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leo Tekken 8 Season 3 Guide

Written by and
Last updated Jul 18, 2026, Game version 3.01.01

About the Author

AyoRichie is considered the best Leo in Europe. He has several solid tournament results, including a 9th-place finish at the 2025 Tekken Tour World Finals LCQ

StrikeMist is one of North America’s top Leo players. He delivered a strong 97th place at EVO Vegas 2026

Introduction

Leo Kliesen is an all-rounder in Tekken 8, thanks to being able to poke effectively, be an absolute menace at the wall and play a really frustrating keepout game/ hit and run style thanks to the character having a back step evasive tool with b3+4, the character has a plethora of evasive tools and stances that all compliment each other extremely well making it feel like at times you’re piloting ling xiaoyu or feng wei.

Hit confirmable attacks that have options to transition into Leo’s bok (d1+2) stance to add a mixup element to the attack if just sitting there and trying to hit confirm isn’t your strong suit.

The biggest issues players have when trying to fight Leo is hitting them due to their obnoxious hurtbox and the evasive tools listed above, meaning you’re piloting a pretty polarising character, but the variety in the move list and all-around design will have you addicted to playing Leo Kliesen in Tekken 8

Strengths

Weaknesses

  • No single hit heat engager, limiting long combos and meaning some characters can deter mindless heat usage that they wouldn’t be able to against most other characters
  • Relying on slower tracking options to stay afloat leaves a lot of room to be interrupted by fast buttons, since Leo’s faster options are all pretty steppable
  • No jab string to mindlessly throw out and give your opponent something to fear in the neutral. Sidestep right will blow up Leo if they become careless with jab strings
  • Extremely hard to lock your opponent down without taking moderate risks in your + frames

Heat System

  • The options for Leo while in heat are really sublime. You can play a rushdown style by looping f4’s on your opponents guard threatening the heat smash or low powered up lightning glare move every single time, or you can loop + frames with the power of LTG f+2,4,3 which can also go into stance with the down input in which case can press the 4 button from bok stance and get that same f4 pressure going in a different way, or you can go low and mix your opponents guard threatening with the bok stance low which is the 3+4 input, then threatening ws4,1+2 heat dash with near to no counter play
  • Leo’s heat doesn’t only go as far as just offense and wall situations, you can also take your foot off the gas and try and hit confirm a full launcher with db2,4 at any point of your heat gauge which is extremely good when playing that hit and run style with Leo, LTG b3,1,2 and LTG f+2,4,3 are not exclusive to heat since you can use them with the install but gaining multiple chances to use these tools consecutively is really amazing for Leo

Installments

Lighting Glare (LTG)

Available whenever Leo's heat is activated. Install also activates when pressing 1+2 after hitting f,f+2, uf+1,2, d+4,2, WS 1+2, or after automatically after b1+3 followup by mashing 2

Top 10 Moves

f+2

An incredible button at 14frames, tracking to Leo’s weakside, is +6 on hit, 0 on block and has really nice extensions, f2,4 and f2,4, df with the 4 jailing and locking your opponent down at either +7 on hit or -1 on block giving Leo access to either crouch dash options or standing options, whether you want to opt for your tracking options here or just rip a ws4/ws4,1+2 to beat mid checks is all very favourable after this godlike button. Then we have LTG F2,4,3, a wallsplatting string that leads to a mixup on block and has solid tracking, option to go into bok stance with the down input to threaten bok 2 or bok 3+4, as well as bok 4, which puts your opponent into a knk mix very strong options.
hi14~160~+2 oB+6 oH

db+2,4

Range 2.5, hit confirmable Mid High Heat Engager, launcher in heat.
m, hi16~17-9~-7 oB+12a (+3) oH

uf+2,1

‘Safe’ normal hit launcher. Heat Burst connects for an easy pickup, or you can save Heat Burst by picking up with iws3. Has counterplay, but you can transition into stance by doing uf2,d to opt for stance options, or just use uf2 by itself into mixup to really mess with your opponent and inevitably get counter hits with the follow-up to uf2,1. The counter hit can be picked up as a combo.
m, mi18~21-8~-7 oB+4 oH+32d oCH

qcf+1

-1 on hit, -13 on block. +11 on counter hit, guaranteeing ws4,1+2 heat engager, pseudo-homing
Li18~19-13~-12 oB-1 oH+11 oCH
i16, fastest low option, incredible tracking, and can be used from several strings, which almost feels like free damage thanks to bok 2 always being a threat. +2 on hit and -13 on block. ws4,1+2 in heat is an extremely strong option as a frame trap
L,Li16~17-13 oB+2 oH

