Leo (Tekken 7): Difference between revisions

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{{Leo}}
{{Leo}}
 
{{Infobox fighter (Tekken 7)
{{Infobox fighter
|name=Leo
|name=Leo
|stances={{Plainlist|
|stances={{Plainlist|
Line 27: Line 26:
|hopkick=uf+4
|hopkick=uf+4
|powerLow={{Dotlist|
|powerLow={{Dotlist|
* db+4,2
* db+4,1
* KNK.3+4}}
* KNK.3+4
* fc d/f+3}}
|missingGenerics=d+2
|missingGenerics=d+2
|lore=[[fandom:Leo Kliesen|Leo Kliesen]]
|lore=[[fandom:Leo Kliesen|Leo Kliesen]]
|discord=[https://discord.gg/eMKNDzA]
|discord=[https://discord.gg/eMKNDzA]
}}
}}
{{See other}}
{{Archetype|Leo}}
{{Archetype|Leo}}


Leo is an all-rounder character for the most part, with slightly above average combo damage. What makes them stand out is their stances and wall game.
Leo is a Jack of all trades, master of none. Their large toolbox allows them to poke, play keep out, and deal with any problem in their way while being surprisingly evasive.


Leo's stances is extremely important. Most ways of entering KNK have a hitbox that on block, forces the opponent to guess. BOK also has very good options, but has poorer opportunities to enter the stance.
Leo has 2 stances. The first of Leo's stances, commonly referred to as KNK (real name ''Jin Ji Du Li''), is a versatile stance with built in mix-ups. Leo has many tricky ways to enter and exit KNK that force the opponent to deal with it. Use KNK to overwhelm your opponent with high, mid, and low options.


Leo does great wall damage, and has many ways to benefit from just being near it. Even if backed against one, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you, or if the opponent is pressuring you,  b+1+3_2+4 can parry and wall splat behind you.
The second of Leo's stances, commonly referred to as BOK (real name ''Fo Bu''), is an evasive stance with limited, but strong and rewarding options. Use BOK to slip under your opponent's moves and punish them for good damage.


Beyond that, Leo has very strong moves that interact up to about ranges 2. Both d/f+2 and d+1 are very strong options, as both mids have potential to lead to a combo. Leo has a crouch dash that has high-low mixups, and f,f+2 is a mid that can wallsplat.
Leo is at their strongest when the opponent's back is to the wall. Here, Leo's risky lows will yield good [[Okizeme|okizeme]], complimented by their many ways to wall splat the opponent, including a safe, hit-confirmable, mid-hitting string. Although some may describe Leo as boring, their large toolbox, two stances, and great wall game make for a character that is anything but.


{{BlueRed
{{BlueRed
|blue=
|blue=
* Strong wall game: Multiple mids that wallsplat which are safe or hit-confirmable (ff+2; uf+3; db1+2,1; KNK 2; KNK 1+2) , as well as a wallsplatting hellsweep and a high damaging counter-hit launching low (df+2+3)
* Well rounded
* Strong wall damage
* Strong wall game: powerful wallsplatting mids that are safe on block or hit-confirmable
* Well rounded character
* Good wall carry
* Strong and mostly complete punishement
* Good punishment: has a tool for every job
* Good defensive options (good parries and sabaki to interrupt strings and decent evasion)
* Good defensive options: good parries and sabaki to interrupt strings and decent evasion
* Gender mix-up
|red=
|red=
* Weak to SSR
* Linear: Weak to Side Step Right (SSR)
* Many moves are linear
* Lows don't give strong pressure/momentum
* Lows don't give strong pressure/momentum
* Below average oki
* Below average oki
* Below average damage without wall
* Below average damage without wall
* Most standing punishers start as highs (can't effectively punish some moves that leave opponent in crouching state)
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|KNK cancel in [[pressure]]
{{KeyTech|KNK cancels
|importance=5|dexterity=1|rhythm=3}}
|importance=4|value=4|dexterity=2|rhythm=3}}
{{KeyTech|[[Wall slump]] f,F+3,D~2
{{KeyTech|[[Crouch#Instant_while_standing|iWS]] 3
|importance=5|dexterity=0|rhythm=2|value=3}}
|importance=4|value=5|dexterity=3|rhythm=3}}
{{KeyTech|b+1,4~df~u,n f+4
{{KeyTech|f,F+3,D~2 [[Combo#Grounded_hit.2C_relaunch.2C_and_guaranteed_follow-up|combo ender]]
|importance=3|dexterity=3|rhythm=4|value=1}}
|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|f+4 loop in [[juggle]]s
|importance=1|dexterity=3|rhythm=5|value=2}}
}}
}}


{{Navbox fighters}}
== External links ==
* [https://www.youtube.com/watch?v=UFRAJb4RmHA|LEO Season 4 Breakdown - King Jae (Ft. Waygamble)]
 
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:38, 4 February 2024

Leo
Stances
  • KNK – f+4
  • BOK – d+1+2
Fastest launch i15 – uf+4 and df+2
Fastest CH launch
  • i12 – 4 (high)
  • i15 – df+2 (mid)
Fastest wall splat
  • i13 – uf+1,2
  • i11 – ws4,1+2 (near wall)
Parry
  • ub+1 (high punches)
  • b+1+3 (high/mid punches)
  • b+1+2 (high/mid punches/kicks)
Sabaki 2+3 (high/mid punches)
Reversal b+1+3 (high/mid kicks)
Archetypal moves
Mid check
  • df+1 (standing)
  • ws3 (crouching)
Hopkick uf+4
Power low
  • db+4,1
  • KNK.3+4
  • fc d/f+3
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → d+3+4
Missing d+2
External links
Lore Leo Kliesen
Discord [1]

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Leo is a Jack of all trades, master of none. Their large toolbox allows them to poke, play keep out, and deal with any problem in their way while being surprisingly evasive.

Leo has 2 stances. The first of Leo's stances, commonly referred to as KNK (real name Jin Ji Du Li), is a versatile stance with built in mix-ups. Leo has many tricky ways to enter and exit KNK that force the opponent to deal with it. Use KNK to overwhelm your opponent with high, mid, and low options.

The second of Leo's stances, commonly referred to as BOK (real name Fo Bu), is an evasive stance with limited, but strong and rewarding options. Use BOK to slip under your opponent's moves and punish them for good damage.

Leo is at their strongest when the opponent's back is to the wall. Here, Leo's risky lows will yield good okizeme, complimented by their many ways to wall splat the opponent, including a safe, hit-confirmable, mid-hitting string. Although some may describe Leo as boring, their large toolbox, two stances, and great wall game make for a character that is anything but.

Strengths
  • Well rounded
  • Strong wall game: powerful wallsplatting mids that are safe on block or hit-confirmable
  • Good wall carry
  • Good punishment: has a tool for every job
  • Good defensive options: good parries and sabaki to interrupt strings and decent evasion
  • Gender mix-up
Weaknesses
  • Linear: Weak to Side Step Right (SSR)
  • Lows don't give strong pressure/momentum
  • Below average oki
  • Below average damage without wall
  • Most standing punishers start as highs (can't effectively punish some moves that leave opponent in crouching state)
KNK cancels
importance
★★★★☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★★☆☆
iWS 3
importance
★★★★☆
value
★★★★★
dexterity
★★★☆☆
rhythm
★★★☆☆
f,F+3,D~2 combo ender
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆

External links