T6BR tier list

Well two demotions later... are you sure I'm supposed to be playing Leo defensively?

I changed up my more aggressive and less safe Leo for what you said (more turtling, use safer moves) and I seem to be losing a lot more (at least, more than usual) harshly. Before, when I was more aggressive with Leo, I could at least score 2 or more rounds per fight and I was starting to win more such that I was able to promote to 3rd dan. Now I'm back at 1st dan and not really doing too well.

I'm still confused about what you said I should use for punishers. A lot of her punishers are pretty unsafe, and the pokes you mentioned that I should use are really slow (aside from 2,1). I'm not quite sure how I'm supposed to deal with speedy mids and highs if all I have is 2,1. Especially since Paul, Bob, Nina, Anna, Law, and Feng Wei can out-poke my 2,1. I can punch-parry or reversal, but then what? I used to use 1 or 1,2 just to bait jabs so I could go for CD 1 or 2 another anti-high. Should I use f+4 even when its unsafe on block? b+2,1+2 is unsafe on block and it's slow, and I don't see much reason to use this move outside of juggles or wall-combos. Occasionally I can score a counter hit and follow up with a launcher or low. On block, though, I eat jabs and forced into a defensive position. Against more jab-happy characters who can out-poke me, it's pretty hard to break it. I'm not very good at side-stepping jabs. Speaking of side-steps, b+2,1+2 is so very easy to whiff. A lot of players are just side-stepping it. This basically leaves me with d/b+1+2... I use the follow up, although I'm not sure if you wanted me to. I like the move, but it doesn't feel quite as useful as other punishers. Mainly, the move seems to punish players who attempt to stand up right next to me or roll forwards. But I have d/b+4,1 to help in that case.

That just leaves me with b+1,4. I like the move, players do eat the counter hits a lot, but as a general poking mechanic, it's also useful. However, no one seems to be ducking the KNK 2 or KNK 3 strings. They just sit there and block it all day. Ocassionally, I'll get some players to eat KNK 3 and then go for my standard juggle. Almost no one eats KNK 2. And even if they do and are forced into a back turn state, then what? I figured doing CD+1 or 2 would be good, but you said that's too risky. So I'm a little confused here.

For oki situations, I have d/b+4,1 and d/f+2. I was attempting to use BOK and force a guessing and get the opponent to pause before attempting to punish it - post wake-up. You said using BOK is too risky, so I'm not using it now, which means I'm now at a 50/50 mix-up, and one of my options means I eat a launcher and combo if I guess incorrectly. I suppose, though, since I'm supposed to be more turtle oriented, I shouldn't go for oki?
 
Being a fellow Leo main, I "rarely" land KNK 2 CH myself. I'd just assume it's the level of play I'm at and it never happens, ever. I get a hell of a lot more BOK 1 CH, which also leads to nice damage. However, whenever I enter KNK, my opponents are also prone to just hold back all day. In this case, I WILL actually use KNK 4 for that low just to remind them I have that option. When I get low parried or it gets block, then I'll attempt the other options out of KNK a lot more. More or less, I abuse KNK 4 until my opponent wises up to it. To never ever us KNK 4 is rather silly because holding back flat out beats every other option out of the stance. It isn't similar to BOK where you actually get decent frame advantage on block and wall splat on hit out of one of the options (granted the option does have it's risks).

As for my overall Leo gameplay, I simply space and poke. If I see the opportunity for launch I'll take it, but I no longer spam them like I used to, lol. Pokes all day. Chip away at that health. Anna is the closest character I have to rushdown in this game, so if I'm in the mood for that, I'll play her.

Another tip: learn to combo from your CHs. You'll probably be landing those a lot more than launchers unless you're really good at stepping shit (I'm still shit at stepping correctly in this game).

Learning to combo from CH SS 1+2 and CH d/df/f 2 will help. Even landing Leo's Magic 4 will help to some extent, granted she doesn't get anything fancy from it like some other characters.
 
Being a fellow Leo main, I "rarely" land KNK 2 CH myself. I'd just assume it's the level of play I'm at and it never happens, ever. I get a hell of a lot more BOK 1 CH, which also leads to nice damage. However, whenever I enter KNK, my opponents are also prone to just hold back all day. In this case, I WILL actually use KNK 4 for that low just to remind them I have that option. When I get low parried or it gets block, then I'll attempt the other options out of KNK a lot more. More or less, I abuse KNK 4 until my opponent wises up to it. To never ever us KNK 4 is rather silly because holding back flat out beats every other option out of the stance. It isn't similar to BOK where you actually get decent frame advantage on block and wall splat on hit out of one of the options (granted the option does have it's risks).

As for my overall Leo gameplay, I simply space and poke. If I see the opportunity for launch I'll take it, but I no longer spam them like I used to, lol. Pokes all day. Chip away at that health. Anna is the closest character I have to rushdown in this game, so if I'm in the mood for that, I'll play her.

Another tip: learn to combo from your CHs. You'll probably be landing those a lot more than launchers unless you're really good at stepping shit (I'm still shit at stepping correctly in this game).

Learning to combo from CH SS 1+2 and CH d/df/f 2 will help. Even landing Leo's Magic 4 will help to some extent, granted she doesn't get anything fancy from it like some other characters.

CH SS+1+2 is awesome. awesome!

there's another option from KNK to break turtles... d/f. i mean of course it's risky, but if they're really gonna stand there and block, you can really mess with them with KNK cancels. once you've conditioned them to just block, try something like b+1,4, KNK d/f~u, d/b+4,1. really, anything threatening after a KNK cancel should work towards landing more KNK 3 and CH KNK 2. so for example, b+1,4 KNK d/f~u, f+4 KNK d/f~u, throw_d+2 should wear down them turtles.

CH BOK 1 leads to a full d/f+2 juggle IFF they don't break the stun (by holding forward).

Wind: to get out of a jab frenzy, try f+2+3. it's high, but it evades a ton of stuff, especially if you SSR into the move.

don't mix d/b+4,1 with d/f+2. if they crouch guard and you hit with d/f+2, not much happens, lol. use hopkick or ws+2 since those launch crouchers.

i'm not positive, but i think Leo's 2,1 is i11, not 10.

if you hit with KNK 2, it's a bizarre situation because they're so far away. one option is to do what i call a fake CD, which is like a QCF but without the F, so d,d/f,n , and it leaves you in FC. if they attack while BT, they'll whiff and you'll be in their face in FC with all her WS options to threaten with.


also, it shouldn't matter much if your punishers are unsafe. this is because punishment by definition is a guaranteed hit. you punish unsafe moves that you have blocked (opponent's hopkick is -12, you block it, you punish with 1,4 or 2,1) or that whiff (opponent whiffs a hopkick, you ff+2 or f+1+2 of d/f+2 while they are unable to block). anything that is not guaranteed is just a mixup.
if you block a hopkick and decide to retaliate with d/b+4,1 (which works often, btw ;)) that is Not punishment, because they have time to block it. so in this case, move safety does matter. but in terms of punishment, all your punishers could be -1000 on block and it wouldn't matter because, as long as your timing is on, you use them in situations where they cannot be blocked at all.
 
Back
Top