Leonardo (TF): Difference between revisions

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Not as much stun as jHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.
Not as much stun as jHK, but when spaced right, this move can be amazing. Wins many air-to-airs, can confirm into SC combos to create dizzies, even capable of straight up BEATING Arm & Mike DPs when spaced immaculately. This is easily Leo's BEST move, USE IT!
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Revision as of 12:39, 3 July 2021

  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, 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. Unlike Raph & Mike who are capable of zoning from afar, Leo likes to get in close with his projectile. With increased stun and a fast startup, Leo's gameplan when understood deeply is actually quite different than the average shoto character as it revolves around pushing 50/50 situations with his lethal shining cutter and access to 2 anti-air normals in LP & HK allowing for single button reactions. He may not be able to punish dizzies as hard as his brothers, but he can be quite good at creating dizzies to begin with when played properly. Leo is an easy character to grasp a basic concept of, but difficult to play at higher levels due to a combination of unintuitive attributes and game mechanics. Abuse Leo's J.HP, it's his only truly ignorant move when spaced meticulously.

Quirks & Tech

If you hold down L or R, you can prevent yourself from inputting accidental Roto Cutters which allows Leo to push forward while using his shining cutters against a backed or cornered opponent.

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

Standing Normals

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 attack only combos in normal speed on P1 side due to hitstun differences. Good anti-air for close-range scrambles without commitment.


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

It works to stuff some projectiles, but it's decent as a semi-random poke. The distance makes it safe in any situation


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 21 -11/-8 S

The proximity required for this move is extremely lenient. From max distance combo options are limited.


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 -3/-0

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 7 +3/+6

Another anti-air. Slightly worse, but with better recovery.


Crouching Normals

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

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.


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. Worse priority than suggested. It also whiffs on certain crouchers.


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

The sweep. Not as much range as you'd like.


Jumping Normals

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

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.


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

The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned.


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

Tons of active frames on this one.


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

A short-range move with low priority. JHK and belly flop should be used instead.


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

Not as much stun as jHK, but when spaced right, this move can be amazing. Wins many air-to-airs, can confirm into SC combos to create dizzies, even capable of straight up BEATING Arm & Mike DPs when spaced immaculately. This is easily Leo's BEST move, USE IT!


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

Same animation as Neutral Jump LK. More damage but fewer active frames than its LK counterpart (none)


Jumping 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)
236LP
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 N/A 34 -5/-2

Use this one over heavy in most cases as it's faster to recover. The advantage shown is from point-blank range.


Shining Cutter (Heavy)
236HP
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 N/A 37 -8/-5

Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.


Endless Screw
214K
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 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.


Roto Cutter (Light)
626LP
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 30 KD/-10

The DP you should use in most situations. It may not reach up as high, but it goes slightly further.


Roto Cutter (Heavy)
626HP
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. Less horizontal reach, and with no extra damage to compensate.


Ultimate Attack

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

Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.


Combos/Punishes

Chain of LKs > LP Shining cutter OR cr.LP(This move has decent reach and damage but risky whiff) > LP Shining cutter (The point is to get a dizzy for the combo below.)

Cross up air HK > Close HP > HP Endless Screw (This is a good damage and consistent dizzy punish that leaves Leo in a GREAT position, even being able to cross up again on the downed foe. If you choose to do so, go with body slam as the hitbox is much more reliable than HP/HK in keeping advantage.)


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