Leonardo (TF): Difference between revisions
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== Introduction == | == Introduction == | ||
Leonardo is the traditional shoto character of the game. He possesses quite a rounded moveset, but is slightly on the slow side. He has decent combo ability yet he works best when played carefully. Knowing when to throw his powerful projectiles (and learning not to use Endless Screw so much in neutral) is critical. HP button is a really good overall button except for possibly his crouching punch. His Far HP is a great 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 some priority. | |||
Leo is the worst turtle of the four. He is not a fully-flawed character, but compared to Raphael he certainly becomes overshadowed. What Leo lacks in offense (and defense, to some degree) he has in tremendous space coverage. Far HP can be used to stuff projectiles before coming out. His DP can be used in just about any situation. A successful jump-in can lead to a dizzy. Playing Leo requires a great understanding of the neutral game and knowledge of pressure strings. Mixing up block strings helps keep the opponent on their toes, or you can turn a combo into a string with close HP not comboing. Throw it out after a few kicks, and see if they try to jump your projectile or block your DP. Depending on the spacing, sometimes you can catch their jump with Shining Cutter. In any case, the pushback of a heavy hit can be combined with a backflip to quickly create space. Raphael can get in relatively free compared to Leonardo. Despite Leo's lower damage output, once he gets in he can become just as scary. | |||
== Data Arsenal == | == Data Arsenal == | ||
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|cancelable= | |cancelable= | ||
|description= | |description= | ||
It works to stuff some projectiles, but it's decent as a semi-random poke. The distance makes it safe in any situation}} | |||
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|cancelable=C/N/S | |cancelable=C/N/S | ||
|description= | |description= | ||
Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward ''before'' going into this move. | |||
}} | }} | ||
}} | }} | ||
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|cancelable= | |cancelable= | ||
|description= | |description= | ||
The sword itself doesn't hit, but rather the elbow. | The sword itself doesn't hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended. | ||
}} | }} | ||
}} | }} | ||
Revision as of 23:59, 27 August 2018
| Leonardo | |
| Height | 5'8" |
| Weight | 170 lbs. |
| Eyes | Black |
| Age | 16 |
| Birthplace | McMahon's Pet Emporium, Chesapeake Bay |
| Weapons | Twin Katana |
| Favorite Activities | Meditating and Yoga |
| Ultimate Goals | His only motivation is to prove he's the best fighter. |
Introduction
Leonardo is the traditional shoto character of the game. He possesses quite a rounded moveset, but is slightly on the slow side. He has decent combo ability yet he works best when played carefully. Knowing when to throw his powerful projectiles (and learning not to use Endless Screw so much in neutral) is critical. HP button is a really good overall button except for possibly his crouching punch. His Far HP is a great 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 some priority. Leo is the worst turtle of the four. He is not a fully-flawed character, but compared to Raphael he certainly becomes overshadowed. What Leo lacks in offense (and defense, to some degree) he has in tremendous space coverage. Far HP can be used to stuff projectiles before coming out. His DP can be used in just about any situation. A successful jump-in can lead to a dizzy. Playing Leo requires a great understanding of the neutral game and knowledge of pressure strings. Mixing up block strings helps keep the opponent on their toes, or you can turn a combo into a string with close HP not comboing. Throw it out after a few kicks, and see if they try to jump your projectile or block your DP. Depending on the spacing, sometimes you can catch their jump with Shining Cutter. In any case, the pushback of a heavy hit can be combined with a backflip to quickly create space. Raphael can get in relatively free compared to Leonardo. Despite Leo's lower damage output, once he gets in he can become just as scary.
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 |
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| Standing Light Kick |
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| Close Light Kick |
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| Standing Heavy Punch |
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| Close Heavy Punch |
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| Standing Heavy Kick |
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| Close Heavy Kick |
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| Crouching Light Punch |
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| Crouching Light Kick |
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| Crouching Heavy Punch |
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| Crouching Heavy Kick |
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| Jumping Light Punch |
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| Belly Flop |
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| Jumping Light Kick |
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| Diagonal Jump Light Kick |
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| Jumping Heavy Punch |
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| Jumping Heavy Kick |
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| Diagonal Jump Heavy Kick |
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Special Moves
| Shining Cutter (Light) |
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| Shining Cutter (Heavy) |
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| Endless Screw |
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| Roto Cutter (Light) |
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| Roto Cutter (Heavy) |
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Ultimate Attack
| Thousand Flurry |
|---|