Fighter's History Dynamite/Lee Diendo

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Fhd lee.png



Introduction

Lee comes from a long line of Bajiquan masters, so he strives for perfection. He wanted to get revenge on Karnov for the death of his father Gentoku, but has learned that revenge does not make you strong, and wants to prove himself by fighting Karnov with honor. This doesn't come through in his gameplay, though.

A hardcore rushdown character, Lee is a contender for #1 in the game. You can expect the simplest combos to lead to staggering damage with Lee. He demolishes most weak spots in the game with ease. His speed is unmatched thanks to his Dagger Punch (Qcf.png+P.png), which hits weak spots easily along with its knockdown follow-up, TetsuzanKou (F.pngF.png+Snkb.gif). Lee is easy to pick up, and he becomes absolutely deadly in the hands of a skilled player.

His main weakness is fireballs, as he lacks a move designed to get around them like some characters. However, you can often get the jump on people with his Quick Dagger Punch (Qcf.pngB.png+P.png).

Weak Spot

Stand/crouch FHD-lee-neutral.png FHD-lee-squat-1.png FHD-lee-squat-2.png FHD-lee-crouch.png
Frame count - 2 2 -
All jumps FHD-lee-squat-1.png FHD-lee-midair.png FHD-lee-squat-1.png
Frame count 2 33 1

Lee's weak point is interesting, and that means hard to hit for most characters. It's slightly too high for crouching LKs, but still so low that the majority of standing buttons don't hit it. When jumping, it's common for it to be hit by anti-airs or fireballs, which is the one downside.

Color Options

Punch Kick
Fhd-lee-color1.png Fhd-lee-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
ZesshouHou

╠═ ► ChoshinKou

╠═ ► TetsuzanKou

Super ZesshouHou
Qcf.png + P.png rekka, Dagger Punch
F.pngF.png + Snka.gif Elbow Follow-up slightly more damage, but no knockdown
F.pngF.png + Snkb.gif Shoulder/Knockdown Follow-up knocks down
Qcf.pngB.png + P.png Quick rekka/Dagger Punch
SenKyuuTai Qcf.png + K.png anti-air, reversal
MouKo Kouhazan B.pngF.pngDb.pngDf.png + Snka.gifSnkb.gif Palm Blast hidden move, high damage 5 hit combo move

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 39
Damage 12 Startup FHD-lee-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Lee's jabs all do more damage than his cr.LK, so they're good for combos. Taller hitbox than far LP lets it hit more weak points.
Standing weak: Ray, Feilin
Crouching weak: Matlok, Mizoguchi, Zazie
Always weak: Ryoko, Samchay, Clown, Karnov

  • Standing LP (Far):
Damage 12 Startup FHD-lee-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Good disjointed jab used to interrupt attacks like Dynamite (and Dagger Punch in the mirror). Unlike a lot of st.LPs, this one can't be crouched entirely.

  • Crouching LP:
Damage 12 Startup FHD-lee-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Slightly less range than standing far LP. You will be using this inside of BnBs.

  • Jumping LP (Diagonal):
Damage 12 Startup FHD-lee-diagonal-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

This has good range to stuff attacks, but usually you'll prefer j.LK as it hits deeper.

  • Jumping LP (Neutral):
Damage 12 Startup FHD-lee-neutral-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Situational air-to-air with a better vertical hitbox than diagonal jump LP, and just 1px less horizontal range.

Heavy Punch Snkb.gif

  • Standing (Close): activation range = 47
Damage 30 Startup FHD-lee-stand-close-HP-1.png FHD-lee-stand-close-HP-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

Somewhat unreliable in combos because of its short range, but it hits a lot of weak points. Misses weak points on Marstorius, standing Matlok, Mizoguchi, Zazie, and crouching Lee.

  • Standing HP (Far):
Damage 30 Startup FHD-lee-stand-far-HP.png FHD-lee-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (16) 18

This is ridiculous. Due to FHD's usual tendency to adjust hurtboxes after active frames, this allows such a thing to exist. This is one of your best tools by far. It's a poke, it's an anti-air, and it's a meaty. However, after the active frames your hurtboxes extends like crazy (for 16 whole frames!) and whiffing this move will be really painful.

