Asura Buster: Eternal Warriors/Leon: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px;"
{{Infobox-ABEW
|-
|name=AB_Name_Leon
! align="center" colspan="2" | Leon
|image=AB_Leon
|-
|playstyle=Charge
| align="center" colspan="2" |[[File:AB_Leon.png|frameless|center|400x400px]]
|dash=Run
|-
|backdash=Airborne
| '''Pre-Jump Frames''' || 3
|defmod=1.0625
|-
|airopts=None
| '''Play Style''' || Charge
|meter=80
|-
| '''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_Leon.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 ==
==Movelist==
=== Standing normals ===
=== Normals ===
==== Standing Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_5a.png
|image=AB_Leon_5a.png
|caption=
|input=5A
|input=5A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=normals
|cancel=-A-, -B-, -C-, -SP-, -UM-
|startup=6
|damage=8
|advHit=1
|startup=5
|advBlock=0
|active=6
|description= quick jab<br>can be used as an abare<br>deals low damage, unremarquable
|recovery=3
|advHit=4
|advBlock=3
|description=Quick jab with his shortsword hand.
* Very active for a grounded A normal.
* Whiffs crouching {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Chen-Mao|22px|AB_ChenMao_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Sittara|22px|AB_Sittara_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Yashaou|22px|AB_Yashaou_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Zam-B|22px|AB_ZamB_CSS.png}}.
}}
}}
}}
}}
Line 62: Line 34:
{{MoveData
{{MoveData
|image=AB_Leon_5B.png
|image=AB_Leon_5B.png
|caption=
|input=5B
|input=5B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=normals
|cancel=C, SP, UM
|startup=7 / 11
|damage=16
|advHit=3
|startup=9
|advBlock=2
|active=6
|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)
|recovery=13
|advHit=-2
|advBlock=-3
|description=Standing front kick.
* Shorter ''and'' slower than 5C.
* Niche because of Leon's poor ability to convert off of it.
** Launcher whiffs past point blank.
** 2C(2) whiffs at max range.
** [2]8B and [2]8C require prior down charge and charge partitioning.
** [4]6EX requires prior back charge and one bar.
}}
}}
}}
}}
Line 77: Line 57:
{{MoveData
{{MoveData
|image=AB_Leon_5c.png
|image=AB_Leon_5c.png
|caption=double fireballs just to flex
|image2=AB_Leon_5c2.png
|input=5C
|input=5C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=O
|damage=12, 14 (23)
|startup=12
|startup=7
|advHit=-9
|active=4 (14) 8
|advBlock=-10
|recovery=31
|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
|advHit=-16
|advBlock=-17
|description=Leon imbues his blades with electricity and swings his shortsword up, then his longsword down.
* Fairly negative on block and on hit, but has so much pushback that it is usually safe.
* Thanks to its speed, range, and pushback, 5C is a great button to make space.
}}
}}
}}
}}


=== Crouching normals ===
==== Crouching Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_2a.png
|image=AB_Leon_2a.png
|caption=
|input=2A
|input=2A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=L
|guard=L
|cancel=normals
|cancel=-A-, -B-, -C-, -SP-, -UM-
|startup=6
|damage=8
|advHit=3
|startup=5
|advBlock=2
|active=4
|description= 5A but low
|recovery=5
|advHit=4
|advBlock=3
|description=Standard crouching jab.
* Against most characters, chaining twice past point blank will make launcher whiff.
}}
}}
}}
}}
Line 108: Line 95:
{{MoveData
{{MoveData
|image=AB_Leon_2B.png
|image=AB_Leon_2B.png
|caption=[2]>8's younger brother
|input=2B
|input=2B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=L
|guard=M
|cancel=normals
|cancel=C, SP, UM
|startup=8
|damage=16
|advHit=0
|startup=7
|advBlock=-1
|active=4
|description=quick upward slash<br>most commonly used to hit-confirm into 2C
|recovery=19
|advHit=-6
|advBlock=-7
|description=Upward slash with his shortsword.
* Can sometimes be used as an antiair.
* Can be confirmed into [2]8X at all ranges (on ground or air hit).
}}
}}
}}
}}
Line 123: Line 114:
{{MoveData
{{MoveData
|image=AB_Leon_2c.png
|image=AB_Leon_2c.png
|caption=
|image2=AB_Leon_2c2.png
|input=2C
|input=2C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=M, L
|cancel=O
|damage=16, 8 (22)
|startup=11
|startup=9
|advHit=Knocks down
|active=6 (4) 2
|advBlock=-17
|recovery=11
|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
|advHit=0, knocks down
|advBlock=-1, 9
|description=Crouching, electrified double thrust into sweep.
* '''The first hit can be blocked either way.''' This means a standing opponent can block low on reaction to it.
* The second, sweeping hit can whiff entirely at max range.
* This move has amazing frame advantage on block due to its short recovery.
}}
}}
}}
}}
=== Jumping normals ===
 
