Lee Frame Data

Information listed here is taken from Ina Tekken Wiki and converted to US notation. Thank you to all who helped compile this!

Notes Convention

JG = Juggle KND = Knockdown
SLD = Slide HMS = Hitman Stance
FCD = Facedown MS = Mist Step
PLD = Playdead FS = Fall Stun
RC = Recover Crouching CS = Crumple Stun
OC = Opponent Recover Crouching  

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 8 +1 +7 +7
2 h 10 10 +1 +7 +7
3 h 14 12 -14 -3 -3
4 h 16 11 -4 +5 JG

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 6 10 +1 +7 +7
f+2 m 14 20 -5 -5 +2
f+3 m 4 15 -18 -7 -7
f+4 h 13 10 -7 +4 +4

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 6 10(11~) +1 +7 +7
f,f+2 m 14 20(21~) -5 -5 +2
f,f+3 m 28 16(17~) -11 KND KND
f,f+4 h 22 15(16~) -6~-5 +3~+4 FS

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 10 13 +1 +7 +7
d/f+2 m 12 15 -7 JG(+5) JG
d/f+3 m 18 15 -6 +1 +1
d/f+4 m 15 13~14 -9~-8 +2~+3 +2~+3

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d/b+1 or d+1 Sm 5 10 -5 RC +6 RC +6 RC
d/b+2 or d+2 Sm 8 11 -4 RC +7 RC +7 RC
d/b+3 L 16 20 -15 +1 +11
d+3 L 14 16 -17 RC -3 RC SLD RC
d/b+4 L 14 23 -15~-14 +4 +4
d+4 l 7 12 -14 -2 -2
d/b+3+4 l 7 12 -13 RC -2 RC -2 RC

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 5 10 -5 RC +7 RC +7 RC
FC+2 Sm 8 11 -4 RC +7 RC +7 RC
FC,d/b+3 or FC,d+3 l 12 16 -17 RC -3 RC -3 RC
FC,d/f+3 L 12 16 -17 RC -3 RC -3 RC
FC,d/b+4 or FC,d+4 l 10 12 -15 RC -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 12 12 -2 +9 +9
WS+2 m 15 15 -8 +4 JG
WS+3 M 16 10~11 -21~-20 -10~-9 -10~-9
WS+4 m 20 11 -6 +5 +5

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/b+1 or u+1 or u/f+1 m 12 18 -8 +3 +3
u/b+2 or u/f+2 M 18 42 -23 -12 -12
u+2 M 18 42 -23 -12 -12
u/b+3 or u+3 Special
u/f+3 h 20 22 +1 KND KND
u/b+4 m 11 15 -19 -8 KND
u+4 m 15 15 -12 KND JG
u/f+4 m 13 14 -12 JG JG
u/b+3+4 or u+3+4 m 25 21 -17 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 5 8 +1 +7 +7
SS+2 h 17 14(23~) -5 +1 +6
SSL+3 h 14 12(13~) -14 -3 -3
SSR+3 h 35 20(29~) -4~-3 PLD PLD
SSL+4 h 30 16~17(25~) -3~-2 PLD PLD
SSR+4 h 16 11(12~) -4 +5 JG

