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.
f2,4
Fast jailing high-high string. Only -1 on block, very plus on hit, and can go into crouchdash to trip people up. It becomes even scarier with the LG extension.

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.