==== Air Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_j.a.png
|image=AB_Leon_j.a.png
|caption=
|input=j.A
|input=j.A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=-A-, -B-, -C-. -UM-
|startup=4
|damage=8
|advHit=O
|startup=3
|advBlock=O
|active=26
|description=Leon slashes his short-sword upward<br>fast but short combo starter<br>surprisingly a great normal for keeping up juggles
|recovery=6
 
|advHit=N/A
- 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
|advBlock=N/A
|description=Leon slashes his shortsword upwards.
* Has two hitbox states: one while the blade is rising, and one when it's already at the top of its arc.
** Despite this, j.A can only hit once.
* Can be canceled on whiff starting on frame 18.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_8.B.png
|image=AB_Leon_8.B.png
|caption=
|input=j8.B
|input=8.B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=C, UM
|startup=6
|damage=16
|advHit=O
|startup=5
|advBlock=O
|active=10
|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
|recovery=19
|advHit=N/A
|advBlock=N/A
|description=Leon thrusts his longsword forward.
* Can be used to protect air space with rising j8.B into falling j8.B, or rising j8.B into falling j8.C.
* Outshined by j.7/9.B in most other aspects.
* If Leon's last regular jump was a neutral jump, dash-jumping into j.B will make this move come out.
}}
}}
}}
}}
Line 170: Line 175:
{{MoveData
{{MoveData
|image=AB_Leon_7.B.png
|image=AB_Leon_7.B.png
|caption=
|input=j7/9.B
|input=7/9.B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=C, UM
|startup=6
|damage=16
|advHit=O
|startup=7
|advBlock=O
|active=8
|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
|recovery=21
|advHit=N/A
|advBlock=N/A
|description=Leon thrusts his longsward down and forward.
* Amazing instant overhead.
** Can be staggered into j9.C or air launcher to make your opponent respect you.
* If the opponent is too close to Leon, this may whiff crouching opponents, especially if done rising.
** Cannot hit crouching {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}} with the close hitbox ''at all''.
*** They cannot be hit crouching by rising j.B at all, either.
**** Instant j.9B can only hit them if they're standing, with the very tip of the hitbox.
* If Leon's last regular jump was a forward or back jump, dash-jumping into j.B will make this move come out.
}}
}}
}}
}}
Line 185: Line 199:
{{MoveData
{{MoveData
|image=AB_Leon_8.c.png
|image=AB_Leon_8.c.png
|caption=
|input=j8.C
|input=8.C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=
|cancel=O
|damage=24
|startup=6
|startup=7
|advHit=O
|active=8
|advBlock=O
|recovery=7
|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
|advHit=N/A
|advBlock=N/A
|description=A powerful electrified slice straight ahead.
* Has extremely good frame data all around.
* Solid defensive air-to-air option.
* If Leon's last regular jump was a neutral jump, dash-jumping into j.C will make this move come out.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=AB_Leon_7/9.c.png
|image=AB_Leon_7-9.c.png
|caption=Block, now
|input=j7/9.C
|input=7/9.C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=O
|damage=24
|startup=6
|startup=15
|advHit=O
|active=6
|advBlock=O
|recovery=N/A
|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
|advHit=N/A
 
|advBlock=N/A
- If used right in front of the opponent, Leon will cross them up
|description=Wide, electrified downwards swing with both blades.
 
* Despite appearances, this move's crossup hitbox is quite small.
- if not in the corner, walking in any direction will block / dodge this
* Can be used as a quick overhead if done instantly from a jump.
 
