LEE CHAOLAN FAQ for Tekken Tag Tournament
---
Version 1.0   February 14, 2000
by Raf Kaplan (thinkap@eisa.net.au)

Copyright 2000 Raf Kaplan.

This FAQ cannot be reproduced in any printed, electronic or other medium without 
the permission of Raf Kaplan ("the author").  The lone exception is that 
individuals can copy it to their computers for private non-profit use only.  It 
may not be placed on a website without my permission.  If it is reproduced, the 
above copyright notice must be included, and the author credited.  If a section 
is reproduced that is credited to someone other than the author, then that 
credit must be included in the reproduction.

Tekken Tag Tournament and Lee Chaolan are the property of Namco.


Sections:

0.  Movelist and conventions.
0a.  Lee advantages/disadvantages.

1.   Moves, and how to use them
1a.  Punch rushes
1b.  3, d+3, WS+3 and d+4 kick mixups, and D+4,4,4,4
1c.  Other kicks, plus the tenstring.
1d.  Lee special movements.
1e.  Sidestep moves.
1f.  Throws.
1g.  Hitman stance.
1h.  Unblockables.
1i.  Specials (Mist Trap and Advanced Triple Fang)

2.   Basic Lee tactics.

3.   A few combos to keep you going.
3a.  Okizeme.
3b.  Against tagging-in opponents.
3c.  Custom strings.
3d.  Juggling.

4.  "Useless" Lee info.

5.  Credits
----

0.  Movelist and conventions.

I'm not taking up space in reproducing the movelist and standard Tekken 
conventions that can be found elsewhere, and in a much better form.
I suggest the Lee movelist at www.tekken.net, since it lists damage and 
properties for each move.  The conventions can also be found at www.tekken.net, 
or in any number of movelists or FAQs.

0a.  Lee advantages/disadvantages

Advantages:
Lee moves very fast, and has a lot of fast attacks.  He has a lot of height-
change mix-ups and confusion tactics available.  While he doesn't have many mid-
hitting moves, those he has are effective.  People are often not familar with 
most stuff a good Lee can do.  And Lee is a master of getting in close safely 
whenever he wants to.

Disadvantages:
No big "high damage move".  You have to land many moves, not just a couple of 
Deathfists.  Lack of mid attacks.  High recovery on several otherwise good 
moves.  Doesn't take damage too well.  Not a great juggler.  No high damage 
throws, no throws that require a 1+2 escape, which weakens his otherwise great 
close-in game.


MOVES, AND HOW TO USE THEM:
Note- most of the strategy in this guide is listed under the individual moves.  
You have been warned.

Furthermore, this guide is not written by a master player or for master players.  
I realise that most people are average to good players, playing average to good 
opposition, so I note things that will be good against average players but sucks 
against experts, etc.  Reading this guide will not make you a Tekken master, but 
being familiar with what it says will hopefully enhance your Lee skills.  This 
will not help too much if your general Tekken skills are weak.  Once again- you 
have been warned.

Finally, this is my first FAQ.  Hopefully, I haven't left anything out, but if 
you notice something missing mail me, and I'll add to the next version.

===

1a
Punches:
Use of Lee's punch rushes is required to play any sort of decent Lee.  The 
reason?  Lee's strength is speed, and his punch rushes are amongst his fastest 
moves.  Plus, they work much better as interrupts than most of his kicks.  
Finally, it's always fun to annoy people who pick King and try to use his kick-
reversal on everything Lee does.

1,1,1,1,1  Machine Gun Rush  **
Links to the 2,2 or F+2,2,2 combos after all the hits except the last.

All hits high.  Has some recovery if blocked (possibly enough to allow a Mishima 
1,1,2 but not enough to allow a EWGF).  It's very fast, the link to F+2,2,2 
allows you to slip a mid hit in, and if the last hit lands it staggers your 
opponent majorly, but Lee has better options.  Still, using a couple of machine 
gun punches before switching to something else is often useful in custom 
strings, so the move does have uses.

1,2 Jabs ***

Like most people's 1,2 jabs.  Quick, both hit high, reasonable damage for such a 
quick two hit move.  No noticeable recovery if blocked, either.  Nothing 
special, but a pretty decent poke all the same.

F+2,2,2  Lee Knuckle Combo  *** for first two hits

Hits high,mid,high.  Comes out pretty fast.  The mid hit will catch out people 
who duck Lee's punches.  It's often best to just use the first two hits.  The AI 
(in one of its few good tricks) and expert players will often duck the third hit 
even if hit by the first two, and will then get you with a WS or FC move.  Even 
if they don't duck, they'll stay still a moment expecting the third hit, which 
will give you some breathing space.

2,2  Lee Knuckle  0 stars.

Both hit high, comes out slightly slower than the 1,2 jabs, has more recovery 
than the 1,2 Jabs, does less damage than the 1,2 Jabs.  Absolutely useless.

b+1,1  Fang Rush  ***
     =2  Triple Fang
     =3+4  Fang Rush to Hitman

The first two hits strike high,mid.  Like the F+2,2 this will catch out people 
who duck.  This move starts out a little slower than the other punch rushes, 
however, although it's very quick once it's going.  To make up for that, it does 
more damage.  The fact that it can lead into Hitman Stance is what makes it 
particularly useful- like the F+2,2 people will usually stay still expecting the 
third hit, but instead you've gone into Hitman.  Even better is if they ducked- 
an immediate 2 out of Hitman will nail them.  Of course, you should also use the 
2 ender occasionally too, to catach them out if they DO move.  Recovery if 
blocked is low, but you WILL be close to your opponent, so watch for throws.
There is a special version of the Triple Fang that causes Guard Break, although 
the method of doing it is controversial.  See the "Specials" section.

