hey man i just wanted to let you know that this guide literally rules. i'm trash at picking up new characters in tekken yet yours made it so simple, i was able to play Leo immediately after watching this pretty well. thanks
Great guide! I really appreciate how clear and clean your speaking is, it makes the content much easier to digest than many guides out there. Leo looks amazing in T8 👍
A few things to add in the standing punishment that you missed is that for the i10 punishment, 1, 4 is a much better option than 1, 2 in the majority of situations. For i14 punishment, you also missed b2, 1+2 which goes into heat, as well as f2,4,3 when in lightning glare, which can be used for additional pressure as it can go straight into stance
1,4 can be risky. Because if you mistime the punish you can be minus on block (-5 i think?) since you are forced into knk stance, this makes you launch punishable. But most of the time people either jab you out or stay blocked when they see the stance.
@@snoopertrooper4468 theres a bit of a pseudo mix with that because if you do knk 3 right after a blocked 1, 4, you wont be floated by df2's and hopkicks, and if they start punishing your 1, 4 with jabs, you can duck it with knk 3+4 The move is risky outside of punishment for sure, but it is still the best i10 punisher
1, 4 yeah sure is totally good for Tekken 7. 1, 4 in Tekken 8 forces you to go into KNK stance, which is *easily* punished. I used 1,4 all the time back in Tekken 7 then I brought my Tekken 7 knowledge to Tekken 8, 1, 4 not only easily punished, but also launchable. Unless there's a way to cancel 1,4 KNK stance just like Ayorichie did.
thank you for this vid and all your other leo vids. i’m new to tekken as of 8 and chose them as a main because i like their design. i’ve had trouble finding leo guides or just content in general so this is really awesome!
@@VDViktor and that was retracted. That was the original design but was rewritten and changed, so yes technically at one point that was the case but it was scrapped . That’s why he’s called Leo. And pronouns are sex based, we call males he him. That’s why we call male animals like dogs he him as well. Leo is a boy, 🤦
Your channel is a fucking blessing man, this is the first time picking up Tekken for me and your guides have been crazy good. I can't really explain how or why but your guides are way more clear and digestable than most other's i've found aside from PhiDX.
Dang! That is a commitment. Also really appreciate the layout and structure now that I'm getting to watching. Most of the guides I've seen aren't as easy to follow.
8:11 if you just do f4,KNK3 instead of f4,KNK3,4 you still launch and keep your tornado, useful if you know you'll be getting to the wall and can get a b1,4,KNK3,4,ws1,4,1 finisher
Leo has been a favorite of mine since they debut in Tekken 6. I played Leo casually for a while, but now I want to learn how to maximize their potential. Thanks for the video. Leo is officially my main going forward in this new Era. This will help a lot
The main purpose of KNK 1 is mostly for cancelling into BOK 1 2 which often a better tornado in combos than KNK 3,4 or KNK 1+2. KNK 1,2 also combos from a counterhit f4 for a confirmable heat engager which is something I guess. Also, b1,4 is a very reliable way to get into KNK stance. Still +9 on block, double mid, and connects from a mile away.
I think the big advantage from what I see with KNK stance 1, 2 is that if f4 counter hits, then 1, 2 is guaranteed so I assume it may be useful to get a Heat Engager on counter hit.
I feel I missed an opportunity to emphasize just how crazy good D2 is. Sure it's a CH launcher, but it's also +4 on block and forces the opponent into a crouched state. It's linear so you have to watch for sidesteps, but it feels pretty abusable.
I will say in terms of the combo game, the core structure you have here seems to have greater carry but far less damage than the new structure of LAUNCH 4 b1, 1+2 BOK 1, 2 BOUNCE, 3, 2, 3. Far simpler and less carry but much higher damage. The combo above is 65. Single rep Launch f4, crouch dash 3, f4 KNK1 BOK 1,2 3, 2, 3 does 60 Single rep Launch f4, crouch dash 3, f4 KNK 1+2 BOUNCE 323 does
Additionally, wall game seems far different in T8 vs T7 as side roll wakeup has become more effective. Any splat option is best with b1, 4 KNK 3, 4 to resplat first and then further options from there that seem ok are ub3, df 2+3 for oki and b3, 1 for max damage with BOK for wakeup mixup (remain crouched for 3 spam, BOK 3 to catch stepping, delayed BOK 2 to catch ukemis and build frame traps) Another oddity is that with both wall combos and midstage, adding a heat extender to rebounce seems to add no damage on routes I've found due to scaling.
