great tutorial dude! i love the motivation you added to doing his cancels, it takes A LOT OF EFFORT AND PRACTICE to even get TWO out consecutively , especially online!!
@@SaltedMallows ah on my comment I posted two years ago...the answer is simple...if Leo wanna be a boy. Then ima call him that. The shortest sweet answer is: who cares? lmao
I'm leo enthusiast but i feel her f4 crouch cancel is kinda inconsistent. In tournaments you don't wanna drop combos so is best to stick to the regular ones. For b+1,4 pressure is a necessary tool though. Great video, i'm not an expert myself so this tutorial really helped me out, thanks.
Thanks or the input. Multi f+4 isn't really necessary, but some cancels are needed for universal damage. If you check out my Leo max damage video, you'll see that a few cancels are needed and actually inflict more damage than 6 f+4s in a row. Learning multi f+4 is just a skill in general as learning 6 EWGFs. Not ideal, but a cool skill to have mastered, nevertheless. :)
Some people find it slightly easier to do the cancels on the player 2 side. I notice I don't drop them as often on that side compared to player 1. Perhaps it's due to the nature of the hands being farther away from each other. Good luck on mastering it!
@@prince.fatalis I have only been trying from P1. I wait until I see her start to dash then I enter u, f+4 as fast as I can. It is f+4, d/f, pause until dash start, u, f+4. thinking about it now I guess this is because knk has a pause before any move can come out of it. Do you know what the frame data of f+4 into CC?
Strange. I wasn't notified by this response. It's difficult to say. F+4 comes out at 18 frames. When you look at it in slow motion, Leo just barely lifts the opponent off the ground so it's very strict timing. It has a very good hitbox so if the hitbox were to ever be nerfed in future games, she wouldn't be able to do this technique anymore.
For me, Leo's multi f+4 is harder than Nina's iws+1. Golden Eggs also thinks Leo's crouch cancel is harder when it comes to multi f+4. At least with Nina, there's a greater reward for it in damage compared to the awful damage Leo gets from doing 6 f+4s in a row.
i have a problem i know finally after a week how to kinkei cancel but theres a problem that i play in keybaord which not pad which theres a delay between u,f2 so instead of doing a kinkei it does the u,jump 2 what do i do plz help edit: never mind i realized when i hold f then press 2 it does a kinkei instead of the jump 2
how do you do the f+4 cancels so fast? I can do it but not in a juggle. plus the terrain is rotating in mine little by little but yours it is not moving to sidestep direction
Hours of practice and I can't even get 2 consistently off df2 or d+1. I got 3 once and that's it. The timing is so strict it's almost not worth it for the damage and carry. You have to CC the instant she dashes and then instantly go into F4. The amount of inputs and timing make my brain go to mush. I keep getting ws4 randomly, her knee just barely misses the opponent. God forbid I learn it P1 side then have to learn it P2. Can you do a video of you pressing the buttons on the controller? I usually learn timing better when hearing the buttons.
Thanks for watching. Will have to see about that one, lol. It's basically iws3. Instant while standing can be done by inputting d, df. I'll see if I can make a quick tutorial on it. 😊
I wouldn't recommend trying this out if you don't play on a wired connection. I do these combos online when I notice the connection is very stable. If your opponent plays on WiFi it may lag a bit so when that happens, I would stick to the easy combos. I've done difficult combos on 3 bars but it wasn't the best experience, lol. Not something to go for when the connection starts to change drastically.
Sorry for the delayed response. You can try to perform it with a hopkick. It lifts the opponent higher so that might help you understand how strict the timing is.
You are almost there but if the damage doesnt register it means the cancel is not fast enough yet. Put the opponent Ground Technique to Side Quick Roll left or right and after that if it hits its correct.
It's hard to say since you only have a very small input window to input the next f+4 following the cancel. What makes it so tough is having to go back and forth with your hands.
Great tutorial, few question 1. Have you tried it online? If it yes how long you take transition from offline to online? Cause simple hiccups will throw you off 2. You think the cancel can become mix up pressure? Anyway really appreciate the tutorial ;)
I've tried it online. The most I've done online is 4. I will post videos of it. I'd say it's good to start them on player matches. I always play with a wired connection and only attempt them when an opponent has a stable 4 connection or a solid 5. Once you master f+4 cancel, at the wall, you can cancel as a pressure tool since most opponents might be tempted to press buttons. Once they do, you can change your options by using f+4, 2 to beat out hopkicks or magic 4. That's what lots of opponents I've seen do online.
I'm surprised they gave this back to her from vanilla 6. Her B1,4,1+2 is reminiscent of her original BBP from vanilla 6 too. I wish they'd give her back the original KNK 4. She ducked and had more range.
