What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Lee by ultimateLee

Version: B | Updated: 03/12/00

                          |     ___  ___
                          |    |___ |___
                          |___ |___ |___


                         THE HUGE LEE FAQ(tm)

Ok, I got tired of trying to make a nice little header. Deal with it.

Version B
October 16, 1999 
Created by ultimateLee (Aaron C.)
Copyright (c) 1999, 2000 Aaron Chitwood
The character of Lee Chaolan and other Tekken-related things are registered 
trademarks and copyrights of Namco                                         
- it's not really a faq
- revision updates
- Tekken terms
- character background
- the Chaolan experience
- why Lee?

ROUND TWO * Arsenal
- conventions
- movelist
- move category
- movelist ß
(with objective 'usefulness' commentary)

- the Zen of Lee
- opening gambits and stratagem
- "faux pas" and dumbass mistakes
- 'chicken!'
- okizeme
- juggles

ROUND FOUR * Relationship
- Lee vs ...
(tips on how to beat certain characters' common styles)
- Lee and ...
(possible teams)
- netsu
- tag animation
- thanks
                         ROUND ONE * begin

- it's not really a faq

  Frequently Asked Questions? Not really. It's basically just a guide that 
contains every living detail I have gathered about the character known as Lee 
Chaolan. Here you will find story, details, strategy, and moves for the Silver 
Haired Devil. Since all those other files like this are called 'FAQ's' so is 
mine. But the only question I've been frequently asked is 'When are you going to 
start your Lee FAQ?' And now that one has been answered.
This FAQ has been made by a hardcore Lee user for (future) hardcore Lee users. I 
have found that in other FAQs, Lee is mentioned as being no one's primary 
character, or suitable only for beginners. I have used Lee from the very 
beginning as my integral character, and there are other characters MUCH more 
suited for beginners, with easier moves and greater power. Ah well, I suppose 
there is an exception to every rule. If you are going to undertake learning 
Lee...be prepared to fight a different sort of game if you are used to stronger 
  I, Aaron Chitwood, am responsible for this entire piece of writing. Do NOT 
reuse it, or cut stuff from it, or copy it, or pretend it's yours, or spill 
stuff on it, or commit reprehensible acts with it. Have the respect to think of 
stuff for yourself, or at least give the person responsible credit. It took me a 
long time to learn and write about this, so please do not plagiarize.
  DISCLAIMER: In no event shall this document be reused, in any shape way or 
form, without the express consent of its grand creator, Aaron Chitwood. Linking 
to this document is acceptable ONLY if the following conditions are met: it is 
not changed in any way, credit is given to its creator, AND it is not used for 
financial purposes: i.e. a password web site.
  Lets get on with the FAQ! This is loosely based on a large post I made on the 
official Tekken Tag Tournament web page, but I received many responses asking me 
to turn it into an actual 'FAQ.' So here it finally is, in all its glory...

- revision updates

10/15/99: began original
11/30/99: sent out "preview" of faq (unfinished ROUND 2)
12/4~5/99: added new section...massive work on ROUND 2
12/10/99: researched and added ADVANCED Triple Fang Technique
12/11/99: Finished ROUND 2
2/24/00: After huge break from Tekken altogether, I am back. There are three Lee  
FAQs already out there...but this one will blow them away. Raijin Aoki has 
released a Lee juggle movie which I will consider in the Juggles section
2/29/00: Finally got a chance to play...began strategy sections
3/6/00: Move correction. 4 parts of Round Three completed
3/8/00: Round Three completed
3/11~12/00: Completion of Ultimate Lee Guide version A
3/12/00: Corrections...new juggles...version B

- terms

  Before progressing, as an experienced Tekken player you should be familiar 
with all of a character's "default" moves, as well as the following terms used 
in the FAQ (listed in random order):

High: A type of attack that must be crouched under or blocked while standing

Low: A type of attack that must be jumped over or blocked while crouching

Mid: A type of attack that must be blocked while standing

whiffing: Missing an attack; esp. a high attack being ducked by the opponent.

launcher: An attack that makes its victim rise into the air, open for
      continuous attacks.

counter-hit: The condition that occurs when an attack hits the opponent during   
      his/her own move.

retaliate: When an opponent attacks you after a block; esp. when your 
      character has "lag time."

reversal: A throw that catches a character's "mid" or "high" attack.

chicken: A universal technique that will break out of a "reversal."

juggle: The combination of moves ensuing a "launcher."

sidestep: A step offline on the fighting field by tapping "u" or "d."

crouch dash: An advancing step that moves forward while ducking.

defensive: Playing style in which you guard/avoid the opponents attacks, then 
      effectively "retaliate."

offensive: Playing style in which you unleash a continuous string of quick 
      moves that forces the opponent to stay back. usu. results in many 

guard: Blocking an attack.

mix up: A situation where the opponent does not know whether the next hit 
      could be "Low" or "Mid." The opponent has a 50% chance of guarding 

break: To interrupt an attack with another, faster attack.

attack strings: Groups of successive quick attacks that are not easily 

inescapable: Attacks, strings, combos, etc. that are entirely "unbreakable."

lag time: The moments that the character is in some sort of animation; before 
      or after the attack itself. Moves usually have balanced "lag time;" if 
      the move has lag at the beginning, it will probably end with none.

guard stun: When a blocking character is forcibly pushed back; creating "lag" 

priority: The factor that determines which attack, out of two simultaneous 
      techniques by the player and opponent, will hit.

eat: To be hit by an obvious move because of "lag time" or stupidity.

okizeme: Attacking someone grounded or trying to get up.

netsu: Small power charge-up due to set number of hits to your teammate.

- character background

name: Lee Chaolan
catch copy: Silver Haired Devil
age: 27
weight: 65 kg
height: 178 cm
blood type: A
fighting style: Mishima-style Karate and Martial Arts

  Lee Chaolan was originally adopted by Heihachi Mishima to be the heir to the 
Zaibatsu. Heihachi knew of the devil's curse within his bloodline, and also 
noticed that his true son Kazuya had been inherently evil since childhood 
(regardless of that, Heihachi had hated his child ever since his wife died while 
giving birth to him). Lee grew up as the favored child of the family, but never 
earned the respect of his brother. In the original Tekken tournament, Kazuya 
plotted to take the Zaibatsu from his father in a full-scale coup d'etat. 
Heihachi reigned as the boss of the tournament, and second-in-command Lee was 
arranged to defeat Kazuya, defend his honor, and prove himself to his father. 
Lee lost to Kazuya, and also was shunned by Heihachi. The end of the tournament 
marked Kazuya's victory and the apparent death of Heihachi. Lee Chaolan was 
further humiliated by being offered a menial secretary position by his brother.
  In the next tournament, Heihachi had returned, and plotted to retake the 
Zaibatsu. Kazuya assigns his team of guards (Lee, Anna, Baek, A. King, P. Jack, 
Bruce, Wang, Ganryu, and Kunimitsu) to fight in high tiers of the tourney. 
Ironically, Lee is assigned to fight his adoptive father, Heihachi. But there is 
a conspiracy within Kazuya's henchmen: Wang, a friend of Heihachi's deceased 
father, wants to see the Zaibatsu restored to its original honor. He plans with 
Lee to find the 'one' who has the power to end the curse, and to rig the 
tournament so that she reaches Kazuya before Heihachi (who they can assume will 
be the final victor). Wang is set to fight the 'one,' Jun Kazama, and makes sure 
that she continues on into the finals. Lee willingly fights the father who 
disowned him, with the purpose to delay him from reaching Kazuya before Jun 
Kazama does. His side agenda, however, is to not only help break the curse, but 
also to gain control of the corporation from his dysfunctional and demonic 
  Lee Chaolan succeeds in delaying Heihachi for long enough to let Jun proceed 
to Kazuya, but eventually is defeated. Heihachi beats Kazuya and disposes him 
into a volcano via helicopter, and regains the Zaibatsu.
  After this, Lee Chaolan's story gets strange. In the third Tekken tournament, 
more than 15 years later, Lee is not a participant. However, some of his 
techniques are used by Ogre, the God of Fight, inferring that Lee was maybe one 
of his many victims. But, Ogre has moves from Anna Williams, who is very much 
alive in the storyline! If that scenario were NOT true, SOMETHING must have 
happened to Lee, because he is still an important part of the Tekken storyline. 
Perhaps he died at the hands of his father...
  Nevertheless, Lee Chaolan returns in the latest installment, Tekken Tag 
Tournament. No official storyline has been produced as of yet, but one theory 
suggests the taken souls of Ogre have returned to life. Others believe that the 
final character Unknown has the power to resurrect fighters, explaining several 
of the returning combatants. Or, TTT may only be a 'Dream Match,' in which Lee 
is still dead in the actual storyline, but playable in the game. (as Vice and 
Mature are in SNK's King of Fighters '98) Whatever the case, Lee gets a part in 
the Japanese arcade intro where he's driving the fantastic Honda S2000 
convertible! (But...American players get to see Paul in his nameless motorcycle)
  A special note: Lee, for some reason, seems to be the master of glitch type 
moves. He has several moves that must be timed on the correct FRAME, and are 
usually pretty tricky and underhanded techniques. One of them, his unblockable 
that requires Kazuya on his team, shows Lee using electrical energy... Could Lee 
somehow be able to take advantage of his adopted family's heirloom power?

- the Chaolan experience

  Lee Chaolan is a playable character in Tekken (psx), Tekken 2, and Tekken Tag 
Tournament (arcade). Here's the breakdown of his appearances and general essence 
through the series.

status * Sub-Boss of Kazuya Mishima, second in command of Tekken
type * Has all the moves of Marshall Law (except for a different
  LP+LK throw), a move from Paul Phoenix, two moves from Kazuya
  Mishima, plus a few of his own
stance * Lee stands facing the opponent, with his fists in front
  of him, moving up and down
outfit * RP, LP is indigo sleeveless mock turtleneck, black pants,
  brown boots, black fighting gloves / RK, LK is traditional
  tuxedo, with red carnation, black shoes, easily seen white
  socks, and black fighting gloves
voice * borrowed voice from Kazuya, except has an odd laugh (?)
victory * 1 is handstand back flip, jump, and laugh
hit explosion * yellow fire from Marshall Law
ending * no ending

status * Sub-Boss of Heihachi Mishima, secretary and personal
  servant of Kazuya, leader of Kazuya's elite guards
type * same as Tekken, plus two new moves. Does not receive
  Marshall Law's new moves or variations
stance * same as Tekken
outfit * RP, LP is same as Tekken / RK, LK is open black vest with
  white unicorn emblem on back, silver necklace or dog tags (?),
  light blue jeans/pants, black boots, smaller black fighting gloves
voice * original voice for Lee Chaolan. Does not retain the
victory * 1 is handspring back flip into a taunting martial arts
  attack with sound / 2 is a beckoning martial arts stance with no
  sound/ 3 is same as Tekken, but with no sound
hit explosion * original hit explosion for Lee Chaolan. Silver
  electric sparks, similar to Nina Williams'
ending * Lee takes over the Zaibatsu and places his father and
  brother in jail. Several TV screens showcasing his victory tower
  over the city skyline, and Lee takes the throne seat of the

TEKKEN 3: n/a

status * Time release secret character, driver of Honda S2000
type * same as Tekken 2, plus several new moves and a separate
stance * stands sideways to opponent, the further hand near his
  face and the other by his side / can also change into Hitman
  Stance, standing sideways to the opponent, all of his weight on
  the back leg, beckoning with his front hand and holding his
  other hand held near his face
outfit * retains all past costumes, with graphical improvements!
voice * same as Tekken 2, but the 'laugh' has returned
victory * same as Tekken 2, except the 'laugh' has returned in his
  original victory pose, and all have graphical improvements
hit explosion * same as Tekken 2
ending * not yet available
*NEW* character select * Lee twists his wrist while holding his glove, then
  looks at the opposition
*NEW* universal team animation * Lee pulls on one of his black gloves
*NEW* pre-match animation * Lee pulls on the other glove, looking at the

- why Lee?

