Leo |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Leo strategy (Tekken 7).
Key Moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1 | |||||||
1,2,1,1 | |||||||
df+1 | |||||||
df+1,2 | |||||||
4 | |||||||
df+2+3 | |||||||
CD.1 | |||||||
f+4 | |||||||
f,f,F+3 | |||||||
CD.2,1 | |||||||
d+2 | |||||||
f,F+3 | |||||||
BOK.1+2 | |||||||
d+4 |
Tracks left
Tracks both
- df+3
Tracks right
Due to the nature of Tekken, this list isn't an all encompassing guide to Leo's moves. There's no quick way to summarize which moves to use and when - much of it boils down to player preference.
However, the moves below are some good recommendations when looking to pick up Leo - try using a few of these to get a feel for their gameplan.
- Note for all of the below: unless otherwise mentioned, assume these moves have bad tracking.
Midrange Tools
- df+4
- Basic 12f mid poke, decent range for its speed.
- f,F+2
- Forward advancing safe mid, great for stuffing out opponents at range. Gives LG on hit.
- f,F+4,3
- Forward advancing combo starter, with decent tracking to the right. -14 on block, with a risky low followup that can dissuade punishes.
- CD.2,1
- Safe mid,mid string with great range. Counter hits from either hit lead into a mini combo, and also has a cheeky KNK cancel.
- df+2
- Large fast launcher, only -13 on block and launches crouchers. Great whiff punisher.
- d+4,2
- The first hit is minus on hit low with tracking. You can still step or take back you turn after, and also threaten the LG-granting follow up against predictable opponents.
- db+2,4
- Hit confirmable heat engager that is safe on block.
- f,F+4,3,4
- Forward advancing launcher that provides some tracking. First and second hits are -13 and -14 respectively, third hit is a risky low that can catch punishes sometimes.
- df+3
- Safe mid counterhit launcher with homing. You lose your turn on block (-9), but this is one of your only mid homing tools for steppers.
Approach
- f,f,F+3
- Basic slash kick, plus on block.
- d+2
- Forces crouch on block at +4, and gives a counterhit combo.
- b+1,4 / b+1,1+2
- Risky strings to use but can be nice midrange against timid opponents. b+1,4 gives mix but the 2nd hit is steppable, b+1,1+2 will stop the stepping but is -12.
Close Range Tools
- 1
- Basic 1 jab. Don't use 1,4 on block.
- 1,2,1,1 / 1,2,1,4
- String follow ups that are sometimes useful for counterhitting after your 1,2. The first 3 hits are all highs, though.
- df+1,2
- First hit is a generic df1, -1 good for checking mid. High 2 extension after gives decent reward on counterhit.
- 4
- 12f magic 4, gives a decent minicombo on counterhit.
- df+2+3
- Slow high crushing low, but not that punishable. Gives a full combo on counterhit.
- CD.1
- High crushing low, minus on hit but gives a guaranteed ws4 heat engager on counterhit.
- CD.3/iws3
- Quickly using this move from standing, or after moves that leave you crouch (df2+3, CD.1), can track your opponent. On CH you can finish the string for good damage.
- f+4
- Mid that enters KNK stance for mix. Fast and more reliable than b1,4 against smart opponents , but lacks range and tracking.
Jin Ji Du Li (KNK) Stance
Fo Bu (BOK) Stance
Lightning Glare (LTG)
Defense/Panic Options
- db+3
- Backswing blow with tons of high (and sometimes mid) crush. Save on block high, some opponents won't be keen enough to duck it.
- b+3+4
- Manual backstep that enters KNK, use it like Feng's back kenpo. KNK2, KNK3,4, and KNK3+4 here can punish whiffs. Cancel into crouchdash to either take back space or keep it safer.
- f+2+3
- Safe high that evades to the right. Can be used to evade retaliation or escape pressure.
- b+1+3
- parry (todo)
- b+2+4
- parry (todo)
- ub+1
- parry (todo)
- b+2+3
- sabaki (todo)