Leo punishers

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Revision as of 05:29, 1 March 2024 by RogerDodger (talk | contribs) (change id of dickjab to generic since moveinherit is broken right now)

This page is for Tekken 8. For Tekken 7, see Leo punishers (Tekken 7).

Standing
Enemy Move Damage Frames
-101,215+8
1,422+11 KNK[1]
-112,229+6
-13uf+1,2[2]33+37d (-21)[3]
-14b+2,1+232+8[4]
f+2,4,LTG.3[2]50 (60 (11))+16d
f+2,235+8
-15df+215 (69 (34))+28a (+18)
uf+415 (69 (34))+33a (+23)
-16db+2,4[5][6]40 (?)+12a (+3)[7]
-17f+1+2[8]24+10a (+1)
-23uf,n,420 (70 (31))+32a (+22)
Crouching
-10hFC.15+6
-11ws4,1+226 (?)+4d[9]
-13uf+1,2[2]33+37d (-21)[3]
ws1+2[8]25+22g[10]
ws3,1,d18+9 BOK
-15ws217 (67 (31))+28a (+18)
-23uf,n,420 (70 (31))+32a (+22)
Back-turned opponent
Grounded opponent
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4i1022-5High
f+2,4i14~1630-1~0High
f,F+2[11]i14~1525-9~-8Mid
df+2i15~1615-13~-12Mid
db+2,4[5][7]i16~1740-9~-7Mid
uf+2,1i18~2132-8~-7Mid
  1. The transition into KNK applies even when blocked, leaving Leo at -5 in stance on block. You can use 1,2 for a safer but lower damage option.
  2. 2.0 2.1 2.2 High balcony break.
  3. 3.0 3.1 Gain LTG on hit with 1+2 - +22g (-36).
  4. Heat Engager +17g, Heat Dash +67a (+50)
  5. 5.0 5.1 Hit confirmable.
  6. More range than df+2.
  7. 7.0 7.1 Heat Engager +17g, Heat Dash +64a (+42).
  8. 8.0 8.1 Mid balcony break.
  9. Heat Engager +17g, Heat Dash +43a (+35).
  10. Gain LTG on hit with 1+2 - +3.
  11. Gain LTG on hit with 1+2 - -9a.