df+2

Situational tracking launcher. Tracks both ways when you are +5, not including Lili.
mi15~16-13~-12 oB+28a (+18) oH

df+2+3

High crush counter hit launcher -12 on block, +5 on hit, and sets up Leo’s pretty solid full crouch options with ws 3,1,2 being a solid frame trap with the option to go into stance from the second hit by pressing down and also ws3 by itself usually recovering in time to block powercrushes
Li21~22-12~-11 oB+5 oH+21d oCH

b+1+4

+14 on counter hit and +15 vs Powercrushes
h,li19~21-12~-10 oB+3 oH+14 oCH

Bok 2

i19 startup safe and evasive mid launcher at -9 on block but with enough pushback to still challenge stubby retaliations like single jab and some df1’s, also players trying to compensate for the spacing due to the pushback with slower buttons
Mi19~20-9~-8 oB+41a (+31) oH

qcf+2,1

Approaching safe mid mid CH crumple stun launcher on 2nd hit.Difficult to sidestep in neutral. +10 on hit with high pushback. -6 on block with parry situation. Wall crush is +22g, so you get a free wr3 or straight uninterruptible 50/50 mix
m, mi17-6~-5 oB+10 oH+30d oCH

Punishers

Standing
10f 1,4 (Forces stance at +11. "Knk 4" and "knk 3 "become uninterruptible by jab and downjab, making this mixup more devastating than f4 on block )
10f 1,2 (At +8, you can threaten a lot more of the move list rather than just relying on a mix. Notable options are d4 and d1, since these options are unavoidable )
11f 2,2 (+6 and leaves you close enough to your opponent to attempt a hellsweep with db4,1. You can mix this sequence up by going for uf2,1 as a mid launcher, and if you want to catch powercrushes, go for b1+4 for a full launch. Notable frame traps are df1, standing 4, df4, df2, 1+3/2+4/uf1+2, and d4)
13f uf+1,2 (Wall-splatting punisher that allows Leo to gain the character's unique install when 1+2 is pressed simultaneously Df4 punish for moves with too much pushback for uf1,2 to reach. Space for Leo’s strong whiff punishment to be a factor after it connects )
14f b+2,1+2 | b+2,1+2,f (Heat engager and heat dash launcher, designed to punish your opponent very heavily if they take risks while you’re in heat. +8 and forces crouch outside of heat, dealing 32 damage )
14f F+2,2 (+8 high mid attack with a lot of pushback on hit, but does 35 damage, which is strong when heat launchers and Leo’s install is not available. However, you won’t be punishing with this very often due to heat and install being very common, still solid nonetheless)
15f df+2 (Mid launcher with good range to start combos after blocking your opponent's risky attacks)
15f uf+4 (Serves the same purpose as df2, but just with a bit less range )
16f db+2,4 (Heat Engager and heat dash launcher. Incredible range and perfect for moves with insane pushback. This move also wall-splats point-blank and a little hit away from the wall)
18f uf+2,1 (Furthest range punish if you want to launch your opponent. Can convert this combo with a heat burst or a well-timed QCF3. Isn’t too many times you’ll be using this as a punish )
Crouching
11f ws4,1+2 | ws4,1+2,f > HD > qcf+2,1 (26 damage (Heat Engager) + (Heat Dash mini combo))
13f ws1+2 (25 damage, +22. "d2" is completely unavoidable after this move connects. Mixup potential is really high here)
13f ws1+2, 1+2 (Preserves Heat, gives Install)
15f ws2 (Full combo)
Whiff punishers
1,2 (Fast and safe range 1 whiff punisher)
df+2 (Reliable range 2 reaching mid launcher)
uf+2,1 (Safe mid, mid range 2.5 launcher with heat burst or execution of iWS3)
db+2,4 (Leo's premier long-range hit-confirmable heat engager whiff punisher. Can heat dash into a combo)

Combos

df+2 | uf+4 | KNK.3 | f,f+4 | CH KNK.2 | CH d+2 | CH SS+1+2 | CH ub3
b+1,4 → KNK.1,4~D → BOK.4 → KNK.1+2 T! → dash → SSL → b1+2,1+2,qcf2
f,f+4,3
f+2 → b+1,1+2~D → BOK.1,2 T! → dash → b+1+2,1+2,qcf2
BOK.2 | db+3
f+3 → f+2 → b+1,1+2~D → BOK.1,2 T! → dash → b+1+2,1+2,qcf2
Low Parry
4 → b+1,1+2~D → BOK.4 → KNK.1,4~D → BOK.2
uf+2,1
HB → b+1,4 → KNK.1,4~D → BOK.1,2 T! → dash → b1+2,1+2,qcf2
KNK.3,4 | BOK.1,2
dash → b+1,4 → KNK.1,4~D → BOK.4 → KNK.df → CD.2,4
CH KNK.4
f+4 → KNK.df → ws3 → b+1,1+2~D → BOK.1,2 T! → dash → b+1+2,1+2,qcf2
CH df+2+3
ws3 → 4, b+1,1+2~D → BOK.1,2 T! → dash → b+1+2,1+2,qcf2
db+2,4~F (HD) | KNK1,2~F (HD)
b+1,1+2~D → BOK.4 → KNK.1,4~D → BOK.1,2 T! → dash → b+1+2,1+2,qcf2
CH (uf+2),1 second hit
dash → f+4 → KNK.df → ws3 → b+1,1+2~D → BOK.1,2 T! → dash → b1+2,1+2,qcf2

Beginner Combos

df+2 | uf+4 | KNK.3 | f,f+4 | CH KNK.2 | CH d+2 | CH SS+1+2 | CH ub3
b+1,4 → KNK.1+2 T! → dash → f+4 → KNK.df → CD.2,4
f,f+4,3
f+2 → b+1,4 → KNK.1+2 T! → dash → f4 → KNK.df → CD.2,4
BOK.2 | db+3
f+3 → b+1,1+2~D → BOK.1,2 T! → dash → f+4 → KNK.df → CD.2,4
Low Parry
b+1,4 → KNK.1,4~D → BOK.4 → KNK.df → CD.2,4
uf+2,1
HB → b+1,4 → KNK.1+2 T! → dash → f+4 → KNK.df → CD.2,4
CH KNK.4
f+4 → KNK.df → ws3 → f+4 → KNK.1+2 T! → dash → f+4 → KNK.df → CD.2,4
CH df+2+3
ws3 → f+4 → KNK.df → ws3 → f+4 → KNK.1+2 T! → dash → f+4 → KNK.df → CD.2,4

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
b+1,4 → KNK.1+2
b+1,4 → KNK.3+4
With tornado
b+1,4 → KNK.(HB) → u+1 T! → BOK.1+2 → df+2+3
KNK.3,4 → BOK1+2 → df+2+3

Small Combos

CH d+1
uf+1,2
CH 4
BOK.2
FC.df+3
BOK.2
HB (only at wall) → 323 → BOK.1+2 → df+2+3
b+2,1+2 (HD) | ws4,1+2 (HD) | BOK.1+2 (HD)
qcf+2,1
CH ws3,1,2 | CH df+1,2 (first hit)
d+4
CH (df+1),2 (second hit)
f+1+2
CH (f+2),2
BOK.2

Notable Moves

1

This tool comes with a plethora of extensions making it really difficult to guess what the Leo player is planning, whenever it’s thrown out 1,2, 1,4, 1,2,4, 1,2,1, 1,2,1,1 and 1,2,1,4 all having solid uses from Leo’s fastest standing option makes it easy to get into your opponents head since ending the latter strings often will have your opponents ducking. Throwing out multiple 1 jabs will have your opponent stepping or trying to crush/evade your jab, opening your opponent up to counter hits, especially since the second jab in 1,(2) guarantees the follow-ups on all the other strings.
hi10+1 oB+8 oH

d+4

i16, 0 on hit, -11 on block. Crucial low poke with great tracking, and a follow-up with d+4,2, in which the follow-up can give Leo the install if 1+2 is input after the attack connects on hit
Li16~17-11~-10 oB+0 oH

uf+4

Low crushing launcher
mi15~16-13~-12 oB+33a (+23) oH

qcf3+4

Flexible attack since you can use it after tools like heat smash +df f2,4df, knk 4df, f4df 1,4df, also after b3+4,df and then the input itself qcf3+4, which is +13 on hit and -6 on block while being a true homing attack that can wall-splat by the wall
m,mi18~20 i22~24-6~-4 oB+13g oH

df+3

Your standing mid homing attack that knocks down and is safe on block at -9. i17, which is huge since there will be times where qcf+3+4 will be too slow for the situation, but df3 will suffice, giving away your turn in the process, but rightfully so
mi17~19-9~-7 oB+6a (-3) oH+27a (-9) oCH

