Line 112: | Line 112: | ||
; [23] db+3 | ; [23] db+3 | ||
; [23] BOK.2 | ; [23] BOK.2 | ||
: [+61; 39] f+3 4 b+1,1+2,d BOK.1,2 T! BBP<ref>Whiffs at max range after db+3.</ref> | : [+61; 39] f+3 4 b+1<ref>Whiffs against Xiaoyu.</ref>,1+2,d BOK.1,2 T! BBP<ref>Whiffs at max range after db+3.</ref> | ||
: [+60; 38] f+3 f+2 b+1,1+2,d BOK.1,2 T! BBP | : [+60; 38] f+3 f+2 b+1,1+2,d BOK.1,2 T! BBP | ||
Revision as of 14:07, 13 April 2024
Leo |
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Combos (Tekken 8) |
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Symbol | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- โ 1.0 1.1 Should never have a space immediately after it.
- โ Not "for stance transition", which has no special notation and is written the same as any other input.
- โ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
This page is for Tekken 8. For Tekken 7, see Leo combos (Tekken 7).
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to ยง Staples.
- Regular launch (e.g. df+2)
- f+2 b+1,1+2,d BOK.1,2 T! b+1+2,1+2,qcf+2
- Instant Tornado (e.g. low parry)
- T! b+1,4~df >ws3 f+4~df CD.2,4
- Heat Dash (e.g. db+2,4,H.F)
- f+2 b+1,1+2,d BOK.1,2 T! b+1+2,1+2,qcf+2
Mini-combos
- CH 4
- [39; 13] f+1+2
- [35] CH df+1,2
- [20] (df+1),2
- [+10; 7] d+4
- CH (df+1),2
- CH (ws3,1),2
- [44; 14] f,F+2[1]
- [43; 13] f+1+2
- f,F+3,d
- [38; 12] BOK.2
- uf+2,1
- [41; 17] d+4,2[1]
- [27] CH f+3
- [21] CH KNK.4
- [+20; 13] d+4,2[1]
- CH f+3,d
- [50; 15] BOK.2 df+4
- f+2,4,LTG.3
- [60; 11] f,F+3
- [36] CH SS.1+2
- [25] CH (f+2),2
- [20] CH (CD.2),1
- [20; 13] dash d+4,2[1]
- [22] ub+1.P.4
- [19] CH b+1+4
- [+21] b+2,1+2[2]
- [21] CH d+1
- [+17, 11] d+3+4
- CH CD.1
- [37] ws4,1+2[2]
- FC.df+3
- [38; 12] d+1+2 BOK.2
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Leo has two common enders:
- BBP (Barge Barge Punch/Palm): b+1+2,1+2,qcf+2
- DLS (Dragon's Impact Lightning Skypiercer): SSR b+4,1~4~df >CD.2,4
Both are enders used for damage, with different combo starters and routes preferring one over the other and DLS having more difficult timing. Any combo ending with DLS can be ended with BBP instead for [2; 2] less damage. An ender such as f+4,df >ws3,1 can be used for oki, while an ender like f+4~df CD.2,1 can be used for wall splat.
Also note that these combos assume midscreen juggles which will not reach the wall. Higher level Leo play will focus more on tailoring the combo toward getting the opponent closer to the wall, so as to take advantage of Leo's high wall damage. For more information on combos with wall carry, including much more about combo theory and various routes you can take, see Toonfish's Leo Combo Guide.