** This is punishable at -8 on hit.
- in the corner, you have to either delay block forward or block back
* If Leon's last regular jump was a forward or back jump, dash-jumping into j.C will make this move come out.
}}
}}
}}
}}


=== Command normals ===
 
==== Command Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_6b.png
|image=AB_Leon_6b.png
|caption=Daniel
|caption=Daniel
|input=6b
|input=6B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|damage=16
|startup=17
|startup=23
|advHit=-3
|active=9
|advBlock=-4
|recovery=3
|description= quick hop into overhead<br>Deals meh damage compared to other overhead command normals and can't combo into anything
|advHit=5
 
|advBlock=4
* bro, just use 6C  
|description=Jumping command overhead.
* At point blank, this move whiffs crouching {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Chen-Mao|22px|AB_ChenMao_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}}, and {{Character Label|Asura Buster: Eternal Warriors|Yashaou|22px|AB_Yashaou_CSS.png}}.
** Despite his short height, {{Character Label|Asura Buster: Eternal Warriors|Zam-B|22px|AB_ZamB_CSS.png}} is so wide that he gets hit by the later active frames as Leon falls.
** Connects properly on every character around max range.
* Rather slow by this game's standards, making 6C preferrable in most instances.
** However, unlike 6C, this move Has solid frame advantage.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=AB_Leon_6b.png
|image=AB_Leon_6c.png
|caption=The cooler Daniel
|caption=The cooler Daniel
|input=6b
|input=6C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|damage=20
|startup=17
|startup=11
|advHit=-3
|active=8
|advBlock=-4
|recovery=22
|description= quick downward thrust<br>Deals great damage, has ''amazing'' range and can be used safely
|advHit=-7
 
|advBlock=-8
* this whole bullet point is dedicated to mock 6B, useless
|description=Quick overhead thrust with great range.
* Leon's grounded overhead of choice, being essentially unreactable.
* Despite being negative on hit, this move's pushback makes punishing it impossible for most of its range.
}}
}}
}}
}}
=== Universal mechanics ===
 
=== Universal Mechanics ===
{{MoveData
{{MoveData
|name=Launcher
|name=Launcher
|image=AB_Leon_AB.png
|image=AB_Leon_AB.png
|caption=
|input=Any 2 buttons on the ground
|input=any 2 buttons
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=O
|damage=5
|startup=7
|startup=7
|advHit= Launches
|active=2
|advBlock= inconsistent
|recovery=11
|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.
|advHit=Launches
|advBlock=9
|description=Quick axe kick.<br>Basic ground launcher. Counts towards the [[Asura Buster: Eternal Warriors/System#Launcher|3 launcher cap]] in a combo.
* Very advantageous on block.
* This move has a blindspot right in front of Leon, making it whiff standing {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}} at point blank.
}}
}}
}}
}}
{{MoveData
{{MoveData
|name=Air launcher
|name=Air Launcher
|image=AB_Leon_AB.png
|image=AB_Leon_AB.png
|caption=
|caption=
|input=any 2 buttons
|input=Any 2 buttons in the air
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=H
|cancel=O
|damage=5
|startup= 7
|startup=7
|advHit= Launches
|active=4
|advBlock=inconsistent
|recovery=9
|description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames
|advHit=Launches
|advBlock=N/A
|description=More active than the grounded version. Must be blocked standing.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name=Guard break
|name=Guard Break
|image=AB_Leon_GB.png
|image=AB_Leon_GB.png
|caption=
|input=22C
|input=22C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard= don't
|guard=U
|cancel=O
|damage=1, 1 (2)
|startup= 6
|startup=5
|advHit= Stun
|active=4
|advBlock=O
|recovery=33
|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
|advHit=23
|advBlock=N/A
|description=A quick, unblockable point blank attack that stuns grounded opponents. Throw function.
}}
}}
}}
}}
== Special moves ==
 
