Tekken 7

Leo Tekken 7 Guide

leo-tekken-7-guide

1. Character Overview:

Leo is a versatile and strong character that can be played in multiple ways. He can be played creatively using a range of stances including BOK and KNK, along with crouch dash mixups and a variety of situational moves. Alternatively, he can played extremely basic, using only key moves such as jabs, df1, lows, d1 for counter hits and df2 for whiff punishing. He also has several good defensive options such as parries, and a backswing blow in db3. However, his tracking is generally poor and his stronger moves have slow start up.

Strengths:

  • Strong counter hit game, plethora of moves that give additional damage or a full combo on counter hit.
  • Great mixup potential with threatening, damaging lows such as hellsweep along with other lows that give a frame advantage on hit, like df2+3 and b1+4.
  • Has good situational defensive options in parries that can “punish” otherwise safe strings using b1+3, ub1, 2+3 or b1+2.
  • Best 11f ws punisher in the game in ws4 1+2, along with good standing block punishment as well.
  • Dangerous wall game, several safe wall splatting mids along with lows that can keep the opponent stuck in a bad position.

Weaknesses: 

  • Although he has several moves that are more rewarding on counter hit, he doesn’t have a quick counter hit move like a 11f magic 4 that leads into an easy combo. He has a 13f magic 4, and the full combo after is very difficult.
  • Very linear, tracking moves are a bit slower so it can be difficult to deal with opponents with good movement.
  • His stronger moves have longer start up, making him more susceptible to ch by quicker buttons such as magic 4 and jabs.
  • Pressure game is slightly weak, he doesn’t have a lot of moves with frame advantage on block outside d2 and bok3, and b14 being a big risk if the opponent has a character that can sidestep it.
  • Every low other than df2+3 and d4 is -13 or worse , this can be dangerous against chars with 13f mid ws launchers such as Josie and Kazuya.

2. Movelist Breakdown:

1: Very standard jab, decent range and moves Leo slightly forward. A simple move that is core to his gameplay since its used for control, being the fastest attack he has with a startup of 10f. It gives an advantage of +8 on hit so he can frametrap easily with moves such as df3 to stop all their options after.

12: -1 on block, useful for pressuring opponents since the threat of the jab string extensions are there. -1 allows you to sidestep or interrupt their retaliations very easily as well.

14: Standard 10f punish with leo, +5 on hit and -4 on block with some pushback. This move can be used offensively as well due to the pushback and only leaving Leo -4 on block, however the threat of the extensions of 121/124 are gone here so the opponent may have more of a reason to attack after this on block. 1(ch4) leads to the same situation as a magic 4 ch on its own.

1211: A high, mid extension to 12 with the third hit being duckable and the last hit being -13. The entire string is ncc if the second or third hit connect. It is unsafe, but the third hit should be used occasionally if the opponent keeps attacking after 12. This allows for better pressure since they will have to think about the damaging extensions to the string, instead of just the jabs on their own.

1214: A high, high extension that can be ducked and launched, again, should be used occasionally but not too much since it’s a risky string. Good for a quick and easy punish on backturned opponents.

124: A low after 12 that gives a small frame advantage on hit and a knockdown on counter hit. This move can also be used in the same way as 121, but it is also risky since it can be low parried. It can be used to close out rounds if the opponent forgets about this move. The ch knockdown doesn’t seem to give a guaranteed follow up at all ranges but still leaves you with a good situation after.

21: Slightly slower than 14 (11f instead of 10f), and -7 on block as well. However, the key property of 21 is that it has better tracking than 14, which can be seen from KNK4 on hit into 21 being able to track.14 cannot track in this situation. Since 21 is the start of a 10 hit string, it has a high extension, 3. This is extremely risky for very little reward if they duck the high, so it’s best to be avoided, especially on block. It can be used if you hit 21 and need slightly extra damage, but this leaves you at a frame disadvantage after (-9).

22: Standard 11f punisher, leaves you +4 on hit very close to the opponent. +4 still allows your opponent to sidestep a lot of attacks such as df1 easily, so tracking moves like df3, or lows like hellsweep can be used here as well. D3+4 can stop every option the opponent has, except to low parry or duck.

32: 14f, +9 on hit, but very poor range and difficult to hit this, second hit can be ducked and launched as well. Has an extension with 324 and 32d, but these are more gimmicky and shouldn`t be used much. Spamming this move will allow the opponent to duck and launch the second hit. 324, KNK3 is a very damaging backturned punisher.

1+2: Standard power crush, -12 on block, wall splats, quite linear. 

