Street Fighter 1 MR/Lee

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Lee

Lee is a drunken fist fighter and the uncle to Yun and Yang. He is a unique character to SF1 and only appears as an NPC in later titles.

Lee is a mobile rushdown and setplay character in SF1MR. His grounded mobility is the best in the game tied with Geki, and has options to close in distance well like his Dash Punch (236P) and Dragon's Dagger j.236K, a quick divekick. His normals have great frame data and he has some unique options for cancelling like his 2B > 2C, his 5C being special cancellable, and his 5D being super cancellable. Whenever he finds an opening, he can stick onto you with great pressure options like his normals with good frame advantage, or his Dash Punch (236P) that can set up very easy and universal infinite blockstrings. Lee also boasts a great high/low mixup game using his 2B/2D and IOH Divekick, and an ambiguous divekick for a left/right mixup on okizeme. The threat of these mixups gets higher whenever Lee gets the corner, making his damage hit a little harder. With these combined, Lee can make situations very favorable where he can open up an opponent in neutral, and he is amazing at strong setplay for maintaining life leads or to come back on a life loss.

Lee's play with meter is fairly average, making use of his Ancient Combo (236236P) super for higher damage confirms in combos, as a slow but rewarding antiair, and a below-average but usable reversal super. With it being + on block on a wrong read, Lee is blessed with a high/low mixup on top of being able to infinite blockstring. Lee's other super is Inner Chi Blast (214P), however this super is incredibly bad and a contender for the worst super in the game, eclipsed entirely by Ancient Combo for where Lee wants to use meter.

While Lee's hyper-offensive playstyle makes him great for snowballing, his lack of well-roundedness means Lee ends up around middle strength, if not slightly below. Common issues are that he has stubby range, weakening his play in neutral to most the cast that outranges him in pokes or walls him with fireballs. His damage is considerably low compared to everyone else due to having a unique low attack multiplier, and his combo potential is fairly limited. When you guess right on his mixups or find an opening yourself, Lee crumbles on defense, only having his supers as reversals when his taunt is hard to set up and they're very slow by reversal standards. Lee can play well against weaker characters that don't have any notable mix, but the control of neutral displayed by the top tiers gives Lee a hard time by round start.


Pros Cons
  • Mobility: Lee is tied with Geki for having the best walk speed and run speed in the game, and has two mobility-based specials for forcing Lee's way in.
  • Offense: With fast frame data on his light normals, a + frame Dash Punch that sets up infinite blockstrings, and his incredible vortex of mixups, it's hard to keep Lee off of you when he's in.
  • Mixups: Lee has incredible high/low mixups between his 2B and IOH Divekick, and can even set up an ambiguous left/right mixup on knockdown, making Lee threatening whenever he gets his turn.
  • Low Range: Even though Lee has great frame data, his lack of range on his normals hurts his poking potential and conversions.
  • Low Damage: Having the lowest attack multiplier and stiff combo routes, Lee has to hit the opponent many times before they're KO'ed.
  • Defense: Lee's hurtbox makes him combo food for extended links or juggles, and he relies on his slow startup supers for any kind of reversal.
Profile
SF1MR Portrait Lee.png

Stats and Vitals

  • Attack Rating = 80
  • Armor Rating = 100
  • Forward Walk Speed = 3.0
  • Backward Walk Speed = -2.3
  • Taunt = 41f

Movelist

Special Moves
236A/C - Leap Punch: Combo Ender + Pressure Tool
j.236B/D - Dragon's Dagger: Divekick
Supers
214P - Inner Chi Blast: Stationary Fireball Super
236236P - Ancient Combo: Rush Combo Super
Unique Attacks
nj.C, nj.D

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Lee 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
22 Mid 2 3 3 GA/SP/SU +7 0

A standard quick button mash for panic situations and pressure. With its + frames on hit alongside Lee's high walkspeed, this makes for a good jabwalk loop.

Stand Light Kick
5B
SF1MR Lee 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
22 Mid 4 5 5 GA +2 -3

A short-ranged kick with a short amount of high profile to evade low pokes. Doesn't see any use otherwise, and is outclassed by 5A.

Stand Heavy Punch
5C
SF1MR Lee 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Mid 4 12 4 SP/SU +9 -2

A fairly decent poke and antiair with similar range to 5A. With Dash Momentum, you can link two, and cancel into Dash Punch (236P) for a knockdown.

Stand Heavy Kick
5D
SF1MR Lee 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 Mid 7 6 13 SU -4 -3
  • Air unblockable

A mediocre poke, but better antiair. While not as rewarding on hit as 5C or 2C, this is air unblockable and catches further jumps.

Crouching Normals

Crouch Light Punch
2A
SF1MR Lee 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
18 Mid 2 3 3 GA/SP/SU +5 +3

Standard panic mash and pressure option. Cancels into 2C, which is a great normal for linking/cancelling.

Crouch Light Kick
2B
SF1MR Lee 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
18 Low 2 3 3 GA/SU +7 +6
  • Cancels into 2C

A quick low poke for pressure and poking. This is as fast as your A's and confirms into 2C/2D, but can't cancel into Dash Punch. Also a vital part of Lee's high/low mixups.

Crouch Heavy Punch
2C
SF1MR Lee 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
50 Mid 4 6 6 SP/SU +10 +11

Lee's main linking and confirming move into Dash Punch. Although you can link this into itself, it's short range hinders some of your combo routes. This also makes for a situational antiair which still combos into Dash Punch.

Crouch Heavy Kick
2D
SF1MR Lee 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Low 7 9 11 SP/SU KD -4

A standard sweep, and Lee's main ender on ranged 2B confirms. This is Lees main knockdown tool that sets up an ambiguous left/right mixup.

Jumping Normals

Jump Light Punch/Kick
j.A/j.B
SF1MR Lee jX.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
22 High 2 Until Landing 2 N/A Varies Varies

A quick air-to-air thats active until it lands. Great for safejumps, and is a very situational crossup.

Jump Heavy Punch/Kick
j.C/j.D
SF1MR Lee jX.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
56 High 2 8 2 N/A Varies Varies

A good jump in normal that can be a situational crossup. You can even combo this from a divekick in the corner.

Taunt

Taunt
A+B
SF1MR Lee Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 41 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Lee is hit out of it or not, hence the 1 frame startup.

Lee's taunt that uniquely shakes the screen. 41f duration is nothing to write home about, but is needed for his reversal supers. This is best off a Dash Punch knockdown, as you don't sacrifice left/right mixup potential.

Unique Attacks

Neutral Jump Heavy Punch/Kick
nj.C/nj.D
SF1MR Lee njC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
72 High 2 10 2 N/A Varies Varies

A high damage/pushback jump normal for jump ins or air-to-airs. Unlike any other jump normal, you can do this twice in the air, or perform a divekick after.


Special Attacks

Leap Punch
236A/C
SF1MR Lee 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 78 Mid 11 8 5 N/A KD +5
C 104 Mid 11 8 5 N/A KD +5

Lee's primary confirming special for knockdowns and pressure tool. A Dash Punch is better for spacing and not crossing up on a 5C/2C antiair, while C Dash Punch has higher damage and corner carry. This sets up an infinite blockstring using 2C > 236P, although you aren't reliant on the infinite blockstring like most characters since you have strong mixups.


Dragon's Dagger
j.236B/D
SF1MR Lee j236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 112 High 2 Until Landing 2 N/A KD -18

The crux of Lee's entire mixup game and setplay. B version travels closer, and D travels farther. Unlike most divekicks in other games, you can perform this off of your angled jumps and neutral jump, and this has no height restriction, giving you a potent Tiger Knee divekick using the motion 2369K, which is essentially an unreactable IOH that knocks down. This goes very nicely with the threat of Lee's fast lows, giving Lee the best high/low mixup game with Adon.

You can link this up close off of heavy hitstun normals or an antiair 2C > 236P, and in the corner, you can even combo into a j.C/j.D which sets up a tech trap. When you have an up-close knockdown, you can jump right above the opponent's head and divekick, you can land in front with B Divekick, or land as a crossup for D Divekick, setting up an ambiguous left/right 50/50.

The big drawback is if an opponent blocks this, it auto-bounces off similar to Blanka Ball, and is punishable by everyone, making an abrupt halt to Lee's vortex if he gets a wrong read.

Supers

Inner Chi Blast
214P
SF1MR Lee 214P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
56,56,56,56 Mid 15 30 25 N/A -10 -10
  • Frame 1 Invulnerable, only on super freeze

A large energy blast super with slow startup and poor frame advantage. It doesn't combo off of any light normals or the launch off of 2D/corner divekick, and even when you get a 2C confirm, it's better to use the meter on your Ancient Combo 236236P super, or just save it and combo into Dash Punch. It's got a myriad other problems too, like a huge deadzone at the base, it only gets one hit as an antiair, and its punishable on block and hit. There's almost no situation where you need to use this super.


Ancient Combo
236236P
SF1MR Lee 236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
93,15,15,15,15,15,60 Mid 14 4 5 N/A KD +11
  • Frames 1 through 21 Invulnerable

A standard rush combo super and Lee's best reversal option. This has great damage and range for a reversal super and is even + on block starting an infinite blockstring. Confirming into it or antiairing with it can be worth the meter investment too, and the knockdown sets up a safe taunt.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat