Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: 39; 13
Damage: +10; 7
Damage: 44; 14
Gain LTG with 1+2.
Damage: 43; 13
Damage: 38; 12
Damage: 41; 17
Gain LTG with 1+2.
Damage: +20; 13
Gain LTG with 1+2.
Damage: 50; 15
Damage: 60; 11
Damage: 20; 13
Gain LTG with 1+2.
Damage: +21
Heat Engager.
Damage: +21
Heat Engager.
Damage: 35
Heat Engager.
Damage: 30
Balcony Break.
Damage: +17, 11
Damage: 37
Heat Engager.
Damage: 38; 12
Damage: +55; 34
Whiffs off-axis. f+2 whiffs at max range.
Damage: +54; 32
Whiffs off-axis right.
Damage: 84; 36
Damage: +45; 26
Damage: +40
Easier option.
Damage: +35; 20
Damage: +50; 30
CH d/f+2+3: ws3 whiffs if not close. Whiffs off-axis left.
Damage: +49; 29
CH d/f+2+3: ws3 whiffs if not close.
Damage: 77; 32
Hard.
Damage: 59; 40
Damage: 72; 38
Whiffs off-axis left.
Damage: 69; 36
Damage: +60; 38
Damage: +55; 34
SSL before BBP if off-axis right.
Damage: 76; 31
Damage: 85; 36
Damage: +55; 34
SSR before BBP if off-axis right.
Damage: +54; 32
Damage: 76; 29
Hard.
Damage: 74; 29
Damage: 69; 29
Hard.
Damage: 72; 31
Damage: +47; 29
Hard.
Damage: +16; 11
(Hit confirmable.) (More range than df+2.)
(Mid balcony break.)
Leo can cancel quickly out of KNK stance in order to follow up with a standing move. This technique can be used to quickly block out of KNK stance, in combos with b+4~1,4 KNKc HB extenders after tornado, and more. This technique is also used inside combos in order to cancel f+4 repeatedly into further uses of f+4 for extremely high wall carry. To perform a KNK cancel, you must press down-forward to go into crouch dash from KNK, and then quickly tap up to cancel the crouch dash motion. Notationally, it looks like: f+4~df,n,u.; See Ayorichie's guide for more information.
Leo can use an instant ws3 in order to pick up a combo after certain moves, most importantly uf+2,1, a safe (but steppable) mid-mid launcher if picked up, but also b+2+3 on CH or parry, as well as CH (CD.2,)1.; The input must be done immediately after recovery (for uf+2,1), and after a dash (for b+2+3 and CH (CD.2,)1). The input should look like d,df,n,3 or d,df,f,3 with the df and n or df and f inputs each being one frame each. Note that as noted in the Staple combos, uf+2,1 has an alternative, much simpler pickup with Heat Burst which also guarantees a combo.; See Ex Kean's guide for more information.
