Leo strategy: Difference between revisions

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<!--TODO add general explanations of how leo plays midrange/approach/closerange/etc so it's not just a list of moves.-->
<!--TODO add general explanations of how leo plays midrange/approach/closerange/etc so it's not just a list of moves.-->
* '''Note for all of the below''': unless otherwise mentioned, assume these moves have bad tracking.
* '''Note for all of the below''': unless otherwise mentioned, assume these moves have bad tracking.


=== Midrange Tools ===
=== Midrange Tools ===
{{Plainlist|
 
* <big>df+4</big> - Basic 12f mid poke, decent range for its speed.
; df+4
* <big>f,F+2</big> - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
: Basic 12f mid poke, decent range for its speed.
* <big>f,F+4,3</big> - Forward advancing combo starter, with decent '''tracking''' to the right. -14 on block, with a risky low followup that can dissuade punishes.
; f,F+2
* <big>CD.2,1</big> - Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
: Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
* <big>df+2</big> - Large fast launcher, only -13 on block and launches crouchers. Great whiff punisher.
; f,F+4,3
* <big>d+4,2</big> - The first hit is minus on hit low with '''tracking'''. You can still step or take back you turn after, and also threaten the LG-granting follow up against predictable opponents.
: Forward advancing combo starter, with decent '''tracking''' to the right. -14 on block, with a risky low followup that can dissuade punishes.
* <big>db+2,4</big> - Hit confirmable heat engager that is safe on block.
; CD.2,1
* <big>f,F+4,3,4</big> - Forward advancing launcher that provides some '''tracking'''. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes.
: Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
* <big>df+3</big> - Safe mid counterhit launcher with '''homing'''. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers.
; df+2
}}
: Large fast launcher, only -13 on block and launches crouchers. Great whiff punisher.
; d+4,2
: The first hit is minus on hit low with '''tracking'''. You can still step or take back you turn after, and also threaten the LG-granting follow up against predictable opponents.
; db+2,4
: Hit confirmable heat engager that is safe on block.
; f,F+4,3,4
: Forward advancing launcher that provides some '''tracking'''. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes.
; df+3
: Safe mid counterhit launcher with '''homing'''. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers.


=== Approach ===
=== Approach ===
{{Plainlist|
 
* <big>f,f,F+3</big> - Basic slash kick, plus on block.
; f,f,F+3
* <big>d+2</big> - Forces crouch on block at +4, and gives a counterhit combo.
: Basic slash kick, plus on block.
* <big>b+1,4 / b+1,1+2</big> - Risky strings to use but can be nice midrange against timid opponents. b+1,4 gives mix but the 2nd hit is steppable, b+1,1+2 will stop the stepping but is -12. <!--(mindgames lol thx bamco)-->.
; d+2
}}
: Forces crouch on block at +4, and gives a counterhit combo.
; b+1,4 / b+1,1+2
: Risky strings to use but can be nice midrange against timid opponents. b+1,4 gives mix but the 2nd hit is steppable, b+1,1+2 will stop the stepping but is -12. <!--(mindgames lol thx bamco)-->


=== Close Range Tools ===
=== Close Range Tools ===
{{Plainlist|
; 1
* <big>1</big> - Basic 1 jab. Don't use 1,4 on block.
: Basic 1 jab. Don't use 1,4 on block.
* <big>1,2,1,1 / 1,2,1,4</big> - String follow ups that are sometimes useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
; 1,2,1,1 / 1,2,1,4
* <big>df+1,2</big> - First hit is a generic df1, -1 good for checking mid. High 2 extension after gives decent reward on counterhit.
: String follow ups that are sometimes useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
* <big>4</big> - 12f magic 4, gives a decent minicombo on counterhit.
; df+1,2
* <big>df+2+3</big> - Slow high crushing low, but not that punishable. Gives a full combo on counterhit.
: First hit is a generic df1, -1 good for checking mid. High 2 extension after gives decent reward on counterhit.
* <big>CD.1</big> - High crushing low, minus on hit but gives a guaranteed ws4 heat engager on counterhit.
; 4
* <big>CD.3/iws3</big> - Quickly using this move from standing, or after moves that leave you crouch (df2+3, CD.1), can <b>track</b> your opponent. On CH you can finish the string for good damage.
: 12f magic 4, gives a decent minicombo on counterhit.
* <big>f+4</big> - Mid that enters KNK stance for mix. Fast and more reliable than b1,4 against smart opponents , but lacks range and tracking.  
; df+2+3
}}
: Slow high crushing low, but not that punishable. Gives a full combo on counterhit.
; CD.1
: High crushing low, minus on hit but gives a guaranteed ws4 heat engager on counterhit.
; CD.3/iws3
: Quickly using this move from standing, or after moves that leave you crouch (df2+3, CD.1), can <b>track</b> your opponent. On CH you can finish the string for good damage.
; f+4
: Mid that enters KNK stance for mix. Fast and more reliable than b1,4 against smart opponents , but lacks range and tracking.


