Leo strategy

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Revision as of 08:28, 26 February 2024 by Lume (talk | contribs)

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 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 (LG)

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)