Leonardo (TF): Difference between revisions

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  |cancelable=C/N/S
  |cancelable=C/N/S
  |description=
  |description=
(none)
This becomes a poke move in Hi-Speed 1 due to dead frames removing its ability to combo beyond normal speed.
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  |cancelable=C/N
  |cancelable=C/N
  |description=
  |description=
(none)
Your go-to poke move up close.
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  |cancelable=C/N
  |cancelable=C/N
  |description=
  |description=
(none)
Same as the far version, but a low.
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  |cancelable=S
  |cancelable=S
  |description=
  |description=
(none)
It is possible to chain into this attack, but its startup stops this from comboing.
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  |cancelable=C/N/S
  |cancelable=C/N/S
  |description=
  |description=
(none)
Doesn't hit as hard nor has much reach. Use this to end combos by cancelling into special.
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|data=
|data=
  {{TF-Data
  {{TF-Data
  |guard=[[Image:Mid.png|link]]
  |guard=[[Image:High.png|link]]
  |startup=12
  |startup=12
  |active=10
  |active=10
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  |cancelable=
  |cancelable=
  |description=
  |description=
(none)
It looks like it would be a good anti-air, but require positioning with its picky hitbox.
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}}
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  |active=N/A
  |active=N/A
  |recovery-whiff=34
  |recovery-whiff=34
  |hitadvan=??/-2
  |hitadvan=-5/-2
  |cancelable=
  |cancelable=
  |description=
  |description=
Recovery time is based on when the move misses. The slowdown from ''hit'' will extend recovery, so being close will leave you open. On block the advantage shown is from point-blank
Recovery time is based on when the move misses. The slowdown from ''hit'' will extend recovery, so being close will leave you open. The advantage shown is from point-blank range.
}}
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  |active=N/A
  |active=N/A
  |recovery-whiff=37
  |recovery-whiff=37
  |hitadvan=??/-5
  |hitadvan=-8/-5
  |cancelable=
  |cancelable=
  |description=
  |description=
Recovery time is based on when the move misses. The slowdown from ''hit'' will extend recovery, so being close will leave you open. On block the advantage shown is from point-blank
Recovery time is based on when the move misses. The slowdown from ''hit'' will extend recovery, so being close will leave you open. The advantage shown is from point-blank range.
}}
}}
}}
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  |active=1[12]... 1[2](repeat)
  |active=1[12]... 1[2](repeat)
  |recovery-whiff=10
  |recovery-whiff=10
  |hitadvan=KD/+1/+4(front hits) +4/+7(behind hits)
  |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits)
  |cancelable=
  |cancelable=
  |description=
  |description=
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  |cancelable=
  |cancelable=
  |description=
  |description=
(none)
The DP you should use in most situations. It may not reach as far, but it's faster.
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  |cancelable=
  |cancelable=
  |description=
  |description=
(none)
The DP you ''shouldn't'' use in any situation. Overall slower with no extra damage to compensate.
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Revision as of 18:48, 1 January 2018

  This article is nice, but could use a little cleanup.

This article currently could benefit from pictures, colors, and a bit more gameplay information. We'd be pleased if you could contribute!


Leonardo
Height 5'8"
Weight 170 lbs.
Eyes Black
Age 16
Birthplace McMahon's Pet Emporium, Chesabeake Bay
Weapons Twin Katana
Favorite Activities Meditating and Yoga
Ultimate Goals His only motivation is to prove he's the best fighter.

Introduction

Leo is the shoto character of the game. He possesses quite a rounded moveset, but is slightly on the slow side. He has decent combo ability though he works best when played carefully. Leo cannot risk overcommittal even though his projectiles packs a punch. Knowing when to throw them (and learning not to use Endless Screw so much in neutral) is critical. His HP button is a really good overall button except for possibly his crouching punch. His far HP is a decent poke, Close HP has a lot of range and can combo, Jumping HP is great for air-to-air, but Crouch HP is quite slow as an anti-air despite having good priority.

Data Arsenal

Pre-jump Frames                        :  2 frames (Hi-Speed 1)
Dizzy                                  :  640 points

Movelist

Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox

  • = After active frame(s) For calculating total move time

Advantage is on hit and block, respectively

Normal Attacks

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 0/+3 C/N/S

This becomes a poke move in Hi-Speed 1 due to dead frames removing its ability to combo beyond normal speed.


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Your go-to poke move up close.


Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Same as the far version, but a low.


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 8 13 -6/-3

For 10 damage it is only decent as a semi-random poke.


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 22 -11/-8 S

The proximity required for this move is extremely lenient. From far away though combo options are limited.


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 -4/-1 C/N/S

A working anti-air that every turtle has.


Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 22 -11/-8

(none)


Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 2 14 -7/-4 S

It is possible to chain into this attack, but its startup stops this from comboing.


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 9 -1/+2 C/N/S

Doesn't hit as hard nor has much reach. Use this to end combos by cancelling into special.


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 10 9 -4/-1

It looks like it would be a good anti-air, but require positioning with its picky hitbox.


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 5 12 KD/+2 S

(none)


Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 infinite N/A N/A

(none)


Belly Flop
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A

(none)


Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A

(none)


Diagonal Jump Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A C/N/S

(none)


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 10 N/A

Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end.


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A N/A

(none)


Diagonal Jump Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A N/A

Great for crossups, and has better stun than jHP.


Special Moves

Shining Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 N/A 34 -5/-2

Recovery time is based on when the move misses. The slowdown from hit will extend recovery, so being close will leave you open. The advantage shown is from point-blank range.


Shining Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 N/A 37 -8/-5

Recovery time is based on when the move misses. The slowdown from hit will extend recovery, so being close will leave you open. The advantage shown is from point-blank range.


Endless Screw
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[12]... 1[2](repeat) 10 KD(first hit) +1/+4(even hits) +4/+7(odd hits)

Both versions have identical data except that Heavy has an additional spin. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit works.


Roto Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 3 30 KD/-10

The DP you should use in most situations. It may not reach as far, but it's faster.


Roto Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 38 KD/-18

The DP you shouldn't use in any situation. Overall slower with no extra damage to compensate.


Super Art

Thousand Flurry
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 25 180 35 -??/-13 C/N/S

This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.