Clockknight (talk | contribs) (Created the page and added very basic structure, as well as some basic combos. Not even close to complete but better than a blank page.) Â |
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{{ 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 | ||
== | == Bread n' butter == | ||
{{BNB}} | |||
== | == Staples == | ||
{{Staple}} | |||
{{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 | |||
; 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 | |||
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 | |||
: 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 | |||
}} | |||
== | == Wall == | ||
{{Wall}} | |||
*Â b+1,4, KNK+3,4 - Balance between damage and Oki. | *Â b+1,4, KNK+3,4 - Balance between damage and Oki. | ||
*Â 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. | *Â 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
Leo (Tekken 7) |
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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