Nickelodeon All-Star Brawl/Leonardo: Difference between revisions

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'''''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 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!
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.
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* '''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.
* '''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.
* '''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, 2S, 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.
* '''Edgeguarding:''' Leo's huge arsenal of disjoints and amazing 2-frame options in 2L, 2S, 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.
** As of the Rocko patch, his Strong Neutral Air knockback has been altered to be much weaker, which hinders him.
* '''Slow Normals:''' Leo's normals are slower than average with the exception of 2L making dealing with shield pressure harder.  Leo players should space your normals well, or be put in a bad situation.
* '''Recovery:''' Leo's j.8P, while it can be difficult to edgeguard from the sides, is slow and doesn't have much vertical height. If Leo's sent too low offstage, Game Over.
* '''High Percents:''' Leo can struggle to kill some characters at very high percents; especially those with exceptional recoveries.  
* '''High Percents:''' Leo can struggle to kill some characters at very high percents; especially those with exceptional recoveries.  
* '''No Jab Resets:''' Because Leo's jab is unique and he doesn't have a move equivalent to other characters jabs, he cannot jab reset the opponent; making him much less scary on a missed tech compared to other characters.
* '''Honesty is not the best policy:''' Leo has to often win neutral interactions to get rewarded, which can prove very difficult in Nick Brawl. Much like the character himself, he requires patience and effort to successfully get confirms, which is something a majority of the cast can do much easier.
}}
}}


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{{MoveData
{{MoveData
|image= NASB leo light mid.png
|image= NASB leo light mid.png
|caption= '''The neutral winner'''
|caption= The neutral winner
|name= Horizontal Slash
|name= Horizontal Slash
|linkname= 5L
|linkname= 5L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 6% (9%)
|Damage=6% (9% tipper)
|Startup= 8
|Startup=8
|Active= 2
|Active=8 - 9
|Recovery= 15
|Total Frames= 24
|Frame Advantage= -10
|Safety= -7
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A straightforward slash, covering the space in front of Leo.
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 makes this worth using.
* Great for closing out stocks for it's awkward horizontal launch angle at high %s.
* Unlike other characters jabs, Leo's jab does not jab-reset the opponent.
}}
}}
}}
}} <br>
 


{{MoveData
{{MoveData
|image= NASB leo light up.png
|image= NASB leo light up.png
|caption= '''Trademark combo starter'''
|caption= Trademark combo starter
|name= Vertical Slash
|name= Vertical Slash
|linkname= 8L
|linkname= 8L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 6% (9%)
|Damage=6% (9% tipper)
|Startup= 7
|Startup=7
|Active= 3
|Active=3
|Recovery= 16
|Total Frames=25
|Frame Advantage= -9
|Safety=-9
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties= Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A slash at the air in front and above you. Big range, upwards launching, fast combo starter.
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.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo light down.png
|image= NASB leo light down.png
|caption= '''Nice recovery, nerd'''
|caption= Nice recovery nerd
|name= Leg Sweep
|name= Leg Sweep
|linkname= 2L
|linkname= 2L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8%
|Damage=8%
|Startup= 4
|Startup=5
|Active= 5
|Active=5 - 9
|Recovery= 13
|Total Frames=22
|Frame Advantage= -8
|Safety=-8
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
|description=
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%.
A quick sweep kick. Pops grounded opponents upward while sending airborne opponents downward.
}}
* Leo's fastest ground normal. His go-to option out of shield for punishing opponents.
* Because of it's long active frames and spike effect this is an amazing move for catching recovering opponents opponents.
* On hit leads into up light combos at low %s.
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo dash light.png
|image= NASB leo dash light.png
|caption= '''"Enjoy your time in the blast zone!"'''
|caption= "Enjoy your time in the blast zone!"
|name= Shell Shock
|name= Shell Shock
|linkname= 66L
|linkname= 66L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8%
|Damage=8%
|Startup= 6
|Startup=6
|Active= 8
|Active=6 - 13
|Recovery= 22
|Total Frames=26
|Frame Advantage= -28
|Safety=-25
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
|description=
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.
Leo rams into the opponent with his backside. Can be cancelled into other moves on hit.
}}
* Very fast and active dash light that can also easily hit opponents below the ledge. HUGE reward on hit near the ledge as run light into down light leads sets up for offstage spike opportunities.
}}
}}
}} <br>