4: Leo has a 12f magic 4 instead of 11f like some other characters, and converting off it into a full combo is very difficult, as a dash jab has to be used. However, there are some situations where a full combo can be easy, such as using 4 to ch steve in between b1 and flicker jabs. This allows for f2,b14 to hit for a full combo. There are other cases like this, but generally the dash jab combo has to be used to convert fully. 4, f2, d1 is an easier combo that gives good oki after, can be done after 1(ch4) as well.

F22: Main 14f punisher with good range and damage, with the first hit having decent tracking to leos weak side, right. This means f2 can be used after situations such as 14 on hit, hitting an opponent who tries to step right. However, this is a very situational use, and is mainly used as a punisher instead. On hit, it leaves the opponent far away so it’s hard to capitalise on pressure afterwards. The second hit can be delayed if the opponent tries to press after the first hit, which gives a free ff3 BOK2 after, although the second hit is -12.

F3: A slow high that leaves Leo 0 on block, with a BOK transition that leads to +1 on block instead. This move also ch launchers from qcf3 after. F3 d BOK1 can interrupt almost every retaliation slower than 12f, making it an effective frame trap on people who don’t know the frames on it. It can also force people to try and sidestep after f3 on block to try and neutralise the BOK mixup. This makes it an effective move for offense whilst still launching on ch.

F1+2: Leos wall bounce, buffed to be -14 in S2. This move is difficult to do out of a backdash since bf1+2 will come out, making this one of the worst wall bounces in the game. One of the only ways to land it is sidestepping  and forcing a whiff, then using this move to whiff punish for a wall bounce. It’s risky to try and just throw out hoping for a wall bounce when there are several other safe mid wallsplat moves. Can be used for situational punishes to get a wall bounce, like Kuma ff2.

F2+3: A high that takes a big sidestep to the right, and leads to a knockdown. This move can be very effective on characters with linear moves, and be used in many cases. D4 on hit, 14/qcf3+4/d1/BOK1/KNK2 on block into f2+3 can work if they press something like a df1. This move becomes more dangerous at the wall since it will wallsplat.

Df12: An essential move needed  at the core of Leo’s gameplay. Although it isn’t as good as other characters` df1, it’s still very much needed to put the character together.  Df1 is -1 on block with a small amount of pushback, allowing for pressure after with jabs, or sidestepping any linear retaliation. There is a high extension with df12 which gives a guaranteed hit with d4/d3/qcf3, or a bigger mixup up with stomp and a mid such as uf21 or u3+4 (hits grounded). However, second hit is high and can be ducked easily, but it is a ncc string, making it useful for frame traps. 

Df2: Main whiff punisher with Leo, -13 but with pushback making it very difficult for some chars to punish consistently at max range. This move is also a good keepout move for anyone trying to run in too much. It doesn’t launch on crouched opponents, and puts you at -2 if it hits them crouched. It can launch crouched opponents on a ch though, similar to other chars like Bob df2.

Df3: A 17f, safe, homing mid with decent range. This move is needed to make up for leos bad tracking. However, it has massive recovery on whiff and can lead to a big punish easily. On block it leaves you at -9 very close to the opponent, forcing you with no options after.

Df4: A 13f mid kick with good pushback, -6 on block. A great mid check move that resets back to neutral, and puts you at a good spacing to whiff punish if they use moves with short range. Very linear, but can be used for keeping out, as well as a situational punisher for moves with big pushback where jabs/uf1/22/4 cannot reach.

Df2+3: Buffed in S2 to be -12 instead of -15, and give a +5 advantage while leaving them standing instead of a knockdown gives leo a safer, ch launching low that is rewarding. This move has almost no range, slow startup and poor tracking, making it difficult to hit. This mean that it’s easier to land at the wall instead, but it can still be used after the opponents tech roll in the open, and other situations that leave them -9 very close to you. Has high crush properties as well. WS3 is uninterruptible and cannot be sidestepped, a fc mixup with fc df3 and uf21/uf1/ws2 can be used here as well.

D1: an 18f mid with good range, -3 on block only and ch launches. This move is a very safe way of fishing for a ch launch while still being able to pressure. You can hold down after it to stay in crouch. Ws1 can be used here to high crush 1 jabs, while downjabs/jabs can interrupt any slower retaliations. Parries like b1+2 and 2+3 can deal with jabs/df1 retaliations here as well.

D2: Another move buffed in S2, +4 on block forcing them in crouch,this allows for safe frame traps with b31, df1, or jabs to interrupt any ws moves they try. B31 trades if the opponent does a downjab here. A great move for putting pressure on the opponent. However, it is slow and linear so place it carefully in places where the opponent is only backdashing or holding back. d3+ 4 is a way to limit their options completely other than ducking or low parrying.

