Leo (Tekken 7): Difference between revisions

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{{Navbox fighters}}
{{Navbox fighters7}}

Revision as of 08:07, 20 September 2023

Leo Kliesen
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+4,1
  • 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
Twitter #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Overview

Leo is a Jack of all trades, master of none. Boasting a variety of pokes, keep out, and evasive tools, Leo is most comfortable in the mid range. Although some may describe Leo as boring, their large toolbox, two stances, and great wall game make for a character that is anything but.

The first of Leo's stances, commonly referred to as KNK (real name Jin Ji Du Li), is a versatile stance with mix-ups built in. 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, mid string. Use Leo's good wall carry to corner your opponent and make them guess for their lives.


Strengths & Weaknesses

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