Leo

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Leo
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch {{{launch}}}
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_Leo
Discord [1]

This page is for Tekken 8. For Tekken 7, see Leo (Tekken 7).

Leo is an all-rounder with strong fundamental tools. Leo's primary focuses are wall pressure, through mixups involving moves like their hellsweep db+4 and KNK stance moves, as well as whiff punishing through moves like df+2. Leo also has great block and while standing punishment with a decent 1 jab and ws4, a safe-ish (-9) i11 with a Heat Engager followup. However, Leo has a fairly weak CH game, with few moves providing great reward, and their low game tends to falter outside of close range.

Strengths
  • Jack Of All Trades, Master Of A Few. Leo's basic tools range from decent to amazing, allowing them to rely on fundamentals in most scenarios.
  • Whiff Punish Machine. Leo's df+2 launcher reaches from range 2.5, allowing them to easily whiff punish a lot of moves. Also, f,F+2 reaches from range 3.75, leading to insane reward at the wall.
  • Wall Monster. Leo gets great mixup potential at the wall, where a lot of good reward moves turn into great reward.
  • Stances. Leo's BOK and KNK stances give great pressure, with a lot of moves that lead into them being at least slightly plus, and decently fast moves out of stance can make the opponent think twice before they try to punish.
  • Sky's The Limit. Leo's qcf crouch dash, an already great mobility tool, can be cancelled, leading into amazing wall carry and mobility with good execution.
  • Heat Smash. Leo's standing Heat Smash hits from range 2.5, is i16, jails into the +8 on block finisher, and can be cancelled into crouch dash by holding df, making you +16. If the opponent throws out a stubby move, you get a free chunk of damage, and on block, you get a free mixup.
Weaknesses
  • Weak Low Pokes. Leo's lows are below average outside of mixup scenarios, being either stubby or slow.
  • Linear. Some of Leo's good moves have poor tracking, making them susceptible to sidestep/walk.
KNK Cancel
importance
★★★☆☆
value
★★★☆☆
dexterity
★★☆☆☆
rhythm
★★☆☆☆

External links