D42: A low high string where the second hit can be ducked. The first hit can used for safer offense since its only -12 on block and -1 on hit. This string can be useful for ending rounds, if they try to punish the first hit, the second hit will ch. The first hit has good tracking and decent range.

Db22: A 14f safe high mid string. The hitbox of the first hit makes it easy to whiff, requiring you to be close just for it to be blocked. It can be used in frame traps since its 14f, but b31 can also serve the same purpose in a better way. Second hit can be delayed, and gives a guaranteed hit after with u3+4.

Db3: A safe, high evasive backswing blow. This move is generally the go to “panic” move since it can sometimes avoid mids and save a round, but this is something that should be done rarely. The option is there if you need it, but it’s best to not rely on it during panic situations.

Db41: Leo`s most deadly low, the hellsweep. The first hit on its own is a ch launcher, meaning that it can be used to deal with sidestep moves such as Bob ss1+2 and Asuka ss2 for a full combo. It can be used for a high crush as well, but this property starts slightly after the initial startup frames. Db41 is the main low to scare the opponent into ducking since its unseeable and does huge damage, along with giving a decent oki situation after. 

Db1+2, 1: A mid mid move with a huge delay in between the hits. This move shines a lot at the wall, which is explained later on in “Wall Game” This move can also be used for mixups in the same way in the open, but with the second hit being less rewarding without the wallsplat. Still a useful move for mixups regardless. Has a BOK transition as well after first hit by pressing down.

B1,4: Nerfed from S1 since it doesn`t ch launch anymore, however it’s still great for mixups. The risk reward can become bad for leo if the opponent is able to sidestep this move consistently, and it should be used occasionally instead of too often. This move leads into KNK mixups, which is explained at the end of this section.

B21: A 15f mid high move that can be used for whiff punishing moves that leave opponents in crouch. The second hit is high so it can be ducked and launched, making it a risky string.

B2 1+2: A more rewarding whiff punisher than b21, but the second hit is a -11 mid that leaves them in crouch. On hit, it leaves you +8 with the opponent in crouch, meaning that you can go into a mixup with f4, or a slightly more risky mixup with hellsweep or uf21. F4 is uninterruptible , and cannot be avoided movement after b2 1+2 on hit, giving a free  KNK mixup. Again, useful if you whiff punish a move with b2 1+2, or land a ch b1+4 and get a guaranteed b2 1+2 after. Second hit can be delayed, and is a ch launcher.

B31: A safe mid, mid 14f move with decent range. It can be used for frame traps, since it is a lot safer than df12.  It’s a ncc string. Frame traps can be after moves like 14 on hit, d2 on block,It has a BOK transition if you press d after, which can be used if you hit b31 and think the opponent won’t press after. On block, using the transition can be risky since it can be easily interrupted, as b31 is -7. Can also be used as a  safe mid poking string, but it doesn’t have huge range and is linear.

B4 1+2: A 18f mid, mid move that’s safe on block. If they try to press after the first hit, the second hit will ch. The second hit can be stepped on tip range, but it’s difficult. This move becomes a lot more rewarding at the wall since it will give a wallsplat. Leaves you at -9 very close to the opponent after, forcing you to take a mixup.

B1+4: A low move that gives +3 on hit, but has slightly different properties to normal lows since it also has a high hit at the same time. This makes it difficult to low parry, or to crush using a hopkick, making it good for round enders. Gives b2 1+2 on ch, and a hopkick at the wall on ch. This is one of the only lows that gives a frame advantage on hit along with df2+3, making it a great low to use.

B2+3: Slow unblockable, not really useful for anything other than trying to steal a round with 3 seconds left with a massive life deficit.

Uf11: A 13f high, high move that gives a ch launcher on the second hit. This is generally used as a punisher, but since the first hit is only -1 on block it can be used to pressure with the threat of the extensions. The second hit is high so it can be ducked and launched, but the first hit can still be useful. The second hit gives a wallsplat, and can be delayed.

Uf12: A high, mid move that gives a knockdown. It’s used mostly as a 13f punisher, but it can also be used along with uf11 to have a mid threat if they try to duck the high extension. Again, the first hit on its own is good for pressure. The second hit of this string also gives a wallsplat like uf11, delayable as well.

Uf21: A  safe 18f mid, mid string that can lead to a full combo if you have the execution for it. It’s the only move that can launch crouchers while still being safe. It can also be used for whiff punishing crouching opponents for decent damage using the easy follow up with d4,2. However, some characters can use magic 4 in between the string and interrupt for a full combo, and a few can sidestep the second hit. However, uf2 d transitions to BOK and can throw off opponents try to punish the second hit of this string. The transition can be used to apply mixups as well since it leads to BOK, but it can be punished easily if the opponent reads this.