f+4~KNK is +9 on block, and KNK 1 is i18, meaning that if your opponent blocks the KNK transition and tries to punish it thinking it's their turn, KNK 1,2 blows them up and goes into heat engage (it's also NCc). As far as I can tell this frame trap is the actual purpose of the move outside of juggle filler.
Most easy universal high damage combo for DF 2 and hop kick on launcher is 4-F2-B1+2-D 1 2 end it with B 12 B12 quarter circle 1 think you get 70 damage. I’m sorry I’m not good at notations 😂
Hey I'm curious why you recommend the launch f4~df ws3 f4~df ws3 f4,1+2 route instead of something like launch 4 b1,1+2~d BOK1,2 which does more damage. Is it just for the extra wall carry?
instead of ending the combo with wavedash 3 1 2 i think the wavedash 2 4 does a bit more damage and if youre close to a wall you can simply do 2 1 to get a nice splat and follow with df 2+3
If you can do f+4 early in the string (e.g. after f,F+4,3) then you can do KNK 3,4 T! ff+2~1+2 to get a Lightning Glare stock. (You can actually do this off almost any Tornado move because you can do a long forward dash into the ff+2, but doing it off KNK 3,4 makes it very simple). Otherwise, your simplest choice is to use anything to set up u/f+1,1 T! and then finish with either d/b+2,4 or b+1+2,1+2,qcf+2 (you can just do b+1+2,1+2,2 if you're worried about sneaking in the qcf). Another option for looking for T! is that if you get a sufficiently high launch (e.g. BOK 2, d/b+3+4) you can do f+3~D BOK 1,2 to get a Tornado and pretty high juggle filler (you can easily get 70 damage like this).
Any thoughts on good frame traps? So far I've found WR3 is +6 oB, and even with the pushback, your DF2 reaches far enough to launch if they try and mash afterward
It’s more like f 4, df, n 3. The 3 is a “while standing” move, so it’ll only come out if you push 3 while Leo is transitioning from a crouched position to a standing one.
Question as a new player with frame adv/dis, is there some way to tell in a match if I'm plus or minus after a string, or is it just kina like eyeballing it?
A mix of both. If something is REALLY + or -, then the character will stagger a bit to let you know they're recovering. Anything else is less visual. If they just push 1, left jab, that's going to be +1. If it isn't 1 jab, and it isn't staggering you, assume it's minus a bit until they prove otherwise.
Something I found useful when I began looking into stuff like this was setting the practice dummy to block and trying all sorts of stuff on it. This isn't a hard rule but generally speaking, the earlier the block spark is compared to when the attacker's animation completes can give you a visual reference for how dis/advantaged you are afterwards. Then you can start sorting your punishers into stuff like "ok that's only a little bit so I'll use a fast one" and "they spend ten years in recovery so I can press a slow punisher". Whether that works for you is probably going to vary heavily per person, though; I know some people who vastly prefer to just memorize actual frame data.
How do you cancel KNK stance? Mb if it’s in the video but seeing the combo at the 8 minute mark rlly makes me wanna know as I see other leos do this pretty often.
@@loops9508I thought so but it looks like you go straight be to standing after you entered KNK, guessing I pull back up instantly after initiating the crouchdash?
@@apolloeggo3677 Oh I understand, after initiating the crouch dash return the stick to neutral to go into “while standing” mode. The move with the rising knee is WS 3.
@@loops9508Thanks man, this guide has been beyond helpful. Was looking all day for a Leo guide yesterday and found nothing off of the search. Luckily youtube put you in my recommended, I got a local tournament tomorrow so this was awesome to watch.
hit me up if you want to make an Azucena guide. I main Azu and Leo but I've been focusing all my effort on Azu for the moment. If you need any pointers/guide to her I can ease the process for you.
