Ironfist Insights
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Lee — character information

Every Lee move in Tekken 8: 55 rows, 9 lows, 3 throws, 8 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Lee is a counter-hit character (18 moves launch on counter hit) and unusually duckable (40% of the movelist is highs), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws329th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Lee: 3 throws from neutral — 29th of 41. The roster median is 4.

  • Plus on block10%29th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Lee: 10% of the movelist is plus on block — 29th of 41. The roster median is 11%.

  • Lows16.7%11th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Lee: 16.7% of the movelist is lows — 11th of 41. The roster median is 13.8%.

  • CH launchers186th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Lee: 18 moves launch on counter hit — 6th of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Lee: 2 stances: HMS, MS — 16th of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Lee: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony19.3%36th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Lee: 19.3% of the movelist carries a balcony break or wall crush — 36th of 41. The roster median is 24.8%.

  • Floor breakers512th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Lee: 5 strikes break the floor — 12th of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Lee: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage11.3%33rd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Lee: 11.3% do chip damage on block — 33rd of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Lee: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Lee: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki125th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Lee: 1 parry or sabaki — 25th of 41. The roster median is 2.

  • Launchable lows36%25th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Lee: 36% of their lows are -15 or worse — 25th of 41. The roster median is 37.5%.

  • Launchable mids/highs14.9%12th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Lee: 14.9% of their highs and mids are -15 or worse — 12th of 41. The roster median is 10.9%.

  • Turn-keeping pokes31.5%29th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Lee: 31.5% of their pokes stay plus on hit and safe on block — 29th of 41. The roster median is 35.5%.

  • Duckable highs40%1st of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Lee: 40% of the movelist is highs — 1st of 41. The roster median is 21.3%.

  • Low crushes15.3%15th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Lee: 15.3% of the movelist jumps over lows — 15th of 41. The roster median is 12.8%.

  • High crushes11.3%15th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Lee: 11.3% of the movelist ducks under highs — 15th of 41. The roster median is 9.7%.

  • Safe evasions63.6%4th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Lee: 63.6% of their evasive moves are still safe when blocked — 4th of 41. The roster median is 45.5%.

  • Fast plus on block3.3%6th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Lee: 3.3% of the movelist is plus on block at i15 or faster — 6th of 41. The roster median is 2%.

  • Safe poke damage11.632nd of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Lee: their average safe poke does 11.6 damage — 32nd of 41. The roster median is 13.2.

  • Follow-ups per move0.854th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Lee: 0.85 follow-ups per standalone move — 4th of 41. The roster median is 0.61.

Shading shows where Lee sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Lee reaches it on 5 of 23.

Your back to the wall

Less dangerous than most corners. 19.3% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 2 strikes of 150 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

5 strikes break the floor, a little above the roster middle.

Key Lee moves

Plus on block

  • uf+3+4Silver Bulleti22, high, +5 on block
  • HMS.u+4Silver Circlestancei26, mid, +5 on block
  • f+4:1Deadly Revolution Cardinalfrom f+4 (i11), high, +5 on block
  • H.d+1+2Phantom Rosesituationali18, mid, +4 on block, needs Heat

Fastest mids

  • df+1i13, mid, -1 on block
  • df+4i13, mid, -9 on block

Lows, safest first

  • FC.df,d,DF#3Friction Spear Cardinalsituationali18~24, low, -9 on block at best, needs Heat
  • FC.df,d,DF+3Friction Spearsituationali18~24, low, -9 on block at best
  • MS.3+4Friction Spearstancei25~31, low, -9 on block at best
  • db+3Bump Kicki20, low, -12 on block, borderline — some players react to it

Special lows

  • db+2i11, special low, -4 on block, too fast to see coming
  • FC.2situationali11, special low, -4 on block, too fast to see coming
  • db+1Crouch Jabi10, special low, -5 on block, too fast to see coming
  • FC.1situationali10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+1+3Mist Illusionparries, block frames unpublished
  • db+1Crouch Jabi10, ducks highs, -5 on block
  • f,F+4Deadly Edgei16, ducks highs, -5 on block
  • d+3Silver Lowi16, ducks highs, -15 on block

Launches on counter-hit

  • ub+3Wheel of Fatei18, counter-hit +74a (+58)
  • HMS.4Shin Slicerstancei22, counter-hit +72a (+56)
  • f,F+2Jostle Wolfi15, counter-hit +69a (+53)
  • f:F+2Jostle Wolf Cardinali15, counter-hit +69a (+53), needs Heat