  As stated above, Lee Chaolan was initially based on Marshall Law, so speed is 
a key strength of his. In the first Tekken, he had an edge with his original 
moves, which were fast, damaging, and hard to block.
  In Tekken 2 he became almost sub par; he received almost no new attacks. 
Veteran Lee players could still take advantage of his confusing original moves, 
but his Law-based techniques were greatly overshadowed by those of newly-
improved Marshall Law. From this point on, LAW and LEE really have few 
similarities, because of how much Law's style changed.
  When played offensively and carefully, Lee could be very dangerous with 
counter-hits and mix-ups. Lee's main weakness was a lack of defensive moves, 
which left him at a disadvantage when trying to guard against opponents attacks.
  In Tekken Tag Tournament, Lee has been completely revamped, but remains a 
better offensive character. He has been given attacks that can easily break 
opponents moves, and his former leaning towards counter hits has become his 
trump card and integral fighting strategy.
  If you are going to use Lee Chaolan, you must have a knowledge of all his 
techniques. Lee literally has "a move for every occasion," and utilizing a 
varying strategy will help you best take advantage of Lee. Then again, the 
strength of a character is determined by the strength of the player. If you're a 
veteran Tekken player, or better yet, a veteran Lee player, you may have no 
problem playing him defensively. But if you are someone who recently started 
playing, or who only knows how to use Paul, you probably will have some 
difficulty. Lee Chaolan's biggest lack (lack, but not a weakness) is far-
reaching, dashing middle hits. Other character's examples of that are 
Nina's/Anna's [f F 1+2] "Blonde Bomb," Paul's [d df f 2] "Deathfist," Jin's [f F 
2] "Demon Paw," and King's [f f 4] "Konvict Kick," among others. Lee doesn't 
have any moves quite like this, which makes playing back dash games a little 
more difficult. But there are ways to compensate...
  Lee's biggest advantage is that he is not well-known; many TTT players have 
only played Tekken 3 or do not remember Lee Chaolan from Tekken 2. This not only 
detracts many intermediate players from picking him, but means that many of your 
opponents will NOT realize what they are up against. Lee and his moves are 
generally unknown to most fighters. Good for you. Bad for them.
                         ROUND 2 * Arsenal

- conventions

  This FAQ uses the most popular form of convention, from a 1P point of view:

            u (up)
   ub (upback)   uf (upforward)
b (back)  n (neutral)  f (forward)
   db (downback) df (downforward)
           d (down)

    1 (LP)  2 (RP)  T (tag)

    3 (LK)  4 (RK)

    ... (can be delayed)
    + (press these together, a direction with "+" means "hold")
    > (this move can link to another)
    = (optional link from the above move)
    ~ (press these in rapid succession)
   () (special note)
    : (input command after mentioned position)
    / (separates between different ways of starting a move)
capitalization (HOLD the particular direction/button)
  If you don't get that, perhaps you should find a FAQ on "How to read 
- movelist

(one back, and two side throws)
f f+3+4>
=T (tag out)
AUTOTHROW Hitman Stance: 3 (normal hit only)
AUTOTHROW b+3~3 on opponent guard: 4

1 (up to five times)>
=after one to four punches: 2 2
=after one to four punches: 2 F+2 2
=3+4 (Hitman Stance)
2 2
2 F+2 2
3 (up to three times)>
=after one to two kicks: F+3
=after one to two kicks: B+3
=3 (up to three times)>
==after one to two kicks: F+3
==after one to two kicks: B+3
db+3 (possible leg stun hit)
==on opponent guard only: 4 (see "Throw")
f f+3 (possible small bounce stun)
f f n 3 4...>
=f/df 4
while crouched: df d df 3
while rising from crouch: 3 3>
=D+3 3 3 3 (to infinity)>
==during infinite string: U+3 3 3 3 (to infinity)
==during infinite string: D+3 3 3 3 (to infinity)
=DF+3 3 3 3 (to infinity)>
==during infinite string: U+3 3 3 3 (to infinity)
==during infinite string: D+3 3 3 3 (to infinity)
4...4 4
4 3 4
4 u+3
b+4> (possible bounce stun)
=T (tag out anytime)
=3 (Hitman Stance)
b b+4>
=3 (Hitman Stance)
d db+4 (HIGH launcher)
=T (tag out on hit)
while crouched: df+4>
=2~2~1 (with Kazuya as partner only, see "Unblockable")
d+[4...4...4] 4>
=3 (Hitman Stance)
d+4 n 4>
=3 4
=...4 4
=on hit: 4~3 (see "Unblockable")
while crouched: ub/u/uf+4>
=T (tag out on hit)
while crouched: UB/U/UF+4
f f n 3+4
while crouched: ub/u/uf+3+4

sidestep: 2
left sidestep only: 4
right sidestep only: 3

f n
while crouched: ub/u/uf
b b n 3+4

3+4> (Hitman Stance)
=1 (returns to Hitman Stance)
=2 (far floating launcher)
==T (tag out on hit)
=3 (see "Throw")
=1~3 (see "Throw")
=4 (possible small trip stun)
=u/d (sidestep)

=u u (cancels move)
d+4 n on hit: 4~3+4 (hit-to-unblockable move)
while crouched: df+4 2~2~1 (special hit-to-unblockable move, with
                            Kazuya as partner only)

*10 hit
df+1 2 2 1 3 3 3 4 3 4

- move category

  This section is a quick reference guide to the techniques Lee possesses - for 
those who don't want to read through the move descriptions. The moves are 
grouped together according to similar hit properties. Parenthesis () mean that 
the enclosed move itself does not fit the category, but must be done in order to 
make the attack that does fit. Ellipsis ... signify that other moves, that do 
not necessarily fit the group, can follow the initial attack.

Low hits [single or multi-hit moves that effectively hit low]:
  while crouched: df d df 3
  D+4 4 4...
  while crouched: df+4
  f f n 3+4
  Hitman Stance: 4

Mid Hits [single or multi-hit moves that effectively hit mid]:
  while rising from crouch 1 or 2 or 4
  df+1 or 2 or 3 or 4
  (B+1) 1...
  (2) F+2...
  while rising from crouch: 3 3...
  f f+3
  f f n 3 4...
  (D+4 4 4) 4...
  d db+4
  while crouched: tap jump+4 or hold jump+4 or jump+3+4
  Hitman Stance: 2

GREAT fast out/fast recovery hits [attacks that are great for poking or 
interrupting, and leave Lee safe if blocked or missed]:
  while rising from crouch 1 or 2 or 4
  2 f+2...
  while standing 3 3...
  4 (4 4)
  sidestep: 2
  Hitman Stance: 1 or 2 or 3

GREAT slower out/fast recovery hits [attacks that have a deceptive  slow start, 
but then burst out an attack that recovers well from a block (but maybe not a 
  f f+3
  b b+4...
  d db+4
  while crouched: df+4
  while crouched: jump+3+4
  sidestep left: 4
  sidestep right: 3
  UNBLOCKABLE db+1+2 (u u to cancel)

fast out/slower recovery hits [very fast strange attacks which are hard to 
defend against if used creatively...but if they ARE blocked, Lee will be left 
  while crouched: df d df 3 (lagtime if blocked)
  f f n 3 4... (if you don't follow-up the 4 with another kick, you will lag)
  while crouched: tap jump+4 or hold jump+4
  f f n 3+4 (lagtime if blocked)
  Hitman Stance: 4 (if blocked, Lee will trip)

range attacks [the scarce few moves that propel Lee forward and hit far 
opponents...some are slow starters, others are not. Use the "Lee Step" (f n) to 
add range to ANY standing move]:
  f f n 3 4...
  while crouched: df d df+3
  d db+4
  while crouched: df+4

defense moves [attacks or evasive maneuvers that will leave Lee an opportunity 
to block or run away...most mid hitting attacks and throws accomplish this goal 
as well]:
  df+3 (block or hit pushes opponent back)
  d+3...(into some mid attack...for example: d+3 3 b+3)
  while rising from a crouch: 3 3... (into one more kick, mid or low)
  uf+3 (pushes blocking opponent back)
  f f+3 (leaves blocking opponent staggered)
  d+[4 4 4] 4 3 (does the Razor's Edge kick and retreats into Hitman Stance)
  b+4... (on counter hit will bounce launch...can retreat into Hitman 
Stance...can tag out at anytime)
  b b+4 (retreats with attack)
  d db+4 (blocked hit will push opponent WAY back...tag out on hit)
  while crouched: jump+3+4 (leaves you lying on ground)
  EVASIVE b b n 3+4

launcher hits [attacks that launch the opponent into the air for possible juggle 
  f f+3
  f f n 3
  db+3 (on counter hit leaves opponent staggered)
  d db+4
  while crouched: tap jump+4
  Hitman Stance: 2
  Hitman Stance: 4 (extra hit on swept opponent)

tag moves [attacks or moves that allow you to change characters]:
  f f+3+4 (T)
  b+4 (T)
  d db+4 (on hit T)
  while crouched: tap jump+4 (on hit T)
  Hitman Stance: 2 (on hit T)

stance moves [attacks from which you can move into Hitman Stance]:
  B+1 1 (3+4)
  b+4 (3)
  b b+4 (3)
  D+[4 4 4] 4 (3)
  Hitman Stance: 1

Mist moves [attacks that are well suited for input during a Mist Step]
  Any throw
  while rising from a crouch (hold down briefly during step) 3 3...
- movelist ß

  For those unfamiliar with Lee's arsenal, this movelist not only states every 
move Lee has (using the Japanese names), but describes its nature and uses. 
Unlike some faqs, the moves are NOT rated on some sort of "one to five" scale. 
Objective commentary explains each move, and the reader can decide for 
him/herself whether or not the move is useful. It would be unfair to condemn a 
good move just because I can't use it correctly, stopping others from taking 
advantage of it. If you are looking for something more like a "move rating," 
view the section: "move category": it groups together moves that have similar 
purposes or uses.


**Neck Fracture**
  Lee's trademark neck drop is the most useful normal throw because you can 
usually score an extra hit after it. Lee ends up on the ground next to the 
opponent after it's done, and a lying low kick will usually connect because of 
Lee's quicker recovery time. Or you can roll away, or tag out...whatever the 
case, this move is useful.

**Chastisement Punch**
  This is Marshall Law's Tekken 1 noogie throw (yawn). It's as useful as any 
other throw, but it's so BORING! Sure, you get that nice little "mocking your 
opponent" bonus, but EVERYONE has seen this. A good part of this throw is that 
it leaves you standing with enough time for a tag out. But most throws do that 
anyway, so it's nothing special.

**Tag Throw**
  Lee's tag throw. It is the same as anyone's. As with all throws, do not over 

left side throw
**Lee Harassment**
  Just another throw, but the embarrassment value makes it insanely fun to use. 
Lee laughs as he keeps the opponent grounded with an arm lock, and then steps on 
their head!

right Side throw
**Lee Stunner**
  Another example of Lee's stylistic and taunting moves. In this throw, Lee 
flips around the opponent for a reverse DDT. Not as humiliating as the 
Harassment, but this one is just great to watch. 

back throw
**Face Crusher**
  Unfortunately, Lee's back throw is nowhere near as satisfying as his side 
throws. From a reversed headlock position, Lee drops to the ground. Zzzzzz...

f f+3+4>
=T (tag out)
**Knee Drive**
  As far as actual usefulness goes, this move is great. It moves forward and is 
an easy-to-do throw that can tag out - possibly for more damage if you are fast 
enough (and your opponent doesn't tech roll). When inputting the commands, be 
sure to hold forward or you might accidentally do the F F n LK+RK slide move.

AUTOTHROW Hitman Stance: 3 (normal hit only)
**Scan Kick Throw**
  A high hitting, fast spin kick that cancels into ANOTHER humiliating throw-
type move. Although the actual damage isn't spectacular, the psychological 
damage on your human opponent is worth it! BE CAREFUL when using this move. It 
can be ducked, leaving you very obviously open - and on counter-hit, the throw 
will not connect (read more about this move later on).

AUTOTHROW b+3~3 on opponent guard only: 4
**Mist Trap**
  Due to the...weirdness of this move, it can weaken your game if you obsess 
about because of failure to make it work. The input is a back+LK middle kick 
IMMEDIATELY canceled into a high left kick that is blocked. Lee will force the 
blocking opponent to catch his leg, and then spins in the air with a countering 
OPPONENT BLOCK. Most people time it too fast, so actually wait until you see the 
block connect before you press RK. Another thing to help pull this move off is 
to NOT hold the joystick back the entire time - let go of it after the first LK. 
So a breakdown of the entire move is: tap back+LK, immediately press LK, and on 
the block animation press RK. The timing must be perfect. Try it maybe...ONCE 
per day of playing Tekken Tag Tournament, and be very happy if you pull it off. 
It is yet ANOTHER very embarrassing attack on your opponent - Lee seems to have 
a lot of these. If you have an arcade with a very weak computer AI - and no one 
will versus you because of your superior Lee skills after reading this FAQ - you 
can play against the computer doing nothing but trying to get this move to 
connect. It's a very good way to get the rhythm down for the move - so well that 
you don't even have to think about it if you try it on a human opponent. But 
don't obsess! This move isn't meant to be something that works 100% of the 


1 (up to five times)>
=after one to four punches: 2 2
=after one to four punches: 2 F+2 2
**Left Jab Rush to Lee Knuckle Combo Strings**
  Any good Law player can take advantage of this quick (and surprisingly useful) 
technique. Holding forward and tapping LP will start your quick string of jabs, 
which are great for poking or floating the opponent on juggles. Few people will 
duck this particular high move, and there will be many times you can land a 
counter hit and get most of the punches to connect. Linking this into the RP 
forward+RP RP works extremely well (better than the two-high-punching RP RP), 
and if the opponent ends up blocking, stop BEFORE THE THIRD RP to leave yourself 
in a safer position. If connected, however, the last punch of any of the above 
strings will knock them far back.