Uf3: A 17f low crush, safe wallsplatting mid with good range. Very useful at the wall along with df3 due to the speed and range of the move. You can use u3 if you want to still use the move while being pushed back less on block, but this gives up some range that uf3 has.

Uf4: Standard hopkick, range is slightly bad but still better than other characters like Feng. Linear and -13 on block, but still a good move to use occasionally for the opponent to think about when they are pressuring. Used for punishing -15 lows when ws2 won’t work.

Uf3+4: Another move buffed in s2, an orbital type move that ch launches and leaves Leo at 0 on block, meaning jabs can interrupt any ws buttons from the opponent. Hits grounded, making it useful for oki. Can be used for ch fishing and pressuring as well.

Ff2: A wallsplatting mid that’s only -10 with huge range, often used for punishing moves with massive pushback like Paul deathfist, but this requires precise execution, otherwise it will end up getting blocked. It’s also useful for whiff punishing moves in general, and can be used to get a wallsplat. Since it’s only -10, it can be very abusable against Asuka since her 10f punish is weak.

Ff3: A ground hitting mid that gives a guaranteed BOK2 afterwards. This move is usually used for oki purposes mostly, but it is safe on block anyway. Ff3 into BOK transition can be interrupted easily by ws4, but you can reversal ws4 using b1+3. It’s best to just use this move for oki and combos instead of pressuring.

Ff434: Nerfed in S2 with the second hit being -14 instead of -12. This is a risky mid, high string (jails on block) that launches on normal hit, and has good tracking. This is best used for hard reads on the opponent sidestepping or trying to dash forward. It has a low extension with 4, which ch launches if they try to punish the second hit. The low can easily be low parried, making this a high reward, high risk string on all of its hits.

Bf1+2, 1+2, qcf2: An extremely unsafe string at all hits. Only useful for combos.

WS141: A mid, low, mid string, with the first hit being a safe mid that can crush jabs on certain frames. The low extension is easily low parryable, but the last 2 hits are ncc. This is another risky string if you use the low, but with less reward even if it hits. The first hit is decent on its own, the rest of the string should be used very sparingly. All hits are delayable.

WS2: Typical WS launcher, except that its 16f, has good tracking and range. This can be used for a fc mixup with fc df3 and ws2 if you want more reward on guessing right. Can sometimes high crush.

WS312: Massively buffed in s2, with the second hit being -10 only and the third hit being safe if it doesn’t get ducked. This makes it useful for threatening mixups and causing hesitation by using only 1 or 2 hits of the string. The first hit on its own is -6 on block, meaning that it can be used offensively as well, and frame trapping after df2+3 on hit. The first two hits are nc, while the whole string is ncc. The last hit gives a guaranteed d3/d4 after.

WS4 1+2: Made to be more unsafe on block in S2, but still the best 11f WS punisher in the game. It should just be used as a crouching punisher, but it can also be used for more riskier mixups, such as d1/qcf1 into WS4 1+2 if you want to interrupt slower moves of the opponent. This move does have a built in mixup, since the second hit will catch the opponent if they try to punish after the first hit. It can also give a wallsplat if this move hits from a certain distance

WS1+2: A 13f shoulder move that gives huge frame advantage hit (+22g). This allows you to do almost any mixup you want without being interrupted. However, WS4 1+2 still does more damage, but this move gives a much better situation on hit. It can be a good whiff punisher as well by doing qcf1+2, but it is launch on block (-15) so it needs to be placed carefully.

Fc df3: A sweep from fc that gives a guaranteed ff3 or BOK2 afterwards. This can be used for more high reward mixups, as it leads to a good situation after, and makes Leo’s full crouch game more threatening. This can be mixed up with uf3, uf21, or ws2 for a full launch if they try to duck fc df3. Dash into u3+4 is max damage, if needed for a round ender, very little oki after so only useful for this purpose, or at the wall.

Ss1+2: A slower mid move that leads to huge counter hit damage, with pushback and only being -10. Some characters have  a difficult time punishing this move. It’s generally used to get a ch when the opponent tries to delay their attack, or use a slower move. 

D3+4 (on grounded opponent): Leo’s stomp that hits grounded opponents. Very poor range, usually used for a mixup after df12 on hit, or at the wall if they do not decide to tech roll.

D3+4 (generic d4): Typical 12f quick high crush low with good tracking, leaves leo at -2, gives a similar situation to qcf1 but without the huge counter hit reward.

KNK can be entered using: BOK4, f4 (safer way of entering KNK than b14), b14. 