=== Jumping/Air Light Attacks ===
=== Jumping/Air Light Attacks ===
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{{MoveData
{{MoveData
|image= NASB leo aerial light mid.png
|image= NASB leo aerial light mid.png
|caption= '''"Oh? You're approaching me?"'''
|caption= "Oh? You're approaching me?"
|name= Aerial Horizontal Slash
|name= Aerial Horizontal Slash
|linkname= j5L
|linkname= j5L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 5% (9%)
|Damage=5% (9% tipper)
|Startup= 8
|Startup=8
|Active= 2
|Active=8 - 9
|Recovery= 17
|Total Frames=26
|Frame Advantage= N/A
|Safety=-6
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Leo swipes at the opponent mid-air. Your go-to neutral tool.
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.
* Amazing horizontal disjoint allows 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.
}}
* Outstanding for safely covering high recovery options from your opponent. If you manage to hit them with the tipper hitbox they can die at absurdly low %s offstage.
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo aerial light up.png
|image= NASB leo aerial light up.png
|caption= '''If you got hit by this, prepare to not touch the ground for a while'''
|caption= If you got hit by this, prepare to not touch the ground for a while
|name= Aerial Vertical Slash
|name= Aerial Vertical Slash
|linkname= j8L
|linkname= j8L
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 5% (9%)
|Damage=5% (9% tipper)
|Startup= 8
|Startup=8
|Active= 2
|Active=8 - 9
|Recovery= 19
|Total Frames=28
|Frame Advantage= N/A
|Safety=-6
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A midair slash covering the airspace above you. Great against opponents with no double jump and/or airdash.
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.
* Outstanding disjoint that excels at sharking opponents and racking up damage.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo aerial light down.png
|image= NASB leo aerial light down.png
|caption= '''"GGs, shake my hand"'''
|caption= GGs shake my hand
|name= Down Slash
|name= Down Slash
|linkname= j2lL
|linkname= j2lL
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 6% (10%)
|Damage=6% (10% tipper)
|Startup= 8
|Startup=8
|Active= 3
|Active=8 - 10
|Recovery= 19
|Total Frames=39
|Frame Advantage= N/A
|Safety=-6
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A downward slash below Leo. A great spike.
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.
* In the neutral any stray hit from this move will put your opponent in a tech chase position that's heavily in your favor.
}}
* Go-to spike ender for covering low recoveries.
}}
}}
 
}} <br>


=== Strong Attacks ===
=== Strong Attacks ===
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{{MoveData
{{MoveData
|image= NASB leo strong mid.png
|image= NASB leo strong mid.png
|caption= '''Spin to win'''
|caption= Spin to win
|name= Dual Horizontal Slash
|name= Dual Horizontal Slash
|linkname= 5S
|linkname= 5S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16% tipper)
|Startup= 21
|Startup=21
|Active= 3
|Active=21 - 24
|Recovery= 17
|Total Frames=40
|Frame Advantage= -2
|Safety=-2
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties= Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A powerful slash with a lot of wind-up, utilizing both of Leo's blades.
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.
* Leo's slowest strong attack. Good for baiting and punishing your opponents approach options. It's 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.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo strong up.png
|image= NASB leo strong up.png
|caption= '''WHY YOU MASHING BRO??'''
|caption= WHY YOU MASHING BRO??
|name= Dual Vertical Slash
|name= Dual Vertical Slash
|linkname= 8S
|linkname= 8S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16% tipper)
|Startup= 20
|Startup=20
|Active= 5
|Active=20 - 24
|Recovery= 16
|Recovery= 16
|Frame Advantage= -3
|Total Frames=40
|Knockback=
|Safety=-3
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties= Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Leo raises both of his blades upward, covering the space in front and above him.
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.
* Very high-reaching disjoint. Great for mixing up your approach after doing an up light or landing jump up light if your opponent is prone to mashing out of your air combos.
}}
}}
}}
}} <br>
   
   
  {{MoveData
  {{MoveData
|image= NASB leo strong down.png
|image= NASB leo strong down.png
|caption= '''You thought you were safe now?'''
|caption= You thought you were safe now?
|name= Scissor Slash
|name= Scissor Slash
|linkname= 2S
|linkname= 2S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16% tipper)
|Startup= 19
|Startup=19
|Active= 5
|Active=19 - 23
|Recovery= 17
|Total Frames=40
|Frame Advantage= -4
|Safety=-4
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties= Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
An X-slash crossing both blades, aimed downwards. Spikes those unfortunate enough to get caught in it.
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.
* Better than down light in matchups where the characters recovery has a disjoint that can beat you out, like vs Spongebob. Otherwise inferior to down light due to how much less spammable it is at ledge.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo dash strong.png
|image= NASB leo dash strong.png
|caption= '''Devastating misinput'''
|caption= Devastating misinput
|name= Running Hit
|name= Running Hit
|linkname= 66S
|linkname= 66S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (20%)
|Damage=10% (20% tipper)
|Startup= 21
|Startup=21
|Active= 5
|Active=21 - 25
|Recovery= 20
|Total Frames=45
|Frame Advantage= -21
|Safety=-19
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Leo rams into his opponent, pointing both blades ahead of him, ready to stab through them. Like other dash attacks it can be cancelled on hit into further followups.
Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over 66L ever.
* Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over run light ever.
}}
}}
}}
}} <br>


=== Jumping/Air Strong Attacks ===


=== Jumping/Air Strong Attacks ===
{{MoveData
{{MoveData
|image= NASB leo aerial strong mid.png
|image= NASB leo aerial strong mid.png
|caption= '''These attack names are becoming a mouthful...'''
|caption= These attack names are becoming a mouthful...
|name= Aerial Dual Horizontal Slash
|name= Aerial Dual Horizontal Slash
|linkname= j5S
|linkname= j5S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16% tipper)
|Startup= 23
|Startup=23
|Active= 2
|Active=23 - 24
|Recovery= 16
|Total Frames=40
|Frame Advantage= N/A
|Safety=-7
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A big swing using both blades.
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.
* 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.
}}
}}
}}
}} <br>
   
   
{{MoveData
{{MoveData
|image= NASB leo aerial strong up.png
|image= NASB leo aerial strong up.png
|caption= '''Zim's air up strong, but better'''
|caption= Zim's air up strong, but better
|name= Dual Hit
|name= Dual Hit
|linkname= j8S
|linkname= j8S
Line 354: Line 293:
|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16%)
|Startup= 20
|Startup=20
|Active= 8
|Active=20 - 27
|Recovery= 20
|Total Frames=40
|Frame Advantage= N/A
|Safety=-8
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A screw-like attack hitting above Leo utilizing both blades.
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.
* Despite what it looks like, the hitbox is rather large. The tipper hitbox has exceptionally high knockback, letting you kill off the top very early.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo aerial strong down.png
|image= NASB leo aerial strong down.png
|caption= '''Landing mixup tool #234728'''
|caption= Don't run with scissors. Jumping with them is ok though
|name= Aerial Scissor Slash Down
|name= Aerial Scissor Slash Down
|linkname= j2S
|linkname= j2S
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 10% (16%)
|Damage=10% (16% tipper)
|Startup= 19
|Startup=19
|Active= 5
|Active=19 - 23
|Recovery= 17
|Total Frames=55
|Frame Advantage= N/A
|Safety=-6
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
A scissor-like slash attack hitting below you in the air. Spikes opponents caught in it.
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.
}}
}}
}}
}} <br>


