Full Leo Kliesen Guide for Beginner & Advanced Players | Tekken 8 Leo Breakdown

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what's up everyone on YouTube my name is madawa and today I will introduce you to my Leo guide for beginners and advanced players this guide will cover everything from strengths and weaknesses to key moves punishers layo stances the new install lightning layer the four different paries and also the heat system which is the new Big system now introduced in Tekken 8 to start things off here's a little overview with what you will expect if you want to pick up Leo and what makes Leo so interesting the German B practition Leo is like the Jack of all traits master of none meaning he has a variety of moves for every play style but not perfect in any of these to Master Leo you have to adjust your play style depending on the situation from a defensive play style using keep out tools like magic 4 and quick lows like quarter Circle forward one to a more offensive play style using his low head sweep down back 4 One or also his safe hit confirmable D make one plus two one because Leo has three paries and one Zaki the toolkit is very complicated and only usable to its best potential when you get enough experience with the character and the game because of so many defensive and evasive tools it is best to use Leo as a more defensive and mid-range oriented character rushing only in when it's really needed with the amount of stance transitions for moves and options from it you can keep your opponent always guessing and scared of attacking if you used right to start things off I will explain Leo's strengths and weaknesses to start things off Leo has a strong set of counter hit tools like down forall 2 plus 3 or quarter Circle for one for LS and also s up 1 plus two or down two as a mid counter making your opponent scared of attacking you and giving you more freedom in your neutral also Deo has very good damage especially at the wall combined with a strong wall okis giving you a lot of different options afterwards which keeps your opponent always guessing with the use of down back three and B two Leo has excellent crushing moves to go under certain mids and highs with a launcher making Leo very flexible character with his play [Music] style if that wouldn't be enough Leo also has four different pares each of them having a different purpose which I will cover a little later in this Sky giving Leo an answer for every option during a fight because Leo has such a variety of tool tools and play Styles the mixup especially from the stances are often fake Mix-Ups meaning if your opponent knows the match up well he can interrupt you often making it harder for you as a player besides that the comeback potential for this character can be hard because of a Leo sweep which doesn't have the best range and can be rather easy back dash people with very good reactions have a very good time against Leo because the only good lows would be down for 2 plus 3 and down back 4 one which are on the edge of being reactable making it harder for the Leo player last but not least Leo's range on some of the punchers aren't the best creting situations where your puncher might wh where others would next up I'm going to talk about Leo's key moves followed up by the important punishers to know first up is 4ward 24 this is a jailing high high string that is only minus one on block and plus 7 on hit by pressing down forward you can transition into a Crouch Dash motion for follow-ups like Crouch Das one that's the low and Crouch das2 one for the mid standing four or magic four is your Keo tool is very fast of 12 frames and gives a knockdown on counter it giving you either b 1 plus two which you ENT up by pressing down 1 plus two also if they try to Spring Klick after the knockdown Leo can refloat them with Bo four giving you a little combo afterward forward four is one of your main neutral and measure tools this move is+ 15 on hit and plus 9 on block you are forced into the St k k also called K and K and you have to decide to either use a move from The Stance or you press down forward to cancel The Stance into either another move or just holding back to block a good mix of your move set is important in this situation and it's time you will learn and realize what works the best more to the stances later besides that if forward 4 connects on counter hit you get a free k and K1 two which is also a heat engager and a full launch if you are already in [Music] heat Leo's down for one is only minus one on block and plus 7 on hit which is really good it's a key poke in neutral and it also has a high extension in down forward one two which gives knocked out on counter hit giving you a free forward 1 plus two shoulder be careful with this because good people will duck the second hit if it doesn't hit on counter hit a decent use of frames here would be down forward one into forward 3 + 4 as a trade of Jabs and you get a good counter hit launcher if the second hit of down for one two hits on normal hit a quick quarter Circle forward fre