- [20] uf,n,4
- [17] ws2
- [15] df+2
- [15] uf+4
- [12] f,F+4
- [+55; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP[1][2]
- [+54; 32] 4 b+1,1+2,d BOK.1,2 T! DLS[3]
- [+54; 34] b+1,1+2 1 f+3,d BOK.1,2 T! BBP[4][5]
- [+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
- uf+2,1
- [77; 32] iws3 b+1,1+2,d BOK.1,2 T! BBP[6]
- [59; 40] HB~ f+2 b+1,1+2,d BOK.1,2 T! BBP
- [41; 17] d+4,2[7]
- f,F+4,3
- [72; 38] f+2 b+1,1+2,d BOK.1,2 T! BBP[4]
- [69; 36] b+1,1+2,d BOK.1,2 T! BBP
- [24] CH KNK.1+2
- [23] db+3
- [23] BOK.2
- [+61; 39] f+3 4 b+1[8],1+2,d BOK.1,2 T! BBP[9]
- [+60; 38] f+3 f+2 b+1,1+2,d BOK.1,2 T! BBP
- [13] KNK.3
- [31] CH ub+3
- [+55; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP[5]
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+35; 20] T! 4 b+1,4~df >ws3 f+4~df CD.2,4
- [28] CH f+3+4
- [0] low parry
- [+45; 26] T! df+2+3 ws3 b+1,4~df >ws3 f+4~df CD.2,4
- CH d+2
- [84; 36] f+3 2 b+1,1+2,d BOK.1,2 T! BBP
- CH KNK.2
- [76; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
- CH f+1+2
- [85; 36] b+1,1+2 b+1,1+2,d BOK.1,2 T! BBP
- [14] CH CL db+4
- [10] CH db+4
- [+55; 34] df+2+3 ws3 b+1,1+2,d BOK.1,2 T! BBP[10]
- [+54; 32] df+2+3 ws3 b+1,1+2,d BOK.1,2 T! f+4~df CD.2,4
- CH f+3
- [76; 29] dash df+2+3 ws3 b+1,1+2,d BOK.1,2 T! BBP[6]
- [74; 29] CD ws3 b+1,1+2,d BOK.1,2 T! DLS
- [24] CH df+2+3[11]
- [21] CH KNK.4~df
- [+50; 30] ws3 4 b+1,1+2,d BOK.1,2 T! f+4~df CD.2,4[3]
- [+49; 29] ws3 b+1,1+2,d BOK.1,2 T! DLS
- CH (CD.2),1
- [69; 29] dash iws3 b+1,1+2,d BOK.1,2 T! DLS[6]
- CH (f,F+4,3),4
- [72; 31] df+1 b+1,1+2,d BOK.1,2 T! DLS
- [25] CH b+2+3
- [21] b+2+3 (successful parry)
- [+47; 29] dash iws3 b+1,1+2,d BOK.1,2 T! DLS[6]
- [+16; 11] f+1+2
- โ Whiffs off-axis.
- โ f+2 whiffs at max range.
- โ 3.0 3.1 Whiffs off-axis right.
- โ 4.0 4.1 Whiffs off-axis left.
- โ 5.0 5.1 SSL before BBP if off-axis right.
- โ 6.0 6.1 6.2 6.3 Hard.
- โ Gain LTG with 1+2.
- โ Whiffs against Xiaoyu.
- โ Whiffs at max range after db+3.
- โ SSR before BBP if off-axis right.
- โ ws3 whiffs if not close.
Wall
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- df+2
- f+4 KNK.1+2 BBP
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
Extras
Extra combos are juggles that are:
- Strictly worse than one of the ยง Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
- df+2
- uf+4
- [67; 32] 4 b+1,1+2,d BOK.1,2 T! BBP
- [65; 31] f+2 b+1,1+2,d BOK.1,2 T! BBP
- [23] db+3
- [23] BOK.2
- [24] CH KNK.1+2
- [+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+29; 17] T! b+1,4~df ws3 f+4~df ws3,1,2
- [28] CH f+3+4
- [0] low parry
- [+41; 24] T! 4 b+1,4~df >ws3 f+4~df CD.2,4
- [13] KNK.3
- [31] CH ub+3
- [+54; 34] b+1,1+2 1 f+3,d BOK.1,2 T! BBP[1][2]
- [+52; 31] f+2 b+1,1+2,d BOK.1,2 T! DLS
- [31; 12] KNK.3,4
- [28; 9] BOK.1,2
- [+29; 26] T! b+1,4~df >ws3 f+4~df >ws3,1,2
- CH d+2
- [82; 33] f+3 f+4,1~d BOK.1,2 T! DLS
- [82; 34] 4 f+2 b+1,1+2,d BOK.1,2 T! BBP
- CH f+3
- [76; 29] qcf ws3 b+1,1+2,d BOK.1,2 T! DLS