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 )