Leo (Tekken 7): Difference between revisions

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* Strong wall game: Multiple mids that wallsplat which are safe or hit-confirmable
* 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-it launching low (df+2+3)
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* Red
* Red

Revision as of 04:03, 18 August 2022

Leo
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • KNK – f+4
  • BOK – d+1+2
Fastest
Launch i15 – uf+4 and df+2
CH launch
  • i12 – 4 (high)
  • i15 – df+2 (mid)
Wall splat
  • i13 – uf+1,2
  • i11 – ws4,1+2 (near wall)
Archetypal moves
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)
Mid check
  • df+1 (standing)
  • ws3 (crouching)
Hopkick uf+4
Power low
  • db+4,2
  • KNK.3+4
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → d+3+4
Missing d+2
External links
Lore Leo Kliesen
Twitter #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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'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 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.

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.

Strengths
  • 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-it launching low (df+2+3)
Weaknesses
  • Red
KNK cancel in pressure
importance
★★★★★
value
☆☆☆☆☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
Wall slump f,F+3,D~2
importance
★★★★★
value
★★★☆☆
dexterity
☆☆☆☆☆
rhythm
★★☆☆☆
b+1,4~df~u,n f+4
importance
★★★☆☆
value
★☆☆☆☆
dexterity
★★★☆☆
rhythm
★★★★☆
f+4 loop in juggles
importance
★☆☆☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★★★★