(updated pros and cons to satisfy the current meta. rip my mans) |
(Story) |
||
Line 14: | Line 14: | ||
'''''It's my call, I decide who gets a beat down.''''' | '''''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 | The serious, mature, and skilled leader of the Teenage Mutant Ninja Turtles, Leonardo is a master with his twin katanas, but he still takes every opportunity to better and improve himself, because that's what Master Splinter would do. Unlike his younger brother, Michelangelo, Leonardo is much more reserved and patient, and this is represented in his playstyle as well. Prepare to taste some Shell Shock! | ||
== Gameplay == | == 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. | 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. |
Revision as of 10:34, 1 November 2022
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 katanas, but he still takes every opportunity to better and improve himself, because that's what Master Splinter would do. Unlike his younger brother, Michelangelo, Leonardo is much more reserved and patient, and this is represented in his playstyle as well. Prepare to taste some Shell Shock!
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 |
---|---|
Weight Class |
Middle |
Character Discord | |
Home Stage |
Sewers Slam |
Strengths | Weaknesses |
---|---|
|
|
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 %. Unlike other characters jabs, Leo's jab does not jab-reset the opponent. |
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, 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%. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6+7 Dash Startup | 8 | - | - | |
Very fast and very active dash light attack that can also 2-frame easily. HUGE reward on hit near the ledge as 66L -> 2S is a spike ender true combo, and hitting 66L raw sends the opponent at a really awkward angle to recover from. Not very useful in the neutral because of its bad recovery and frame advantage on block, so best used when the opponent is near the ledge. |
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% (9%) | 8 | 2 | - | - | |
Your go-to neutral tool. Amazing horizontal disjoint allowing you to easily zone your opponent out. When approaching, it's good to mix up between retreating neutral lights and approaching to force your opponent to guess which of the two you will do and make them overextend. As an edge guarding tool, it's outstanding for safely covering high recovery options from your opponent, and if you manage to hit them with the tipper hitbox they can die at absurdly low percents off stage. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% (9%) | 8 | 2 | - | - | |
Another one of Leo's outstanding disjoints. This one excels at sharking, and at low percents just one of these can combo into j.L -> dj.2L -> j.2L spike ender on bad DI. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% (10%) | 8 | 3 | - | - | |
Go-to spike ender for covering low recoveries, or you managed to grab the opponent at 0% at the ledge. This move also combos into itself off stage while still being able to recover from the bottom blast zone thanks to his amazing j.8P. As a neutral tool, any stray hit from this move will put your opponent in a tech chase position that's heavily in your favor. |
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. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (20%) | 21+7 Dash Startup | 5 | - | - | |
Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over 66L ever. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 23 | 2 | - | - | |
Hard-hitting, disjointed aerial strong. Good for punishing the opponent when you know they're gonna try to throw out a move at you in the air. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 20 | 8 | - | - | |
Surprisingly good aerial up strong. Despite what it looks like, the hitbox is rather large, and the tipper hitbox has exceptionally high knockback; letting you kill off the top very early. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% (16%) | 19 | 5 | - | - | |
Niche-use aerial down strong. Despite being a niche, it has a surprisingly good one in stalling your air momentum and punishing the opponent when they expect you to simply fall. Like his j.2L and 2S, it spikes, like the grounded version. |
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% (10%) | 22 [61] | 3 | - | - | |
Very slow, decent reward rekka-type special move. This is also the least laggy move out of the rekka set. On hit or whiff, press 5P, 2P, or 8P to follow-up. Holding the button increases the startup in varying lengths, with the max being 61 frames, although holding the button does not have any noticeable changes to the move itself or the follow-ups. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% (10%) | 3 [61] | 4 | - | - | |
The worst follow-up off 5P. Doesn't lead to any knockdown even on tipper hit and it puts the opponent in an awkward position for Leo to capitalize off of. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% (10%) | 3 [61] | 4 | - | - | |
Leo's 2nd best follow-up off 5P, and only because at low percents it leads into a tech chase scenario. This follow-up also has a lot of forward momentum making it near-impossible to whiff. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% (10%) | 3 [61] | 4 | - | - | |
The best follow-up off 5P. Knocks the opponent straight upwards so you can shark them. Also has some forward momentum like the 2P follow-up, making this hard to whiff. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4% (7%) | 14 | 32 | - | - | |
Notoriously hard to edge-guard up special. In some matchups, like against April and Spongebob, letting the opponent get hit by the weak hitbox guarantees they get a spike-punish on you. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Frame-1 invincible flip that will often high-profile your opponents moves on the ground, and punish if cancelled into j.2P. Basically works like a normal fighting game DP as an out of shield option, and as an extra layer to your options on tech thanks to being frame 1 invincible. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 10 | 8 | - | - | |
As a standalone move, this works pretty much as a second airdash, allowing you to survive ridiculous situations and still keep your normal airdash. Your momentum in the air is also completely changed as soon as you input this move, allowing you to further mixup how you'll land on stage. |
Universal Mechanics
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | 8 | 3 | - | - | |
Extremely scary pressure tool on Leonardo. At 0% near the ledge, forward throw -> j.2L -> j.2L is a true 0-to-death combo on everybody. Down throw at the ledge at high percents is extremely strong too, given the awkward launch angle of down throw making high recoveries near-impossible. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 6 | 7 | - | - | |
Standard get up attack. Be careful to mixup your defensive options after missing or landing a tech, or risk eating a hefty punish on block. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Standard get up roll. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Standard neutral get up. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Standard tech roll. Slightly better than Leo's missed-tech roll by 5 frames of invuln. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Standard tech in-place. Good after conditioning your opponent that you'll roll on tech, as it has faster recovery than roll. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 8 | 3 | - | - | |
Standard ledge get up attack. Especially scary against Leonardo at low percents because get up attack -> grab -> forward throw -> j.2L -> j.2L is a true combo on lighter characters. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Standard ledge get up roll. |
Taunt