LEELEE LEELEELEELEELEE LEELEELEELEELEE LEELEE LEELEELEELEELEE LEELEELEELEELEE LEELEE LEELEE LEELEE LEELEE LEELEELEELEE LEELEELEELEE LEELEE LEELEELEELEE LEELEELEELEE LEELEE LEELEE LEELEE LEELEE LEELEE LEELEE LEELEE LEELEE LEELEE LEELEELEELEELEELEE LEELEELEELEELEELEE LEELEELEELEELEELEE LEELEELEELEELEELEE LEELEELEELEELEELEE LEELEELEELEELEELEE Lee "Violet" Chaolan Character Guide Tekken 4 Arcade and Sony Playstation 2 FAQ Version 3 By Nathan Pugh, GameFAQs username choco man, email mrnunchaku@aol.com October 2002 This document Copyright 2002 Nathan Pugh *********************************************************************** TABLE OF CONTENTS (Hold Ctrl+F, then type in the name of a section and hit enter once or twice to go straight to that section) I. INTRODUCTION A. LEE IN THE BEGINNING B. LEE IN TEKKEN 4 C. THIS FAQ II. COMMANDS A. REFINED MOVE LIST B. COMBOS C. INDEPTH LOOK AT MOVES III. STRATEGY IV. LEE: FLASHY STYLE A. STLYISH MOVE LIST B. STYLISH COMBOS C. IDEPTH LOOK AT MOVES V. CLOSING *********************************************************************** I. INTRODUCTION Tekken is my all time favorite fighting game and has been since the original Tekken back when I was in the 5th or 6th grade. Tekken Tag Tournament left a simply huge impact on this series and Tekken 4 almost seemed like it was doomed to fail before it came out. The reaction to T4 has been very mixed. Some love it and some hate it. T4 is a bit different than TTT. Indefinite side stepping, enclosed stages with 3D interactive obstacles, Steve, Christie (an improved Eddie), Marduk, and a brand new fighting style for Jin are some of the new things that T4 offers. A. LEE IN THE BEGINNING In the original Tekken and Tekken 2, Lee was hardly anything more than a clone of Law. To make matters worse, he was never as good as Law. Lee lacked power, mix-ups and solid juggles. He wasn't in Tekken 3 but made a triumphant reappearance in Tekken Tag Tournament packed with a tuxedo and all kinds of new stuff that set him apart from Law. He was a very fast poker and had a few good juggles, but still lacked the power needed for anyone to want to choose him in a tournament. Still, you had to love his style, man! Silver hair, fancy clothes, snobbish attitude, a very stylish fighting style, wicked looking moves and personality to match. Then Tekken 4 comes out. B. LEE IN TEKKEN 4 Namco really outdid themselves with Lee. I was worried he wouldn't even be in the game, but here he is and he is better than I ever could have hoped. They have improved virtually every aspect of Lee. The only things about Lee that have been toned down I can count on one hand and they are not that important. One thing though. Lee is a very complicated character. He is definitely one of the drop dead last characters I'd recommend a Tekken beginner to start with, but man, when you get good with him, you kick people's butt with a style like no other. C. THIS FAQ I will not go over every single move that Lee has. If you want a complete move list you can easily find one in one of the other Lee FAQs on this website or go to www.tekkenzaibatsu.com, THE online source for Tekken information (sorry if I sound like a commercial but its true, heh). Instead, I will go over his best moves, strategies and juggles that I have both learned myself and from others. I really truly believe that the information in this FAQ is good stuff that even the best Lee players would agree with. I use the almost universal Tekken notations to illustrate the commands. If you are confused in any way you can email me or go to www.tekkenzaibatsu.com for a key, and if you have any questions or problems with any of these moves (like I said, they are pretty complex) or about anything in this FAQ don't hesitate to email me. So here we go. *********************************************************************** I. COMMANDS A. REFINED MOVE LIST COMMAND NAME RANGE DAMAGE (d/f) Universal Low Parry -- -- (d+1_d/b+1) Crouching Jab Sm 5 1,2 Double Punch hh 5,10 =~f,N Mist Step -- -- =4 [~3] Violet Kick [HMS] m 10 =:4 [~3] Silver Rain Kick-HMS m 20 SS+2 Rear Cross Punch h 17 =~f,N Mist Step -- -- f+3:3:3 Acid Rain Combo (juggles) hmh 14,8,5 1,3:3:3 Acid Rain Combo (juggles) hhmh 5,14,8,5 u/f+4 Violet Knee (juggles) m 15 U/F+4 Hop Kick (juggles) m 13 (d/f+2_WS+2) Uppercut (juggles