LEE CHAOLAN FAQ v1.1 by Hugh King (hking@nbnet.nb.ca)
For Tekken Tag Tournament

Tekken 2 Lee FAQ - Revision & Updated to Tekken Tag Lee, Jan. 22, 2000!
Update Feb. 16
- revised some descriptions of Lee's moves bringing them more in line with
TTT
- Added a slew of info in Strategy, mostly on players and characters

I've decided to update my old Tekken 2 Lee FAQ to bring it inline with
Tekken Tag, more or less.  I've added a bunch of notes on playing Lee, and
his new moves, which I got from another general New stuff in Tekken Tag
FAQ.  The focus of this FAQ will be on how to play Lee, which moves to use,
which not to use, as well as where and when.  I'll also give opinions on
Lee, and what I think are some decent strategies.  Be warned, Lee basically
sucks, so if you want to play him, you'll have to be accept the possibility
of losing fairly often.  Having said that, I find Lee to be a lot of fun to
play. :)

Now, on to the FAQ!

This character profile outline scammed from
Richard D (richardd@freenet.vancouver.bc.ca)

TABLE OF CONTENTS
----------------
A)  In-Depth Opinions of Lee Chaolan
     Lee's Most Useful Moves for Tekken Beginners
     New Stuff That's Good
B)  Lee's move list
C)  Lee's combo list (not all are actually true combos, see below)
     1) Dragon Knuckle combo
     2) Low-High Kick combo
     3) Spinning Kick combo
     4) Razor Edge combo
     5) Dragon Knuckle
D)  Lee's throws
       1) Falling Headlock
       2) Headlock Punch
       3) Knee in the Head
E) Lee's unblockables
F) Lee's 10 hit string
G) Lee VS Strategies - CPU (Tekken 2)
H) Lee VS Strategies
       Player Types
I) Lee - General VS Player Tactics
J) Lee - VS Characters
K) Leftover Tekken 2 Advice
       Lee Chaolan V.S. Turtles
       Lee V.S. expert players (human)
K) Tekken Tag Advice - General
L) Lee Chaolan in Tekken 1

- this strategy guide is dedicated to the Lee players who don't like Law
due to the ease and cheeze of his flipkicks, as well as those annoying
yells.  Lee seems more original too, instead of just a Bruce Lee clone.

A)  IN-DEPTH OPINIONS OF LEE CHAOLAN

For starters, in Tekken Tag, Lee is still one of the weakest, if not the
weakest character around.  In a nutshell, he sucks compared to just about
every other character.  Having said that, like before I find he's still a
lot of fun to play and fool around with. :)

As before, the reason I play him is because his backflip and now, his new
stance are just too cool!  His slide, while still cool, is now _extremely_
limited in usefulness so that doesn't factor in as much.  Unless you can do
the one starting from a crouch, there's only a few times you might be able
to use it safely.

If you ask me, Lee really got the shaft in Tekken Tag in terms of power,
in part probably because of lazy or rushed programming which saw him get
the same limitations as Law.  The most noteworthy and important of these
is that the F+2,2,2 now no longer combos, and only the first two will hit.
This only did minor damage before, but had the advantage of knocking the
opponent over and thus giving Lee the initiative.  Now, even that's been
taken away.  I've found that you can reasonably substitute the new b+1,1,2
combo for the old f+2,2,2 but it is a little slower and does not knock down.

About the only real decent combo he has now is the old WS infinity kick for
4-6 hits, which is still useful in only extremely limited circumstances,
basically when an opponent is standing close and they whiff a high move, or
when you block a low move of theirs with slow recovery.  This is even worse
in terms of usefulness in Tekken Tag, where most characters have loads more
moves that hit ducking characters. (mid level attacks)

The only good thing is that Lee's df+2 now has a much better range for
juggles, but I think this is universal to all characters, and not just Lee.
(I haven't checked)  Lee can fool around with the juggles now, but as far
as I can tell, he really can't inflict serious damage with them, just low
to possibly moderate.  Plus his Low-High d+4,4,4,4 is a great addition.

The other new moves I've only fooled around with a little, haven't really
had a chance to try them much, as I always forget what they are when at the
arcade. (I usually don't bring movelists to experiment, though I probably
should)  The b+4,3 can be useful as a move that chains into the Hitman,
though the first move doesn't seem that great and I would use it only
rarely.  The Razor Edge (D+4,4,4,4,3) going into the Hitman may be useful,
I haven't had a chance to experiment with it much.  It could be that as Lee
goes into Hitman, he's slightly out of range of retaliatory strikes, in
which case this would be a very good move.  However, I think it's more
likely there's a lag between the last kick and going into Hitman, such that
just about anyone can hit him in between, then this would be nowhere near
as useful.  b+3 seems ok, but it looks like df+4 would work better, b+3,3
seems pretty bad because as far as I can tell the first kick never hits,
except possibly on a counterhit (dunno), and the second hits high and can
be ducked.


Lee's Most Useful Moves For Beginners
If you're just starting on Tekken, the moves you need to know to play Lee
are:
1) 4 (or 4,4,4,4) - great for interrupting (don't use f+4 - does no damage)
2) 1+3/2+4 - Lee has to rely on throws a lot more than most characters
because his moves suck in terms of damage.
3) 4,3 - a good combo that does a little damage
4) D+4,4,4,4 - Lee's only real low combo, overuse it at your own risk
5) f+2,2 (,2) - Use the last 2 only on a counterhit, otherwise it won't hit
6) d+4,4,4,4 - Probably the most important attack of Lee's to learn, the
Low-High lightning kicks are fantastic to interrupt opponent attacks.
6) WS+3,3,d+3,3/u+3/d+3...... - the infinity kick, not as useful as most
scrubs and beginners think.


New Stuff That's Good

Low-High Kick Combo (d+4,4,4,4)
The Low-High kick combo (d+4,4,4,4) is probably Lee's best new up-close
combo - many players will probably fall for this, as they will take the low
kick then try to attack, eating some of the lightning fast high kicks.
Most players around here tend to be overly aggressive and try to sneak in
a counterattack in between the high kicks, the good news is they are too
fast for just about _anything_ to get through.  There might be one or two
moves - I think I've seen a player or the CPU get through once or twice,
but odds are good if they try _anything_, even a low attack while still
crouching, like a crouching jab or poke kick, they will eat a few kicks.
This should work on players at least for a little while, until they learn
not to try to get through the fast kicks.

Hitman Stance
This is Lee's taunting stance where his left leg is relatively straight and
forward, his body resting low back on his bent right leg.  With his left
hand, he beckons the opponent in a "Come on" gesture.  Lee's best move
from this stance is by far the RP (2) Uppercut, it has very surprising range
and comes out very fast - you can do it while still going into Hitman
stance, before you even finish getting into it!  Be advised, knowing and
using this little fun fact will be _crucial_ to using Lee to full potential!

