Nickelodeon All-Star Brawl/Leonardo: Difference between revisions

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(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-happy Patrick
* '''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.
* '''Fast Normals:''' Faster than average attacks accentuate his sword normals which can overwhelm the opponent as you move in on them
* '''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 %, and can even kill very early when used for edgeguarding.
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 %.
}}
}}
}}
}}

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!

Leonardo

NASB leonardo character.png
Franchise

Teenage Mutant Ninja Turtles

Weight Class

Middle

Character Discord

Leonardo character discord

Home Stage

Sewers Slam

Strengths Weaknesses
  • 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.
  • 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.


Moves List

Light Attacks

Horizontal Slash
5L / Neutral Light
NASB leo light mid.png
The neutral winner
Damage Startup Frames Active Frames Total Frames Safety
6% (9%) 8 2 - -
  • 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 %.


Vertical Slash
8L / Up Light
NASB leo light up.png
Trademark combo starter
Damage Startup Frames Active Frames Total Frames Safety
6% (9%) 7 3 - -
  • Values in () are for tipper hitbox

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.


Leg Sweep
2L / Down Light
NASB leo light down.png
Nice recovery, nerd
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%.


Shell Shock
66L / Run Light
NASB leo dash light.png
Placeholder

Jumping/Air Light Attacks

Aerial Horizontal Slash
j5L / Jump Light
NASB leo aerial light mid.png
Placeholder


Aerial Vertical Slash
j8L / Jump Up Light
NASB leo aerial light up.png
Placeholder


Down Slash
j2L / Jump Down Light
NASB leo aerial light down.png
Placeholder


Strong Attacks

Dual Horizontal Slash
5S / Neutral Strong
NASB leo strong mid.png
Spin to win
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 21 3 - -
  • Values in () are for tipper hitbox

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.


Dual Vertical Slash
8S / Up Strong
NASB leo strong up.png
WHY YOU MASHING BRO??
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 20 5 - -
  • Values in () are for tipper hitbox

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.


Scissor Slash
2S / Down Strong
NASB leo strong down.png
You thought you were safe now?
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 19 5 - -
  • Values in () are for tipper hitbox

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.


Running Hit
66S / Run Strong
NASB leo dash strong.png
Placeholder


Jumping/Air Strong Attacks

Aerial Dual Horizontal Slash
j5S / Jump Neutral Strong
NASB leo aerial strong mid.png
These attack names are becoming a mouthful...
Placeholder


Dual Hit
j8S / Jump Up Strong
NASB leo aerial strong up.png
Placeholder


Aerial Scissor Slash Down
j2S / Jump Down Strong
NASB leo aerial strong down.png
Placeholder


Special Attacks

Niten-Ichi Ryu
5P / Neutral Special
NASB leo special mid.png
For when you have the power of Splinter and anime on your side
Placeholder


Endless Screw
8P / Up Special
NASB leo special up.png
We hope you enjoy your flight on Leonardo Airlines
Placeholder


Backflip
2P / Down Special
NASB leo special down.png
Placeholder

Universal Mechanics

Launcher
3HK // Df.png+Hk.png
NASB leo special mid.png
placeholder
Placeholder


Taunt

Weapon Activation
214 + P
NASB leo taunt.png
Like the swords? Come closer and take a look...
Placeholder

Placeholder

Weapon Activation
214 + P
NASB leo special mid.png
Placeholder

Colors

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