== Jin Ji Du Li (KNK) Stance ==
== Jin Ji Du Li (KNK) Stance ==

Revision as of 08:33, 26 February 2024

This page is for Tekken 8. For Tekken 7, see Leo strategy (Tekken 7).

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2,1,1
df+1
df+1,2
4
df+2+3
CD.1
f+4
f,f,F+3
CD.2,1
d+2
f,F+3
BOK.1+2
d+4
Tracks left


Tracks both
  • df+3
Tracks right


Due to the nature of Tekken, this list isn't an all encompassing guide to Leo's moves. There's no quick way to summarize which moves to use and when - much of it boils down to player preference.

However, the moves below are some good recommendations when looking to pick up Leo - try using a few of these to get a feel for their gameplan.

  • Note for all of the below: unless otherwise mentioned, assume these moves have bad tracking.

Midrange Tools

df+4
Basic 12f mid poke, decent range for its speed.
f,F+2
Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
f,F+4,3
Forward advancing combo starter, with decent tracking to the right. -14 on block, with a risky low followup that can dissuade punishes.
CD.2,1
Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
df+2
Large fast launcher, only -13 on block and launches crouchers. Great whiff punisher.
d+4,2
The first hit is minus on hit low with tracking. You can still step or take back you turn after, and also threaten the LG-granting follow up against predictable opponents.
db+2,4
Hit confirmable heat engager that is safe on block.
f,F+4,3,4
Forward advancing launcher that provides some tracking. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes.
df+3
Safe mid counterhit launcher with homing. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers.

Approach

f,f,F+3
Basic slash kick, plus on block.
d+2
Forces crouch on block at +4, and gives a counterhit combo.
b+1,4 / b+1,1+2
Risky strings to use but can be nice midrange against timid opponents. b+1,4 gives mix but the 2nd hit is steppable, b+1,1+2 will stop the stepping but is -12.

Close Range Tools

1
Basic 1 jab. Don't use 1,4 on block.
1,2,1,1 / 1,2,1,4
String follow ups that are sometimes useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
df+1,2
First hit is a generic df1, -1 good for checking mid. High 2 extension after gives decent reward on counterhit.
4
12f magic 4, gives a decent minicombo on counterhit.
df+2+3
Slow high crushing low, but not that punishable. Gives a full combo on counterhit.
CD.1
High crushing low, minus on hit but gives a guaranteed ws4 heat engager on counterhit.
CD.3/iws3
Quickly using this move from standing, or after moves that leave you crouch (df2+3, CD.1), can track your opponent. On CH you can finish the string for good damage.
f+4
Mid that enters KNK stance for mix. Fast and more reliable than b1,4 against smart opponents , but lacks range and tracking.

Jin Ji Du Li (KNK) Stance

Fo Bu (BOK) Stance

Lightning Glare (LG)

Defense/Panic Options

  • db+3 - Backswing blow with tons of high (and sometimes mid) crush. Save on block high, some opponents won't be keen enough to duck it.
  • b+3+4 - Manual backstep that enters KNK, use it like Feng's back kenpo. KNK2, KNK3,4, and KNK3+4 here can punish whiffs. Cancel into crouchdash to either take back space or keep it safer.
  • f+2+3 - Safe high that evades to the right. Can be used to evade retaliation or escape pressure.
  • b+1+3 - parry (todo)
  • b+2+4 - parry (todo)
  • ub+1 - parry (todo)
  • b+2+3 - sabaki (todo)