===

1b.
3, d+3, WS+3 and d+4 kick mix-ups.
Overused by many, but still a necessary and strong part of Lee play.  The 
D+4,4,4,4 combo is only the start.  Trust me on this.


Infinity kicks  ****
WS+3,3  (both hit mid)
      >d/f+3 (mid) or D+3 (low)
                   >3,3,3,3... (mid,high,mid,high)
Hit d+3 during the sequence to make a (low,mid,high) sequence of kicks, or u+3 
to make a (mid,mid,high) sequence.

Strong points- high damage, variable height mix-ups, can keep going forever if 
opponent is rock-stupid.
Weak points- Bad recovery, pushes your opponent back out of range after a few 
kicks which allows for a sidestep or a long-range power move, disgustingly easy 
to reverse (and no-one's buffering chickens during the infinity kicks, are 
they?).

However, if you only use a few infinity kicks before stopping, you're probably 
safe.  And they ARE sometimes worth using, due to the damage rate and the height 
mix-ups that usually ensure a few hits.  But please don't use them against King 
(King players seem to keep their fingers ready for a kick reversal at all times 
against Lee), please don't use them against opponents who sidestep well, or 
against Kuni (you won't stop in time to avoid the u+1+2).  Stop as soon as your 
opponent is out of range unless they're a bad scrub, and this goes double 
against Devil, T.Ogre,or Yoshi (you won't stop in time to avoid the laser/fire 
attacks or a quick Yoshi unblockable).

Oh- the WS+3,3,D+3 sequence on it's own is pretty good.  If you're in a position 
to use a WS move, this is the one to go for- good damage, and a mid,mid,low 
height change-up.

3 and d+3 kick combos ***

Starters:  d+3,3  (low,high) or 3 (high)

Optional middle bits: 3 or 3,3  (all high)

Enders:  f+3 or b+3  (both mid).

Like the Infinity kicks, these do decent damage.  The recovery, like with the 
Infinity kicks, is not so great (although I disagree with the frame data at 
www.tekken.net for these, I can't believe in a -9 frame rating even if the b+3 
ender HITS).
The trick with these is to trick your opponent into ducking, and then coming 
down upon them with the mid ender.  Of course, if they duck the first high kick 
and you do another couple, they'll have time to hurt you.  However, if they duck 
the first high kick and you immediately do the mid kick, they will be the one 
that gets hurt.  This is not a guessing game you want to play too often.
As for picking between the enders.. the f+3 is slightly quicker, the b+3 does 
more damage and it can stun.  Your call.  Personally, all things considering, 
speed is probably the key if you want to catch them before they interrupt, so 
use the f+3 more often.

d+4 kick combos ***
D+4,4,4,4 is discussed in the next little bit, since it deserves a space to 
itself and doesn't really belong with the rest of the d+4 combos.

The point of the d+4 kick combos is simple- the low hit hopefully hits, and then 
you try to do actual damage with the rest of it, using the high versions to set 
up for the high damage mid combo.

d+4,N+4,4,4 (low,high,high,high)
The 4,4,4 machine-gun kicks are a useful interrupt by themselves, but are not so 
useful here.  They're primarily a set-up for...

d+4,N+4,u+3 (low,high,mid)
The u+3 somersault ender does serious damage, and it has very little recovery 
(although you will be smashed badly if it whiffs, but one would hope you'd stop 
the combo before this if you noticed you were out of range).  A lot of people 
will eat it, too, since they'll duck out of reflex.  Don't overuse this, though- 
if the d+4 is blocked low, you'll be interrupted while the 4 high kick is still 
in the air.  This goes for all of the d+4 mix-ups.

d+4,N+4,3,4 (low,high,high,high).
Slower but with a touch more damage than the N+4,4,4 ending.  Easily duckable 
and punishable.. although if you use this, your opponent is even less likely to 
expect the somersault version next time.

d+4,N+4~3 (low,high,unblockable high)
This is described further in the "unblockables" section.  It can be useful, but 
it can also be ducked or interrupted really easily (the unblockable remains 
slow).  Ducked is worst with most characters, who can do evil things to you with 
a WS move while you recover.

D+4,4,4,4 Laser Edge Rush *****
=~3 Laser Edge Rush to Hitman Stance.

THE ultimate scrub killer (well, for Lee, anyway).  Also really good against 
people who don't think to block D/B instead of D, and people who think it's all 
guaranteed after the first couple of hits, and against people who like 
reversals.  It's often called bad by experts.  Well, 95% of people you play 
aren't experts.  A lot of psychological mix-ups (like the d+3 and d+4 things) 
won't work against scrubs.  The D+4444 rush won't work against experts.  It's a 
trade off.

Firstly- the 2nd hit is guaranteed if the first hits.  The last hit is 
guaranteed if the third hits.  Like with King's Ali Kicks and many other moves, 
you have to active low block (D/B instead of D) to block if you've been hit, 
just like you have to hold back to block Baek's Hunting Hawk second hit or the 
second hit of Jun's Can-Can kicks.  This has tricked many people into thinking 
they can't block the third kick if the first two hit- they're only holding D.  
If they fail to block this out the first time, you can abuse it until they 
learn.  It's far FAR less cheap than,say, a Paul Deathfist.  Heck, the whole 
combo combined does less damage than a counterhit deathfist.

