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Lee Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


This is as an "easy reference" guide for Lee players. The strategies 
are from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 









H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


LEE => He's a power character wielding a nasty spear. Ouch.

Lee's attacks simply aren't fast enough to work effectively inside. In 
the end, Lee becomes a defensive player at close-range relying on 
block-and-counter gameplay to survive. This isn't as fun for me, but 
defensive-minded players might get into it. If you like Lee, you'll 
probably like the equally defensive-minded Jo.

Close-Range Fighting

There are two moves I need to explain in detail before we can proceed 
with Lee's attack patterns: The Sidestep and Throw (quick H)

The Sidestep

This is Lee's "coolest" move, but it requires a LOT of practice. 

Input H+S and tap the control pad to the side. You will Sidestep to the 
direction you input. You can also do this after the second hit in the 
Walking HHH.

Here comes the hard part: Input the 90-degree HjH just as you recover 
from the Sidestep in the direction that will allow you to slip behind 
your opponent. 

Example: If you're facing RIGHT and SideStep by tapping UP, you'll need 
to input the 90-degree HjH CLOCKWISE. 

The 90-degree H will take you behind your opponent, and the jH will 
stun your opponent. Add the Running H, G+L, or basic L for a combo.

When mastered, you will have a LOT of fun kicking your opponent's ass 
with this awesome technique.


Instead of adding the jH, you can try mixing in your own combos.

Alternatively, you can follow a Sidestep with the regular Step to get 
behind your opponent. From here you can do whatever you want.

Example: If you are facing RIGHT and you input the Sidestep UP, you'll 
need to Step to the down-right.

The Throw (quick H)

Input the basic front throw and hit H IMMEDIATELY. You need to input 
the H before you actually touch your opponent. This turns your opponent 
around and gives you a free shot at their back. Used effectively, this 
is the best front throw in the game (mainly because the throw is 

Try and do the Throw (quick H) when your back is close to a wall, or 
else your opponent may escape by running away. 

After the Throw (quick H), you'll have a free 2-choice with the G+H and 
G+L. Follow a successful G+L with a Rising M, the G+H, or the Rising L. 

Attack Patterns

Here are Lee's primary close-range attacks:

     1. Sidestep
     2. Throw (quick H)
     3. G+H
     4. HHHH
     5. L (follow with L links listed below)
     6. HL (followed with L links listed below)
     7. Basic S
     8. G+L

1. The Sidestep is a great attack that can avoid straight, single  
   attacks, but you'll be nailed if your opponent launches a multi-hit 
   chain. You'll generally stick in the sidestep: 

      - after blocking attacks 
      - after scoring a jab or Basic L and putting your opponent on the 
      - against turtles

2. The Throw (quick H) is a great move you should try at least three 
times a round. Use it after:

      - blocking attacks
      - setting up your opponent to block 
        [example: mix the HH and H, Throw (quick H)]

3. The G+H comes out slow, but it leaves you safe when blocked, cannot  
   be interrupted, and you can follow with M+S on a counter hit. 

4. The HHHH can be delayed on the second and fourth hits. The fourth 
   hit can be HEAVILY delayed. Delay the fourth hit effectively and you 
   get a free air combo. Mix the delayed HHHH with HHH, throw or HHH, L 
   for variation.If the second hit in HHHH hits as a counter, they'll 
   all hit. You can stop the HHHH at any point and mix in the close- 
   range attacks (#1-8) listed above.

5. The Basic L can be followed with: 

    - H  
    - L
    - Rising M
    - Rising L
    - Throw (quick H)
    - Sidestep
    - G+H
    - Basic S

6. The second hit in HL is exactly the same as the Basic L. Follow with 
   the moves listed in # 5. 

7. The Basic S is the ultimate "turtle-killer." Mix this in after 
   cutting off your normal attack patterns. Try stopping the HHHH early 
   and popping the Basic S for fun.

8. The G+L offers a bit more range than the basic L, Unlike the L, 
   however, you can still perform rising attacks if the G+L is blocked.

Use the HLH and LH to pop up your opponent. Follow with HLH, HHHH for 
the game's most damaging air combo. This seems easiest against "normal" 
weight opponents. If the lifter is a counter, you'll have an easier 

Don't forget that the Rising M leaves you in a standing position. I've 
pushed M twice thinking the Rising M returned me to a ducking position, 
but the Basic 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, go with the J+H or 

Medium-Range Fighting

Follow the G+H with:

1. Basic H 
2. Basic L
3. G+H
4. Throw (quick H)
5. Sidestep
6. Ducking LjH (hold G after G+H to set-up)
7. Basic S


The G+H is a fantastic move that leaves you safe when blocked, cannot 
be interrupted, and you can follow with M+S on a counter hit. 