Homing

  • b,B+4Lee Cutteri19, homing, +2 on block
  • 1+2Pirouette Punchi21, homing, -1 on block
  • HMS.3Scatter Kickstancei18, homing, -3 on block

Parries and sabaki

  • b+1+3Mist IllusionHigh and Mid parry

Free launches for you

  • db+4i12, -15 on block
  • FC.4situationali12, -15 on block
  • d+3Silver Lowi16, -15 on block
  • 2,1,4Combination Vierfrom 2 (i10), -15 on block
What Lee punishes you with
Lee’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,118ws3,327
−12 or worse4,328ws3,327
−13 or worsef+1+232 launchesws1:435
−15 or worsef+3,3,3,3,3,443 launchesws2,336 launches
What you get to do about Lee’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high
  • 4,42 follow-ups, all high
  • f+3,3,3,3,32 follow-ups, all high

All high, but you have to block first

  • ws13 follow-ups, all high

Fuzzy guard candidates

  • 2,1high, 5f before 2,2
  • HMS.1,1high, 1f before HMS.1,4

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,4jails — you stay in blockstun
  • 1,2:4jails — you stay in blockstun
  • 1,3:3jails — you stay in blockstun
  • 4,4jails — you stay in blockstun
  • …and 1 more

Jailing is unrecorded on 91% of Lee’s string continuations, so a string missing from the last list was probably never checked.

Getting into Lee’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Lee there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

HMS — 10 moves out of it

  • 1,2,2,3Left Right Combo > Revolution Zweifrom 1 (i10), -3 on block
  • 1,2,4Left Right Mid Kickfrom 1 (i10), -12 on block
  • 1,2:4Left Right Mid Kickfrom 1 (i10), -12 on block
  • 2,1from 2 (i10), -5 on block
  • 2,2,3Right Cross > Revolution Zweifrom 2 (i10), -3 on block
  • f+4,3Deadly Arcfrom f+4 (i11), -8 on block
  • …and 28 more

MS — 5 moves out of it

  • 1,2Left Right Combofrom 1 (i10), -3 on block
  • 4,u+3Lee Somersaultfrom 4 (i11), -1 on block
  • b+1,1from b+1 (i14), -5 on block
  • b+1:1i14, -5 on block
  • b+2Rear Cross Punchi14, -5 on block
  • b+2,4,3Super High Combinationfrom b+2 (i14), +0 on block
  • …and 8 more

2 of 2 stances in Lee’s movelist have a documented way in.

Throws and breaks

Lee has 3 throws that can start from neutral.

Default break: 1. It covers 2 of 3 breakable throws (67%).

What 1 does not cover, most damaging first:

  • uf+1+2 Knee Drive — breaks with 1+2, 20 damage
Lee neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Forearm Drop1 or 235—Against sidestepping
2+4Axle Throw1 or 235—Against sidestepping
uf+1+2Knee Drive1+220——

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 157 moves
Level
Properties

157 moves

Search any column from its heading.