KNK12: A safe high, mid string from KNK that cannot be interrupt using any move that isn’t a low crush. The first hit on its own is safe as well, which can go into BOK stance by pressing down. This can lead to more mixups if the opponent doesn’t press anything in fear of the uninterruptible mid extension which knocks down on ch.

KNK2: Another high, but this move gives a full ch combo if they try to press anything. It is risky since it can easily be ducked and launched though. It also has good tracking to deal with sidesteps.

KNK4: A low move that is +4 on hit and leaves you very close to the opponent. This gives the opponent a reason to duck against KNK. It’s only -12 on block so it won’t get punished too heavily (unless it’s low parried). On ch, it gives a guaranteed 14, but this situation occurs very rarely.

KNK34: A low crush shredder kick move, very useful for opponents who try to downjab, or duck in anticipation of KNK2/KNK4. Usually, just doing KNK3 is better as KNK34 has a lot more blockstun, making it much easier for the opponent to punish. 

BOK can be entered manually through d1+2, or through move transitions such as db1+2 d, b31d, uf2 d etc. Empty BOK can crush highs easily, and sometimes mids depending on which move it is.

BOK12: The first hit is a very quick mid that gives +9 on hit, and only -4 on block. This move is essential as it will ch anyone trying to interrupt BOK, and gives a free mixup if it hits with +9 advantage.  The second hit of this string is -14, making it extremely risky, even though it has pushback. It’s better just to stick to the first hit.

BOK2: A safe mid launcher from BOK with some pushback. This move is used as a ch if someone tries to interrupt BOK with a slower button, or try to catch someone trying to duck BOK3. It is linear so it needs to be placed carefully.

BOK3: A high, homing screw launcher that gives +8 on block. This move is vital to pressure, as it’s one of the only moves that gives a big frame advantage on block like this. Again, its high so its easily duckable and can be interrupted as it has slow start up. The range is also good here, so its most likely going to whiff due to a duck. Ducking opponents can be dealt with using BOK2 for massive damage. 

BOK4: Same as f4 but from BOK, goes into a KNK mixup after. This can be useful if the opponent is frozen up, but the range and tracking are poor on this move making it likely to whiff at times. Can be used if the opponent expects a BOK3/BOK2 mixup and is just holding back.

BOK1+2: High power crush which gives a f1+2 guaranteed after. Not much use for this move as it has slow startup, BOK1 is better for trying to interrupt opponents who are trying to attack during BOK. This move can absorb an attack and still get ducked in certain situations such as ff3 d BOK1+2.

Qcf1: One of Leo’s most important lows, and it can be done from a crouch dash to give it huge range, and leads to massive damage with WS4 1+2 on a ch. It is -13, but leaves Leo in crouch so WS launchers like Eddy WS1 will whiff on it. It also has great tracking, but leaves Leo in a similar situation to Drag d2. -2 and leaves Leo in crouch, meaning that you can sidestep one way only. This gives access to the fc game if the opponent doesn’t press anything, and you can interrupt slower moves with WS4 1+2 after a qcf1.

Qcf21: Another move buffed in S2, a mid, mid safe move that gives ff3 into BOK2 if either hit is a ch. If the first is a ch, and you finish the string, then it won’t give a followup but just knock the opponent far away. Qcf2(1) gives a ff3 BOK2 followup though. A good tool for catching counter hits while still having good pushback on block.

Qcf3+4: A safe 2 hitting  tracking mid string,can be used with qcf1 as a mixup for a tracking mid or low. This move gives great oki on it, as Leo recovers quickly. Great for controlling space as well, since the crouch dash can be used to give this move more range.

Ff2 (hold) rage drive: Similar to other characters rage drive like Feng and Nina, it pushes the opponent back extremely far across the screen, can re wallsplat if the first wasn’t a direct wallsplat, and give a huge frame advantage if they block it at the wall. It also has decent tracking. 

Ff1+2:

A side switch throw that is used mainly to put the opponents back to the wall instead of yours if they break it, if it doesn’t get broken it gives a wallsplat. It can be used in the open as well just to apply grab mixups between 1+2 and normal grabs. Depending on how far you wallsplat from, a re wallsplat can be done using ff43 from a far distance, or f4, df, WS141 for the closer wallsplat.

3. Top Moves:

Qcf1: A key low that’s needed for Leo due to its range, tracking and guaranteed followup with WS4 1+2 on ch. 

BOK stance (d1+2): BOK is needed for neutral with Leo, as it can force the opponent to try and deal with it, otherwise it can lead to overwhelming mixups with BOK3 pressure. Empty BOK is good as well since it be crouch cancelled into any move, and most likely block slower moves the opponent tries in response to BOK.