=== Special Attacks ===
=== Special Attacks ===
{{MoveData
{{MoveData
|image= NASB leo special mid.png
|image= NASB leo special mid.png
|caption= '''For when you have the power of Splinter and anime on your side'''
|caption= For when you have the power of Splinter and anime on your side
|image2= NASB leo special mid special mid.png
|caption2= Forward
|image3= NASB leo special mid special up.png
|caption3= Up
|image4= NASB leo special mid special down.png
|caption4= Down
|image5= NASB leo special back.png
|caption5= Back
|name= Niten-Ichi Ryu
|name= Niten-Ichi Ryu
|linkname= 5P
|linkname= 5P
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|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8% (10%)
|Damage=8% (10% tipper)
|Startup= 22 [61]
|Startup=22 to 62
|Active= 3
|Active=22 - 24*
|Recovery= 22
|Total Frames=46
|Frame Advantage= -18
|Safety=-15
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
First hit of Leo's rekka-type special move. On hit or whiff press special alongside either forward, up, down or back to perform a follow-up attack. Each followup has unique properties and uses. Can be charged before releasing.
*Values in [] are for held variant
* Has to charge for a minimum of 21 frame to a maximum of 61 frames before releasing the first hit. Charging does not affect damage.
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.
* Anytime after frame 5 of the attack being unleashed one of 4 follow up attacks can be inputted. All followups come out as fast as frame 3, but can be delayed to come out as late as frame 62.
}}
}}
{{AttackData-NASB
|Damage=8% (10% tipper)
|Startup=3 to 62
|Active=3 - 6*
|Total Frames=31
|Safety=-19
|description=
Forward variant of second hit.
* The worst follow-up off. 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.
}}
}}
{{MoveData
|image= NASB leo special mid special mid.png
|caption= '''Definitely a misinput'''
|name= Rekka Follow-up 1
|linkname= 5PP
|input= 5P -> 5P / Neutral Special -> Neutral Special
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8% (10%)
|Damage=8% (10% tipper)
|Startup= 3 [61]
|Startup=3 to 62
|Active= 4
|Active=3 - 6*
|Recovery= 24
|Total Frames=30
|Frame Advantage= -22
|Safety=-18
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Up variant of second hit.
*Values in [] are for held variant
* The best follow-up. Knocks the opponent straight upwards so you can shark them. Also has some forward momentum, making this hard to whiff.
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.
}}
}}
}}
{{MoveData
|image= NASB leo special mid special down.png
|caption= '''The other good one'''
|name= Rekka Follow-up 2
|linkname= 5P2P
|input= 5P -> 2P / Neutral Special -> Down Special
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8% (10%)
|Damage=8% (10% tipper)
|Startup= 3 [61]
|Startup=3 to 62
|Active= 4
|Active=3 - 6*
|Recovery= 24
|Total Frames=30
|Frame Advantage= -20
|Safety=-18
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Down variant of second hit.
*Values in [] are for held variant
* Leo's 2nd best follow-up. 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.
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.
}}
}}
}}
{{MoveData
|image= NASB leo special mid special up.png
|caption= '''Praise the sun!'''
|name= Rekka Follow-up 3
|linkname= 5P8P
|input= 5P -> 8P / Neutral Special -> Up Special
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 8% (10%)
|Damage=8% (10% tipper)
|Startup= 3 [61]
|Startup=3 to 62
|Active= 4
|Active=3 - 5*
|Recovery= 24
|Total Frames=30
|Frame Advantage= -16
|Safety=-18
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Back variant of second hit.
*Values in [] are for held variant
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.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo special up.png
|image= NASB leo special up.png
|caption= '''We hope you enjoy your flight on Leonardo Airlines'''
|caption= We hope you enjoy your flight on Leonardo Airlines
|name= Endless Screw
|name= Endless Screw
|linkname= 8P
|linkname= 8P
Line 509: Line 398:
|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= 4% (7%)
|Damage=4%
|Startup= 14
|Startup=14
|Active= 32
|Active=14 - 45
|Recovery= Until landing
|Total Frames=60
|Frame Advantage= N/A
|Safety=-80
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
|description=
*Values in () are for tipper hitbox
Leo rises into the air spinning, damaging those caught in it.
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.
}}
}}
}}
 
}} <br>


{{MoveData
{{MoveData
|image= NASB leo special down.png
|image= NASB leo special down.png
|caption= '''"What's with characters named Leo and DPs?"'''
|caption= What's with characters named Leo and DPs?
|image2= NASB leo aerial special down.png
|caption2= '''''DIVEKICK!'''''
|name= Backflip
|name= Backflip
|linkname= 2P
|linkname= 2P
Line 534: Line 418:
|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage= N/A
|Damage=8%
|Startup= N/A
|Startup=10
|Active= N/A
|Active=10 - 17
|Recovery= 27 [7]
|Total Frames=26 flip, 37 kick
|Frame Advantage= N/A
|Safety=-13
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-6
|description=
|description=
*Values in []: For the recovery, there is a minimum of 7 frames of recovery before you can cancel the flip into j.2P
Does a retreating backflip when performed off the ground. Inputting the special button again (or starting the move in the air) follows it up with a divekick. Has lots of utility as a repositioning and recovery tool.
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.
* Invincible from frames 1-6 when started off the ground.
}}
* 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.
}}
 
