Leonardo (TF)
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 any button, you can prevent yourself from inputting accidental Roto Cutters. This allows Leo to push forward while using his shining cutters against a backed or cornered opponent. Typically, L or R is used, but you can hold LP or HP, do the motion, and release, to utilize negative edge Shining Cutters.
It is possible to pull off Shining Cutters with just down, forward. Similarly, it is possible to do Roto Cutter with forward, down, forward.
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 |
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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 Normals
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 Normals
Jumping Light Punch |
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Belly Flop (Down+LP) |
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Neutral Jump Light Kick |
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Jumping Light Kick |
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Jumping Heavy Punch |
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Neutral Jump Heavy Kick |
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Jumping Heavy Kick |
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Special Moves
Shining Cutter (Light) 236LP |
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Shining Cutter (Heavy) 236HP |
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Endless Screw 214K |
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Roto Cutter (Light) 626LP |
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Roto Cutter (Heavy) 626HP |
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Ultimate Attack
Thousand Flurry |
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Combos/Punishes/References
J.HP > cr.LP > Shining Cutter(This is your "fishing combo", which means as you're throwing out J.HPs in the neutral, you react accordingly and follow with the rest of the combo upon connecting. This is to setup a dizzy for the combo below.)
J.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 on the downed foe. If you choose to do so, be wary of the opponent's wake-up options and cross up accordingly. NOTE: You may need to cross up your J.HK vs Aska & War due to their weird hurtboxes as the Endless Screw may whiff if performed normally.)
Dizzy setup & punish vs Raph/Mike https://www.twitch.tv/yartarr42/clip/BrainyPlumpBillMau5-JkyvebWxkuIOLw7K?filter=clips&range=7d&sort=time
Dizzy setup & punish vs non-Raph/Mike https://www.twitch.tv/yartarr42/clip/PunchyThirstyOrangeANELE-hTyeOBPaSz8YNuO4?filter=clips&range=7d&sort=time (Note that you can get a dizzy by using a J.HK instead, but it is often preferred to opt for J.HP and worry about landing a light move after since J.HP not only provides much more priority, but can be performed of neutral jumps as well. There is also the idea of using close HP instead of cr.LP, but the problem is not only the riskier whiff, but the lesser range to connect the Shining Cutter off of due to it's pushback.)
If you want to rack on ever so slightly more damage than the above dizzy punish, you can try this one below.
Cross up J.HK > close LK > standing LK > cr.LK > Endless Screw (This combo is harder to perform and also doesn't leave Leo in as much of an easy position to cross up after as the above punish. That being said, the slight damage increase is negligible in the eyes of most) https://www.twitch.tv/yartarr42/clip/SuaveFlaccidKuduM4xHeh-GFpdL7fe5sYcFfbt?filter=clips&range=7d&sort=time
Teenage Mutant Ninja Turtles Tournament Fighters | |||
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Aska | Chrome Dome | Donatello | Armaggon |
Karai | Leonardo | Michelangelo | Raphael |
Rat King | Shredder | War | Wingnut |
List of Fighting Games | |||
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