Matchups

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Bryan
Devil Jin
Geese Howard
Kazumi
Lili
Lucky Chloe
Marduck
Yoshimitsu

Yoshi’s basic tools have been buffed in this game
but they’re still kinda garbage
he thrives off of oki and mixups
while a lot of his block or stance transitions have a multi-option mind game
that are mostly pretty meh reward if they hit
unless were talking about flash setups for ex
yoshi can be out spaced pretty easily
his upclose tools aren’t very good either
there’s not much to fear at any point
his fc game is meh until you’re at an oki situation
50/50
FC df+4 is launchable on block
sword sweep can be outspaced, Lee has a hard time punishing wiffed sweeps
it has longer recovery on wiff than it looks though
3~4 block situation is really important to know
on block most bad yoshis like to go for DGF 2 launcher
it’s +4 on block, high and his fastest option out of DGF
trades with i12 moves iirc
you can jab yoshi out of DGF for a combo every time(edited)
anything else too slow for him to commit to
but the mind game starts
so if you auto jab
he can do 3~4 in to duck, hopkick
or with NSS duck, Flash
(did they give yoshi flash from fc in this game in 1SS? If yes, even in 1SS)(edited)
3~4 can be walked, but it tracks steps well
has good range
and some mind games
on hit you can’t interrupt DGF
ff+4 on block
mind game with yoshi either holding b or db
-6 iirc
Yoshi turns back with db, he gets hit with df+1
but can block with b for i13 mids iirc
or I might be wrong and df+1 covers both situations
but he can always evade most tracking i13 mids with BT b+3_4
this creates a multi option mind game again
and he can possibly launch your wiff if you wiff a slower mid
if the yoshi does the b+3_4 cancel in to some move(edited)
KIN 1+2
again BT situation
this time df+1 beats everything they can possibly do except sidespin
bad yoshis usually think you’ll respect it and mash BT low sweep or some dumb shit
df+1 or go for a hard read depending on your opponent
okay so those 3 block situations
are really important to know
and deal with
they’re getting free mixups
yoshis love getting free mixups
they’re all about conditioning their opponent
so he’s good in long sets
but will test how ignorant their opp is to the match up
because if you take mixups out of the question
you leave yoshi with his basic tools
his basic tools are garbage
df+1 is linear, df+4 is linear
df+1,4 his new i13 punisher
2nd hit sometimes wiffs
and you get a launch
it’s also -14 on block
df+1 is linear, df+4 is linear
df+1,4 his new i13 punisher
2nd hit sometimes wiffs
and you get a launch
it’s also -14 on block
d+2,2 (-14)
d+2,2,1 and d+2,2,d+1
d+2,2,1 last hit high
d+2,2,d+1 -10 on block, mid
iirc you can just fuzzy it
but pretty low reward string to go for
d+2,2 has good range though, i16
but -14 on block
the mind game becomes after they bait you to punish d+2,2
they end it
df+1+2,2 his only damaging standing low
Used to be launch on block, now -13
It’s as slow as a snake edge but due to animation hard to react to
i26
and for some reason it tracks steps in this game iirc
fucking namco hitboxes
0 on hit
uhh
low hitbox knee low in to backswing mid
NH
43 damage low
df+1+2 by itself is -11
db+3,3 is one of the only tracking lows he has
but it’s ass on hit -7 and -19 on block, hard to punish due to followups
yeah I guess two of his best lows
and the NSS fc df+3
his oldschool FC df+4
launching fc low
launch on block obviously
but has good range
but the thing with yoshis fc lows now is
he has the ws string launcher now
ws 2,1
same move used to be m,h with no launch
yeah way better
so the opponent is more likely to just hold those lows
but gotta remember all of them are super risky
he’s only getting by because he’s conditioning the opponent
–> mindless tech –> sword sweep
vs Yoshi df+1,2 launcher, Lee can go under it on block with d+2_b+3+4 (PC)_d+3 and Punch Parry (b+1+2) in to mixup(edited)
vs DGF
DGF+2 is a high launcher and is +4~+5 on block
DGF+4 is a safe mid. Though not a homing, it has very excellent tracking, -6 on block it also launches on CH.
DGF+3 is a quick low, -14 on block and launches on CH.
DGF+3+4 is a throw.
DGF+1 is a mid unblockable slash 0 on hit