Leo: Difference between revisions

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|parry={{Plainlist|
|parry={{Plainlist|
* b+1+3,P.2 ''(high, mid)''
* b+1+3,P.2 ''(high, mid)''
* b+2+4 ''(high, mid)''}}
* b+2+4 ''(high, mid)''
* ub+1,P.4 ''(high or mid kicks)}}
|sabaki={{Plainlist|
|sabaki={{Plainlist|
* b+2+3 ''(high or mid punches)''}}
* b+2+3 ''(high or mid punches)''}}

Revision as of 01:59, 23 February 2024

Leo
Heat
  • Allows the use of moves during Lightning Glare
Heat Smash
  • Mid, i16~17, +8~+9
  • Low, i20~21, -13~-12
Heat Engagers
  • db+2,4
  • b+2,1+2
  • ws4,1+2
  • KNK.1,2
  • BOK.1+2
Stances
  • KNK (Jin Ji Du Li) – f+4
  • BOK (Fo Bu) – d+1+2
  • CD (Jin Bu) – qcf
Fastest
Launch
  • i15 – df+2 (standing)
  • i15 – ws2 (crouching)
CH launch
  • i17 – f+3+4 (high)
  • i21 – d+2 (mid)
Wall splat
  • i13 – uf+1,2 (high)
  • i16 – db+2,4 (mid)
Archetypal moves
Parry
  • b+1+3,P.2 (high, mid)
  • b+2+4 (high, mid)
  • ub+1,P.4 (high or mid kicks)
Sabaki
  • b+2+3 (high or mid punches)
Mid check
  • df+1 (standing)
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_Leo
Discord [1]

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 db+4 and KNK stance moves, as well as whiff punishing through moves like df+2. 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 df+2 launcher reaches from range 2.5, allowing them to easily whiff punish a lot of moves. Also, f,F+2 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
importance
★★★☆☆
value
★★★☆☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆

External links