Lee Chaolan
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FAQ |
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LEE CHAOLAN FAQ v1.0 by Hugh King (hking@nbnet.nb.ca)
For Tekken Tag Tournament
I've decided to update my old Tekken 2 Lee FAQ to bring it inline with
Tekken Tag, more or less. I've added a bunch of notes on playing Lee, and
his new moves, which I got from another general New stuff in Tekken Tag
FAQ. The focus of this FAQ will be on how to play Lee, which moves to use,
which not to use, as well as where and when. I'll also give opinions on
Lee, and what I think are some decent strategies. Be warned, Lee basically
sucks, so if you want to play him, you'll have to be accept the possibility
of losing fairly often. Having said that, I find Lee to be a lot of fun to
play. :)
Now, on to the FAQ!
This character profile outline scammed from
Richard D (richardd@freenet.vancouver.bc.ca)
Tekken 2 Lee FAQ - Revision & Updated to Tekken Tag Lee, Jan. 22, 2000!
TABLE OF CONTENTS
----------------
A) In-Depth Opinions of Lee Chaolan
Lee's Most Useful Moves for Tekken Beginners
New Stuff That's Good
B) Lee's move list
C) Lee's combo list (not all are actually true combos, see below)
1) Dragon Knuckle combo
2) Low-High Kick combo
3) Spinning Kick combo
4) Razor Edge combo
5) Dragon Knuckle
D) Lee's throws
1) Falling Headlock
2) Headlock Punch
3) Knee in the Head
E) Lee's unblockables
F) Lee's 10 hit string
G) Lee V.S. the Whole World
1) Lee Chaolan V.S. the computer
2) Lee Chaolan V.S. local scrubs and button smashers
3) Lee Chaolan V.S. Turtles
4) Lee V.S. expert players (human)
H) Lee Chaolan in Tekken 1
- this strategy guide is dedicated to the Lee players who don't like Law
due to the ease and cheeze of his flipkicks, as well as those annoying
yells. Lee seems more original too, instead of just a Bruce Lee clone.
A) IN-DEPTH OPINIONS OF LEE CHAOLAN
For starters, in Tekken Tag, Lee is still one of the weakest, if not the
weakest character around. In a nutshell, he sucks compared to just about
every other character. Having said that, like before I find he's still a
lot of fun to play and fool around with. :)
As before, the reason I play him is because his backflip and now, his new
stance are just too cool! His slide, while still cool, is now _extremely_
limited in usefulness so that doesn't factor in as much. Unless you can do
the one starting from a crouch, there's only a few times you might be able
to use it safely.
If you ask me, Lee really got the shaft in Tekken Tag in terms of power,
in part probably because of lazy or rushed programming which saw him get
the same limitations as Law. The most noteworthy and important of these
is that the F+2,2,2 now no longer combos, and only the first two will hit.
This only did minor damage before, but had the advantage of knocking the
opponent over and thus giving Lee the initiative. Now, even that's been
taken away.
About the only real decent combo he has now is the old WS infinity kick for
4-6 hits, which is still useful in only extremely limited circumstances.
This is even worse in Tekken Tag, where most characters have loads more
moves that hit ducking characters. (mid level attacks)
The only good thing is that Lee's df+2 now has a much better range for
juggles, but I think this is universal to all characters, and not just Lee.
(I haven't checked) Lee can fool around with the juggles now, but as far
as I can tell, he really can't inflict serious damage with them, just low
to possibly moderate.
The other new moves I haven't really had a chance to try, as I always
forget what they are when at the arcade. (I usually don't bring movelists
to experiment, though I probably should)
Lee's Most Useful Moves For Beginners
If you're just starting on Tekken, the moves you need to know to play Lee
are:
1) 4 (or 4,4,4,4) - great for interrupting (don't use f+4 - does no damage)
2) 1+3/2+4 - Lee has to rely on throws a lot more than most characters
because his moves suck in terms of damage.
3) 4,3 - a good combo that does a little damage
4) D+4,4,4,4 - Lee's only real low combo, overuse it at your own risk
5) f+2,2 (,2) - Use the last 2 only on a counterhit, otherwise it won't hit
6) d+4,4,4,4 - Probably the most important attack of Lee's to learn, the
Low-High lightning kicks are fantastic to interrupt opponent attacks.
6) WS+3,3,d+3,3/u+3/d+3...... - the infinity kick, not as useful as most
scrubs and beginners think.
New Stuff That's Good
Low-High Kick Combo (d+4,4,4,4)
The Low-High kick combo (d+4,4,4,4) is probably Lee's best new up-close
combo - many players will probably fall for this, as they will take the low
kick then try to attack, eating some of the lightning fast high kicks.