is guaranteed and it might relaunch them if they get up the wrong way Leo has a very special 15 frame downpour two launcher the reason is it's -3 but it's all also launching opponents who are crouching which is rather unique with it's really good range it's a go to move to with finish your opponent for a full homing move Leo has down forward three and also quarter Circle forward 3 + 4 down forward three knocks down on normal hit and is minus 9 on block so be careful afterwards as your turn is over when it comes to quarter Circle 4 3+ 4 You areus 6 on block and plus 13 on hit also works as a good mix up from Leo's crou [Music] dash for Leo's key lows you will use down for 2 plus 3 this 21 frame low is barely reable leaves you at plus five and Crouch and it's only minus 12 on block it crushes high is very good and it's also a counter head launcher giving you big damage for low RIS don't forget about this low another low is quarter Circle for one this one is- 13 on block and minus one on hit it also crushes he and on counted gives you a free while setting for one plus 2 because you're plus 11 this leaves you in heat mode perfectly if you're already in heat you could spend your heat for a dash cancel by holding forward to give you a guaranteed one in one for one forward 1+ 2 or one warning three for Max damage quar Circle forward 21 is a safe mid mid string which leaves you at 6 on block and plus 10 on hit due to its push back you won't get anything on hit if it's not close to a wall if this hits close to a wall you get something called wall Crush which gives you plus 22 in frames and a free mixup afterwards of your choice very good move to use a neutral since it's not risky you also have quar Circle forward 24 which is a mid High string which is also natural on hit and gives you knockdown you have to be careful as it is minus L even on block and also Ducker go if your opponent is ready down two is your key mid counter tool in neutral this one is plus four on block leaving your opponent in Crouch and plus n on hit also it gives you launch on counter hit of big damage be careful because this move has very little tracking making it with very easily down one is also now a mid safe tool in the neutral being minus 2 on block and plus 5 on hit it leaves your opponent in Crouch but only on hit on counter hit you get a guaranteed down 3 plus 4 stom one of Leo's best moves is down back 24 this 16 frame heat confirmable mid High string is very delayable and you have plenty of time to confirm it on hit this is also a heat engager and a full launcher if you are already in heat because of its good range D 24 is a good 16 frame Punisher for moves with good push [Music] back Leo swe in down 4 one is a knockdown low which is large punishable on block use of ction and be ready for consequences if your opponent blocks it besides that if you only do D back four and it hits a counter hit you get a full launch afterwards you can also try to use the first H as a keyboard tool and wait for a counter hit to happen down back 1 plus 2 one is a double mid string which is - 12 on block this move is a good mixup to his 20 frame heal sweep since it's also hit confirmable and delayable after the first hit try to learn the timing after hitting the first move to confirm for the full move back one 4 is really similar to forward 4 which has the same frames you will use this move as your pressure tool and hope that your opponent loses patience at some point be careful as really good players might be able to sight it in between back one four but I would recommend only stopping with it if your opponent found the solution for it back one 1+2 is another natural string going into different stance by pressing down afterwards Leo will go down into the stance Boko also called B doing this you get access to more moves I will cover later in this guide to make it short you have a launcher that can Crush highs and some mids of your opponent if they try to interrupt your stance transition more to come later Leo has a special low high move in back one plusus 4 this move is plus three on hit and minus 12 on block the purpose of this move is to get it on counter it because you get a free back to 1+2 afterwards leaving you in heat again if you are already in heat you get a full combo after back to 1+2 by holding [Music] forward up forward 2 one is a safe mid mid natural string which gives you a free down four two on hit by pressing one plus two again you enter lightning glare which I will cover later in this guide there's a pickup with an instant right standing free but it's super hard and not recommended for new players as the timing is very strict very good players might be able to step in between the hits to the white but again if you don't see your opponent doing it don't stop finishing the stream to combo easy from it you can also use your heat burst by pressing two plus three into an easy [Music] pickup forward 3+ 4 is a safe High Counter Head launcher at 17 frames it does decent chip damage and it's a good way as a keyboard tool be careful as it is a