Leo strategy

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

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
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 13f 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 wall break 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.
db+1+2,1
Hit confirmable wall-splat mid-mid string. Scary at the wall, and can go into BOK to fake out opponents.

Jin Ji Du Li (KNK) Stance

Fo Bu (BOK) Stance

Using BOK in Combos

[1]

BOK has 4 applications during combos. In descending order of importance:

BOK.1+2 d+3+4
Combo ender, usually at the wall. Also works as a minicombo against grounded opponents or after certain hits like CH 4,
BOK 1,2
This is a tornado if you want to commit to one after using b+1,1+2,d in a combo. Note this only works if you have 3 hits or fewer in the combo before using b+1.
H.BOK1+2,f
Gives you a heat dash combo extender. Afterwards you'll have to do either ws1,4,1 if you think you can get a wallsplat or SS.1+2 to get max damage without a wall.
CH f+3,d BOK.2
If you get a CH from f+3 and have already committed to the BOK transition, you can use BOK2 to transition into a combo with f+3,d BOK.2 df+4 HB.
  1. ↑ Thanks to Toonfish.

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)

Okizeme Basic Guide

[1]

Ground Hit Moves: df+2+3, iws3, ub+3, KNK.4, f,F+3, d+4, b+1+4, CD.1, d+3+4, BOK.2, BOK.1+2, KNK.1+2, KNK.3+4

"Wake-up catch" is when an opponent who has been knocked down tries to move. Wake-up catches catch b getup and quickstand in the open, and also catch side rolls at the wall.[2]

Wake-up catches: iws1+2 (most reliable, gives LTG), SS.1+2 (more damage but doesn't clip side rolls)

Tools with Some Oki

CH d+1 / BOK.3 / KNK.3+4
ub+3 guaranteed. Wake-up catch possible. iws3 sets up f,f,F+3 if the opponent techrolls (not recommended).
CH df+1+2
d+4 guaranteed. Wake-up catch possible. iws3 sets up f,f,F+3 if the opponent techrolls.
CH ws3,1,2
d+4 guaranteed. Wake-up catch possible only with df+3.
KNK.2
Free mixup between ws3 and CD.1.
CD.2,4
Dash in for free d+4 or db+2 mixup.
db+4,1
Nothing guaranteed, but a well timed f,f,F+3 can catch techrolls and keep momentum.
f+2,4,LTG.3
Wake-up catch possible with f,F+2. If close to the wall you get a free: ub+3, d+4,2 (unreliable against small characters) or BOK.2 df+4.
1+3 (throw) / b+2+4 (on right kick parry)
d+4 catches every option except b getup. f,F+2 catches b getup.
FC.df+3
ub+3 guaranteed. BOK.2 can set up a well timed f,f,F+3 that catches techrolls and keeps momentum.

Combo Oki (After Tornado)

d+1
Spikes the opponent and keeps you at -2. You can go to crouch for a mixup or stay standing and play around the hard knockdown.
ws3 reset
If the opponent does not do an immediate b getup or techroll, you can reset with ws3 by slightly delaying the input.
b+1,1+2
Oki depends on combo hits (maximum 7 hits is recommended). Puts opponent FDFT[3] at a heavy disadvantage. On a techroll you can dash in for a mixup. If the opponent does a b getup, you can try to catch the wakeup with a run in f+1+2.
f+4 KNKc[4] f+4 (whiff)
Gimmicky option. It gives either an uninterruptible mix on a techroll or b getup, or a full reset. Note that KNK.3 whiffs on a techroll left.

Wall Oki

BOK.1+2 df+2+3
Techroll gives a free mixup, either a FC mixup or delayed uf+3 or f,F+2. If they don't techroll, the opponent is at a heavy disadvantage for a mixup back into the wall. If the opponent techrolls right, you can perform a well-timed f,f,F+3 to cross up and side switch.
KNK.1+2 low splat[5]
Pancake flip into a 3-way mixup: Either techroll into a mixup or eat a full reset (db+4,1 is most reliable for your low option, but depending on axis and distance iws3 and df+2+3 work as well. df+3 can work for the mid re-splat option.). Leo can body block techroll left by whiffing a well-timed 2 jab, preventing the opponent's escape from the wall and keeping frame advantage.
ws1,4,1
Good frame advantage, free mixup on techroll, free d+4 or iws3 if they don't techroll. This move can also be used as a wake-up catch after BOK.1+2, but it doesn't clip side rolls.
ws1+2
Note that if Leo charges LTG off of ws1+2 they are at a heavy disadvantage. Similar situation to ws1,4,1 but if the opponent doesn't techroll, only d+4 will clip them. If the opponent techrolls, Leo is still +10, but grounded options become much more effective. iws1+2 can be used as a wake-up catch after a low splat BOK.1+2 for 3 more damage and a chance to charge LTG.
  1. ↑ Thanks to Inigo.
  2. ↑ See Wake-up for more details on these options.
  3. ↑ Face Down Feet Toward
  4. ↑ KNK Cancel
  5. ↑ See the combo page for information about low splats.