Most players around here tend to be overly aggressive and try to sneak in
a counterattack in between the high kicks, the good news is they are too
fast for just about _anything_ to get through. There might be one or two
moves - I think I've seen a player or the CPU get through once or twice,
but odds are good if they try _anything_, even a low attack while still
crouching, like a crouching jab or poke kick, they will eat a few kicks.
This should work on players at least for a little while, until they learn
not to try to get through the fast kicks.
Hitman Stance
This is Lee's taunting stance where his left leg is relatively straight and
forward, his body resting low back on his bent right leg. With his left
hand, he beckons the opponent in a "Come on" gesture. Lee's best move from
this stance is by far the RP (2) Uppercut, it has very surprising range and
comes out very fast - you can do it while still going into Hitman stance,
before you even finish getting into it! Be advised, knowing and using this
little fun fact will be _crucial_ to using Lee to full potential!
Anyway, the uppercut from Hitman juggles very high, but also sends
opponents flying back quite a distance, so juggles are hard to get in.
Dragon Knuckle combo (f+2,2,2) is possible if they juggle high enough,
you're far forward enough, and you're fast enough running up to them. I
can only get it once in a while, but I haven't really tried under specific
conditions, like the opponent being close when uppercutted or anything. I
haven't really had the chance to experiment with other juggle attempts off
this yet, but the range is such that only Lee's fastest attacks have a
chance of making it. The LK kick from Hitman does a quasi-throw on
counterhit, but is largely too slow and much less useful than the RP
uppercut. RK from Hitman does a Bryan-like sweep with even greater range
than Bryan's, however, it also seems slower, which is very slow execution,
limiting the usefulness of this move quite a lot.
Although I haven't done this yet myself, I know it will be important to
learn and know the combos and moves that will end Lee in Hitman stance,
especially given that he can start Hitman moves as soon as he even starts
to go into the stance. Matter of fact, combined with executing Hitman
moves as soon as Lee starts to enter the stance, will probably be the
crucial difference between being able to use Lee to full potential. (which
still isn't that great, but better...) This will be a lot like Lei, where
certain moves will end him in one stance or another, like rushing punches,
sidestep - where the number of punches and the direction of the sidestep
will determine the stance. Lee won't be nearly as complicated, since he
just got his new stance the programmers won't have added much depth to it,
plus he only has one, unlike Lei. Plus once you get used to this, remember
you can mix it up and finish combos without pressing 3, thus not going into
Hitman if you don't want to.
Hitman stance is also loads of fun to taunt opponents while not being too
vulnerable. (most people tend to think you're completely vulnerable to any
attack when in a weird stance - wrong... :P) In general, Hitman stance is
a good addition IMHO, it's quite useful thanks to the surprising speed and
range of the uppercut, plus it's cool and fun. Mobility is quite limited,
but that's the tradeoff you have to take for it. These are the type of
things that I like best in fighting games, moves that are cool, fun, and
useful. :)
Speed Freak
Lee's main strength still lies in his speed, more so now than before as he
has been made even a little faster. (kicks and moves, not foot speed) To a
certain extent this is worse, as Lee's new F+4 kick, while lightning fast,
inflicts about 0.5% damage health wise. It's basically useless, and
becomes annoying when you're trying to do a 4,3 two-hit.
Short Range
Lee is a fairly close ranged offensive player, which means his range for
most attacks is short, pretty well all of his combos are close range. This
makes Lee vulnerable to the characters with better ranged attacks as they
can sit back and wait for an opening. In addition, although Lee can do a
decent job chipping and poking, he's nowhere near as good as say Nina or
Anna, so it can be difficult and risky to try and stay in someone's face.
That means Lee's style for me is generally trying to sneak past opponents
long ranged attacks in a hop in, attack, and get back out of range. The
problem is Lee doesn't do much damage for all the work he has to do to get
an attack in, this is what makes Lee basically suck. Interrupting
opponents attacks is also almost sure-fire going to be a big part of any
decent Lee player's game, though this is risky, it will probably result in
most of the damage Lee does.
LEE'S WEAKNESSES
Lee's got some big weaknesses, particularly that he lacks a fast executing,
easy attack that does decent damage, has decent recovery and hits mid or
low. This is one of the things all the 'big gun' characters have, in case
you haven't noticed. Time for a brief run-down of why the good characters
are good. All the good characters have good attacks that hit mid, or low.
Take a few examples, Paul's deathfist and falling leaf, Kazuya and
Heihachi's Wind Godfist (Jin's sucks because it hits high) and hell sweeps,
and Nina's divine cannon and double palm. Every one of those attacks
executes quite quickly, and hits mid or low, so the opponent has to block
or try to sidestep - they can't duck, which makes all the difference. Lee
doesn't really have any good damaging combos, which is another reason why
he just doesn't stack up.