B+1 1>
=3+4 (Hitman Stance)
**Triple Fang (quick)**
  This stylish move is extremely useful for Lee's great poking games, and also 
can be used to trick the opponent to eat a Hitman Stance move. The first punch 
is an extremely fast and well-ranged high backhand jab, the second is a middle 
poke, and the third is an backhand uppercut to the face (high again). Against 
expert blockers, doing this combo in its entirety can be risky. If it is blocked 
or not on a counter-hit, the last punch can be avoided by ducking. If they don't 
duck, but BLOCK the last hit, you are open for retaliation there as well. And 
even if it DOES hit, the last uppercut does not float the opponent (But there is 
a way around both of those faults! READ THE ADVANCED TRIPLE FANG ATTACK 
SECTION!). Luckily, Lee is able to cancel into Hitman after the second hit, 
opening up several possibilities. Here's an example of its use in a battle: As 
the opponent tags in, Lee gets a counter-hit b+1 1 2, and all three hits 
connect. As the opponent defends, Lee does the b+1 1, and retreats on the second 
blocked move. Then Lee approaches the defending opponent with b+1 1 3+4, then 2, 
and finally f+3+4. As the defender tries to counter Lee after the last two 
punches, he is launched up into the air for Lee's trademark two-hit juggle. 
There are so many other ways to use this; its ability to effectively move 
forward makes it great at interrupting or floating juggled opponents. Feel free 
to use this OFTEN but keep in mind which punch you're pressing in case you want 
to buffer a chicken (see "chicken" section).

B+1...1 2
**Advanced Triple Fang**
  Lee does the first hit of the triple fang, waits a moment, then performs the 
last two hits with a shout. This is a frame variation of the "Triple Fang" 
combo. Similar to Jin Kazama's "Electric Wind God Fist," this move has subtle 
improvements over the normal version of the attack. A major fault of the normal 
"Triple Fang" was that, if blocked OR hit, the last punch of the combo wouldn't 
push the opponent very far away. However, if THIS move is performed correctly, a 
blocked hit will break the opponent's guard and send them back (like a blocked 
F+RK+LK), and a hit will knock them off their feet. In the previous "Triple 
Fang" commands, you press the second LP RIGHT AFTER the first LP for two very 
fast opening jabs - followed by the last RP backhand. IN THIS VERSION, you must 
delay the second LP for a little while after the first, and then press RP 
quickly after. <<I try to think of it like this: In the weaker version of the 
"Triple Fang," the time between the first two punches is shorter than the time 
between the last two. IN THE STRONGER, ADVANCED VERSION, I try to make sure that 
the time between the LAST two punches is shorter than the time between the first 
two. Get it?>> If you do use the Triple Fang often in your strategy, try using 
this version to ensure your safety. But if you plan to go into Hitman Stance 
after the second hit, then the normal version will work just as well. Be careful 
not to obsess over this move; if you mess up, prepare for something bad to 

2 2
2 F+2 2
**Lee Knuckle Combo**
  These two moves are used most effectively when combined with the Left Jab 
Rush, but the 2 2 variation alone or combined is weaker. Use the 2 f+2 2, and 
remember to stop at the second hit if blocked to avoid retaliation. If you 
connect a counter hit, however, use all of the punches...the last hit will 
always send the opponent far back.

3 (up to three times)>
=after one to two kicks: F+3
=after one to two kicks: B+3
**Triple High Kick to Feint Middle Kick or Feint Hammer Kick**
=3 (up to three times)>
==after one to two kicks: F+3
==after one to two kicks: B+3
**Silver Low to Triple High Kick to Feint Middle Kick or Feint Hammer Kick**
  After a low side kick or not, Lee kicks up to three times and can link into a 
stepping middle kick or a falling axe kick. The addition of the Feint Hammer 
Kick makes this familiar string of kicks a lot less boring. Most people familiar 
with Marshall/Forest Law will try to duck under the high parts of this move, but 
holding back the joystick will have Lee do a short axe kick that will whack them 
in the head - if not push them back out of range. The Feint Hammer makes this 
combo string, which can be initiated by a quick low kick, very similar to his 
infinite kick string. Although that in itself isn't terribly important, it links 
Lee's techniques together nicely, giving him a very distinct style he was 
lacking in the previous games. Ok, maybe it just me...but it's GOOD, OK!? 
Anyway, if the opponent tries to counter you once they have ducked underneath 
one of your high kicks, cancel it into the hammer. If they are quick, it can be 
broken...but the opponent won't realize that unless you use it too much. Also, 
if they DON'T crouch, the f+3 middle kick will push them away as well. On a 
counter-hit, you will score all three embarrassing kicks. If you are fearing 
reversals, keep in mind that all of the kicks from this string are left.

**Bump Kick**
  This is probably the greatest addition to Lee's arsenal. Lee takes a small 
step forward with his right foot and then turns sideways as he takes a slicing 
kick at their legs with his left. It is a fairly fast and confusing low leg kick 
that will often cause the opponent to turn sideways right in front of you. It's 
a bit slow at first, but the kick itself has good speed and priority. You might 
not get an opportunity to follow up an attack after the seeming stun, due to the 
distance it throws them back. But it is always nice to have an opportunity to 
take control of the situation. If you feel that the opponent is guarding too 
many of your attacks or that maybe you are running out of ideas, whip this out 
when you get a chance. Its range is deceptive, as it can hit sidestepping 
opponents as well. If you turn the opponent around, you can either try for 
another hit, or take the opportunity to run away. Using this too much will of 
course lead to low blocking, and in that case you should just switch to some 
middle hitting moves (see "move category"). But if you mix up your techniques, I 
guarantee no one will see this coming. Do this from the Mist Step if you're 
feeling lucky, and keep in mind its use on grounded opponents.

**Stepping Middle Kick**
  The name pretty much describes this. A great middle attack that's a little 
slow to start, but is very "safe" as far as retaliation from blocking goes. If 
you are ever feeling like you need a good push-back move, or you want to hit a 
low-blocking turtle, try this. BE CAREFUL not to miss, and don't use it up too 
close. Rolling opponents are also susceptible to this move.

==on opponent guard only: 4 (see "Throw")
**Mist Wolf Kick to Mist Wolf Combination or Mist Trap**
  Lee leans back as he makes a long mid kick to the opponent. Add another LK, 
and Lee will add a quick high kick. Or, if you press LK very QUICKLY after the 
first kick, Lee will cancel the first kick entirely and do the high one. Why 
would you want to do that? Well, if the opponent happens to guard that high 
kick, Lee can force an inescapable Autothrow. The guarding opponent will be 
"possessed" to catch Lee's foot as Lee spins and kicks them down. The throw is a 
hard-to-do and amusing move (see where it is mentioned above as a "Throw"), but 
the first kick by itself is worth a lot more in a battle. Whereas you may or may 
not be able to pull off the Trap throw, due to nature of the move, you will 
ALWAYS be able to use a long-range, quick middle kick. This one is even better 
than the "Stepping Middle Kick," and works especially well as a defending move 
when your opponent approaches you. Do it from a pretty far distance, even if it 
looks like it won't connect. The tip of Lee's toe, if far enough away, will 
knock your enemy out of whatever they might be doing. Time it too early/close, 
and you might get knocked out of it. This move is average start and average end, 
which means it is balanced as far as initiation time and recovery time. Using 
the second hit of the SLOW version of this combo is also good, but can be 
ducked. Still it is fun to watch as an approaching bulldog (combo user) eats the 
first AND second hit of this combo. The priority on the b+3 is truly great. 
Remember not to press the second button too fast, or the most useful part of the 
combo will be erased. In the case you want to trick someone into blocking the 
high kick to do the throw, canceling would be a good idea (because it's the ONLY 
way to make the throw work). Unfortunately, your opponent might not just sit 
there and let you whiff/cancel the mid kick. Hopefully they will be scared 
enough by your mid kick to keep blocking high, which gives you a chance for the 
throw, IF YOU CAN PULL IT OFF. The kick throw is fun, but can ruin your game if 
you obsess about it.

**Quick Silver Sting**
  This is actually a shortened, faster version of another move Lee possesses. In 
this attack, Lee jumps in the air and quickly does a long range side kick that 
slams into the opponent. This is also a high-hitting attack, which means that a 
ducking character will end up safe and right next to you, ready to attack while 
you recover. Fortunately, this attack is hard to see coming, and will push the 
opponent far away from you if blocked. This is another of Lee's priceless long-
range moves, great for attacking tagging in fighters who like to low jab 
(remember, low jabbers can be hit by high attacks, or thrown!). When you whip 
this out, and the opponent isn't moving, most likely they will block it 
(reversals are another story, but that's later). When the opponent blocks, they 
will be pushed back into stun animation, and you will land next to them and 
recover quickly enough to start a mix-up game of high-mid-low. After you land 
next to the enemy who blocked you, make a low jab to gain the upper hand, then 
bust out with a rising middle attack - or maybe a sweeping low kick, depending 
on what kind of defensive skills your opponent has. The only major drawback to 
this move is that it can be ducked, and that it is a bit obvious. Meaning: if 
you use this too much, your enemy will quickly recognize it, and will prepare a 
counter strategy.

f f+3 (possible small bounce stun)
**Hidari Kakato Otoshi/Left Heel Drop**
  Any Jin/Heihachi/Kazuya player knows the effectiveness of this move. Lee 
raises his left leg high and then slams it down on the opponent for a crushing 
mid. This is one of Lee's few "power-hits," and should be taken advantage of. Do 
remember the move's slower opening when using it, however, a single quick move 
or jab will knock you out of it if you are too close. When you are mixing your 
strategy and techniques up, as any good Lee player should, bring out this move 
every now and then. If it hits normally, you'll get good damage, and if is hits 
COUNTER, you can follow up with more hits as the opponent falls over. This move 
is also surprisingly low-risk. If the opponent defends against it, they will be 
left in guard stun animation, giving you the priority to do what you please. 
Most of the time, if you are not being obvious, an adventurous opponent who 
would like to jab you out of your move will get creamed with the counter-hit 
kick. The opening of this move may be technically slow enough for a jab to stop 
it, but the deceptive way it attacks makes this move extremely successful. If it 
is blocked, you can use the guard stun for a mix up by either doing a low move 
(D+RK RK RK RK) or a mid move (B+LK). Remember how grounded rollers are often 
hit by mid moves. And as always, beware of whiffing and reversals.

f f n 3 4...>
=f/df 4
**Shredder Kick Combo High/Medium/Low**
  Copying the same-named move from Paul Phoenix, Lee does a dash ending in 
neutral, then flies at the opponent with a double jump kick, followed by one of 
three (delayable) ending kicks. Unfortunately, all of the ending kicks can be 
prevented by a low jab (though very few people know that!), and if you don't 
perform an ending kick, you will be very much open if blocked. This is a good 
move to do once you have gotten yourself very far away from the opponent and 
would like to close the gap, due to the dash and neutral you must perform to do 
it. But once you are extremely skilled at dashing (don't forget the neutral), 
you may be able to pull this move off without much opening time at all, making 
it much more effective. Try this move early, and see if they know how to jab out 
of it. If they don't, have fun taking advantage of the mix-up game. If they do, 
then avoid using it, unless you are positively SURE it will hit. This move 
reaches far, and the first kick can actually be followed by a small juggle. If 
you use this too close, however, you will probably be beaten out of it. Since 
this move also is automatically performed when Lee is running, it can be used as 
a tag-in. Buffer the move as your Lee approaches the screen, and he will tag in, 
jumping at your opponent with the double-kick combo. Don't alienate this move 
from your strategy. It's great against people who are getting up, is an 
effective option for a tag-in attack, and has great range and POWER (one of 
Lee's few power hits!). Consider it for juggling options! If you are able to 
pull this off quickly, and without much dash, have fun making crushing juggles.

while crouched: df d df 3
  A very tricky little move that no one will see coming. From a crouched 
position, Lee does a little scoot dash and then executes a fast, long-range, low 
slide that leaves Lee on his back - after which you can follow up with another 
lying low sweep. This move may take a while to perfect, but with joysticks, it 
is very easy. The only drawback to this move is the fact that people may see you 
scooting around before the kick, and block low. This is problematic because 
after being blocked, Lee will be laying there right in front of the enemy. What 
you should try to do is make the opponent very fearful of your "while rising 
from a crouch" middle hitting moves: such as the "Infinity Kicks." That way, if 
the opponent sees you crouching, they will almost always block high, and get hit 
by the slide. Another thing to do is to execute this move as fast as you can, 
giving no hint that you are preparing a slide. To over-defensive types you can 
perform the slide DASH, but not the kick (while crouched: df d df), and then 
hold down to keep crouched. As your opponent tries to retaliate, you can rise up 
with a "while rising..." move of your choice. And if you're looking for 
something to add an extra hit to grounded opponents, this move will get them 
almost every time.

