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* <big>db+2,4</big> - Hit confirmable heat engager that is safe on block. | * <big>db+2,4</big> - Hit confirmable heat engager that is safe on block. | ||
* <big>f,F+4,3,4</big> - Forward advancing launcher that provides some '''tracking'''. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes. | * <big>f,F+4,3,4</big> - Forward advancing launcher that provides some '''tracking'''. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes. | ||
* <big>df+3</big> - Safe mid counterhit launcher with '''homing'''. You lose your turn on block (-9), but this is one of your only homing tools for steppers. | * <big>df+3</big> - Safe mid counterhit launcher with '''homing'''. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers. | ||
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Revision as of 03:47, 26 February 2024
Leo |
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Strategy (Tekken 8) |
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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
- df+4 - Basic 12f mid poke, decent range for its speed.
- f,F+2 - Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
- f,F+4,3 - Forward advancing combo starter, with decent tracking to the right. -14 on block, with a risky low followup that can dissuade punishes.
- CD.2,1 - Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
- df+2 - Large fast launcher, only -13 on block and launches crouchers. Great whiff punisher.
- d+4,2 - The first hit is minus on hit low with tracking. You can still step or take back you turn after, and also threaten the LG-granting follow up against predictable opponents.
- db+2,4 - Hit confirmable heat engager that is safe on block.
- f,F+4,3,4 - Forward advancing launcher that provides some tracking. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes.
- df+3 - Safe mid counterhit launcher with homing. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers.
Approach
- f,f,F+3 - Basic slash kick, plus on block.
- d+2 - Forces crouch on block at +4, and gives a counterhit combo.
- b+1,4 / b+1,1+2 - Risky strings to use but can be nice midrange against timid opponents. b+1,4 gives mix but the 2nd hit is steppable, b+1,1+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 sometimes useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
- df+1,2 - First hit is a generic df1, -1 good for checking mid. High 2 extension after gives decent reward on counterhit.
- 4 - 12f magic 4, gives a decent minicombo on counterhit.
- df+2+3 - slow high crushing low, but not that punishable. Gives a full combo on counterhit.
- qcf1 - high crushing low, minus on hit but gives a guaranteed ws4 heat engager on counterhit.
- qcf3/iws3 - Using this move from standing or after moves that leave you crouch (df2+3, qcf1) can track your opponent. On CH you can finish the string for good damage.