A lot of Lee's attacks are high and can be easily ducked and countered - I
find too many of his combos and moves end with high attacks that leave him
exposed when compared to those of other characters. Lee also lacks a
decent ranged attack(s), as most of his ranged attacks are delayed or slow,
so most people will see them coming a mile away. Lee also doesn't really
have any good low attacks except for the Razor's Edge, which is of limited
usefulness once people learn it - which doesn't take long.
Lee has no really good offensive moves, and no real defensive moves, except
to try to interrupt opponent attacks with fast attacks. The major problem
with his offensive moves is that most have little to no range, and the ones
that do are slow to execute. (mostly the double jump kicks) On top of
that, they don't do much damage either, and a lot of them don't even combo
anymore.
Lee - Needs a Reversal?
I would have liked to see Lee get a reversal, as IMO he's the one who most
needs it. Alas, it seems nobody on the design team particularly likes Lee,
since as any player would tell you, game designers can make a character
cool/popular by giving them the right moves and attacks. Were you
surprised Paul got so popular starting with Tekken 2, when the designers
went nuts on making him a total powerhouse? Deathfist with huge damage,
falling leaf, double jump kicks, and reversals on top of those? Paul was
and still is the last character who needs a reversal. Paul got real
popular because the game designers made him totally kick ass, so I wish
they'd do a little more for Lee. Btw, I have nothing against Paul besides
the reversal, except that he may be a little too boring after a while - it
pretty much always comes down to deathfist with Paul, given its huge
damage.
Lee also needs a decent ranged attack, I would recommend something to tack
onto his ducking advance (f+N) which as far as I know, has no special moves
possible at the end. This move should be much like the deathfist, Wind
Godfist, and such, though I would expect it to be toned down from these,
which would be fine as long as it wasn't basically useless. Though it
wouldn't need to be as powerful, any such move should be reasonably
damaging and useful, given Lee's weak moves compared with other characters.
I would put it at roughly the same power level as Heihachi's deathfist for
starters, and it should be a knockdown move.
------------------------
B) LEE'S MOVE LIST
------------------------
Lee's New Tekken Tag Moves
- From Tekken Tag Tournament - New Moves List v1.6 by Midge (beja@gol.com)
(I added a few minor things)
------------
Sidestep Throws (these could be backwards - I don't remember)
Mudeater
- Left SS, 1+3/2+4
Lee puts the opponent facedown on the ground, while holding their
arm, laughs at them, then stomps on their head.
Ring-Around Bulldog
- Right SS, 1+3/2+4
Lee does a quick run around the opponent, then does a bulldog
throw. This one looks cool since it looks like the sidestep and
throw are all one motion.
b+1,1,3+4 2 punches, enter Hitman style
b+1,1,2 2 punches, backfist
d/b+3 Low left sidekick, counter stuns!
f+4 Lightning kick
4,4,4 Rapid kicks
3,3,3[B+3] [B+3] does a 'Faint high kick' in old kicks
(straight from namco list, didn't check it)
b+3 Side kick
b+3,3[~4] Now this move is a bit special; if you press the
buttons quickly, you will get a fake kick + side kick.
But the second '3' can also be delayed, so basicaly you
can wait for the first kick to hit to perform a late
second kick.
As for the [~4], it is an 'option' that can be used if
the opponent blocks the second kick (and possibly only
if you input the first button presses quickly). Is you
press 4 at the VERY MOMENT the second kick is blocked,
Lee will perform a throw. But be precise; you have
1 frame (1/60 sec) to do this! :)
u/f+3 Jumpkick (somewhat extended range/reach)
f+3+4 Spin jumpkick
d+4,4,4,4 Low kick, rapid kicks
D+4,4,4,4,3 Old low,low,low,mid but the 3 ends in Hitman Style
b+4,3 Hammer kick (counter bounce-juggles), Hitman Style
b,b+4,3 Mid power kick, Hitman Style
3+4 Enter Hitman Style
D_d,d/f+4 Sweep
When Lee is teamed with Kazuya, you can follow up this
move with 2~2~1, and Lee will perform a weird special
unblockable punch.
SS+2 Snake punch
Left SS+4 Power kick
Right SS+3 Power kick
f,N Quick step (ducking step in, a la Heihachi's f,n,d,df)
In Hitman Style:
Doesn't get hit with high attacks and autoblocks low attacks
d or u Hitman style sidestep
1 Quick punch, back to Hitman Style
2 Juggling upercut
3 Trap kick (kind of a throw on counter)
4 Sweep
Tag throw:
-> Everyone: f, f+3+4, 5
Tagable moves:
D,u+4
d,d/b+4
In Hitman Style, 2
b+4 you can tag out of this move even if it is guarded or doesn't
hit at all. This is the only move in the game that allows it.
