||McMahon's Pet Emporium, Chesapeake Bay
||Meditating and Yoga
||His only motivation is to prove he's the best fighter.
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.
Pre-jump Frames : 2 frames (Hi-Speed 1)
Dizzy : 640 points
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