Leo strategy: Difference between revisions

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* <big>df4</big> - Basic 12f mid poke, decent range for its speed.
* <big>df4</big> - Basic 12f mid poke, decent range for its speed.
* <big>ff2</big> - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
* <big>ff2</big> - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
* <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.
* <big>ff4,3</big> - Forward advancing combo starter, with decent '''tracking''' to the right. -14 on block, with a risky low followup that can dissuade punishes.
* <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.
* <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.
* <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.
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Revision as of 06:07, 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.
  • ff4,3 - 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.

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