Note:
- Lee has 3 win poses and has 3 costumes in all.
-----------------------------------
LEE's OLD MOVES
- From <The Luke Mook> Tekken faq abstract Version 1.0
GRAPPLING TECHNIQUES
1+3 Neck Fracture
2+4 Chastisement Punch
f,f+3+4 Knee Bash
<behind> 1+3 or 2+4 Bulldog
SPECIAL TECHNIQUES
2,2 Double Knuckle
1,2 1-2 Punch
d/f+3 Step-In Middle Kick
d,d/b+4 Blazing Kick
D#,(U/B_U_U/F)+4 High Flipkick
D#,(u/b_u_u/f)+4 Low Flipkick
D#,(u/b_u_u/f) Feint Kickflip
4,3,4 Spinning Kick Combo
1,1,1,1,1 Left Fist Flurry
F+2,2,2 Dragon Knuckle Combo
D#,(U/B_U_U/F)+3+4 Flip Drop
(WC)+3 Shin Kick
3,3,3 3 High Kicks (F stick to switch to middle kick)
D#,d/f,d/f+3 Dragon Slide
(N+4)~(u+3) High Kick, Flip Kick
f,f,N+3+4 Dropping Slide Kick
D+4,N+4 Lowkick, High Kick
D+4,4,4,4 Razor Edge Combo
f,f+3 Heel Drop
b,b,N+3+4 Back Handspring
f,f,N+3,4,[4] Shredder Combo (ends high)
,[(f_d/f)+4] - (ends middle)
,[(d_d/b)+4] - (ends low)
(WS)+3,3,D+3,3.... Infinite Kick Combo
Punctuating the combo with up stick
yields an occasional heel drop. Down
stick will give you occasional low kicks.
(WC)+3+4 Silver Cyclone (unblockable)
d/b+1+2 Silver Fang (u,u cancels;unblockable)
d/f+1,2,2,1,3,3,3,4,3,4 Tenstring
-------------------------
C) LEE'S COMBOS/MOVES LIST
-------------------------
A combo is a chain of moves that once the first hit is connected, other
hits cannot be blocked. Lee has basically none, as the only ones that will
combo all the time are:
1) double jump kicks
2) f+2,2
3) 4,3
4) d+3,3
In all cases they only combo if the first hits. But given the piddly
damage, who cares? Lee's combos basically aren't worth noting except the
infinity kick, which was already mentioned. Use it when rising next to an
opponent and if the first hits, you should get at least 4 hits. Juggling
Lee can do a little, but not that much and the damage isn't that great,
again. But you'll have to tack on every bit you can every chance you get
given Lee is such a weakling. I use the f+2,2,2 a lot just because it's
easy.
Discussion of the combos and moves
Lee's Slide (f,f,N,3+4)
Lee's slide is not very useful anymore given its slow execution and the
speed with which most characters can interrupt you. This is really a move
you probably won't get much use out of, unless you can figure out how to do
it from a crouch without having to f,f,N,3+4 - I never did figure this out
or master it, though I've seen from renting and playing the CPU in Tekken 2
on PSX that it can be extremely useful as from there it comes out quite
fast and is hard to block.
Double Jump Kicks (f,f,f+3,4 or f,f,N,3,4 or uf/u/ub+3,4)
The double jump kick is also very useful, the problem is its slow
execution. Unlike Paul, who can tap only f,f+3,4 to get this out, Lee has
to tap f,f,f to get the kicks out. This may not seem like much of a
difference, but believe me, that extra tap seriously limits the usefulness
of the kicks when compared to Paul's. Basically it ends up that you have
to take another step or move farther forward before you can launch the
kicks, this makes all the difference because it usually moves Lee into the
opponent's range before he starts the kicks, so he usually tends to get
knocked out of them before he gets them off. There are two other ways to
get the kicks out, one is to f,f,N,3,4 where the N causes a delay that Lee
can't afford the bulk of the time, resulting again in him getting hit
before getting the kicks out. The last way to get the kicks out is to
uf+3,4 but yet again there's a problem, this time that this doesn't carry
Lee forward as much as the f,f ones, so you have to be right next to the
opponent to connect by doing them this way. The problem with this is they
are slow to execute as a short range attack, and Lee has tons of other
attacks that are much faster.