 
{{MoveData
|image= NASB leo aerial special down.png
|caption= '''Airdash 2: Now with a hitbox'''
|name= Divekick
|linkname= j2P
|input= j2P / Jump Down Special
|data=
{{AttackData-NASB
|Damage= 8%
|Startup= 10
|Active= 8
|Recovery= 20
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
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 ===
 
{{MoveData
|image= NASB leo grab.png
|caption= '''"Say goodbye to your stock, buddy"'''
|name= Grab
|linkname= grab
|input= Block + Light Attack / Grab Button
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= 8
|Active= 3
|Recovery= 20
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
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.
}}
}}
 
 
{{MoveData
|image= NASB leo getup attack.png
|caption= '''No! I don't wanna block!'''
|name= Get Up Attack
|linkname= getupattack
|input= Light/Strong Attack after missed tech
|data=
{{AttackData-NASB
|Damage= 6%
|Startup= 6
|Active= 7
|Recovery= 18
|Frame Advantage= -18
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-20
|description=
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.
}}
}}
 
 
{{MoveData
|image= NASB leo getup roll.png
|caption= '''Tactical turtle roll'''
|name= Get Up Roll
|linkname= getuproll
|input= Left/Right after missed tech
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= N/A
|Active= N/A
|Recovery= 29
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-21
|description=
Standard get up roll.
}}
}}
 
 
{{MoveData
|image= NASB leo getup neutral.png
|caption= [https://youtu.be/Y9j3heYZAk8 '''This reminds me of that time when I missed a tech''']
|name= Neutral Get Up
|linkname= neutralgetup
|input= Up after missed tech
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= N/A
|Active= N/A
|Recovery= 27
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-21
|description=
Standard neutral get up.
}}
}}
 
 
{{MoveData
|image= NASB leo tech roll.png
|caption= '''SEE YA!'''
|name= Tech Roll
|linkname= techroll
|input= Block + Left/Right right before hitting the Stage
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= N/A
|Active= N/A
|Recovery= 34
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-26
|description=
Standard tech roll. Slightly better than Leo's missed-tech roll by 5 frames of invuln.
}}
}}
 
 
{{MoveData
|image= NASB leo tech in place.png
|caption= '''Haha! I knew that you knew that I knew I would roll in!'''
|name= Tech In-Place
|linkname= techinplace
|input= Block right before hitting the Stage
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= N/A
|Active= N/A
|Recovery= 24
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-18
|description=
Standard tech in-place. Good after conditioning your opponent that you'll roll on tech, as it has faster recovery than roll.
}}
}}
 
 
{{MoveData
|image= NASB leo ledge attack.png
|caption= '''Nothing like a good stretch!'''
|name= Ledge Get Up Attack
|linkname= ledgegetupattack
|input= Light/Strong Attack after grabbing ledge
|data=
{{AttackData-NASB
|Damage= 5%
|Startup= 8
|Active= 3
|Recovery= 20
|Frame Advantage= -16
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
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.
}}
}}
 
 
{{MoveData
|image= NASB leo ledge roll.png
|caption= '''Tactical turtle roll: Ledge edition'''
|name= Ledge Get Up Roll
|linkname= ledgegetuproll
|input= Block after grabbing ledge
|data=
{{AttackData-NASB
|Damage= N/A
|Startup= N/A
|Active= N/A
|Recovery= 35
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Full-body invuln. frames 1-27
|description=
Standard ledge get up roll.
}}
}}
}}
}} <br>


=== Taunt ===
=== Taunt ===
Line 771: Line 434:
{{MoveData
{{MoveData
|image= NASB_leo_taunt.png
|image= NASB_leo_taunt.png
|caption= '''Like the swords? Come closer and take a look...'''
|caption= Like the swords? Come closer and take a look...
|name= Weapon Activation
|name= Taunt
|linkname= Weapon Activation
|linkname= Taunt
|input= 214 + P
|input= Taunt Button
|data=
|data=
Placeholder
swords
  }}
  }} <br>


== Colors ==
== Colors ==
[[File:NASB leonardo character.png|200px]]
[[File:NASB Leo alt costume.png|200px]]


{{Navbox-NASB}}
{{Navbox-NASB}}
[[Category:Nickelodeon All-Star Brawl]]
[[Category:Nickelodeon All-Star Brawl]]

Latest revision as of 03:44, 20 February 2023

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!