Hellsweep: This low is needed just to scare the opponent into ducking at least occasionally, even though it’s extremely risky, but with great tracking and damage, it makes up for the risk.

Df1: A core poke needed for offense, doesn’t have too much pushback so it’s good for offense.

D1: One of the best ch moves since it’s only -3 on block so it can still allow for more pressure, has good range as well.

D2: Good mid for pressure even though it is linear.

Df2: Great whiff punisher, good for keepout as well since some chars have a hard time punishing this move on max range.

Qcf3+4: Good damage on hit and still leaves you with defensive options if it’s blocked, range can be extended with crouch dash.

Db1+2,1: A string that can be very dangerous if you can hit confirm it at the wall, along with the delay in between hits giving a mixup.

Uf21: Safe string that can be good against opponents crouching while still getting good damage using the easy follow up with d4,2 or a full combo with qcf3 with enough execution.

Qcf21: Good tool to use in neutral,  can use qcf2 on its own to ch fish for decent damage with ff3 BOK2 followup, and both hits are safe on block with pushback.

4. Punishment:

Standing:

The Best Punishers would include:

10f: 14

11f: 22

13: uf12

14f: f22

15f: df2 or uf4

Some moves with large pushback are difficult for leo to punish, eg Hei ff2, Paul deathfist, the only consistent punish for these is ff2 done quickly.

Alternative, situational punishes:

10f: 12

11f: 213 (leaves you at -9 on hit)

12f: 4

13: uf11 (gives a bigger frame advantage but less damage than uf12), df4

14: db22, 32

15f: b2 1+2 (useful for punishing moves that leave them in crouch that df2 cannot launch)

Crouching:

11f: WS4 1+2

13f: WS1+2 (or uf12 as a situational punish for a wallsplat)

15f: uf4

16f: WS2

5. Combos: 

Open:

df2:

F2, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, ws1+2

uf+4:
4, b+1,4, df, delay WS3, f+4,KNK 2 S! f,f,  f+4~df, WS1+2 (Staple combo, easy)

B14 cd cancel 324 cd cancel f4, KNK 2 S! Ff f4, df, WS1+2  (More optimal combo, very difficult) ws2:

f2, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

ff43:

b14, df, WS3, f4, df, WS312 (good for wall carry)

b14, df, WS3, f4, df, WS4 1+2 (more damage but bad oki)

db3: 

F3, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, ws1+2

BOK2:

Delayed hopkick in air (hold uf then press 4 after jump) b14, df, delay WS3, f4 KNK 2 S! ff f4, df, ws1+2

BOK3:

b14, df, WS3, f4, df, WS312 (good for wall carry)

b14, df, WS3, f4, df, WS4 1+2 (more damage but bad oki)

B14, cd cancel, 324, df, WS312 (extra carry)

B14, cd cancel, 324, df, WS4 1+2 (most damage)

KNK3: 

 4, b+1,4~df, delay WS3, f+4,KNK 2 S! f,f~ f+4~df, WS1+2 

KNK34:

b14, df, delay WS3, f4, 2 S! ff, f4, df, WS1+2

d1 (ch):

(crouching) WS3, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

(crouching) WS3, 4, b14, df, uf11 S! Ff, f4, df, WS1+2

(standing) df1, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

KNK2 (ch): 

ssr, df1, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

ssr, df2+3, WS3, b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 

df2+3 (ch): 

WS3, b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 (WS3 may whiff on certain ranges, need to hold df to ensure WS3 hits on max range ch df2+3)

WS3, 4, b14, df, uf11 S! ff, f4, df, WS1+2

4 (ch)

Dash jab,  b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 (extremely difficult, easier alternatives listed in mini combos below)

uf1(ch1):

b14, df, WS3, f4, df, WS312 (good for wall carry)

b14, df, WS3, f4, df, WS4 1+2 (more damage but bad oki)

Uf3+4 (ch):

4, f2,  b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

b2 (ch1+2):

df1, b14, df, delay WS3, f4 KNK 2 S! ff f4, df, WS1+2

Off axis: 

2, uf11 S! 324, df, WS1+2 (or WS312 for alternate ender)

uf21:

Qcf3 (requires very precise execution),  b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 

F3 (ch):

qcf3, b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 

Db4 (ch):

df4, b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 

Ff43(ch4): 

df4, b+1,4, df, delay WS3, f+4,KNK 2 S! ff, f+4,df, WS1+2 

Moves that are useful for getting direct wallsplats depending on distance include: 1214, uf12, ff34, 323 and bf1+2, 1+2, qcf2.

Mini combos:

4 (ch), f2,d1 (good oki)

4 (ch), f2, d42

4 (ch), f1+2

b1+4 (ch) b2, 1+2

fc df3, ff3

fc df3, BOK2

qcf1 (ch) WS4 1+2

uf21, d41

d2 (ch) u3+4

uf2 (ch1) ff3, d, BOK2

ss1+2 (ch), ff3, d, BOK2

Qcf2 (ch), ff3, d, BOK2

qcf2(ch1). ff3, d, BOK2

2+3 (ch), ff3, d BOK2

f2(ch2), ff3, d, BOK2

Db2 (ch2) 3+4

Wall Enders: 

b14, KNK34: Extremely easy and safe ender, great to use at almost any situation for a guaranteed ender that won`t drop. Leads to a relatively good oki situation after as well.

b14, df, WS1+2: inconsistent at certain angles, can drop easily, especially on characters with smaller hitboxes but gives more damage than the above ender. 

ff3,d, BOK2: Damaging ender and be used from almost any resplat but it allows them to tech roll away from the wall, which maybe give up the wall pressure advantage.

bf1+2, 1+2, qcf2: most damaging ender, decent oki after as well, can be difficult to do if you splat from far with moves such as uf12. 

f4, df, fc df2, WS141: Another damaging ender with a decent oki situation, but this ender only works if you have a small distance between the opponent and the wall, leading to a wallsplat after f4. It can be done with direct wallsplat moves such as uf3 and df3 if you backdash/sidestep first then do the ender. Can use fc df2 WS141 on its own as well as an ender.

Rage drive (hold 2), b312: Extremely damaging ender since the last hit is unscaled, but the situation to land a re wallsplat with the rage drive doesn’t occur frequently.

6. General Strategy:

Leo revolves around mixups and counter hits, along with punishing mistakes from the opponents. At range 0, moves like jabs and df1 are great just to start out, this way you can pressure very safely without using the other, slower moves just yet. Lows like qcf1, d4 are also good here, along with df2+3 if you have the opportunity to land this move. Again, these moves keep it relatively safe just to start out with. 

Once you begin to start getting an idea of the opponents timing, d1 can be used to get a ch combo. Even if you try this move and  get it blocked, it can still keep the pressure going since its only -3 on block. Any whiffs that you get from using pokes like jabs or df1, can be launched with df2.

Other tools that you can use at range 0 include d2 to put pressure on, and force the opponent into a bad situation. Uf21 can be used if you think they will duck, or to launch moves that leave them in crouch that df2 cannot normally launch. F3 is another approach tool, as it leaves Leo 0 on block, it can be useful to pressure further if this move gets blocked. Crouch dash mixups also are usable, using qcf1 and possibly qcf3+4, extending the crouch dash for the range that you need.

At range 1-2, BOK is a good neutral tool that can force the opponent to try and play around it. If they just hold back, then BOK3 can be used to get a big frame advantage and put pressure on. If they keep trying to interrupt it, then BOK1  can be used to ch them. BOK can be used as an approach tool that the opponent has to do something about. Empty BOK will allow for mixups if they don’t decide to press anything, whilst still avoiding taking slower hits.

Any time you get a launch from a whiff punish or ch, chances are you will end up at the wall, since Leo has good wall carry. You can then enforce the wall game, with db1+2, qcf3+4/df3 for a tracking mid that wall splat, or hellsweep for a tracking low. 

7. Wall Game:

Leo has an extremely dangerous wall game due to several safe wallsplatting mids along with lows that can continue the vortex such as hellsweep. Key mids at the wall include df3, and qcf3+4, which track and wall splat whilst still being safe on block. Qcf3+4 can give a slightly better situation on block after, since it leaves you at -6, whereas df3 leaves you at -9.  Df3 being blocked means you cannot do anything after, whilst qcf3+4 still leaves you with some defensive options to try to get a wallsplat. 2+3 parries can reversal any df1 and jabs attacks after qcf3+4 is blocked, leading to a full wall combo with b14 KNK34. f2+3 can also be used here, since it has a built in sidestep to avoid slower, linear retaliations. Anything slower used by the opponent than 16 frames means you can do a jab/crouch jab and continue to pressure. 

Db1+2 1 is mid, mid that can be hit confirmed with a large delay in between the hits. The second hit is -12, while the first is -9. The large delay in between the hits means that if they try to press in between the string, the second hit will counter hit and wall splat. You can also use the delay to your advantage by using a mixup after the first hit, with uf3 (low crushes) or hellsweep after, if the opponent doesn`t press anything.  Db1+2 d leads to BOK stance after the first hit, which can be used if the opponent is freezing up. B4 1+2 is another mid, mid wallsplatting string with both hits being safe on block. The second hit, is almost impossible to avoid through sidestepping, except certain chars can step on tip range but it is difficult. If they press anything after the first hit, then the second will ch and wallsplat. The entire string is ncc as well. However, it leaves you at a bad frame disadvantage (-9) while very close to the opponent on block.

