Lee, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Lee

87 moves you can start on your own, 70 follow-ups inside strings, and 5 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
87
Launchers
44
Fastest
i10
Safe
78
Lows
25
Mids
58
Highs
60
Homing
1
Tornado
1
Heat engagers
5
Fastest move
1

You blocked it. What does Lee get?

Pick how minus they were.

Blocked standing

Anything Lee can start from neutral inside the window.

  • Back Throw Face Crusher throw i12 50
  • Left Throw Lee Harassment throw i12 40
  • Right Throw Lee Stunner throw i12 40
  • 1+3 Forearm Drop throw i12 35
  • 4 Magic Four i11 14
  • f+4 i11 13
  • 2 Right Cross i10 10
  • db+2 i11 8
  • 1 Jab i10 5
  • db+1 Crouch Jab i10 5

Blocked a low

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws3 i10 16
  • ws4 Toe Smash i11 16
  • ws1 i13 12

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

87 of 157 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
2 Right Cross h i10 1 7 — 10
db+1 Crouch Jab Transition to standing r24 with f sl i10 -5 6 — 5
FC.1FC — Alternate input d+1, db+1 sl i10 -5 6 — 5
ws3 — M i10 -21 -10 — 16
4 Magic Four h i11 -9 2 +2s 14
db+2 — Alternate input FC.2 sl i11 -4 7 — 8
f+4 — h i11 -7 4 — 13
FC.2FC — Alternate input db+2 sl i11 -4 7 — 5
ws4 Toe Smash Transition to -9, +2 HMS with 3 m i11 -6 5 — 16
1+3 Forearm Drop Homing t i12~14 -3 -2d — 35
2+4 Axle Throw Homing t i12~14 -6 -2d — 35
Back Throw Face Crusher Unbreakable t i12~14 ! -5d — 50
d+4 Shin l i12 -13 -14 -2 7
D+4 — l i12 -13 -14 -2 7
db+4 — Alternate input FC.4 l i12 -15 -4 — 6
FC.4FC — Alternate input db+4 l i12 -15 -4 — 6
HMS.1HMS Freaker Jab Cancel and transition MS with F h i12 2 9 — 7
Left Throw Lee Harassment Throw break 1 t i12~14 -3 -3d — 40
Right Throw Lee Stunner Floor Break t i12~14 -3 +0d — 40
uf+1+2 Knee Drive Throw break 1+2 t i12~14 -3 +23d — 20
df+1 — m i13~14 -1 5 — 10
df+4 — Transition to -9, +5 HMS with 3 m i13-14 -9 5 — 14
f+1+2 Aggressive One-Two Balcony Break h,h i13 -13 +18a (+9) — 12,20
FC.3FC — l i13 -17 -6 — 10
ws1 — Transition to HMS m i13~14 -2 7 — 12
3 — Transition to -8, +7 HMS with 4 m i14 -8 7 — 16
b+1 — h i14 0 6 — 9
b+1:1 — Transition to -1, +10g HMS with 3+4 h,m i14,i20 -5 6 — 12,6
b+1:1+2 Double Fang Cardinal Balcony Break h,h i14,i21 -6 +39d (-19) — 12,25
b+2 Rear Cross Punch Transition to -1, +5 MS with F h i14 -5 1 — 9
df+3 — m i14~15 -8 3 — 13
f,f,F+3 — Knee m i14 -9 +16a (+9) — 14
f,F+3 Pulse Blast Heat Engager m i14~15 -9 +21d (+11) — 23
f+2 — m i14 -9 2 — 12
ws2 — m i14 -8 3 — 12
b+3 — l i15 -14 -3 — 9
df+2 Silver Uppercut +4s on crouching normal hit m i15 -7 +34a (+24) — 12
f,F+2 Jostle Wolf Tornado h i15 2 +18gc +69a (+53) 23
f:F+2 Jostle Wolf Cardinal Tornado h i15 2 +18gc +69a (+53) 26