hard and if you overdo it people will start ducking and launching this move up forward fre is a save M and it's also a low crushing move leaving you at minus 9 it's also a good mixup to Leo's other lows and timings it's often used at the wall into a wall combo for good damage forward forward2 is another safe mid atus 9 giving you a lightning glare by pressing 1 plus 2 afterwards be careful as the tracking isn't always the best but still a useful move in neutral side Step 1 plus 2 is also a key move in neutral a safe leaving you at minus 9 but giving you a free follow up on counter hit with po one plus two into stomp or if you experience a dash heat burst by pressing two plus three also a very good move to use at the wall giving you a combo on normal and counter a very risky but useful low is full Crouch down forward threee this low knocks down on normally hit giving you a free Bo two or a back three afterwards it's also a launcher close to a wall by using your heat burst be careful as it's also launch punishable block the last move for now would be wiing 31 this move has a third duable High extension in Wilding 312 which is rather risky if you do get the third hit on counter hit you get forward 1 plus two afterwards the main idea is to hold down after the second hit to enter box dance for more mixups afterwards again everything about the dances I will cover a bit later and with that we have all the key moves for now done and I'm going to move on to Leos punishers you win for your 10 frame Punisher you will use one four which automatically leaves you in K&K at plus 11 giving you a free mixup afterwards with either an uninterruptable k K2 or kk4 for the low be careful as your are minus 5 on block and locked in The Stance meaning if your opponent is ready you will get punished afterwards for this for 11 frames you get 2 two this is a high mid move and plus six on hit and minus 12 un block for 13 frames you will use upboard one two this move also gives you lightning glare by pressing 1 plus 2 afterwards for 14 frames you have a lot of options the best one would be back to 1 plus 2 which gives you heat or 4ward 22 if you are lightning clear you also get back 312 or 4ward 243 I recommend forward2 for free especially close to the wall because it will wall SP because forward2 has such a good reach you can wait for your opponent's mistake especially close to the wall and do the whole three hit string for big damage for 15 frames we have up for four or down four two more recommended is down four two as it has more range than up for four for moves with bigger push back you have down back to for at 16 frames it gives you heat and it's also a launcher if you are already in heat by pressing forward afterwards also for 17 frames you have forward 1pl 2 for even more range be careful as this move is minus 14 on block for while standing we have four punishers we will use if something should be minus 10 you get a generic Crouch Jack with full Crouch down one for 11 frames you do wi sing 4 1 plus2 this leaves you in heat and if you are already in heat you could heat dash out from it with followups such as War running3 while standing 1 for one forward 1+ 2 for 13 frames you will use either while standing for 1 plus 2 again or wh standing 1pl 2 by pressing 1pl 2 and hit you get lightning layer be careful as it is launch punishable on block by most characters at 15 frames we have wi sing two very straightforward now I will explain the stances K and K and B the best way to enter K andk would be either B P plus 4 as like a back sway with this you can avoid opponent's moves and with punch afterwards with these moves you can also transition into K&K forward four back one four walk four one four but only use this if it is on hit because if it is on block you will get punished for it and last but not least back 414 K and K12 is a safe High mid string which is minus 9 and Al heat engager you can cancel the first H into B by holding down afterward if you are already in heat it becomes a launcher K and K2 is your high counter launcher and also a good way to interrupt people who try to stop your St good way to use it is after 14 on hit as it's uninterruptable be careful as people will duct this at some point K andk fre and K and k34 are mid Launchers from the stand and way catch people who are ducking first hit is -3 and the second one is - 12 k andk 4 is a key low leaving you at plus 4 on hit and minus 12 on block this one launches onc counted if you immediately hold down for after the kick to enter the Crouch D St afterwards you can pick up with oneing three this move is a good way to put some pressure on your opponent and annoy them with a lot of pokes in the K&K 1 plus2 is a safe mid Counter Head launcher at its minus 6 it pushes the opponent a bit back on hit without giving you a knockdown this move is rather slow with 25 frames so there's a good chance you will get interrupted while trying it it's more used midc combo as tornado hit mix it up with your other tools PK 3+4 is the last move from the St and a very heavy hitting low