Spin Kicks (4,3,4)
The Spinning Kicks are very fast, and quite effective at interrupting
opponents who like to move in fast and start combos or run in and jump
kick, so try to use them this way. They can be ducked quite easily though,
so be careful. Against better players, you're usually better off to just
do the first two, unless it's a juggle, since the first two are unbreakable
if the first connects, but the third can be ducked or blocked.
Flipkick (D,uf/u/ub+4)
His flipkick is generally not that useful on its own except to catch
opponents who like to pounce towards you while you're ducking. (eg. Armor
King) It can still catch people off-guard if used sparingly, it's just
that he's got faster combos that work just as well. Nearly anytime you got
a flipkick off, you could've started the infinity for better damage faster.
However, if you can connect with the uf flipkick, you can experiment with
some juggling - it's just a better idea to initiate juggles with df+2.
The Razor's Edge (D+4,4,4,4)
Lee's Razor Edge combo definitely has the most potential to be overused,
since it's his only multiple low hit attack. I usually use this as a
fallback nearing the end of a round when both myself and my opponent only
have about 25% life or less, since by then opponents usually aren't
expecting it. Try not to do this too much, or opponents will begin
anticipating it, and Lee is vulnerable for an instant after it. You can
also use it as a counter hit when attacks whiff in front of you, but this
leaves you a little open if blocked, so you should probably stick with
either the Low-High kick combo (my choice) or the f+2,2 Dragon Knuckle for
fast recovery. Remember you can now go into Hitman stance at the end of
the Razor's Edge by pushing 3.
The Flip-Drop (D,UF+3+4)
Lee also has his flip drop attack that hits as it comes down, (D#,"UB or U
or UF"+3+4) he lands on them with his elbow/falls on them. This is a good
surprise move, since most players won't know what the heck you're doing for
at least the first few times. (I've yet to see a Law player use this) It's
also good to get Lei's that like to just lie there.
Infinite Kicks
Lee's infinite (as above - WS+3,3,D+3,3,3....) can be kind of cheap to use
since I find it's hard to knock Lee out of it. It's still very possible,
you just have to time it right, which can be difficult. Lee's infinite is
extremely useful against players who do lots of close high attacks or
throws. Just duck under whatever they do (assuming they're going high) and
come up with the first 4-6 hits of the infinite just like the CPU.
The Backflip
Finally Lee has his backflip, (b,b,N+3+4) which at first glance doesn't
seem to be very useful since it is a little slow. It's good to put some
distance between you and your opponent, particularly after they back off
while getting up from a throw. Most will then run right after you once you
do it though, so be ready for their charging in. However, given the number
of people that just like to start doing random combos, it can be useful as
the b,b gets you out of the combo range to prepare for a possible
counterattack, and if you think you should keep backing up, and you've got
the space/time to get the backflip off, you can put some distance between
you and the opponent. The b,b buffers into the backflip, resulting in some
pretty decent space being put between Lee and the opponent. (if they are in
the middle of doing moves and can't chase after you while backflipping)
Personally, I do the backflip whenever I get the chance just because I
think it looks really cool - I make reasons and places to use it, even if
there are better moves I could use. :) In all honesty though it does put
more distance between you and the opponent than a simple b,b and it seems
to be faster (this could just be me) than in Tekken 2. It's still not a
good idea to do it out of the blue, as opponents will charge in and whack
at you before you can complete it if you try while they're just standing
in front of you. In a nutshell, I find it adds some visual flair and I
have more fun when fooling around with it.
The Need For Speed
As far as I can tell, Lee's speed is second to none, and matched by few
characters, so virtually every time Lee and an opponent start combos at the
same time, Lee's connects first. (assuming it was one of Lee's fast combos)
Knowing this, anytime you think you see an opening, launch a punch combo,
since they're fast, easy and have good recovery time. I prefer to use the
F+2,2,2 since if the first hits, it's unbreakable, whereas the 1,1,1... can
usually be blocked after the first two hits. For some reason, everyone
seems to underestimate Lee's recovery time and always tries to throw after
blocking the punch combo. Duck immediately after doing the combo, then
come back up and throw them after they try for the grab, or if you want to
do more damage and not chance missing, come up with the first 4-6 hits
(depending on how close they are) of Lee's infinite combo for a whopping
approx. 50% damage.
--------------------
D) Lee's throws
--------------------
Lee has 3 throws (please look at the moves section above).
1) Neck Fracture (1+3)
This is the most common throw, which is also unique to Lee, and enables you
to sweep slower characters immediately after falling to the ground beside
the opponent for another hit. (sweep doesn't work on CPU though, roll away
and come back with his slide, then sweep) This is probably Lee's most
useful throw IMO, though the f,f+3+4 may be necessary if people keep
escaping.