=== Special Moves ===
{{MoveData
{{MoveData
|name= Storm ride - スピリットパーム
|name= Storm Ride<br>スピリットパーム
|image=AB_Leon_236.gif
|image=AB_Leon_236.gif
|caption=A/B/C version
|image2=AB_Leon_236_range.png
|input=236A/B/C
|input=236X
|data=
|data=
{{AttackData-Simple
|description=Leon performs a frontflip, then a cross slash. Button determines flip length and properties.
* This move can cross up.
** As such, the A, B and EX versions are best used at spacings where the direction they must be blocked in is ambiguous.
}}
{{AttackData-AB
|version=A
|guard=H
|damage=20
|startup=31
|active=6
|recovery=9
|advHit=-2
|advBlock=-3
|description=Hits once. Leaves the opponent standing and is negative on hit.
* Slower, less rewarding ''and'' less safe than the B version.
}}
{{AttackData-AB
{{AttackData-AB
|guard=M
|version=B
|cancel=O
|guard=H
|startup=24 / 26 / 28
|damage=14, 12 (23)
|startup=30
|active=4, 2
|recovery=9
|advHit=Knocks down
|advHit=Knocks down
|advBlock=4 / 3 / 2
|advBlock=5
|description=Leon does a frontflip then does a cross slash<br>Button determines Flip length and properties
|description=Hits twice and knocks down.
 
* Can be confirmed into a combo with an immediate rising j.A.
* A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
}}
 
{{AttackData-AB
* 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
|version=C
 
|guard=H
* 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
|damage=8 × 3 (19)
 
|startup=43
* 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
|active=6
|recovery=9
|advHit=Launches
|advBlock=11
|description=Leon leaps across the screen into a flip that hits three times and launches. The last hit launches the opponent, but puts them in an uncomboable state.
* Can be used to get through zoning or beat out some near-fullscreen options.
}}
{{AttackData-AB
|version=EX
|guard=H
|damage=10 × 4 (29)
|startup=21
|active=6 (28) 6
|recovery=8
|advHit=Launches
|advBlock=-22, 12
|description=Two quick leaping slashes, with the second one launching. Fully comboable and counts towards the launcher cap.
* Both slashes have two hits.
* If Leon is too close to the opponent and the first leaping slash is blocked, the second one can whiff entirely.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Jolt slice - 炎のチー・ナックル
|name= Jolt Slice<br>炎のチー・ナックル
|image=AB_Leon_46a.png
|image=AB_Leon_46a.png
|image2=AB_Leon_46b.png
|image2=AB_Leon_46b.png
Line 333: Line 405:
|caption2=B version
|caption2=B version
|caption3=C version
|caption3=C version
|input=[4]6 A/B/C
|input=[4]6X
|data=
{{AttackData-Simple
|description=Leon performs a fast horizontal slash. Button determines range, damage and speed.
* You can charge while airborne, allowing Leon to charge while jumping forward.
}}
{{AttackData-AB
|version=A
|guard=M
|damage=20
|startup=11
|active=8
|recovery=27
|advHit=-22
|advBlock=-23
}}
{{AttackData-AB
|version=B
|guard=M
|damage=24
|startup=17
|active=7
|recovery=31
|advHit=-25
|advBlock=-26
}}
{{AttackData-AB
|version=C
|guard=M
|damage=28
|startup=17
|active=7
|recovery=35
|advHit=-17
|advBlock=-20
|description=­
}}
}}
{{MoveData
|image=AB_Leon_46EX.png
|caption=EX version
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|version=EX
|cancel=O
|guard=M
|startup=29 / 29 / 29
|damage=16 × 3 (39)
|advHit=Knocks down
|startup=9
|advBlock=  
|active=5
|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
|recovery=43
 
|advHit=Launches
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
|advBlock=-34
|description=Much faster than the meterless versions. Hits three times. Last hit launches.
* Too slow to allow for combo extensions.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Moon Blade - ムーンブレード
|name= Moon Blade<br>ムーンブレード
|image=AB_Leon_28.gif
|image=AB_Leon_28.gif
|caption=A/B/C version
|input=[2]8X
|input=[2]8 A/B/C
|data=
|data=
{{AttackData-Simple
|description=Leon backflips and performs an upwards cross slash.
* Being air blockable, this isn't as immediately useful as most flash kicks.
* Great guard cancel option.
* You can charge while airborne, allowing Leon to charge while jumping forward.
}}
{{AttackData-AB
{{AttackData-AB
|version=A
|guard=M
|guard=M
|cancel=O
|damage=20
|startup=29 / 29 / 29
|startup=7
|active=7
|recovery=27
|advHit=-21
|advBlock=-22
|description=Lowest-hitting version. Leaves opponents grounded.
* Can be punished on raw hit.
}}
{{AttackData-AB
|version=B
|guard=M
|damage=24
|startup=7
|active=9
|recovery=35
|advHit=Knocks down
|advHit=Knocks down
|advBlock=  
|advBlock=-32
|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)
|description=Reaches halfway between the A and C version. Knocks down.
 
