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2-7-3 |
Reach: 105px |
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Not very useful, but if you corner a large opponent, it's a good way to lock them in. Unique to this LP is that it moves you forward. |
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8-10-8 |
Reach: 65px |
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Unremarkable punch that could maybe be used as a lite anti-air, but even then it's not ideal for it. |
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19-10-9 |
Reach: 113px |
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It's a great mix-up tool, leaving your opponent in anticipation not knowing what you could possibly do, then you surprise with this lunge attack. It's high damaging, launches, and can loop certain characters, if timed and spaced well, but with it, is also risky due to its startup. Use wisely. |
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8-10-6 |
Reach: 85px |
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Launches certain characters, and is mostly used as an anti-air. But other than that, it's not very versitile. |
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10-10-10 |
Reach: 97px |
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Lee's arguable best move. Versitile, quick, far reaching, unblockable, launches... And the fact it's a low, means it can also go under certain high attacks, although because of that, could be countered by aerial attacks. Though this is what you may find your self using the most. |
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14-10-13 |
Reach: 92px |
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An alright anti-air if you exactly know when your opponent is going to jump-in, but requires a lot of precision due to its slow nature. It, however, is far reaching enough to consider using it, but it's too risky for a low reward. |
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25-8-7 |
Reach: 91px |
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Often used in combination with the forward variant, they're good for zoning, going back and fourth while creating anticipation. That or you can just trick shot an incoming opponent, if you're lucky. |
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25-8-7 |
Reach: 111px |
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Gets the job done. May be good against an approaching Birdie, but it's not spectacular in most match-ups due to its slow startup. |
3  |
25-8-7 |
Reach: 91px |
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One of the better forward jump attacks. It's relatively safe and quick. You'll be using this frequently along with MK, mixing'em up. |
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