_ _ _
                                   /    / _ _ _ _    _ _ _ _
                                  /    / /    _ _ //    _ _ /
                                 /    / /   /_ _  /   /_ _
                                /    / /   _ _ _//   _ _ _/   
                               /    / /   /_ _  /   /_ _
                              /    / /_ _ _ _ //_ _ _ _ /
                             /    /
                            /    / _ _ _ _ _ _ _
                           /                    /
                          / _ _ _ _ _ _ _ _ _ _/
         _ _ _ _ _ _ _ 
        /             /
       /     _ _ _ _ /
      /    /     _ _     _ _   _ _ _ _    _ _ _ _ _   _ _     _ _ _ _      _ _ _     _ _
     /    /     /   /   /   //        \  /         \ /   /   /        \   /    /   /   /
    /    /     /   /   /   //   _      |/   __     //   /   /   _      | /     |  /   /
   /    /     /   /_ _/   //   /  \   //   /  /   //   /   /   /  \    //      | /   /
  /    /     /   _ _     //   /__ /  //   /  /   //   /   /   /__ /   //   _   |/   /
 /    /_ _ _/_ _/   /   //   _ _    //   /__/   //   /_ _/   _ _     //   / |      /
/               /  /   //   /  /   //          //         / /   /   //   /  |     /
|_ _ _ _ _ _ _ /  /_ _//_ _/  /_ _// _ _ _ _ _//_ _ _ _ _/ /   /_ _//_ _/   |_  _/

********************************************************************************
			Lee Chaolan, The Silver Haired Devil v1.1
				by Devil Lee
		              (ChrisG0000@aol.com)
				 
Legal Info
Introduction
Movelist
Movelist In-Depth
Throws
Strategies
Juggles
Okizeme
Sidestep
Special
Netsu
Tag Partners
About Lee Chaolan
History

********************************************************************************
 Legal Info
********************************************************************************

I wrote this guide, but if you want to distribute it or print it, please leave
it in its original form.  If you need to change something, please e-mail me so
I will know and I can see what you are doing with it. Tekken and all the 
characters in Tekken are copyrighted by Namco.

********************************************************************************
 Introduction
********************************************************************************
A B C D E
1 2 3 4 5

Thank you for reading my guide on Lee Chaolan!  It's best viewed in a monospace
type editor, like Notepad.  Make sure the numbers and letters match up.  This
guide is designed for people who already know the basics about Lee.  If you're
willing to come this far, are you willing to come a little further?

The latest version of this FAQ can always be found at: 
http://members.aol.com/ChrisG0000/lee.htm

********************************************************************************
 Movelist 
********************************************************************************
Please use the conventions found at www.tekken.net.
                   
Command           Place           Name                 Damage      Escape
1+3               front        Neck Fracture            30            1
2+4               front        Chastisement Punch       30            2
f,f+3+4 [~5]      front        Knee Drive [tag]         28            1
(1+3_2+4_2+5)     left         Harassment               40            1                         
(1+3_2+4_2+5)     right        Stunner                  38            2
(1+3_2+4_2+5)     back         Bulldog                  45           n/a                   
                 
Command             Name                                Damage     Range  Prprt.
1,2                 Double Punch                        5,12       hh
1,1,1,1,1           Machine Gun Rush                    5,5,5,5,5  hhhhh  SH
 = 2,2               = Lee Knuckle                      12,10      hh     #1
 = F+2,2<2           = Lee Knuckle Combo                12,5,10    hmh    #1
b+1,1               Fang Rush                           8,8        hm
 = 2                 = Triple Fang                      15         h
 = 3+4               = Hit Man Stance                   n/a        n/a
2,2                 Rave War                            6,10       hh
F+2<2<2             Rave War Combo                      6,5,10     hmh
SS+2                Rear Cross Punch                    17         h      GB
(SSR+3_SSL+4)       Lee Screw                           (30_24)    h
d/b+3               Slice Kick                          16         L      HSc
u/f+3               Quick Silver Sting                  20         h      GB
d/f+3               Step In Kick                        18         m                         
f,f+3               Split Axe Kick                      23         m      GB
FC,d/f,d,d/f+3      Dragon Slide                        17         L
3                   Head Kick                           18         h
 = f+3               = Step In Kick                     15         m
 = b+3               = Feint Hammer                     19         m      KS GB
 = 3,f+3             = Dbl. Head Kick - Step In Kick    10,15      hm
 = 3,b+3             = Dbl. Head Kick - Feint Hammer    10,19      hm     KS GB
 = 3,3,b+3           = Trpl. Head Kick - Feint Hammer   10,10,19   hhm    KS GB
b+3~3 [~4]          Feint Mist Wolf [Mist Trap]         33         h      #4
b+3<3               Mist Wolf Combo                     18,18      mh
d+3,3               Silver Low - Head Kick              8,18       lh
 = f+3               = Step In Kick                     15         m
 = b+3               = Feint Hammer                     19         m      KS GB
 = 3,f+3             = Double Head Kick - Step In Kick  10,15      hm
 = 3,b+3             = Double Head Kick - Feint Hammer  10,19      hm     KS GB
 = 3,3,b+3           = Triple Head Kick - Feint Hammer  10,10,19   hhm    KS GB
WS+3,3              Tsunami Kick                        10,17      mm                          
 = d/f+3             = Step In Kick Infinite Starter    18         m      #2
 = D+3               = Silver Low Infinite Starter      15         l      #2
  = 3,3,3,3...        = Rave Kicks                      10,15,10,15 mhmh  #3
   = u+3,3,3...        = Feint Hammer - Rave Kicks      15,10,15... mh    #3
   = d+3,3,3...        = Silver Low - Rave Kicks        15,10,15... lmh   #3
(f,f,N+3,4_WR+3+4,4)Shredder                            20,15      mm
 = 4                 = Shredder Combo                   25         h      GB
 = (f_d/f)+4         = Mid Shredder                     15         m
 = (d_d/b)+4         = Low Shredder                     15         L
f+3+4               Silver Sting                        30         h
f,f,N+3+4           Delayed Dragon Slide                15         L
b,b,N+3+4           Handspring Backflip                 n/a        n/a
4,3,4               Shaolin Spin Kicks                  16,12,12   hhh
FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag]              22         m      JG
FC,(U/B_U_U/F)+4    High Catapult Kick                  28         m
FC,(U/B_U_U/F)+3+4  Rainbow Kick                        30         M
FC,(u/b_u_u/f)      Fake Somersault                     n/a        n/a
d,d/f+4             Silver Tail                         18         L      OSc
 = 2,2,1              = Silver Demon Fist               27         !      #6
f+4                 Snap Kick                           7          h
b+4 [~3] [~5]       Silver Heel [Hit Man Stance] [tag]  22         m      BNc #5
b,b+4 [~3]          Cutter [Hit Man Stance]             19         h                  
d,d/b+4 [~5]        Blazing Kick [tag]                  22         m      JG
4,u+3               Roundhouse - Somersault             16,30      hm
4,4,4               Machine Gun Kicks                   16,8,10    hhh
d+4                 Laser Edge                          7          l
 = <N+4,4,4          = Machine Gun Kicks                20,8,10    hhh
 = ~N+4~3            = Silver Cyclone                   20,80      <!>
 = <N+4,3,4          = Shaolin Spin Kicks               20,12,12   hhh
 = <N+4,u+3 [~5]     = Roundhouse - Somersault [tag]    20,30      hm
D+4<4<4<4 [~3]      Laser Edge Rush [Hit Man Stance]    7,5,5,21   lllm
3+4                 Hit Man Stance                      n/a        n/a
f,N                 Mist Step                           n/a        n/a
                                                                                       
#1 Chain after the 1st, 2nd, 3rd or 4th hit of the Machine Gun Rush.
#2 The Infinite Kicks have to be started with 1 Silver Low or 1 Step In Kick 
   after the WS+3,3.
#3 Sequence of the Infinite is 2 Rave Kicks, Feint Hammer or Low Silver, 
   2 Rave Kicks, Feint    Hammer or Silver Low...
#4 If the High Kick is blocked, tapping 4 at the exact frame will cause the 
   opponent to grab    Lee's foot. Lee will auto reverse.
#5 No hit is required to buffer a tag after this move.
#6 This move only works with Kazuya Mishima on your team.


Command          Name                             Damage      Range   Properties
1,1...           Freaker Jabs - Hit Man Stance    15,12...    h
2 [~5]           Scatter Blow [tag]               23          m       JG GB
3                Scatter Kick                     21,13       h
4                Ship Slicer                      22          L       JG GB
(u_d)            Predator Step                    n/a         n/a
                  
Command          Name                             Damage      Range      
d+3+4            Silver Cyclone                   80          <!>
d/b+1+2          Silver Fang                      100         !
 = u,u            = Cancel                        n/a         n/a
                
Command                    Hits           Damage                   Range
d/f+1,2,2,1,3,3,3,4,3,4    10 	      10,5,6,5,7,6,7,7,10,25   mhm"hh"Lhhhm

********************************************************************************
 In-Depth Movelist 
********************************************************************************

1,2                 Double Punch                          5,12       hh

Rating:**

Two punches.  Not extremely useful.  These two punches come out very, 
very, VERY slow. Slower than a Mishima Shining Fist.


