Leo (Tekken 7): Difference between revisions

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{{Leo}}
{{Leo}}
 
{{Infobox fighter (Tekken 7)
{{Infobox fighter
|name=Leo
|name=Leo
|stances={{Plainlist|
* KNK – f+4
* BOK – d+1+2}}
|launch=i15 – uf+4 and df+2
|splat={{Plainlist|
* i13 – uf+1,2
* i11 – ws4,1+2 ''(near wall)''}}
|chLaunch={{Plainlist|
* i12 – 4 ''(high)''
* i15 – df+2 ''(mid)''}}
|parry={{Plainlist|
* 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)''
|remappedGenerics={{Plainlist|
* d+1 → db+1
* d+4 → d+3+4}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* ws3  ''(crouching)''}}
|hopkick=uf+4
|powerLow={{Dotlist|
* db+4,1
* KNK.3+4
* fc d/f+3}}
|missingGenerics=d+2
|lore=[[fandom:Leo Kliesen|Leo Kliesen]]
|discord=[https://discord.gg/eMKNDzA]
}}
}}
{{See other}}
{{Archetype|Leo}}


{{Tabs|
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|Overview]]
* [[Leo movelist|Movelist]]
* [[Leo neutral|Neutral]]
* [[Leo punishers|Punishers]]
* [[Leo combos|Combos]]
* [[Leo setups|Setups]]
* [[:Category:Leo matchup|Matchups]]
* [[Leo changelog|Changelog]]
}}


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 is mostly an all-rounder character, slightly above average combo damage, no overwhelming pressure in neutral, but their strongest aspects are their stances and wall game.
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's stances is an extremely important part of their moveset. Most importantly, KNK has a hitbox, and is +8, enough to bait for KNK 2 counterhits. BOK is also very good, but has less mixup potential than KNK, between mids and a tracking high that are plus on block, an opponent is likely to just block high.  
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.


Leo does great wall damage, and has several setups to trick the opponent into eating more damage if they choose the wrong option, or doing even more damage for opponents who are too patient and lay on the ground hoping you whiff something. Even against the wall, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you.
{{BlueRed
 
|blue=
Beyond that, Leo has very long reaching powerful moves. Both d/f+2 and d+1 are very strong options, as d/f+2 is a launcher that hits at range 2-3, while d+1 is a similarly far reaching move that is basically tracking, and leads to a combo on CH. Leo's range also extends into the crouch dash, that has fantastic options like a tracking low, and a mid that hits around range 3-4.
* 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
|red=
* 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)
}}


{{KeyTechs|
{{KeyTech|KNK cancels
|importance=4|value=4|dexterity=2|rhythm=3}}
{{KeyTech|[[Crouch#Instant_while_standing|iWS]] 3
|importance=4|value=5|dexterity=3|rhythm=3}}
{{KeyTech|f,F+3,D~2 [[Combo#Grounded_hit.2C_relaunch.2C_and_guaranteed_follow-up|combo ender]]
|importance=5|value=5|dexterity=1|rhythm=2}}
}}


[https://discord.gg/eMKNDzA Leo Community Discord]
== External links ==
* [https://www.youtube.com/watch?v=UFRAJb4RmHA|LEO Season 4 Breakdown - King Jae (Ft. Waygamble)]


{{Navbox fighter}}
{{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