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.
  • Edgeguarding: Leo's huge arsenal of disjoints and amazing 2-frame options in 2L, 2S, 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.
    • As of the Rocko patch, his Strong Neutral Air knockback has been altered to be much weaker, which hinders him.
  • Slow Normals: Leo's normals are slower than average with the exception of 2L making dealing with shield pressure harder. Leo players should space your normals well, or be put in a bad situation.
  • Recovery: Leo's j.8P, while it can be difficult to edgeguard from the sides, is slow and doesn't have much vertical height. If Leo's sent too low offstage, Game Over.
  • High Percents: Leo can struggle to kill some characters at very high percents; especially those with exceptional recoveries.
  • Honesty is not the best policy: Leo has to often win neutral interactions to get rewarded, which can prove very difficult in Nick Brawl. Much like the character himself, he requires patience and effort to successfully get confirms, which is something a majority of the cast can do much easier.


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% tipper) 8 8 - 9 24 -7

A straightforward slash, covering the space in front of Leo.

  • Somewhat slow as a jab, but the huge horizontal disjoint makes this worth using.
  • Great for closing out stocks for it's awkward horizontal launch angle at high %s.
  • Unlike other characters jabs, Leo's jab does not jab-reset the opponent.


Vertical Slash
8L / Up Light
NASB leo light up.png
Trademark combo starter
Damage Startup Frames Active Frames Total Frames Safety
6% (9% tipper) 7 3 25 -9

A slash at the air in front and above you. Big range, upwards launching, fast combo starter.


Leg Sweep
2L / Down Light
NASB leo light down.png
Nice recovery nerd
Damage Startup Frames Active Frames Total Frames Safety
8% 5 5 - 9 22 -8

A quick sweep kick. Pops grounded opponents upward while sending airborne opponents downward.

  • Leo's fastest ground normal. His go-to option out of shield for punishing opponents.
  • Because of it's long active frames and spike effect this is an amazing move for catching recovering opponents opponents.
  • On hit leads into up light combos at low %s.


Shell Shock
66L / Run Light
NASB leo dash light.png
"Enjoy your time in the blast zone!"
Damage Startup Frames Active Frames Total Frames Safety
8% 6 6 - 13 26 -25

Leo rams into the opponent with his backside. Can be cancelled into other moves on hit.

  • Very fast and active dash light that can also easily hit opponents below the ledge. HUGE reward on hit near the ledge as run light into down light leads sets up for offstage spike opportunities.


Jumping/Air Light Attacks

Aerial Horizontal Slash
j5L / Jump Light
NASB leo aerial light mid.png
"Oh? You're approaching me?"
Damage Startup Frames Active Frames Total Frames Safety
5% (9% tipper) 8 8 - 9 26 -6

Leo swipes at the opponent mid-air. Your go-to neutral tool.

  • Amazing horizontal disjoint allows 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.
  • Outstanding for safely covering high recovery options from your opponent. If you manage to hit them with the tipper hitbox they can die at absurdly low %s offstage.


Aerial Vertical Slash
j8L / Jump Up Light
NASB leo aerial light up.png
If you got hit by this, prepare to not touch the ground for a while
Damage Startup Frames Active Frames Total Frames Safety
5% (9% tipper) 8 8 - 9 28 -6

A midair slash covering the airspace above you. Great against opponents with no double jump and/or airdash.

  • Outstanding disjoint that excels at sharking opponents and racking up damage.


Down Slash
j2L / Jump Down Light
NASB leo aerial light down.png
GGs shake my hand
Damage Startup Frames Active Frames Total Frames Safety
6% (10% tipper) 8 8 - 10 39 -6

A downward slash below Leo. A great spike.

  • In the neutral any stray hit from this move will put your opponent in a tech chase position that's heavily in your favor.
  • Go-to spike ender for covering low recoveries.


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% tipper) 21 21 - 24 40 -2

A powerful slash with a lot of wind-up, utilizing both of Leo's blades.