@@bingobangobongo425confirmed to be a female but the original appeal of Leo was if you think Leo is a male that’s fine but if you think Leo is female that’s also fine
hey man i just wanted to let you know that this guide literally rules. i'm trash at picking up new characters in tekken yet yours made it so simple, i was able to play Leo immediately after watching this pretty well. thanks
Great guide! I really appreciate how clear and clean your speaking is, it makes the content much easier to digest than many guides out there. Leo looks amazing in T8 👍
A few things to add in the standing punishment that you missed is that for the i10 punishment, 1, 4 is a much better option than 1, 2 in the majority of situations. For i14 punishment, you also missed b2, 1+2 which goes into heat, as well as f2,4,3 when in lightning glare, which can be used for additional pressure as it can go straight into stance
1,4 can be risky. Because if you mistime the punish you can be minus on block (-5 i think?) since you are forced into knk stance, this makes you launch punishable. But most of the time people either jab you out or stay blocked when they see the stance.
@@snoopertrooper4468 theres a bit of a pseudo mix with that because if you do knk 3 right after a blocked 1, 4, you wont be floated by df2's and hopkicks, and if they start punishing your 1, 4 with jabs, you can duck it with knk 3+4
The move is risky outside of punishment for sure, but it is still the best i10 punisher
1, 4 yeah sure is totally good for Tekken 7.
1, 4 in Tekken 8 forces you to go into KNK stance, which is *easily* punished. I used 1,4 all the time back in Tekken 7 then I brought my Tekken 7 knowledge to Tekken 8, 1, 4 not only easily punished, but also launchable. Unless there's a way to cancel 1,4 KNK stance just like Ayorichie did.
@@tripleaces659you can cancel with crouch dash sidested
@@ryzen8039 Oh really? I will try that then, thank you 👍
thank you for this vid and all your other leo vids. i’m new to tekken as of 8 and chose them as a main because i like their design. i’ve had trouble finding leo guides or just content in general so this is really awesome!
Leo is a he stop using they them pronouns 😭
@@Jaaayminajestry leo is androgynous and harada and team keep it up to interpretation
@@VDViktor and that was retracted. That was the original design but was rewritten and changed, so yes technically at one point that was the case but it was scrapped . That’s why he’s called Leo. And pronouns are sex based, we call males he him. That’s why we call male animals like dogs he him as well. Leo is a boy, 🤦
@@Jaaayminajestryget a job
I thing I love to quote about Leo:
"Their gender is violence"
This has been a phenomenal help. Thank you and appreciate your contribution to the community as a whole.
love this guide. did notice a mistake. in a couple sections you talked about db2,3 but the correct input is actually db2,4
Love how emphasize the basics because its very easy to get lost and forget them
Your channel is a fucking blessing man, this is the first time picking up Tekken for me and your guides have been crazy good. I can't really explain how or why but your guides are way more clear and digestable than most other's i've found aside from PhiDX.
Haven’t even bought the game yet or even ever played Tekken in my life but I understood 60% of this guide which is crazy super good guide man👌
Tx for the help, you made me understand leo really easily
Thank you! Commenting for algorithm. All characters need this sort of stuff.
Appreciate the support! It’s a big commitment, but I hope to get to every character eventually.
Dang! That is a commitment. Also really appreciate the layout and structure now that I'm getting to watching. Most of the guides I've seen aren't as easy to follow.
8:11 if you just do f4,KNK3 instead of f4,KNK3,4 you still launch and keep your tornado, useful if you know you'll be getting to the wall and can get a b1,4,KNK3,4,ws1,4,1 finisher
Thank you for your efforts, much appreciated. Couldn't find another Leo Guide i liked as much.
Leo has been a favorite of mine since they debut in Tekken 6. I played Leo casually for a while, but now I want to learn how to maximize their potential.
Thanks for the video. Leo is officially my main going forward in this new Era. This will help a lot
Thank you!! I don't have time to lab shit I was waiting on a video like this one. much appreciated!!
Finally found a Leo guide yesssss!
Edit: new sub - looking forward to future content
Thanks for this, I finally found a good Leo guide
For everyone's information: 1,4 is the 10f Punish you should go for not 1,2. 1.,4 Gives you a KNK transition so always go 1,4 into KNK mixup.
