Leo (Tekken 7) |
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Leo | |
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Key techniques | |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch | i15 – d/f+2 (Doesn't launch crouching) |
CH launch |
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Wall splat | {{{splat}}} |
Archetypal moves | |
Parry |
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Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | {{{lore}}} |
#{{{twitter}}} | |
Discord | [1] |
Leo is an all-rounder character for the most part. They have slightly above average combo damage, but the aspects that makes them stand out is their stances and wall game.
Leo's stances is 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 can always capitalize on being positioned close to the wall. Even when against the wall, 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 at range 2-3. Both d/f+2 and d+1 are very strong options, as both mids have potential to lead to a combo. Leo's range also extends into the crouch dash, that has fantastic options like a tracking low, and a mid that hits around range 3-4.
Characters (Tekken 8) |
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