Anyway, the uppercut from Hitman juggles very high, but also sends
opponents flying back quite a distance, so juggles are hard to get in.
Dragon Knuckle combo (f+2,2,2) is possible if they juggle high enough,
you're far forward enough, and you're fast enough running up to them.  I
can only get it once in a while, but I haven't really tried under specific
conditions, like the opponent being close when uppercutted or anything.
I haven't really had the chance to experiment with other juggle attempts
off this yet, but the range is such that only Lee's fastest attacks have a
chance of making it.  The LK kick from Hitman does a quasi-throw on
counterhit, but is largely too slow and much less useful than the RP
uppercut.  RK from Hitman does a Bryan-like sweep with even greater
range than Bryan's, however, it also seems slower, which is very slow
execution, limiting the usefulness of this move quite a lot.

Although I haven't done this yet myself, I know it will be important to
learn and know the combos and moves that will end Lee in Hitman
stance, especially given that he can start Hitman moves as soon as he
even starts to go into the stance.  Matter of fact, combined with
executing Hitman moves as soon as Lee starts to enter the stance,
will probably be the crucial difference between being able to use Lee
to full potential. (which still isn't that great, but better...)  This will
be a lot like Lei, where certain moves will end him in one stance or
another, like rushing punches, sidestep - where the number of punches
and the direction of the sidestep will determine the stance.  Lee won't
be nearly as complicated, since he just got his new stance the
programmers won't have added much depth to it, plus he only has one,
unlike Lei.  Plus once you get used to this, remember you can mix it
up and finish combos without pressing 3, thus not going into Hitman
if you don't want to.
Addendum -   I have noticed after experimenting with this some that Lee
has a fairly limited number of moves that end in Hitman, and most of them
are not all that useful, this could limit the advantage I thought it would
provide quite a lot.

Hitman stance is also loads of fun to taunt opponents while not being too
vulnerable. (most people tend to think you're completely vulnerable to any
attack when in a weird stance - wrong... :P) In general, Hitman stance is
a good addition IMHO, it's quite useful thanks to the surprising speed and
range of the uppercut, plus it's cool and fun.  Mobility is quite limited,
but that's the tradeoff you have to take for it.  These are the type of
things that I like best in fighting games, moves that are cool, fun, and
useful. :)

Speed Freak
Lee's main strength still lies in his speed, more so now than before as he
has been made even a little faster. (kicks and moves, not foot speed)  To a
certain extent this is worse, as Lee's new F+4 kick, while lightning fast,
inflicts about 0.5% damage health wise.  It's basically useless, and
becomes annoying when you're trying to do a 4,3 two-hit.

Short Range
Lee is a fairly close ranged offensive player, which means his range for
most attacks is short, pretty well all of his combos (like he even has any
worth mentioning...) are close range.  Although these attacks are close
range, Lee doesn't have the moves, string or combos to hack it at close
range with most characters.  Also characters with better ranged attacks
will sit back and wait for an opening to land their big moves.  Personally,
I play Lee that way even though he doesn't really have big moves.
Although the range of his attacks are mostly short, I find it's a bad idea
to get in close to most characters as they have the advantage over Lee
there.  Instead I wait for an opening, then hop in quick with an attack.
Lee does have a couple decent one-hit attacks that can be set up if you
work at it, the most noteworthy being his axe kick.  In addition, although
Lee can do a decent job chipping and poking, he's nowhere near as good
as say Nina or Anna, so it can be difficult and risky to try and stay in
someone's face. That means Lee's style for me is generally trying to sneak
past opponents long ranged attacks in a hop in, attack, and get back out
of range.  The problem is Lee doesn't do much damage for all the work
he has to do to get a decent attack in, this is what makes Lee basically
suck, compared to, say, Heihachi or Kazuya.  Interrupting opponents
attacks is also almost sure-fire going to be a big part of any decent Lee
player's game, though this is risky, it will probably result in most of the
damage Lee does.

LEE'S WEAKNESSES
Lee's got some big weaknesses, particularly that he lacks a fast executing,
easy attack that does decent damage, has decent recovery and hits mid or
low.  This is one of the things all the 'big gun' characters have, in case
you haven't noticed.  Time for a brief run-down of why the good
characters are good.  All the good characters have good attacks that
hit mid, or low.  Take a few examples, Paul's deathfist and falling leaf,
Kazuya and Heihachi's Wind Godfist (Jin's sucks because it hits high)
and hell sweeps, and Nina's divine cannon and double palm.  Every
one of those attacks executes quite quickly, and hits mid or low, so
the opponent has to block or try to sidestep - they can't duck, which
makes all the difference.  Lee doesn't really have any good damaging
combos, which is another reason why he just doesn't stack up.

A lot of Lee's attacks are high and can be easily ducked and countered -
I find too many of his combos and moves end with high attacks that
leave him exposed when compared to those of other characters.  Lee
also lacks a decent ranged attack(s), as most of his ranged attacks are
delayed or slow, so most people will see them coming a mile away.
Lee also doesn't really have any good low attacks except for the Razor's
Edge, which is of limited usefulness once people learn it - which doesn't
take long.

Lee has no really good offensive moves, and no real defensive moves,
except to try to interrupt opponent attacks with fast attacks.  The major
problem with his offensive moves is that most have little to no range, and
the ones that do are slow to execute. (mostly the double jump kicks)  On
top of that, they don't do much damage either, and a lot of them don't
even combo anymore.

Lee - Needs a Reversal?
I would have liked to see Lee get a reversal, as IMO he's the one who
most needs it.  Alas, it seems nobody on the design team particularly
likes Lee, since as any player would tell you, game designers can make
a character cool/popular by giving them the right moves, attacks and
higher power.  Were you surprised Paul got so popular starting with
Tekken 2, when the designers went nuts on making him a total
powerhouse?  Easy deathfist with _huge_ damage, falling leaf, double
jump kicks, and reversals on top of those?  Paul was and still is the last
character who needs a reversal.  Paul got real popular because the game
designers made him totally kick ass, so I just wish they'd do a little more
for Lee.  Btw, I have nothing against Paul besides the reversal, except
that he may be a little too boring after a while - it pretty much always
comes down to deathfist with Paul, given its huge damage.

