(Added some framedata to Leo's ground normals, as well as descriptions.) |
(Edited his pros/cons and removed a bit of the description on his 5L) |
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Keep Away:''' Leo's twin swords cover a wide area with every swing and will keep anyone from getting too close; perfect for countering the grab | * '''Keep Away:''' Leo's twin swords cover a wide area with every swing and will keep anyone from getting too close; perfect for countering rushdown characters. | ||
* ''' | * '''Grab Game:''' Leo can consistently perform 0-to-deaths at the ledge if he manages to grab the opponent, and put the opponent in a terrifying edge guard scenario at higher percents. | ||
* '''Recovery:''' Leo's j.8P is exceptionally hard to edge guard for most of the cast thanks to it's huge hitbox on both sides, and his j.2P acts as a second airdash allowing you to live to absurd percents and add an extra layer to your recovery game. | |||
* '''Edgeguarding:''' Leo's huge arsenal of disjoints and amazing 2-frame options in 2L, 2H, and j.2L make it extremely hard for most of the cast to recover once they're off stage, leading to the opponent having to burn most, if not all, of their tools on one recovery attempt. Getting hit by j.2L off stage is 100% death as it combos into itself as much as Leo needs while still being able to recover. | |||
|cons= | |cons= | ||
* '''Tis but a scratch:''' Leo's speed and combo game comes at the expense of overall weaker attacks. Taking the stock might take a touch longer than it would with others. | * '''Tis but a scratch:''' Leo's speed and combo game comes at the expense of overall weaker attacks. Taking the stock might take a touch longer than it would with others. | ||
* '''Slow Normals:''' Leo's normals are slower than average with the exception of 2L, emphasizing that you space your normals well, or be put in a bad situation. | |||
* '''High Percents:''' Leo can struggle to kill some characters at very high percents; especially those with exceptional recoveries. | |||
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|description= | |description= | ||
*Values in () are for tipper hitbox | *Values in () are for tipper hitbox | ||
Somewhat slow as a jab, but the huge horizontal disjoint still makes this worth using. Great for closing out stocks for it's awkward horizontal launch angle at high % | Somewhat slow as a jab, but the huge horizontal disjoint still makes this worth using. Great for closing out stocks for it's awkward horizontal launch angle at high %. | ||
}} | }} | ||
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Revision as of 20:09, 21 October 2021
Story
It's my call, I decide who gets a beat down.
The serious, mature, and skilled leader of the Teenage Mutant Ninja Turtles, Leonardo is a master with his Twin Ninjatos. He couldn't let Mikey have all the fun so he decided to join the brawl and show the others what it means to be Master Splinter student!
Gameplay
Leonardo is a rushdown character with a very wide range but weaker overall attack strength; he's made for gradually chipping away at his opponent with his assault while also keeping anyone from getting too close to him due to his smorgasbord of disjoints. The key to being effective with the blue boy is to know your combos and know your spacing. His recovery differs from others as having hitboxes on both sides rather than up and below, making it very useful for anyone trying to stuff out your return to stage. Alongside this are his Unique Special moves, with Niten Ichi-Ryu being a rekka attack that can lead into 1 of 2 follows ups depending and the situation and Back Flip which is a quick evasive reversal option that can be cancelled into a drop kick attack to confound opponents.
Interestingly Leo also has a unique attribute being that his sword moves have higher knockback and damage if you hit them on the tip of his swords while hitting them at the hilt will do less damage and knockback.
If you're willing to sacrifice attack power for speed and like keeping your foes at arms length, then this turtle will certianly lead you to victory!
Franchise |
Teenage Mutant Ninja Turtles |
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Weight Class |
Middle |
Character Discord | |
Home Stage |
Sewers Slam |
Strengths | Weaknesses |
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Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% (9%) | 8 | 2 | - | - | |
Somewhat slow as a jab, but the huge horizontal disjoint still makes this worth using. Great for closing out stocks for it's awkward horizontal launch angle at high %. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% (9%) | 7 | 3 | - | - | |
Big range, upwards launching, fast combo starter. 1 frame faster than Leo's 5L in startup and recovery, but smaller horizontal hitbox making this better for starting out stocks for its combo ability. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 4 | 5 | - | - | |
Leo's fastest ground normal. This is your go-to option out of shield for punishing your opponent. Because of it's long active frames and spike effect when used on opponents below you, this is an amazing move for 2-frameing your opponents. On hit, 2L -> 8L is a true combo starter at 0%. |
Jumping/Air Light Attacks
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 21 | 3 | - | - | |
Leo's slowest strong attack. Good for baiting and punishing your opponents approach options, its framedata on block and disjoint makes it very spammable, just don't overuse it or risk being whiff-punished or hit out of the startup. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 20 | 5 | - | - | |
Very high-reaching disjoint, great for mixing up your approach after doing something like 8L -> j.8L if your opponent is prone to mashing out of your air combos. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 19 | 5 | - | - | |
Situational usage in safely 2-frameing thanks to the disjoint, but the startup makes it pale in comparison to his 2L. When hitting opponents below you it also spikes them at a slower speed than 2L. Better than 2L in matchups where the characters recovery has a hitbox that can hit you out of your 2-frame attempt like Spongebob. |
Jumping/Air Strong Attacks
Special Attacks
Universal Mechanics