Leonardo (TF)

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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
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.

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 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

(none)

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
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.

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

(none)

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

(none)

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 djHK, 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.

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

(none)

Diagonal Jump 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)
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)
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
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)
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)
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.