Leo combos (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
No edit summary
Line 38: Line 38:
== Wall ==
== Wall ==


{{Wall}}
{{Combolist|
; Regular carry (30% scaling)
: [+28] f,F+3,D~2<ref group="w">f,F+3 must hit at end of wall stun to spike.</ref>
: [+25] df+1 1<ref group="w" name="df1-1">Only works vs Gigas, Jack-7, Kuma, and Marduk.</ref> 3,2,3
: [+22] b,f+1+2,1+2<qcf+2
: [+21] b+1,4~df~1+2
: [+21] b+1,4~3+4
: [+19] b+1,4~3,4
: [+19] b+1,4~1+2
: [+17] FC.d+2<ref group="w">Best option if previous move entered KNK since it can be done from crouch dash.</ref> ws1,4,1


*  b+1,4, KNK+3,4 - Balance between damage and Oki.
; uf+1,2
*  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.
; uf+3
*  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).
; db1+2,1
: [+32] df+1 1<ref group="w" name="df1-1"/> 3,2,3
: [+29] b,f+1+2,1+2<qcf+2
: [+27] b+1,4~df~1+2
: [+27] b+1,4~3+4
: [+25] b+1,4~3,4
: [+25] b+1,4~1+2
}}


After landing a wall combo, additional pressure can be given with:
<references group="w"/>
*  FC d/f+3 & WS 2 mixups
*  d/f 3 to catch wake up ducking


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=n1SRmuVKkLU Leo Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=n1SRmuVKkLU Leo Combo Guide (Season 4) by Ryzing Sol]

Revision as of 12:32, 21 December 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

Regular carry (30% scaling)
[+28] f,F+3,D~2[w 1]
[+25] df+1 1[w 2] 3,2,3
[+22] b,f+1+2,1+2<qcf+2
[+21] b+1,4~df~1+2
[+21] b+1,4~3+4
[+19] b+1,4~3,4
[+19] b+1,4~1+2
[+17] FC.d+2[w 3] ws1,4,1
uf+1,2
uf+3
db1+2,1
[+32] df+1 1[w 2] 3,2,3
[+29] b,f+1+2,1+2<qcf+2
[+27] b+1,4~df~1+2
[+27] b+1,4~3+4
[+25] b+1,4~3,4
[+25] b+1,4~1+2
  1. f,F+3 must hit at end of wall stun to spike.
  2. 2.0 2.1 Only works vs Gigas, Jack-7, Kuma, and Marduk.
  3. Best option if previous move entered KNK since it can be done from crouch dash.

External links