Asura Buster: Eternal Warriors/Leon: Difference between revisions

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(Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |- ! align="center" colspan="2" | Leon |- | align="center" colspan="2" |File:AB_Leon.png|frameless|center|600x60...")
 
(Final page??!??11?)
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! align="center" colspan="2" | Leon
! align="center" colspan="2" | Leon
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| align="center" colspan="2" |[[File:AB_Leon.png|frameless|center|600x600px]]
| align="center" colspan="2" |[[File:AB_Chen.png|frameless|center|400x400px]]
|-
|-
| '''Pre-Jump Frames''' || 3
| '''Pre-Jump Frames''' || 3
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| '''Play Style''' || Charge
| '''Play Style''' || Charge
|-
|-
| '''Dash Type''' || Run
| '''Dash Type''' || run
|-
|-


|}
|}
== Introduction ==
A swordsman wielding twin long blades while having some degree of electrical elemental mastery with them.
An arrogant and narcissistic knight who comes from the same noble yet reclusive kingdom as Lightning, Leon is ordered by his king to investigate the mystery of the lost continent.
Leon fights simlarly to lightning in Asura blade
Leon is a a defensive charge character with long reaching normals
[[File:AB_Palettes_Chen.png|center|350px]]
{{StrengthsAndWeaknesses
| intro =
[[File:AB_Leon_idle.png|frameless|center]]
| pros =
* Fast and unpredictable offence
* Very accessible juggle combos
* strong normals with high priority
* Many moves cause knockdown which puts the opponent in an unfavorable position
* Decent super
* Great meter bar length and divisions, although Leon doesn't benefit from it too much
| cons =
* Relatively low damage for a defensive character
* Poor meter usage
* Unbalanced normals
* Hard to punish projectile spam
* Relies a lot on predictions to perform optimally on both offence and defence
* Horrendous boost mode
}}
== Normals ==
=== Standing normals ===
{{MoveData
|image=AB_Leon_5a.png
|caption=
|input=5A
|data=
{{AttackData-AB
|guard=M
|cancel=normals
|startup=6
|advHit=1
|advBlock=0
|description= quick jab<br>can be used as an abare<br>deals low damage, unremarquable
}}
}}
<br>
<br>
== currently being worked on, please wait ==
{{MoveData
|image=AB_Leon_5B.png
|caption=
|input=5B
|data=
{{AttackData-AB
|guard=M
|cancel=normals
|startup=7 / 11
|advHit=3
|advBlock=2
|description= use this<br>fast and long kick<br>can be comboed into launcher if close enough for a big increase in damage<br>can be used to combo into his specials (if your hands are somehow fast enough)
}}
}}
<br>
{{MoveData
|image=AB_Leon_5c.png
|caption=double fireballs just to flex
|input=5C
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup=12
|advHit=-9
|advBlock=-10
|description= Big defensive normal<br>laggy but damaging and big 2-hit attack<br>cannot cancel into specials nor launchers, but causes a lot of pushback<br>difficult ,if not impossible to punish on block for a few characters<br>often used to end combos, particularly air combos, sacrificing Okizeme for better damage<br>causes a HKD '''only when hitting both attacks on an aerial opponent that was already hit by a launcher''', otherwise all other situations share the same properties
}}
}}
 
=== Crouching normals ===
{{MoveData
|image=AB_Leon_2a.png
|caption=
|input=2A
|data=
{{AttackData-AB
|guard=L
|cancel=normals
|startup=6
|advHit=3
|advBlock=2
|description= 5A but low
}}
}}
<br>
{{MoveData
|image=AB_Leon_2B.png
|caption=[2]>8's younger brother
|input=2B
|data=
{{AttackData-AB
|guard=L
|cancel=normals
|startup=8
|advHit=0
|advBlock=-1
|description=quick upward slash<br>most commonly used to hit-confirm into 2C
}}
}}
<br>
{{MoveData
|image=AB_Leon_2c.png
|caption=
|input=2C
|data=
{{AttackData-AB
|guard=H
|cancel=O
|startup=11
|advHit=Knocks down
|advBlock=-17
|description=Low double thrust and sweep to destroy the feet<br>can catch a lot of off guard opponents<br>deals very big damage<br>it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind
}}
}}
=== Jumping normals ===
{{MoveData
|image=AB_Leon_j.a.png
|caption=
|input=j.A
|data=
{{AttackData-AB
|guard=H
|cancel=special
|startup=4
|advHit=O
|advBlock=O
|description=Leon slashes his short-sword upward<br>fast but short combo starter<br>surprisingly a great normal for keeping up juggles
 