Lee also needs a decent ranged attack, I would recommend something to
tack onto his ducking advance (f+N) which as far as I know, has no
special moves possible at the end.  This move should be much like the
deathfist, Wind Godfist, and such, though I would expect it to be toned
down from these, which would be fine as long as it wasn't basically useless.
Though it wouldn't need to be as powerful, any such move should be
fast, reasonably damaging and have high priority, given Lee's weak moves
compared with other characters.  I would put it at roughly the same power
level as Heihachi's deathfist for starters, and it should be a knockdown move.
------------------------
B)  LEE'S MOVE LIST
------------------------
Lee's New Tekken Tag Moves
- From Tekken Tag Tournament - New Moves List v1.6 by Midge (beja@gol.com)
(I added a few minor things)
------------
Sidestep Throws (these could be backwards - I don't remember)
Mudeater
 - Left SS, 1+3/2+4
     Lee puts the opponent facedown on the ground, while holding their
     arm, laughs at them, then stomps on their head.
Ring-Around Bulldog
 - Right SS, 1+3/2+4
     Lee does a quick run around the opponent, then does a bulldog
     throw.    This one looks cool since it looks like the sidestep and
     throw are all one motion.

b+1,1,3+4 2 punches, enter Hitman style
b+1,1,2        2 punches, backfist
d/b+3          Low left sidekick, counter stuns!
f+4       Lightning kick
4,4,4          Rapid kicks
3,3,3[B+3]     [B+3] does a 'Faint high kick' in old kicks
          (straight from namco list, didn't check it)
b+3       Side kick
b+3,3[~4] Now this move is a bit special; if you press the
          buttons quickly, you will get a fake kick + side kick.
          But the second '3' can also be delayed, so basicaly you
          can wait for the first kick to hit to perform a late
          second kick.
          As for the [~4], it is an 'option' that can be used if
          the opponent blocks the second kick (and possibly only
          if you input the first button presses quickly). Is you
          press 4 at the VERY MOMENT the second kick is blocked,
          Lee will perform a throw. But be precise; you have
          1 frame (1/60 sec) to do this!  :)
u/f+3          Jumpkick (somewhat extended range/reach)
f+3+4          Spin jumpkick
d+4,4,4,4 Low kick, rapid kicks
D+4,4,4,4,3    Old low,low,low,mid but the 3 ends in Hitman Style
b+4,3          Hammer kick (counter bounce-juggles), Hitman Style
b,b+4,3        Mid power kick, Hitman Style
3+4       Enter Hitman Style
D_d,d/f+4 Sweep
                When Lee is teamed with Kazuya, you can follow up this
                move with 2~2~1, and Lee will perform a weird special
                unblockable punch.
SS+2      Snake punch
Left SS+4 Power kick
Right SS+3     Power kick
f,N       Quick step (ducking step in, a la Heihachi's f,n,d,df)

In Hitman Style:
Doesn't get hit with high attacks and autoblocks low attacks
d or u         Hitman style sidestep
1         Quick punch, back to Hitman Style
2         Juggling upercut
3         Trap kick (kind of a throw on counter)
4         Sweep

Tag throw:
-> Everyone: f, f+3+4, 5

Tagable moves:
D,u+4
d,d/b+4
In Hitman Style, 2
b+4  you can tag out of this move even if it is guarded or doesn't
     hit at all. This is the only move in the game that allows it.

Note:
- Lee has 3 win poses and has 3 costumes in all.
-----------------------------------
LEE's OLD MOVES
- From <The Luke Mook> Tekken faq abstract Version 1.0

GRAPPLING TECHNIQUES
1+3          Neck Fracture
2+4          Chastisement Punch
f,f+3+4      Knee Bash
<behind> 1+3 or 2+4   Bulldog

SPECIAL TECHNIQUES
2,2                     Double Knuckle
1,2                     1-2 Punch
d/f+3                   Step-In Middle Kick
d,d/b+4                 Blazing Kick
D#,(U/B_U_U/F)+4        High Flipkick
D#,(u/b_u_u/f)+4        Low Flipkick
D#,(u/b_u_u/f)          Feint Kickflip
4,3,4                   Spinning Kick Combo
1,1,1,1,1               Left Fist Flurry
F+2,2,2                 Dragon Knuckle Combo
D#,(U/B_U_U/F)+3+4      Flip Drop
(WC)+3                  Shin Kick
3,3,3                   3 High Kicks (F stick to switch to middle kick)
D#,d/f,d/f+3            Dragon Slide
(N+4)~(u+3)             High Kick, Flip Kick
f,f,N+3+4               Dropping Slide Kick
D+4,N+4                 Lowkick, High Kick
D+4,4,4,4               Razor Edge Combo
f,f+3                   Axe Kick
b,b,N+3+4               Back Handspring
f,f,N+3,4,[4]           Double Jump Kicks (ends high)
         ,[(f_d/f)+4]         -        (ends middle)
         ,[(d_d/b)+4]         -        (ends low)
(WS)+3,3,D+3,3....      Infinite Kick Combo
                         Punctuating the combo with up stick
                         yields an occasional heel drop. Down
                         stick will give you occasional low kicks. 


(WC)+3+4                Silver Cyclone (unblockable)
d/b+1+2                 Silver Fang (u,u cancels;unblockable)

d/f+1,2,2,1,3,3,3,4,3,4   Tenstring
-------------------------
C)  LEE'S COMBOS/MOVES LIST
-------------------------

A combo is a chain of moves that once the first hit is connected, other
hits cannot be blocked.  Lee has basically none, as the only ones that will
combo all the time are:
1) double jump kicks
2) f+2,2
3) 4,3
4) d+3,3
In all cases they only combo if the first hits.  But given the piddly
damage, who cares?  Lee's combos basically aren't worth noting except
the infinity kick, which was already mentioned.  Use it when rising next
to an opponent and if the first hits, you should get at least 4 hits.  Juggling
Lee can do a little, but not that much and the damage isn't that great,
again.  But you'll have to tack on every bit you can every chance you get
given Lee is such a weakling.  I use the f+2,2,2 a lot just because it's
easy.

COMBOS/JUGGLES
Well, due to request I will post some juggles of Lee's though he really
doesn't have that many and they really don't do all that great damage.

JUGGLE STARTERS
Lee is very limited in this department
df+2
uf+4
D, uf+4
Hitman stance, 2
f,f+3 (counterhit - I think, untested)
b+4 (counterhit)

JUGGLES (mostly from Sean David <crimsonfury1@hotmail.com>)
uf+4,1,b+1,f+2,2,2
 - a 6-hit that does little damage
uf+4,f+4,f+4,f+4
 - three lightning kicks does tiny damage, but its funny when you catch
someone with it
uf+4,4~u+4
 - one of the only combos I would use in T2
b+4 (on CH),f+3+4
 - 2 hit juggle that does more damage than his above combos :(
b+4 (on CH, to Hitman stance, 3
 - another 2 hit
b+4 (on CH),1,b+1,4~3
 - tough to make work consistently
df+2,1,4,3
 - uppercut, jab, spin kicks (not sure if you can get the 1 in)
df+2,f+2,2,2
 - uppercut, rushing punches (a 1 may make some miss)
D,uf+4,f+2,2,2
 - flipkick, rushing punches (a 1 may make some miss)
D,uf+4,1,4,3
 - flipkick, jab, spin kicks (not sure if you can get the 1 in)

Note most of these do little damage.

DISCUSSION OF THE COMBOS AND MOVES

Lee's Slide (f,f,N,3+4)
Lee's slide is not very useful anymore given its slow execution and the
speed with which most characters can interrupt you.  This is really a move
you probably won't get much use out of, unless you can figure out how to do
it from a crouch without having to f,f,N,3+4 - I never did figure this out
or master it, though I've seen from renting and playing the CPU in Tekken 2
on PSX that it can be extremely useful as from there it comes out quite
fast and is hard to block.  The only time this is useful IMO is to tack on
another little hit while an opponent is on the ground from being juggled
or just getting up, and even in this latter case many times you will be
knocked out of it by rising attacks if you're not careful.

