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Tekken 8 — Characters

Leo – Frame Data

Leo Kliesen is a versatile all-rounder who excels at poking, wall pressure, and a slippery hit-and-run keepout game. With evasive tools like b3+4 and a deep stance kit, Leo can feel as elusive as Xiaoyu or Feng Wei. If you like a polarizing character with tons of moveset variety, Leo will keep you hooked.

141 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

BT Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

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OTG Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

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R. Stance

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LTG Stance

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SS Stance

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BOK Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

KNK Stance

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Fighter Profile
Rushdown Pressure Beginner
Offense
9
Defense
8
Execution
6

Weak to: Step Right

Overview

Easy tools, ranged punishment and wall mixups; linear strings and awkward Heat entry

Heat System

In heat, Leo can loop f4 on block to force a mixup between heat smash, the powered-up Lightning Glare low, or LTG f+2,4,3 for stance pressure. He can also hit-confirm db2,4 into a full launcher at any time, and the install lets him reuse LTG b3,1,2 and LTG f+2,4,3 for sustained offense.

Strengths

Incredible df2 reachEvasion: db3, f2+3, b3+4, d1+2Wide range of parriesObnoxious wall pressure with and without heatBok 3+4 and f4 are incredible near the wall, especially with heatLightning Glare install powered-up attacks: LTG b3,1,2, LTG db4,1,1+2, LTG f+2,4,3, LTG KNK 4,1+2Poking: He has one of the best lows in the game (df+2+3) which doesn't tracks well but it is -12, +5 on hit, crushes highs and on Counter hit launches.Pressure: F+4 (i17) is +9 on block and if followed with an Heat Smash, it cannot be stepped or interrupted. If F+4 goes in counter hit guarantees heat burst, heat smash, knk1,2, knk1,4, knk2.Hit Confirms: Leo has db+1+2,1 db+2,4 that can be hit confirmed practically being safe and no exposing you at all

Weaknesses & Counterplay

Faster options are steppableEngager options expose punish or duck opportunities.
Game Plan
Use df2 and b3+4 to keep opponents honest and bait whiffs.Enter BOK with d1+2 to high-crush and threaten launchers, powercrush heat engager, or the tracking low.In heat, loop f4 on guard and mix between heat smash, powered-up low, or LTG f+2,4,3 into stance.At the wall, rely on Bok 3+4 and f4 to lock down and force pressure.Activate Lightning Glare to power up key attacks and get more chances to use LTG b3,1,2 and LTG f+2,4,3.
Stances
KNK (Kenpo Stance) — enter: f4,df (and via certain BOK transitions) — Frame traps with KNK 1, KNK 2, KNK uf1+2, and heat burst/heat smash. F4,df opens up crouch dash options, ub/uf movement, and crouch cancel mind games for counter-hit threats.BOK (Bok Stance) — enter: d1+2, or press down after slash kick/WR3 — High-crushing stance with fast pokes, mid launchers, a powercrush heat engager, a tracking low, and a homing attack. Also transitions to KNK for continued pressure.