1,1,1,1,1           Machine Gun Rush         5,5,5,5,5  hhhhh        SH
 = 2,2               = Lee Knuckle           12,10      hh           
 = F+2,2<2           = Lee Knuckle Combo     12,5,10    hmh          

Rating:***

Five consecutive left punches, an old move of Law's.  Good players will 
duck under this, so don't use all five hits, link into one of the Rave 
War...err, "Lee Knuckle" combos.


b+1,1               Fang Rush                8,8        hm
 = 2                 = Triple Fang           15         h
 = 3+4               = Hitman Stance         n/a        n/a

Rating:****

One of Lee's new moves, he backhands high, punches again mid, and then 
another high punch.  Instead of doing the last punch, you can go into 
Hitman stance.  This interrupts very nicely, and I think on counter hit 
all three will hit, I'm not sure.  There is an 'Electric' version of the
Triple Fang Rush.  Lee shouts his Silver Cry(Waaanggyaah!);
The notation I think is b+1,N+1,2.  Look below in the 'Special' section
for more information.

2,2                 Rave War                  6,10       hh
F+2<2<2             Rave War Combo            6,5,10     hmh

Rating: ***

Just a short string of punches.  The Rave War Combo works nicely on 
interrupting opponents who start their strings out far.  I believe on 
a counter hit, you will connect all three hits of the Rave War Combo and 
the last hit will knock them down.  Be wary of Reversal happy people, 
you may want to buffer a Chicken.


SS+2                Rear Cross Punch          7         h            GB

Rating: ***

Lee sidesteps and throws a right cross.  Other than the guard break, this is a
useful move; it stuns.  Decent range, not a lot of damage.  Use this side
stepping move when up close.

(SSR+3_SSL+4)       Lee Screw                (30_24)    h

Rating: ***

Lee sidesteps and swings a high roundhouse, causing good damage.  This move is 
not all that bad, it comes out reasonably fast.  The only difficult thing about 
this is knowing which direction you are sidestepping and pressing the correct 
kick.  More of an annoyance, but a good move none the less.  This move is better 
used away from your opponent, it requires a little wind up.

d/b+3               Slice Kick              16         L            HSc

Rating: ***

Lee spins and swings his foot around your ankle.  It's deceptively slow, 
although I consistently fake people out with this move.  Use this for chipping 
at your enemy's life.  It will hit grounded opponents.


u/f+3               Quick Silver Sting      20         h            GB

Rating: ***

A hopkick version of the Silver Sting(which doesn't juggle).  
This attack hops over most attacks.  It doesn't knock them as far away when 
blocked compared to the Silver Sting, but you still get the guard break so you 
are safe while this move recovers.  Great range, good priority.

d/f+3               Step In Kick            18         m                         

Rating: ***

Lee hops in and kicks you.  Not much to say here.  Stick to the Split Axe Kick 
if you must.

f,f+3               Split Axe Kick          23         m            GB

Rating: ***

A Mishima classic.  Lee hits the opponent with a strong left axe kick.  It 
hits mid, causes guard break if blocked, does decent damage if connected with.  
Altogether not a bad move, but comes out a little on the slow side.


FC,d/f,d,d/f+3      Dragon Slide            17         L

Rating: ***

Law's Dragon Slide.  Pretty quick, usually catches the opponent off guard.  
Good for okizeme. From the FC position,  the only other decent move is a WS 
Tsunami Kick to mix up with.  If you duck a throw, you'd probably want to 
start this or the Infinite Kicks to mix up.

3                   Head Kick               18         h
 = f+3               = Step In Kick         15         m
 = b+3               = Feint Hammer         19         m            KS GB
 = 3,f+3             = Dbl. Head Kick - Step In Kick   10,15      hm
 = 3,b+3             = Dbl. Head Kick - Feint Hammer   10,19      hm      KS GB
 = 3,3,b+3           = Trpl. Head Kick - Feint Hammer  10,10,19   hhm     KS GB

Rating: ***

Look below to the 'Silver Low - Head Kick' description.  I don't like to start 
off with the high kick because it can be ducked, duh!

b+3~3 [~4]          Feint Mist Wolf [Mist Trap]       33         h            #4

Rating: ****
 
Lee feints a quick mid kick, then kicks your face in for real.  The '4' option 
after the second kick is a kind of throw.  Useful against turtlers. If your 
opponent blocks, and you press 4 as the block animation starts, your opponent 
will grab Lee's left foot, only for Lee to swing his right leg around and beat 
them down!   Use when close only.  The timing of the '4' must be perfect, it is 
very difficult to get off a lot of the time.  


b+3<3               Mist Wolf Combo                       18,18      mh

Rating: ***

Lee kicks the opponent mid then high.  Fairly decent move, but try to only use 
this up close.  Pull it out every once in a while, people will block the first 
kick and eat the second trying to attack you.

d+3,3               Silver Low - Head Kick                8,18       lh
 = f+3               = Step In Kick                       15         m
 = b+3               = Feint Hammer                       19         m     KS GB
 = 3,f+3             = Double Head Kick - Step In Kick    10,15      hm
 = 3,b+3             = Double Head Kick - Feint Hammer    10,19      hm    KS GB
 = 3,3,b+3           = Triple Head Kick - Feint Hammer    10,10,19   hhm   KS GB

Rating: ***

Lee hops in with a low kick, and then a high kick.  From there you can end the 
string with a mid Step In Kick or Feint Hammer, or another high kick and end it.  
Fairly useful, I wouldn't recommend doing the Triple Head Kick as you will get 
ducked and punished.  Good recovery off this move.  I don't see this move as 
being used a lot by people, but you can bait your opponent into trying to 
reverse you, and buffer a Chicken.  Stick to the Silver Low to Head Kick, and 
end with the Step In Kick.


WS+3,3              Tsunami Kick                          10,17      mm                          
 = d/f+3             = Step In Kick Infinite Starter      18         m        #2
 = D+3               = Silver Low Infinite Starter        15         l        #2
  = 3,3,3,3...        = Rave Kicks                        10,15,10,15... mhmh #3
   = u+3,3,3...        = Feint Hammer - Rave Kicks        15,10,15... mh      #3
   = d+3,3,3...        = Silver Low - Rave Kicks          15,10,15... lmh     #3

Rating: *****

The Tsunami Kicks are another Mishima classic.  From there you can go into a 
Step In Kick, or Silver Low, and go into the Infinite Kicks.  Once the Infinite 
Kicks are started, you can hold up for Feint Hammer and two Rave Kicks, or hold 
down for a Silver Low and two Rave Kicks.  The Infinite Kicks were Lee's most 
potent weapon in Tekken 1, but they've been toned down in each game.  The 
Infinite Kicks are almost useless now.  If blocked, the Infinite Kicks will 
knock them far away after several hits. If you do the Infinite Kicks too long, 
you will start to change axis from your opponent(provided they don't reverse you 
or sidestep before that).  Still a great move though, just don't use it for 
longer than a few seconds.  The Kicks are fast enough that it's difficult to 
interrupt, and if they are blocked you recover fast enough so you won't be left 
open.

(f,f,N+3,4_WR+3+4,4) Shredder                         20,15      mm
 = 4                  = Shredder Combo                25         h            GB
 = (f_d/f)+4          = Mid Shredder                  15         m
 = (d_d/b)+4          = Low Shredder                  15         L

Rating: ****

This move is great because you can fake them out while running or dashing toward 
them.  Two quick jump kicks, and you can follow up with a high, mid, or low kick.
The high kick if blocked breaks their guard, allowing you good recovery.  Mix the
endings up with High, Mid, Low kicks(or don't complete it and throw them).
Overall, a decent move that you should throw in every once in a while.

f+3+4               Silver Sting                          30         h

Rating: ****

Lee hops, screams 'Waangyah!' and lets loose with a brutal kick to the face.  
This move comes out faster than you would think, this is great to use if you're 
farther than three or four character widths away.  If this move is blocked, the 
opponent is knocked away far enough so you can recover.  All in all, a safe move 
that you should use.

f,f,N+3+4           Delayed Dragon Slide                  15         L

Rating: ****

A great move for okizeme and just overall confusion.  Mix this up with the Silver
Sting, and you've got a dangerous combination.  Please use this. Please.

b,b,N+3+4           Handspring Backflip                   n/a        n/a

Rating: ***

Use this for backing out of unblockables, and getting some breathing room. Don't
do this move up close, you'll eat whatever they throw at you.  Ironic, isn't
it?  Go into Hitman from this if you have more life than your opponent and want
to bait them to attack you.  What can I say...more useful than the Fake 
Somersault!

4,3,4               Shaolin Spin Kicks                    16,12,12   hhh

Rating: ***

Three spinning roundhouses, all high.  Good for filling juggles.  Good players
will duck under this attack. Stick to the first two kicks.

FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag]            22         m            JG

Rating: ***

The flipkick.  I'm surprised Namco did not give him the easy motion that Anna 
has, you have to be in the FC position to get this off.  I used to not like this 
move, but it is Lee's most damaging juggle starter.  You can tag off this move 
as well.  The recovery of this move is lacking though, it is difficult to 
perform high moves afterward and connect.  The awkward joystick motion is the 
only bad thing on this move.

FC,(U/B_U_U/F)+4    High Catapult Kick                    28         m
FC,(U/B_U_U/F)+3+4  Rainbow Kick                          30         M
FC,(u/b_u_u/f)      Fake Somersault                       n/a        n/a

Rating: ***

The more useless flipkick variants.  The High Catapult Kick leaves Lee soaring 
through the air.  If you land behind the opponent, you're gonna hurt.  If you 
try to do this move up close, you're gonna hurt(unless you're lucky and they 
don't hit you out of it). The Rainbow Kick looks the same, does about the same 
damage, but it will leave you on the ground and hits grounded opponents.  Fake 
Somersault...why? Don't use that move ever. More of a taunt.  

d,d/f+4             Silver Tail                      18         L            OSc
 = 2,2,1              = Silver Demon Fist            27         !            #6

