Tekken 7 Leo: b4,1+2 oki

Tekken 7 Leo: b4,1+2 oki

I'll go ahead and leave all the notes here in order of the clips B4, 1+2d is -16 crouching on block -3 on hit B4, 1+2d is +51 on tech as a open combo ender Ws 3 and fc df 3 both beat all wake up options. ws 3 floats spring and recovery kicks, its grounded on everything else. 7 damage if they try to stay down or get up, 8 if they try a wake up kick.( can be delayed for the ch ws3 string.) Fc df 3 hits grounded for 16 damage. Can counterhit wake up kicks and recovery kick for the NH follow up if you connect with b4 at tip, but more times than not it will just hit grounded. you can delay slightly but risk being ch'd or spring kicked doesn't hit spring kick, spring kick whiffs right in front with nothing guaranteed orbital launches wake up kicks, blocks or hits against wake up backwards/stand up, punishes recovery kick, hits grounded if they do nothing or attempt side roll in either direction. b4, 1+2d is +30 when used as a wall ender and they tech roll. You recover in FC. b4 1+2d has free follow ups when used as a wall ender with no tech. mainly ff3 which can be pretty easily confirmed. b4,1+2d when used to end a backturned combo, ff3,4 will catch wake up backwards, wake up attacks, or stand up for another backturn combo( this one can be difficult since you only get 25ish frames before they can block it, there are easier options on a read however.) b4,1+2d when used as a back turn combo ender, fc df3 is uninterruptible, and unblockable if they try to stand up. also beats both side rolls for a grounded hit. If they stand straight up you don't get the follow up, but ff2 will hit if they try to get up or attack. If you find any other cool shit, feel free to post it :3