Double Jump Kicks (f,f,f+3,4 or f,f,N,3,4 or uf/u/ub+3,4)
The double jump kick is also very useful, the problem is its slow
execution.  Unlike Paul, who can tap only f,f+3,4 to get this out, Lee has
to tap f,f,f to get the kicks out.  This may not seem like much of a
difference, but believe me, that extra tap seriously limits the usefulness
of the kicks when compared to Paul's.  Basically it ends up that you have
to take another step or move farther forward before you can launch the
kicks, this makes all the difference because it usually moves Lee into the
opponent's range before he starts the kicks, so he usually tends to get
knocked out of them before he gets them off.  There are two other ways to
get the kicks out, one is to f,f,N,3,4 where the N causes a delay that Lee
can't afford the bulk of the time, resulting again in him getting hit
before getting the kicks out.  The last way to get the kicks out is to
uf+3,4 but yet again there's a problem, this time that this doesn't carry
Lee forward as much as the f,f ones, so you have to be right next to the
opponent to connect by doing them this way.  The problem with this is they
are slow to execute as a short range attack, and Lee has tons of other
attacks that are much faster.

Spin Kicks (4,3,4)
The Spinning Kicks are very fast, and quite effective at interrupting 
opponents who like to move in fast and start combos or run in and jump
kick, so try to use them this way.  They can be ducked quite easily though,
so be careful.  Against better players, you're usually better off to just
do the first two, unless it's a juggle, since the first two are unbreakable
if the first connects, but the third can be ducked or blocked.

Flipkick (D,uf/u/ub+4)
His flipkick is generally not that useful on its own except to catch 
opponents who like to pounce towards you while you're ducking. (eg.
Armor King)  It can still catch people off-guard if used sparingly, it's just
that he's got faster combos that work just as well.  Nearly anytime you got
a flipkick off, you could've started the infinity for better damage faster.
However, if you can connect with the uf flipkick, you can experiment with
some juggling - it's just a better idea to initiate juggles with df+2.
This is probably one of Lee's best jugglers, and it's slow and limited.

The Razor's Edge (D+4,4,4,4)
Lee's Razor Edge combo definitely has the most potential to be overused, 
since it's his only multiple low hit attack.  I usually use this as a 
fallback nearing the end of a round when both myself and my opponent
only have about 25% life or less, since by then opponents usually aren't 
expecting it.  Try not to do this too much, or opponents will begin 
anticipating it, and Lee is vulnerable for an instant after it.  You can 
also use it as a counter hit when attacks whiff in front of you, but this 
leaves you a little open if blocked, so you should probably stick with
either the Low-High kick combo (my choice) or the f+2,2 Dragon Knuckle
for fast recovery.  Remember you can now go into Hitman stance at the
end of the Razor's Edge by pushing 3.

The Flip-Drop (D,UF+3+4)
Lee also has his flip drop attack that hits as it comes down, (D#,"UB or U 
or UF"+3+4) he lands on them with his elbow/falls on them.  This is a good 
surprise move, since most players won't know what the heck you're doing for 
at least the first few times. (I've yet to see a Law player use this)  It's
also good to get Lei's that like to just lie there.  This can be incredibly
useful against Eddie players who like to try to keep you at a range, just
remember they'll catch on pretty quick. :)

Infinite Kicks
Lee's infinite (as above - WS+3,3,D+3,3,3....) can be kind of cheap to use 
since I find it's hard to knock Lee out of it.  It's still very possible, 
you just have to time it right, which can be difficult.  Lee's infinite is 
extremely useful against players who do lots of close high attacks or 
throws.  Just duck under whatever they do (assuming they're going high) and 
come up with the first 4-6 hits of the infinite just like the CPU.

The Backflip
Finally Lee has his backflip, (b,b,N+3+4) which at first glance doesn't
seem to be very useful since it is a little slow.  It's good to put some
distance between you and your opponent, particularly after they back off
while getting up from a throw.  Most will then run right after you once you
do it though, so be ready for their charging in.  However, given the number
of people that just like to start doing random combos, it can be useful as
the b,b gets you out of the combo range to prepare for a possible
counterattack, and if you think you should keep backing up, and you've got
the space/time to get the backflip off, you can put some distance between
you and the opponent.  The b,b buffers into the backflip, resulting in some
pretty decent space being put between Lee and the opponent. (if they are in
the middle of doing moves and can't chase after you while backflipping)

Personally, I do the backflip whenever I get the chance just because I
think it looks really cool - I make reasons and places to use it, even if
there are better moves I could use. :)  In all honesty though it does put
more distance between you and the opponent than a simple b,b and it seems
to be faster (this could just be me) than in Tekken 2.  It's still not a
good idea to do it out of the blue, as opponents will charge in and whack
at you before you can complete it if you try while they're just standing
in front of you.  In a nutshell, I find it adds some visual flair and I
have more fun when fooling around with it.

The Need For Speed
As far as I can tell, Lee's speed is second to none, and matched by few 
characters, so virtually every time Lee and an opponent start combos at the 
same time, Lee's connects first. (assuming it was one of Lee's fast combos) 
Knowing this, anytime you think you see an opening, launch a punch combo, 
since they're fast, easy and have good recovery time.  I prefer to use the 
F+2,2, since the 1,1,1... can usually be blocked after the first two hits.
If anyone underestimates Lee's recovery time and tries to throw after
a move with fast recovery, duck immediately after doing the combo, then
come back up and throw them after they try for the grab, or if you want to
do more damage and not chance missing, come up with the first 4-6 hits 
(depending on how close they are) of Lee's infinite combo.
--------------------
D)  Lee's throws
--------------------

Lee has 3 regular throws (please look at the moves section above). 

1)  Neck Fracture (1+3)
This is the most common throw, which is also unique to Lee, and enables you 
to sweep slower characters immediately after falling to the ground beside 
the opponent for another hit. (sweep doesn't work on CPU though, roll away 
and come back with his slide, then sweep)  This is probably Lee's most
useful throw IMO, though the f,f+3+4 may be necessary if people keep
escaping.  Variations you can put on this are instead of sweeping with a 3,
roll away and then do Lee's Slide (f,f,N,3+4) or the double jump kicks
(f,f,N,3,4).

2)  Chastisement Punch (2+4)
This throw makes it difficult to sweep the opponent afterwards, since 
they're too far away to run in and sweep if they get up immediately, but as 
soon as they start to move to get up, you can do the Low-High Kick combo for 
a 2-3 hit juggle. (they have to start moving for it to hit though, works 
better on big characters)

3)  Knee Bash (f,f+3+4)
This throw is a very fast grab the opponent and smash his head on your
knee, and also results in Lee being too far for a sweep, however, Lee
recovers from this throw very fast, so you usually have time to run in and
then sweep.
-------------------------
E) Lee's unblockables
-------------------------
Lee's Silver Fang unblockable is not very impressive when first viewed, as 
it does a measly 40% damage (as oppose to Paul - 80%, Lei - 70%).  Not only 
that, but it is so slow Lee might as well be wearing a sign saying
"Hit Me!" The only good use for this unblockable in my opinion is to start
it, and  then immediately abort it to try to fake out an opponent.