140 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 14,13,23 (50) · m,m,h
Heat smash; Balcony break; Transition to attack throw on 1st hit; +8a(-1) on hit on first whiff; Enter CD +16g with df on block; 7 chip damage on block
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,10 · h,h
Jail from 1st block; Combo from 1st hit; Enter KNK r28 with b (-9/+2)
Damage: 5,10,16 · h,h,h
Combo from 2nd CH with 9F delay; Interrupt with i1 from 1st block; Move can be delayed by 9F; Input can be delayed by 10F
Damage: 5,10,16,21 · h,h,h,m
Balcony break; Combo from 2nd CH or 3rd hit; Move cannot be interrupted; Move is delayed 1F; Move cannot be delayed; Input cannot be delayed
Damage: 5,10,16,30 · h,h,h,h
Balcony break; Combo from 2nd CH or 3rd hit; Interrupt with i2 from 3rd block
Damage: 5,10,15 · h,h,L
Combo from 2nd CH with 6F delay; Interrupt with i4 from 1st block; Move can be delayed by 11F
Damage: 5,17 · h,h
Jail from 1st block; Combo from 1st hit; Can be punished with an i14 mid or i16 high crush mid (when Heat Burst is not activated)
Damage: 9 · h
Damage: 9,12 · h,h
Jail from 1st block; Combo from 1st hit
Damage: 9,20 · h,m
Combo from 1st hit; Interrupt with i2 from 1st block
Damage: 15 · h
Damage: 15,10 · h,h
Combo from 1st hit; Move cannot be interrupted; Enter BOK -6 +5 with d
Damage: 15,10,23 · h,h,m
Tornado; Balcony break; Combo from 2nd CH; Interrupt with i3 from 2nd block; Cancel to -15 -4 with B
Damage: 15,10,14 · h,h,m
Combo from 2nd CH; Interrupt with i4 from 2nd block
Damage: 17 · h
Damage: 25 · m
Balcony break; -7 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 14 · h
Damage: 14,21 · h,m
Combo from 1st hit with 6F delay; Move cannot be interrupted; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 14,16 · h,h
Combo from 1st hit with 7F delay; Jail from 1st block with no delay; Enter r20 CD -1 +7 with df; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 23 · h
Enter BOK +2 +6 +29a with d
Damage: 14 · M
Stance moves may be delayed by 11F; 4f timestop on CH; Enter CD r23 with df (-5/+1/+5)
Damage: 24 · m
Balcony break
Damage: 24 · h
Tornado; Balcony break; 7 chip damage on block
Damage: 21 · h
Balcony break; Sidesteps to the right
Damage: 13 · m
Damage: 13,20 · m,h
Tornado; Balcony break; Combo from 1st CH with 8F delay; Interrupt with i3 from 1st block; Move can be delayed 4F; Input can be delayed 8F
Damage: 15 · m
Damage: 22 · m
Homing; Balcony break
Damage: 14 · m
Damage: 20 · L
Damage: 18 · m
Spike; Enter FC with d
Damage: 23 · m
Spike; 4 chip damage on block
Damage: 10 · l
Damage: 13 · L
Damage: 13,23 · L,h
Combo from 1st CH; Interrupt with i7 from 1st block; Whiffs vs SSR, SWR from 1st block; Gain LTG -11d -1d on hit with 1+2
Damage: 7 · l
Damage: 6 · sl
Damage: 16 · m
Damage: 16,24 · m,h
Heat engager; Heat dash +5, +62a (+42); Balcony break; Combo from 1st hit with 14F delay; Interrupt with i1 from 1st block
Damage: 23 · h
No crouching state
Damage: 11 · L
Clean hit +2; Staggers on block; Causes float on hit if db+4,1 is input
Damage: 11,27 · L,m
Balcony break; Combo from 1st hit; +14a (+7)
Damage: 17 · m
Enter BOK -12 +4 with d
Damage: 17,20 · m,m
Balcony break; Combo from 1st hit with delay; Interrupt with i4 from 1st block
Damage: 17 · m
Damage: 17,14 · m,m
Combo from 1st CH; Interrupt with i5 from 1st block; Whiffs vs SSL from 1st block
Damage: 17,18 · m,m
Combo from 1st hit with 2F delay; Combo from 1st CH with 10F delay; Interrupt with i3 from 1st block; Transition to BOK r28? with d (-10/+11); Move can be delayed by 16F; Input can be delayed by 18F
Damage: 11 · m
Damage: 11,11 · m,h
Combo from 1st hit; Move cannot be interrupted
Damage: 11,21 · m,m
Heat engager; Heat dash +5, +43d (+35); Combo from 1st hit; Interrupt with i5 from 1st block
Damage: 12 · m
Damage: 12,13 · m,m
Spike; Combo from 1st hit; Interrupt with i1 from 1st block; Enter BOK -8 +3 with d; Enter KNK -10 +1 with b
Damage: 13 · m
Damage: 13,20 · m,m
Balcony break; Combo from 1st hit; Interrupt with i5 from 1st block; Cancel to FC -16 -3 with D
Damage: 13,14 · m,m
Combo from 1st hit; Interrupt with i17 from 1st block; Whiffs vs SS, SW from 1st block; Enter CD -5 +1 +5 with df
Damage: 15 · m
Damage: 15,13 · m,m
Combo from 1st hit; Jail from 1st block with ?F delay
Damage: 15,13,25 (30) · m,m,m
Combo from 2nd CH; Power up with motion input d,df,f+2; Interrupt with i2 from 1st block; 12 chip damage on block with motion input; Deals 25 damage without motion input
Damage: 6,12 · h,l
Parries high and mid punches and kicks
Damage: 30 · m
Balcony break; Combo from parry; Gain LTG on hit; +9a on hit during LTG
Balcony break; Parries high and mid punches and kicks; Side switch on punch parry (+5); 25 damage on kick parry (+1d), does not Balcony Break
Damage: 21 · m
Parries high and mid punches; Hit after parry is the same as on CH
Parries high and mid kicks
Damage: 30 · h
Combo from parry
Damage: 26 · M
Damage: 15 · m
Balcony break; Same move as uf+4
Damage: 60 · m!
