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 |
- df+3
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)
Okizeme Basic Guide
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 catchers: 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 reversal on right kicks
- 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 scaled
- 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 scaled BOK.1+2 for 3 more damage and a chance to charge LTG.