  • Leo's slowest strong attack. Good for baiting and punishing your opponents approach options. It's 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% tipper) 20 20 - 24 40 -3

Leo raises both of his blades upward, covering the space in front and above him.

  • Very high-reaching disjoint. Great for mixing up your approach after doing an up light or landing jump up light 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% tipper) 19 19 - 23 40 -4

An X-slash crossing both blades, aimed downwards. Spikes those unfortunate enough to get caught in it.

  • Better than down light in matchups where the characters recovery has a disjoint that can beat you out, like vs Spongebob. Otherwise inferior to down light due to how much less spammable it is at ledge.


Running Hit
66S / Run Strong
NASB leo dash strong.png
Devastating misinput
Damage Startup Frames Active Frames Total Frames Safety
10% (20% tipper) 21 21 - 25 45 -19

Leo rams into his opponent, pointing both blades ahead of him, ready to stab through them. Like other dash attacks it can be cancelled on hit into further followups.

  • Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over run light ever.


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...
Damage Startup Frames Active Frames Total Frames Safety
10% (16% tipper) 23 23 - 24 40 -7

A big swing using both blades.

  • 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.


Dual Hit
j8S / Jump Up Strong
NASB leo aerial strong up.png
Zim's air up strong, but better
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 20 20 - 27 40 -8

A screw-like attack hitting above Leo utilizing both blades.

  • Despite what it looks like, the hitbox is rather large. The tipper hitbox has exceptionally high knockback, letting you kill off the top very early.


Aerial Scissor Slash Down
j2S / Jump Down Strong
NASB leo aerial strong down.png
Don't run with scissors. Jumping with them is ok though
Damage Startup Frames Active Frames Total Frames Safety
10% (16% tipper) 19 19 - 23 55 -6

A scissor-like slash attack hitting below you in the air. Spikes opponents caught in it.


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
NASB leo special mid special mid.png
Forward
NASB leo special mid special up.png
Up
NASB leo special mid special down.png
Down
NASB leo special back.png
Back
Damage Startup Frames Active Frames Total Frames Safety
8% (10% tipper) 22 to 62 22 - 24* 46 -15

First hit of Leo's rekka-type special move. On hit or whiff press special alongside either forward, up, down or back to perform a follow-up attack. Each followup has unique properties and uses. Can be charged before releasing.

  • Has to charge for a minimum of 21 frame to a maximum of 61 frames before releasing the first hit. Charging does not affect damage.
  • Anytime after frame 5 of the attack being unleashed one of 4 follow up attacks can be inputted. All followups come out as fast as frame 3, but can be delayed to come out as late as frame 62.
Damage Startup Frames Active Frames Total Frames Safety
8% (10% tipper) 3 to 62 3 - 6* 31 -19

Forward variant of second hit.

  • The worst follow-up off. 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% tipper) 3 to 62 3 - 6* 30 -18

Up variant of second hit.

  • The best follow-up. Knocks the opponent straight upwards so you can shark them. Also has some forward momentum, making this hard to whiff.
Damage Startup Frames Active Frames Total Frames Safety
8% (10% tipper) 3 to 62 3 - 6* 30 -18

Down variant of second hit.

  • Leo's 2nd best follow-up. 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% tipper) 3 to 62 3 - 5* 30 -18

Back variant of second hit.


Endless Screw
8P / Up Special
NASB leo special up.png
We hope you enjoy your flight on Leonardo Airlines
Damage Startup Frames Active Frames Total Frames Safety
4% 14 14 - 45 60 -80

Leo rises into the air spinning, damaging those caught in it.


Backflip
2P / Down Special
NASB leo special down.png
What's with characters named Leo and DPs?
NASB leo aerial special down.png
DIVEKICK!
Damage Startup Frames Active Frames Total Frames Safety
8% 10 10 - 17 26 flip, 37 kick -13

Does a retreating backflip when performed off the ground. Inputting the special button again (or starting the move in the air) follows it up with a divekick. Has lots of utility as a repositioning and recovery tool.

  • Invincible from frames 1-6 when started off the ground.
  • 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.


Taunt

Taunt
Taunt Button
NASB leo taunt.png
Like the swords? Come closer and take a look...
swords


Colors

NASB leonardo character.png NASB Leo alt costume.png

Nick Brawl Navigation

Gameplay
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Aang
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