should stay away.
- u/f+4
- d/f+2
- MS 3,4
- u/f~N,4
- CH b+4
- CH (f+4),3
- CH HMS u/f+4
- d/f+3+4,f~N
- 4,u+3 b+2,f~N(x3) b+1:1,f~N f+4,1 S! f+2,1
- f+3,3,3,3,3,4
- 4,u+3 b+2,f~N(x2) b+1:1,f~N ws2,3
- CH 4
- b+1:1,f~N 4,u+3 b+2,f~N b+1:1,f~N ws2,4 S! f+2,1
- low parry
- F~4,u+3 b+2,f~N(x3) b+1:1,f~N f+4,1 S! f+2,1
- CH HMS 4
- FC u/f+4
- CH FUFT 3
- CH FUFA 3
- CH FDFT 3
- ws2,3 b+2,f~N(x3) b+1:1,f~N f+4,1 S! f+2,1
- CH d+3,4
- CH 1+2
- CH 1+2,3+4
- CH (2,1),1
- CH (u/f+3),1
- b+3,3,f~N b+2,f~N(x3) b+1:1,f~N f+4,1 S! f+2,1
- ws2,3
- d/f+3+4,f~N S! d+2 b+2,f~N(x3) b+1:1,f~N f+4,1 S! f+2,1
Spring kick
Spring kick (FUFT 3+4) has 12 active frames. It typically connects on the 8–9th, unless the opponent is running into it.
- If it connects on the 11th frame, you can combo with d+4,4,u+3,f~N, f+4,1 S!
- If it connects on the 12th frame, you can combo with d/f+4 b+3,3,f~N f+4,1 S!
- If the opponent doesn’t tech roll, then d/f+4 will almost always work as a refloat.
If the spring kick hits an aerial opponent, then d/f+4 and d+4,4,u+3,f~N pickups won’t work, since there’s too much pushback. Instead, you can try b+3,3,f~N which might be too slow.
Juggle distance
https://www.youtube.com/watch?v=rnViLJDp2OQ
Balcony break
https://www.youtube.com/watch?v=ntjca7KSB9Q
Floor break
Short answer: do 4,3,3 F! 4 b+4 u/b+3 at the wall.
Lee has many useful floor breaking moves. They differ in how many hits they do, whether they leave the opponent face-down or face-up, and how easy they are to connect.
Move | # of hits | Damage | Post-break state |
---|---|---|---|
1+2 | 1 | 20 | Face-down |
wr3,4 | 2 | 14, 26 | Face-down |
4,3,3 | 3 | 16, 14, 20 | Face-down |
b+4 | 1 | 22 | Face-up |
f+4,3 | 2 | 13, 18 | Face-up |
f+3+4 | 2 | 10, 20 | Face-up |
Floor breaks reduce damage scaling significantly, so you want to do as much of your combo as possible before the break. This means you’re mostly doing the break at or near the wall.
Post-break, your options depend on how much wall slump you’ve built up. Every hit on the wall with the opponent’s feet to the ground builds up slump. However, the move that breaks the floor does not build up slump. So a 1-hit floor break will build no slump and you can do a regular wall combo, but a 2-hit floor break will build 1 bit of wall slump and you’ll have to adjust.
Opponent state | # of slump | Wall combo | Damage |
---|---|---|---|
Face-down | 0 | 4,u+3 f+4,3 d+3 | 20 |
Face-down | 1 | 4,u+3 f,F+3 | 18 |
Face-down | 2 | 4 b+4 u/b+3 | 17 |
Face-up | 0 | d/f+1 f+4,3 d+3 | 14 |
Face-up | 1 | 4,u+3 | 13 |
Face-up | 2+ | b+4 d+3 | 11 |
Note that 4 will cause a high splat against face-down opponents but not face-up ones. This generally makes the face-down combos better.
Since 4,3,3 does much more damage than the other breaks, the ideal floor combo at the wall is 4,3,3 F! 4 b+4 u/b+3.
However, sometimes you don’t have a good enough splat and instead have to do wr3,4. In this case the wall combo is pretty tough to do, because you can’t buffer the f,F+3, and you can get 4,u+3,f~N accidentally. Doing the 2 slump combo still works at the cost of 1 damage.