Lee frame data — 157 moves
DetailsProperties
(back to wall).b,b,UBWall Jump BackflipMid35~38+1+34d—21
1JabHigh10+1+8—5—
1,2Left Right ComboHighi12 rel-3+7—,9—
1,2,2—Midi20~21 rel-13-2—,14—
1,2,2,3Left Right Combo > Revolution ZweiHighi21 rel-3+17a (+8)—,23
1,2,4Left Right Mid KickMidi18 rel-12-1+58a,10—
1,2:4Left Right Mid KickMidi18 rel-12+5+58a,12—
1,3—Highi16 rel-11+0—,5—
1,3:3—Midi9 rel-11+0—,4—
1,3:3:3Acid RainHighi21 rel-17+14—,14
1+2Pirouette PunchMid21-1+3+26a20
1+2+3+4Ki Charge———————
1+3Forearm DropThrow12~14-3-2d—35
2Right CrossHigh10+1+7—10—
2,1—Highi15 rel-5+6—,8—
2,1,1Combination DreiMidi20 rel-12+3+26a,18—
2,1,3Combination FünfHighi24 rel-4+20a (+11)+65a (+45),20
2,1,4Combination VierLowi25 rel-15+1+11,18—
2,2—Midi20 rel-13-2—,14—
2,2,3Right Cross > Revolution ZweiHighi21 rel-3+17a (+8)—,23
2+3Heat BurstMid16+1+2c—[12;12]
2+3+4Taunt———————
2+4Axle ThrowThrow12~14-6-2d—35
3—Mid14-8+7—16—
3,3Mist Wolf CombinationHighi17 rel-10+1—,18—
3+4Hitman———————
3~3Mist TrapHigh30-9+2—18—
3~3:4Mist Trap ThrowThrow— rel!+0d—,20—
4Magic FourHigh11-9+2+2s14—
4,3—Highi18 rel-14-3+2,14—
4,3,3Spinning Hammer KickMidi19 rel-13+8d—,
4,3,4Spin Kick Somersault ComboMidi30 rel-9+42d—,
4,4—Highi10 rel-13-2—,5—
4,4,4Machinegun KicksHighi10 rel-13-2—,5—
4,4:4Machinegun Kicks CardinalHighi20~21 rel-9 HD+15a (+6)—,12
4,u+3Lee SomersaultMidi33 rel-1+48djs,23—
b,B+4Lee CutterHigh19+2+25a—23
b+1—High14+0+6—9—
b+1,1—Midi20 rel-5+6—,6—
b+1,1,2Triple FangHighi20 rel-11+1—,18—
b+1:1—High ⋯14-5+6—12,6—
b+1:1,2Triple Fang CardinalHighi20~21 rel-6+39d (-19)—,23
b+1:1+2Double Fang CardinalHigh ⋯14-6+39d (-19)—12,25
b+1+3Mist Illusion———+14BT——
b+1+3,4Illusion EdgeMidi20 rel—+22a (+13)—35
b+2Rear Cross PunchHigh14-5+1—9—
b+2,4—Highi27 rel-9+6—,16
b+2,4,3Super High CombinationHighi27 rel+0+22a (+13)+51a,21
b+3—Low15-14-3—9—
b+3,3Stinging RushHighi19 rel-12-1—,12—
b+3+4Silver RevolutionHigh20-9+15a (+6)—23
b+4Silver HeelMid20-3+7c+64a20
Back ThrowFace CrusherThrow12~14!-5d—50—
d+2Gut PolisherMid18-6+8+1317—
d+3Silver LowLow16-15-1+17a17
d+4ShinLow12-13-14-27—
D+4—Low12-13-14-27—
D+4,4—Lowi20 rel-15-16-4,8—
D+4,4,4—Lowi20 rel-15-16-4,5—
D+4,4,4,4Laser Edge Kick ComboMidi24 rel-20+11a (+2)—,21
d+4,n,4Shin > Head KickHighi23 rel-9+2+27a (+17),16—
db+1Crouch JabLow sl10-5+6—5
db+2—Low sl11-4+7—8
db+3Bump KickLow20-12-1—12—
db+3+4Grass SnakeLow21-13+4+38a19—
db+4—Low12-15-4—6
df+1—Mid13-1+5—10—
df+1,22nd HitHighi20 rel-10+1—,5—
df+1,2,23rd HitHighi22 rel-18-7—,6—
df+1,2,2,14th HitHighi13 rel-10+1—,5—
df+1,2,2,1,35th HitHighi22~23 rel-26~-25-15~-14—,7—
df+1,2,2,1,3,36th HitLowi24 rel-25-14—,6—
df+2Silver UppercutMid15-7+34a (+24)—12—
df+3—Mid14~15-8+3—13—
df+3,2—Highi19 rel-10+5—,13—
df+3,2,3Mercury DriveMidi22 rel-14 HD+13c g—,20
df+4—Mid13-9+5—14—
df+4,4Fabulous WhipHighi22-23 rel-9 HD+10g—,22
f,f,F+3—Mid14-9+16a (+9)—14
f,f,F+3,4Waxing CrescentMidi20 rel+3+19d—,26
