Leonardo (TF): Difference between revisions
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For 10 damage it is only decent as a semi-random poke.}} | For 10 damage it is only decent as a semi-random poke. It's quite safe if it connects though}} | ||
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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 | Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects. | ||
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|attack=Roto Cutter (Light) | |attack=Roto Cutter (Light) | ||
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{{TF- | {{TF-Dat5 | ||
|guard=[[Image:Mid.png|link]] | |guard=[[Image:Mid.png|link]] | ||
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The DP you should use in most situations. It may not reach as | The DP you should use in most situations. It may not reach up as high, but it goes slightly further. | ||
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The DP you ''shouldn't'' use in any situation. Overall slower with no extra damage to compensate. | The DP you ''shouldn't'' use in any situation. Overall slower, and with no extra damage to compensate. | ||
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Revision as of 23:45, 1 February 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
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 |
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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) | Template:TF-Dat5 |
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| Roto Cutter (Heavy) |
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Ultimate Attack
| Thousand Flurry |
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