while rising from crouch: 3 3>
=D+3 3 3 3 (to infinity)>
==during infinite string: U+3 3 3 3 (to infinity)
==during infinite string: D+3 3 3 3 (to infinity)
=DF+3 3 3 3 (to infinity)>
==during infinite string: U+3 3 3 3 (to infinity)
==during infinite string: D+3 3 3 3 (to infinity)
**Infinity Kick Combo**
  THE trademark Lee Chaolan technique. While standing up from a crouched 
position, Lee kicks straight up in the air with blinding speed, and then slams 
his stiff leg back down for a hammer heel. From there, he links left side kicks 
that can be continued indefinitely. Holding up on the joystick during this 
infinite string will make a feint hammer heel and a high kick, and holding low 
will make a low kick. I try not to be too biased in my description of moves, but 
THIS IS THE BEST MOVE THAT LEE HAS. Since Tekken 1, I have centered my entire 
Lee strategy around this single move. This move has the benefit that it CANNOT 
be interrupted after the first hit (for the first three to four hits - once the 
opponent is too far away from you, they can interrupt). After the first two hits 
of the Mishima-style "Tsunami Kick," Lee can do either a low kick (d+LK) or a 
medium kick (df+LK). This is an UNBREAKABLE mix up game, ensuring that no one 
can defend against it 100%. Many people do not take advantage of this move, 
because they only want to use the "infinite" part of it, which can be easily 
broken. Usually, after the third total hit of this move, the opponent will be 
pushed too far to continue the inescapable combo. STOPPING the kicks after the 
third hit solves that minor problem! The only drawback of this move is that it 
has been toned down from Tekken 2 (but in that game, it was basically the only 
useful move Lee possessed). It's not as damaging as it was in Tekken 1 or 2, and 
also - in the previous games - Lee could usually connect a total of FOUR 
unbreakable kicks until the opponent was pushed back out of range. Now, only on 
a counter hit are you able to connect 4 hits...if you're lucky or playing 
against a large character. The damage, although smaller on normal hit, is still 
EXTREMELY GOOD on counter. Watch as the opponent's life bar is halved by three 
hits. Now can you see why it is a good idea to take advantage of this move!? It 
is fast, it is unbreakable, it has great priority, it has great RECOVERY time on 
a hit or block  (if you remember to stop on the third kick), it contains an 
inescapable mix-up, it has good range, it can be continued for however many more 
kicks if you accidentally whiff the move, and it is an easy way to kill people 
who don't know what they are doing. One of the ONLY ways to defend against this 
ultimate technique is to sidestep, and even then, Lee will probably knock them 
once with his foot. It doesn't "follow" the side stepping opponent like some 
other characters' moves, but it generally has enough range to hit a close 
sidestepper! Remember to stop the kick string after that hit to leave yourself 
safe and in correct position! The other way an opponent can defend against this 
technique, besides normal blocking, is to do a reversal. But the only person 
that is 100% effective for is King with his inescapable Leg Reversal. 'Why is 
that?' you ask? ...Well, keep in mind that all of the kicks in this combo are 
LEFT. ALL OF THEM! If they reverse, there should be no question as to which 
buttons to press. If you are fighting a skilled opponent, keep your reversal 
chicken in mind as you employ this technique. Or better yet, FORCE them to 
counter it by just doing an infinite string of middle kicks. A super-advanced 
player could use a low parry to counter the low follow-up after the tsunami kick 
- if that's the case, do the middle follow-up instead (and be VERY, VERY 
AFRAID). Otherwise, this is a great attack! If you want, you can do the infinite 
kicks for a long time, but once your opponent remembers to sidestep or 
retaliate, you should go back to doing just the first three kicks.

4...4 4
**Machine Gun Kick**
  Another low-risk, lighting-quick, and useful technique. Lee does his normal 
RK, followed by two other snap kicks. Lee never changes his position with during 
these kicks, so it's extremely hard to see coming. The damage for this is very 
nice, but the main reasons why it is effective are its high priority and range. 
Also, after the first kick, you can wait a small while before you input the last 
two, perhaps luring your opponent in to be kicked in the face! Normally, people 
aren't fast enough to duck a RK, which is the only way Lee could be left open 
after this move. But if that happens, just do the delay. Most likely, your 
opponent will try to counter attack you during the opening after your first RK, 
and instead get knocked into the air with a counter-hit RK! Feel free to mix 
this one up in your strategy several times; it will also get rid of advancing 
combo-people or those who block very close to you. Again, reversals could be a 
problem (watch out for KING!), so keep in mind that it is all right-sided kicks. 
This is a move that can be linked off of D+RK, making it all the more deadly.

4 3 4
**Spin Kick Combo**
  Borrowed from the Law family, this quick spin combo seems to not be as 
advantageous as other moves in Lee's collection. Lee does his quick RK, spins 
around with a LK, and finishes with another RK. Unfortunately, this is a 
somewhat slower string of only high kicks. Most people familiar with Tekken will 
most likely duck under these kicks if they see them coming. What's worse, the 
opponent will have an opportunity to retaliate OR duck (and retaliate later) 
after the second kick in the combo - WHETHER IT HITS OR IS BLOCKED. Of course, 
on counter-hit you will score all three, but even still you will be left a 
little close to the opponent. The damage of these kicks is pretty nice, and it 
also can be linked from D+RK. But use it sparingly - Lee has many other moves 
which are a lot more effective.

4 u+3
**Lee Somersault**
  After his very quick RK, Lee does a fast crouch and then jumps toward the 
opponent with a short flip kick. The lag time before the flip is a bit slow; 
jabby players may hit you out of it. But the fun things about this move occur if 
you miss the first part. If a player thinks he/she is smart and ducks your RK, 
they will get hit by your mid flip kick! Also, on a counter-hit RK (which is 
easy to get) the opponent cannot avoid getting hit by the heavy-damaging flip. 
On normal hit, however, you are left open between the kicks for a few seconds, 
so be cautious when using this. Overall, this move is very good. The flip kick 
part is "safe" for Lee even if the opponent blocks, unlike the stand-alone 
crouching version of the flip. In exchange for that, however, the flip does not 
launch. Feel free to mix this up in your game play...ESPECIALLY since it also 
can be linked off of D+RK.

**Silver Whip**
  Lee kicks the opponent's face so fast that you almost can't tell if he kicked 
or not. The opponent's head flies back as they grab their face in pain. Another 
example of Lee's humiliating style. After the kick, it LOOKS like Lee has a slow 
recovery, but it is only to make it more "fair" so Lee CAN'T follow up a 
connected kick with another move. On a blocked kick, Lee recovers just as fast 
as the blocker, so it's nothing the opponent can really use to their advantage. 
The move is extremely effective because of its BLINDING speed: no other move is 
this quick. This is the perfect tool for breaking combo strings, eliminating 
throws, freaking out high blockers, and stopping mashers. The only downfall of 
this move is it that it is high, leaving it unable to hit crouching people. You 
can mix this up in your strategy whenever you want, or use it as a defensive 
move to cross the line from retreating to offensive. The first time you use it, 
especially if you are fighting a combo-happy Nina or someone similar, follow it 
up with about three of the same move. If they are unfamiliar with Lee (as many 
people are), they will run into your follow-up kicks as they try to flail their 
arms to hit you during your seeming "lag time." If they try to wait you out and 
block high, do a D+RK or similar low move to frustrate them. The only bad thing 
that can result from this move, as always, is if you use it too much. Then the 
opponent will duck a lot more, and in that case, Lee is VERY open. Then again, 
if you use it a lot your opponent will crouch more often, allowing you to 
connect hits from the INFINITY KICKS, Lee's strongest move! Be careful not to be 
predictable, or you might earn yourself a reversal... 

b+4> (possible bounce stun)
=T (tag out)
=3 (Hitman Stance)
**Silver Heel**
  Lee spins around in place while raising his leg, then slams it down vertically 
as he again faces the opponent. This move's somewhat slow start scares many 
people from using this move, but it should actually be taken advantage of more 
often! It is a good mid hit, and has several follow-ups to choose from. After 
the kick, Lee is able to tag out ON HIT, NO HIT, OR BLOCK. A major problem in 
TTT is being open when you tag in or out. With this tagging ability off the 
Silver Heel, Lee can hit the opponent, who will block or not, and then run off 
before they have a chance to react! - a much safer way than tagging while 
standing there. Even if you do not hit, you can avoid retaliation by running 
away (meaning: you whiff the attack, they come to hit you, and you're gone with 
a new character standing in front of them!). Whenever you are in need of a tag, 
and you don't want to wait to be knocked on the ground for an instant tag, do 
this. ANOTHER (yes another) option you have is to go into Hitman Stance, perfect 
if you miss or are blocked. This move is also one of Lee's few defensive 
attacks. Once far enough away, you can do this move, and Lee will spin in place 
while the opponent approaches you, whacking them in their heads (and from there, 
whatever follow-up you choose). Although a bit risky, you can do this move as 
part of an aggressive attack string, and hopefully you will get a COUNTER-HIT on 
a ducking or retaliating opponent. If that works, you get the goofy-looking 
bounce stun. ALSO: this move covers Lee's entire front AND hits side-steppers 
(who become very pissed at that point). Rolling opponents will also often fall 
for this kick. Be careful and keep in mind that you are a little open before the 
kick connects!

b b+4>
=3 (Hitman Stance)
**Lee Cutter**
  A very nice defensive attack. Lee does a back step, does a slightly retreating 
turn, and then performs a backwards high roundhouse kick that covers a large 
arc. Although not exactly useful up close, this is a move you can do after a 
full back-dash to hurt approaching rivals. Once Lee begins the kick, they might 
try to pursue you (because you have back dashed) and then get smacked by the 
spin kick. This kick can hit all sidesteppers, and the LONG lag at the beginning 
results in a quick recovery. On a block or even if you whiff the kick over a 
crouching character (unlikely to happen if you don't use it up close), you'll be 
relatively safe. Use this whenever you can't seem to get away from your 
opponent. After a sidestep, this move is also very effective. YOU CAN REALLY 
*NOT* USE THIS MOVE TOO MUCH! Just don't be predictable, and use it whenever you 
want to get away. If something goes horribly wrong: such as a whiffed hit, you 
can always shift into Hitman Stance with a simple press of LK.

d db+4 (HIGH launcher)
**Blazing Kick**
  In this crowd-pleasing technique, Lee does a low step as he flings his right 
leg into the air, launching the opponent into the sky for one of the highest 
launchers in the game (another humiliating move, of course). This is one of 
Lee's few launchers, but at the same time one of the most effective in the game. 
Strangely though, Lee's low power stops him from being able to it up with 
massive juggles. That's why it is very fortunate that Lee can tag out of this 
move on hit, and let another character do his dirty-work! After the move, 
another character can come in, slam on the slowly falling opponent with a power 
move, or juggle them with a mad combo string! Although it has a slower intro 
than most moves, the speed with which this kick flies out may surprise opponents 
who think they can beat you out of it. Scenarios resulting after this move are: 
hitting the opponent and launching, hitting a blocked opponent and scooting them 
safely away, whiffing the kick and leaving yourself INCREDIBLY open, or being 
reversed. As you can see, the pros of this move greatly outweigh the cons. To 
prevent against whiffing, do this move at a nice medium range: where a jab will 
not hit you, but a well-ranged attack will still hit. Many people afraid of 
juggles will block against this a lot, but that is ok. Pay attention to when 
your opponent whiffs a move - Lee's speed may allow you to connect it as 
retaliation! In  "wake up games," (hitting grounded opponents) this move is 
useful against those who roll away. Enjoy this attack and don't use it TOO 
close! Oh, and although it seems a bit difficult to do using a joystick, just 
remember to rotate it quickly while making sure you cover a large angle from 
down to downback.

while crouched: df+4>
=2~2~1 (with Kazuya as partner only, see "Unblockable")
**Silver Tail**
  In a sort of mix between Law's Dragon Tail and Nina's Wipe the Floor, Lee 
crouches and then moves forward with a huge, inner, one-leg sweep. The move has 
a fast opening, fast recovery, and good range. There's not much that weakens 
this move at all, besides the usual "this move leaves you semi-open when 
blocked" (which is true for most low moves anyway). It's not likely anyone will 
see this coming, unless you have used it too many times. Although it's a bit 
slow to use up too close, in a middle range the deceptive kick will hit the 
opponent before they discover what has happening. To make this move even MORE 
deadly, make sure that the opponent is ALWAYS expecting MID hits when you crouch 
(Infinity, rising RK, flip...). That way, they will always block high and get 
swept up. If by chance you are fighting someone who can see it coming, just be 
farther back when you use it so you won be hurt too bad if it's blocked. On a 
counter-hit, you'll have an opening similar to the DB+LK "Bump Kick," where you 
are usually too far away to tag on an extra hit. Grounded characters are fun to 
tease with this attack, and since this move is so balanced and potentially 
dangerous, there is no reason not to use it. Also, read about the "Kazuya Only 
Unblockable" that links off of this move, and you'll be even more impressed (see 
"Unblockable" section).