Rating: ****

Lee gets down way low and sweeps.  Good move to put into your mix up of mid 
and low. If Kazuya is on your team, you can link into the Silver Demon Fist.  
About half a sec after the sweep, Lee rises and silver sparks surround his fist 
as he punches the opponent.  The qualities of this punch are very unique, to my 
understanding it does not work as a standard unblockable.  If your opponent 
eats this move, they'll fly a short distance away, unable to tech roll.  If 
they do block, they'll be stunned just as Kazuya's Glorious Demon Fist stuns.  
Speedy for an unblockable, most people will eat this move if they try to hit 
you out of it.

f+4                 Snap Kick                             7          h

Rating: *****

I love this kick.  Fast, will interrupt most anything.  Follow up with several 
more Snap Kicks when they try to attack you.  Use this a lot.

b+4 [~3] [~5]       Silver Heel [Hit Man Stance] [tag]    22         m    BNc #5

Rating: ****

This move has animation similar to the Slice Kick.  If they eat this move, they 
bounce juggle on counter. After the bounce juggle, you can do Silver Sting or a 
combo. If they block this move, the enemy will be pushed far away.  Linking into 
Hitman seems to improves the recovery.  This is the only move in the game 
you can tag out of without having to hit with.  Useful for safely tagging out.

b,b+4 [~3]          Cutter [Hit Man Stance]               19         h                  

Rating: ***

Imagine the Silver Heel, slower, hitting high, without the tag function.  If 
your opponent eats this, they'll get knocked away.  Blocking it pushes them away 
just as the Silver Heel does.  Link to Hitman; auto-blocks mid and high attacks.

d,d/b+4 [~5]        Blazing Kick [tag]                    22         m        JG

Rating: ****

Lee's best juggle starter.  Lee steps forward and knocks you sky high.  Useful
for setting up great tag juggles.


4,u+3               Roundhouse - Somersault               16,30      hm

Rating: ***

Uh....roundhouse to flip kick....enough said.  Most people will eat the flipkick
trying to hit you after the roundhouse.  Sometimes you pull out a hopkick if you
aren't careful.  4(CH) will knock them away and the Somersault will whiff.  

4,4,4               Machine Gun Kicks                     16,8,10    hhh

Rating: ****

Three fast high kicks, this is a very fast move, nice damage, useful.  

D+4<4<4<4 [~3]      Laser Edge Rush [Hit Man Stance]      7,5,5,21   lllm
d+4                 Laser Edge                            7          l
 = <N+4,4,4          = Machine Gun Kicks                  20,8,10    hhh
 = ~N+4~3            = Silver Cyclone                     20,80      <!>
 = <N+4,3,4          = Shaolin Spin Kicks                 20,12,12   hhh
 = <N+4,u+3 [~5]     = Roundhouse - Somersault [tag]      20,30      hm


Rating: *****

Ah, Lee's last resort attack that everyone falls back on.  The Laser Edge Rush
does three low left kicks and a mid kick that knocks your opponent down. Scrubs 
will eat this attack all day long.  If your opponent knows how to block this, watch 
out. You can get hit and still block the third hit(which means you can block the 
fourth hit).  If they don't block the third hit, the last hit is guaranteed.  The 
recovery off the last hit is bad, try linking into the Hitman after this.  You can 
complete the Laser Edge Rush and Chicken the last hit.  If they don't reverse you 
will be left open, so safer to stop if they block the third hit.

Instead of doing the Laser Edge Rush, you can return the stick to neutral and do 
Machine Gun Kicks, Shaolin Spin Kicks, the Roundhouse to Flipkick.  Mix these up 
for best results.  He can now do his unblockable from the Laser Edge kick, a glitch 
from Tekken 2 that would come out rarely.  Sometimes you can catch them off guard 
with this.  This link up is probably Lee's signature move, use them wisely.

f,N                 Mist Step                             n/a        n/a

Lee lunges forward and steps low.  This is a useful method of crossing distance, 
you can interrupt this animation with any standing move, even though it looks like 
you are semi-ducking.


3+4                 Hit Man Stance                        n/a        n/a

Drops you into Hitman Stance.  Lee taunts the opponent, beckoning him.  It 
automatically blocks mid and high hits.  He can sidestep and stay in this stance, 
unlike most people's stances. YOU CANNOT TAG OUT WHEN YOU ARE IN THE HITMAN!


1,1...              Freaker Jabs - Hit Man Stance    15,12...          h
2 [~5]              Scatter Blow [tag]               23                m     JG GB
3                   Scatter Kick                     21,13             h
4                   Ship Slicer                      22                L     JG GB
(u_d)               Predator Step                    n/a               n/a

Freaker Jabs always return you to Hitman Stance.  Poke only.  Not good for much 
else.
**

Scatter Blow juggles high, you can tag out of this.  It knocks them too far away 
for anything except a Silver Sting(f+3+4).
***

Scatter Kick deal nice damage, it pushes them far away if blocked. On counter, 
it acts like a throw, where Lee kneels on your head(Cool!) Pull this one out if 
they get close.
***

Ship Slicer is similar to Lee's d,d/f+4 sweep.  If it connects you can follow 
up with Tsunami Kick(and into Infinite if you want).   
***

NOTE: The Predator Step is a sidestep move.  Lee remains in Hitman after the 
sidestep, and it moves you slightly closer toward your opponent.

The key to the Hitman is baiting your opponent to attack.  Make them come to 
you.  Mix up your attacks.
                    

d+3+4               Silver Cyclone                   80                !

Rating: ***

Lee ducks down and sparks encircle him.  He rises and lets loose with a 
ferocious kick that sends your opponent to the ground.  This is probably his best 
unblockable, it's shorter than the other one.  It ducks down under high attacks.  

d/b+1+2             Silver Fang                      100               !
 = u,u               = Cancel                        n/a               n/a

Rating: **

This one does more damage than the Cyclone, but it takes longer to charge up.   
Luckily, you can cancel it to fake out opponents.  Range is deceptively long...  
If you want to be evil, mix this move up with his Kiai Charge Up.  The animations 
are similar and fake people out.

                
Command                    Hits     Damage                   Range
d/f+1,2,2,1,3,3,3,4,3,4    10       10,5,6,5,7,6,7,7,10,25   mhm"hh"Lhhhm

Rating: ***

One of Law's tenstrings.  Fairly easy to pull out, but it can easily be blocked
by standing.

********************************************************************************
 Throws 
********************************************************************************

Lee is not much of a throwing character.  His throws do not deal much damage on 
their own.  His Neck Fracture ensures a guaranteed sweep afterwards.  Use his 
throws sparingly,the last thing you need is for your opponent to duck and juggle 
you.  Try to set up his throws by using incomplete strings and throwing.  That 
works for everyone in general.  Use his Knee Drive throw to tag in particular, 
it's probably one of the safest ways to tag out.  The f,f motion helps when you 
need to gain a few steps on your opponent.  If they duck, go for the Shredder 
or Delayed Dragon Slide.


1+3               front        Neck Fracture            30            1

Rating: ****

Lee grabs your opponent's head and falls on it.  Easy to escape, but it 
deals decent damage.  If you recover from the ground with 3, the rising sweep
is guaranteed for an extra 10-15 damage.

2+4               front        Chastisement Punch       30            2

Rating: ***

Law's old throw where he takes your enemy, puts them in a headlock, and 
punches them. Yawn.  Same damage as his other throw, but no guaranteed 
attack afterwards I think.  One button escape.  What I wouldn't give for
the Bulldog link up....sigh...


f,f+3+4 [~5]      front        Knee Drive [tag]         28            1

Rating: ***

Yawn. Another old Law throw, he smashes your opponent's face on his knee. 
One button escape.  You can tag out of this throw though.  Use this 
throw if you need to cover some distance to get to your opponent.


(1+3_2+4_2+5)     left         Harassment               40            1                         

Rating: ***
Lee locks their arm behind their back, and steps on their head, all 
while doing his laugh from Tekken 1.  Bad-ass side throw, nice damage, 
one button escape.


(1+3_2+4_2+5)     right        Stunner                  38            2

Rating: ***

Lee does something....it's hard to describe, kind of a tumbling throw.
Lee steps around your side and puts them in a head lock, then does a flip
and lands on their head.


(1+3_2+4_2+5)     back         Bulldog                  45           n/a

Rating: ***

Inescapable.  Law's Bulldog throw.  Laughable damage.  Argh....I must
bitch more about this throw! COME ON! It's a BACK THROW! This isn't Paul,
Lee doesn't deserve this shit!  Oh well. 45 freakin' points of damage.

********************************************************************************
 Strategies 
********************************************************************************

Offense:

Lee has a variety of attacks now in TTT.  Imagine Lee as Law, without juggles 
but more moves.  Almost everyone of Lee's moves has an application;  make sure 
you use the correct move for your situation.  Lee's Mist Step(f, N) has certain 
applications.  Lee ducks forward, but he can interrupt the Mist Step at any time 
with a standing move.  I've never used this move to duck under attacks, but try 
to confuse your opponent what your move will be from a distance by closing in 
with this move.  Try to keep your opponent on his toes, mixing strings with high 
attacks, low attacks, and throws.  If you need some breathing room, try mixing 
the Feint Hammer in, as it guard stuns the opponent if blocked(d+3,3,b+3).

Defense:

Lee's best defense is through offense.  Interrupt and counter your opponent if 
it is possible. Unless you are very confident, it is unwise to try and interrupt 
a juggle starter. Lee is the lowest tier character; he will take heaps of damage 
from juggles.

