Leo strategy

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Revision as of 06:02, 1 March 2024 by Lacey (talk | contribs) (Oki guide, part 1)

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 (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

Based on work by Inigo

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, while they also catch side rolls at the wall.[1]

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.
  1. See Wake-up for more details on these options.