on CH) m 12 4,3,3 Shaolin Spin Kicks-Spin Hammer hhm 16,12,19 b+1,1 Fang Rush hm 8,8 =2 Triple Fang h 15 =~f,N Mist Step -- -- =3+4 HMS -- -- b+1,N+1,2 Advanced Triple Fang hmh 8,8 =2 Triple Fang h 22 =~f,N Mist Step -- -- =3+4 HMS -- -- f+4 Silver Whip h 7 b+4 [~3] Silver Heel [HMS] m 22 d/f+3 Side Kick m 18 b+3 Mist Wolf Kick m 18 =4 HMS -- -- =3 Mist Wolf Kick Combo h 18 d+4 Low Kick l 7 =4 Laser Edge l 5 d,d/f+4 Silver Tail L 18 d/b+3 Slice Kick L 16 WS+3,3 Tsunami Kicks mm 10,17 =d/f+3 Mid Kick m 15 =d+3 Low Kick l 15 WS+4 Rising Kick m 20 FC,d/f,d,d/f+3 Dragon Slide L 17 d,d/b+4 Blazing Kick (juggles) m 22 f,N Mist Step -- -- =3,4 Soviet Kick Combo mM 10,16 =b,N Violet Sway -- -- =4 Code Red Low l 15 THROWS COMMAND NAME ESCAPE DAMAGE 1+3(u_d_b_f) Position Change Escape by pressing 1 -- 2+4 Wu Tip Escape by pressing 2 30 F+2+4 Neck Fracture Escape by pressing 2 30 f,f+3+4 Knee Driver Escape by pressing 1+2 28 2+4 (left side) Harassment Escape by pressing 1 40 2+4 (right side) Stunner Escape by pressing 2 38 2+4 (behing) Bulldog -- 45 B. COMBOS COMBO DAMAGE DIFFICULTY SS+2~f,N, 1,2,4 42 Easy SS+2~f,N, 1,2,4:4 54 Medium (after wall push) 1,2,4 40 Easy (after wall push) 1,2,4:4 37 Medium STARTER: u/f+4 or U/F+4 or (d/f+2_WS+2) CH JUGGLE DAMAGE DIFFICULTY u/f+4, 1,2~f,N, 1,2~f,N, 1,2~f,N, u/f+4 45 Easy u/f+4, 1,2~f,N, b~3,3,d+3 53 Medium STARTER: f,N+3,4 JUGGLE DAMAGE Difficulty 1,2~f,N, 1,2~f,N, 1,2~f,N+3,4 52 Easy 2, 1,2~f,N, b~3,3,d+3 60 Medium STARTER: d,d/b+4 or b+4 CH JUGGLE DAMAGE DIFFICULTY SS+2~f,N, 1,2~f,N, 1,2~f,N, 1,2~f,N, 4 53 Easy SS+2~f,N, 2, f,f, 1,2~f,N, b~3,3,d+3 65 Medium STARTER: f+3:3:3 or 1,3:3:3 Juggle DAMAGE DIFFICULTY f,f, u/f+4, 1,2~f,N, 1,2~f,N, 1,2~f,N+3 60 HARD f,f, u/f+4, 1,2~f,N, b~3,3,d+3 70 HARD C. INDEPTH LOOK AT MOVES d/f Low Parry -- This is the universal low parry. Press down and forward as someone is hitting you with a low attack. Make good use of it! When you know someone is going to hit you low, why low block when you can parry? Simple, you are often guaranteed a hop kick U/F+4 which leads to a juggle after successfully parrying a low attack. (d+1_d/f+1) "Crouching Jab" Sm This is the universal poke. Tap down and 1 to poke as someone is attacking you; this will stop most attacks and safely crouch under high attacks. This move is so important because Lee is a fast poking kind of guy. Since you are crouched, you can do a move while crouching or you can rise and do a move while standing. One good way I have found to implement throws is to do use this poke, then execute a throw like 2+4 as I am rising. BTW, this hits special mid, which is just like mid only it can be blocked if they are standing and it can be blocked if they are crouching. Also, know that a crouching jab can be low parried. 1,2 Double Punch hh 1,2 is fast. You'll be throwing it out a lot as you would with any character. However, Lee is blessed with incredible follow ups for the basic, but essential 1,2. 1,2~f,N Double Punch-Mist Step hh If you hit 1,2 then immediately tap forward Lee will double punch then fluently move into the mist step. Practice chaining 1,2~f,N+1,2~f,N+1,2~f etc, that is, 1,2 tap forward, 1,2 tap forward, 1,2 tap forward, etc. Do this just to get a feel of the mist step. For a mix up, do 1,2~f then come out of the mist step with either a mid hit, low hit, or throw. One option is to come out of the mist step with d/f+3 to hit mid. d/f+3 is the side kick, hits mid, does 18 damage and has a nice stun effect. To come out of the mist step with a low hit, you can tap the guy with a d+3 for 8 damage or a faster d+4 for 7 damage, both are very weak though. If you are feeling risky, come out of the mist step with a low hitting bump kick d/b+3. However, this kick is slow and very obvious when used in this manner. If you want to come out of the mist step with a throw you can use the wu tip 2+4, which looks VERY COOL and is canceled by 2, or you can use f,f+3+4, which is slightly weaker but canceled by 1+2. You can also use 1+3 and a directional button to push him into a wall or something. You might want to come out of the mist step with 1,2 again for two more fast punches. There is another mix-up I love to do while coming out of the mist step. f,N, b~3,3,d+3 Lee will mist step forward, sway back, but the sway back is canceled with the tsunami kicks. You see, for a brief moment during the sway back, Lee is actually rising. Anyway, this comes out pretty dang fast, and it is two mid hitting kicks. If they are blocked, you can continue with another mix-up. d+3 or d/f+3 a low kick or a mid kick after the tsunami kicks. Very useful, however, if the tsunami actually ht the opponent, they will often be pushed too far away for the mid kick to work. Finally, if you want to come out of the mist step with a stronger faster low kick try f,N, b~4 which is the code red low, except that the sway was cancelled so that it comes out faster. This will confuse your opponent. 1,2,4:4 Double Punch-Silver Rain Kick hhm 1,2,4:4 is fast and powerful. Anything that starts with a jab and does this much damage is extremely useful because it can interrupt a great deal of your opponent's moves and do good damage. However, 1,2,4 is weaker. 1,2,4 is a double punch to Violet kick, not silver rain kick. What you want to do is something called a just frame. This means you must hit a certain button at the EXACT RIGHT MOMENT. Press 1 then 2 then 4 then hit 4 again at the EXACT RIGHT MOMENT, that is, hit 4 the second time right as the kick is hitting the opponent (whether they block it or not). 1,2,4 and 1,2,4:4 look almost the exact same. You know you have done the just frame when it stuns them significantly when it is blocked or when you see Lee's blue/white energy signature when it hits. When this hits it does good damage. When it is blocked it stuns the opponent so that he can't come back with anything. At first you might be frustrated that you can't get the just frame. With practice you will be able to do this relatively easier just frame probably 2 out of 3 times. If the Hitman Stance is your thing, then press 3 after the kick (whether you did the just frame or not) and Lee will go into the Hitman Stance. I'll explain a little about the HMS later. 1,3:3:3 Acid Rain Combo hhmh This may be Lee's greatest move. However, it is INSANELY hard to do. Remember what we talked about with just frames? If you you know how hard it is to do one just frame, imagine doing TWO JUST FRAMES IN A ROW! Press 1 then 3 then hit 3 at the exact right moment then hit 3 again at the exact right moment. Mashing the buttons will not help at all. You must press 3 right as the last kick is hitting the opponent each time. Seriously, I can do this only about 2 out of 5 times on a good day. There are a few things that make this move so good. First of all it's stun effect is scary. It causes the opponent to slowly fall to the ground unable to block, this leads to a great opportunity to juggle. Second, it starts with a super fast jab. On counter hit, this whole thing is guaranteed. There is another variation of the acid rain. It is f+3:3:3, the same thing but without the punch. However, the first kick is a bit slow and hits high. 1,3:3:3 and the juggle will grant you 60-70 damage! u/f+4 Violet Knee m This will probably be your most used launcher for juggles. It's somewhat fast, hits mid, and won't leave you too vulnerable when blocked. Decide whether you want to use this or the hop kick. The Violet knee is stronger than the hop kick, better recovery, but is shorter range, and it will not launch a crouching opponent unless it is a counter hit. U/F+4 Hop Kick m Another good launcher. This is often guaranteed after low parrying an attack. Decide whether to use this or the Violet knee to launch. The hop kick does less damage than the knee, has worse recovery when blocked than the knee, but is longer range and will launch whether they are crouching or standing. [d/f+2]_[WS+2] Uppercut m A nice uppercut simply because its somewhat fast and hits mid. Unfortunately, it is one of the few of Lee's moves that has been toned down since TTT. It now only launches on counter hit where in TTT it did not have to be on counter hit for it to launch. The first notation is for when you are standing, and the second is for when you are rising. 4,3,3 Shaolin Spin Kicks-Violet Hammer hhm Great move because its pretty fast and if the first kick connects, the second will too. Though the third is not guaranteed, it hits mid and stuns the opponent! Also, if the first kick hits on counter hit, the opponent will be launched and one or both of the other kicks will hit them while they are in the air! b+1,N+1,2 Advanced Triple Fang hmh This hits high, mid, high and is not to be confused with the regular triple fang b+1,1,2. The difference is that the advanced triple fang is a natural combo (meaning if the first hit connects, it is all guaranteed). The regular triple fang is not a natural combo. When doing the advanced version, let go of back right after you press 1, making sure that the joystick/directional pad is in a neutral position when hitting the second 1. The advanced triple fang simply has incredible range and does close to 40 damage, and it pushes the opponent away when blocked enabling them from coming back with anything. It is a bit hard to do, but once you get used to it you shouldn't have too much of a problem. To know if you have done the advanced triple fang correctly, listen for a different sounding yell from Lee than usual, if they are hit by it they will be sent backward and fall, and if they block it they will be pushed back. BTW, If you hit 3+4 after the first two hits of this you will enter the HMS. f+4 Silver Whip h Not the most useful move, it only does 7 damage, but it does deserve a place in your arsenal for it's speed AND range. If you need to poke the guy and he is just too far away for a punch and you don't have time for anything else, tap him with this. BTW, this kick is VICIOUS looking! b+4 Silver Heel m A solid mid kick with good range. And if this thing hits counter hit your opponent will be launched for an easy juggle. Also, if you press 3 after the silver heel, you will enter the HMS. d/f+3 "Side" Kick m A pretty ok kick. A tich slow, but pretty strong and hits mid. It also stuns the opponent pretty well. This is useful as a mixup after coming out of the mist step. (BTW, I study tae kwon do, a KICKING art, and though d/f+3 is called "side kick", I can tell you that in real life, that is NOT a side kick! It's referred to as a ROUND kick, and is often referred to as a roundhouse or mawashi geri, as it is known in karate. You see, d/f+3 is different in T4 than in previous Tekkens. In previous Tekkens d/f+3 actually was a side kick. I guess they didn't bother to change the name.) b+3,3 Mist Wolf Kick Combo mh Another solid mid kick with good range followed by a high kick. You will probably just use the first kick b+3 by itself too. Granted you do it with the right speed, the second kick is guaranteed if the first connects. Do it too fast though and you will accidentally do a fake kick, which is probably not what you want to do unless you are showing off with just frames (will explain later). Note that you can delay the time in between the kicks. So if the first is blocked, you can delay the second. They may think you are done and if they try to attack you can nail them with the second. BTW, you can enter the HMS if you press 4 after the FIRST kick, the second will not be executed. d+4,4 Low Kicks ll A quick poking low hit, nice range and recovery. On counter hit both are guaranteed. At least throw the first kick out every now and then, but not too much, because it will most likely be 7 free points of damage, unless your opponent has really good reflexes and actually sees this coming every time. WC,D/F+4 Silver Tail L An excellent long range low kick with good power while you are crouching. It also hits grounded opponents. d/b+3 Slice Kick L Use this at your own risk. It has good power and range, but it is slow. However, it is somewhat deceptive in it's animation so if you throw this out every now and then it might catch your opponent off guard. This too hits grounded opponents. f,N+3,4 Soviet Kick Combo mM Another use at your own risk move because if it is blocked you will be punished! However, the second kick launches and if the first hits, the second is guaranteed. Both hit mid. When coming out of the mist step and you think your opponent will block, only do the first kick and you will be safe. WS+3,3 Tsunami Kicks mm A great rising attack. Both hit mid and do great damage. Again, if the first hits, the second is guaranteed. Unfortunately, this move was a lot better in TTT because if it connected, you could continue with a low kick d+3 and if you were at the right range you could do another kick 3, all guaranteed. If you want, you can continue as well but you must use a mix up to trick your opponent. WS+3,3,d+3 does a low kick afterward. WS+3,3,d/f+3 does a mid kick afterward, it seems to have poor range though. You may just want to stick with the two rising kicks. Remember what we talked about with using this to cancel the sway back. Its a very useful way to use this move. after a mist step, sway back, but quickly cancel the sway by hitting 3,3 for the tsunami kicks then you can continue with d+3 for a low kick or d/f+3 for a mid kick. The notation would look like this f,N, b~3,3,(d+3_d/f+3) On another note, you may want to use WS+4. It is a weaker but fast way to rise with a mid kick. If your press 3 after this you will go into HMS. FC,d/f,d,d/f+3 Dragon Slide L Quite the deceptive low move, but only if you can do the complex motion quickly with the joystick/directional pad. Follow up with a "get up" kick while you and your opponent are getting up. d,d/b+4 Blazing Kick m Not to be used often. This kick is strong, hits mid, and sends the opponent rocketing up, but is very slow and with poor recovery. Sometimes they will hit a low ceiling for extra damage and you can still juggle afterward. Use the blazing kick when you KNOW it will hit. f,N,b,N+4 Violet Sway-Code Red Low l Another option after coming out of a mist step is to tap back and you will sway. Hit 4 as you are swaying back and Lee does a decent low kick. Mix this up with the next move. f,N,b,N+b+3 Violet Sway-Mist Wolf Kick m Just like the above move, only enter b+3 instead of just 4. This is the first kick of the mist wolf kick combo. Its a good choice because it hits mid, for a mix up, and has enough range to connect after swaying away from your opponent. Remember, pressing 4 after this kick will put you in the HMS. *********************************************************************** II. STRATEGY - POKING: Lee is a very fast character who is good with poking. d+1 or d/b+1 is your best friend. It will stop most attacks in their tracks. The acid rain combo 1,3:3:3 is insane! If you can pull it off then you can dish out 70 damage all starting with an 8 frame jab! On counter hit 1,3:3:3 is guaranteed, this is why it is much more important than f+3:3:3. Do everything possible to get that CH punch then continue with the acid rain and the juggle that goes with it. - CUSTOM STRINGS: A custom string is when you do a series of moves one after another giving your opponent virtually no chance to retaliate. An example would be b+1,1, d+1, WS+4, f+4, b+4, d+4, etc. SS+2~f,N, 1,2,4:4 is one of Lee's best moves. When you side step an opponent's attack, quickly strike with this because if the first hit connects, its all guaranteed (a natural combo). Never let up and never show mercy. Stay on the move, side step to avoid attacks, poke, mist step, launch, kill. Use mix-ups by switching between high, mid, and low attacks and throws. Every now and then you may want to come out of the mist step with a throw. 1+3, 2+4 and f,f+3+4 cancel differently so there is another mix-up. Try throwing people into a wall with 1+3 and a directional button for a free 1,2,4:4. After a mist step you can try implementing f,N, b~4 the code red low and f,N, b~3,3,d+3 the tsunami kicks as a mix-up. If you go with the tsunami you can continue the mix- up with either d+3 or d/f+3. Trick your opponent by delaying moves like b+3,3 by having a pause in between the two kicks. Force your opponent into a rhythm. Just when he gets used to one thing, switch to something else. - JUST FRAMES: A just frame is a move that requires inputting a command within an extremely precise time window. It is imperative that you practice, practice, practice the silver rain kick and acid rain combo. You must hit the just frame right as the last attack is connecting (whether blocked or not). - JUGGLES/COMBOS: ALWAYS be looking for opportunities to start a juggle. When you parry with d/f you are often guaranteed a hop kick U/F+4, so be sure to get that in for a juggle. Also, Lee has something called the machine gun kicks 4,4,4. If you are near enough to a wall, end the juggle with 4,4,4 so they slam your opponent into the wall. This adds massive damage to the juggle. His juggles are complex and require precise control of the joystick/directional pad. If you have access to a PS2 copy of Tekken 4, go to practice mode and practice these moves until you are able to do them somewhat consistently. If you need to see a juggle or a just frame you can download videos from www.tekkenzaibatsu.com *********************************************************************** IV. LEE: FLASHY STYLE If there is one thing Lee has, its STYLE! Here are some very cool things to do with Lee. Sure they may not be very effective for serious play, but come on! Have some fun! Here is another move list. A. STYLISH MOVES b,3~3:4 Mist Wolf Trap hh (throw) 18,33 HMS Hitman Stance- Enter 3+4 or any other move that ends with HMS to enter this stance. u_d Side Step -- -- f HMS Step Forward -- -- b HMS Cancel to Stand -- -- U_D HMS Cancel to Side Step Walk -- -- D HMS Cancel to Crouch -- -- 2 Scatter Blow m 23 1,1,1... Freaker Jabs hhh... 15,15... 1,4 [~3] Fake Freaker-Violet Kick [HMS] m 10 1,4:4 [~3] Fake Freaker-Silver Rain Kick [HMS] m 21 4 Ship Slicer L 22 3 Scatter Kick h (throw) 21,13 1,3 Fake Freaker-Scatter Kick h (throw) 21,13 MOVES THAT LEAVE YOU IN THE HMS 3+4 Hitman Stance f,N,b+3+4 Mist Step-Cancel-HMS b,b,N [3+4] Handspring Backflip [HMS] 1,2,4:4 [~3] Double Punch-Silver Rain Kick [HMS] 1,2,4 [~3] Double Punch-Violet Kick [HMS] b+1,1 [3+4] Fang Rush [HMS] d/f+4 [~3] Quick Mid Kick [HMS] WS+4 [~3] Rising Kick [HMS] b+3 [~4] Mist Wolf Kick [HMS] b+4 [~3] Silver Heel [HMS] B. STYLISH COMBOS STARTER: d,d/b+4 or b+4 CH JUGGLE DAMAGE DIFFICULTY b+3~3:4 60 Hard STARTER: (HMS) 2 JUGGLE DAMAGE DIFFICULTY u/f+3+4 47 Easy f,f, b+1,1~f,N+1,2~f, b~3,3,d+3 60 Medium STARTER: (HMS) 4 DAMAGE DIFFICULTY WS+1, 1,2~f,N, 1,2~f,N+3,4 52 Medium WS+1, 1,2~f,N, 1,2~f,N, b~3,3,d+3 55 Medium C. INDEPTH LOOK AT MOVES b+3~3:4 MIST WOLF TRAP hh (throw) b+3~3:4 is the mist wolf trap. Lee throws a fake kick, then a high kick, then if you hit the just frame, the opponent will catch the kick and Lee does a very cool flip kick with the other leg. If they get hit by the first kick then the 4 is guaranteed (if you hit the just frame of course), and get this, if they block the first kick it will still happen and they will receive damage! However, because of the first fake kick, this move takes forever to do and can be seen a mile away making it almost worthless. There is one very cool thing you can do though. If you launch with the blazing kick d,d/b+4 take a quick step back and do the mist wolf trap. This also works with b+4 on CH, f,f+3 as well. The first kick will hit the opponent as they fall and Lee will still do the flip kick. It looks really weird; you just have to see it. Your timing has to be perfect and you have to hit the just frame. 2 Scatter Blow m Probably the best move while in the HMS. It is a backfist with great range and sends the opponent flying backward. This opens the opportunity for a juggle. 1,1,1... Freaker Jabs hhh... Lee can chain these forever, but they all hit high so only throw one or two. 1,4:4 Fake Freaker-Silver Rain Kick m A fake jab, then the silver rain kick. If you didn't do the just frame Lee will do the basic Violet kick instead. This is a solid mid kick and if your press 3 afterward he will return to the HMS, whether you did the just frame or not. 4 Ship Slicer L An extremely slow low sweep that hits opponents on the ground. You can also do a juggle after it. 3 Scatter Kick h (throw) If you are close enough and this hits, it will do a vicious looking throw to the opponent. However, it can be blocked and if the opponent is too far away, but close enough that it still hits, he will receive damage but no throw will happen. 1,3 Fake Freaker-Scatter Kick h (throw) Same thing as above, only Lee does a fake jab first. This will give it more range, but make it take longer to execute. *********************************************************************** V. CLOSING I hope you were able to gain something from this FAQ. Thanks to GameFAQs for providing a forum to share information and Tekken Zaibatsu for their information on all the Tekken games. I leave you now with this. A link to what is known as the Raijin Lee vid. Download this right away, because it is amazing! By far it is the greatest Tekken 4 juggle EVER! Whoever made this deserves a lot of credit. All I'll say before you watch it (AND YOU BETTER WATCH IT!) is that as soon as the first hit lands, everything else is guaranteed! http://www.hameko.tekken.org/movie/raijin-lee-combo.mpg