Secondly- when playing against characters with reversals, buffer a chicken on 
the mid kick.  Every Jin and Paul player will try to reverse the last kick, 
since everyone KNOWS it's coming, even though it can be delayed.  But if you 
chicken, THEY take the damage.

Also, instead of using the whole rush, you could use just the first two kicks.  
If the first hits, the second one is free, so you may as well grab the extra 5 
points of damage.  If the person is blocking, you can stop after three.  They'll 
probably not take advantage, due to expecting the last kick.  Every kick in the 
combo is DELAYABLE, so you have a split second to choose whether or not continue 
with the combo.

Finally, you can go into Hitman Stance at the end of the combo, which apparently 
cuts down the recovery time a little.  I'm not sure how much, but it's better 
than nothing.

All that said... the recovery time is awful, well and truly allowing a WGF or 
whatever if the combo is all blocked (this may not be true if you go into 
Hitman, I'll have to experiment more).  Even worse, this combo is fairly easy 
easy to low parry (not quite as easy as the Jack cossack kicks, but close).  
Short reasons why the D+4,4,4,4 is bad, but very STRONG reasons.  Do not D+4444 
against experts.  Period.  D+4,4 maybe.

Last point- the D+4444 is Lee's most usual juggling ender, and can be useful in 
okizeme.

So because of it's use against scrubs and average players, because of it's 
possibilities as chicken-bait, because of it's use in juggles and okizeme, the 
Laser Edge Combo does deserve 5 stars.

Whoo, that's it for the D+4444 and for that section!

====

1c.
Other kicks.
The vast majority of Lee's moves are here, and they range from the very useful 
to the very useless.  Most moves Lee has are of some use, somewhere, though.


d/b+3  Slice Kick *

Hits low AND grounded people- a rarity for Lee's low moves.  It stuns on 
counterhit, allowing for a 1,2 jab or other really quick move.  However, it is 
SLOW.  It has shocking recovery (I haven't experimented, but I suspect a EWGF 
could land).  It could be useful to kick a grounded person... but that's about 
all.  If you find a good way to use this move, let me know.

u/f+3 Quick Silver Sting **
Hits high.  Comes out marginally quicker than the Silver Sting, and recovers 
slightly better.  But only by a couple of frames in both cases.  Stay with the 
Silver Sting.

f+3+4 Silver Sting ****

LONG range (although don't overestimate it), very powerful.  Very useful against 
a rushing opponent or one who's tagging in.  Negligible recovery when blocked.  
Hits high, though, so it can be ducked if you get obvious about it.  Doesn't 
start too fast, either, so don't use it at close range.

d/f+3 Step-In Kick ****
Hits MID, thus making it highly useful to Lee, since he lacks mid moves.  The 
recovery isn't great, but it isn't as bad as to allow anything major, 
particularly as it usually keeps your opponent a touch out of range.  Like Lee's 
other mid kicks, this is mainly used to catch out people who keep ducking.

b+3 Mist Wolf Kick *****
=3 Mist Wolf Combo
=~3 Mist Wolf Feint
=~3~4 Mist Trap
Comes out quick, decent recovery.  Seems to catch people by surprise a lot.  And 
it hits MID, again catching people who duck whenever Lee sticks out a foot.  And 
it does OK damage.  Learn its range, and mix it up with things like 4,4,4.  It's 
Lee's best mid kick, in my opinion.  The Mist Wolf Kick also leads to the Mist 
Wolf Combo, which may possibly be guaranteed on counterhit.   I wish the PS2 was 
out so I could buy one and make sure of this stuff.

The Mist Wolf Feint is the way you catch out reversal-happy people.  Lee starts 
to kick, but he cancels and kicks out again when you hit 3 the second time (the 
reason you have to be careful to time the second kick of the Mist Wolf Combo).  
The new kick hits high, and according to tekken.net does almost as much damage 
as the full Mist Wolf combo.  I can't say it looks to me as if it does that 
much, but...

Finally, the Mist Wolf Feint leads to the Mist Trap, which is discussed in 
Specials.

f,f+3 Axe Kick ***

Not so useful in normal situations, despite hitting mid, because it's slow and 
the recovery isn't great.  But it's really good for okizeme and it's Lee's best 
move against people tagging in because it causes a collapse slow enough to 
exploit.  f,f+3, D+4,4,4,4 is my personal trademark okizeme/anti-tag combo (I 
have literally seen no-one else use it), and it's highly effective and very 
damaging.

FC,d/f,d,d/f+3  Dragon Slide ***

Like Law's Dragon Slide, if you can master the motion, the instant slide is 
pretty useful, both for hitting grounded opponents and for tripping up people 
who are dashing in towards you.  Like all slides, you're left in a not-so-good 
position if they block, though.

4,4,4 Machine Gun Kicks *****

They all hit high.  Despite this, they get 5 stars.  Why?  They come out like 
lightning, only a couple of frames slower than jabs.  They do decent damage.  
And there's no time to duck once the string starts.  There's only a handful of 
frames between each kick hitting.  Feel free to abuse this, and then use the b+3 
kick when your opponent starts ducking at the sound of a finger hitting a 
button.  Because no-one will be able to duck this on reaction any other way than 
that.  Trust me on this.
Hands down Lee's best interrupt move.  Follow it up with something like a b+1,1 
and then throw.

f+4  Silver Whip ****
Lee's OTHER best interrupt move.  And you thought the Machine Gun Kicks were 
fast.  Unfortunately, like the Machine Gun Kicks, it hits high.  And it's low 
damage.  Also, the recovery is slightly worse (although it doesn't allow so much 
as a jab).
If it hits, it appears to cause some sort of brief stun which compensates for 
the recovery time.  Quite often, if you follow up with a second f+4 immediately, 
you'll catch your opponent just starting to make a move.  However, this pushes 
them out of range for a third f+4.  Similarly, against mediocre players, this is 
a great set-up for the D+4444 (they'll react too slowly after the f+4 to stop 
the first one, which guarantees he second one, and if they aren't too good they 
then fail to block the rest...)  But the main use of the Silver Whip, like the 
Machine Gun Kicks, is as a quick interrupt designed to hit your opponent just as 
they start a move.
I believe that the Silver Whip is also unreversable.  Or at least I've never 
seen it done (partly due to the blinding speed, I'm sure).

4,3,4 Shaolin Spin Kicks *

A bit more damaging than the Machine Gun kicks, but there's a lot of time to 
duck after the first kick, and since they all hit high.. guess what happens to 
you.  I'm told that the 3 is guaranteed if the first 4 hits.  If that's true, it 
might be worth throwing the 4,3 out every so often and I'd give the 4,3 a better 
rating.

d,d/f+4  Silver Tail ***
=2~2~1 Silver Demon unblockable (with Kazuya only).
=D/F+4,4,4... Infinite Sweeps

Good part- reasonably quick long range low sweep similar to Nina's Wipe The 
Floor sweep.  Hits grounded people, making it a good okizeme move.  If you keep 
holding D/F and you hit 4 as Lee finishes the sweep, he will do another sweep 
(obviously, this WILL get you blocked if you keep going for too long).  Bad 
part: if you are blocked, there's a lot of recovery time.
Oh, and if it hits as a counter, it stuns.

4,u+3  Machine Gun Kick to Somersault ***

A safe move to use- quick, and it recovers fast if blocked.  Not quite as useful 
on it's own as it is in the d+4 mix-ups, because people rarely seem to duck 
after the 4.  No time- unless they're silly enough to duck expecting a 4,3,4 or 
something, but a 4,3,4 is slow enough that you can wait to see the 3 coming 
before you duck.  Will probably only catch out people who are ducking as soon as 
they see Lee twitch.  It might be worth trying if a simple 4 narrowly whiffs, 
since the u+3 might catch them as they take a step in.

d,d/b+4 Blazing Kick ** (but very useful with the right partners)
= ~5 (immediate tag out)

Lee's best juggle starter.. and what a starter.  Class 1, my friends.  Which 
would help if Lee had any serious juggles to thread after it that he couldn't do 
off something less.  On the other hand, partnered with Heihachi or other super-
jugglers, tag out after the blazing kick and put your opponent in a world of 
hurt.
Downside- it's slow to come out, and really awful recovery time.  If it lands, 
great.. but the same could be said for most moves.  If Lee had great solo 
juggles to do off it, the risk would be worth it more.

b+4  Silver Heel ***
= ~5 (immediate tag out)
= ~3 Silver Heel to Hitman Stance.

Great recovery, pity about the start-up time.  Still, it hits mid, and on 
counterhit it starts a bounce juggle.  Less risky way of juggle starting than 
the Blazing Kick.  And unlike any other move in Tekken, the tag still occurs 
even if the move is blocked.  And heck, it looks cool, and one of the reasons we 
all play Lee is the sheer style factor, right?

b,b+4 Cutter *
=~3 Cutter to Hitman Stance

Pretty useless high kick.  It comes out the same speed as the Silver Heel 
(although the movement takes marginally longer), it hits high, it does less 
damage than the Silver Heel, and the recovery is worse.  It doesn't seem worth 
using to me, although I guess you could surprise an opponent who follows in on 
the starting backdash... or maybe not.

f,f,N+3,4 OR f,F+3,4 (hold F for a second or so) or while running 3+4,4
Shredder Combo ***
=4 High Shredder
=f+4 Mid Shredder
=d+4 Low Shredder

The f,f,N version isn't too hot (the break for the N just spoils things.. why 
couldn't it be f,f+3,4 like Paul's?).  But the running/semi-running versions 
tend to work well.  The first two kicks (both mid) come out very fast, and often 
catch out people who try to interrupt with a jab or the like.  Even if the first 
two are blocked, the final kick often catches people out, whether you use the 
mid or low versions, due to the delay and/or the height mix-up.

The recovery isn't that great on any of this, but the force of the kicks usually 
leaves your opponent too far back to retaliate.  Your greatest danger with these 
is being interrupted before they come out (due to the run in or the N part of 
the f,f,N version).

f,f,N+3+4  Delayed Dragonslide *

Some people praise this move extensively.  But it's only really useful to hit 
people on the ground, and don't you have other stuff for that?  Like the normal 
dragonslide which comes out almost twice as fast?  The delayed dragonslide is 
slow, and that's even without it's slow f,f,N command.  It doesn't even do as 
much damage as a standard Dragonslide.  And it telegraphs more than almost any 
other move in Tekken.  Lee takes a big spinning hop into the air- where 95% of 
people will hit you, even the AI on the lower levels- and then lands and slides.  
If someone hasn't seen it before, you might get them once with it.

FC,(u/b_u_u/f)+4  Lee Flipkick *
= ~5 (immediate tag out)

A juggle starter, does decent damage, hits mid, comes out quickly... and the 
recovery if it's blocked will get you belted.  Hello, Wind Godfist.
Oh, and it requires you to enter a full crouch before you do it.  So I guess 
it's an option instead of a WS move if you duck something, but I don't think the 
start's quick enough for that.

FC,(U/B_U_U/F)+4 Lee High Flipkick **

Comes out even faster than the normal flipkick, does a touch more damage, 
doesn't juggle... and the recovery time is long enough to allow quick 
unblockables like Bryan's faster one, even if it wasn't an unblockable.  We're 
talking half-a-second here.  A Tekken eternity.  Still, due to the really quick 
start, I guess it's a viable option if you duck something.  But be damned sure 
it's a guaranteed hit.  Maybe if you're in FC and block something that makes 
your opponent stagger.

FC,(U/B_U_U/F)+3+4 Rainbow Kick **

Lee jumps up high and lands on his back, his legs hopefully hitting the other 
person.  Less risky than the flipkicks, in that Lee's grounded position should 
restrict the available retaliation if the move is blocked (although characters 
like Paul and Hei and Nina with quick ground attacks will still do a hefty 
amount).  Alternately, it's unlikely to hit unless your opponent is trying to 
move out of the way or tries some sort of attack against you in the air, or is 
stupid enough to duck.  Exception- if your opponent feels like staying down, 
this move hits grounded opponents, and for hefty damage too.  Second exception- 
see Eddy or Kuma or Ling or Lei in a weird stance some distance away?  Let's use 
the U/F version and jump over to land on top of them!  I hope you judged the 
distance right, though!

d/f+1,2,2,1,3,3,3,4,3,4  Tenstring *

Hits: mhmhhLhhhm

This is NOT hard to block.  Your opponent can simply stay low after hit 3 and 
nothing will hurt them until hit 10.  They should have attacked by then, given 
six attacks worth of time.  So Lee's tenstring, unlike those belonging to some 
other characters, is not usually useful even against mediocre players.


End of the kick section!

====

1d.  Lee special movements.

f,N  Mist Step

Sort of like a rolling dash in the Nina or Paul style, this moves faster than a 
normal f,f dash.  Lee, unlike Kazuya, has no special moves off the Mist Step.  
However, he can do any normal move while in the Mist Step, including throws.  
You can hold B while in the Mist Step to instantly block, which might surprise 
people who go for a high-recovery attack when they think you can't block.  But 
otherwise, the Mist Step for Lee is just a slightly better way to move forward, 
and in a way that people won't be so used to.

b,b,N+3+4  Backflip

Lee flips backwards onto his hands and flips backwards again onto his feet.  
Very fast way of getting back quickly.

FC,(u/b_u_u/f) Fake Somersault

I have to admit to never using this, since I don't see the point.  Law has this 
too.  But doing a somersault fake-out strikes me as pointless, really. Sure this 
doesn't have recovery like the real somersaults, but it doesn't actually do 
damage, either.  If they don't hit you while you fake, you'll be able to block 
or attack as soon as you land, but they can ALSO block and attack the whole 
time.

===

1e.
Sidestep moves.

A short section.  Sidestep moves aren't too important to Lee.

SS right+3 / SS left+4 Lee Screw **

They hit high.  They come out reasonable pace.  The 3 version does more damage, 
but come out slower and has slow recovery.  The 4 version does a little less 
damage, but comes out a little quicker and recover is negligible. 
Very cool looking kicks, though.  I'd opt for the 4 version if you have a 
choice, but if you have to SS one way in particular I guess you're stuck with 
whichever version belong to that sidestep.

SS+2  Cross punch ***
Also hits high, but it guard breaks and so has good recovery even if blocked.   
Comes out marginally quicker than the SS+4.  Does less damage, though, so if 
you're sidestepping a slow recovery move and can land more or less any SS move 
go with the SS kicks.

However, whenever possible, you must go for a side throw.  For style points!

===

1f.
Throws

Lee has no throws that do serious damage, and no throws that require a 1+2 
escape.  However, as a speedy pitbull sort of character, you'll still have to 
pull out a couple of throws.  For example: F+2,2,2+4 is a personal favourite, 
particular since you can button buffer (hold down the second 2 and then simply 
hit 4 to perform the throw).


1+3 Neck Fracture **
Causes you to fall to the ground with your opp, which is not necessarily a good 
thing.

2+4 Chastisement Punch ***
Also a simple throw, but at least you stay on your feet, able to perform a 
Dragonslide or a Silver Tail sweep or the like.

f,f+3+4 Knee Drive ***
=~5 (immediate tag out)

Does less damage than the standard throws, and still requires only a one button 
escape, and throws your opp too far for immediate attacks (although you can run 
in and try to land a Shredder after they rise).  Still, the tag component can be 
handy, since tagging means that the tagging-in character will tag in right next 
to your opponent, in a position to attack immediately.

It also helps that this throw is a dash-in throw, since an opponent doesn't 
usually expect to be thrown by Lee, let alone when he's rushing in.

2+5 Tag Throw ***

Changes damage depending on who tags in.  A decent way of tagging in your other 
character.  But nothing special.