Good guide, I'm a complete tekken beginner and would appreciate you showing the input history too!
Some great stuff here, Thanks. Leo main for years
Is there anyway for us to get the key history on the side? Super new to tekken so would love to see what keys you are hitting :) thanks for the vid
The main purpose of KNK 1 is mostly for cancelling into BOK 1 2 which often a better tornado in combos than KNK 3,4 or KNK 1+2. KNK 1,2 also combos from a counterhit f4 for a confirmable heat engager which is something I guess.
Also, b1,4 is a very reliable way to get into KNK stance. Still +9 on block, double mid, and connects from a mile away.
These are all good to note, thank you for sharing!
I think the big advantage from what I see with KNK stance 1, 2 is that if f4 counter hits, then 1, 2 is guaranteed so I assume it may be useful to get a Heat Engager on counter hit.
Good catch, great insight. Thanks!
Oh sick I didn't know KNK 1,2 was NCc from f+4, very nice
I feel I missed an opportunity to emphasize just how crazy good D2 is. Sure it's a CH launcher, but it's also +4 on block and forces the opponent into a crouched state. It's linear so you have to watch for sidesteps, but it feels pretty abusable.
"Sure it's a CH launcher" uhhh thats a bad thing?
@@Pikachu-qr4yb I touched on it’s CH property in the video, so I reiterated it here. I was just calling out an additional positive quality.
I will say in terms of the combo game, the core structure you have here seems to have greater carry but far less damage than the new structure of LAUNCH 4 b1, 1+2 BOK 1, 2 BOUNCE, 3, 2, 3. Far simpler and less carry but much higher damage. The combo above is 65.
Single rep Launch f4, crouch dash 3, f4 KNK1 BOK 1,2 3, 2, 3 does 60
Single rep Launch f4, crouch dash 3, f4 KNK 1+2 BOUNCE 323 does
Additionally, wall game seems far different in T8 vs T7 as side roll wakeup has become more effective. Any splat option is best with b1, 4 KNK 3, 4 to resplat first and then further options from there that seem ok are ub3, df 2+3 for oki and b3, 1 for max damage with BOK for wakeup mixup (remain crouched for 3 spam, BOK 3 to catch stepping, delayed BOK 2 to catch ukemis and build frame traps)
Another oddity is that with both wall combos and midstage, adding a heat extender to rebounce seems to add no damage on routes I've found due to scaling.
f+4~KNK is +9 on block, and KNK 1 is i18, meaning that if your opponent blocks the KNK transition and tries to punish it thinking it's their turn, KNK 1,2 blows them up and goes into heat engage (it's also NCc). As far as I can tell this frame trap is the actual purpose of the move outside of juggle filler.
CH f+4 guarantees the KNK 1,2 follow up. Free heat.
Ezy combos is f2 d1+2d1,2 T into whatever ender u want
Most easy universal high damage combo for DF 2 and hop kick on launcher is 4-F2-B1+2-D 1 2 end it with B 12 B12 quarter circle 1 think you get 70 damage. I’m sorry I’m not good at notations 😂
I believe Leo is one of the biggest sleeper character currently which is why I’m here
Hey I'm curious why you recommend the launch f4~df ws3 f4~df ws3 f4,1+2 route instead of something like launch 4 b1,1+2~d BOK1,2 which does more damage. Is it just for the extra wall carry?
could you put the input display on when you do the next one? these are ace and it would be good to have that additional info
For sure, already got this feedback and plan to include it in coming videos.
@@loops9508ace! Greatly appreciated :D
instead of ending the combo with wavedash 3 1 2 i think the wavedash 2 4 does a bit more damage and if youre close to a wall you can simply do 2 1 to get a nice splat and follow with df 2+3
Great video, Im new to Tekken and have been looking for a simple bnb to do with Leo. Any idea on what that might be?
Got this one from playing the arcade story, it's simple, but idk how 'good' it is. carried me to combatant over the weekend: df+2, uf+1,1, db+2,4
If you can do f+4 early in the string (e.g. after f,F+4,3) then you can do KNK 3,4 T! ff+2~1+2 to get a Lightning Glare stock. (You can actually do this off almost any Tornado move because you can do a long forward dash into the ff+2, but doing it off KNK 3,4 makes it very simple).