* Tends to be the safest version, thanks to it knocking down on hit and being less negative on block than the C version.
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
}}
{{AttackData-AB
|version=C
|guard=M
|damage=28
|startup=7
|active=11
|recovery=41
|advHit=Launches
|advBlock=-40
|description=Highest-hitting version. Launches, but puts the opponent in an uncomboable state.
}}
{{AttackData-AB
|version=EX
|guard=M
|damage=16 × 3 (39)
|startup=7
|active=7 (21) 7 (8) 8
|recovery=42
|advHit=Launches
|advBlock=-49
|description=Performs two flash kicks for a total of three hits.
* Too slow to allow for combo extensions.
* The last hit tends to miss entirely on airborne or far-off opponents.
** It whiffs on grounded opponents.
}}
}}
}}
}}




== Supers ==
=== Super ===
{{MoveData
{{MoveData
|name=Thor's rod - 女神の拳のバラード
|name=Jihad<br>ジハド
|image=AB_Leon_236236a.gif
|image=AB_Leon_236236a.gif
|caption= "you can't miss, if the entire screen is a hitbox" *taps forehead*
|input=236236X
|input=236-236A/B/C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=O
|damage=28, 24 × 5 (90)
|startup=62(53+9)
|startup=1+10
|active=2, 13
|recovery=50
|advHit=Knocks down
|advHit=Knocks down
|advBlock=inconsistent
|advBlock=-48
|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
|description=Leon calls down a pillar of lightning around himself. Deals massive damage on hit.
 
* Has invulnerability throughout most of the active frames, making it a potent reversal and guard cancel option.
* 1) have a great position
* Can be used as a last-ditch antiair against characters which Leon struggles to beat out from the ground, such as {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}} and {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}}.
 
* 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
=== Boost Mode (22ABC) ===
'''Lightning Fast:'''


...
Leon becomes twice as fast and jumps higher.


that's it
==Color Palettes==
<br>
[[File:AB_Palettes_Leon.png|none|350px]]


:(
<br>
{{Asura Buster}}
[[Category: Asura Buster: Eternal Warriors]]
[[Category: Asura Buster: Eternal Warriors]]
{{Asura Buster}}
[[Category: Leon (ABEW)]]

Latest revision as of 12:44, 18 September 2023

Leon is a swordsman with the power to imbue electricity into the twin blades he wields.

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 plays similarly to Lightning in Asura Blade: Sword of Dynasty and is a defensive charge character with long reaching normals. He alternates between his shortsword for quick up-close attacks and his longsword at range, combining their use for his most iconic moves.

Overview

AB Leon Pose.png
Leon is a charge character with solid range and disjoint.
Pros Cons
  • Strong reactive guard cancel options
  • Potent all-around offense
  • Normals have great range and disjoint
  • Large meter gauge allows him to escape juggles often
  • Height makes getting in a struggle
  • Committal ground game
  • Especially vulnerable to air-to-ground blockstrings due to charge inputs
  • Poor ability to convert hits past close range
  • Tall hurtbox enables character-specific mixups
  • Fairly low damage
  • Subpar low-hitting options for offense
  • Situational uses for meter
  • Very niche boost mode


AB Name Leon.png
AB Leon.png
Play Style Charge
Dash Type Run
Backdash Type Airborne
Defense Modifier 1.0625
Air Options None
Meter Gauge 80

Movelist

Normals

Standing Normals

5A
AB Leon 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 6 3 M -A-, -B-, -C-, -SP-, -UM- 4 3

Quick jab with his shortsword hand.


5B
AB Leon 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 9 6 13 M C, SP, UM -2 -3

Standing front kick.

