Leo punishers

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

Standing
Enemy Move Damage Frames
-101,215+8
1,422+11 KNK[1]
-112,229+6
-13uf+1,2[2]33+37d (-21)[3]
-14b+2,1+232+8[4]
f+2,4,LTG.3[2]50 (60 (11))+16d
f+2,235+8
-15df+215 (69 (34))+28a (+18)
uf+415 (69 (34))+33a (+23)
-16db+2,4[5][6]40 (?)+12a (+3)[7]
-17f+1+2[8]24+10a (+1)
-23uf,n,420 (70 (31))+32a (+22)
Crouching
-10hFC.15+6
-11ws4,1+226 (?)+4d[9]
-13uf+1,2[2]33+37d (-21)[3]
ws1+2[8]25+22g[10]
ws3,1,d18+9 BOK
-15ws217 (67 (31))+28a (+18)
-23uf,n,420 (70 (31))+32a (+22)
Back-turned opponent
Grounded opponent
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4i1022-5High
f+2,4i14~1630-1High
f,F+2[11]i14~1525-9~-8Mid
df+2i15~1615-13Mid
db+2,4[5][7]i16~1740-9Mid
uf+2,1i18~2132-8~-7Mid
  1. The transition into KNK applies even when blocked, leaving Leo at -5 in stance on block. You can use 1,2 for a safer but lower damage option.
  2. 2.0 2.1 2.2 High balcony break.
  3. 3.0 3.1 Gain LTG on hit with 1+2 - +22g (-36).
  4. Heat Engager +17g, Heat Dash +67a (+50)
  5. 5.0 5.1 Hit confirmable.
  6. More range than df+2.
  7. 7.0 7.1 Heat Engager +17g, Heat Dash +64a (+42).
  8. 8.0 8.1 Mid balcony break.
  9. Heat Engager +17g, Heat Dash +43a (+35).
  10. Gain LTG on hit with 1+2 - +3.
  11. Gain LTG on hit with 1+2 - -9a.