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Note: The combos with iws3 are far from optimal. uf+2,1 and BOK 1,2 into iws3 are the only combos that you can benefit from learning instant while standing to get more damage and wall carry. In general, max damage combos are mainly useful if it makes the difference between your opponent having 5 damage left or none. In open stages, they may come in handy. Screw combos that end in ws+3,1,2 may also be handy for wall carry if it's 10 hits but you must master when to delay it or else it will whiff. As usual, let me know if you guys have any questions. :) There's not much of a difference except some new finds I found and the fact that Leo's hopkick (including the delayed one) and Ch u+3+4 can benefit from KNK 1+2. I will be working on a staple combo video for Leo which will also include the combo notations. Below are the list of abbreviations used in the video in case you guys might be wondering what they mean: CH: counter hit LP: low parry MD: micro dash WS: while standing CC: crouch cancel (this involves the inputs df,u) CC Tutorial: • Tekken 7 | Leo | Multi-Crouch Cancel Tutor... Music: Traxx - In the End