Lee's Silver Cyclone, on the other hand is good for a surprise if someone 
hasn't seen it before, since Lee ducks down while charging it, causing high 
attacks to whiff, and then, WAANNGYAA!  It does come out reasonably fast, 
but damage is still only around 40-50%, and as soon as opponents find out 
it can be ducked it, it immediately loses most of its effectiveness.  It'd 
be fun to use against some Law player who likes to do the double flip kick 
too far away hoping you'll run into the second, since I'm pretty sure it 
would come out just as he landed from the second.  
----------------------------------
F) LEE CHAOLAN'S TEN HIT STRING
----------------------------------
Lee's ten hit is one of Law's that starts very slowly and is very easy to
be jabbed or poked out of.  I don't recommend using it except when you're
fooling around.
--------------------------------------
G) LEE CHAOLAN VS STRATEGIES: CPU
--------------------------------------
Note this pertains to Tekken 2 and may not work that well in Tekken Tag, I
haven't had the chance to really analyze the different characters in Tag
to give advice for each.  Nor will I.  You should watch other people
playing whenever you're waiting and note what they do and what works and
what doesn't for their characters (few people play Lee).  That will give
you an idea as to style, weaknesses, etc.  Also note that pertains only to
better players.

1) Lee Chaolan V.S. the CPU (version B)
level 1 : Have fun. Try your combos, 10 hit string etc. 

Level 2 : Have fun. Try all your combos, 10 hit string. Consider giving the
CPU a second round :P
 
level 3 : The CPU starts to get tricky. No problem. Just run (f,f) up to
the CPU character and throw him a couple of time to get out of sticky 
situations. The Neck Fracture (1+3) is good to use because you can roll 
away and follow with the slide (f,f,N,3+4).  Start tapping forward as you 
get up so that after you stand, Lee will move slightly forward, then just 
hit 3+4.  Remember you don't have to stand extremely close to throw.  Just 
stand within the distance where yours hand can touch his/her hands. 

level 4 : This is where I start opening the round by always trying for a 
throw, as well as start playing the character the CPU is using against me.

V.S. Yoshimitsu - wait for his double roundhouse (get practiced so the 
second whiffs or duck under it) and either Dragon Knuckle, flipkick, Razor 
Edge, Spin Kick (4,3), or do a WS+2 (juggles)

V.S. King - Back off a few steps at the beginning of the round and try to 
stay about this distance away from him as much as you can.  Wait for him to 
do the Frakensteiner and sweep when it misses, you can try for his juggling 
Low-High Kick combo as he gets up, too.  Also, watch out for his Ali-kick, 
uppercut and his Ali-kicks.  He also does the motion to grab you with a 
multi-part quite often, watch out for it.

V.S. Lei - This H.K. cop loves to do his punch + back punch to you. Just 
duck both then do a flipkick, a WS+2 (juggles), the infinite, or a back 
throw.

V.S. Jack. This big guy is slow, so try to use the Dragon Knuckle and 
Spinning kicks to interrupt his attacks a lot.  In particular, wait for his 
two lunging punches, and try to get practiced so you can make the first or
second whiff, then just move in with the Dragon Knuckle.  Try the double 
jump kicks too.

V.S. Roger/Alex - They like to do the Frankensteiner and love to do that 
sitting down kick.  Treat them like King, but duck under the sitting kick 
then sweep or do a standing axe kick. (WS+3,3 - you can duck under the 
sitting kick no problem, if you've got the distance right)

V.S. Paul - Just wait for him to finish his falling leaf combo and throw, 
Dragon Knuckle, Low-High Kick combo (every one hits - most damage) 
or Spinning Kick him (4,3). 

V.S. Michelle - Wait just within range of her low kick and as soon as she 
starts something, (usually the punch, sweep) hop back quick, then hop back 
in with Lee's axe kick (f,f+3 - use the 2 f's for the hop as well as the 
kick) or right after the sweep whiffs, do the Razor Edge and hope it's a 
counter hit, or try for the double jump kick. (pretty much have to use the 
f,f,f+3,4)

V.S. Nina - Wait for her to do a combo and duck under it, since she tends
to go high.  Come up with the infinite like Heihachi or the WS+2.  Watch
out for the lunging double palm.

V.S. Jun - Wait out of range for her to run in at you, and hop back as soon 
as she starts.  Be prepared to duck even after this since she loves to 
throw.  However, sooner or later, she does the cartwheel kick, you've got
to back off enough so that it whiffs, then move in fast with the Dragon 
Knuckle.

V.S. Law - Try to get him to do high combos, then duck under them and go
for 4-6 hits from his infinite.  Be very prepared to block low as Law loves
to hop in and low kick, low sweep and low jab you.  Immediately after
blocking a low attack, while still holding down, hit 4 once to whittle at
him. (or any other character)

Level 5 : CPU will just sit back and relax and wait for your mistakes.  If 
you are no good, it will block everything  you throw at it and give you
what you deserved.  Keep playing the character using their weaknesses (CPU)
to your advantage.  You can still throw the CPU fairly easily, and if you
do the Neck Fracture, try for the roll away, slide as you can usually get
up by rolling back without fear of punishment if the slide is blocked.  Use
low punch or kick if you just need one more hit to finish the CPU.
(d+1 or D#,4)

Level 6 : Throws get hard to pull off. You're probably better off not
trying for them after an attempt for the freebie at the start of the round
since the CPU almost always breaks free. Don't just walk up to the computer
and attempt a throw. You might even get reversed.  Attempt a throw only
after the CPU has done something wrong (after a combo).

Level 7 : Time to show your stuff!! Play the character, and exploit their 
weaknesses. Cheese, throw, pattern-remembering, passively aggressive, you 
name it. Against him/her you have to use something you that you have not 
used before if you want to play aggressively, I prefer to try and wait for 
their mistakes.

Level 8 : Heihachi - He is tough.  Use the Razor Edge or Dragon Knuckle if 
any attacks whiff in front of your face, in particular, try to hit Heihachi 
with the Razor Edge as soon as he starts something.  If you can tag him, it 
usually turns the Razor Edge into an unblockable.  Finally, the most 
effective strategy, try to get him to whiff a high roundhouse or miss a 
throw while you're ducking it, and come up with the first 4-5 hits of Lee's 
infinite combo.  This does about 50% so if you can get it twice, you should 
have him.

Level 9 : Kazuya Mishima is even tougher than Heihachi, use the strategy
for Jun, backing off as soon as you see him coming towards you, and keep 
backing off until you see him do an attack.  If he whiffs the jumping 
uppercut, or puts his head down, nail him with the Dragon Knuckle.  The 
best strategy is the same as Heihachi's, the infinite for 50%, however it's 
much harder to get Kazuya to whiff a kick so you have to watch for his 
missed throw.  You can also start the infinite if you can block his hell 
sweeps, but you can only get 1-3 hits max if that. (knocks him back a bit 
though)

Level 10 : Devil is actually much easier than Kazuya or Heihachi to me.  
Devil pretty much constantly whiffs high roundhouses and throws, perfect
for 4-5 hits from the infinite.  Be careful not to get knocked over, since
he may not let you get up before 3-4 sweeps.  When Devil does the ground 
laser, duck!  If you're close enough, the infinite will tag him as you
rise.  When he air lasers, run towards him and nail him as he comes down. 