Side/back throws  ***
Nothing special.  Poor damage for side and back throws, but you don't have much 
that's better from those spots.  BUT Lee's left side throw is regarded as one of 
the best looking in Tekken, so you have to try it occasonally, to humiliate your 
opponent!

====

1g.
Hitman Stance

Hitman blocks high and mid.  And you can sidestep while in Hitman Stance.

The point of Hitman stance is basically this- you stand there.  They have to 
come to you.  Lee's Hitman moves have deceptively long range, and mainly decent 
recovery, so the aim is to try and catch out people as they rush in, usually 
with the Hitman uppercut.  If it's blocked, you don't lose much.  If it hits, 
you land some serious damage.  There's two main dangers.  One- long range low 
attacks like slides.  This means- look out for Law/Lee instant slides.  Look out 
for tag slides.  Look out for running slides.  If your opponent starts the slide 
at a long distance, you should be able to sidestep it simply or else MAYBE use 
the 4 sweep to hit them as they slide.  That last is a risky option.
If they run in to the edge of range before sliding, use the Hitman 2 like you'd 
try to hit anyone dashing towards Lee in hitman stance.  You'll often catch them 
just as they start to drop down to slide.
Second main danger- unblockables.  A long range unblockable like Ganryu's 
started from outside the range of Lee's hitman moves, and you'll have a lot of 
trouble getting there in time to interrupt, or getting back out of range 
quickly.  This is where you'd better hope your sidestepping is going well.  
Still, there are some unblockables which are incredibly hard to sidestep, and if 
you're an average player just learning Lee, you don't want to try.

End result- don't go into Hitman when your opponent is at very long range, due 
to the risk of unblockables and slides, or when they can be content to just sit 
back and wait for time to run out.  Do go into Hitman when your opponent is just 
out of range, and will likely just dash in, allowing you to catch them before 
they can block again.  It's also often good to use the link into Hitman of some 
moves and do an immediate 2 or 3 to catch your opponent off guard.  For example: 
b+4~3,2  and if it juggles follow up with f+3+4.  An added advantage is that the 
Hitman 2 will hit if the b+4 caused a juggle.


3+4  Enters Hitman Stance.

Hitman can also be entered off a couple of other moves, as noted in the move 
discussions above.

The following moves assume you are in Hitman Stance-

1,1  Freaker Jabs **
Fairly fast high jabs.  Leave you in Hitman- a pity, because they cause enough 
stun on hit to allow a standard jab to hit (but not any Hitman move).

2  Hitman Uppercut ****
= ~5 (immediate tag out)

Also fairly fast.  Hits mid.  Juggles.  Low recovery when blocked.  Much longer 
reach than it looks, since Lee takes a big lunge forward.  The primary reason 
for using Hitman Stance.  Follow it up with f+3+4 for the most simple, yet 
stylish, juggle in Tekken.  And decent power too.  23 points of damage for the 
uppercut, plus 80% of the Silver Sting damage equals 47 points... not bad for 
something so simple.
Whether or not it hits, you leave Hitman Stance after the uppercut.

3  Scatter Kick **

Somewhere in speed between the jabs and the uppercut, this kick hits high.  The 
damage is decent, particularly if it lands on counter, which makes it trigger a 
cool throw.  Recovery is not so hot, but not so bad it would allow that 
benchmark, the WGF.  Still, you're usually better going for the uppercut, since 
the resulting juggle does more damage than the kick-throw and it's more likely 
to land anyway.

4  Ship Slicer *

Another move that lots of people seem to like for no reason.  In all fairness, 
it's the move to trap people who stay standing against a Hitman attack.  In all 
fairness, most good players should be able to block this very SLOW low sweep and 
then strike back during the really awful recovery.  Lee has plenty of other 
height mix-ups to attack with.  Hitman isn't used for that purpose.  Leave this 
sweep alone, except against scrubs.

====

1h.
Unblockables

Lee does not exactly rely on unblockables.  But his are not completely worthless 
either.

d+3+4  Silver Cyclone

The faster of Lee's two standard unblockables, it takes a full second to wind up 
and perform, but Lee ducks down and avoids high attacks while winding up.  It's 
duckable, and has a noticeable wind-up (lightning flashes etc.).  It can catch 
out someone tagging in if they're a little slow off the mark.

d/b+1+2  Silver Fang

A bit slower, and doesn't duck down while charging.  Lee rushes forward and does 
a big punch.  It can't be ducked.  It's basically the same as Law's unblockable 
with one BIG exception- no big shiny charge up.  Particularly from the 2P side, 
where Lee has his back to the camera while charging, Lee doesn't look like he's 
doing anything in particular.  If done while your opponent is standing well 
back, they might well rush into it... you hope.

d+4,N+4~3  Low kick->High kick->Silver Cyclone
Only the Silver Cyclone is unblockable.

The 3 triggers the Silver Cyclone, no different to the usual one.  Since you'd 
do this combo at close range, you're in even more danger than usual of being 
punished if yo try it, but an unblockable in the middle of a string like this 
DOES get a big more of surprised value.  You might be lucky.  You hope.

d,d/f+4,2~2~1 Silver Tail sweep->Silver Demon punch
Only the Silver Demon punch is unblockable.
Silver Demon can only be done with Kazuya as Lee's partner.