Have you tried just getting the rhythm of one cancel? The first thing you have to do is practice the rhythm with cancelling out of the move into neutral. Don't worry about going into another cancel until you have an idea on the timing for one cancel.
@@prince.fatalis yep i see, i just started practicing it , really hard to press the buttons perfectly but i will try my best, thanks for the tutorial prince 👌
Besides the qcf,u motion for b+1,4 cancels, there's not another way. It might be easier to try first on player 2 side because your hands are not too close together.
Lol, yeah his is easier since he only has to connect fast moves with his cancels for great wall carry and he only needs one input. With Leo, it's two inputs (forward and 4) and it's a 17 startup as opposed to Drag's 1 jab and 4 strings which are 10 and 12 frames respectively.
It depends. I think Leo's multi f+4 is harder due to two additional inputs per cancel. They both require rhythm but since Lee has two inputs less for mist step, his difficulty lies more in remembering when the just frame happens. Another difference with Lee and Leo is that Lee generally requires difficult execution to excel. The same can be said with Leo when you want to maximize damage but Leo can do very well without the hard execution material. I wouldn't be surprised if they buff Leo's f+4 damage in order to make the risk more worth it in future games since they buffed Nina's ws+1.
I'm wondering about the practicality and consistency of these cancels for the most part? In the following videos I made, I made two combos that have the same filler yet the crouch cancels do not seem to connect in one of them; Streamable A: streamable.com/wfxwv Streamable B: streamable.com/0ftb8 I have labbed this a lot and there seems to be a real difference although this could be poor execution on my end. If I am not making a mistake, can you tell me what the difference between these two sample combos I made up would in fact be? (As a heads up I can do df+2 -> f+4 CC f+4,2 RUN f+4 CC f+4,2 which is definitely challenging). In general, the only observations I've made about what's easier with the CC combos are the following; 1.) b+1,4 CC f+4 is something definitely useable in a game and is realistic to land and the same goes to b+1,4 CC b+1,4 CC f+4. 2.) f+4 CC f+4 is harder than 1.) after immediately launching and doesn't necessarily provide much extra reward. 3.) f+4 CC f+4 after a screw state is extremely difficult. I feel like my observations may entirely be anecdotal. However I do also have a feeling that the way in which the screw state is utilised may affect the chance at f+4 CC f+4 as filler post screw. Any help with this would be greatly appreciated! Cheers, Vhaanzeit
I never got notified for this comment, lol. d/f+2 lifts the opponent a little in the air compared to the delayed hopkick. That could be the reason. In general, using 4 after d/f+2 is not recommended because if you get a CH on it which pushes the opponent more forward during launch or launch the opponent from long distance, the 4 will connect but b+1,4 will whiff.
This was so satisfying to watch
Thanks! I hope this tutorial helped you.
great tutorial dude! i love the motivation you added to doing his cancels, it takes A LOT OF EFFORT AND PRACTICE to even get TWO out consecutively , especially online!!
Thanks, mate. I'm currently working on a new combo video for Leo so you'll be seeing some new things. :)
His? Lol, im sorry but I just cant see Leo as a dude after what Tag2 did
@@SaltedMallows ah on my comment I posted two years ago...the answer is simple...if Leo wanna be a boy. Then ima call him that. The shortest sweet answer is: who cares? lmao
@@snackpaxcup i care she had some nice Honkers man
I know I’ve only tried it first today but this execution seems so steep like months of practice type of steep💀, you’re a legend
Wow, thanks.
I'm a new tekken player and currently a Leo main, I didn't know that you could cancel his df, so its nice to have some new tech
It is so hard to master her cancels but this tutorial helps out so much. I’ve been trying to perfects these cancels since Tekken 6. 😂
I just picked up Tekken 7, thinking I would main Geese, Jin, or Bryan, but I gravitated toward Leo quickly. Your guides are great!
Thank you! Tekken 7 is your first tekken game?
Thanks to this video I was able to pull off 2 consecutive cancels!! Appreciate you breaking it down.
Thank you! Hope to post more content when S3 arrives.
The most helpful leo video i have ever seen. Thanks (:
Many thanks. Was looking for something like this as no idea how to do more advanced Leo combos because don’t know how to CC
I'm leo enthusiast but i feel her f4 crouch cancel is kinda inconsistent. In tournaments you don't wanna drop combos so is best to stick to the regular ones. For b+1,4 pressure is a necessary tool though. Great video, i'm not an expert myself so this tutorial really helped me out, thanks.
Thanks or the input. Multi f+4 isn't really necessary, but some cancels are needed for universal damage. If you check out my Leo max damage video, you'll see that a few cancels are needed and actually inflict more damage than 6 f+4s in a row. Learning multi f+4 is just a skill in general as learning 6 EWGFs. Not ideal, but a cool skill to have mastered, nevertheless. :)
Best guide ever man...