Lee CPU Cheese (medium difficulty don't know if it works on harder levels):
After knocking them over with the Dragon Knuckle, run over right next to 
them immediately, then back off once.  They rise with an attack, wait for
it to whiff then nail them with the Dragon Knuckle again and repeat.

-----------------------------------------------------
H) TEKKEN TAG - LEE VS STRATEGIES
-----------------------------------------------------
PLAYER TYPES

SCRUBS
First of all, have no mercy.  Pound the opponent into the ground if you 
really want to win, since Lee's attacks are only average and opponents 
usually have better damage.  Constantly be on guard, even against people
who  don't know what they're doing, Lee sucks and you're the one at a
disadvantage against just about everyone.  Have no mercy even against the
little kids or be prepared to lose! :)  Not that losing is a terrible thing, but
anybody reading this probably isn't reading it so they can learn to be a
good sport - they're reading it to see how to win! :P

Scrubs and button smashers are also usually poor at blocking the Razor
Edge, so you can probably use it without fear of punishment, as long as you
don't mind being called cheap. (even though all they have to do is block
low)

MODERATE/AVERAGE
Be careful.  Depending on the character they have, most can probably do
lots more damage than you.  Watch for your openings, get in and then get
out.  Don't try to stay on top of them and continue the onslaught, Lee will
get killed against most characters by trying this.  Lee is a pecker (no
pun intended), he's in, does a little damage, and then back out.

MASTER/HIGH
Expect to lose, take advantage of anything you can and don't worry about
anybody calling anything cheap.  You'll be lucky if you win, because
masters usually play the characters with better offensive capabilities, even
the worst high level players will be capable of dealing some decent damage
pretty fast - otherwise they don't make it to this level.  It's usually a matter
of who makes more mistakes, but the master is almost definitely going to
be able to pull out lots more damage than Lee on any given mistake.
----------------------------------------------
I) LEE - GENERAL VS PLAYERS TACTICS
----------------------------------------------
I find the best way to play Lee is to be mixing up your ranges on your
opponent a lot.  Lee isn't the poking machine that Nina, Yoshi or King are,
but he can do pretty decent in pecking match in close quarters.  Lee's
damage also usually comes from interrupts (particularly 4 or 4,4,4) and
throws.  By and large this means I try and juggle the opponent or knock
them far away (Hitman uppercut), and once I have some distance between
us via the backflip, it's time for Lee's mixup game.  Not that there's a lot
of options, but it's usually more a matter of timing and anticipating the
opponent than having a lot of attacks.  From long range, it's usually a
matter of whether I'll be charging in with the double jump kicks, a 4 kick,
a punch combo, or if I'll stop short and see if the opponent whiffs something.
But I'm usually going in figuring if I time it right I should be able to get
an interrupt/counterhit.

AXE KICK (f,f+3)
The axe kick, although most people find its usefulness limited has slightly
surprising range, though still not that great, it will probably catch a fair
number of players by surprise - especially since no one uses this move
much.  The best reason this move is useful is as a mixup when people are
expecting you to run in and throw, so if you ever get opponents you've
trained to duck when you run in with Lee, do the Axe Kick a couple times
for some pretty respectable damage for Lee.  It's usefulness is
twofold though, the other being that it's slightly delayed - this can be an
advantage or disadvantage depending on the circumstances.  Basically it
is useful in the same way as Kazuya and Heihachi's f+4 - many people
are used to blocking instant attacks, and then to instantly
counterattacking, so when your attack is slightly delayed, they think
there's an opening and try to attack or decide what to do - walking right
into the delayed Axe kick.  I remember this happening a lot way back in
the first Tekken, people would see the slight pause, need a second to
react, and walk right into Kazuya's f+4 axe kick.  Note this won't work
against really aggressive players - use 4 to interrupt instead.

MIXUPS
Another mixup you can try from moderate to mid range is f,f+3 or f,f,N,3,4.
The double jump kicks need to be delayed if you only tap f twice instead of
three times, the thing is that 70% of the time I find you don't have time
to tap it three times.  Remember to use this to your advantage wherever
possible though, tap f,f so you end up a little outside the opponent's range
and try to make them whiff something because they think you're going all
the way in, then just pull out the jump kicks.  Likewise, if they expect you
to stop and delay, they'll probably try to come in on you with their own
offence, if you think they're going to try this, use the axe kick instead. (f,f+3)

Lee is all about giving yourself the room and time to pull a lot of his slower
or more unorthodox moves, and punishing people who try to stay on you
when you're setting them up.  So you have to have some fast attacks and
interruptors in mind for when you backflip and the hyper aggressive players
try to stay on you or run after you as soon as there's any distance between
you.  This usually isn't that hard, just mix up 4 or 4,4,4 or d+4,4,4,4 or
df+4.  Lee usually has the speed to interrupt especially with the high,
multiple lightning kicks cause if one misses, odds are good the second or
third will still be fast enough to interrupt.

Lee is best played by constantly mixing up his distances - back off a lot, but
vary it up from there.  The opponent shouldn't be able to tell if you're going
to continue to retreat by using the b,b as a buffer to the backflip, or stand
where you are and meet a charging attack, or hop back in and attack yourself.
Note you shouldn't _only_ be constantly backing off and doing this, just using
it quite a lot when you get the chance.

One of the things Lee is good at is retreating.  Note this is not very useful
when the opponent is in your face or standing right in front of you.  The
backflip should mostly be used when you want some breathing room after
knocking your opponent over or juggling them, or when they are doing
canned combos and you have enough space to get it off without being hit by
them.  The way I play Lee is to stay just out of close range and wait for the
opponent to try something - depending on the specific character, many times
I go for the interrupt with 4 or 4,4,4 or d+4,4,4,4 - this is an amazingly
useful tactic for Lee.  The best reason to put distance between you and the
opponent when playing Lee is that most of them will charge in on you - while
this does give up the initiative a little, or at least make it relatively even, this
is where Lee can do his best damage - on interrupts and counterhits.
Remember to use his speed to cut off offensives before they get going if
possible.

Most of the 'best' characters rely on fast, powerful, high-priority attacks to
overpower opponents, and a good measure of okizeme thrown in too, when
possible.  Lee basically can't do that.  Instead Lee gets his strength from
speed and from mixing up attacks, particularly ones that your opponents
aren't used to.  Leave your opponent alone from a slight distance while they
get up a few times, then do the slide while they're getting up to throw them
for a loop.