If the Silver Tail hits, Lee follows up with an unblockable punch that resembles 
Kazuya's Glory Demon Fist.  I guess this is meant to be inspired by  Lee's anger 
with his stepbrother, or something.  Useful if you're a Kaz player.

====

1i.
Specials.

Only two at this stage-

Firstly, the infamous Lee Mist Trap.
b+3~3~4

A Feint Mist Wolf kick is performed.  If the kick is blocked, and you hit 4 on 
the exact frame it's blocked (1 frame=1/60th of a second) then your opponent 
grabs Lee's foot, and Lee does a sort of unbreakable reversal- effectively, an 
unbreakable throw.

If you can work out a way to get this down consistently, let me know.  All Lee 
players will worship you.  A consistent Mist Trap would make Lee really REALLY 
dangerous, since it would effectively become a high-hitting fast unblockable.  
Do you duck, risking the b+3 kick, or do you stand and risk taking the Mist 
Trap?

Secondly- the Advanced Triple Fang Rush.
The normal Triple Fang is b+1,1,2.  It leaves you quite close to your opponent.
The Advanced version guard breaks, and so leaves you in a much better position 
when blocked.
Two theories as to how it's done are: B+1 (delay a moment),1,2.
The other is b+1,N+1,2  The only difference in the two methods is whether or not 
you hold the lever back.  It's possible that both work.  Anyway, if you can 
confirm the amount of delay necessary to make this work, or whether it needs the 
joystick held back or not, let me know.

===

2.
Basic Lee tactics

There are 4 main types of Lee player.

1.  D+4,4,4,4 scrubs.  They suck.

2.  "Law" Lee players.  Mediocre.

3.  "Hwoarang" Lee players
and                        > Good
4.  "Nina" Lee players.

This is just talking about character-specific skills.  A master will play like a 
master no matter who he uses, but a master who mainly uses clan Mishima and the 
Chang family is unlikely to be too hot on the fine points of Bryan play, for 
example.  Similarly, someone may be good, and they may be winning with Lee due 
to being generally good, but they may have room to improve on their Lee skills.  
Get what I'm saying?


The thing about Lee is that he's no-one's first character (except maybe absolute 
newbies).  Everyone who takes him up seriously comes from some other character.  
Most commonly, Law.  Lee does not play anything like Law.  Law has decent 
defensive abilities with his punch parry, and great juggling abilities, plus 
some power moves.  Lee has none of that, but has many fast pokes and mix-ups 
that Law lacks.  Nonetheless, Law players see Lee's Law moves and conclude they 
can play him much like Law.  The F+2,2 punch rush isn't bad, but the rest of the 
Law moves aren't so great (Lee's flipkicks are nowhere near as effective as 
Law's for the most part, and the 4,3,4 Shaolin Spinkicks are not good).  You 
simply can't play Lee as a turtle, and that's where Law excels.  As such, most 
mediocre Lee players are primarily Law players.  At least, I've always found so.

The better type of Lee player has come to Lee from Hwoarang or Baek, sensing 
another "kick" character.  These players play a fast pitbull-type game, not 
going for juggles much, but just keeping the pressure going with a mix of fast 
punches and kicks.  They usually pick Hwoarang or Baek as their second 
character, so they can keep the pressure up even when they tag.  Lee players 
I've known who use this style are noticeably more effective than the Law sort, 
since this sort of speedy attack is Lee's specialty.  If you play as Hwoarang or 
Baek or any other pitbull type, you already know how to do this better than I 
can describe it.  Basically, you don't use any move that will take a lot of 
recovery if blocked, since that would leave a pause in the attack.

The other sort of better Lee player is my own composite style (boasting or 
what?).  A lot of it comes from Nina, though, since I'm primarily a Nina player 
from T3, forced to branch out due to what Namco did to the poor girl for TTT... 
grrr.  There's still a lot of the Hwoarang-type Lee in there.. it's just that 
this style isn't 100% fast pitbulling.

Anyway, as you might have detected from the discussion of the moves, my style 
works in a lot more counter-hitting, psychological mix-up sort of stuff.  I'm 
not the best player, but I know the people I'm playing aren't perfect either. 
Throw out f+4 or 4,4,4 a lot and hope it interrupts something.  Use those d+4 
and d+3 mix-ups.  Don't be afraid of D+4,4,4,4 every now and then.  Go for fast 
bursts of poking, and then back off and jump in again with a f+3+4.  Use those 
b+3, d/f+3 and b+4 kicks sometimes so that your opponent doesn't feel he can 
duck all day.  Backflip back, and run in again with the shredder or a throw.  Go 
into Hitman and make them come to you.  Etc.  Just don't get predictable.  A 
Paul or a Mishima can be predictable and still win.  A WGF isn't less effective 
because you know it will come.  But Lee relies on always doing something 
different.

Anyway, from practical experience, both the "Hwoarang" and "Nina" style Lee work 
very well, so go with whichever one you're comfortable with.

==
3.  Some combos to keep you going.

3a. Okizeme
The Dragon Slide and (if at range and you really must) the delayed Dragonslide 
are the obvious way to attack someone on the ground, as is the Silver Tail 
sweep.  The Slice Kick if you're daring and they're close.

However, Lee's okizeme strength is attacking when they're getting off the 
ground.

No matter which way they roll, the Silver Tail sweep will get them as they get 
off the ground, perhaps even knocking them up for the 2~2~1 unblockable if 
Kazuya is your partner.  So the Silver Tail is Lee's safest Okizeme.