D+4...4...4 4>
=3 (Hitman Stance)
**Razor's Edge Kick Combo**
  Does this move need explanation? Everyone has seen this quick string of low 
attacks. While in a semi-standing position, Lee does three low side kicks 
followed with a medium turning kick. As a follow-up to this move, Lee can now go 
into Hitman Stance after the last kick. Also added since Tekken 2 is the ability 
to delay the low kicks...very useful to lure someone out of blocking. People who 
get hit by this move call it "cheap," but it truly is not. "Cheap" would be an 
easy-to-do, simple, one hit, HUGE priority move that takes off more than 2/3 
your life. On a normal hit, this move is escapable by a lower block unless the 
opponent is hit by the third low kick (after which he/she will eat the mid 
kick). On a counter-hit, you can watch as Lee connects all FOUR kicks of the 
Razor's Edge. A quick, short RK makes it very easy to get counter-hits if you 
are smart, but because of the small range, smart players could just as easily 
jump-attack you or guard/parry low if you miss (fortunately, this is not usually 
the case). Because most Tekken players would rather COMPLAIN about this move 
instead of actually defend against it, you could probably just sit there and tap 
this move until you win. But to practice against possible GOOD players, you, as 
the Lee user, must prepare by using this move sparingly. After a bunch of Lee's 
high and mid attacks, opponents may forget to be watchful for this move. Also, 
as characters approach you, you may score a counter-hit once they come into your 
personal space. In breaking opponents combos, this move is pretty effective when 
you are up close: few things have higher priority. Using the delay is pretty 
nice to coax people out of blocking...or to make sure a juggled character will 
be hit by the kicks. In Tekken 2, if the last kick was blocked, Lee would be in 
BIG trouble. Now, all you have to do is cancel into Hitman once you have been 
blocked, and then set up your next move. From this point there are several 
options...you can try to do a fast high or mid attack, like the RP uppercut, the 
LK spin kick, or the LP jab...OR you can set up the slower but elusive RK low 
sweep...OR...(my favorite one) Just sit there in Hitman and watch as you auto-
block their mid hit (which is most likely what they will do...). They could 
throw you if you do nothing in the stance, but in that case you have a sidestep 
or a low-moving move like the RP or RK! Again, this move is not cheap: it only 
hits all four times if it was a counter-hit. If you keep being counter-hit 
against, doesn't that show you have a hole in your strategy? And if you don't 
know how to block low, then you should be killed as quickly as possible anyway 
(and don't give me that "this controller is messed up" speech - pressing down 
will low block as well). As most low moves are, this move is perfect for hitting 
moving grounded opponents, side-steppers, and people tagging in.

d+4 n 4>
=3 4
=...4 4
=on hit: 4~3+4 (see "Unblockable")
**Lee Kick Combo**
  To mix up your D+RK strategy, you can choose from any standing RK follow up 
after doing the Lee Kick Combo. Lee will do the low standing RK, followed by his 
normal high-hitting RK. From there you can do the LK, RK for the spin kick 
combo, which is pretty useful if you happen upon a counter hit (see "Spin Kick 
Combo"). Otherwise, the u+LK somersault, and RK RK lightning kicks are your best 
choices. The flip, and it's slow middle part will confuse many opponents into 
running into it. If the opponent low blocks the first kick, he/she might 
retaliate during the lag on the flip kick, or get hit by the flip kick if they 
remain low. The triple high kicks are strange looking, and - especially if 
delayed - will usually catch the opponent. If they crouch during these kicks, 
they will most likely not know WHAT to do, seeing as how you are quickly kicking 
overhead. If they try anything, they WILL be hit. If, by some reason, the 
opponent blocks all of the hits of either of these two moves, Lee will be left 
at a safe range (see "Lee Somersault" and "Machine Gun Kick"). 

d+4 4~3+4
**Lee Combo Silver Cyclone**
  Formerly, a "glitch/frame-move" in Tekken 2, this attack combo is now an 
easier-to do, normal attack. Lee will do the low D+RK kick, and then quickly 
perform the Silver Cyclone unblockable. This move is never guaranteed, but is 
useful for its shock-factor. When you have performed D+RK RK... many times, and 
the opponent is starting to learn to block low, do this move. Most likely, the 
opponent - proud because of a successful low block - will freeze when the 
unblockable begins. Unsure of whether to attack, run away, or crouch, the 
opponent will usually stand up or attack too late, and get hit by the massive 
power move. A very skilled opponent, however, will recognize the charge and 
crouch or attack quickly enough. But because the trauma of the D+RK RK RK RK may 
be so deeply-ingrained in your rival's mind, the move will almost always cause 
him/her to mess up. The way to perform this move in Tekken 2 was extremely 
difficult. After a tap of D+RK (releasing the joystick), you had to input 
RK~LK+RK (by rubbing your finger quickly across both buttons - or using two 
fingers and pressing the kicks very quickly). Unfortunately, you couldn't just 
input them as quickly as possible, there was a certain FRAME of animation that 
the RK~LK+RK had to be performed in...the exact frame of the D+RK hit. Not only 
did this mean that you had to input RK~LK+RK with blinding speed, it meant you 
had to actually WAIT for a fraction of a second before inputting it. HOWEVER, in 
Tekken Tag Tournament, the "new" Lee has a longer opening to perform the 
RK~LK+RK, making it much easier to perform. But you still have to wait a few 
frames after inputting the initial D+RK. The move is no longer a "glitch" in my 
opinion either: in Tekken 2, Lee would instantly change position from the kick 
to the unblockable, making it look like a programming error. In TTT, there is a 
clean, but just as fast, transition from the kick to the unblockable, making it 
look like an actual technique.

while crouched: ub/u/uf+4>
=T (tag out)
**Somersault Kick (small jump)**
  Although Marshall, Forrest, AND Anna all were given an easier way to execute 
this move, Lee Chaolan remains as the only character left who has to do the 
small flip kick from crouching position. Lee, either going towards, away, or 
straight up, flips backwards as he flings his leg out for a juggling kick. From 
here, Lee can tag out for a small combo from his partner, or try to do one 
himself. However, this move is not as reliable as it could be because: 1) The 
move has to be done from a full crouch...and Lee has several other more low-risk 
crouching and "while standing" moves. 2) If this is blocked (and it can be 
guarded neutrally) Lee will be open for retaliation. 3) The juggle created from 
this move is small, and the move itself is relatively low-damage. Lee has 
several other moves that involve crouching that are safer and can hurt the 
opponent a lot worse. Perhaps by using the retreating (jump back) version of 
this kick, you can defend against people running up to you. Otherwise use this 
move when you are sure you will connect (like after a blocked King's "Ali 
Kicks"), or if you are in MUCH need of mixing up your strategy.

while crouched: UB/U/UF+4
**Somersault Kick (large jump)**
  Other Tekken fighters who have the flip kick moves DO have to use the same 
input commands as Lee does for this one. From a full crouch, Lee jumps sky high 
with a flip kick in any direction. Although the properties are the same (mid 
hit, same speed) this move seems to be a bit more surprising when you pull it 
off during a heated match. Although it doesn't juggle like the previous flip 
kick, if you do the retreating version of the high flip, you can defensively 
cover a long distance. If the opponent blocks your incoming flip, you will 
USUALLY be in trouble, but sometimes you land BEHIND them! This move is nice to 
use when you've ducked something and want to get away. Otherwise, it is a little 
risky, but better than the small flip kick.

while crouched: ub/u/uf+3+4
**Somersault Drop**
  Out of Lee's assortment of flip kicks, this is the most useful. Lee goes high 
in the air as if he were doing his high flip kick, but then falls on the ground 
after flipping over 360 degrees - kicking his foot as he lands. People who 
aren't used to this are the most susceptible; they will think they have missed 
the kick part, but will be hit by the drop when they try to counter. This hits 
grounded opponents as well; in fact it is the move Lee uses for his tag in 
attack for universal tag throws. This is a great mix-up for your strategy, and 
if blocked, will leave you on the ground with priority for your next move. But 
be careful! You might set yourself up for some wake up games in the process. 
This is a funny move that works well in any direction, but if you use it up 
close, you may also land behind the opponent, further adding to their 
frustration. Prepare your ankle kicks (D+RK) when you land!

**Silver Sting**
  The slower but more powerful version of the uf+LK technique. Lee does a quick 
back turn then flies forward at the opponent with a high left kick. This move, 
although it actually is not as "quick" as the move listed earlier, seems to be 
less obvious to the other player. While you turn the opponent may get hit by the 
kick as he/she approaches you, and even if he/she does guard, you will cause 
some stun so you can gather yourself and plan your next move. This move is also 
part of Lee's trademark Hitman Juggle; it is the perfect follow-up for the 
Hitman: RP launcher. The damage is good, it has a guard stun...this is another 
move that is very effective. Using it on tagging-in opponents will result in a 
direct hit, or keeping Lee safe from an incoming move (like a slide). But when 
using it normally, keep in mind that you're open in the air for a little while 
before the kick. Over-usage of this, of course, will eventually teach your 
opponent to duck or sidestep. But if they begin to do that, they will eat a lot 
of infinity kicks during the match!

f f n 3+4
**Lee Sliding**
  This is very similar to the while crouching "Sliding" move listed above, 
except that Lee takes a big step, turns around in a hopping feint, then slides 
with his kick. This is very nice for catching people off guard, and after the 
slide you can connect a LK grounded sweep. If you are blocked, you will be a 
little open for hits laying in front of the opponent (much like the other slide 
move). Don't use this TOO much, or people will begin to recognize the spin part 
of it and always guard low. Because of the amount of ground this move covers, it 
is a great move to do once you have knocked someone over, and is one of the most 
effective moves that hits people trying to tag out. Also, if you are adept at 
dashing without moving forward too much, you can try this move out in closer 


sidestep: 2
**Rear Cross Punch**
  Probably Lee's most useful sidestep move. Lee will dash off to the side, and 
then home in on the opponent with a snake-like right punch that will knock them 
out of anything. The only downfall to this is that it is a high attack. However, 
since sidestepping is most often used to counter an opponent, it is doubtful 
that they will be quick enough to crouch under the punch (and blockers will be 
in guard stun!). From this move, you can regain the offensive if you had been 
retreating. Or, after the punch connects (or even if it is blocked), you will 
have enough time to begin a new move before your opponent can strike. If you 
whiff this technique, it's speed will usually let you regain control before the 
opponent can hurt you. As said before, the only drawback is that it's a high 
hit. If the opponent begins to block low every time you do a sidestep, then it 
is time to switch back to the infinity kicks or a heel drop mid attack.

left sidestep only: 4
right sidestep only: 3
**Lee Screw Right/Left**
  These...somewhat odd moves are also done from a sidestep: Lee will get off 
line, begin to turn, and then unleash a powerful roundhouse kick which makes Lee 
spin around because of it's momentum. As with his sidestep punch, this is also a 
high move, so perceptive opponents may be able to see it coming and duck. Most 
likely, though, if they see it coming at all they will high block and also avoid 
the attack. This technique is much more useful as a retreating attack: try back 
stepping, then a sidestep, and then whip out this move when you see them 
approach. The windup at the beginning will coax them to come forward, and if 
they get hit, it is very worth it. This is one of Lee's few high-damage moves 
but also one of his slowest. For those familiar with Bruce and Bryan, this kick 
is similar to their f f+LK attack, except high. Use this only every so often, 
maybe even only once per battle...because you can get into a lot of trouble if 
you miss. When you sidestep and KNOW you can connect a hit, this is a very cruel 
(and effective) thing to do! But another thing that makes this move somewhat 
difficult is the fact that you must input the correct command for the respective 
sidestep you did. If you dash to the right, use LK...and vice versa. Sometimes, 
you will get this by accident and end up connecting it! No complaints there...


f n
**Mist Step**
  A strange movement that is called un-useful by many. Others call it a crouch 
dash. Both are wrong. Lee dashes forward the opponent while ducking, in what 
APPEARS to be a crouch dash. But unlike other crouch dashes, Lee is technically 
in STANDING position the entire time, while he appears to be ducking! This opens 
up several possibilities for this move. Not only can you cancel this step and 
guard mid or high attacks by holding back (even though it LOOKS like you would 
have to be hit by mid attacks), you can also execute ANY standing move while 
doing this forward rush. For example, you can use the step to crouch under 
someone's high attacks and immediately do a throw, a D+RK string, a B+RK heel 
drop, a punch combo, the D+LK+RK unblockable (!!!), or whatever cruel intention 
you may have. Add this move to any standing move to increase its range! (see 
"move category: mist moves")

while crouched: ub/u/uf
  Lee does a short flip...like his flip kick but with no kick. I do not usually 
condemn moves, but there really is no purpose for this move. The only reason you 
should see your Lee doing this is if you did it by accident. This can confuse an 
opponent, but they will probably end up hitting you before you hit the ground 
anyway. Be wary of this move.

b b n 3+4
**Flik Flak (Back flip)**
  The trademark Lee Back flip. This covers a lot of ground, because it combines 
a back dash AND a flip together. This is perfect to get rid of pesky Eddy's and 
Nina who's combos you cannot break because you are too close. For SUPER 
annoyance, just keep doing this until they come to you and play on your terms. 
Once you have made a gap, try moves with long wind-ups to catch them as they 
approach. The "Blazing Kick," the "Lee Cutter," and the sidestepping kick screws 
are a few great choices. Or just tag out! If you can't seem to get away from 
someone, don't forget that you have this move.


