Leo (Tekken 7) |
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Leo | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch | i15 – uf+4 and df+2 |
CH launch |
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Wall splat |
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Archetypal moves | |
Parry |
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Sabaki | 2+3 (high/mid punches) |
Reversal | b+1+3 (high/mid kicks) |
Mid check |
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Hopkick | uf+4 |
Power low |
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Generic moves | |
Remapped |
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Missing | d+2 |
External links | |
Lore | Leo Kliesen |
#{{{twitter}}} | |
Discord | [1] |
Leo is a well rounded character that can control space well. What makes them stand out is their stances and wall game.
Leo's stances are extremely important. Most ways of entering KNK have a hitbox that on block, forces the opponent to guess. BOK also has very good options, but has poorer opportunities to enter the stance.
Leo does great wall damage, and has many ways to benefit from just being near it. Even if backed against one, f, f+1+2 is a high command throw that can splat the opponent on a wall behind you, or if the opponent is pressuring you, b+1+3_2+4 can parry and wall splat behind you.
Beyond that, Leo has very strong moves that interact up to about ranges 2. Both d/f+2 and d+1 are very strong options, as both mids have potential to lead to a combo. Leo has a crouch dash that has high-low mixups, and f,f+2 is a mid that can wallsplat.
- Well rounded
- Strong wall game and damage: powerful wallsplatting mids that are safe on block or hit-confirmable
- Good punishment: has a tool for every job
- Good defensive options: good parries and sabaki to interrupt strings and decent evasion
- Linear: Weak to Side Step Right (SSR)
- Lows don't give strong pressure/momentum
- Below average oki
- Below average damage without wall
- Most standing punishers start as highs (can't effectively punish some moves that leave opponent in crouching state)
Characters (Tekken 8) |
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