The D+4,4,4,4 is often seen as useful, but it only hits if they get up.  So if 
they twitch, go for it.  if you're feeling lucky go for it.  Use the delays 
built in to the D+4,4,4,4 to stop yourself if they don't get up.

If they always roll forward or back or get straight up (the standard behaviour 
of most people, in other words), and they aren't right next to you, my favourite 
okizeme move is the f,f+3 axe kick.  High damage, puts them right back on the 
floor, and usually allows for a D+4,4,4,4 follow up for extra damage before they 
end up on their back again.  And that puts them the perfect distance away to 
repeat.  If they keep getting up immediately, you can do f,f+3, D+4,4,4,4 to 
them all day.

3b.  Against tagging in people.

Three choices.  f,f+3,D+4,4,4,4  OR f+3+4 OR d,d/b+4

This really depends on how far away you are from the place they tag in.  The 
f,f+3 combo is usually the easiest.  f+3+4 is also high damage, and can be done 
from further away.  Also, it's guaranteed 30 damage, whereas the f,f+3 combo 
relies on the D+4,4,4,4 being possible afterwards (it isn't always) to go above 
the basic 23 damage.  Finally, if close enough and if you're confident of your 
juggling, you might try the blazing kick.  A good strong juggle added to the 
blazing kick damage might possibly be the highest damage count of all.

3c.  Custom Strings.

Invent your own.  Unpredictability is the key!

OK- some help.  String alternately punch rushes and kick combos to keep your 
opponent guessing.  Try not to use moves with long wind-up in the middle of a 
poking string (although as ender it's fine).  Try not to only use high and low 
moved (this is where things like F+2,2 b+1,1 and b+3 come in).  Remember that 
some moves can string to Hitman and an immediate 2.  If close, go for a throw in 
the middle of a string.  Busy holding B and waiting for an opportunity, your opp 
will often not see the throw until it's too late.  Using button buffering (as 
mentioned in the throw section) can be a big help to fit throws in quickly in a 
string.

3d.  Juggles

Other than the Hitman 2->f+3+4 juggle, no other Lee juggle starters have obvious 
continuations.  D+4,4,4,4 is the usual juggle ender.  You can often fit in some 
punches like b+1,1 before you do the D+4 combo.  You can experiment with the 
plain 4 (or 4,4,4) kick and see if it keeps your opponent in position for 
further juggling- sometimes it works, sometimes no.  Probably depends on the 
timing and the juggle starter.  Off the d,d/b+4 Blazing Kick, you're in a 
position to try out anything you want.  Even another Blazing Kick will hit, for 
what good it does.
If you can come up with a particularly good long juggle for Lee, let me know.  
You'll be credited for discovering it.

====

4.  "Useless" Lee info.

Lee has 3 costumes.
At character selection, hit a punch button to select Lee's sleeveless blue shirt 
with black wrist cuffs and black pants.
Hit a kick button to select his open tunic with jeans.
Hit the start button to select his tuxedo costume.

Lee has a couple of win poses, but I forget exactly what they are and I don't 
know what buttons you hold to select them.  That info in a future update.

Lee also has special intro win or loss animations with a few people, notably 
Heihachi and Kazuya.  More info on those in future updates.

The basic Lee story is-
Lee was adopted by Heihachi as a young boy, and raised as a brother to 
Heihachi's son Kazuya.  Lee became the favourite son, and was chosen over Kazuya 
to go off and study in America.  Fighting style-wise, Lee did not adapt well to 
the Mishima karate style, but developed a style of his own that had a bit to do 
with his regular sparring partner Marshall Law, but also had a bit to do with 
Lee's background fighting on the streets as a kid.

Eventually, at a big tournament, Lee fought in the final of his division against 
Law, who he beat.  However, Kazuya only drew with Paul Phoenix.  Once again, 
Heihachi preferred Lee over his brother.

Finally, Heihachi held the first Tekken tournament.  Kazuya requested to fight 
his brother after the preliminary rounds.  Lee accepted- he knew he was faster 
than his brother.  But charged with rage and with demonic strength, Kazuya 
overcame his brother.

After the tournament, Kazuya took control of the Mishima business, and made Lee 
his lowly assistant.  Humiliated, Lee came to dislike his brother.  But when 
Heihachi returned for the second Tekken tournament, Lee conspired with Wang to 
delay Heihachi, to allow Jun Kazama through to Kazuya.
Lee fought and lost to his adoptive father, but it bought enough time for Jun to 
get through- although in the end, Kazuya and Heihachi still fought.

After THAT tournament, Lee was once again his father's deputy, until he was 
consumed by the Ogre which was gathering the souls of strong fighters...

For Tekken Tag Tournament Lee is alive again, as are all the other fighters from 
Tekken 2 who were meant to be dead, but it is unlikely that they will remain 
alive for Tekken 4.  Tekken Tag Tournament is believed to be outside the Tekken 
storylines.

Credit goes to P. Sartain's Tekken Storyline FAQ for the Lee history 
information.


====
CREDITS:

Castel and the staff of www.tekken.net for providing THE best resource for 
Tekken on the net, even if they don't have juggle combo lists up for Lee or Nina 
at time of writing ;)

Everyone who's talked about Lee at the tekken.net message boards, for providing 
me with a few ideas and keeping me enthused about playing Lee.

All the Lee players I've come across for showing me tactics and uses for moves 
that I hadn't thought of yet.

And Namco for making Tekken!