Damage: 17 · m
Tornado; Balcony break; CH only; Doesn't Balcony Break on airborne
Damage: 8 · h
Damage: 8,17 · h,m
Tornado; Balcony break; CH only; Doesn't Balcony Break on airborne; Interrupt with i4 from 1st block
Damage: 8,25 · h,m
Balcony break; Combo from 1st hit; Gain LTG +22g on hit with 1+2; Interrupt with i2 from 1st block
Damage: 15 · m
Enter BOK -11 +21a (+14) with d
Damage: 15,17 · m,m
Combo from 1st hit; +23a (+16); Interrupt with i11 from 1st block; Whiffs vs SSR from 1st block
Damage: 21 · m
Balcony break; Can input with u+3; Less forward movement and deals 20 damage
Damage: 15 · m
Can input with u+4; Less forward movement
Damage: 20 · m
Damage: 25 · m
Balcony break; Gain LTG -9a on hit with 1+2; 5 chip damage on block
Damage: 20 · M
Enter BOK +0 +10d with d
Damage: 12 · m
Damage: 12,23 · m,h
Balcony break; Jail from 1st block; Combo from 1st hit +28a (+21)
Damage: 12,23,17 · m,h,L
Damage: 30 · m
Balcony break; 9 chip damage on block; Alternate input wr3; Transition to BOK with D (+6/+17a (+7))
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 8 · sl
Damage: 10 · l
Damage: 6 · l
Damage: 20 · L
Damage: 13 · m
Damage: 13,12 · m,L
Combo from 1st CH; Interrupt with i1 from 1st block
Damage: 13,12,24 · m,L,m
Balcony break; Combo from 2nd CH; Interrupt with i3 from 1st block
Damage: 17 · m
Damage: 9 · M
Alternate input CD.3
Damage: 9,9 · M,m
Combo from 1st hit; Interrupt with i3 from 1st block; Enter BOK -4 +9 with d; Alternate input CD.3,1
Damage: 9,9,20 · M,m,h
Combo from 1st CH or 2nd CH; Interrupt with i4 from 2nd block; Alternate input CD.3,1,2
Damage: 8 · m
Alternate input CD.4
Damage: 8,18 · m,m
Heat engager; Heat dash +5, +43d (+35); Combo from 1st hit; Interrupt with i5 from 1st block; Alternate input CD.4,1+2
Damage: 25 · m
Gain LTG +3 on hit with 1+2; Alternate input CD.1+2
Gain LTG
Damage: 14,16,20 · h,h,M
Balcony break; Spike; Combo from 1st hit; Jail from 1st block with ?F delay; Transition to BOK with D (±0c~?/+19d~+22d; 8 chip damage on block; Consumes 240F of heat timer during heat
Damage: 11,27,20 · L,m,m
Balcony break; Combo from 1st hit; +27a (+17); Jail from 2nd block with ?F delay; 8 chip damage on block; Partially consumes remaining heat time during heat
Damage: 12,13,17 (25) · m,m,m
Balcony break; Combo from 1st hit; +10a on 2nd whiff and 3rd hit; 42 damage from 1st hit with scaling; Interrupt with i1 from 1st block; 10 chip damage on block; Consumes 210F of heat timer during heat
Damage: 13,14 (20) · L,m,m
Balcony break; 35 damage with scaling from 1st hit; Combo from 1st hit; +15a (-2) on 2nd whiff and 3rd hit; Consumes 450F of heat timer during heat
Stance moves can be delayed by 14F
Damage: 12 · h
Transition to BOK r25 with D (-7/+4)
Damage: 12,17 · h,m
