Leonardo (TF): Difference between revisions
Streetwize (talk | contribs) mNo edit summary |
Streetwize (talk | contribs) No edit summary |
||
| Line 50: | Line 50: | ||
|cancelable=C/N/S | |cancelable=C/N/S | ||
|description= | |description= | ||
This becomes a poke move in Hi-Speed 1 due to dead frames removing its ability to combo beyond normal speed. | |||
}} | }} | ||
}} | }} | ||
| Line 67: | Line 67: | ||
|cancelable=C/N | |cancelable=C/N | ||
|description= | |description= | ||
Your go-to poke move up close. | |||
}} | }} | ||
}} | }} | ||
| Line 84: | Line 84: | ||
|cancelable=C/N | |cancelable=C/N | ||
|description= | |description= | ||
Same as the far version, but a low. | |||
}} | }} | ||
}} | }} | ||
| Line 166: | Line 166: | ||
|cancelable=S | |cancelable=S | ||
|description= | |description= | ||
It is possible to chain into this attack, but its startup stops this from comboing. | |||
}} | }} | ||
}} | }} | ||
| Line 183: | Line 183: | ||
|cancelable=C/N/S | |cancelable=C/N/S | ||
|description= | |description= | ||
Doesn't hit as hard nor has much reach. Use this to end combos by cancelling into special. | |||
}} | }} | ||
}} | }} | ||
| Line 193: | Line 193: | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
|guard=[[Image: | |guard=[[Image:High.png|link]] | ||
|startup=12 | |startup=12 | ||
|active=10 | |active=10 | ||
| Line 200: | Line 200: | ||
|cancelable= | |cancelable= | ||
|description= | |description= | ||
It looks like it would be a good anti-air, but require positioning with its picky hitbox. | |||
}} | }} | ||
}} | }} | ||
| Line 352: | Line 352: | ||
|active=N/A | |active=N/A | ||
|recovery-whiff=34 | |recovery-whiff=34 | ||
|hitadvan= | |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. | 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. | ||
}} | }} | ||
}} | }} | ||
| Line 369: | Line 369: | ||
|active=N/A | |active=N/A | ||
|recovery-whiff=37 | |recovery-whiff=37 | ||
|hitadvan= | |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. | 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. | ||
}} | }} | ||
}} | }} | ||
| Line 386: | Line 386: | ||
|active=1[12]... 1[2](repeat) | |active=1[12]... 1[2](repeat) | ||
|recovery-whiff=10 | |recovery-whiff=10 | ||
|hitadvan=KD | |hitadvan=KD(first hit) +1/+4(even hits) +4/+7(odd hits) | ||
|cancelable= | |cancelable= | ||
|description= | |description= | ||
| Line 406: | Line 406: | ||
|cancelable= | |cancelable= | ||
|description= | |description= | ||
The DP you should use in most situations. It may not reach as far, but it's faster. | |||
}} | }} | ||
}} | }} | ||
| Line 423: | Line 423: | ||
|cancelable= | |cancelable= | ||
|description= | |description= | ||
The DP you ''shouldn't'' use in any situation. Overall slower with no extra damage to compensate. | |||
}} | }} | ||
}} | }} | ||
Revision as of 18:48, 1 January 2018
| 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 |
|---|
| Standing Light Kick |
|---|
| Close Light Kick |
|---|
| Standing Heavy Punch |
|---|
| Close Heavy Punch |
|---|
| Standing Heavy Kick |
|---|
| Close Heavy Kick |
|---|
| Crouching Light Punch |
|---|
| Crouching Light Kick |
|---|
| Crouching Heavy Punch |
|---|
| Crouching Heavy Kick |
|---|
| Jumping Light Punch |
|---|
| Belly Flop |
|---|
| Jumping Light Kick |
|---|
| Diagonal Jump Light Kick |
|---|
| Jumping Heavy Punch |
|---|
| Jumping Heavy Kick |
|---|
| Diagonal Jump Heavy Kick |
|---|
Special Moves
| Shining Cutter (Light) |
|---|
| Shining Cutter (Heavy) |
|---|
| Endless Screw |
|---|
| Roto Cutter (Light) |
|---|
| Roto Cutter (Heavy) |
|---|
Super Art
| Thousand Flurry |
|---|