Pokes:

Lee has a great d+1 crouching punch.  Lee has a lack of WS moves, but you can
use his d+1 and d+4 to set up your Tsunami Kicks into Infinite, or press d/f+4
for the Silver Tail.  f+4 Snap Kick is a great poke, work this into your game.
d/f+3 is a great, quick low attack. d+3,3, 

********************************************************************************
 Juggles 
********************************************************************************

Lee's juggling ability is limited.  His starters are sub-par, in my opinion.  
His d/f+2 uppercut steps slightly forward and comes out with average speed.  
His u/f+4 hopkick comes out quicker and does not push them as far away as the 
d/f+2 uppercut, but the recovery on the hopkick is risky. His flipkick starter,
the best one being FC,u/f+3, is his most damaging starter.  Lee has bad recovery 
off the flipkick, so it is difficult to juggle off it.  Use his Mist Step to get
closer after your starter.

d/f+2 Standing Uppercut:
------------------------
1, b+1, b+1,1,2
1, F+2,2,2
d+4,N+4,3,4

4,u+3
-Note that getting both hits to connect off the standing uppercut is rare,
 I've only done this a few times, you must be early to get it to work.

u/f+4 Hopkick :
--------------
f,n+1,f,n+1,f,n+1,f,f,N+3,4[big]
4,u+3          
4,u+3,d,d/b+4
4,u+3,f,f,N+3,4
-Very good damage if you pull this off, it does around 60 pts of damage!  The 
 timing can be difficult, but if you start early it should come out.  If you 
 start it late, the kick will push them too far away for the Flipkick.  Mist
 Step might have to be used right after the Hopkick.

d+4,N+4,3,4
-This one is easier to pull off because of the timing and where you have to hit 
 them It does just a little less damage, around 50 pts of damage.

4,4,u/f+3

FC,(u/b_u_u/f)+4 Quick Catapult(Flipkick):
-----------------------------------------
d+4,N+4,3,4
-This is a bitch to pull off, just because of the recovery on the Flipkick.  
 Very damaging though, but there are easier combos.  Style points for this one! 

b+4 Silver Heel(CH):
--------------------
On counter hit, this move will bounce juggle your opponent up for short juggles.
b+1,1,f,d+4,N+4,3,4
f+3+4(Silver Sting)  
-Can someone confirm this?  I'm not sure if it was the f+3+4 Silver Sting or the 
 u/f+3 Quick Silver Sting.  Easy, damaging.

1,2, f,N~d+4,n+4,u+3
f,N, d+1, ws+4~FC,u/f+3
These combos use the Mist Step.

f,f,N+3,4,b+1,1,3+4,2[big]
f,f,N+3,4,f,f,N+3,4,4[big]
b+1,1,f,N,d+4,N+4,3,4

d,d/b+4 Blazing Kick:
---------------------
You can get almost any of the combos above to work with a Blazing Kick, spacing 
is the only concern. Lee's Blazing Kick is a bonified Class 4 Juggle Starter. 

u/f+4,f,f,N+3,4,4
b,b+4~3,3
b,b+4~3,2
4,4,f,N+4,4,4[big]


When you tag out after Lee's Blazing Kick, you can get almost anything to 
connect afterwards.  I don't have many up yet, but look to further updates for 
some.  The sky is the limit.

Lee with Kazuya: d,d/b+4~5,(Kaz comes in) TGF,3
Devil with Lee: SS+2~5,(Lee comes in),f+3+4,1,f,f,N+3,4[big]


********************************************************************************
 Okizeme 
********************************************************************************

Okizeme is a strategy that involves you keeping your opponent on the ground.  

Opponent is: Lying on the ground, not moving
Use:         Silver Tail(d,d/f+4).  Slice Kick(d/b+3).  Both do about the same 
             damage.

Opponent is: Rolling to the side or toward you
Use:         Go with a d+3 Low Kick.  If they roll again, go into the
             Head Kick to Step In Kick. Dragon Slide(FC,d/f,d,d/f+3).  The 
             tracking on this move is strange, sometimes it will hit, but 
             others it won't.

Opponent is: Rolling away
Use:         Run up and d+4 or into Laser Edge Rush.

Pretty much, if they are getting up, Laser Edge them. :)

********************************************************************************
 Sidestep 
********************************************************************************

Lee has an average sidestep, not as large as Ogre's.  Most of the time
you can get to the side of an opponent with Lee, so performing side throws 
is not a problem. You can even sidestep into Mist Step(f,N) for a follow 
up of your choice. Lee's sidestepping game is nowhere near as good as 
Bryan's, but is better than others.  Use his sidestepping attacks 
carefully, knowing which kick to use on his Lee Screw. The Lee Screw has 
good range, try not to use it in close because you can get knocked out of 
it. The Cross Punch(SS+2) is a short range sidestepping attack, useful 
for interrupting high.  It stuns them for a short enough time to catch your
breath.

********************************************************************************
 Special 
********************************************************************************

Stun Fang Rush:  This is a version of the Fang Rush, imagine it as an 
'Electric Fang Rush' if you will.  b+1,N+1,2 is the notification.  The last hit
of this string will push the opponent far away if it is blocked.  When it 
connects it will deal more damage than the regular Fang Rush, of course. 
This is a very useful tool for Lee, learn it well. 