2) Chastisement Punch (2+4)
This throw makes it difficult to sweep the opponent afterwards, since
they're too far away to run in and sweep if they get up immediately, but as
soon as they start to move to get up, you can do the Low-High Kick combo for
a 2-3 hit juggle. (they have to start moving for it to hit though, works
better on big characters)
3) Knee Bash (f,f+3+4)
This throw is a very fast grab the opponent and smash his head on your
knee, and also results in Lee being too far for a sweep, however, Lee
recovers from this throw very fast, so you usually have time to run in and
then sweep.
-------------------------
E) Lee's unblockables
-------------------------
Lee's Silver Fang unblockable is not very impressive when first viewed, as
it does a measly 40% damage (as oppose to Paul - 80%, Lei - 70%). Not only
that, but it is so slow Lee might as well be wearing a sign saying
"Hit Me!" The only good use for this unblockable in my opinion is to start
it, and then immediately abort it to try to fake out an opponent.
Lee's Silver Cyclone, on the other hand is good for a surprise if someone
hasn't seen it before, since Lee ducks down while charging it, causing high
attacks to whiff, and then, WAANNGYAA! It does come out reasonably fast,
but damage is still only around 40-50%, and as soon as opponents find out
it can be ducked it, it immediately loses most of its effectiveness. It'd
be fun to use against some Law player who likes to do the double flip kick
too far away hoping you'll run into the second, since I'm pretty sure it
would come out just as he landed from the second.
----------------------------------
F) LEE CHAOLAN'S TEN HIT STRING
----------------------------------
Lee's ten hit is one of Law's that starts very slowly and is very easy to
be jabbed or poked out of. I don't recommend using it except when you're
fooling around.
--------------------------------------
G) LEE CHAOLAN V.S. THE WHOLE WORLD
--------------------------------------
Note this pertains to Tekken 2 and may not work that well in Tekken Tag, I
haven't had the chance to really analyze the different characters in Tag
to give advice for each. Nor will I. You should watch other people
playing whenever you're waiting and note what they do and what works and
what doesn't for their characters (few people play Lee). That will give
you an idea as to style, weaknesses, etc. Also note that pertains only to
better players.
1) Lee Chaolan V.S. the CPU (version B)
level 1 : Have fun. Try your combos, 10 hit string etc.
Level 2 : Have fun. Try all your combos, 10 hit string. Consider giving the
CPU a second round :P
level 3 : The CPU starts to get tricky. No problem. Just run (f,f) up to
the CPU character and throw him a couple of time to get out of sticky
situations. The Neck Fracture (1+3) is good to use because you can roll
away and follow with the slide (f,f,N,3+4). Start tapping forward as you
get up so that after you stand, Lee will move slightly forward, then just
hit 3+4. Remember you don't have to stand extremely close to throw. Just
stand within the distance where yours hand can touch his/her hands.
level 4 : This is where I start opening the round by always trying for a
throw, as well as start playing the character the CPU is using against me.
V.S. Yoshimitsu - wait for his double roundhouse (get practiced so the
second whiffs or duck under it) and either Dragon Knuckle, flipkick, Razor
Edge, Spin Kick (4,3), or do a WS+2 (juggles)
V.S. King - Back off a few steps at the beginning of the round and try to
stay about this distance away from him as much as you can. Wait for him to
do the Frakensteiner and sweep when it misses, you can try for his juggling
Low-High Kick combo as he gets up, too. Also, watch out for his Ali-kick,
uppercut and his Ali-kicks. He also does the motion to grab you with a
multi-part quite often, watch out for it.
V.S. Lei - This H.K. cop loves to do his punch + back punch to you. Just
duck both then do a flipkick, a WS+2 (juggles), the infinite, or a back
throw.
V.S. Jack. This big guy is slow, so try to use the Dragon Knuckle and
Spinning kicks to interrupt his attacks a lot. In particular, wait for his
two lunging punches, and try to get practiced so you can make the first or
second whiff, then just move in with the Dragon Knuckle. Try the double
jump kicks too.
V.S. Roger/Alex - They like to do the Frankensteiner and love to do that
sitting down kick. Treat them like King, but duck under the sitting kick
then sweep or do a standing axe kick. (WS+3,3 - you can duck under the
sitting kick no problem, if you've got the distance right)
V.S. Paul - Just wait for him to finish his falling leaf combo and throw,
Dragon Knuckle, Low-High Kick combo (every one hits - most damage)
or Spinning Kick him (4,3).