  • Shorter and slower than 5C.
  • Niche because of Leon's poor ability to convert off of it.
    • Launcher whiffs past point blank.
    • 2C(2) whiffs at max range.
    • [2]8B and [2]8C require prior down charge and charge partitioning.
    • [4]6EX requires prior back charge and one bar.


5C
AB Leon 5c.png
AB Leon 5c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
12, 14 (23) 7 4 (14) 8 31 M - -16 -17

Leon imbues his blades with electricity and swings his shortsword up, then his longsword down.

  • Fairly negative on block and on hit, but has so much pushback that it is usually safe.
  • Thanks to its speed, range, and pushback, 5C is a great button to make space.

Crouching Normals

2A
AB Leon 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 4 5 L -A-, -B-, -C-, -SP-, -UM- 4 3

Standard crouching jab.

  • Against most characters, chaining twice past point blank will make launcher whiff.


2B
AB Leon 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 4 19 M C, SP, UM -6 -7

Upward slash with his shortsword.

  • Can sometimes be used as an antiair.
  • Can be confirmed into [2]8X at all ranges (on ground or air hit).


2C
AB Leon 2c.png
AB Leon 2c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16, 8 (22) 9 6 (4) 2 11 M, L - 0, knocks down -1, 9

Crouching, electrified double thrust into sweep.

  • The first hit can be blocked either way. This means a standing opponent can block low on reaction to it.
  • The second, sweeping hit can whiff entirely at max range.
  • This move has amazing frame advantage on block due to its short recovery.

Air Normals

j.A
AB Leon j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 3 26 6 H -A-, -B-, -C-. -UM- N/A N/A

Leon slashes his shortsword upwards.

  • Has two hitbox states: one while the blade is rising, and one when it's already at the top of its arc.
    • Despite this, j.A can only hit once.
  • Can be canceled on whiff starting on frame 18.


j8.B
AB Leon 8.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 5 10 19 H C, UM N/A N/A

Leon thrusts his longsword forward.

  • Can be used to protect air space with rising j8.B into falling j8.B, or rising j8.B into falling j8.C.
  • Outshined by j.7/9.B in most other aspects.
  • If Leon's last regular jump was a neutral jump, dash-jumping into j.B will make this move come out.


j7/9.B
AB Leon 7.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 8 21 H C, UM N/A N/A

Leon thrusts his longsward down and forward.

  • Amazing instant overhead.
    • Can be staggered into j9.C or air launcher to make your opponent respect you.
  • If the opponent is too close to Leon, this may whiff crouching opponents, especially if done rising.
    • Cannot hit crouching AB Alice CSS.png Alice and AB AliceSecret CSS.png Alice! with the close hitbox at all.
      • They cannot be hit crouching by rising j.B at all, either.
        • Instant j.9B can only hit them if they're standing, with the very tip of the hitbox.
  • If Leon's last regular jump was a forward or back jump, dash-jumping into j.B will make this move come out.


j8.C
AB Leon 8.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 7 8 7 - - N/A N/A

A powerful electrified slice straight ahead.

  • Has extremely good frame data all around.
  • Solid defensive air-to-air option.
  • If Leon's last regular jump was a neutral jump, dash-jumping into j.C will make this move come out.


j7/9.C
AB Leon 7-9.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 15 6 N/A H - N/A N/A

Wide, electrified downwards swing with both blades.

  • Despite appearances, this move's crossup hitbox is quite small.
  • Can be used as a quick overhead if done instantly from a jump.
    • This is punishable at -8 on hit.
  • If Leon's last regular jump was a forward or back jump, dash-jumping into j.C will make this move come out.


Command Normals

6B
AB Leon 6b.png
Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 23 9 3 H - 5 4

Jumping command overhead.

  • At point blank, this move whiffs crouching AB Alice CSS.png Alice, AB AliceSecret CSS.png Alice!, AB ChenMao CSS.png Chen-Mao, AB RoseMary CSS.png Rose Mary, and AB Yashaou CSS.png Yashaou.
    • Despite his short height, AB ZamB CSS.png Zam-B is so wide that he gets hit by the later active frames as Leon falls.
    • Connects properly on every character around max range.
  • Rather slow by this game's standards, making 6C preferrable in most instances.
    • However, unlike 6C, this move Has solid frame advantage.