Silver Demon Fist:  If your opponent blocks this, they will be punished with
the longest stun, equivalent to Kaz's Glorious Demon Fist.  I'm not a major Kaz
player, but I know that a standing RK is simple and does nice damage after a
stun.  A throw would be more risky because your opponent could escape the throw.
You can juggle your opponent with the Laser Edge Rush.

Feint Mist Wolf to Mist Trap:  After you input the second 3, the mid kick is 
cancelled into a high kick(hence, he feints the mid kick.)  If the opponent
blocks the high kick, you can press 4 to cancel into a throw.  The throw is 
very hard to time, you only have 1 frame, or 1/60th of a second to input the
command.  To pull it off, you should first consider your opponent; will he
block it, or will he duck it?  If you anticipate your opponent blocking, you 
must press 4 the exact second the blue cloud comes out.  

********************************************************************************
 Netsu 
********************************************************************************

According to Midge's TTT FAQ, Lee gets Netsu power up after his tag partner 
takes 5 hits from the opponent.  When Lee is partnered with Jin, Lee will 
never get the Netsu power up.  I'm not sure why Lee doesn't care for Jin.   
Kazuya and Heihachi will never get Netsu power up when paired with Lee.  I 
guess that Kazuya hates his brother because he's not really a Mishima.  Heihachi
hates Lee because...um...I'm not sure on this one, Lee's just adopted? 
They just don't seem to care for Lee at all!  Well, Lee cares about them, 
as he still gets Netsu power up.  The following do not power up with anyone 
unless they are with Gold Tetsujin: Devil, Jack-2, P.Jack, Ogre, and True Ogre.

********************************************************************************
 Tag Partners 
********************************************************************************

Quick:    Law, Jun, or Xiaoyu.
Pro:      Fast moves and good recovery leave you with the initiative.
Con:      Both fighters are in the weakest tier and are weak to juggles.

Heavy:    Ogre, Ganryu,  Jack,  Kuma, T. Ogre.
Pro:      A balanced team in all areas that is equipped to take on most anything.  
          Another pro is that you have a heavy person; they are a pain to juggle.
Con:      Your only as strong as your weakest fighter.
          When you do get juggled you can get hit by anything.

Juggler:  Kazuya, Heihachi, Devil, Jin.  
Pro:      Lee's can set up great Tag juggles, and his juggling disability is not 
          such a big problem.
Con:      Devil, Kazuya, and Heihachi will never get Netsu with Lee, Lee will 
          never get Netsu with Jin.
 
Powerful: Bruce, Bryan, Paul, King, Armor King.
Pro:      Another well balanced team, gives you the power you need without any 
          of the sloth that a big character provides.
Con:      Well....getting called 'cheap' when you select Bruce can be annoying.
          :)

********************************************************************************
 About Lee Chaolan 
********************************************************************************

Bio
---

Name:             Lee Chaolan
Catch Copy:       Silver Haired Devil
Age:              27
Weight:           65 Kg
Height:           178 cm
Blood Type:       A
Fighting Syle:    Mishima-Style Karate and Martial Arts

Lee is the adopted son of Heihachi Mishima.  As for a definite storyline, I'm 
not sure, Namco has not put very much out on Lee.

Costumes
--------

Lee has three costumes and three winning poses.

Punch:  purple sleeveless shirt with black jeans, black fist guards, brown boots.
Kick:   black vest with a unicorn on the back, blue jeans, black fist guards  
        black boots, and a silver necklace.
Start:  black tuxedo with a red carnation, black fist guards.

Victory Poses
-------------

1:  Lee does a Handspring Backflip and taunts.
2:  Lee goes into Hitman stance and beckons on his opponent.
3:  Lee does a Handspring Backflip, jumps up and laughs.

Lee only has three victory poses.

********************************************************************************
 History
********************************************************************************

v1.0    (2/20/2000)  Initial release version.
v1.1    (4/12/2000)  Added combos from Raijin's Lee Juggle video, updated the
                     Hitman Stance, retooled other sections.
                     fixed a few aesthetical mistakes.

********************************************************************************
 Credits 
********************************************************************************

The Tekken  Zaibatsu, http://www.tekken.net		      

For Lee's movelist and framedata.  Their wonderful forums helped me to gather 
info and entertainus all.

"Grenun", Grenun@aol.com               

Thanks for help on the juggles for Lee.

"Silver Haired Devil", Silver_Haired_Devil@hotmail.com

Big thanks for help writing my FAQ.  You're my 'go to' guy when I start 
working on my next one!

"Ug the Caveman", bzcharkl@hotmail.com

Thanks for clearing up that Stun Fang Rush.....ya big Jack fan... :)

"Raijin Aoki", ?

Great juggle movie, I transcribed them in my FAQ. Thanks.

Hershey's Chocolate
			
Thanks for providing me the nourishment to get me through long hours.  
No thanks for the gas it gives me.

Shante, Brandon's little brother

If you had never cheesed me with the Laser Edge Rush that day, would I 
have ever picked Lee? Thanks.