- needs further testing, but it appears this attack has 2 hitboxes, one at the start of tha attack and one when the short-sword is above his head. only one of these attacks can hit
}}
}}
<br>
{{MoveData
|image=AB_Leon_8.B.png
|caption=
|input=8.B
|data=
{{AttackData-AB
|guard=H
|cancel=special
|startup=6
|advHit=O
|advBlock=O
|description=Leon thrusts his sword<br>outshined by 7/9.B but is great for situations where you need a neutral jump to continue a combo
}}
}}
<br>
{{MoveData
|image=AB_Leon_7.B.png
|caption=
|input=7/9.B
|data=
{{AttackData-AB
|guard=H
|cancel=special
|startup=6
|advHit=O
|advBlock=O
|description=Same as 8.B but at a diagonal angle<br>amazing angle allows for crazy combo extentions and seemingly impossible confirms<br>go wild with this
}}
}}
<br>
{{MoveData
|image=AB_Leon_8.c.png
|caption=
|input=8.C
|data=
{{AttackData-AB
|guard=H
|cancel=O
|startup=6
|advHit=O
|advBlock=O
|description=a powerful slice<br>comes out fairly quickly and is great for finishing combos<br>'''Surprisngly, can be used in juggle combos''', it seems this is the only j.C in the game that can be used in juggles without much difficulty
}}
}}
<br>
{{MoveData
|image=AB_Leon_7/9.c.png
|caption=Block, now
|input=7/9.C
|data=
{{AttackData-AB
|guard=H
|cancel=O
|startup=6
|advHit=O
|advBlock=O
|description=Leon says f*** it and pulls out the pac-man hitbox<br>comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward
 
- If used right in front of the opponent, Leon will cross them up
 
- if not in the corner, walking in any direction will block / dodge this
 
- in the corner, you have to either delay block forward or block back
}}
}}
 
=== Command normals ===
{{MoveData
|image=AB_Leon_6b.png
|caption=Daniel
|input=6b
|data=
{{AttackData-AB
|guard=H
|cancel=special
|startup=17
|advHit=-3
|advBlock=-4
|description= quick hop into overhead<br>Deals meh damage compared to other overhead command normals and can't combo into anything
 
* bro, just use 6C
}}
}}
<br>
{{MoveData
|image=AB_Leon_6b.png
|caption=The cooler Daniel
|input=6b
|data=
{{AttackData-AB
|guard=H
|cancel=special
|startup=17
|advHit=-3
|advBlock=-4
|description= quick downward thrust<br>Deals great damage, has ''amazing'' range and can be used safely
 
* this whole bullet point is dedicated to mock 6B, useless
}}
}}
=== Universal mechanics ===
{{MoveData
|name=Launcher
|image=AB_Leon_AB.png
|caption=
|input=any 2 buttons
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup=7
|advHit= Launches
|advBlock= inconsistent
|description=on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it<br>can be combo'd universally with A>B>C or A>B>Launcher combos.<br>most characters can add an air special or delay the launcher and do a ground special<br>if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state<br>a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.
}}
}}
{{MoveData
|name=Air launcher
|image=AB_Leon_AB.png
|caption=
|input=any 2 buttons
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup= 7
|advHit= Launches
|advBlock=inconsistent
|description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames
}}
}}
<br>
{{MoveData
|name=Guard break
|image=AB_Leon_GB.png
|caption=
|input=22C
|data=
{{AttackData-AB
|guard= don't
|cancel=O
|startup= 6
|advHit= Stun
|advBlock=O
|description=This replaces grab, a quick attack that stuns blocking opponents.<br>common followups are combos, launchers, knockdowns and some supers<br>countered by not blocking, jumping or attacking back
}}
}}
== Special moves ==
{{MoveData
|name= Storm ride - スピリットパーム
|image=AB_Leon_236.gif
|caption=A/B/C version
|input=236A/B/C
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup=24 / 26 / 28
|advHit=Knocks down
|advBlock=4 / 3 / 2
|description=Leon does a frontflip then does a cross slash<br>Button determines Flip length and properties
 