Special Skills

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 8 +1 +7 +7
1,2 hh 5,10 ±0 +5 +7
1,2,2 hhm 5,10,14 -5 -5 +2
1,2,2,3 hhmh 5,10,14,23 -4 PLD PLD
1,2,2,3~4 hhmh 5,10,14,23 -4 HMS PLD HMS PLD HMS
1,2,4 hhm 5,10,10 -12 -2 CS
1,2,4~3 hhm 5,10,10 -12 HMS -2 HMS CS HMS
1,2,(hold 4) hhm 5,10,10 -11 ±0 CS
1,2,(hold 4) hhm 5,10,22 -7 ±0 CS
1,2,f,N hh 5,10 -1 MS +4 MS +6 MS
2 h 10 10 +1 +7 +7
2,1 hh 10,12 -5 +6 +6
2,1,3+4 hh 10,12 -5 HMS +6 HMS +6 HMS
2,1,1 hhm 10,12,22 -12 RC +? RC FCD RC
2,2 hm 10,14   -5 -5 +2
2,2,3 hmh 10,14,23 -4 PLD PLD
2,2,3~4 hmh 10.14,23 -4 HMS PLD HMS PLD HMS
3 h 14 12 -14 -3 -3
3,3 hm 14,15 -13 ±0 (+10~+11) OC SLD
4 h 16 11 -4 +5 JG
Transition to Standing 4
1+2 m 22 21 -1 RC +3 RC FCD RC
f+2 m 14 20 -5 -5 +2
f+2,3 mh 14,23 -4 PLD PLD
f+2,3~4 mh 14,23 -4 HMS PLD HMS PLD HMS
f+3 m 4 15 -18 -7 -7
Transition to Acid Storm
f+4 h 13 10 -7 +4 +4
f+3+4 h 35 35? +1? HMS KND HMS KND HMS
f,n+3 or f,f,n+3 or f,f,f+3 or Running 3
or MS 3
m 17 15(16~) -17~-16 JG JG
Transition to Shredder Kicks
d/f+3 m 18 15 -6 +1 +1
d/f+4 m 15 13~14 -9~-8 +2~+3 +2~+3
d/f+4~3 m 15 13~14 -9~-8? HMS +2~+3? HMS +2~+3? HMS
d+3 L 14 16 -17 -3 SLD
d+3~4 L 14 16 -17 HMS -3 HMS SLD HMS
d+4 l 7 12 -14 -2 -2
d+4,4 ll 7,8 -15 -16 -4
d+4,4,4 lll 7,8,5 -15 -4 -4
d+4,4,4,4 lllm 7,8,5,21 -20 KND KND
d+4,4,4,4~3 lllm 7,8,5,21 -10 HMS KND HMS KND HMS
d+4,n+4 lh 7,16 -9 ±0 JG
Transition to Standing 4
d+3+4 h 80 60 KND KND KND
d+3+4,3+4 Cancel HMS HMS HMS
d/b+3 L 16 20 -15 +1 +11
d/b+4 L 14 23 -15,-14 +4 +4
d/b+1+2 m 10,70 76 KND KND KND
d/b+1+2~u,u Cancel
b+1 h 8 15 ±0 +6 +6
b+1,1 hm 8,8 -5 +6 +6
b+1,1,2 hmh 8,8,15 -15 +1 +1
b+1,1,3+4 hm 8,8 -1 HMS +10 HMS +10 HMS
b+1,1,f,N h 8 -8(-10) MS -2 MS -2 MS
b+1:1 hm 12,11 -5 +6 +6
b+1:1,2 hmh 12,11,15 -6 KND KND
b+1:1,3+4 hm 12,11 -5 HMS +6 HMS +6 HMS
b+1:1,f,N h 12 -8(-10) MS -2 MS -2 MS
b+3 m 18 14 -8 +3 +3
b+3~4 m 18 14 -8? HMS +3? HMS +3? HMS
b+3,3 mh 18,18   -10 +1 +1
b+3~3 h 18 30 -10 +1 +1
b+3~3:4 h 18,15,5 KND KND KND
(b+3~3):4 h 25,8 KND KND KND
b+4 m 22 20 -3 +7 RC (JG) JG
b+4~3 m 22 20 -1 HMS +8 RC (JG) HMS JG HMS
u/b+3 or u+3 or FC,u/b+3 or FC,u+3 or
FC,u/f+3
Fake Flip
(Fake Flip)~D RC RC RC
u/f+3 h 20 22 +1 KND KND
u/f+4 m 13 14 -12 JG JG
u/f+3+4 m 30 24 -14 KND KND
u/f+3+4~D m 30 24 -14 RC KND RC KND RC
f,f+3 m 28 16(17~) -11 KND KND
f,f+4 h 22 15(16~) -6~-5 +3~+4 FS
b,b+4 h 23 19~ -9 PLD PLD
b,b+4~3 h 23 19~ -7 HMS PLD HMS PLD HMS
d,d/b+4 m 22 22(23~) -17~-16 JG JG
f,f,n+3+4 L 15 28(29~) Lee KND KND Lee PLD KND Lee PLD
b,b,n+3+4 Backflip HMS HMS HMS
WS+3 m 16 10~11 -21~-20 -10~-9 -10~-9
WS+3,3 mm 16,11 -19 -8 -8
WS+3,3,D+3 mml 16,11,8 -19 -8 -8
WS+3,3, D+3,3 mmlm 16,11,8,10 -19 -8 -8
WS+3,3, D+3,3,3 mmlmh 16,11, 8,10,10 -16 -5 -5
Transition to Infinity Kicks
WS+3,3,D/F+3 mmm 16,11,10 -19 -8 -8
WS+3,3, D/F+3,3 mmmh 16,11,10,10 -16 -5 -5
WS+3,3, D/F+3,3,3 mmm hm 16,11,10, 10,10 -19 -8 -8
WS+3,3, D/F+3,3,3,3 mmm hmh 16,11,10, 10,10,10 -16 -5 -5
Transition to Infinity Kicks
FC,d/f+4 L 16 17~19 -18~-16 RC -7~-5 RC +8~+10 OS RC
FC,u/b+4 m 15 19 -16,-15 RC -? KND
FC,u+4 m 22 19 -16,-15 RC JG JG
FC,u/f+4 m 25 19 -16,-15 RC JG JG
FC,u/b+4~3 m 15 19 -16,-15 HMS -? HMS KND HMS
FC,u+4~3 m 22 19 -16,-15 HMS JG HMS JG HMS
FC,u/f+4~3 m 25 19 -16,-15 HMS JG HMS JG HMS
FC,U/B+4 m 25 14~16 -? -? KND
FC,U+4 m 28 14~16 -? KND KND
FC,U/F+4 m 30 14~16 -? KND KND
FC,U/B+4~D m 25 14~16 -? RC -? RC KND RC
FC,U+4~D m 28 14~16 -? RC KND RC KND RC
FC,U/F+4~D m 30 14~16 -? RC KND RC KND RC
FC,U/B+3+4 or FC,U+3+4 or FC,U/F+3+4 m 30 46 Lee KND KND Lee KND KND Lee KND
FC,d/f,d,d/f+3 L 22 16~ Lee KND KND Lee PLD KND Lee PLD
SS+2 h 17 14(23~) -5 +1 +6
SS+2,f,N h 17 14(23~) +1 MS +4 MS +13 MS
SSR+3 h 35 20(29~) -4~-3 PLD PLD
SSR+3~4 h 35 20(29~) -6~-5 HMS PLD HMS PLD HMS
SSL+4 h 30 16~17 (25~) -3~-2 PLD PLD
SSL+4~3 h 30 16~17 (25~) -6~-5 HMS PLD HMS PLD HMS
f,n or HMS f Mist Step
(Mist Step)~b Sway Back

