I'll find some way to upload my notes in a bit.
Leo does literally everything. She has moves, and good moves, for every range and every situation. She's evasive as well. She's not poke, combo, wall or CH based, or more to the point, she is. All those. Her BnB combo damage off her hopkick or df2 is lower (59-61-ish) but her wall damage is dumb and most of her other launchers lead to respectable mid 60s to low 70s. Add a wall and she hits 80 easily off a ton of her very common and practical stuff. Powerful CH tools.. b1 is the cornerstone of your offense and, guess what? Counter hit launcher. Lots of good shit. Great Oki. Command throws that splat and lead to 60~ damage at the wall. Everything.
The beginning core of her offense is b1,4, this transfers into KNK stance and allows her to mix out of it, and you can also hold forward to enter her qcf dash and access that moveset. It's extremely + ob, +8 I believe, but you only really have your know or roll dash stuff accessible. A ton of that is safe though, and some launch. So mix 'em and reap the rewards, or just do nothing and deal with follow ups.. but if you can get a b1,4 out in neutral you can kill opponent momentum. It can lead to long, frustrating sequences where they have to hold quite a lot of offense before venturing a poke or step to.escape... especially since b1,4 into.knk stanxe can lead back into another f4 (manual entry for knk stance) and thus repeat the loop. Not for is against mashers but when they respect your offense it's powerful.
Main bnb is roughly:
(Launcher that knocks them into the air) f2 b1,4~f~3 b1,4~2 s! Dash up f3~f~1+2
There are variations on this, the f2 can be replaced with different moves based on what move you used to launch, upping the damage and you can do different things with the ender, but it's a start. Just remember the first b1,4~f in the combo will convert into her roll dash, you have have to let the dash almost finish before hitting 3, otherwise she's too far for the combo to keep going. You'll see what I mean.
Most launchers that start with a crumple state lead to roughly the same combo with the exception of the f2 being a move designed to pick them yo.off the ground, or just going straight into the b1,4.
She has too many good moves to list, so I'll take some pics of my notes as soon as I get out of the shower. Even my notes don't do it all justice. Like qcf3+4. Just found that move recently, and db1+2,2.