I appreciate the hardwork!!
Very difficult, I can pick the combos apart and use them in different situations.
Thank you! And good luck!
Thanks for this wonderful tutorial bro, i can now practivce f+4 cancels :)
THANK U😭😭😭, I may not master it perfectly but thanks to you I manage to succeed from time to time.
Thx this was really helpful I wish I found this video earlier
This is fun. I still need to practice but I get how it works now.
Some people find it slightly easier to do the cancels on the player 2 side. I notice I don't drop them as often on that side compared to player 1. Perhaps it's due to the nature of the hands being farther away from each other. Good luck on mastering it!
@@prince.fatalis I have only been trying from P1. I wait until I see her start to dash then I enter u, f+4 as fast as I can. It is f+4, d/f, pause until dash start, u, f+4. thinking about it now I guess this is because knk has a pause before any move can come out of it.
Do you know what the frame data of f+4 into CC?
Strange. I wasn't notified by this response. It's difficult to say. F+4 comes out at 18 frames. When you look at it in slow motion, Leo just barely lifts the opponent off the ground so it's very strict timing. It has a very good hitbox so if the hitbox were to ever be nerfed in future games, she wouldn't be able to do this technique anymore.
Wow brilliant. You do it very well 👍 I need to practice it some more
Still easier than Nina’s iws+1.....at least for me it is....Nice video!
For me, Leo's multi f+4 is harder than Nina's iws+1. Golden Eggs also thinks Leo's crouch cancel is harder when it comes to multi f+4. At least with Nina, there's a greater reward for it in damage compared to the awful damage Leo gets from doing 6 f+4s in a row.
ty for this s"it. now i am godlike leo in my neighbourhood :D
i have a problem i know finally after a week how to kinkei cancel but theres a problem that i play in keybaord which not pad which theres a delay between u,f2 so instead of doing a kinkei it does the u,jump 2 what do i do plz help
edit: never mind i realized when i hold f then press 2 it does a kinkei instead of the jump 2
You're a blessing!
Thank you!
Took me two years but can do 6 loops now not worth ik but went to other characters, learned execution from there
Kreygasm
Nice tutorial!
This is what I was looking for. Thanks now I know how to do -> B.
how do you do the f+4 cancels so fast? I can do it but not in a juggle. plus the terrain is rotating in mine little by little but yours it is not moving to sidestep direction
Hours of practice and I can't even get 2 consistently off df2 or d+1. I got 3 once and that's it. The timing is so strict it's almost not worth it for the damage and carry. You have to CC the instant she dashes and then instantly go into F4. The amount of inputs and timing make my brain go to mush. I keep getting ws4 randomly, her knee just barely misses the opponent. God forbid I learn it P1 side then have to learn it P2. Can you do a video of you pressing the buttons on the controller? I usually learn timing better when hearing the buttons.
Can I do this on controller.
Great tutorial now plz make a tutorial of uf2,1 into ws3 tutorial plz plz
Thanks for watching. Will have to see about that one, lol. It's basically iws3. Instant while standing can be done by inputting d, df. I'll see if I can make a quick tutorial on it. 😊
So in a sense it's the same concept of doing PEWGFs consecutively. Shouldn't be to hard for me to learn then if that's the case
It does a little more damage and wall carries better but the risk/reward/difficulty just doesn't seem worth it. This is harder than Lee's B+2 loops.
thanks alot i will try
Good luck!
Are you using a PS4 controller on this or Arcade Stick? (when doing this combo in the video)
Yes, when doing the combos and all of my videos in general, I use a PS4 controller. :)
👍
Can you give me any tips on how to consistently perform this on diffrent connection bars
I wouldn't recommend trying this out if you don't play on a wired connection. I do these combos online when I notice the connection is very stable. If your opponent plays on WiFi it may lag a bit so when that happens, I would stick to the easy combos. I've done difficult combos on 3 bars but it wasn't the best experience, lol. Not something to go for when the connection starts to change drastically.
Still can't land the second f+4 after df+2. i'm getting annoyed and i'm cancelling with the buffer. Still nothing...
Sorry for the delayed response. You can try to perform it with a hopkick. It lifts the opponent higher so that might help you understand how strict the timing is.
i can pick up with f4 infinitely in practice mode but the damage doesn't register.. Any tips? If I try to go too fast then I end getting WS 4
You are almost there but if the damage doesnt register it means the cancel is not fast enough yet. Put the opponent Ground Technique to Side Quick Roll left or right and after that if it hits its correct.
I can do this cancel alot of times without stopping but the combo resets, do i need to do the f4 faster?
If the combo resets, you're not cancelling fast enough.
would you compare the rhythm of the stance cancel to certain just frames? Like Paul's demo man or king's f+3,1+2?