**Hitman Stance**
  Lee's great new taunting stance. As he leans back with one leg out, Lee 
tauntingly beckons the opponent with his left hand - while holding his other 
fist close to him, ready to strike. This stance will AUTO-BLOCK high and mid 
attacks, and if you hold back, you will move backwards and leave the stance. 
This move is chainable after many of Lee's attacks (see "movelist"), and has 
several variations to use that will keep your rival guessing. One of its 
"weaknesses" is long range high moves, but remember that pressing nothing will 
neutral guard those techniques. Of course, Lee can't block LOW in this stance, 
but there are very few low moves with enough range or speed to beat one of Lee's 
Hitman strikes.

=1 (returns to Hitman Stance)
**Freaker Jab**
  This move is a simple, quick jab done by the hand Lee uses to beckon the 
opponent. Not only is it a great way to knock people out of slower moves, it can 
be repeated forever due to the fact that it ends in Hitman Stance. If you are in 
Hitman close to an opponent, you can take advantage of these punches for a 
while. Then, as the opponent tries to retaliate, whip out one of the more 
powerful Hitman attacks, like the RP launcher. Of course, it can be avoided by a 
crouch, but that in itself leaves your opponent open. If you perform one of 
these punches alone, you can immediately cancel it into a LK Scan Kick, if you 
so desire.

**Scatter Blow**
  This is a launching move that sends your rival up and far away from you. Lee 
will do a low turn from the stance, then unleash his wound-up right fist for a 
mean uppercut. From this move (which cannot be tagged out of) there seems to be 
one attack that was "meant" to be its follow-up...and it is the f+LK+RK. Nothing 
else is as fast and or far-reaching to effectively damage the floating opponent 
except for the "Silver Sting." Although it seems a bit like a "canned combo," it 
is still effective and fun to watch! You can Tag out after the hit...but your 
partner will be very far away from the floated opponent. The punch itself is 
blindingly fast and actually is able to duck under a few high moves during the 
initial turn. If blocked, the opponent will be far enough away, unable to cause 
any massive damage to Lee. However, this move is the most expected Hitman move, 
except to people who aren't very familiar with Lee. Be sure to mix this up with 
some different Stance moves to encourage the opponent to block low.

**Scan Kick**
  A fast, high, reverse roundhouse done after Lee steps forward with his back 
leg. If the kick connects on CLEAN HIT, Lee will perform an opposite version of 
Kazuya's "Bitch Kicks" (LP+LK): kicking the opponent in the back of the head 
with the first swing, then slamming his leg back the other way - catching the 
opponent's head and driving him/her face-first into the ground. Although it is a 
very impressive (and humiliating) move to watch, the damage made isn't too 
spectacular. Due to the speed of this kick, you will often get counter-hits that 
will send the opponent flying backwards (no auto-throw). Although not as fun-
looking, it is very effective to use on approaching rivals. Keep in mind that 
this is another HIGH attack, and it is one in particular that leaves you very 
open if missed. Most human opponents won't give you trouble by low-blocking, as 
long as you don't become completely predictable. Fortunately, this is an attack 
that leaves a blocking opponent pretty far back, but be careful and regain 
control fast, because the lag after this move is a bit long. This can also be 
performed after a Hitman: LP...canceling the punch and immediately doing the 

**Ship Slicer**
  Although it is the only low link off of the Hitman, it has surprising range. 
After a low turn on the ground, Lee does an outward sweep with his back leg. On 
hit, the opponent will have lost their footing and be left in the air for a 
brief time. This is a perfect opportunity to add on some hits with "while 
rising" moves, such as the infinite kick string. The move has a few drawbacks, 
however: the slow start is sort of a siren to very cautious player, reminding 
them to block low. After a successful block, Lee will trip a little and be open 
for a small time (usually, you will regain control before they can hit you). So 
to prevent opponents guarding this move, use it from a distance where 
approachers might run into it, or as a mix up when you have done MANY high/mid 
moves. Another incentive to perform this move far away is the fact that jabs and 
other mid/low moves can knock Lee out of the technique during the opening at the 
beginning. All in all, a great way to mix things up, but a dangerous move to use 
up close.

**Hitman Sidestep**
  To mess with your opponents mind and/or avoid incoming attacks, remember that 
Lee can perform sidesteps during the Stance. It is fun and confusing to the 
opponent to have Lee back flip, get into the stance, and then just sit there and 
sidestep over and over again. The opponent will try to come knock you down, 
especially if they are running out of time. But little do people know, this 
sidestep moves Lee a little closer forward, giving you a chance to have priority 
over the opponents moves. Needless to say, this sidestep is an integral part of 
Hitman strategy.


==u u (cancels move)
**Silver Fang**
  A typical unblockable move borrowed from the Law fighting style. After a long 
energy-charge, Lee races forward with a crippling mid punch. Of course, Lee is 
open the entire time while charging, and people who use reversals may get an 
easy hit (remember "chickens!"). But due to the new tag system, you can perform 
this if you think the opponent may tag out, and watch as the unblockable hits 
the tagging-in opponent rushing towards you. Skilled players will probably not 
leave themselves in that position, but in that case you can try it out from a 
distance and see what happens. The long lag time at the beginning should make 
you steer clear of this move when your life is low. Then again, if it connects, 
you will most likely have an instant win.

**Silver Cyclone**
  Lee's own, inimitable unblockable. After a short "kiai-tame" (energy-charge) 
in the form of a crouch, Lee spins and jumps with a huge reverse roundhouse 
kick. This is one of the faster unblockables in the game, but as a trade-off, 
the hit can be ducked. This move, despite its massive lag-time if missed, will 
catch many opponents off guard. It is fun to use after the opponents tag, and 
you will quickly separate the skilled from the scrubs when you see who does and 
doesn't get hit by it. You might want to try this at least once during your 
fight, but not so many times that you let yourself be killed. The crouch Lee 
performs can avoid high-hitting moves - and if those happen to be particularly 
slow - Lee can get a counter-hit unblockable. And you have to love that scream: 

d+4 n~4~3+4
**Razor's Edge Silver Cyclone Combo**
  Formerly, a "glitch/frame-move" in Tekken 2, this attack combo is now an 
easier-to do, normal attack. Lee will do the low D+RK kick, and then quickly 
perform the Silver Cyclone unblockable. This move is never guaranteed, but is 
useful in its shock-factor. When you have performed D+RK RK... many times, and 
the opponent is starting to learn to block low, do this move. Most likely, the 
opponent - proud because of a successful block - will freeze when the 
unblockable begins. Unsure of whether to attack, run away, or crouch, the 
opponent will usually stand up or attack too late, and get hit by the massive 
power move. A very skilled opponent, however, will recognize the charge and 
crouch or attack quickly enough. But because the trauma of the D+RK RK RK RK may 
be so deeply-ingrained in your rival's mind, it will almost always surprise them 
and cause them to mess up. The way to perform this move in Tekken 2 was 
extremely difficult. After a tap of D+RK (releasing the joystick), you had to 
input RK~LK+RK (by rubbing your finger quickly across both buttons - or using 
two fingers and pressing the kicks very quickly). Unfortunately, you couldn't 
just input them as quickly as possible, there was a certain FRAME of animation 
that the RK~LK+RK had to be performed in: the exact frame of the D+RK hit. Not 
only did this mean that you had to do RK~LK+RK with blinding speed, it meant you 
had to actually WAIT for a fraction of a second before inputting it. HOWEVER, in 
Tekken Tag Tournament, the "new" Lee has a longer opening to perform the 
RK~LK+RK, making it much easier to perform. Still you have to wait a few frames 
after inputting the initial D+RK. The move is no longer a "glitch" in my opinion 
either: in Tekken 2, Lee would instantly change position from the kick to the 
unblockable, making it look like a programming error. In TTT, there is a clean, 
but just as fast, transition from the kick to the unblockable.

while crouched: df+4 2~2~1 (with Kazuya as partner only)
**Silver Tail to Silver Majin Senshou Ken**
  After the fast low sweep, Lee performs a variation of Kazuya's F+LP+RP move. 
Lee is enveloped in Silver energy as he lunges toward the opponent with a fierce 
punch. Even if it is blocked (here's the strange part) the opponent will shake 
and then fall over with damage as they flash with Lee's energy. The damage may 
not be as high as it is from Lee's brother's similar attack, but the unique 
unblockable quality of this moves makes it useful. If the sweep hits, the 
opponent will probably be knocked pretty far away. If they try to regain control 
from the stun, and then come towards you, they will walk right into the punch. 
If the sweep is blocked, the opponent may try to play it safe and block high 
(also resulting in a hit!). A great thing to do with this is to PURPOSEFULLY 
miss the sweep from far away, and watch as the approaching opponent is whacked 
by the punch. If you over-use this, the opponent may discover he/she can knock 
Lee out of the technique if up close. In that case, do the follow-up only after 
a successful sweep. Then the opponent can either move far away, out of range; or 
come forward and be hit. This move is very strange, and you will find that the 
opponent may fall over forwards of backwards into stun. Remember you must have 
Kazuya on your team to do this (but WHY?...I don't know....)

*10 hit

df+1 2 2 1 3 3 3 4 3 4
**10-Hit Combo**
  Although some think 10-hit strings are skillful and impressive, they are just 
canned, breakable combos that appeal to beginners. A 10-hit may be successful in 
getting rid of novice players, but anyone who has played Tekken for long enough 
will recognize the openings and counter-attack. This 10-hit combo is Law's 
original from Tekken 1. The respective types of hits are:
mid, high, high, high, high, low, high, high, high, mid.
Only use this to show off your supreme excellence with the character Lee 
                         ROUND 3 * Style

- the Zen of Lee
  If you're looking for someone who is similar to Law, TURN BACK NOW. The 
similarities between Law and Lee ended in Tekken 1. Law is now a character based 
on counter-hit strings and juggles, whereas Lee has no juggling strings, and not 
enough power-hits to make juggling his forté.
  If you are looking for a well-rounded character whose strength lies in speed 
and adaptivity, then Lee will work out great. Lee doesn't rely on previously 
memorized chains or single power-hits, but instead possesses the ability and the 
moves to react to many kinds of situations, defending against a bulldog combo 
player, or prying a super-defensive turtler out of his shell.
  To be effective with Lee, you have to KNOW his moves. He doesn't have that 
many, but each one of Lee's moves (especially the added ones in TTT) have a 
specific purpose and unique talent that will become necessary as you play 
different people. Quiz yourself if you have to...know each command and what 
position Lee will end up afterwards.
  Lee's arsenal has enough variety to adjust to almost any playing style...but 
know this: Lee's power is not as high as many of the other characters in Tekken. 
This may put off several people just learning him, but high damage can be 
achieved when you rack up several small fast hits. A deathfist may be easier for 
some...but the style with which Lee fights is impressive to any audience (also, 
Lee's powerhits are deceptive...the first four hits of the infinite kicks, 
counter or not, can take off half of a life bar).
  To help first timer Lee users out with the moves, check out the "move 
category" section. There, each move is put in the section that says what its 
most effective use is. Feel free to be creative though, just because I don't 
think a move is appropriate for a certain category doesn't mean it won't work 
  And now, on to the specifics...