6C
AB Leon 6c.png
The cooler Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
20 11 8 22 H - -7 -8

Quick overhead thrust with great range.

  • Leon's grounded overhead of choice, being essentially unreactable.
  • Despite being negative on hit, this move's pushback makes punishing it impossible for most of its range.

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 2 11 M - Launches 9

Quick axe kick.
Basic ground launcher. Counts towards the 3 launcher cap in a combo.

  • Very advantageous on block.
  • This move has a blindspot right in front of Leon, making it whiff standing AB Alice CSS.png Alice and AB AliceSecret CSS.png Alice! at point blank.
Air Launcher
Any 2 buttons in the air
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 4 9 H - Launches N/A

More active than the grounded version. Must be blocked standing.


Guard Break
22C
AB Leon GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 23 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.

Special Moves

Storm Ride
スピリットパーム

236X
AB Leon 236.gif
AB Leon 236 range.png

Leon performs a frontflip, then a cross slash. Button determines flip length and properties.

  • This move can cross up.
    • As such, the A, B and EX versions are best used at spacings where the direction they must be blocked in is ambiguous.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 31 6 9 H - -2 -3

Hits once. Leaves the opponent standing and is negative on hit.

  • Slower, less rewarding and less safe than the B version.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 14, 12 (23) 30 4, 2 9 H - Knocks down 5

Hits twice and knocks down.

  • Can be confirmed into a combo with an immediate rising j.A.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 8 × 3 (19) 43 6 9 H - Launches 11

Leon leaps across the screen into a flip that hits three times and launches. The last hit launches the opponent, but puts them in an uncomboable state.

  • Can be used to get through zoning or beat out some near-fullscreen options.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 10 × 4 (29) 21 6 (28) 6 8 H - Launches -22, 12

Two quick leaping slashes, with the second one launching. Fully comboable and counts towards the launcher cap.

  • Both slashes have two hits.
  • If Leon is too close to the opponent and the first leaping slash is blocked, the second one can whiff entirely.


Jolt Slice
炎のチー・ナックル

[4]6X
AB Leon 46a.png
A version
AB Leon 46b.png
B version
AB Leon 46c.png
C version

Leon performs a fast horizontal slash. Button determines range, damage and speed.

  • You can charge while airborne, allowing Leon to charge while jumping forward.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 11 8 27 M - -22 -23
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 24 17 7 31 M - -25 -26
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 28 17 7 35 M - -17 -20

­

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 3 (39) 9 5 43 M - Launches -34

Much faster than the meterless versions. Hits three times. Last hit launches.

  • Too slow to allow for combo extensions.


Moon Blade
ムーンブレード

[2]8X
AB Leon 28.gif

Leon backflips and performs an upwards cross slash.

  • Being air blockable, this isn't as immediately useful as most flash kicks.
  • Great guard cancel option.
  • You can charge while airborne, allowing Leon to charge while jumping forward.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 7 7 27 M - -21 -22

Lowest-hitting version. Leaves opponents grounded.

  • Can be punished on raw hit.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 24 7 9 35 M - Knocks down -32

Reaches halfway between the A and C version. Knocks down.

  • Tends to be the safest version, thanks to it knocking down on hit and being less negative on block than the C version.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 28 7 11 41 M - Launches -40

Highest-hitting version. Launches, but puts the opponent in an uncomboable state.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 3 (39) 7 7 (21) 7 (8) 8 42 M - Launches -49

Performs two flash kicks for a total of three hits.

  • Too slow to allow for combo extensions.
  • The last hit tends to miss entirely on airborne or far-off opponents.
    • It whiffs on grounded opponents.


Super

Jihad
ジハド

236236X
AB Leon 236236a.gif
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
28, 24 × 5 (90) 1+10 2, 13 50 M - Knocks down -48

Leon calls down a pillar of lightning around himself. Deals massive damage on hit.

  • Has invulnerability throughout most of the active frames, making it a potent reversal and guard cancel option.
  • Can be used as a last-ditch antiair against characters which Leon struggles to beat out from the ground, such as AB RoseMary CSS.png Rose Mary and AB Taros CSS.png Taros.


Boost Mode (22ABC)

Lightning Fast:

Leon becomes twice as fast and jumps higher.

Color Palettes


AB Palettes Leon.png


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