Leo also several threatening lows at the wall. The main one is hellsweep, which puts the opponent in a bad position as they have to guess on oki. If they stay on the floor, u3+4 hits them grounded, while if they tech roll, the mixup can be applied again, using either lows or mids such as df3 if they choose to duck. Df2+3 becomes especially effective at wall, since its weakness of having poor range isn’t an issue anymore. It leaves you at +5, having ws3 after as a check if they decide to press, or allowing you to go into a mixup with fc df3 or uf3. You can also go into BOK to add another layer to the mixup.  B1+4 becomes a ch launcher using uf4, and leaves you at +3 on normal hit. This gives enough of an advantage that means you can easily avoid the opponents jab or downjab retaliations. 

KNK stance also has its place in being used at the wall. KNK12 is a safe high, mid, in which the second hit can ch and wallsplat if the opponent presses after the first hit. KNK1d can go into BOK and apply the mixup from there, but this transition can only be used if the opponent doesn`t press anything. KNK4 is a low that will gives a +4 advantage, allowing you to frame trap with df1, whilst still being able to avoid retailations if they try to use jabs/downjabs. KNK3 is a riskier mid option that will wallsplat. KNK can also just be cancelled using a crouch dash into crouch cancel, and can allow you to apply any of the standing mixups.

BOK stance can also be used at the wall. BOK3 will give a massive frame advantage (+8), allowing you to frame trap with mids such as df3 and get a wallsplat. However, it is high so it can easily be ducked and launched. BOK2 can be used if you think the opponent will try to duck BOK3, BOK4  goes into KNK, applying the KNK mixup explained above. Empty BOK leaves you in crouch, which gives access to the fc df3 and uf3 mixup. Moreover, you can just crouch cancel empty BOK and go into any other standing mixups.

In summary, wall mixups with Leo can be more creative depending on how many layers you want to add to it using BOK and KNK mixups, or it can just be simple as using a mixup between df3 and hellsweep. It all depends on how the opponent reacts to the pressure. If they are pressing too much, then BOK transitions are not likely to work. Usually, db1+2 mixups along with lows like hellsweep and df2+3 are a safe bet if you don’t want to take too much risk with BOK and KNK.

8. Parries:

Ub1: An extremely situational parry that only works against high punches, usually its better to just duck and punish that way, or use 2+3 for more damage. Examples of where this parry is used include: Katarina 112 (last hit), Hei df11, Akuma df11

b1+3/2+4: This parry has different properties depending on if a punch or a kick was parried. If a mid or high punch is parried, then it causes a side switch with the opponent being left backturned. In the open, this leaves Leo at about +5, with nothing guaranteed, but at the wall, it gives a wall splat combo with ff3 into BOK2, and can turn the tides.  If a kick is parried, then it does a simple reversal giving some damage with a decent oki situation after, depending on the type of kick parried. This parry has very quick startup frames compared to b1+2.

B1+2: This parry is active for slightly longer than the others. It gives a wallsplat regardless of if a punch or kick is parried. It is more useful in situations where b1+3 is too quick, such as king db3 into ws4, ws4 can be parried using b1+2 here. If a kick is parried, pressing 1+2 afterwards will cause a ki charge, so just press it once instead of mashing it out. For punches, mashing 1+2 out won’t lead to a ki charge.

2+3: Sabaki parry that’s used to punish some strings that are normally safe. Even if nothing is caught in the start up frames of the sabaki parry at the start of the attack, a slower, safe mid attack comes out. This still gives a ff3 BOK2 guaranteed if it hits on ch. Examples of where this move can be used include: Akuma df12/df11 (beats both options), Lili Qcf21, Drag b42 (second hit is parryable with 2+3). In some cases, the successful parry can actually lead to a full combo done easily with qcf3. However, these are very specific situations that work on certain strings with right punch, such as Geese b32. 

9. Leo Players to Watch: 

  • Gen (JP)
  • Pingpong Matsumoto (JP)
  • Masa (JP) 
  • Lathin (JP)
  • Kabochan (JP)
  • Imsohot (KR)
  • Gura/9ra (KR)
  • MBC (KR)
  • Kkokkoma (KR) 
  • Lowhigh (KR)
  • Only Practice (KR)
  • Aquamarine (KR)
  • Purumizu (KR)
  • Waygamble (US)
  • Bloodhawk (US)

Credits

By Edddyy (GiganticTager)