2,1

A tool of Leo’s I’ve been raving about since season 1, with the 2 jab having a great hitbox, the follow-up having incredible tracking, just to get your opponent to not be able to mindlessly move around your movelist, but will force them to at least block something. It being +4 on hit and -7 on block, it’s a no-brainer to throw out this string since you aren’t forced into stance and you can pair it with evasive moves, parries, and even a hopkick. All these moves are necessary when you’re trying to combat side-steppers in neutral. Every move here except df3 complements each other well here, since you are mostly ending your turn if df3 is blocked at -9, but the other attacks have more favourable frame advantage
h, hi11-7~-6 oB+4 oH

d+2

+4 on block, counter hit launcher, forces crouch
mi21+4c oB+9c oH+56a oCH

d+1

-2 on block, +5 on hit, forces crouch, CH guarantees +13 with option to Heat Engage, wallsplat, or set up a bok mixup after ws3,1d (little situational), also solid on block with option to use full crouch options or standing options every time you use the attack
mi18~19-2~-1 oB+5 oH+13 oCH

db+4,1

Sweep bang. Can wallsplat a little bit away from the wall, has some high crushing, and db4 is a pseudo-homing counter hit launching low on its own. The db4,1 will break walls, making it really scary on stages with wall hazards
L, mi20~22-16~-15 oB+8a oH

f,f+2

Long-range safe wallsplatting attack that can give install, and for that reason, this is a key tool in Leo’s arsenal, as people can get really worried about trying to move due to the explosiveness of a move like ff2, but also due to the ff input having more tracking when delayed
mi14~15-9~-8 oB+8a oH

Ws3 | ws3,1 | ws3,1,2

Ws3 is +5 on hit, -6 on block, but due to follow-ups can be labelled as a move that creates mental frames. Thanks to the strong tracking this move has, using it in crouch dash situations is a no-brainer, since it fully tracks Leo’s weakside, which is SSR. Ws3,1 follow-up of ws3 will now allow you to try and counter-hit-confirm the full string after situations like df2+3, bok3+4, f2,4df, and 1,4df. This is not its only purpose, as if this string connects on hit, you can go into bok stance at a staggering +9, meaning bok 2 and bok 3+4 are a true mixup This string can also be utilised on block as well, thanks to the heavy evasion of bok stance, making some mids whiff, but being a true high crush Ws3,1,2 is 41 damage on counter hit, knockdown with a guaranteed d4, taking the damage up to 51 Not a key move, but for all the variations from ws3, I think all extensions should be included to understand just how much potential there is in each part of these attacks
Mi13~14-6~-5 oB+5 oH

B4,1 | b4,1~4 | b4,1d

B4,1 is -12 on block, knockdown, wallsplatting mid that is hit confirmable with an option to cancel or transition into a slower follow-up with b4,1~4. This move connects on counter hit a fair amount, creating opportunities for a wallsplat when followed up with knk 1,4 or knk 2. Your goal is to confirm b4,1 or cancel with b4,1d, then threaten your full crouch options, or if you think your opponent will respect you, go for b4,1~4 and get your momentum rolling. b4 can be utilised really effectively after Leo’s spike wall ender d3+4.
m, mi18-12~-11 oB+15a (+6) oH

Bok 1

i13 startup, fastest option, +9 on hit, -4 on block. Insanely strong check in neutral evasion and challenges reaction-based players really well due to the speed of it. At -4, you have cool setups like f2+3 and df2+3 to challenge quick retaliation, also parries
mi13-4 oB+9 oH