* A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
 
* B : midscreen, causes a HKD. is plus enough on hit to allow you to set up some okizeme but not enough to cross them up
 
* C : more than fullscreen, causes a launching KD but can't hit them afterward. situational but can beat some supers, spam or can just catch unaware opponents
 
* EX : two quick attacks with the second acting like a launcher, you can actually combo after this launcher but it's impossible to use this on an aerial opponent
}}
}}
<br>
{{MoveData
|name= Jolt slice - 炎のチー・ナックル
|image=AB_Leon_46a.png
|image2=AB_Leon_46b.png
|image3=AB_Leon_46c.png
|caption=A version
|caption2=B version
|caption3=C version
|input=[4]6 A/B/C
|data=
{{AttackData-AB
|guard=H
|cancel=O
|startup=29 / 29 / 29
|advHit=Knocks down
|advBlock=
|description= Leon does a wide and fast horizontal slash<br>Button determines startup, range and damage. but the range difference is barely noiceable<br>EX version does a much faster slash wth more damage<br>we can't test if you can combo after this due to the amount of pushback there is, so for now you can't
 
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
}}
}}
<br>
{{MoveData
|name= Moon Blade - ムーンブレード
|image=AB_Leon_28.gif
|caption=A/B/C version
|input=[2]8 A/B/C
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup=29 / 29 / 29
|advHit=Knocks down
|advBlock=
|description= Leon backflips and does a cross slash, spinning around and effectively covering half the screen in his hitboxes<br>For a flash kick, doesn't have as much control over the pace of the game as you would think but the hitbox is pretty far from the hurtbox so it's pretty safe<br>deals great damage and can end air combos if you buffer it early enough<br>button determines startup and damage<br>EX version has double the backflips for double the style (and combo extentions)
 
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
}}
}}
 
 
== Supers ==
{{MoveData
|name=Thor's rod - 女神の拳のバラード
|image=AB_Leon_236236a.gif
|caption= "you can't miss, if the entire screen is a hitbox" *taps forehead*
|input=236-236A/B/C
|data=
{{AttackData-AB
|guard=M
|cancel=O
|startup=62(53+9)
|advHit=Knocks down
|advBlock=inconsistent
|description= Leon fills everything in a 5 mile radius with a hitbox. If he hits (not blocked) it deals enormous damage and causes a HKD.<br>has quite a long startup for his bnb combos but can be comboed into if you either
 
* 1) have a great position
 
* 2) just use a launcher (causes a lot of scaling)
 
* 3) know how to juggle
}}
}}
 
== Boost mode (22+ABC) ==
'''Lighting fast :'''
 
Leon becomes twice as fast and jumps higher
 
...
 
that's it
 
:(
[[Category: Asura Buster: Eternal Warriors]]
[[Category: Asura Buster: Eternal Warriors]]
{{Asura Buster}}
{{Asura Buster}}

Revision as of 17:02, 3 September 2021

Leon
AB Chen.png
Pre-Jump Frames 3
Play Style Charge
Dash Type run

Introduction

A swordsman wielding twin long blades while having some degree of electrical elemental mastery with them.

An arrogant and narcissistic knight who comes from the same noble yet reclusive kingdom as Lightning, Leon is ordered by his king to investigate the mystery of the lost continent.

Leon fights simlarly to lightning in Asura blade

Leon is a a defensive charge character with long reaching normals

AB Palettes Chen.png
AB Leon idle.png
Pros Cons
  • Fast and unpredictable offence
  • Very accessible juggle combos
  • strong normals with high priority
  • Many moves cause knockdown which puts the opponent in an unfavorable position
  • Decent super
  • Great meter bar length and divisions, although Leon doesn't benefit from it too much
  • Relatively low damage for a defensive character
  • Poor meter usage
  • Unbalanced normals
  • Hard to punish projectile spam
  • Relies a lot on predictions to perform optimally on both offence and defence
  • Horrendous boost mode



Normals

Standing normals

5A
AB Leon 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

quick jab
can be used as an abare
deals low damage, unremarquable


5B
AB Leon 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 11 - - M normals 3 2

use this
fast and long kick
can be comboed into launcher if close enough for a big increase in damage
can be used to combo into his specials (if your hands are somehow fast enough)


5C
AB Leon 5c.png
double fireballs just to flex
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