- opening gambits and strategem


**Quick Poke Starts**
  From the very start of the match, Lee has so many options in the "quick move" 
department. Beware making the first move in a match...characters who have a high 
priority and long range LP move may usually start out with it...and knock you 
out of yours. Otherwise, here are some great strings to start with:

1 1 1...
4 4 4

**Mix Up Starts**
  If your opponent is someone slower, or not prone to making the first move, you 
can try some of Lee's confusing moves to score the first few hits. Be careful, 
these could get broken, as they have lower priority. You may have to do a 
forward movement to get some of them to hit.

b+1 1...
f f n 3 4...(perform this with as little forward movement as possible; a very 
fast f f n)

**"Attack the Turtle" Risk Moves**
These moves are a bit risky because they have an opening at the beginning, but 
if your opponent is retreating from the very beginning, you'll be able to pull 
them off. The opening present in these moves may coax them out of blocking, 
making them get hit by the rest of the move! Be careful, and expect to have a 
lot of these attacks guarded against. These attacks may also require a dash of 
some sort to be effective.

f f+3+4 (or a dash + throw)
b+4... (going into the Hitman Stance will work extremely well if blocked)
b+3~3 4 (try the Mist Trap! Why not!?)
f f+3
while rising from a crouch: 3 3... (end after the third kick to be "safe")
f n... (very risky, but a Mist Step will freak them out. Remember you are able 
to block during the entire step. Your opponent may not know that!)
sidestep: 2
sidestep: 3/4

**"Be the Turtle" Defense Moves**
If YOU typically play the turtle game, you will probably do a back dash during 
the first few seconds of the round. Here are some options that will defend 
against oncoming opponents and leave you in a good position. These work better 
after a backwards dash.

b b n 3+4 (if you REALLY want to get away...from Eddy, perhaps?)
1 1...
while rising from a crouch: 3 3...
while crouched: df d df+3
4 4 4
b b+4... (this has a backdash built in)
d db+4
while crouched: df+4
while crouched: UB+4
sidestep: 2
sidestep: 3/4


  These are only a few ways to play Lee, based on how I've been using him since 
the first Tekken. Take it or leave it. Most of these sections refer to the "move 
category" in the "Round 2" section.

  Lee plays offense well if he's being a poke-fiend. Mix up his many available 
strings as well as his single hitting quick moves. Every now and then, do a slow 
starting move to mix up your timing, and hopefully lure your opponent out of 
guard to be hit. If you are going against someone who has a wider array of quick 
hits, such as Nina or Julia, this may be very dangerous. Make sure you don't end 
up being the one poked out of moves!  A constant mix up barrage will often 
reward you with many counterhits, that is, until the opponent figures out what 
you are doing. If you find that this method is working against you, defend 
against the fast moves the opponent uses, then attack with a small section of 
attack string.
  There are several attacks to choose from listed in the "move category," but 
here is an example of a solid attack string. Choose moves with fast recovery and 
high priority, and mix up low and high.

d+3 3 b+3...f+4...f+1 11...d+[4 4]...b+4

  Perceptive players WILL be able to break through strings like these. If your 
opponent starts to try poking you out of stuff like this, use less, or set him 
up for something that he/she can't poke through, like the infinite kicks. 
Scoring a counter-hit infinite kicks can change the entire outcome of a match. 
Whatever the case, if you like this type of style be creative and set up your 
own custom strings.
  These are good categories to have, in sequence, in a string:

slow out/fast recovery...fast out/fast recovery...low...mid...defense move

  Good strings will follow some type of pattern like this. Something to initiate 
it and bring you in close...some mix ups...and something that will leave you 
safe. Experiment and use the category section for endless combos.

  Although it doesn't have as much "instant benefit," you can play Lee (or any 
character if you really wanted to) defensively. This doesn't JUST mean you try 
to block everything, but you should also make a conscious effort to get your 
opponent to attack.
  Performing a slow move with fast recovery (see "category") that misses on 
PURPOSE will usually entice a fellow defender to try to retaliate. But if you 
plan it right, you should already be in a ready position when they try to 
attack, where you can block or retaliate yourself. The mist step allows Lee to 
block at any time, so that too can confuse an opponent if you perform it up 

(from a distance) b b+4 3...(any Hitman attack)

  That one may be a bit obvious, but moves that end in Hitman Stance are perfect 
for defensive situations. And don't forget that the Hitman has auto-guard for 
high and mid moves, allowing the possibility to just stay in Hitman for most of 
the round to show off! (it does end after a block, though)
Sidestepping is another great defensive maneuver of course, and don't forget to 
throw. In the heat of a heavy battle, many people forget about throws 
entirely...don't be one of those people. Watch out for throws yourself, and 
whenever you successfully duck a throw attempt (or any high move), come up with 
the infinite kicks. Keep in mind the "move category" section for stance, 
defense, and range moves, which are all useful for defenders.

  Mix both of these styles up when necessary, and you'll be set. If you want, 
there's the optional, "Throw out all your moves randomly and see if they 
connect" strategy, which is not too reliable, but great for learning new moves. 
Remember that if you seem to be doing badly, it is most likely that your 
opponent has caught on to your strategy. Let them come to you for a while and 
see how they like it.

**Get the best Tag**
  Don't forget to set up a situation that will benefit your partner! And 
remember to tag at convenient times!
  Tag psychology is a brand new field in Tekken...now Tagging in/out tricks are 
also very important during a match, and can mean the difference between winning 
and losing! There are several bizarre situations you have to watch out for when 
Lee is up against someone tagging out, against someone tagging in, tagging out 
himself, or tagging in to the field.

Lee vs someone trying to tag out
  A range attack can hit someone in the back who is trying to run away...f f n 
3+4 will not only hit them, but set them up for another hit while they are 
laying down! From there, do it again if they try to get out!

Lee vs someone trying to tag in
  If you're close, a throw might work, or set up a blazing kick while the 
teammate is running off! M favorite is to do f+3+4, which will hit any standing 
person, OR fly over people who come in with running slides! Against a beginner 
who is making you mad, perform the Silver Cyclone so the timing will make it 
whack right into the tagging-in opponent. Setting up a launcher is also good, if 
the opponent doesn't know tag-in attacks.

Lee tagging out
  Tagging out when you just got hit by a power move is expected. Tagging out as 
a tech roll is expected. Do NOT tag out at an expected time! Opponents know many 
games to keep getting hits off of you as you try to leave. Tag out at good 
opportunities like when... 

  you have grounded your opponent
  you're on the ground and they miss a large move
  randomly in the middle of a normal attack string
  on a juggle hit (very desirable time to tag)
  after b+4 (it doesn't matter if you hit or not!)

Lee tagging in
  Of course, any running move can be done from a tag-in by pressing f f n and an 
attack button. Also, u~ub will cancel the run completely, AND give you a chance 
to tag back in the other person. Lee's unique moves that are great for tagging 
in are the D+4444, f+3+4, f+4...or other quick hits. Keep in mind, however, that 
the opponent is probably ready and waiting to hit you with something big at this 
point. A running move might be your best option, since if you happen to be hit, 
you will not float normally (unlike if launcher had hit you from a 
standing/running position).

*"faux pas" and dumbass mistakes

  This is just a small blurb of common sense...
Don't whiff moves or do things that leave you obviously open. I know sometimes 
no one means to do these things, but often the only weakness in a strategy is 
the player goofing up. Feinted mistakes can be good to lure in opponents, but 
doing something dumb will embarrass you and maybe result in your loss. Don't 
lose focus, and don't run into obvious traps. You might be losing against 
someone who only knows one move because you keep running into it; make sure to 
notice little qualities in a person's strategy that they tend to repeat.
  And remember that people are doing the same to you.
  This applies to anyone, and if you didn't need this info, then more power to 


  Lee wasn't blessed with a reversal in his move arsenal, but he is very well 
adapted to reverse the reversals ('chicken!'). Most people don't reverse so much 
that chickening is extremely important, but just in case the situation presents 
itself, know that Lee is great for buffering escapes.
  The escapes are f+LP+LK (if one of those limbs was caught) or f+RP+RK (ditto).
  If you have some sort of insane reaction time, you might be able to input the 
escape when you see your limb caught (not likely). A more realistic approach 
would be to buffer a chicken on likely-to-be-reversed moves.
  Why would Lee be better at doing this than anyone else? Because most of Lee's 
attacks are strings that only use one side of the body, such as the infinite 
kicks (left) or the laser edge (right). If you happen to be doing the infinite 
kicks and the opponent is obviously trying to reverse, there should be no 
question as what to press after the kicks that are close to the opponent 
(f+LK+LP), because the entire string is left. The same applies to the much-
reversed last hit of the laser edge combo.
  To buffer means you input the 'chicken!' after the move is completed, whether 
or not it hits or is countered or not. That is a little extreme to do, unless 
you are fighting a very defensive opponent using a character equipped with 
reversals (Nina, Anna, Wang, Paul, Jin). King has a KICK REVERSAL which is very 
dangerous for Lee, and it cannot be escaped.
  You can set up a chicken if you're fighting someone you know likes to reverse 
(because they think it's some higher skill) by being repetitive with a fast 
move. Don't get killed, but try buffering the 'chicken!' after it each time, and 
eventually he/she will catch it and be very embarrassed. There are some times 
you can just tell when someone will reverse...


  With a large crop of low hitting and otherwise tricky moves, Lee has potential 
to be a killer okizeme player. Of course most of Lee's low hits are guaranteed 
on an opponent who is lying down. db+3, f f n 3+4, (while crouched) df+4, and 
Hitman: 4 are all very stylish and useful moves in a ground situation. Of 
particular note is the Lee Sliding (f f n 3+4), which covers large ground, can 
hit rollers, people tagging, tech rollers, and people rolling off to the 
side...if it is done fast enough. If it's too late, the slide CAN be avoided by 
a tech roll or roll to the side...but it's not likely. You practically can end 
any move with this to add on a hit until the opponent finds ways to get out of 
  Although the D+4444 would seem to hit a grounded opponent, it won't hit those 
who are lying still. But people who roll back...they are a different situation. 
If a person is quick to get up, you might catch them in this often, or even one 
of the d+4 n 4... strings for even more hits. If expect the opponent to move 
when you do the D+4... but they just sit there, keep in mind that you can delay 
each low kick. d+3... works similarly.
  Is the opponent not moving at all when you ground him/her up close? Coming in 
with the Bump Kick (db+3) will add an embarrassing hit to your opponent (lying 
flat or not), and at the distance it sends them, you can do a safe f f n 3+4 for 
YET another low kick.
  Mid hits are great for back or forward rollers, and you will find that many 
players rely on the instant back forward roll because of its ease. d db+4, b+3, 
f f n 3..., b+4, and infinite kicks are great for hitting people trying move 
while grounded.
  Granted, the d+4 ankle kick performed by the opponent may give you a small 
problem on some of the moves. But it is not likely. If you seem to have problems 
with that attack, just move backwards and use f f n 3+4 until they stop. 
Remember to not be predictable.

Here is a guide to Lee's better okizeme attacks

  (while crouched) df d df+3
  (while crouched) df+4
  Hitman: 4

  f f n 3+4
  (while running) 4

  (while rising from a crouch) 3 3...
  b+4 (works well when trying to get away from an offensive forward roll)
  f f n 3 4 (must be done fast!)

  d db+4
  f f n 3 4... (this can also be used up close if you are good at it!)
  (while running) 3 4...
  (while running) 4

  Lee isn't generally thought of to be a heavy-damage juggler. And truth be 
known he isn't. But that in no way means he is not an effective, if not 
incredibly stylish juggler! With Lee's variety of solid and direct attacks, 
there are seemingly endless combinations of attacks to try after a juggle. If 
you have got the moves down, show off by testing some out on a floating 
opponent. See what works. Obviously, the D+4444 is versatile for these 
situations, because it can be delayed for perfect timing. Lee's effective AIR 
launchers are:

  f f n 3...
  d db+4
  while crouched: tap jump+4
  Hitman Stance: 2

His "tag on another hit" attacks are:

  f f+3
  f f n 3
  db+3 (on counter hit leaves opponent staggered)
  Hitman Stance: 4 (extra hit on swept opponent)

And lastly, his bounce juggle starters (counter hit only) are:

  f f+3 (low bounce)
  b+4 (high bounce)

**Independent Juggles**
  When setting up your own custom juggles, look for things that are similar to 
an offense attack string; several well-placed fast hits to continue floating the 
opponent. Remember that "big" opponents will not fly upwards as high, but are 
easier to hit. If you're going for power, a 4 u+3 or f f n 3 4 would be great to 
use, as they are Lee's most damaging attacks.