Bok 4

i20 mid that leads to knk mix, not as free to use when manually using bok stance, but after a string like f2,4,3~d and f,f,f+3~d, you can really overwhelm your opponent with a button like bok 4 since you’ll catch people that try and hopkick bok 3+4, netting you a massive float combo. High coverage button and a lot of mental stack attached to this input since in heat bok also has a powercrush that opponents will have to look out for, making it really easy to get them to block bok4, then threaten heat smash
mi20+9 oB+15g oH+19 oCH
i17 high frame trap from f4 that leads to BOK options with the threat of the extensions, making your opponent freeze up and wait out whatever option you decide to go for, making this button your go-to way to overwhelm your opponent
i16 (armor). After f4, pressing heat burst becomes an unsteppable option that the opponent just has to hold, and even if they have an evasive move that makes it whiff due to weird collisions, I think the heat burst animation will also make their attack whiff, so this is a free way to get into heat and threaten evasive moves like f+2+3 and Leo’s obnoxious wallsplatting heat smash
i16, the threat of this move will have your opponent holding back for dear life, in which case you can just loop f4 on their block until you feel like the pressure might get to them, and then just let the heat smash rip. +8 without crouch dash input (df), but with the df input becomes +16 on hit, allowing a free mixup on opponents guard
Into crouch cancel, my favourite of the knk options, thanks to being able to crouch dash and then crouch cancel and challenge one of the annoying answers against the stance, which is downjab with a well-executed low parry while not risking too much since it takes a lot for an opponent to go for a high-reward button when blocking Leo’s f4. Setting up counter hits after utilising this tool is really strong since your opponent will be hesitating like crazy trying to understand what they can do against a button like f4 df2+3, and d2 are no-brainer options to get Leo offense rolling

Knk 4

i20, -12 ch launcher, +4 on hit and homing. Extremely strong tool and a nice way to call out people that might attempt powercrushes in a panic. Pickup with f4 or qcf3. You also have the option to crouch dash after this attack with DF, which changes the frame data to +6 on hit and -15 on block, but you will always get the pickup with no fuss thanks to qcf3
Li20-12 oB+4c oH+17d oCH

Knk 2

i13, high ch launching frame trap. One of the more common go-to options. -4 on block, knockdown on hit, wall-splatting by the wall, and can get you out of danger when an opponent tries to respond to f4 whiffing, netting you a counter-hit launch due to the speed of the button. Extremely strong option
hi13~14-4 oB+22a (+13) oH+58a oCH

Stances

KNK

Knk 1, knk 2, knk uf1+2, and knk heat burst/heat smash are your frame traps from this stance. Keep this in mind when getting interrupted. F4,df allows for availability of all crouch dash options, but also ub and uf options, meaning you can get really creative when using f4, and this is why it’s such a key move in Leo’s kit. But not only that, you can crouch cancel from f4,df and low parry downjabs or just take full advantage of your mental frames and threaten strong counter hit tools such as d2 and df2+3

KNK 2

i13 high. -4 on block, knockdown/wallsplat. See important moves for more info
hi13~14-4 oB+22a (+13) oH+58a oCH

KNK 1

-9 on block, +2 on hit, with option to go into stance with down, making it -7 on block and +4 on hit. Immediate follow-ups are knk 1,4 and knk 1,2. knk1,4 is high high +4 on block knockdown/wallsplatting move, or you can press down and go into stance at +8. knk 1,2 is a high mid heat engager that's -10 on block and can be made +5 with a heat dash
hi18-9 oB+2 oH

KNK 4

A pseudo homing counter-hit launcher at -12 on block, +4 on hit. qcf 3 and f4 will provide a situational pickup here (tricky). knk 4,df allows for a consistent pickup with qcf3 but makes the low attack become launch punishable at -15, but +6 on normal hit, which can prove to be more favourable than just +4
Li20-12 oB+4c oH+17d oCH

KNK 3 | KNK 3,4

Launching low-crush attacks, -13 and -12 each, and jails on block. Has tracking to SSR
mi20-13 oB+28a (+18) oH

KNK 1+2

i22 -6 on block +21 on hit wallsplatting mid with tracking to ssl to cover knk3’s weakness
Mi22~24-6 oB+21cg oH+41a (+31) oCH

KNK 3+4

i24 high crushing low. -26 on block, pseudo homing, knockdown low guaranteeing ub3 and d3+4. Good against people who try to fuzzy knk 2 and knk 3
Li24-26 oB+19d oH

KNK uf+1+2

Command grab, unsteppable, beats parries and powercrushes. Also a frame trap

BOK

D1+2 (bok-stance). Utilising this stance in neutral will do tremendous favours for you since it is a high-crushing stance that has a fast poke and fast launching option attached to it, a powercrush heat engager, a safe mid launcher that’s a true high crush, even evading some mids, an option that transitions into knk stance, and a low with insane tracking and a high + on block homing attack. Slash kick/WR3 is +6 on block in stance and without stance. Press down to go into bok stance. Solid options to go for here would be b1+4 to catch powercrushes, db2,(4) hit confirm attempt, or BOK 3+4 and BOK 4 to build some serious momentum

