Leo strategy: Difference between revisions

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(→‎Key Moves: use definition lists for move descriptions)
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== Defense/Panic Options ==
== Defense/Panic Options ==
* <big>db+3</big> - Backswing blow with tons of high (and sometimes mid) crush. Save on block high, some opponents won't be keen enough to duck it.
; db+3
* <big>b+3+4</big> - 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.
: Backswing blow with tons of high (and sometimes mid) crush. Save on block high, some opponents won't be keen enough to duck it.
* <big>f+2+3</big> - Safe high that evades to the right. Can be used to evade retaliation or escape pressure.
; b+3+4
* <big>b+1+3</big> - parry (todo)
: 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.
* <big>b+2+4</big> - parry (todo)
; f+2+3
* <big>ub+1</big> - parry (todo)
: Safe high that evades to the right. Can be used to evade retaliation or escape pressure.
* <big>b+2+3</big> - sabaki (todo)
; b+1+3
: parry (todo)
; b+2+4
: parry (todo)
; ub+1
: parry (todo)
; b+2+3
: sabaki (todo)

Revision as of 08:34, 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)