f,F+2Jostle WolfHigh15+2+18gc+69a (+53)23
f,F+3Pulse BlastMid14~15-9 HD+21d (+11)—23
f,F+4Deadly EdgeHigh16-5+29a—22
f,nMist Step——————
f:F+2Jostle Wolf CardinalHigh15+2+18gc+69a (+53)26
f+1+2Aggressive One-TwoHigh ⋯13-13+18a (+9)—12,20
f+2—Mid14-9+2—12—
f+2,1Double SignalHighi19 rel-10+16c—,22
f+3—Mid15-18-7—6—
f+3,3—Midi8 rel-18-7—,3—
f+3,3,3—Highi8 rel-18-7—,3—
f+3,3,3,3—Highi8 rel-18-7—,3—
f+3,3,3,3,3—Highi8 rel-18+13a (+3)—,3—
f+3,3,3,3,3,4Acid StormHighi23 rel-9+69a (+53)—,25
f+3,3,3,3,3:4Acid Storm CardinalHighi23 rel-9+69a (+53)—,26
f+3+4Feather LandingMid ⋯30+4+8c—10,20
f+4—High11-7+4—13—
f+4,1Deadly RevolutionHighi24 rel-5+20a (+3)—,24
f+4,3Deadly ArcMidi21 rel-8+6c+63a,18—
f+4:1Deadly Revolution CardinalHighi24 rel+5+20a (+3)—,27
FC.1—Low sl10-5+6—5
FC.2—Low sl11-4+7—5
FC.3—Low13-17-6—10
FC.4—Low12-15-4—6
FC.df,d,DFSlide Step——————
FC.df,d,DF#3Friction Spear CardinalLow18~24-15~-9+5c+5d26
FC.df,d,DF+3Friction SpearLow18~24-15~-9+5c+5d20
FC.df+4Silver TailLow16~17-14+3c+25d17
FC.UF+3+4Catapult DropMid46~49-4+18a (+8)—30
FC.UF+4Catapult KickMid18~28-17+28a (+18)—25
H.2+3Paradigm BreakerLow20-14+0d—40
H.d+1+2Phantom RoseMid18+4+21a (+11)—25
H.df+3+4Crimson HowlMid16~17+2+26a+26a35
HMS.1Freaker JabHigh12+2+9—7—
HMS.1,1—Highi14 rel-2+8—,7—
HMS.1,1,1Amazing SwipeHighi20 rel-7 HD+44d (-14)—,20
HMS.1,4Excellent ComboMidi15 rel-8+4+57a,17—
HMS.1+2Poison TouchMid ⋯15-5+6—10,15—
HMS.2Scatter BlowMid19-13+39a (+29)—23
HMS.3Scatter KickHigh ⋯18-3+0d—21,20
HMS.4Shin SlicerLow22-13+4c+72a (+56)20
HMS.u+3Silver SlashMid20~22-9+23d (+13)—32
HMS.u+4Silver CircleMid26~29+5+8c—20
Left throwLee HarassmentThrow12~14-3-3d—40—
MS.3—Mid15-12-1—10
MS.3,4Inverted AxleMidi15 rel-13+32a (+22)—,10—
MS.3+4Friction SpearLow25~31-15~-9+5c+5d20
MS.b,nSway———————
MS.b,n,4Axe SweepLowi21 rel-13+3+1220
qcf+4Blazing KickMid22-17+50a (+40)—24
R.df+1+2The Marvelous RoseMid20-18+0d—55+
Right throwLee StunnerThrow12~14-3+0d—40
u+3Fake——————
ub,bBack Handspring > Hitman——————
ub+3Wheel of FateMid18-13+20a (+13)+74a (+58)20
ub+3+4Silver CycloneHigh60—+9a (+0)—60
uf,n,4Delayed Rising Toe KickMid23-13+32a (+22)—20
uf+1+2Knee DriveThrow12~14-3+23d—20—
uf+3—Mid25-9+2—12
uf+3,1Brilliant RoséMidi21 rel-12+3+26a,18—
uf+3,4Double MazurekHighi25 rel-3+25a—,23—
uf+3+4Silver BulletHigh22+5+28d (+20)—30
uf+4Silver ArrowMid15-13+31a (+21)—14
ws1—Mid13~14-2+7—12—
ws1,2Wonderful Spin BlowHighi20 rel-7+2+7,17—
ws1,4Wonderful ComboHighi20 rel-5+4—,20—
ws1:4Wonderful Combo CardinalHighi20 rel-5+15g—,23
ws2—Mid14-8+3—12—
ws2,3Rocket HeelMidi20 rel-13+32a (+22)—,24
ws2,4Twister HeelHighi27 rel-2+13g+37a,23
ws3—Mid10-21-10—16—
ws3,3—Midi15 rel-15-4c—,11—
ws3,3,D+3—Lowi26 rel-19-8—,8—
ws3,3,D+3,3Infinite Kick Chain: LowHighi24 rel-16-5—,10—
ws3,3,DF+3—Midi26 rel-19-8—,10—
ws3,3,DF+3,3Infinite Kick Chain: MiddleHighi26 rel-16-8—,10—
ws4Toe SmashMid11-6+5—16—