(fix notation) |
No edit summary |
||
Line 2: | Line 2: | ||
{{Infobox fighter | {{Infobox fighter | ||
|name=Leo | |name=Leo | ||
|heat={{Plainlist| | |||
* Allows the use of moves during Lightning Glare}} | |||
|heatSmash={{Plainlist| | |||
* Mid, {{MoveGet|Leo-H.2+3|startup}}, {{MoveGet|Leo-H.2+3|block}} | |||
* Low, {{MoveGet|Leo-H.KNK.2+3|startup}}, {{MoveGet|Leo-H.KNK.2+3|block}}}} | |||
|heatEngagers={{Dotlist| | |||
* db+2,4 | |||
* b+2,1+2 | |||
* ws4,1+2 | |||
* KNK.1,2 | |||
* BOK.1+2}} | |||
|stances={{Plainlist| | |||
* KNK ''(Jin Ji Du Li)'' – f+4 | |||
* BOK ''(Fo Bu)'' – d+1+2 | |||
* CD ''(Jin Bu)'' – qcf}} | |||
|launch={{Plainlist| | |||
* i15 – df+2 ''(standing)'' | |||
* i15 – ws2 ''(crouching)''}} | |||
|chLaunch={{Plainlist| | |||
* i17 – f+3+4 ''(high)'' | |||
* i21 – d+2 ''(mid)''}} | |||
|splat={{Plainlist| | |||
* i13 – uf+1,2 ''(high)'' | |||
* i16 – db+2,4 ''(mid)''}} | |||
|twitter=T8_Leo | |twitter=T8_Leo | ||
|discord=[https://discord.gg/Ya4XKtf] | |discord=[https://discord.gg/Ya4XKtf] |
Revision as of 21:22, 22 February 2024
Leo |
---|
Leo | |
---|---|
Heat |
|
Heat Smash |
|
Heat Engagers |
|
Stances |
|
Fastest | |
Launch |
|
CH launch |
|
Wall 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) |
---|