Leo strategy: Difference between revisions

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{{See other}}
{{See other}}


== Key moves ==
= Key moves =


{{KeyMoves|
* '''Note for all of the below''': unless otherwise mentioned, assume these moves have bad tracking.
{{KeyMove|1,2|poke=core}}
 
{{KeyMove|df1,2|poke=core}}
== Midrange Tools ==
{{KeyMove|df4|poke=core}}
{{Plainlist|
{{KeyMove|d+4 (,2)|poke=core}}
* <big>df4</big> - Basic 12f mid poke, decent range for its speed.
{{KeyMove|qcf2,2|poke=secondary|counter=core}}
* <big>ff2</big> - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
{{KeyMove|ff2|poke=core}}
* <big>ff3,4</big> - Forward advancing combo starter, with decent '''tracking''' to the right. -14 on block, with a risky low followup that can dissuade punishes.
{{KeyMove|-}}
* <big>qcf2,2</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.
{{KeyMove|4|poke=secondary|counter=core}}
* <big>b1,4 / b1,1+2</big> - Minus on hit low with some '''tracking'''. Has a follow up to keep it safe, otherwise you can step or challenge after it hits.
{{KeyMove|df2+3|counter=core}}
}}
{{KeyMove|-}}
 
{{KeyMove|f,f,F+3|approach=core|mixup=secondary}}
== Approach ==
{{KeyMove|b1,4|approach=secondary|mixup=secondary}}
{{Plainlist|
* <big>fff3</big> - Basic slash kick, plus on block.
* <big>d2</big> - Forces crouch on block at +4, and gives a counterhit combo.
* <big>b1,4 / b1,1+2</big> - Risky strings to use but can be nice midrange against timid opponents. b1,4 gives mix but the 2nd hit is steppable, b1,1+2 will stop the stepping but is -12. <!--(mindgames lol thx bamco)-->.
}}
 
== Close Range Tools ==
{{Plainlist|
* <big>1</big> - 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 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.
}}
}}


<!--Considering alternate list for key moves because the above one is ugly and lacks text descriptions. -->
== KNK Stance ==
 
== BOK Stance ==
 
== Lightning Glare (LG) ==
 
== Defense/Panic Options ==


== Key moves ==
== Key moves ==

Revision as of 06:05, 9 February 2024

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

Key moves

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

Midrange Tools

  • df4 - Basic 12f mid poke, decent range for its speed.
  • ff2 - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
  • ff3,4 - Forward advancing combo starter, with decent tracking to the right. -14 on block, with a risky low followup that can dissuade punishes.
  • qcf2,2 - Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
  • b1,4 / b1,1+2 - Minus on hit low with some tracking. Has a follow up to keep it safe, otherwise you can step or challenge after it hits.

Approach

  • fff3 - Basic slash kick, plus on block.
  • d2 - Forces crouch on block at +4, and gives a counterhit combo.
  • b1,4 / b1,1+2 - Risky strings to use but can be nice midrange against timid opponents. b1,4 gives mix but the 2nd hit is steppable, b1,1+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 useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
  • 4 - 12f magic 4, gives a decent minicombo on counterhit.

KNK Stance

BOK Stance

Lightning Glare (LG)

Defense/Panic Options

Key moves

df1,​2

standard mid poke, 2 extension to CH