It's hard to say since you only have a very small input window to input the next f+4 following the cancel. What makes it so tough is having to go back and forth with your hands.
Great tutorial, few question
1. Have you tried it online? If it yes how long you take transition from offline to online? Cause simple hiccups will throw you off
2. You think the cancel can become mix up pressure?
Anyway really appreciate the tutorial ;)
I've tried it online. The most I've done online is 4. I will post videos of it. I'd say it's good to start them on player matches. I always play with a wired connection and only attempt them when an opponent has a stable 4 connection or a solid 5.
Once you master f+4 cancel, at the wall, you can cancel as a pressure tool since most opponents might be tempted to press buttons. Once they do, you can change your options by using f+4, 2 to beat out hopkicks or magic 4. That's what lots of opponents I've seen do online.
I'm surprised they gave this back to her from vanilla 6. Her B1,4,1+2 is reminiscent of her original BBP from vanilla 6 too. I wish they'd give her back the original KNK 4. She ducked and had more range.
I'm here because i'm an online newbie and a scrub Leo main.
I hope these videos have been helpful. 😁
I’m using a controller too! And I’m getting blisters by practicing this. Huhu i still can’t pull it off. Helppp
Have you tried just getting the rhythm of one cancel? The first thing you have to do is practice the rhythm with cancelling out of the move into neutral. Don't worry about going into another cancel until you have an idea on the timing for one cancel.
can i use this move in season 2? or is this one of the update in season3?
It has been working since Leo's start in T6. Still works in S3. :)
@@prince.fatalis yep i see, i just started practicing it , really hard to press the buttons perfectly but i will try my best, thanks for the tutorial prince 👌
@@wawaki1153 No problem! If you have any questions let me know. I'm also working on a iWS+3 tutorial for Leo.
Is there another easy way to do this?
Besides the qcf,u motion for b+1,4 cancels, there's not another way. It might be easier to try first on player 2 side because your hands are not too close together.
@@prince.fatalis Ok I will give it a try. Thanks for ths tips.
She has the same dash cancel like dragunov
Thought I would be able to do this sense it’s similar to dragunov but boy was I wrong 😭
Lol, yeah his is easier since he only has to connect fast moves with his cancels for great wall carry and he only needs one input. With Leo, it's two inputs (forward and 4) and it's a 17 startup as opposed to Drag's 1 jab and 4 strings which are 10 and 12 frames respectively.
How hard is this compared to Lees back 2 combos? I can do them fine... Cheers
It depends. I think Leo's multi f+4 is harder due to two additional inputs per cancel. They both require rhythm but since Lee has two inputs less for mist step, his difficulty lies more in remembering when the just frame happens. Another difference with Lee and Leo is that Lee generally requires difficult execution to excel. The same can be said with Leo when you want to maximize damage but Leo can do very well without the hard execution material. I wouldn't be surprised if they buff Leo's f+4 damage in order to make the risk more worth it in future games since they buffed Nina's ws+1.
Are you using a fight stick or a controller? :o
I'm using pad on a PS4 controller.
I'm wondering about the practicality and consistency of these cancels for the most part? In the following videos I made, I made two combos that have the same filler yet the crouch cancels do not seem to connect in one of them;
Streamable A: streamable.com/wfxwv
Streamable B: streamable.com/0ftb8
I have labbed this a lot and there seems to be a real difference although this could be poor execution on my end. If I am not making a mistake, can you tell me what the difference between these two sample combos I made up would in fact be? (As a heads up I can do df+2 -> f+4 CC f+4,2 RUN f+4 CC f+4,2 which is definitely challenging).
In general, the only observations I've made about what's easier with the CC combos are the following;
1.) b+1,4 CC f+4 is something definitely useable in a game and is realistic to land and the same goes to b+1,4 CC b+1,4 CC f+4.
2.) f+4 CC f+4 is harder than 1.) after immediately launching and doesn't necessarily provide much extra reward.
3.) f+4 CC f+4 after a screw state is extremely difficult.
I feel like my observations may entirely be anecdotal. However I do also have a feeling that the way in which the screw state is utilised may affect the chance at f+4 CC f+4 as filler post screw.
Any help with this would be greatly appreciated!
Cheers,
Vhaanzeit
I never got notified for this comment, lol. d/f+2 lifts the opponent a little in the air compared to the delayed hopkick. That could be the reason. In general, using 4 after d/f+2 is not recommended because if you get a CH on it which pushes the opponent more forward during launch or launch the opponent from long distance, the 4 will connect but b+1,4 will whiff.
By the way this is the original tutorial video where I learned about this tech. th-cam.com/video/rfnJwZ3pWkA/w-d-xo.html
It "up" hahaha i knew it
This girl was be mich easy to play to be true 😪