Huge Balance Update | Leo BUFFED?
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- čas přidán 6. 09. 2024
- In patch 1.05 a lot of changes are made in order to restore balance to the game and help showcase the characters uniqueness in battle and with the nerfs to leos combo damage and high powercrushes you can see that across the board damage was being addressed, this patch was really healthy for the game and i am happy about the changes that have been made because it allows for less 2 successful hit death scenarios making the game more interactive, Leo has undergone some interesting changes let me know what you think about them in the comments section below
x.com/retr0art... on the thumbnail
I'm glad that d+1 is more useful again, I used to get so much out of this move in T7.
I like the QCF+2 improvement too.
Wall damage and sabaki nerf are a huge bummer though, they kinda took away the few things that made Leo stand out from the rest of the cast IMO. I would be more okay with this if other characters received similar nerfs.
Leo has continuously been nerfed since release. The wall combo was all we had. It made the walls Leos unique play while you still got Bryan’s doing 80 damage from one combo.
Not to mention that our “ in heat only “ are just old LTG and lame af compared to the cast.
Oh also that use 1+2 power crush.
Did they hate Leo or something xd why all that damage nerf !?
bro, Leo mains downplay the most
all you have? bro df2+3 is a completely insane move to only be-12.
@@Samura5555 maybe if it wasn’t 20f
Qcf mixup is nasty now especially if you do qcf2 into stance
idk how I feel about D1 buff majority of the time I use D2 but knowing D1 comes out faster probably alternate between the two and at the wall it's pretty deadly so I'll probably use it more often. One thing I know for sure tho is D1 on CH is a deadly 50/50 going into DF3 or WS2. Regardless of the damage nerfs Leo still does a sht ton of damage 😂 just not at the point you can end a round off 1 combo and mix up anymore. You need 1 more mix up/hit to possibly kill which isn't a bad thing .
Didn’t need damage nerfs
Nice to see the +13 on CH d+1 does not force crouching. It would be kind of a bummer if you had to commit to crouching to get anything beyond a df+1 from it. Love the change to CD 2,4 as well, anything to rack up that chip damage and make people duck.
You actually do get follow up from d1 on ch without crouching but it does feel a little weird doing it sometimes.
You have a lot more time to confirm the crouch than you might think, it’s pretty easy to go down when you react to ch
his bok 3 should be a strong aerial tailspin for combos hwos's backlash
Wish leos tracking was buffed honestly
I use d+1 with a df+3 as a follow up alot and then mix with Leos QCF combos. But with the frame advantage on block for qcf 2,4 now, its gonna be something i will use more often and excited for cuz it opens a new window for extended combo starters in my arsenal
Finally, a Tekken creator who actually talks about my boy Leo. A lot of Tekken creators here on CZcams usually skips or doesnt even acknowledge Leo(whether there are any Nerfs/Buffs/General Updates about Leo)
Well put together and useful video richie. Would love to seea bit more details (similarly to how you broke down the applications of the qcf1,4 +4 advantage)around the ws options after a d1 counterhit - some gameplay footage of that would be sick...
Leo seems very bugged right now
I hit through the opponent quite a lot
Which never happened before the update
I found it the opposite tbh
Leo players are certainly eating good in Tekken 8! I low-key kind of hope this character actually gets some recognition...that doesn't mean I won't be downplaying though. Lol. This patch, the qcf 2 and d1 changes are sensational! Can't wait to see what kind of BS we can come up with.
Thanks for the overview, Richie!
I play on PS5 with my PS5 controller and also mains Leo. I struggle with the moves that uses the QCF/QCB inputs to start a move. Any tips on how i could improve on executing it more consistently(im literally in lab for atleast a good hour or 2 but no improvement). Sometimes i would hit it but there are more times when im not even close to doing it.
I use a ps5 controller too. It requires precise timing. At the start i found it very difficult. Now it’s fine.
Add me Dr3tha_Goat
1. Nerf Wall and Combo damage
2. Nerf defense (Subaki)
3. Buff Offense in neutral
- Few mid size nerfs
+ Few huge buffs
= Small buff overall
Subaki nerf is not small at all alot of frame traps and parry interrupt are gone. It was my main key move against Bryan d/f1 and much more.
The buffs are nice, but they didn't touch Leo's horrible tracking issues. That's disappointing. You basically have to play a slower game than most of the rest of the cast because of it.
Great vid! 👏🏻
Her back 1,1+2 is still minus twelve. Leo might benefit from the side step buff; but her frame data is still lacking on block imo
How did you get that thumbnail?
Thanks
Appreciate the support🐐
vs dragunov 1,2,4 on the last hit if drag uses power crush it whiffs. is this a bug?
Why did they have to nerf b2+3? I love using that move :[
Is there any change other than the frames you have to input it for it to parry?
@xKayNee no, it's just instead of it being active at 2f, It's active at 5f which makes a difference for the parry setups.
@@Oroboruscomp ah okay. I was just curious because before the patch I was doing the ws3 pickup fine after the parry. But now I can't. Was it character specific before?
@xKayNee no you can still do that. What I mean is, let's say you do a -2 on block move. You can parry any punch from 14f-22f because it's active from 2f-8f. However, now that it is active at 5f-9f, some parry setups don't work anymore. Unless they press really slow punches.
Biggest buff for me ff3 crushing low
- b4,1 ch is still bad because you taking a risk getting punished while all you got just guarantee followup
- qcf2,4 why -11 to begin with? Unless it jail or +ob the chip damage is tiny while im risking getting launch not gonna bother to use it except combo ender.
- bok 1+2 bamco nerf the damage while the hit properties wasn't fix because many instances d3+4 will whiff if it hits on grounded open stage should be pulled the opponent closer when it hits.
qcf2 hit confirm window is small might as well hit all the string since both options are safe, why lowering damage input also qcf2 alone is -9.
For your second point, qcf2, 4 doesn't jail, sure, but they also buffed qcf2, 1. The second mid now tracks big time to the right (still misses to the left) even if the first hit whiffs. It's also delayable. However, the big thing is that the two strings can't be fuzzy guarded. Qcf2, 4 can be ducked, but the time it takes for your character to duck after blocking the first hit means that if you try to duck it and the leo goes for qcf2, 1 instead, you *will* get hit. It's impossible to crouch and then get back up before the second mid hits you. Basically, they have to do a hard read; either they commit to the duck or the stand block, or they sidewalk left.
But the nice thing is that you have ways to deal with the sidewalk left too. Just end the string at qcf 1. The pushback makes it unlikely for them to hit you with anything, and you can go into KNK by holding back from it. There's still the threat of your other qcf moves too, including qcf3+4, which is homing.
First
Let's goo Richie