Season 3 Changes
T7 Lee School is no longer actively maintained. It has moved to Wavu Wiki's Lee pages.
Patch notes
https://tekkenworldtour.com/featured/tekken-7-season-3-patch-notes/#Lee
Summary
- Rage Drive (d/f+3+4)
- can now do 4,u+3 bnb after hitting in neutral at close range
- still not very useful in juggles
- Acid rain (1,3:3:3)
- JF window unchanged, first is 3 frames, second is 2
- guaranteed BK from 10 frame window to 6
- SS b+3,3 pickup no longer works
- b+3,3 pickup no longer works vs bears
- u/b+3 no longer splats at the wall
- 2,1,(3) CH
- juggle with no screw
- (slightly different from f+3,3,3,3,3,4 combo since starting at 0 aerial attacks)
- 4,u+3 b+2,f~N(x4) f+2,1 (71 damage)
- 4,3,(3)
- d4,4,3,(3)
- counter hit and normal hit now have same behaviour, putting oppo FDFA
- different from old counter-hit behaviour
- f+3+4 too slow, no longer guaranteed
- d+3 and u/b+3 sometimes whiff, depending on distance and opponent size
- d+4,4,3,3
- does same damage at wall as d+4,4,u+3
- 4,u+3,f~N
- d+4,4,u+3,f~N
- bad frames, -9 on block (4,u+3 is -1)
- see combos
- 1+2,3+4
- same frames as 1+2
- f+3,3,3,3,3,4
- no longer hit whiffs at on axis tip range
- still hit whiffs sometimes off axis (tip range side step crouch, or range 0 SWL)
- f+4,1
- i24~25, 3 frames slower than f+4,3
- 29 damage
- high, +13kg on hit, wall splats, -2 on block, 27 frame recovery
- natural combo on counter-hit
- tracks SWL
- f+4,3 can be option selected by SSR block (https://twitter.com/SyncOA1/status/1171591636809342979)
- see combos
- d/f+2
- easy bnb at any range now
- d+3
- no longer hits swl or swr
- still hits ssl and ssr most of the time
- sometimes stepped by ssr
- b+3+4
- no pushback, guaranteed death on block (-15)
- f,F+3
- now very powerful keepout move
- ws2,3 ff3 window from 2 frames to 4
- CH u/b+3 ff3 window from 1 frame to 3
- f,F+4
- CH behaviour same as normal hit
- ws2,3
- no pushback, guaranteed punishable on block (-13)
- ws3,3,4
- same frames as ws33
- b+1+2, 4 (punch parry 4)
- mid, guaranteed, still wall splats
- can be parried by ling and raven
- CH gives juggle with no screw, same as 2,1,(3)
- b+1:1,2
- f+2,1
- will wall splat off axis more often
Combos
- f+4,1 does 2 less damage than ws2,4 @ max scaling (30%)
- f+4,1 carries slightly further than ws2,4
- f+4,1 hits off axis where ws2,4 wouldn’t
- f+4,1 hits faster and further than ws2,4
- d+4,4,u+3,f~N can pick up in some cases where b+3,3,f~N can’t, such as late contact spring kick
- off axis launch 4,u+3,f~N, f+4,1 S! b+2,f~N(x2) f+2,1
- second b2 sometimes not possible at bad angle
- need deep mist step to connect f+4,1 (delay it)
- new max carry with f+4,1, difficult and quite inconsistent:
- on axis launch SSR 4,u+3 b+2,f~N(x4) f+4,1 S! f+2,1
- need deep mist step to connect f+4,1 (delay it)
- b+2,f~N(x4) f+4,1 S! f+2,1 works without any sidestep in these combos:
- HMS2 4,u+3
- ws2,3 d/f+3+4,f~N S! d+2
- CH Sway 4 d2(x2)
- CH HMS 4 ws2,3