V.S. Michelle - Wait just within range of her low kick and as soon as she
starts something, (usually the punch, sweep) hop back quick, then hop back
in with Lee's axe kick (f,f+3 - use the 2 f's for the hop as well as the
kick) or right after the sweep whiffs, do the Razor Edge and hope it's a
counter hit, or try for the double jump kick. (pretty much have to use the
f,f,f+3,4)
V.S. Nina - Wait for her to do a combo and duck under it, since she tends
to go high. Come up with the infinite like Heihachi or the WS+2. Watch
out for the lunging double palm.
V.S. Jun - Wait out of range for her to run in at you, and hop back as soon
as she starts. Be prepared to duck even after this since she loves to
throw. However, sooner or later, she does the cartwheel kick, you've got
to back off enough so that it whiffs, then move in fast with the Dragon
Knuckle.
V.S. Law - Try to get him to do high combos, then duck under them and go
for 4-6 hits from his infinite. Be very prepared to block low as Law loves
to hop in and low kick, low sweep and low jab you. Immediately after
blocking a low attack, while still holding down, hit 4 once to whittle at
him. (or any other character)
Level 5 : CPU will just sit back and relax and wait for your mistakes. If
you are no good, it will block everything you throw at it and give you
what you deserved. Keep playing the character using their weaknesses (CPU)
to your advantage. You can still throw the CPU fairly easily, and if you
do the Neck Fracture, try for the roll away, slide as you can usually get
up by rolling back without fear of punishment if the slide is blocked. Use
low punch or kick if you just need one more hit to finish the CPU.
(d+1 or D#,4)
Level 6 : Throws get hard to pull off. You're probably better off not
trying for them after an attempt for the freebie at the start of the round
since the CPU almost always breaks free. Don't just walk up to the computer
and attempt a throw. You might even get reversed. Attempt a throw only
after the CPU has done something wrong (after a combo).
Level 7 : Time to show your stuff!! Play the character, and exploit their
weaknesses. Cheese, throw, pattern-remembering, passively aggressive, you
name it. Against him/her you have to use something you that you have not
used before if you want to play aggressively, I prefer to try and wait for
their mistakes.
Level 8 : Heihachi - He is tough. Use the Razor Edge or Dragon Knuckle if
any attacks whiff in front of your face, in particular, try to hit Heihachi
with the Razor Edge as soon as he starts something. If you can tag him, it
usually turns the Razor Edge into an unblockable. Finally, the most
effective strategy, try to get him to whiff a high roundhouse or miss a
throw while you're ducking it, and come up with the first 4-5 hits of Lee's
infinite combo. This does about 50% so if you can get it twice, you should
have him.
Level 9 : Kazuya Mishima is even tougher than Heihachi, use the strategy
for Jun, backing off as soon as you see him coming towards you, and keep
backing off until you see him do an attack. If he whiffs the jumping
uppercut, or puts his head down, nail him with the Dragon Knuckle. The
best strategy is the same as Heihachi's, the infinite for 50%, however it's
much harder to get Kazuya to whiff a kick so you have to watch for his
missed throw. You can also start the infinite if you can block his hell
sweeps, but you can only get 1-3 hits max if that. (knocks him back a bit
though)
Level 10 : Devil is actually much easier than Kazuya or Heihachi to me.
Devil pretty much constantly whiffs high roundhouses and throws, perfect
for 4-5 hits from the infinite. Be careful not to get knocked over, since
he may not let you get up before 3-4 sweeps. When Devil does the ground
laser, duck! If you're close enough, the infinite will tag him as you
rise. When he air lasers, run towards him and nail him as he comes down.
Lee CPU Cheese (medium difficulty don't know if it works on harder levels):
After knocking them over with the Dragon Knuckle, run over right next to
them immediately, then back off once. They rise with an attack, wait for
it to whiff then nail them with the Dragon Knuckle again and repeat.
2) Lee Chaolan V.S. local scrubs and button mashers
First of all, have no mercy. Pound the opponent into the ground if you
really want to win, since Lee's attacks are only average and opponents
usually have better damage. Constantly be on guard, even against people
who don't know what they're doing, Lee sucks and you're the one at a
disadvantage against just about everyone. Have no mercy even against the
little kids or be prepared to lose! :)
Actually, I find Lee can actually be tough to play against Law scrubs and
button mashers (unless you want to destroy them with his infinite...) since
even though the flipkick is SOOO predictable, if one connects, you can lose
50% life in an instant, due to juggling and pouncing. After blocking the
flipkick, nail him with the Dragon Knuckle to ensure they can't block
before being hit. In addition, most Law players I've played against aren't
used to their own attacks and tend to eat the last hit or two of the Dragon
Knuckle by trying to duck under it, or are always surprised when the
Spinning kicks knocks them out of a combo/running jump kick, even though
they do it all the time with Law.
