H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
The HHHH can be delayed on the second and fourth hits. Actually, the
fourth hit can be heavily, HEAVILY delayed. Delay the fourth hit
effectively and you get a free air combo. Mix up the delayed HHHH with
HHH, throw OR HHH, L. If the second hit in HHHH hits as a counter,
they'll all hit.
If you have good timing, you can do the HLH or LH to pop them up, and
follow with HLH, HHHH for the game's most damaging air combo. This
seems easiest against "normal" weight opponents.
Lee's power arts involve many double-hand, body, and elbow arts--all of
which cannot be interrupted.
The basic strategy with Lee is to POUND. Hit them with a running L. Tap
M fast for the rising M which counters anything. "Trained" opponents
will learn to block high for the elbow, so pop them with a rising L.
The HH and HL mix-up is easy to read. However, the HLL and HLH (also
the LL and LH) mix-ups are hard to distinguish. You can also mix in a
rising M, rising H, or rising L after the L.
Don't forget that the rising M leaves you in a basic position. I've
pushed M twice thinking the rising M returned me to a ducking position,
but the standard M pops out. If you want to return to a ducking
position, go with the rising L. After a rising L, you're set up to
perform another rising L or a rising M. Mix it up.
Never use the standing M. If you want a quick mid, chose J+H.
Medium-Range Fighting
---------------------
Nothing beats his running L, followed by either a rising M, rising H,
or rising L. From a ducking position, use the LjH for an effective
change of pace (this attack cannot be interrupted). You can substitute
a G+L for the running L at close range.
If your opponent is interrupting your running L, you can instead duck
from an appropriate distance to set up your rising attacks. Be sure to
duck all the way down or the basic M may accidentally pop out.
If your running L is blocked, you will be reverted to the standing
position. However, even if the G+L is blocked you'll have the
opportunity to use rising attacks.
Use the M+S to set up the M+S (hold). His basic air combo is a launcher
followed by HLH and a running L.
The Walking HHH can be changed into the sidestep after the second hit
by moving the direction pad to Lee's left or right side after inputting
the last H. From here you can do the jH, a side throw, or tap L to
start the low mix-ups.
G+H is a very strong technique you can't overlook. It cannot be
interrupted, stuns on a counter, and leaves you safe if blocked. If you
hit on a non-counter, go ahead and repeat the attack.
To Cheat or Not to Cheat...Who Care's--Just Do It!
--------------------------------------------------
The J+L and jumping S are simply NASTY if used correctly. But here's
the best part: Even if you run out of white meter, you can keep doing
the J+L! Watch your distance, because close opponents can knock you out
of the air with an uppercut or J+H, and you'll miss opponents who are
right next to you. You want to use the spear from farther away. You'll
be safe even if they're out of range unless your opponent is a gunner
with great timing. You can steer toward or away from your opponent
during the beginning of a J+L.
The J+L gives Lee the BEST wake-up attack in the game. Start the J+L
when your opponent is getting up (NOT BEFORE!). They'll recover but
will have ZERO opportunity to get out of range or hit you with a J+H.
Range is once again VERY important (see above). Remember to move
towards or away from your opponent during the beginning of the J+L to
set an ideal distance between you and your downed opponent. Once
mastered you'll be unstoppable. You can keep doing it because the J+L
works even when the white meter's empty! Lee's other moves aren't
enough to win consistently, so make mastering this VERY NASTY, VERY
CHEAP, and VERY EFFECTIVE technique your number one priority.
(P.S. I don't advise using this technique in arcades when your human
opponent is BIGGER than you.)
If you start the J+L before your opponent gets up, he'll hit G and pass
through the spear every time.
If your opponent is closing in to counter the jumping S with a J+H or
uppercut, try and steer away or switch over to a jumping H for
protection.
After blocking a big attack that leaves your opponent right next to
you, normally you throw. If they know the front throw "break," however,
there are four options to chose from. First is the "risky" 360 degree
throw. Second is the LL and LH mix-ups, or the G+L followed by a rising
H, rising M, or rising L. Third is to spring the J+L or jumping S.
Finally, you can input H+S, (direction key to the side) to slip around
your opponent. Only use this when you're RIGHT NEXT TO the opponent.
From here you can do the jH, a side throw, or tap L to start the low
mix-ups.
Stepping is Good
-----------------
To master Lee you need to master the Step moves. His Step LLH is VERY
nice, and mixes great with the Step LM. The Step LS is unblockable and
once again, VERY nice. Two choice w/ Step LSL and Step LS throw, or do
the Step LS, jH.
"Special" Advice
----------------
Don't do the S, S. It's too easy to read and your opponent will always
ground recover through the second hit. Save your energy for the basic S
and the jumping S.
Lee's biggest weakness is close-range fighting. He's has the slowest
basics in the game, and his jumping spear attacks aren't scary if
you're close enough to hit him out of the air. And once you learn how
to get out of his front throw and avoid damage with the back-turn
variation, his throws become virtually worthless.
Against the J+L and J, S
-------------------------
The J+L is perhaps the nastiest move in the game, and getting around it
consistently against a master is something we're still working on.
First of all is the "ground-recover roll." Input the directional pad
when ground recovering, and you'll pull an immediate roll in whichever
direction you chose. Depending on your range from Lee, either roll
outside of his spear-range or directly next to him.
The spear has a hard time hitting rolling opponents. Don't forget that
if you don't pull a ground recovery and roll around, even if you get up
with G you will NOT be invincible.
While standing, the basic strategy against the J+L and jumping S is to
uppercut Lee before he comes down. Don't try rolling or running to the
side because it NEVER works. If you aren't in range for the J+H, run
like CRAZY until you're outside the spear's range.
When on your feet try and stay close. From this range you can cancel
out his basic S with quick hits, and use J+H to counter the J+L and
jumping S.
Remember that the J+L works even if his white meter's empty.
Against Attacks
---------------
If you block the basic M, punish him.
All 4 hits of the HHHH and all 3 hits of the H+S, HH can be
interrupted.
IV. WHY SHOULD I PLAY LEE?
---------------------------
To win with Lee you'll need to use the J+L long after your white meter
runs out. This means relying on one cheap move, which isn't exactly my
style. However, this cheap move is simply a compliment to Lee's power
style, which IS my style. Lee players have a decision to make. You can
win much easier if you rely on the J+L, but you can have a more
enjoyable playing experience if you stick to his close-range elbows and
kicks. Unfortunately, it is too difficult to draw the line.
When I'm losing with Lee, I have a tendency to pop the J+L two or three
times consecutively when an opening exists. The scour of my opponent is
a "subtle" hint that I've turned into a CHEAP bastard. We generally
agree beforehand that we can't use the J+L after the white meter
expires. Of course, you and your friends can do it however you want.
Just be careful not to ruin everyone's fun with CHEAP shit.