Big defensive normal
laggy but damaging and big 2-hit attack
cannot cancel into specials nor launchers, but causes a lot of pushback
difficult ,if not impossible to punish on block for a few characters
often used to end combos, particularly air combos, sacrificing Okizeme for better damage
causes a HKD only when hitting both attacks on an aerial opponent that was already hit by a launcher, otherwise all other situations share the same properties

Crouching normals

2A
AB Leon 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

5A but low


2B
AB Leon 2B.png
[2]>8's younger brother
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

quick upward slash
most commonly used to hit-confirm into 2C


2C
AB Leon 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O Knocks down -17

Low double thrust and sweep to destroy the feet
can catch a lot of off guard opponents
deals very big damage
it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind

Jumping normals

j.A
AB Leon j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

Leon slashes his short-sword upward
fast but short combo starter
surprisingly a great normal for keeping up juggles

- needs further testing, but it appears this attack has 2 hitboxes, one at the start of tha attack and one when the short-sword is above his head. only one of these attacks can hit


8.B
AB Leon 8.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

Leon thrusts his sword
outshined by 7/9.B but is great for situations where you need a neutral jump to continue a combo


7/9.B
AB Leon 7.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

Same as 8.B but at a diagonal angle
amazing angle allows for crazy combo extentions and seemingly impossible confirms
go wild with this


8.C
AB Leon 8.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

a powerful slice
comes out fairly quickly and is great for finishing combos
Surprisngly, can be used in juggle combos, it seems this is the only j.C in the game that can be used in juggles without much difficulty


7/9.C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

Leon says f*** it and pulls out the pac-man hitbox
comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward

- If used right in front of the opponent, Leon will cross them up

- if not in the corner, walking in any direction will block / dodge this

- in the corner, you have to either delay block forward or block back

Command normals

6b
AB Leon 6b.png
Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

quick hop into overhead
Deals meh damage compared to other overhead command normals and can't combo into anything

  • bro, just use 6C


6b
AB Leon 6b.png
The cooler Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

quick downward thrust
Deals great damage, has amazing range and can be used safely

  • this whole bullet point is dedicated to mock 6B, useless

Universal mechanics

Launcher
any 2 buttons
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Leon GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Storm ride - スピリットパーム
236A/B/C
AB Leon 236.gif
A/B/C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Leon does a frontflip then does a cross slash
Button determines Flip length and properties

  • A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
  • B : midscreen, causes a HKD. is plus enough on hit to allow you to set up some okizeme but not enough to cross them up
  • C : more than fullscreen, causes a launching KD but can't hit them afterward. situational but can beat some supers, spam or can just catch unaware opponents
  • EX : two quick attacks with the second acting like a launcher, you can actually combo after this launcher but it's impossible to use this on an aerial opponent


Jolt slice - 炎のチー・ナックル
[4]6 A/B/C
AB Leon 46a.png
A version
AB Leon 46b.png
B version
AB Leon 46c.png
C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Leon does a wide and fast horizontal slash
Button determines startup, range and damage. but the range difference is barely noiceable
EX version does a much faster slash wth more damage
we can't test if you can combo after this due to the amount of pushback there is, so for now you can't

  • you can charge a direction while jumping in the air, allowing you to use this while advancing forward


Moon Blade - ムーンブレード
[2]8 A/B/C
AB Leon 28.gif
A/B/C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - M O Knocks down -

Leon backflips and does a cross slash, spinning around and effectively covering half the screen in his hitboxes
For a flash kick, doesn't have as much control over the pace of the game as you would think but the hitbox is pretty far from the hurtbox so it's pretty safe
deals great damage and can end air combos if you buffer it early enough
button determines startup and damage
EX version has double the backflips for double the style (and combo extentions)

  • you can charge a direction while jumping in the air, allowing you to use this while advancing forward


Supers

Thor's rod - 女神の拳のバラード
236-236A/B/C
AB Leon 236236a.gif
"you can't miss, if the entire screen is a hitbox" *taps forehead*
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

Leon fills everything in a 5 mile radius with a hitbox. If he hits (not blocked) it deals enormous damage and causes a HKD.
has quite a long startup for his bnb combos but can be comboed into if you either

  • 1) have a great position
  • 2) just use a launcher (causes a lot of scaling)
  • 3) know how to juggle

Boost mode (22+ABC)

Lighting fast :

Leon becomes twice as fast and jumps higher

...

that's it

(

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke