Combos

Video overview

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

Filler

Screws

Enders

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)

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 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.