Leo combos (Tekken 7): Difference between revisions

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== Combos ==
{{ Leo }}


Majority of combos are fairly similar after the first few hits. If you're really looking to optimize damage, you can use KNK cancels to replace WS 3 filler.
Majority of combos are fairly similar after the first few hits. If you're really looking to optimize damage, you can use KNK cancels to replace WS 3 filler.
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Full, community driven combo list here: https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit#gid=1137256229
Full, community driven combo list here: https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit#gid=1137256229


==== d/f+2 ====
== Bread n' butter ==


f2, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
{{BNB}}


==== u or u/f + 4 ====
== Staples ==


4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
{{Staple}}


==== d/b+3 ====
{{Combolist|
; d/f+2
: f2, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2


f3, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
; u/f+4
; u+4
: 4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2


==== CH d+1 ====
; d/b+3
: f3, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2


d/f+1, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
; CH d+1
: d/f+1, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2


==== CH KNK 2 ====
; CH KNK 2
: b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2


b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
; CH u/f+3+4
; CH u+3+4
: 4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
}}


==== CH u or u/f 3+4 ====
== Wall ==


4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
{{Wall}}


== Wall Combos ==
*  b+1,4, KNK+3,4 - Balance between damage and Oki.
*  b+1,4, KNK+3,4 - Balance between damage and Oki.
*  b+1,4, KNK+1+2, d+3+4 - Tech trap. If the opponent doesn't tech roll away from you and the wall after KNK+1+2, you get a stomp with 70% scaling.
*  b+1,4, KNK+1+2, d+3+4 - Tech trap. If the opponent doesn't tech roll away from you and the wall after KNK+1+2, you get a stomp with 70% scaling.

Revision as of 04:36, 22 January 2021

Majority of combos are fairly similar after the first few hits. If you're really looking to optimize damage, you can use KNK cancels to replace WS 3 filler. Tutorial by Prince Fatalis on KNK cancels here: https://www.youtube.com/watch?v=vvw3052--xU Full, community driven combo list here: https://docs.google.com/spreadsheets/d/1VOJg4WTd1b4Koi2y31M5ztX1NOpx5ZHYQ6U754hhJbo/edit#gid=1137256229

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 § Staples.

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
d/f+2
f2, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
u/f+4
u+4
4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
d/b+3
f3, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH d+1
d/f+1, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH KNK 2
b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2
CH u/f+3+4
CH u+3+4
4, b+1,4, KNK d/f, WS 3, f+4, KNK d/f, WS 3, f+4, KNK 2, S! Dash, f+4, KNK d/f, WS 1+2

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
  • b+1,4, KNK+3,4 - Balance between damage and Oki.
  • b+1,4, KNK+1+2, d+3+4 - Tech trap. If the opponent doesn't tech roll away from you and the wall after KNK+1+2, you get a stomp with 70% scaling.
  • FC d/f+2, WS 1,4,1. Much more damage for a wall combo, but terrible Oki(Best if you end in KNK right before the opponent hits the wall, then use the d/f dash input to start with d/f pressed down).

After landing a wall combo, additional pressure can be given with:

  • FC d/f+3 & WS 2 mixups
  • d/f 3 to catch wake up ducking