Leo (Tekken 7): Difference between revisions

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Leo is mostly an all-rounder character, slightly above average combo damage, no overwhelming pressure in neutral, but their strongest aspects are their stances and wall game.
Leo is an all-rounder character for the most part. They have slightly above average combo damage, but the aspects that makes them stand out is their stances and wall game.


Leo's stances is an extremely important part of their moveset. Most importantly, KNK has a hitbox, and is +8, enough to bait for KNK 2 counterhits. BOK is also very good, but has poorer opportunities to enter the stance.  
Leo's stances is extremely important. Most ways of entering KNK have a hitbox that on block, forces the opponent to guess. BOK also has very good options, but has poorer opportunities to enter the stance.


Leo does great wall damage, and has several setups to trick the opponent into eating more damage if they choose the wrong option, or doing even more damage for opponents who are too patient and lay on the ground hoping you whiff something. Even against the wall, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you, or their b+1+3_2+4, if the opponent is pressuring you.
Leo does great wall damage, and can always capitalize on being positioned close to the wall. Even when against the wall, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you, or if the opponent is pressuring you,  b+1+3_2+4 can parry and wall splat behind you.


Beyond that, Leo has very long reaching powerful moves. Both d/f+2 and d+1 are very strong options, as d/f+2 is a launcher that hits at range 2-3, while d+1 is a similarly far reaching move that is basically tracking, and leads to a combo on CH. Leo's range also extends into the crouch dash, that has fantastic options like a tracking low, and a mid that hits around range 3-4.
Beyond that, Leo has very strong moves that interact at range 2-3. Both d/f+2 and d+1 are very strong options, as both mids have potential to lead to a combo. Leo's range also extends into the crouch dash, that has fantastic options like a tracking low, and a mid that hits around range 3-4.


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

Revision as of 18:51, 14 February 2022

Leo
Key techniques
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • KNK (b+1, 4)
  • BOK (d+1+2)
Fastest
Launch i15 – d/f+2 (Doesn't launch crouching)
CH launch
  • i12 – 4 (high)
  • i15 – d/f+2 (mid)
Wall splat {{{splat}}}
Archetypal moves
Parry
  • u/b+1 (High Punches)
  • 2+3 ()
  • b+2+4_1+3 (High or Mid)
  • b+1+2 ()
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #{{{twitter}}}
Discord [1]

Leo is an all-rounder character for the most part. They have slightly above average combo damage, but the aspects that makes them stand out is their stances and wall game.

Leo's stances is extremely important. Most ways of entering KNK have a hitbox that on block, forces the opponent to guess. BOK also has very good options, but has poorer opportunities to enter the stance.

Leo does great wall damage, and can always capitalize on being positioned close to the wall. Even when against the wall, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you, or if the opponent is pressuring you, b+1+3_2+4 can parry and wall splat behind you.

Beyond that, Leo has very strong moves that interact at range 2-3. Both d/f+2 and d+1 are very strong options, as both mids have potential to lead to a combo. Leo's range also extends into the crouch dash, that has fantastic options like a tracking low, and a mid that hits around range 3-4.