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Tekken 8 — Characters

Lee Chaolan – Frame Data

Lee Chaolan is an all-rounder who controls space with keepout and quick pokes, then punishes opponents for overextending with potent counter hits and just-frame punishment. He demands execution; especially for his iconic i10 Acid Rain; but stays hard to lock down thanks to a safe power crush and high-crushing options.

183 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

HMS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

MS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Rushdown Pressure Advanced
Offense
8
Defense
8
Execution
7

Weak to: Step Right

Overview

almost perfect in neutral game, Strong poking, punish, and wall carry, but not-so-easy execution

Heat System

Your heat smash is a threatening low, but it deals the least damage among low smashes, is the slowest, and can be stepped. Heat dash from f,f+3 is an amazing whiff punish, while d+1+2 and df+3+4 wallsplat but cost a lot of heat

Strengths

Counter-hit: He has the "G-Clef" string (2,2,3) and is the only character in the game with a "Magic 4" (an 11-frame counter-hit launcher). He also has two variations of d+4, one of which possesses exceptionally powerful properties on a counter-hit. Furthermore, he features strings that end in moves with counter-hit properties—such as 2,1,3, 2,1,4, and 2,1,1—with more details provided in the notes.Keep-out: Lee has b+4, a move that creates space and can transition into his iconic "Hitman" stance; it acts as a counter-hit launcher and, if it hits an opponent who is crouching, leaves them face-down on the ground. He also has df+4 and 3, both of which can transition into Hitman to further increase spacing.God of punishment: He possesses 1,3,3,3 (i10)—one of the strongest 10-frame punishes in the game—as well as 4,4,4 (i11), a highly damaging Heat-engaging punish capable of causing a wall-splat. Other options include f+1+2 (i13), a brutal one-two that knocks the opponent down; df+4,4 (i13), a mid-high Heat-engaging string that causes a wall-splat; and b+1,2,2,1+2 (i14), a high-mid-high string that deals massive damage if it results in a wall-splat. He also has uf+4 (i15)—a "hopknee" launcher—and df+2 (i15), a safe launcher that leads to extremely high combo damage. Additionally, there is f+3,3,3,3,4 (i15), a launcher primarily used for whiff punishment, and ws,2+3 (i14), a launcher accessible from a standing position—a significant advantage that should not be underestimated.How much poking do you want? df+1 covers the weak side; f+2 has good tracking during exchanges and is slightly hit-confirmable; df+4 and 3 are excellent for maintaining the pace of the match; f,f+2 is useful for closing the distance and dealing chip damage. Lows: d+4 has counter-hit properties, as it links into the 4,4:4 string; db+4 is a classic low that can crush highs and puts the character into a Full Crouch state; db+3+4 is one of the strongest lows available—it is -13 on block, +4 on hit, and on a counter-hit, it guarantees a transition into Feather Landing (f+3+4) or a Slide; db+3 is a low-risk (-12), low-reward (-1) option; f,n,b,4 (i21) is also -13, can evade highs, and on a counter-hit, it guarantees either 1:3:3:3 or 4,4:4. b+3,3 is a high-risk low—it is virtually invisible, tracks sidesteps well, deals 21 damage, and can transition into a Mist Step right in front of the opponent, leaving the character at a +4 advantage.

Weaknesses & Counterplay

Lows: Standing pokes usually offer modest damage.Tracking: Important long-range moves lose to stepping.Execution: Optimized punishment and carry demand precise timing.Weak to step right: that's a lie, he has df+1 to cover that, while df+2 (safe launcher) tracks the other side.No Throw game: has only generic and one 1+2 throw skip.
Game Plan
Use keepout like b+4 to bait your opponent into overextending, then punish with counter hits.Poke with df+1, jabs, and lows to force reactions, but leave space for whiffs.Land your i10 Acid Rain punish (1,3:3:3) and i11 magic 4 launcher for big damage.In Hitman Stance, use HMS 1,1,1 after plus frames to beat power crush and HMS u+3 to beat lows, but watch for the high power crush.
Stances
Hitman Stance (HMS) — enter: Press 3+4 manually, or 3+4 after certain moves. — A toolkit for counter-hitting or evading to take your turn back. After plus frames, HMS 1,1,1 beats power crush; HMS 1+2 stops slow mids; HMS u+3 beats lows; HMS 2 goes under highs; HMS 3 catches steppers. The low is seeable, and HMS u+4's low crush starts late.Mist Step (MS) — enter: Press f,n, or f from certain moves. — Outside combos, it gives quick access to a slide from standing; MS 3,4 is an okay whiff punish but not your go-to option.