f+3 — m i15 -18 -7 — 6
HMS.1+2HMS Poison Touch Transition to HMS -3 +8 with 3+4 m,m i15 -5 6 — 10,15
MS.3MS — m i15 -12 -1 — 10
uf+4 Silver Arrow Knee m i15 -13 +31a (+21) — 14
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
d+3 Silver Low Transition to -15, -1, +17a HMS with 4 l i16 -15 -1 +17a 17
f,F+4 Deadly Edge h i16 -5 +29a — 22
FC.df+4FC Silver Tail Transition to HMS with 3 (-14/+3c/+25d) l i16~17 -14 +3c +25d 17
H.df+3+4H Crimson Howl Balcony Break m i16~17 2 +9a (+0) — 30
d+2 Gut Polisher Jab evasion m i18 -6 8 [[Lee_combos#Mini-combos|+13]] 17
FC.df,d,DF#3FC Friction Spear Cardinal Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range. l i18~24 -15~-9 +5c +5d 26
FC.df,d,DF+3FC Friction Spear Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. l i18~24 -15~-9 +5c +5d 20
FC.UF+4FC Catapult Kick Transition to -17, +28a (+18) HMS with 3 m i18~28 -17 +28a (+18) — 25
H.d+1+2H Phantom Rose Balcony Break m i18 4 +21a (+11) — 25
HMS.3HMS Scatter Kick Strong Aerial Tailspin h,t i18 -3 +0d — 21,20
ub+3 Wheel of Fate Tornado M i18 -13 +20a (+13) +74a (+58) 20
b,B+4 Lee Cutter Strong Aerial Tailspin h i19 2 +25a — 23
HMS.2HMS Scatter Blow Tornado m i19 -13 +39a (+29) — 23
b+3+4 Silver Revolution Balcony Break h i20 -9 +15a (+6) — 23
b+4 Silver Heel Floor Break m i20 -3 +7c +64a 20
db+3 Bump Kick L i20 -12 -1 — 12
H.2+3H Paradigm Breaker Heat Smash l(t),M,m i20, i27~28, i25 -14 +0d — 15, 7, 20 (40)
HMS.u+3HMS Silver Slash Balcony Break m i20~22 -9 +23d (+13) — 32
R.df+1+2R The Marvelous Rose Rage Art m,t i20 -18 +0d — 55+
1+2 Pirouette Punch Homing m i21 -1 3 +26a 20
db+3+4 Grass Snake L i21 -13 4 +38a 19
HMS.4HMS Shin Slicer Instant Tornado on CH l i22 -13 +4c +72a (+56) 20
qcf+4 Blazing Kick Tornado M i22 -17 +50a (+40) — 24
uf+3+4 Silver Bullet Balcony Break h i22 5 +28d (+20) — 30
uf,n,4 Delayed Rising Toe Kick m i23 -13 +32a (+22) — 20
MS.3+4MS Friction Spear l i25~31 -15~-9 +5c +5d 20
uf+3 — m i25 -9 2 — 12
HMS.u+4HMS Silver Circle M i26~29 +5c +8c — 20
3~3 Mist Trap h i30? -9 2 — 18
f+3+4 Feather Landing Floor Break M,M i30 +4c +8c — 10,20
(back to wall).b,b,UB Wall Jump Backflip m i35~38 1 +34d — 21
FC.UF+3+4FC Catapult Drop Balcony Break m,M i46~49 -4 +18a (+8) — 30
ub+3+4 Silver Cyclone Balcony Break h! i60 — +9a (+0) — 60
1+2+3+4 Ki Charge — — — — — —
2+3+4 Taunt Has a hidden Perfect Input by inputting 2 on the 51~53 frames. — — — — — —
3+4 Hitman Transitions to HMS — — — — — —
b+1+3 Mist Illusion High and Mid parry — — — +14BT — —
FC.df,d,DFFC Slide Step — — — — — —
f,n Mist Step Transitions to MS — — — — — —
MS.b,nMS Sway — — — — — —
u+3 Fake Transition to FC with D — — — — — —
ub,b Back Handspring > Hitman Automatically transitions to HMS — — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.