Leo combos

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Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

This page is for Tekken 8. For Tekken 7, see Leo combos (Tekken 7).


Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
f+2 b+1,1+2,d BOK.1,2 T! b+1+2,1+2,qcf+2
Instant Tornado (e.g. low parry)
T! b+1,4~df >ws3 f+4~df CD.2,4
Heat Dash (e.g. db+2,4,H.F)
f+2 b+1,1+2,d BOK.1,2 T! b+1+2,1+2,qcf+2

Mini-combos

CH 4
[39; 13] f+1+2
[35] CH df+1,2
[20] (df+1),2
[+10; 7] d+4
CH (df+1),2
CH (ws3,1),2
[44; 14] f,F+2[1]
[43; 13] f+1+2
f,F+3,d
[38; 12] BOK.2
uf+2,1
[41; 17] d+4,2[1]
[27] CH f+3
[21] CH KNK.4
[+20; 13] d+4,2[1]
CH f+3,d
[50; 15] BOK.2 df+4
f+2,4,LTG.3
[60; 11] f,F+3
[36] CH SS.1+2
[25] CH (f+2),2
[20] CH (CD.2),1
[20; 13] dash d+4,2[1]
[22] ub+1.P.4
[19] CH b+1+4
[+21] b+2,1+2[2]
CH f+4
[35] KNK.1,2[2]
[30] KNK.2[3]
[21] CH d+1
[+17, 11] d+3+4
CH CD.1
[37] ws4,1+2[2]
FC.df+3
[38; 12] d+1+2 BOK.2
  1. 1.0 1.1 1.2 1.3 Gain LTG with 1+2.
  2. 2.0 2.1 2.2 Heat Engager.
  3. Balcony Break.

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Leo has two common enders:

BBP
Barge Barge Punch/Palm
b+1+2,1+2,qcf+2
DLS
Dragon's Impact Lightning Skypiercer
ssr b+4,1~4~df >CD.2,4

Both are enders used for damage, with different combo starters and routes preferring one over the other and DLS having more difficult timing. Any combo ending with DLS can be ended with BBP instead for [2; 2] less damage. An ender such as f+4,df >ws3,1 can be used for oki, while an ender like f+4~df CD.3,1 can be used for wall splat.

Also note that these combos assume midscreen juggles which will not reach the wall. Higher level Leo play will focus more on tailoring the combo toward getting the opponent closer to the wall, so as to take advantage of Leo's high wall damage. For more information on combos with wall carry, including much more about combo theory and various routes you can take, see Toonfish's Leo Combo Guide.

[20] uf,n,4
[17] ws2
[15] df+2
[15] uf+4
[12] f,F+4
[+55; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP[1][2]
[+54; 32] 4 b+1,1+2,d BOK.1,2 T! DLS[3]
[+54; 34] b+1,1+2 1 f+3,d BOK.1,2 T! BBP[4][5]
[+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
CH d+2
[84; 36] f+3 2 b+1,1+2,d BOK.1,2 T! BBP
[28] CH f+3+4
[0] low parry
[+45; 26] T! df+2+3 ws3 b+1,4~df >ws3 f+4~df CD.2,4
[+40] f+3~d BOK.1,2 d+4,1 [6]
[31; 12] KNK.3,4
[28; 9] BOK.1,2
[+35; 20] T! 4 b+1,4~df >ws3 f+4~df CD.2,4
[24] CH df+2+3[7]
[21] CH KNK.4~df
[+50; 30] ws3 4 b+1,1+2,d BOK.1,2 T! f+4~df CD.2,4[3]
[+49; 29] ws3 b+1,1+2,d BOK.1,2 T! DLS
uf+2,1
[77; 32] iws3 b+1,1+2,d BOK.1,2 T! BBP[8]
[59; 40] HB~ f+2 b+1,1+2,d BOK.1,2 T! BBP
[41; 17] d+4,2[9]
f,F+4,3
[72; 38] f+2 b+1,1+2,d BOK.1,2 T! BBP[4]
[69; 36] b+1,1+2,d BOK.1,2 T! BBP
[24] CH KNK.1+2
[23] db+3
[23] BOK.2
[+60; 38] f+3 f+2 b+1,1+2,d BOK.1,2 T! BBP
[13] KNK.3
[31] CH ub+3
[+55; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP[5]
CH KNK.2
[76; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
CH f+1+2
[85; 36] b+1,1+2 b+1,1+2,d BOK.1,2 T! BBP
[14] CH CL db+4
[10] CH db+4
[+55; 34] df+2+3 ws3 b+1,1+2,d BOK.1,2 T! BBP[10]
[+54; 32] df+2+3 ws3 b+1,1+2,d BOK.1,2 T! f+4~df CD.2,4
CH f+3
[76; 29] dash df+2+3 ws3 b+1,1+2,d BOK.1,2 T! BBP[8]
[74; 29] CD ws3 b+1,1+2,d BOK.1,2 T! DLS
CH (CD.2),1
[69; 29] dash iws3 b+1,1+2,d BOK.1,2 T! DLS[8]
CH (f,F+4,3),4
[72; 31] df+1 b+1,1+2,d BOK.1,2 T! DLS
[25] CH b+2+3
[21] b+2+3 (successful parry)
[+47; 29] dash iws3 b+1,1+2,d BOK.1,2 T! DLS[8]
[+16; 11] f+1+2
  1. Whiffs off-axis.
  2. f+2 whiffs at max range.
  3. 3.0 3.1 Whiffs off-axis right.
  4. 4.0 4.1 Whiffs off-axis left.
  5. 5.0 5.1 SSL before BBP if off-axis right.
  6. Easier option.
  7. ws3 whiffs if not close.
  8. 8.0 8.1 8.2 8.3 Hard.
  9. Gain LTG with 1+2.
  10. SSR before BBP if off-axis right.

Wall

Before Tornado (30% scaling)
[+42; 28] f+4 KNK.3,4 WT! 2 BOK.1+2 d+3+4
[+41; 28] 3,2,3 WT! BOK.1+2 d+3+4
[+40; 28] b+1,4 KNK.3,4 WT! ws1,4,1[1][2]
After Tornado (30% scaling)
[+22; 18] b+1+2,1+2,qcf+2[3]
[+20; 16] b+1,4 KNK.3,4
[+19; 14] b+1,4 KNK.1+2[2]
  1. Delay ws1.
  2. 2.0 2.1 Good oki.
  3. Delay last hit.

Float

1
combo when you anti-air with jab here

Back-turned opponent

[50] b+1,1+2 df+2[1]
[15] df+2
[+47; 30] 2,1 3,2,4 KNK.1+2 T! BBP
  1. Strict BT only. Doesn't work off axis.

Stage hazard

Secluded Training Ground
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
df+2
uf+4
[67; 32] 4 b+1,1+2,d BOK.1,2 T! BBP
[65; 31] f+2 b+1,1+2,d BOK.1,2 T! BBP
[23] db+3
[23] BOK.2
[24] CH KNK.1+2
[+61; 39] f+3 4 b+1[1],1+2,d BOK.1,2 T! BBP[2]
[+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
[31; 12] KNK.3,4
[28; 9] BOK.1,2
[+29; 17] T! b+1,4~df ws3 f+4~df ws3,1,2
[28] CH f+3+4
[0] low parry
[+41; 24] T! 4 b+1,4~df >ws3 f+4~df CD.2,4
[13] KNK.3
[31] CH ub+3
[+54; 34] b+1,1+2 1 f+3,d BOK.1,2 T! BBP[3][4]
[+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
[31; 12] KNK.3,4
[28; 9] BOK.1,2
[+29; 26] T! b+1,4~df >ws3 f+4~df >ws3,1,2
CH d+2
[82; 33] f+3 f+4,1~d BOK.1,2 T! DLS
[82; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP
CH f+3
[76; 29] qcf ws3 b+1,1+2,d BOK.1,2 T! DLS
[24] CH df+2+3[5]
[21] CH KNK.4~df
[+51; 32] ws3 4 b+1,1+2,d BOK.1,2 T! BBP[6]
  1. Whiffs against Xiaoyu.
  2. Whiffs at max range after db+3.
  3. Whiffs off-axis left.
  4. SSL before BBP if off-axis right.
  5. ws3 whiffs if not close.
  6. Whiffs unless off-axis left.

External Links