Standing 4

INPUT RANGE DMG SPEED BLOCK HIT CH
4 h 16 -4 +5 JG
4,3 hh 16,12 -14 -3 +2
4,3,3 hhm 16,12,15 -13 ±0 (+10~+11) OC SLD
4,3,4 hhm 16,12,21 -11 KND KND
4,4 hh 16,6 -5 +4 JG
4,4,4 hhh 16,6,8 -5 +4 JG
4,u+3 or 4,u/f+3 hm 16,30 -1 KND KND

Acid Storm

INPUT RANGE DMG SPEED BLOCK HIT CH
f+3 m 4 -18 -7 -7
f+3,3 mm 4,4 -16 -5 -5
f+3,3,3 mmh 4,4,6 -16 -5 -5
f+3,3,3,3 mmhh 4,4,6,8 -16 KND KND
f+3,3,3,3,3 mmhhh 4,4,6,8,15 -18 KND KND
(3rd to 5th Acid Storm),4 (…),h (…),28 -5 PLD PLD
(3rd to 5th Acid Storm),4~3 (…),h (…),28 -5? HMS PLD HMS PLD HMS

Shredder Kicks

INPUT RANGE DMG SPEED BLOCK HIT CH
3 m 17 -17~-16 JG JG
3,4 mm 17,15 -13 JG JG
3,4,4 mmh 17,15,25 -5 KND KND
3,4,f+4 mmm 17,15,15 -14 -3 -3
3,4,d+4 mml 17,15,15 -22 RC -11 RC -11 RC

Infinity Kicks

INPUT RANGE DMG SPEED BLOCK HIT CH
D+3 l 10 -19 -8 -8
D+3,3 lm 10,10 -19 -8 -8
D+3,3,3 lmh 10,10,10 -16 -5 -5
Transition to Infinity Kicks
3 m 10 -19 -8 -8
3,3 mh 10,10 -16 -5 -5
3,3,3 mhm 10,10,10 -19 -8 -8
3,3,3,3 mhmh 10,10,10,10 -16 -5 -5
Transition to Infinity Kicks
U+3 h 15 -19 SLD SLD
U+3,3 hm 15,10 -19 -8 -8
U+3,3,3 hmh 15,10,10 -16 -5 -5
Transition to Infinity Kicks

Hitman Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
3+4 HMS
HMS 1 h 15 12 ±0 +9 +9
Transition to Freaker Jabs
HMS 1~4 m 21 15(16~) -4 KND KND
HMS 1~4~3 m 21 15(16~) -5 HMS KND HMS KND HMS
HMS 2 m 23 19 -6 JG JG
HMS 3 h 21 17~19 -10~-8 Throw Throw
HMS 4 L 22 31 -22 PLD PLD
HMS 1+2 Punch Parry
HMS u/f+3 m 30 20 -15 KND KND

Freaker Jabs

INPUT RANGE DMG SPEED BLOCK HIT CH
HMS 1 h 15 ±0 +9 +9
HMS 1,1 hh 15,12 -1 +8 +8
HMS 1,1,1 hhh 15,12,12 -1 +8 +8
HMS 1,1,1,1 hhhh 15,12,12,12 -1 +8 +8
(1st to 4th Freaker Jab),f,N Mist Step

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4 Responses to Lee Frame Data

  1. TT says:

    i had a look at lee’s f,f+3. tried using king’s b+1 (which i believe is 11 frames) to punish it at every range, and it couldn’t. i haven’t tried punishing it with jabs at close proximity to the wall, though. maybe it’s -10 or less?

  2. n8nmonster says:

    just checked with yoshi’s 2 jab (11 frame), with yoshi’s back to the wall. lee’s ff3 is -11. also checked with king’s b+1, it didnt hit like you sed… but by checkin his frame data.. king’s b+1 is actually 12 frames, not 11. >_<

  3. Zero says:

    I don’t see it on your list but Lee’s f+3+4 is +5 on block. I discovered that today when Yoshi tryed to hopkick me out of HMS+2 after blocking f+3+4 and it tied with the hopkick. HMS+2=i19-5=i14=Yoshi’s hopkick at i14. The move really sucks now but it could become pretty useful in Tekken 6 with the new HMS changes.

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