that gives knockdown normally it's mostly used as the wall combo as it is launch punishable on block you can try to use it every once in a while in neutral but be careful to enter box STS manually you press down one plus two otherwise here are the best moves to go into the stands back 3 one hold down wi standing 3 one hold down back one 1 plus 2 hold down and a 42 hold down there are a few others but these ones are the most important one Bo one2 is aus4 instant Tornado Launcher giving you a mini combo afterwards it can go under jet in certain situations making it a good tool as an evasive good way to use it is after backr 1 plus as an example also mostly use as a tornado B two is a safe mid launch atus 9 also going under certain mids and Heights also good way to use this move is by going from back one 1 + two and then into B two B three is your homing High to on hit it gives you a three down 3 plus 4 but be careful as you might get launch if people start ducking this kick B four is a decent option to extend the pressure for example from like wild sing fre1 this leaves you in K&K for more stance options do 1 plus two is your mid power Crush option if people try to interrupt your stance it's also a heating danger if it hits on normal hit you enter lightning glare by Evo Ford 402 up forward one two white sitting 1 plus 2 or down forward two if it hits as a counter head as people will duck it otherwise on all these moves you have to press 1 plus two to get the lightning glay installed giving you access to 4243 back 312 and down back 41 1+2 down back 411 plus2 is just a heal sup with an extension giving you a good damage buff and making the mix up more scary you can mix it up with back 312 as a new move during right in there it's a hit confirmable preh hit string which is also natural hit good players might try to punish the second hit as it's minus t on block if they do so you can also hold down to go Bo and Crush their High Jabs with big Mind Games will start from here his best move from lightning glare would be 4ward 243 this natural jiling 14 frame string is best used as a Punisher or close to the wall to do Insane damage by only doing forward to four you can see if it connects and finish the ring if you see a second hit connect now I will cover all the poe and the zabak win back 1 plus three parry's most punches and kicks by pressing two afterwards you get a hit guaranteed also don't forget to plus one plus two afterwards to get lightning layer moves that have a jump involved like a hop kick can't be parried in teken eight as we change the way pares work back two plus4 per most punches and kicks as well this Perry will give you as switch if you Perry punches with kicks you get a little animation and your opponent will be on the ground afterwards back to plus three is a punch Perry launcher giving you a full combo with a strict Dash quarter Circle forward free input for our full combo it parries most punches so again learn as you play if you want an easy pickup you either do Dash down for two or Dash heat burst with two plus spe for full combo as well up back one only PES mid and high kicks it leaves you at plus 14 giving you back to 1% guarantee on [Music] hit if you have lightning clear you can also use a back 312 as it's also 14 frames if you are in heat back to one to becomes a launch as well down back two four is a heat confirmable launch and heat try to with punish with this and wait for moments where your opponent does a mistake or just try to hit confirm it on hit for big damage back to One Plus plus two becomes a 14 frame launcher in heat you can't hit confirm so it's best to use it as a whiff Punisher or block Punisher you can also dash out of it for good plus frames if you want that that while sting 4 1pl 2 gives free followup with while running three for Max damage forward one plus 2 as an easy followup or while seeing one for one for wall carry K and K12 also becomes a launcher doing heat which you can also confirm because it's very delayable Leo's heat smash is 6 F and also sometimes goes under Jabs plus you can hold down forward to go into the Crouch Dash on block there was low heat smash from K&K is also very good as you can low par low heat smashes and it's onlyus 13 do note that both of these heat smashes will automatically break double wall paks like on sanctum or elegant Palace this was my guide to layoff attacking if you have any questions let me know in the comment section I will try my best to answer all of them and help out if you need basic and Advance comers with Leo please check out my Channel or the description for the video if you have any other ideas or recommendations what I should talk about please let me know in the comment section and with that I wish you a great day and thank you so much for watching take care everyone
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Channel: Madara521
Views: 19,914
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Length: 23min 21sec (1401 seconds)
Published: Fri Feb 16 2024
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