The reason Lee players can use such predictable attacks is that most Tekken
players are too aggressive, they will try to attack you out of a running
jump kick instead of trying to block it.  Most of the time, this actually works
out better for them, as they do interrupt a lot of running attacks (not from
ramming range) by attacking.  So you stop short a lot and see if they do
something and leave an opening, if so you get in and launch a few attacks,
if not, well you surrender the initiative pointlessly, such is the way the game
goes.  But if they never attack when you run in, go for the jump kicks,
you've trained them not to expect it from you, switching your attacks
back and forth like this to confuse players is probably your best hope of
victory playing Lee.
-------------------------------
J) LEE VS - CHARACTERS
-------------------------------
HEIHACHI/KAZUYA/DEVIL
Most importantly, be aware of the Wind Godfist and try not to get hit by it,
also be aware of the hell sweeps, though you don't have to watch these quite
as close against Heihachi.  Against Heihachi, watch your distance and timing
- he has quite decent reach and can do a lot of damage, fast. Against Kazuya
watch out for those stuns, they'll kill you in no time flat. Vs Devil, watch out
for the laser, but remember it is delayed - basically first duck, then if he goes
in the air, run towards him real fast.  If he does the other one where he flies
around after in the air, you should have plenty of time to sidestep. (and maybe
run in while the laser goes off) All are powerhouses, use caution.

JIN
Jin is a little different from Kaz/Hei because his Wind Godfist is nowhere
near as good and few players know about or use Devil Jin on a regular basis
in the middle of a fight.  Jin's moves from Jun also make him work fairly
different from Kaz/Hei, he doesn't have the same combos, and he does
have reversals.  Watch out for his WS moves, he can inflict huge damage on
juggles - you should probably be keeping Lee at a distance anyway but
especially with Jin, he can be really annoying in close.  Watch your attacks
and watch out for his moves, a lot do big damage, he's another character
that's tough if played right.

BRUCE
Beware the three knee combo if juggled, it's deadly.  This guy is tough,
big damage, major reach and pretty decent speed.  Probably one of the
tougher characters for Lee to deal with, mainly because of the reach,
combined with his stance, makes him hard to get at.  His moves are
also timed slightly different than most characters because he uses a lot
of elbows and knees - this makes them slightly delayed instead of
coming out basically instantly, which may throw off the timing of some
players, be aware of this.

BRYAN
Bryan is a lot like Bruce with shorter reach, a little less damage and
more speed.  His punches are fast, but the shorter reach makes him
much easier to deal with than Bruce.  Watch out for his WS moves
that do big damage and set you up for juggles.  He lacks low attacks,
and his one that is good is slow.  He also doesn't have as many elbows
and knees as Bruce and is more prone to reversal, though his timing
can fluctuate between being relatively normal, or more like Bruce's.

LAW
Actually, I find Lee can actually be tough to play against Law scrubs and 
button mashers (unless you want to destroy them with his infinite...) since 
even though the flipkick is SOOO predictable, if one connects, you can lose 
50% life in an instant, due to juggling and pouncing.  After blocking the 
flipkick, nail him with the Dragon Knuckle to ensure they can't block
before being hit.  In addition, most Law players I've played against aren't
used to their own attacks and tend to be surprised when the spinning kicks
interrupts them.  Be careful, he can inflict big damage if you get juggled,
and he is very strong defensively with his parries.

BAEK
Against Baek, watch out for his his kick which juggles you high, since you 
can take major damage from a juggle combo too.  Again, most of these
players aren't used to having their attacks interrupted, so be a little
more  aggressive than normal, just don't go too crazy.  If they insist on
doing his stupid 3 low kicks combo, block it low then punish them with the 
infinite.  Again, be careful of the 2 low kicks which turns into the high 
juggler or you'll eat major damage.

JACK-2, GUNJACK
Jack-2 players here are also a little less than original, and use his 
high-scissor, low-scissor, which does annoyingly high damage, all the time.
Once you start blocking it, they tend to back up fast for fear of
punishment, which is when I like to follow them and throw (any) since
there's no way Jack-2 can get away from Lee, just for being so slow.
Follow with a sweep, or with a run up, d+3,3,3.  After you've done this a
few times, they tend to just sit right where they are low, and maybe do
another low scissor if you wait too long to try a counter.  If you think
they're going to sit low, it's payback time, nail them with the infinite,
but only go for about 3 hits unless really close.  If you've gotten used to
Lee's speed, throw out 4's and d+4,4,4,4's as interruptors if you think you
see Jack-2 starting something.  Be careful though, he can inflict huge
damage _very_ fast.  His double-fisted windup that goes under high attacks,
for example.  Gunjack is similar but can do even more damaging moves,
but is largely the same as Jack-2.

PAUL
Watch out for the deathfist!  Still the easiest, most powerful move in the
game, it still needs to be toned down, something like Heihachi's was.  Hey
even after Heihachi was toned down big time (he was arguably at least
as powerful as Paul in Tekken 2) he's still a major contender, so why can't
they do the same with Paul?  Sure the Falling Leaf has finally been
weakened, so that it no longer trips if it connects outside of quite close
range, but by and large though, Paul still has what makes him a powerhouse
- big damage, speed and priority.  He also has a reversal that he totally
doesn't need and shouldn't have IMO.  I find Paul to be very boring to
play nowadays and I usually only play him VS Eddie scrubs and when
playing other players who beat me by using Paul and the overpowering
deathfist when I'm playing weak characters like Lee.

LEI
Lei is all about keeping your opponent guessing if played correctly.  Not
to say you can't win doing the same moves over and over, but he's got
by far the largest arsenal of moves in the game, given he also has a
number of different stances to confuse opponents.  He can come at you
from just about anywhere, so never take him as being defenseless or
vulnerable - that's just what the player wants you to think.  Lee's Flip
Drop is usually a surprise for Lei players who lie down a lot, and you
can probably use Lee's slide to get laying down Lei's too.  Some of his
confusing combos can also do big damage, be warned.

NINA/ANNA
Keep these two at a distance or they will poke and chip you to death.  Lee
just can't hack a chipping war when pitted against these two, so stay away.
Play it careful, Nina especially is another tough character.  Especially try
to avoid getting counterhit by Nina's Divine Cannon or you'll eat serious
damage and maybe not get up, given Nina's killer okizeme game.

LING
Ling can be a very good defensive player, as she has a number of twists,
spins and sideshoves to keep attacks from connecting.  She also has a
number of mixup moves to confuse players, but most of her big moves
are pretty easy to recognize or avoid.  In particular, her 4 from her back
towards stance, which should be easy to spot coming, and her f+3 which
can be ducked.

KING
King can be very tough played correctly, he has a lot of good moves and
a whole slew of throws to pull out of his bag if you're not constantly
watching to avoid them.  He can poke very well and has a better reach
than Lee, so it's going to be an in-and-out game in terms of offense.
King's hop kick also has great reach and high priority, so watch out for
it.  He can be incredibly dangerous, the toughest thing to get around
fighting him is his reach advantage over Lee, plus that you have to put
yourself in throwing range to get a decent offense going against him.
King can't apply the pressure though, so if you can weather his attacks
and not get grabbed, you should be able to get a breather to collect
yourself.