Here are some easy ideas for juggles...they are very basic, so feel free to make 
up your own:

  HITMAN STANCE: 2, f+lk+rk
  uf+4, 1 1, B+1 1 2
  uf+4, f+4, B+1 1, d+3 3
  uf+4, D+4444 (one may miss...use delay to get correct timing)
  b+4 (counter), SS 3 or 4 (depending on which direction it is)
  b+4 (counter), D+4444 (one may miss...use delay to get correct timing)
  b+4 (counter), 4 u+3
  b+4 (counter), f f n 3 4 4
  b+4 (counter), b+4 3, HITMAN STANCE: ? (the RK sweep works well)
  b+4 (counter), b b+4 3, HITMAN STANCE: ?
  f f+3 (counter), D+4444 (one may miss...use delay to get correct timing)
  d db+4, Hitman: 2, D+4... (for as many hits as you can get. EX: Heihachi, one 
or two. Jun, three including last hit)

  Raijin Aoki has released a movie of SKILLFUL AND DAMAGING Lee juggles. You can 
probably find it at www.tekkenzaibatsu.com if you look hard enough. The timing 
on these is pretty insane, as you will have to master the f f n 3 4, among other 

Here are juggles found in the infamous Raijin Movie:

  (versus big) uf+4, 1, 1, 1, f f n 3 4 4 (remember to dash forward after each 
  uf+4, 4 4, uf+3
  uf+4, 4 u+3, f f n 3 4
  uf+4, 4 u+3, d db+4
  d db+4, 4 4, 4 4 4
  d db+4, UF n 4, f f n 3 4...4
  d db+4, b b+4 3(must hit the bottom-most part of opponent, ASAP): 2 or 3
  (versus big) b+4 (counter), f f n 3 4, B+1 1 3+4: 2
  (versus big) b+4 (counter), f f n 3 4, f f n 3 4 4

**Tag juggles**
  Like stated before, you have to experiment. The only launcher well suited for 
a tag is the BLAZING KICK, of course. This is one of...if not THE highest 
launching moves in TTT. After Lee tags out, try one of your partner's normally 
slower HIGH POWER MOVES...watch as Heihachi's f n d df+1 slams into the falling 
opponent, and add a "WGF" just for fun. The only problem is that your partner 
may tag in and run too FAR to juggle normally...either start the next move as 
soon as the partner comes in, or use the run cancel (u~ub) to set up your 
  Don't forget Lee's potential as a tagging in juggler. Raijin suggests:

DEVIL/ANGEL: SS 2 (tag), LEE: f+3+4, 1, f f n 3 4 4

  Or if you want to be lazy about it, just run in with either f f n 3 4... or 
f+3+4. In closing of "Round 3," I'd like a special thanks to Raijin for having 
the skills to develop these great combos, and the ttt.com and zaibatsu forum 
members for guiding me to the movie! LEE IS NOW PROVEN TO BE A GOOD JUGGLER!
                         ROUND 4 * Relationship

*Lee vs ...
  In no way am I saying that certain characters are cheap, or that certain 
characters can only be played in a specific way. BUT, based on the large 
majority of people who DO use these following characters, and the types of moves 
in their respective arsenals, I have formed a small guide to beat some of the 
styles most often seen when playing against human opponents (i.e. mashing Eddys, 
deathfisting Pauls, crouchdashing Mishimas).

-LEI-Let them get on the ground and do the flip to get far, far away. If
the confused lei tries to lay there to trick you, rely on long range okizeme 
tactics (see okizeme). If you close, it would be a good idea to hit lei as soon 
as hit is falling in a laying position, rather than wait for him to mix you up 
with a sweep/juggle. If he's instead a stance player, sidestep a lot and prepare 
your low jab for a workout. You'll also be surprised by how many of Lei's "fast" 
moves can be broken by Lee's quick kicks. Just remember to attack AS SOON as you 
have blocked one of his slower attacks...if you are too late, you'll most likely 
eat a counter-hit. Look for situations where you'll duck under high moves to do 
the infinite...

-PAUL-Dont go running head first into his moves, and for
god's sake, be careful when you tag out!!!! Use D+4...etc., and don't try any
blazing kicks within his range! Your biggest asset here is the
F+4. After you hit Paul out of a lot of his moves, the player will
usually want to show you how "good" he/she is by trying a reversal. Have your 
chicken buffered and ready. Since Paul is on the whole very linear, side 
stepping will score you many free hits. Jumping attacks also have more priority 
than Paul's power moves.
hold D/B and you'll flip out of it, much to the opponents surprise. (most
Paul's love to run up and tackle after that hit. If you don't do that, here's 
some advice I gathered from others on what to do when a running Paul approaches 
your grounded character. (remember to tap RP to gain recovery time)
-D+RK ankle kick
-Tag out as SOON as he approaches tackle range (BE CAREFUL)
-LP roll to side, RK

funny little strings that they do, and BE CAREFUL NOT TO STEP INTO HIGH PRIORITY 
MOVES! You might get swept up into a juggle that will down half (or more) of 
your life. Often people who use these characters will INTENTIONALLY make you 
block a move, and then hit you on counter with a high priority move if you try 
to retaliate. Keep back at a nice medium range where their fastest strings 
cannot hit you, and play your mix up game. 

-MISHIMA TYPE PEOPLE-For them, crouching is pretty dangerous. good thing his 
infinity kick has priority over most of their mid hitting uppers!!!
Low fast hits are your best bet, and make sure you're far enough
away...(Jin's un-devil crouch dash upper is HIGH, so it's a *little* safer...) 
Most of these people want to smash you with the huge and boring juggles that 
everyone and their grandma has seen before. It would be wise to block high 
consistently, and use a defensive move to gain a offensive edge (meaning, hit 
them out of what they are doing, and then start an attack string). Watch out for 
poking low attacks, even though they are the least of your problems.

-KINGS-Get around by sidestepping, and beware if any of them are
backturned (although Lee CAN beat that annoying donkey kick with a fast hit). 
Watch for throws of any kind, and prepare to duck. Granted, there are crouching 
grabs to look out for, but it's very unlikely that someone will try that too 
often. Once you duck a throw, go for those sweet four hits of the 
infinite...Also, the laser edge is fast enough to counter hit almost all of 
King's mix up Hi/lo/mids. Watch out for kick counters, and take advantage
of SS 2. Uppercuts are also helpful to get KING AWAY! Backflip or do
whatever you can to get out of throw range, and then abuse low hits.

-EDDY-Don't get too cocky when you see a masher. Overconfidence and 
underestimation is the cause of 90% of Eddy-related deaths. Immediately be aware 
of Eddy's potential danger. GET AWAY! B,B (3+4) and flip so you can watch them 
twirl around by themselves (and therefore see the degree of scrub you are 
playing). One they begin to approach you, try the unblockable, or repeat the 
D+4444. That should weed out the REALLY bad ones. For semi-skilled, still get 
out of the way. You may find that you'll be hit often in a string. DONT PLAY THE
TURTLE GAME, and if you do, block low, because that's how most Eddy
players will win. You'll have better luck using DF+4/444/F+4/or from
long range, d,db+4. WATCH OUT WHEN DOING THE INFINTY, Eddy moves around
sideways a lot and you will be very open...DO NOT BE BEAT BY ANY EDDY OF
ANYKIND. Just stay out of range and you'll be have a great advantage. Let them 
come to you, and rack up those counter-hits.

*Lee and ...
  Although there really is no BAD way to have choose a team, this section just 
offers some insight on subjects such as playing style, character types, and 
juggling potential. Although any character is a great partner for Lee is your 
are skilled, these lists show match-up ideas based on GENERAL character 
analysis. (similar) indicates that these partners are thought to have a similar 
fighting style to Lee on the whole, which means you may need to take steps to 
ensure the opponent does not become used to your style. (contrast) infers that 
the character teamed up with Lee usually is played differently than Lee, making 
it necessary to play with a contrasting style. Some characters, because of their 
nature, fall into more than one category! These are only a few options though, 
play any character the way that works best for you.

-SPEED (similar)-Nina, Anna, Michelle, Julia, Law, Xiaoyu, Wang, Jun
These of course rely on mix-up games and priority hits and pokes, much like Lee 
does. To create a constant string of speed, pick one of these characters. Just 
don't let the similarity make you predictable.

-JUGGLE (contrast)-Jin, Heihachi, Nina, Anna, Julia, Bruce, anyone with strong 
Lee generally does not rely on juggles to win matches. Teaming up with one of 
these fighters will add a new strategy to the match; while Lee works the attack 
strings and mix ups, the other character plots the insane and damaging juggles. 
Tagging out with Lee's blazing kick will also create many opportunities for 
severe combos and embarrassment.

-POWER (contrast)-Kuma, Jacks, Paul, Kings, Heihachi, Kazuya, Ganryu, Bryan, 
Ogres, Devil, Wang
Lee is also not known for having immense strength damage-wise, so to compensate, 
you may want to have a heavy-hitter on your side. Play differently than you 
would Lee, because most power characters have a little less inclination towards 
string-based fighting. One of these characters can be the more imposing one (for 
the opponent) making Lee seem less scary after the other partner tags out. From 
here Lee can play a counter-hit game using his fast attacks on an approaching 
opponent who thinks Lee is the weaker of your team.

-KICKS (similar)-Hwoarang, Baek, Eddy, Bruce, Bryan, Ogres
The majority of Lee's attacks are his kicks, as are these characters'. In one of 
these pairings you can rely on fast kicks just as you would for Lee, making a 
uniquely related partnering. People may pick King when they see this team, so 
make sure you watch for kick reversals. Ogre and Eddy are a bit different...Eddy 
relies on kicks for lower priority, confusing moves, and the only reason ogre is 
in this group is because he has the infinite kicks.

-CONFUSION (contrast)-Yoshimitsu, Kunimistu, Lei, Hwoarang, Eddy, Xiaoyu, 
Alex/Roger, Jun
Lee's moves are direct and straight-hitting, whereas these partners' moves rely 
on moving off the line, stances, and confusing movements. There is no greater 
contrast to Lee than these types of characters.

-THROWERS (contrast)-Kings, Anna, Nina, Bruce, Jacks
Needless to say, these characters are strong in the throw (and linking) 
department. This is similar to the POWER type of pairing, because Lee is also 
lacking in throw moves. This is a great way to mix up playing strategy.

-STYLE (similar)-Nina, Anna, Kazuya, Hwoarang, Heihachi
These characters aren't exactly related, but they either have opening/losing 
animation with Lee, or have suits that look well with Lee. These are purely for 
visual purposes!

Characters not found in any category are probably too hard to classify, and are 
more adaptable to independent situations.

  The number of hits Lee's opponent must take until Lee becomes netsu charged 
(flashing red bar) are 5 for everyone, with a few exceptions:

Kazuya: must be hit 7 times
Devil: must be hit 7 times
Jin: Lee will not become charged with Jin on team
Ogre/True Ogre: Lee will not become charged with Ogre on team

These facts are interesting, because most netsu charge-up amounts relate to 
storylines. It is understandable that Lee would take more time to charge up for 
Kazuya, but why Jin? Also, Heihachi and Kazuya will not charge up for Lee at 
all, and Lee charges normally for Heihachi.

*tag animation
  The tag animations using Lee known so far are:

Beginning-Lee looks quizzically at the energetic Hwoarang, scratching his head.
  Losing-Lee again looks confused at Hwoarang, who seems angry.

  Losing-Kazuya sits angrily with his back turned, as Lee sits facing the front, 
rolling his head around and looking depressed.

  Beginning-Lee is caught in a headlock by his foster father.
  Losing-Lee is being (ahem) punished by Heihachi. Spanky-spanky!

  Feel free to inform me of any that I have missed.
                         ROUND 5 * End
*I honestly didn't think I would ever truly finish this, but here it is! The 
following people helped me create this HUGE LEE FAQ:

EGM-the small Tekken guide you included in a 1994 magazine was the reason I ever 
became interested in Tekken.

Castel-You believed me when I sent in additions to Lee's movelist! Thanks for 
the Lee preview movie and for linking to the Raijin movie. I look forward to 
seeing your Lee juggles... And stop being so mean to people who happened to 
start at ttt.com. I mean, its the first ttt message board, so thats the first 
place all the "true" hardcore (meaning crazy) players posted!

Raijin Aoki-The master of f f n 3 4 has released a movie of superior Lee combos. 
Although most human beings could not pull them off, thank you for proving Lee is 
a juggling character. Your movie pulled me out of the FAQ slump and got me 
working again.

Sophita-I'm pretty sure that on every occasion that I happened to work on the 
faq, I was also talking to you. Thank you for the moral support! Let us now also 
thank the typo-demon, the Diana Rossquirrel, and the cast of the Blair Squirrel 
Project! Want a tasty shake?

Hundreds of TTT.com supporters-Too many to list! Thanks for actually supporting 
my faq even though it seemed like it was never going to be done! "Ling will show 
you," you were the first person to mention the Advanced Triple Fang! Keoki and 
Notkool have also helped with corrections/additions! Thank you!

Namco's Japanese site-Gotta love the PDF movelists!

Namco-What can I say!? THANK YOU!


View in: