And that combo wasn't even optimal. After launch, most Lee players would do 4, b+1:1~f,n,1, b+1:1~f,n,1,2,~f,n,1,2 W! 4,3,4 but you could also do 4,u+3, dash 1,2,~f,n,1,2 W! 4,3,4. If you were fighting a small character you could substitute the ender with 4,3,3. It was pretty wild.
People nowadays: "Juggles do too much damage" "One launcher, you end up at the wall, half health gone and you take a oki. And if guess wrong you lose the round" "2ds are busted. You get launched and you die" "People don't poke anymore, they just spam launchers until they win" They must have been living under a rock or smth
@@Boasill That is what happens now, with tailspins and bounds. Combo's were short in T5 and wall combo damage was low. What Leotekkenfan should be referring to is the fact that when you had a lead, the opponent actually had to do honest work to get a comeback. No gay ass rage arts of drives. Weakened opponents should not get stronger due to gimmicks. It punishes the winner.
Can't say I liked how Tekken became juggle oriented since Tekken 5 but my god does Tekken 5 feel like heaven compared to playing Tekken 6, 7 or Tag 2, so many terrible mechanics that get in the way of fisticuffs weren't introduced yet.