Otherwise, your simplest choice is to use anything to set up u/f+1,1 T! and then finish with either d/b+2,4 or b+1+2,1+2,qcf+2 (you can just do b+1+2,1+2,2 if you're worried about sneaking in the qcf).
Another option for looking for T! is that if you get a sufficiently high launch (e.g. BOK 2, d/b+3+4) you can do f+3~D BOK 1,2 to get a Tornado and pretty high juggle filler (you can easily get 70 damage like this).
thank you so much
Any thoughts on good frame traps? So far I've found WR3 is +6 oB, and even with the pushback, your DF2 reaches far enough to launch if they try and mash afterward
Hi there, new subscriber, loving your content. Could you consider putting on the input display in tutorials like this, please?
Which oki ender do you recommend?
is the full notation for the f4, wd3: f+4, f, n, qcf+3?
It’s more like f 4, df, n 3. The 3 is a “while standing” move, so it’ll only come out if you push 3 while Leo is transitioning from a crouched position to a standing one.
How do you activate lighting glare on ps5 controller ?
Question as a new player with frame adv/dis, is there some way to tell in a match if I'm plus or minus after a string, or is it just kina like eyeballing it?
A mix of both. If something is REALLY + or -, then the character will stagger a bit to let you know they're recovering. Anything else is less visual. If they just push 1, left jab, that's going to be +1. If it isn't 1 jab, and it isn't staggering you, assume it's minus a bit until they prove otherwise.
Something I found useful when I began looking into stuff like this was setting the practice dummy to block and trying all sorts of stuff on it. This isn't a hard rule but generally speaking, the earlier the block spark is compared to when the attacker's animation completes can give you a visual reference for how dis/advantaged you are afterwards. Then you can start sorting your punishers into stuff like "ok that's only a little bit so I'll use a fast one" and "they spend ten years in recovery so I can press a slow punisher".
Whether that works for you is probably going to vary heavily per person, though; I know some people who vastly prefer to just memorize actual frame data.
How do you cancel KNK stance? Mb if it’s in the video but seeing the combo at the 8 minute mark rlly makes me wanna know as I see other leos do this pretty often.
To go into crouch dash you hold down forward while in KNK.
@@loops9508I thought so but it looks like you go straight be to standing after you entered KNK, guessing I pull back up instantly after initiating the crouchdash?
@@apolloeggo3677 Oh I understand, after initiating the crouch dash return the stick to neutral to go into “while standing” mode. The move with the rising knee is WS 3.
@@loops9508Thanks man, this guide has been beyond helpful. Was looking all day for a Leo guide yesterday and found nothing off of the search. Luckily youtube put you in my recommended, I got a local tournament tomorrow so this was awesome to watch.
does anybody on ps5 pad have trouble getting into bok stance using f3,d? sometimes I just straight up crouch instead
Can you do one for Leroy plz
Do you stream?
I do. My Twitch is "SMPLoops", but I intend to migrate to this RUclips in the coming weeks.
hit me up if you want to make an Azucena guide. I main Azu and Leo but I've been focusing all my effort on Azu for the moment. If you need any pointers/guide to her I can ease the process for you.
big help, new to leo never played him 7
YOU FORGOT BOK
Gr8 video though lots of love
NOOOO SOMEONE NOTICED 😭😭😭
I thought the y co firmed Leo is a guy
That's all you take from this? A dude makes a decent guide and all you got to comment is about gender of pixels?
@@seed8325yes m8 it’s a guide isn’t that serious mf wondering the gender
@@bingobangobongo425confirmed to be a female but the original appeal of Leo was if you think Leo is a male that’s fine but if you think Leo is female that’s also fine
@@bingobangobongo425 I just called Leo a femboy and called it a day 💀
@@bingobangobongo425 whatever u feel comfortable with my fren u prefer cute boy I prefer femboy u don't have to agree with me
Hey man. I suggest turning of rage if you plan on showcasing the damage of punishes/combos etc.
otherwise good vid.
Good point, noted!