BOK 1

is +9 on hit - 4 on block
mi13-4 oB+9 oH

BOK 1,2

1,2 mid launcher, -14 on block
m, mi13-14~-13 oB+72 (+56) oH

BOK 2

-9 on block mid launcher, true evasion
Mi19~20-9~-8 oB+41a (+31) oH

BOK 1+2

Powercrush -12 knockdown mid
Mi20~21-12~-11 oB+15d oH

BOK 3

Homing high, +5 on block, knockdown on hit into guaranteed d3+4
hi21+5 oB+15d oH

BOK 4

i20, + on block, +15 on hit. Nothing guaranteed. Mid that leads to knk stance. +19 on ch, guaranteeing knk 2, knk 1,2, knk 1,4, and knk heat burst/ heat smash
mi20+9 oB+15g oH+19 oCH

BOK 3+4

+2 on hit, -13 on block. Great tracking low that sets up ws4,1+2 in heat and full crouch df3 to catch opponent off guard
L,Li16~17-13 oB+2 oH

Panic Moves

f+2+3

Evasive high attack that’s safe on block at -9, allowing you to avoid some moves that aren’t possible through sidestepping alone, but also slightly extending Leo’s hurtbox, so some moves will track, usually moves that track side step right
hi20~21-9~-8 oB+11a (+2) oH

db+3

The ultimate panic move for Leo, netting you a full launch on a correct read. Can evade highs, mids, and lows, but predominantly highs and mids. Some setups to attempt this attack are b2,1, qcf2,1, magic 4, bok 1, bok 2, and even "1,2,1. This is a high attack that’s safe on block and really difficult to react to
hi31~32-8~-9 oB+38a (+28) oH

b+3+4

Due to the evasive nature of this stance, when under a lot of pressure, this is a good way to gain some breathing space and then attempt a fast button like knk 2 to hopefully land a ch or just a hit in general. Fast evasive sequence that I’d deem a panic move for sure

uf+4

If in doubt, try to get a launch going by evading a low, or just get hit by a poke, and send this attack all viable in the panic department, and it will serve you well at any rank of play. Only -13 on block, so not the end of the world either
mi15~16-13~-12 oB+33a (+23) oH
Generic i10 high crushing at frame 4 crouchjab. +6 on hit and will frame trap nicely into an uninterruptible WS2 launcher or WS31 safe CH confirmable string
sli10-5 oB+6 oH

Frame Traps

2,2 (on hit) df+2
f,f,f+3 (on block) db+2,4
f+4 (on block) KNK.2
df+2+3 (on hit) ws3,1,2

Knowledge Checks

ws1,4

Mid into low poke
m, Li14~15-12~-11 oB-1 oH

b+1,1+2~D > BOK.2

Kills any high checks

b+1,1+2~D > BOK.1+2

Armors through mid checks

b+1,4 KNK on block

Go straight to KNK mix with a simple 2-button string that reaches from around range 2. Can be SSL in between. Puts Leo straight in a 50/50 mix ff KNK 2 CH launching high is respected, between KNK 3 and KNK 4

df+2+3 > FC.df+3

Double low into big damage

KNK.2 on block > f+2+3

If the wall is to Leo's left, this evasive move will go around a good amount of moves that don't track SSR and get a wall splat

Defensive tips

SSR

A lot of Leo's safe high and mid offense buttons will whiff to SSR alone. She has to take a risk by going low, or doing slower homing moves, or manual delay/realignment through movement

Be patient

If you don't give her counter hits, Leo will need to use riskier and bigger lows to try to get you to interact or do slow mid-pressure moves

Defensive Move Handling

b+1,4

SSL second hit
m, mi18~19+9 oB+15g oH+19 oCH

Heat Smash on block

No reason to duck or interrupt, as the only frame trap low is qcf+1, and that's only 17 damage

uf+2,1

SSR second hit
m, mi18~21-8~-7 oB+4 oH+32d oCH
Mix is fake. A generic d+4 beats all options. It crushes ws3,1,2 and goes under BOK 3

db+2,4

Mid, high. Can be ducked
m, hi16~17-9~-7 oB+12a (+3) oH

1,2,1

Duck and Low Parry into WS punish as the third hit of the 1,2 string is always a high or a low
h, h, hi10-5~-4 oB+6 oH+9 oCH

d+1+2 (BOK)

Find your true mids that will hit Leo out of BOK. Example: Kazuya f,f+4 Steel Pedal will hit Leo in BOK stance

External Resources