Most opponents attack after blocking the G+H, and you have a perfect 
opportunity to look for a counter hit. Try following a blocked G+H with 
another G+H. You will lose to a quick jab, but against most other moves 
the priority of the G+H is strong enough to score the counter. 

Follow the Step LS with:

1. Sidestep
2. H


The Step LS is an unblockable grab. Opponents can duck this move, so 
you'll need to mix in the Step LM to keep your opponent blocking high. 

You can follow the Step LS with the Sidestep. Simply input the 
directional pad to the side after grabbing your opponent. 

Follow the Running L (or G+L) with:

1. Rising M
2. Rising L
3. Rising H
4. Ducking LjH
5. Basic S
6. Throw (quick H)


The Rising M and Ducking LjH cannot be interrupted. 

If the Running L is blocked, you will be reverted to the standing 
position and cannot follow with rising attacks. However, even if the 
G+L is blocked, you'll have the opportunity to mix the Rising M and 
Rising L.

If your opponent blocks low every time you start running, you'll need 
to mix in the Running HH. 

The Step LLH is a nice low attack, but if the low hits as a counter, 
the H will hit air and that's not good. I know it's difficult, but try 
NOT to counter with this move. I generally stick with the running L 
followed by the rising 2-choice.

Countering Opponent's Mistakes

After blocking a low-attack, you want to land the Rising H. Follow with 
HLH, Running L. If you don't have enough time to land the Rising H, 
however, you'll need to stick with the Rising M. 

After blocking high attacks, do the Sidestep or Throw (quick H). 

Wake-Up Games

Opponents who can't projectile-evade are easy prey to the Basic S, the 
J+L, and the Jumping S as they are getting up. Don't try any of these 
moves while your opponent is lying on the ground, or else your opponent 
will hit G to wake-up invincibly.


Opponents can projectile-evade through all of your spear attacks. 

The Basic S

The basic S is one of the game's best moves. You can nail opponents who 
ground recover, stick it in with your close-range mix-ups, and punish 
opponents who like to walk around at medium-range. 

Most opponents aren't fast enough to projectile-evade the Basic S at 
close or medium-range unless they're looking for it. Make sure your 
opponent is looking for something ELSE. Don't be predictable. 

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 white meter for the 
basic S and interrupts.

The J+L 

Even if you run out of white meter, you can keep doing the J+L. Since 
the Basic S is a better technique, you might consider using up your 
white meter early on doing the Basic S, and then switch over to the J+L 
to finish things off. It really depends on how you want to fight. 

Top-level opposition WILL projectile-evade the J+L and Jumping S. 

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. Use the spear from farther away. 

Steer towards or away from your opponent during the beginning of a J+L 
to get the range exactly where you want it. You can also steer to the 
side to make opponents looking for the J+L miss their uppercut attacks.

If you start the J+L before your opponent gets up, he'll hit G and pass 
through the spear every time.

The Jumping S

If your opponent is closing in to counter the jumping S with a J+H or 
uppercut before you hit the S button, try and steer away or switch over 
to a jumping H for protection.


90-degree (either way), HjH
H+S, HH 
H+S, direction key to side, jH
M+S (hold) 
Walking HHH
Walking HHH, direction key to side, jH
Running HH
Running L 
Running M
Projectile-Evasion, H
G+H, quickly release G
Ducking LjH
Rising H 
Rising M
Rising L 
Step LH 
Step LLH
Step LM 
Step LSH
Step LSH
Step LS, direction key to side, jH


front, hold H (must input H before you grab the opponent)


S (hold)
S (hold), H
S (hold), L
J, S
360-degree, S
S (white meter empty), H


Stay Close

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. 

Don't Sit Still

Lee's basic S eats turtles for breakfast. If you sit around trying to 
dodge his attacks at close or medium-range, you'll eat a spear and like 
it. If the taste of his special doesn't appeal to you, I advise you 
"get medieval on his ass." (Pulp Fiction, anyone?)

Against the J+L and J, S

Projectile-evade if you aren't in range for an uppercut.

Remember that the J+L works even if his white meter's empty.  

Against Basic 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 



1.0- used Expert FAQ Version 1.3; 
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38

I won't update this FAQ again. New Lee strategies will appear in my 
Expert FAQ first.

Send any questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

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