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'''Leo''' is an all-rounder with strong fundamental tools. Leo's primary focuses are wall pressure, through mixups involving moves like their hellsweep ''' | '''Leo''' is an all-rounder with strong fundamental tools. Leo's primary focuses are wall pressure, through mixups involving moves like their hellsweep '''db+4''' and KNK stance moves, as well as whiff punishing through moves like '''df+2.''' Leo also has great block and while standing punishment with a decent 1 jab and '''ws4,''' a safe-ish (-9) i11 with a Heat Engager followup. However, Leo has a fairly weak CH game, with few moves providing great reward, and their low game tends to falter outside of close range. | ||
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* '''Jack Of All Trades, Master Of A Few.''' Leo's basic tools range from decent to amazing, allowing them to rely on fundamentals in most scenarios. | * '''Jack Of All Trades, Master Of A Few.''' Leo's basic tools range from decent to amazing, allowing them to rely on fundamentals in most scenarios. | ||
* '''Whiff Punish Machine.''' Leo's | * '''Whiff Punish Machine.''' Leo's df+2 launcher reaches from range 2.5, allowing them to easily whiff punish a lot of moves. Also, f,F+2 reaches from range 3.75, leading to insane reward at the wall. | ||
* '''Wall Monster.''' Leo gets great mixup potential at the wall, where a lot of good reward moves turn into great reward. | * '''Wall Monster.''' Leo gets great mixup potential at the wall, where a lot of good reward moves turn into great reward. | ||
* '''Stances.''' Leo's BOK and KNK stances give great pressure, with a lot of moves that lead into them being at least slightly plus, and decently fast moves out of stance can make the opponent think twice before they try to punish. | * '''Stances.''' Leo's BOK and KNK stances give great pressure, with a lot of moves that lead into them being at least slightly plus, and decently fast moves out of stance can make the opponent think twice before they try to punish. |
Revision as of 20:55, 22 February 2024
Leo |
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Leo | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
Fastest | |
Launch | {{{launch}}} |
CH launch | {{{chLaunch}}} |
Wall splat | {{{splat}}} |
Archetypal moves | |
Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | {{{lore}}} |
#T8_Leo | |
Discord | [1] |
This page is for Tekken 8. For Tekken 7, see Leo (Tekken 7).
Leo is an all-rounder with strong fundamental tools. Leo's primary focuses are wall pressure, through mixups involving moves like their hellsweep db+4 and KNK stance moves, as well as whiff punishing through moves like df+2. Leo also has great block and while standing punishment with a decent 1 jab and ws4, a safe-ish (-9) i11 with a Heat Engager followup. However, Leo has a fairly weak CH game, with few moves providing great reward, and their low game tends to falter outside of close range.
Strengths
- Jack Of All Trades, Master Of A Few. Leo's basic tools range from decent to amazing, allowing them to rely on fundamentals in most scenarios.
- Whiff Punish Machine. Leo's df+2 launcher reaches from range 2.5, allowing them to easily whiff punish a lot of moves. Also, f,F+2 reaches from range 3.75, leading to insane reward at the wall.
- Wall Monster. Leo gets great mixup potential at the wall, where a lot of good reward moves turn into great reward.
- Stances. Leo's BOK and KNK stances give great pressure, with a lot of moves that lead into them being at least slightly plus, and decently fast moves out of stance can make the opponent think twice before they try to punish.
- Sky's The Limit. Leo's qcf crouch dash, an already great mobility tool, can be cancelled, leading into amazing wall carry and mobility with good execution.
- Heat Smash. Leo's standing Heat Smash hits from range 2.5, is i16, jails into the +8 on block finisher, and can be cancelled into crouch dash by holding df, making you +16. If the opponent throws out a stubby move, you get a free chunk of damage, and on block, you get a free mixup.
Weaknesses
- Weak Low Pokes. Leo's lows are below average outside of mixup scenarios, being either stubby or slow.
- Linear. Some of Leo's good moves have poor tracking, making them susceptible to sidestep/walk.
KNK Cancel
importance
★★★☆☆value
★★★☆☆dexterity
★★☆☆☆rhythm
★★☆☆☆External links
Characters (Tekken 8) |
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