Against Baek, watch out for his his kick which juggles you high, since you
can take major damage from a juggle combo too. Again, most of these
players aren't used to having their attacks interrupted, so be a little
more aggressive than normal, just don't go too crazy. If they insist on
doing his stupid 3 low kicks combo, block it low then punish them with the
infinite. Again, be careful of the 2 low kicks which turns into the high
juggler or you'll eat major damage.
Jack-2 players here are also a little less than original, and use his
high-scissor, low-scissor, which does an annoying close to 50% damage, all
the time. Once you start blocking it, they tend to back up fast for fear
of punishment, which is when I like to follow them and throw (1+3) since
there's no way Jack-2 can get away from Lee, just for being so slow.
Follow with a sweep. After you've done this a few times, they tend to just
sit right where they are low, and maybe do another low scissor if you wait
too long to try a counter. If you think they're going to sit low, it's
payback time, nail them with the infinite, and if you want just keep it
going, with the occasional low kick, although you can be knocked out of it.
If you've gotten used to Lee's speed, throw out the Dragon Knuckle if you
think you see Jack-2 starting something. Be careful of his double-fisted
windup that goes under high attacks, though.
Scrubs and button smashers are also usually poor at blocking the Razor
Edge, so you can probably use it without fear of punishment, as long as you
don't mind being called cheap. (even though all they have to do is block
low)
3) Lee Chaolan V.S. Turtles
Ever play a turtle who ducks down and block all the time, and waits
for your mistake? Lee has lots of interesting ways to deal with these
people. First of all, his axe kick (f,F+3) will get these players for some
good one-hit damage, though this will probably be only useful a few times
when unexpected, since the execution is a little slow. He also has his
flip drop (#D, {U or UF or UB}+3+4 that hits high/mid, and is very seldom
used, so it usually catches them by surprise. His kick, flipkick combo can
be very useful against turtles, giving you the opportunity to try for some
juggles. Finally the infinite again, if they get too close.
4) Lee Chaolan V.S. expert players (human)
It is quite pointless to provide a guide for Lee V.S. characters controlled
by humans. It is simply because different people can play so differently
with the same character. Keep up the variety though, and don't be
predictable, and you can surprise many, so try to be unpredictable with
your moves.
Adjust your style to meet your opponents. Mix up attacks to confuse your
opponent. Also a lot of players do not block low very well. You can dash
in and do the Low-High combo (finish it with a F+3 if they block) and
maybe sweep them again when they are down.
-------------------
TEKKEN TAG ADVICE
Sometimes you'll see some good players losing to button mashers, this is
usually when the better players are screwing around. Fact of the matter is
though, if you value your $0.50, don't screw around, especially with Lee.
You will lose very fast, over and over. This happens to me all the time as
I'm constantly screwing around with Lee trying stuff. :)
Well, to people who never learn the trick to fight V.S. button smasher,
they deserved to die. Trash talkers can go home if you counter their cheap
tactics with cheap ones of your own - it's battle, you do whatever you can
in the game to win. Just don't go shoving, elbowing or physically
interfering with other players. But if there's a move in the game that's
cheap, well you have to learn to deal with it. Most good fighting games
will allow a good player to block and avoid cheap moves, although usually
more difficult than it should be given the payoff of retaliation, that's
the way it is, you just have to be careful and beat them anyway using
skill. (at blocking, avoiding or countering their cheap stuff)
Sorry if I offend anyone, but that's the way it is. Swim or sink. There are
cheap moves, but you better figure out a way to counter them. If some
mindless scrub keeps doing something to you and you don't like it, stop
playing the game for a while, and take a break. When you've thought of a
way to counter it, or are in a better frame of mind for dealing with the
attack (not spazzing on reflex) go back in there and kick their butt. :)
No point in steaming, or getting physically violent over a videogame
though.
Me, I usually have trouble getting a long winning streak, since I tend to
take characters I'm trying to learn or experiment with after a few wins,
and then lose. Not that I can just keep winning with my characters of
preference, it's just I can get a longer streak for sure.
Final Note: many of the CPU strategies can work against humans *IF* you can
really see the same attacks coming.
Some ideas of how to vary your opening
1) F+2,2,2
2) 4,3,4
3) back off (b,b)
4) backflip (b,b,N+3+4)
5) d+4,4,4,4
6) dash forward (f,f) and throw opponent (1+3/2+4 or f,f+3+4)
7) try jump kick (f,f,f+3,4)
-----------------------------
H) Lee Chaolan in Tekken 1
-----------------------------
Unselectable except on PSX version. Kazuya's sub-boss.
Basically most of his attacks in two were in the PSX version of one.
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Hugh King - http://members.xoom.com/hugh_king/index.html
hking@nbnet.nb.ca
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