  • Crouching HP:
Damage 30 Startup FHD-lee-crouch-HP.png FHD-lee-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

One of the longest-reaching buttons in the game. This makes it very reliable in combos and at beating other normals in footsies. It's harder to whiff punish than standing HP.

  • Jumping HP (Diagonal/Neutral):
Damage 28 Startup FHD-lee-jump-HP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

This attack has a unique trait. Unlike standing hard normals, aerial attacks in this game always have properly adjusted priority. However, in the case of this normal, the hand doesn't becomes vulnerable at all. This attack has better range than d.jump LP, so you should maybe prefer it as an air-to-air.

Light Kick Snkc.gif

  • Standing (Close): activation range = 47
Damage 6 Startup FHD-lee-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +4
On block +5
Frame count 2 3 5

Doesn't really have any use.

  • Standing LK (Far):
Damage 6 Startup FHD-lee-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +2
On block +3
Frame count 2 4 6

May be useful to target specific weak spots.

  • Crouching LK:
Damage 6 Startup FHD-lee-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Another tool used in chains. Quick with acceptable range.

  • Jumping LK (Diagonal):
Damage 12 Startup FHD-lee-diagonal-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

Excellent move for crossups - this attack stays out forever and has good priority to boot.

  • Jumping LK (Neutral):
Damage 12 Startup FHD-lee-neutral-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

You have much better air-to-airs than this. Don't use it.

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 47
Damage 28 Startup FHD-lee-stand-close-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -5
On block -10
Frame count 4 6 20

Solid move. Hits really high - it can easily hit Zazie's standing weak spot. Use it to target such weak spots.

  • Standing HK (Far):
Damage 28 Startup FHD-lee-stand-far-HK.png Recovery
Chain cancel no
Special cancel no
On hit +1
On block -4
Frame count 6 6 14

Also a solid attack that hits as high as the one above. The leg never becomes vulnerable, so it's a possible anti-air option. Startup is longer than usual, but recovery is surprisingly fast.

  • Crouching HK:
Damage 28 Startup FHD-lee-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 18

Sweep with a little more range than you would think. However, the leg has a weak spot on it, so it's risky to use.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-lee-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Excellent jump-in and crossup with good priority.

  • Jumping HK (Neutral):
Damage 28 Startup FHD-lee-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Not worth your time.

Throws

Damage 32 FHD-lee-throwbox.png
Range
(From pushbox)
32
  • Shashin Kashiki: B.png/Ub.png/Uf.png/F.png + Snkb.gif

Lee tosses the opponent over his shoulder. Leaves them pretty far outside of the corner, but you can use HP Quick Dagger Punch to close in.

Special Moves

  • ZesshouHou a.k.a. Piercing Dagger Punch: Qcf.png + P.png
Damage 32 Startup FHD-lee-daggerpunch.png Recovery
On hit +4
On block -1
Frame count Light 9 5 12
Hard 14 5 12

A rushing punch. Thr LP version travels around 1/4 of the screen and the HP version travels almost 1/2 of it. Its hitbox appears only after the dash is over. This is your main combo ender - it's very damaging after you do a follow-up and is fairly safe on block (be careful against Marstorius though - you'll be begging to get Double Germaned). This move hits in the middle, so doing a combo against characters with weak points in that zone like Ray and Yungmie gives you a free dizzy and, usually, the match. At active frames and a bit before them Lee's feet can't be hit with any character's crouching LKs, but that doesn't mean you're safe! Don't mindlessly spam this move or your opponent will start to counter it one after another (analogy with E.Honda's Headbutt in SF2) and probably wipe out your weak spot.

  • Super ZesshouHou a.k.a. Quick Dagger Punch: Qcf.pngB.png + P.png
Damage 32 Startup FHD-lee-quickdaggerpunch.png Recovery
On hit +4
On block -1
Frame count Light 5 5 12
Hard 10 5 12

A faster version of the rekka. The LP version barely moves you forward, but the HP version covers nearly the entire screen at a blazing fast speed. They both have a better hitbox than the normal rekka by a bit.

This move is your best tool to deal with zoners. It's so fast that projectile characters have to be extremely careful to not get caught during their projectile's startup against Lee. If one of these connects, then you can score a knockdown (after the follow-up) and gain control of the match.

You'll rarely use it in combos, as Quick Dagger Punch tends to whiff the opponent and cross him up, leaving you open for punishment. You can abuse this if people block too much, though.

  • ChoshinKou a.k.a. Dagger Elbow Punch: (After any Dagger Punch) F.pngF.png + Snka.gif
Damage 16 Startup FHD-lee-elbowpunch.png Recovery
On hit +2
On block -3
Frame count 6 6* 16
*As soon as active frame hits opponent, Lee holds 2f of active frame animation and then goes straight into recovery frames
Does a tiny bit more damage than the HP follow-up, but doesn't knockdown. This is reason enough to stick to the HP version.
  • TetsuzanKou a.k.a. Iron Fist Chop: (After any Dagger Punch) F.pngF.png + Snkb.gif
Damage 14 Startup FHD-lee-stand-close-HP-2.png Recovery
On hit kd
On block -3
Frame count 6 8* 16
*As soon as active frame hits opponent, Lee holds 2f of active frame animation and then goes straight into recovery frames
A bit less damaging than the LP version, but it has the huge benefit of a knockdown, which lets you continue the pressure and go for a crossup, etc. It also has a bigger hitbox, which means it covers more dizzy spots than the LP version.
  • SenKyuuTai a.k.a. Silk Worm Kick: Qcf.png + K.png
Damage Light
22
Hard
33 total
FHD-lee-senkyuutai-1.png FHD-lee-senkyuutai-2.png FHD-lee-senkyuutai-3.png FHD-lee-senkyuutai-4.png FHD-lee-senkyuutai-5.png Recovery Landing
On hit Light
kd/kd
Hard
-19/kd
On block Light
-17/-13
Hard
-24/-20
Frame count Light 2 3 1 1 8 14 6
Hard 2 3 1 1 10 19 6

A solid anti-air - it works well to deal with Balloons and other aerial assaults. You can also use it to catch an opponent trying to retaliate after a blocked rekka, but of course be careful when doing this. Both hits of the LK version knock down, while only the second hit knocks down for the HK version. Opponent may fall from the second hit.

Hidden Move

  • MouKo Kouhazan: B.pngF.pngDb.pngDf.png + Snka.gifSnkb.gif
Damage 72 total Startup FHD-lee-palmblast-1.png FHD-lee-palmblast-2.png FHD-lee-palmblast-3.png FHD-lee-palmblast-4.png FHD-lee-palmblast-5.png Recovery
On hit +14
On block +9
Frame count 4 1 1 1 1 1 1 1 1 15* 18

*As soon as active frame hits opponent, Lee holds 2f of active frame animation and then goes straight into recovery frames

Lee steps forward and performs a powerful multi-hit palm blast. The input is pretty hard to master as you have to end up in Df.png. If you continue to F.png, then you'll get a Dagger Punch instead. This move is well worth the effort of mastering its motion though, as it is excellent for killing dizzied opponents. You can combo it after HK and follow up with even more stuff like an HP quick rekka or cr.HP xx LP rekka in the corner. It makes Lee a really scary character since one dizzy usually means death. This move is especially painful to characters like Ray since it hits middle weak spots multiple times - up to 5 hits to be exact. The last hit is treated as a projectile and has more vertical range than the previous hits. Projectile priority gives Lee a huge benefit by adding impact freeze frames to opponent's hitstun/blockstun animation, thus making this move safe both on hit and block.

The Basics

Lee Diendou is a full rushdown character - your main objective is to use your Dagger Punch to carry your opponent to the corner and then use your Energy Palm for cheap damage.

Dragon Kick is a good anti-air and reversal, but it's pretty easy to punish. You can also use it to cross up after a rekka knockdown.

The Dagger Punch variations depend on the distance of your opponent - regular rekka for close ones or quick rekka for far ones. Follow-ups are optional but TetsuzanKou is preferred for the knockdown.

Energy Palm has a strange input but it has a good low and medium hitbox and multi-hits for cheap damage.

Most of your normals are decent for short to medium poking, and your Dagger Punch is good for long distances.

Combos

  • cr.LK xx LP Rekka or LP/HP Quick Rekka xx LP/HP Followup
Lee is able to link lights into lunge punch (except normal HP version). This allows him to convert any successful low into a simple BnB with adequate damage.
  • cr.LK x3~4, cr.HP xx LP Rekka or LP/HP Quick Rekka xx LP/HP Followup
Standard combo with multiple lights, heavy punch and Rekka as ender.
  • j.HP/HK, cr.HP xx Any Rekka xx LP/HP Followup
Standard BnB from a jump-in. Pretty easy to hit because of cr.HP's great horizontal reach.
  • Palm Blast, LP Rekka or HP Quick Rekka xx LP/HP Followup
Lee's hidden move is very powerful and also can be linked into certain versions of Rekkas afterwards, though it could be difficult due to input drops after Palm Blast's projectile part.
  • cl.HP/HK xx Palm Blast, LP Rekka or HP Quick Rekka xx LP/HP Followup
Essentially the same combo as above but with a close heavy at the start. Special cancelling into Palm Blast is difficult because of its lengthy input but it grants additional unscaled damage in the combo.
  • j.HK, st.LP xx Palm Blast, HP Quick Rekka xx LP/HP Followup
  • (Corner only) cl.HP/HK xx Palm Blast, (walk-in) cr.HP xx LP Rekka or HP Quick Rekka xx LP/HP Followup
Corner version of the combo above. Adds cr.HP link after Palm Blast, though to do this you need to walk-in first to be able to land cr.HP. Easier to land on P2 side due to lesser pushback.
  • (Corner only) cr.LK xx HP Quick Rekka, cr.LK xx HP Quick Rekka, cr.LK xx HP Quick Rekka...
Lee's corner infinite where you need to link Rekka into low light.
  • (Corner only) Palm Blast, (walk-in) Palm Blast, (walk-in) Palm Blast
With really precise walk-ins it is possible to link several Palm Blasts - TAS level difficulty.

Advanced Strategy

This is tough, but it's game over when you land this...

  • cl.HK xx Palm Blast, HP Quick Rekka > Light followup

This is 70% plus on most characters. If you really want your Lee to shine, then this is the combo that will take you to the top. The link between Palm Blast and HP Quick Rekka is very tight, but in the corner you can use LP Quick Rekka instead - it's easier.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Lee - - - - - - - - - - - - -

Vs. Clown:

Lee can beat Pick-a-Card with his Palm Blast or trade hitting Head Stomp with Senkyutai. Lee must get close to him to have an advantage in the match.

Vs. Jean:

Vs. Ryoko:

A matchup in your favour. Look for crouching and standing Hard Punches. Be cautious about getting too close to Ryoko because she does have the slide tackle to worry about.

Vs. Karnov:

Senkyutai will beat his charge kicks. Make sure you Senkyutai his Balloon after the invincibility has worn off. You don't have that much to worry about in this matchup.

Vs. Lee (self):

Turtle.

Vs. Feilin:

Vs. Yungmie:

Vs. Marstorius:

You need to be able to play a careful spacing game against Mars. His Double German will own your Dagger Punch on block, so don't resort to spamming it. Look for openings to plant his cr.HP and st.HP - this will be your formula for winning. A final note: Don't jump in at all. Just don't.

Vs. Matlok:

Vs. Mizoguchi:

Vs. Ray:

If you get a dizzy, then this match is over. Your Fireball corner combo will take full advantage of Ray's weak spot for 60%+ damage. Zetsu also hits his weak spot. You can wait for a Wheel Kick to SenkyuTai back for a solid counter. Lee definitely has the edge here.

Vs. Samchay:

Similar to the Ray matchup, minus Wheel Kick. Samchay *can* Ti Kau Koon your Dagger Punch, but if you stay unpredictable this will almost never happen.

Vs. Zazie:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox