Leo combos (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
(Created the page and added very basic structure, as well as some basic combos. Not even close to complete but better than a blank page.)
 
(add {{See other}})
 
(24 intermediate revisions by 4 users not shown)
Line 1: Line 1:
== Combos ==
{{Leo}}
{{See other}}


Majority of combos are fairly similar after the first few hits. If you're really looking to optimize damage, you can use KNK cancels to replace WS 3 filler.
== Bread n' butter ==
Tutorial by Prince Fatalis on KNK cancels here: https://www.youtube.com/watch?v=vvw3052--xU
Full, community driven combo list here: https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit#gid=1137256229


==== d/f+2 ====
{{BNB}}


f2, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
: f+2 b+1,4~2 S! f+4~df <ws3,1,2


==== u or u/f + 4 ====
; FDFA for Oki
: f+2 b+1,4~df <ws3 f+4~2 S! Dash b+2,1+2


4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
; Crouching recovery (e.g. CH FUFT.3)
: ws3 b+1,4~2 S! f+4~df <ws3,1,2


==== d/b+3 ====
; Instant screw (e.g. f,F+4,3)
: 4 b+1,4~df <ws3,1,2
}}


f3, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
== Mini-combos ==


==== CH d+1 ====
{{Combolist|columns=9em|
; [36] CH 1+2
; [25] CH 2+3
; [25] 2+3,P
; [20] CH (uf+2),1
: [+34] f,F+3<ref>The f,F+3 must connect exactly on the first frame where the opponent recovers grounded for the spike to be unavoidable. If too early, it hits them airborne and doesn't spike. If too late, the opponent can do a [[toe kick]] or [[spring kick]] to make themselves airborne. This timing can be hit off CH 1+2 and CH (uf+2),1 but not either 2+3 situations.</ref>,D~2
}}


d/f+1, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
<references/>


==== CH KNK 2 ====
== Staples ==


b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
{{Staple}}


==== CH u or u/f 3+4 ====
Whenever a combo has KNK crouch dash into ws3 (e.g. f+4~df~3), the ws3 can be delayed a lot to cover more ground. This delay is necessary for many combos to work. Because of how frequent it is, and because there's no reason not to do it, the delay often isn't explicitly written.


4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
After b+1,4 or f+4, you have to do a KNK cancel to get moves that aren't from KNK, crouch dash, or that use up inputs (e.g. uf+1,1). The explicit input for this is KNK.df~u,n. Because these sequences can't be done any other way, the cancel often isn't explicitly written, e.g. b+1,4~df~u,n f+4~2 may just be written b+1,4 f+4~2.


BPP means b,f+1+2,1+2,qcf+2.


== Wall Combos ==
{{Combolist|
b+1,4, KNK+3,4 - Balance between damage and Oki.
; [15] df+2
b+1,4, KNK+1+2, d+3+4 - Tech trap. If the opponent doesn't tech roll away from you and the wall after KNK+1+2, you get a stomp with 70% scaling.
: [+51] ssl df+1 ssl df+1 b+1,4 f+4~2 S! BPP
*  FC d/f+2, WS 1,4,1. Much more damage for a wall combo, but terrible Oki(Best if you end in KNK right before the opponent hits the wall, then use the d/f dash input to start with d/f pressed down).
: [+48] f+2 b+1,4 f+4~2 S! BPP
: [+46] f+2 b+1,4 f+4~2 S! f+4~df <ws3,1,2
: [+43] f+2 b+1,4~df uf+1,1 S! f+4~df <ws3,1,2


After landing a wall combo, additional pressure can be given with:
; [15] uf+4
*  FC d/f+3 & WS 2 mixups
: [+50] df+2+3 ws3 b+1,4~2 S! BPP
* d/f 3 to catch wake up ducking
: [+48] df+2+3 ws3 b+1,4~2 S! f+4~df <ws3,1,2
}}
 
=== Rage ===
 
{{Combolist|
; [15] df+2
; [15] uf+4
: f+2 b+1,4~df~3 f+4~2 S! R.df+1+2
}}
 
== Wall ==
 
{{Combolist|
; Regular carry (30% scaling)
: [+28] f,F+3,D~2<ref>f,F+3 must hit at end of wall stun to spike.</ref>
: [+25] df+1 1<ref name="df1-1">Only works vs Gigas, Jack-7, Kuma, and Marduk.</ref> 3,2,3
: [+22] b,f+1+2,1+2<qcf+2
: [+21] b+1,4~df~1+2
: [+21] b+1,4~3+4
: [+19] b+1,4~3,4
: [+19] b+1,4~1+2
: [+17] FC.d+2<ref>Best option if previous move entered KNK since it can be done from crouch dash.</ref> ws1,4,1
 
; uf+1,2
; uf+3
; db1+2,1
: [+32] df+1 1<ref name="df1-1"/> 3,2,3
: [+29] b,f+1+2,1+2<qcf+2
: [+27] b+1,4~df~1+2
: [+27] b+1,4~3+4
: [+25] b+1,4~3,4
: [+25] b+1,4~1+2
}}
 
<references/>
 
== Float ==
 
{{Combolist|
; 1
: combo when you anti-air with jab here
}}
 
== Back-turned opponent ==
 
{{Combolist|
; [44] b+1,4~3
; [15] df+2
: [+42] df+1 b+1<ref>Inconsistent when even slightly off-axis.</reF>,4~2 S! 3+4,2,3
: [+34] 2,1 uf+1,1 S! 3+4,2,3
: [+33] df+1 uf+1,1 S! 3+4,2,3
}}
 
<references/>
 
== Stage break ==
 
{{Combolist|columns=1|
; Howard Estate
: big boy break all the walls combo here
 
; Floor break (regular carry, 30% scaling)
: [+33] W! 1 b+3,1 F! 1,4 W! f,F+3,D~2 {{Body size|† Smalls|xiaoyu|heihachi,dragunov}}
: [+31] W! 1 b+3,1 F! 4 W! f,F+3,D~2
: [+28] W! 1 b+3,1 F! 1,4 W! <ws1,4,1 †
: [+26] W! d+2 F! 4 W! f,F+3,D~2
: [+26] W! 1 b+3,1 F! d+2 uf+3+4
: [+26] W! 1 b+3,1 F! 4 W! <ws1,4,1
: [+25] W! b+1,4~4 F! ws1,4,1
: [+20] W! uf+3+4 F! BPP (delay first and last hit)
 
; Floor break (wall splat)
: [+39] W! b+3,1 F! 1,4 W! f,F+3,D~2 †
: [+38] W! 1 b+3,1 F! 1,4 W! f,F+3,D~2 †
: [+38] W! d+2 F! 1,4 W! f,F+3,D~2
: [+37] W! b+3,1 F! 4 W! f,F+3,D~2
: [+33] W! b+3,1 F! d+2 uf+3+4
: [+33] W! b+3,1 F! 4 W! <ws1,4<1
: [+32] W! b+1,4~4 F! ws1,4,1
: [+32] W! uf+3+4 F! BPP (delay first and last hit)
}}
 
== Extras ==
 
{{Extra}}
 
{{Combolist|
; [31] CH uf+3+4
; [15] df+2
; [15] uf+4
: [+51] 4 f+2 b+1<ref name="4-f2-b1-sus">4 f+2 b+1 can work if you're up close and dead straight, but even a slight amount of distance or bad angle ruins it. More likely to work after uf+4 or other launchers that bring Leo forwards.</ref>,4~2 S! b,f+1+2,1+2,qcf+2
: [+48] 4 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
: [+46] f+2 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
 
; [23] db+3
: [+56] f+3 f+2 b+1,4~df~3 f+4~2 S! f+4~df <ws1+2
 
; [21] CH d+1
: [+46] df+1 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
 
; [24] CH KNK.2
: [+48] b+1,4~df~3 f+4~df~3 f+4~2, S! f+4~df <ws1+2
}}
 
<references/>
 
== External links ==
 
* [https://www.youtube.com/watch?v=n1SRmuVKkLU Leo Combo Guide (Season 4) by Ryzing Sol]
* [https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit Leo Master Combo List – Spreadsheet by @ARandomMop#2115]
* [https://www.youtube.com/watch?v=vvw3052--xU KNK cancel tutorial by Prince Fatalis]

Latest revision as of 13:04, 22 February 2024

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

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+1,4~2 S! f+4~df <ws3,1,2
FDFA for Oki
f+2 b+1,4~df <ws3 f+4~2 S! Dash b+2,1+2
Crouching recovery (e.g. CH FUFT.3)
ws3 b+1,4~2 S! f+4~df <ws3,1,2
Instant screw (e.g. f,F+4,3)
4 b+1,4~df <ws3,1,2

Mini-combos

[36] CH 1+2
[25] CH 2+3
[25] 2+3,P
[20] CH (uf+2),1
[+34] f,F+3[1],D~2
  1. The f,F+3 must connect exactly on the first frame where the opponent recovers grounded for the spike to be unavoidable. If too early, it hits them airborne and doesn't spike. If too late, the opponent can do a toe kick or spring kick to make themselves airborne. This timing can be hit off CH 1+2 and CH (uf+2),1 but not either 2+3 situations.

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

Whenever a combo has KNK crouch dash into ws3 (e.g. f+4~df~3), the ws3 can be delayed a lot to cover more ground. This delay is necessary for many combos to work. Because of how frequent it is, and because there's no reason not to do it, the delay often isn't explicitly written.

After b+1,4 or f+4, you have to do a KNK cancel to get moves that aren't from KNK, crouch dash, or that use up inputs (e.g. uf+1,1). The explicit input for this is KNK.df~u,n. Because these sequences can't be done any other way, the cancel often isn't explicitly written, e.g. b+1,4~df~u,n f+4~2 may just be written b+1,4 f+4~2.

BPP means b,f+1+2,1+2,qcf+2.

[15] df+2
[+51] ssl df+1 ssl df+1 b+1,4 f+4~2 S! BPP
[+48] f+2 b+1,4 f+4~2 S! BPP
[+46] f+2 b+1,4 f+4~2 S! f+4~df <ws3,1,2
[+43] f+2 b+1,4~df uf+1,1 S! f+4~df <ws3,1,2
[15] uf+4
[+50] df+2+3 ws3 b+1,4~2 S! BPP
[+48] df+2+3 ws3 b+1,4~2 S! f+4~df <ws3,1,2

Rage

[15] df+2
[15] uf+4
f+2 b+1,4~df~3 f+4~2 S! R.df+1+2

Wall

Regular carry (30% scaling)
[+28] f,F+3,D~2[1]
[+25] df+1 1[2] 3,2,3
[+22] b,f+1+2,1+2<qcf+2
[+21] b+1,4~df~1+2
[+21] b+1,4~3+4
[+19] b+1,4~3,4
[+19] b+1,4~1+2
[+17] FC.d+2[3] ws1,4,1
uf+1,2
uf+3
db1+2,1
[+32] df+1 1[2] 3,2,3
[+29] b,f+1+2,1+2<qcf+2
[+27] b+1,4~df~1+2
[+27] b+1,4~3+4
[+25] b+1,4~3,4
[+25] b+1,4~1+2
  1. f,F+3 must hit at end of wall stun to spike.
  2. 2.0 2.1 Only works vs Gigas, Jack-7, Kuma, and Marduk.
  3. Best option if previous move entered KNK since it can be done from crouch dash.

Float

1
combo when you anti-air with jab here

Back-turned opponent

[44] b+1,4~3
[15] df+2
[+42] df+1 b+1[1],4~2 S! 3+4,2,3
[+34] 2,1 uf+1,1 S! 3+4,2,3
[+33] df+1 uf+1,1 S! 3+4,2,3
  1. Inconsistent when even slightly off-axis.

Stage break

Howard Estate
big boy break all the walls combo here
Floor break (regular carry, 30% scaling)
[+33] W! 1 b+3,1 F! 1,4 W! f,F+3,D~2 † Smalls
[+31] W! 1 b+3,1 F! 4 W! f,F+3,D~2
[+28] W! 1 b+3,1 F! 1,4 W! <ws1,4,1 †
[+26] W! d+2 F! 4 W! f,F+3,D~2
[+26] W! 1 b+3,1 F! d+2 uf+3+4
[+26] W! 1 b+3,1 F! 4 W! <ws1,4,1
[+25] W! b+1,4~4 F! ws1,4,1
[+20] W! uf+3+4 F! BPP (delay first and last hit)
Floor break (wall splat)
[+39] W! b+3,1 F! 1,4 W! f,F+3,D~2 †
[+38] W! 1 b+3,1 F! 1,4 W! f,F+3,D~2 †
[+38] W! d+2 F! 1,4 W! f,F+3,D~2
[+37] W! b+3,1 F! 4 W! f,F+3,D~2
[+33] W! b+3,1 F! d+2 uf+3+4
[+33] W! b+3,1 F! 4 W! <ws1,4<1
[+32] W! b+1,4~4 F! ws1,4,1
[+32] W! uf+3+4 F! BPP (delay first and last hit)

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.
[31] CH uf+3+4
[15] df+2
[15] uf+4
[+51] 4 f+2 b+1[1],4~2 S! b,f+1+2,1+2,qcf+2
[+48] 4 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[+46] f+2 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[23] db+3
[+56] f+3 f+2 b+1,4~df~3 f+4~2 S! f+4~df <ws1+2
[21] CH d+1
[+46] df+1 f+4~df~3 f+4~df~3 f+4~2 S! f+4~df <ws1+2
[24] CH KNK.2
[+48] b+1,4~df~3 f+4~df~3 f+4~2, S! f+4~df <ws1+2
  1. 4 f+2 b+1 can work if you're up close and dead straight, but even a slight amount of distance or bad angle ruins it. More likely to work after uf+4 or other launchers that bring Leo forwards.

External links