Heat engager; Heat dash +36a (+26); Balcony break; Combo from 1st hit with 11F delay; Move cannot be interrupted; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 12,20 · h,h
Strong aerial tailspin; Balcony break; Combo from 1st hit with 7F delay; Interrupt with i4 from 1st block; Transition to BOK r32 with D (+8/+32a (+6)); 4 chip damage on block; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 20 · h
Balcony break
Damage: 13 · m
Damage: 13,18 (16) · m,m
Tornado; Jail from 1st block; Airborne combo from 1st hit (+80a (+64)); Recovers 2F faster on hit (t67 r30)
Damage: 18 · L
Spike; Transition to CD r28 with df (-10/+6c/+19d); CD SS cancel is -12
Damage: 20 · M
Tornado; Balcony break; On non-CH grounded connect; Opponent recovers crouching; 6 chip damage on block
Damage: 24 · L
i15 sidestep cancel or block
Stance moves may be delayed by 8F; Transtiion to FC r34 with no input; Can buffer FC moves from frame 29; Cannot block in stance; i35 standing block (i37 from certain stance transitions)
Damage: 14 · m
+9s on hit when performing BOK.1,2
Damage: 14,20 (14) · m,m
Tornado; Jail from 1st block; Airborne combo from 1st hit (+72a (+56)); Transition to LTG r47 on hit with 1+2 (+56a (+40)/+57a (+41))
Damage: 23 · M
Damage: 30 · h
Homing; Balcony break; 9 chip damage on block
Damage: 14 · M
Stance moves may be delayed by 11F; 4f timestop on CH; Enter CD r24 with df (-5/+1/+5)
Damage: 21 · M
Heat engager; Heat dash +43d (+35); Balcony break; Spike
Damage: 7,13 · L,l
1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
Cancel to SS with U; Stance moves can be delayed by 22F; Cannot be buffered; Stance moves can be buffered out of heat dash; Cannot block in stance; Transition to r6? hFC with alternate input d,DF; cs1~20; Cannot access stance moves
Damage: 17 · L
Damage: 14 · m
Transition to KNK r28 with b (-9/+9)
Damage: 14,17 · m,m
on hit +22cg~23cg; 3 chip damage; Combo from 1st hit with 8F delay; Interrupt with i2 from 1st block; Move can be delayed by 4F; Input can be delayed by 8F
Damage: 14,26 · m,h
Balcony break; Combo from 1st hit with 8F delay; Interrupt with i9 from 1st block; Whiffs vs SS and SW from 1st block; Move can be delayed by 4F; Input can be delayed by 8F; 7 chip damage on block
Damage: 6,20 · m,m
Homing; Balcony break
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Damage: 22 · L
Spike; -2d (-10) on grounded hit
Damage: 25 · m
Balcony break; Crumple stun on CH
Damage: 21 · m
Balcony break
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch on hit; Deals 4 more damage at the wall
Damage: 40 · t
Throw break 1; Side switch on hit; Deals 4 more damage at the wall
Damage: 40 · t
Throw break 2; Side switch on hit
Damage: 50 · t
Deals 10 more damage at the wall
Damage: 40 · t
Balcony break; Throw break 1+2; Side switch; KNK.uf+1+2: i15~17 (t42)