ARMOR KING
Armor King is yet another powerful character, he's got a Wind Godfist,
high priority hop kick, and a couple multi-part throws, one of which is
pretty big damage and easy.  He takes less damage than a lot of
characters from attacks, but is fairly big as a tradeoff.  He doesn't have
any good low attacks except for the Ali kicks.

JULIA/MICHELLE
Julia and Michelle are average characters.  They don't have the speed
to keep up with Lee, but they do have a lot of mixups.  Their best range
is slightly closer than Lee's ideal distance.  They lack good mid hitting
attacks for starter-hits, but they can do big damage on okizeme, so
be careful.  Where Lee plays confusion with distance and direction,
Michelle and Julia play confusion with what string is coming and where
to block, high or low.  They also have good priority at interrupting,
so don't get too offensive with them.

HWOARANG
Not that great a character IMO, I haven't seen anyone who could really
use him yet.  Lacks low attacks, uses lots of strings - stay at a fair
distance and interrupt (carefully) when he starts going bananas on his
kick strings.  Watch out for ones that juggle high, which are usually
easy to spot.

YOSHIMITSU
Can't really comment on Yoshi much as there are no good Yoshi players
in this area.  Will probably stick to a chipping and poking game, maybe
with some low-spin-sweep combos and some weirder moves like the
bad breath.

JUN
She's really annoying.  Jun beats out Lee in close due to her many
short mixup strings and combos.  Try to stay at a distance from her so
she can't use them.  Try to get her to whiff the cartwheel kick, if she does,
go for Lee's axe kick (f,f+3) or a throw, preferably the f,f+3+4 Knee Bash.
Watch out as she has reversals and can do a number of annoying short
strings as a juggle sequence if she gets you in the air.

WANG
Plays like Michelle and Julia with a few less combos, a deathfist, shorter
reach, and a reversal.

OGRE
Very powerful kicks, but his attacks just don't measure up in terms of
all around usefulness.  His arm reach is shorter than his height would
indicate, but his legs sure have the range, and more than enough power
behind them.  Shouldn't be too hard of a character to deal with.

TRUE OGRE
Like Ogre, except longer arm reach and shorter kick reach.  He's a
massive target like Kuma, so go interrupt happy.

KUNIMITSU
A lot like Yoshi with less reach and without a lot of his special moves.
She has a number of very quick knife attacks to watch for, the dropping
from the sky one is fairly easy to back off from if you're not in too close,
but the others are so fast it's hard to tell she's doing them before she
stabs you.  Keep her at a little closer distance than most as she has no
reach, just be ready to back off fast.

KUMA
Kuma is probably the worst character in the game, but don't let that
fool you.  He can still do big damage quite fast, and has some
unorthodox moves to confuse you.  Stick to interrupting and
counterattacking after blocking with kicks, Kuma is such a big target
that even if you don't do damage he'll have to block.

P. JACK
Generally, like the other Jacks, some differences, but I haven't
played him or against him enough to say.

GANRYU
Haven't really played enough to tell.  Seems more dangerous than in
Tekken 2.

OVERALL
As I said in so many of these character-specific cases, be careful!
Lee doesn't inflict the big damage, and he doesn't take damage all
that well either.  Any good Lee player is going to have to be
constantly aware of the possibility of big comebacks in seconds by
a lot of the other characters.  That being said, if you get your
opponent in a fluster, don't back off and let them think, press them
as much as you can while you have the advantage, just don't go
overboard or you'll find your advantage has suddenly become a
disadvantage after one good counterattack.
--------------------------------------------------
K) LEFTOVER ADVICE FROM TEKKEN 2
--------------------------------------------------
Lee Chaolan V.S. Turtles
Ever play a turtle who ducks down and block all the time, and waits 
for your mistake?  Lee has lots of interesting ways to deal with these 
people.  First of all, his axe kick (f,F+3) will get these players for some 
good one-hit damage, though this will probably be only useful a few times
when unexpected, since the execution is a little slow.  He also has his
flip drop (#D, {U or UF or UB}+3+4 that hits high/mid, and is very seldom
used, so it usually catches them by surprise.  His kick, flipkick combo can
be very useful against turtles, giving you the opportunity to try for some
juggles.  Finally the infinite again, if they get too close.

Lee Chaolan V.S. expert players (human)
It is quite pointless to provide a guide for Lee V.S. characters controlled 
by humans.  It is simply because different people can play so differently 
with the same character.  Keep up the variety though, and don't be 
predictable, and you can surprise many, so try to be unpredictable with
your moves.  Adjust your style to meet your opponentsand mix up attacks
to confuse thm.
------------------------------
L) TEKKEN TAG ADVICE - General
------------------------------
Sometimes you'll see some good players losing to button mashers, this is
usually when the better players are screwing around.  Fact of the matter is
though, if you value your $0.50, don't screw around, especially with Lee.
You will lose very fast, over and over.  This happens to me all the time as
I'm constantly screwing around with Lee trying stuff. :)

Well, to people who never learn the trick to fight V.S. button smasher,
they deserved to die. Trash talkers can go home if you counter their cheap
tactics with cheap ones of your own - it's battle, you do whatever you can
in the game to win.  Just don't go shoving, elbowing or physically
interfering with other players.  But if there's a move in the game that's
cheap, well you have to learn to deal with it.  Most good fighting games
will allow a good player to block and avoid cheap moves, although usually
more difficult than it should be given the payoff of retaliation, that's
the way it is, you just have to be careful and beat them anyway using
skill. (at blocking, avoiding or countering their cheap stuff)

Sorry if I offend anyone, but that's the way it is. Swim or sink. There are
cheap moves, but you better figure out a way to counter them. If some
mindless scrub keeps doing something to you and you don't like it, stop
playing the game for a while, and take a break.  When you've thought of a
way to counter it, or are in a better frame of mind for dealing with the
attack (not spazzing on reflex) go back in there and kick their butt. :)
No point in steaming, or getting physically violent over a videogame
though.

Me, I usually have trouble getting a long winning streak, since I tend to 
take characters I'm trying to learn or experiment with after a few wins,
and then lose.  Not that I can just keep winning with my characters of
preference, it's just I can get a longer streak for sure.

Final Note: many of the CPU strategies can work against humans *IF* you can 
really see the same attacks coming.

Some ideas of how to vary your opening
1)  F+2,2,2
2)  4,3,4
3)  back off (b,b)
4)  backflip (b,b,N+3+4)
5)  d+4,4,4,4
6)  dash forward (f,f) and throw opponent (1+3/2+4 or f,f+3+4)
7)  try jump kick (f,f,f+3,4)
-----------------------------
L) Lee Chaolan in Tekken 1
-----------------------------
Unselectable except on PSX version.  Kazuya's sub-boss.
Basically most of his attacks in two were in the PSX version of one.
----------------------------------------------------------------
Hugh King - http://members.xoom.com/hugh_king/index.html
hking@nbnet.nb.ca

Credit and thanks to Sean David <crimsonfury1@hotmail.com> for
providing me with some Lee juggles.