m (Changed pros section, heat smash is i16 and not i15. Verified through https://docs.google.com/spreadsheets/d/1khCoE-tnViKdeuwoSed6Rs9O4pU5jrtU5oCjydxb-ys/edit#gid=0 and via the Leo character discord.) |
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== External links == | == External links == | ||
* | * [https://www.youtube.com/watch?v=O2P6rG854Pk #1 Ranked Leo Guide Tekken 8 by AyoRichie] | ||
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Revision as of 08:45, 21 February 2024
Leo |
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Leo | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
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Launch | {{{launch}}} |
CH launch | {{{chLaunch}}} |
Wall splat | {{{splat}}} |
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Lore | {{{lore}}} |
#T8_Leo |
This page is for Tekken 8. For Tekken 7, see Leo (Tekken 7).
Leo is an all-rounder with strong fundamental tools. Leo's primary focuses are wall pressure, through mixups involving moves like their hellsweep db4 and KNK stance moves, as well as whiff punishing through moves like df2. Leo also has great block and while standing punishment with a decent 1 jab and ws4, a safe-ish (-9) i11 with a Heat Engager followup. However, Leo has a fairly weak CH game, with few moves providing great reward, and their low game tends to falter outside of close range.
Strengths
- Jack Of All Trades, Master Of A Few. Leo's basic tools range from decent to amazing, allowing them to rely on fundamentals in most scenarios.
- Whiff Punish Machine. Leo's df2 launcher reaches from range 2.5, allowing them to easily whiff punish a lot of moves. Also, ff2 reaches from range 3.75, leading to insane reward at the wall.
- Wall Monster. Leo gets great mixup potential at the wall, where a lot of good reward moves turn into great reward.
- Stances. Leo's BOK and KNK stances give great pressure, with a lot of moves that lead into them being at least slightly plus, and decently fast moves out of stance can make the opponent think twice before they try to punish.
- Sky's The Limit. Leo's qcf crouch dash, an already great mobility tool, can be cancelled, leading into amazing wall carry and mobility with good execution.
- Heat Smash. Leo's standing Heat Smash hits from range 2.5, is i16, jails into the +8 on block finisher, and can be cancelled into crouch dash by holding df, making you +16. If the opponent throws out a stubby move, you get a free chunk of damage, and on block, you get a free mixup.
Weaknesses
- Weak Low Pokes. Leo's lows are below average outside of mixup scenarios, being either stubby or slow.
- Linear. Some of Leo's good moves have poor tracking, making them susceptible to sidestep/walk.
KNK Cancel
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Characters (Tekken 8) |
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