Ok, any way we can get some concrete info on her Grand Saber recovery speed? I can tell you my anecdotal evidence, but it's not 100% backed by frame data XD (Reposting from my GAF Post):
For me, Grand Saber feels like this:
Weak: Fast enough startup to combo off Close C (Making Close C, Weak GS, Slash Saber DM very nice), but recovery is horrible on block. Probably about as bad as a whiffed Moon slasher?
Strong: I believe this gets frame advantage. I use it as a trap all the time (Strong Grand Saber from a distance on wakeup (blocked) -> Crouch B, Crouch A, C Moon Slasher), and while I have gotten thrown after such things, it seems to be because my B was slightly off time, rather than her being open.
When they mentioned in the blog translations, that Strong Grand Saber was "About the same", I figured that was more "It's about the same as arcade", rather than "Both opponents recover at about the same time.".
Generally, I move in with confidence with it.
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Anyone with more arcade experience with her feel any more differences with her on console, than were stated in SNKP Blogs?
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I love being able to use her CD to stick people into Blockstun, and then follow up with D Grand Saber. Even better if the CD landed a counter hit, and the Grand Saber lands as followup, perfect time to land Slash Saber!
Personally, I'm slightly annoyed Slash Saber has to be Super canceled off Grand Saber so tightly; It makes it a little less reliable than I'd wish, but Leona is all about extremly accurate execution... I also wish there was some difference to each button press of Slash Saber, but I've mentioned this before. I love the DM in general, though!
Oh, and does anyone else feel like Close D might leave her at small frame advantage? Since she's considered to be in some awkward half-airborn stage with the move, she can't combo anything like grand saber A off it, but it's not aerial enough to do any of her air moves without going into Strike Arch...
Hop C is such a weird crossup. Hop and Jump B is a fantastic air-to-air, and I even like using it for ground pressure myself, as it allows her to hit deep, so the enemey sticks in blockstun, and it starts up pretty fast. Hop A seems to be her best jump-in to me, as it hits deep enough to get her back to the ground for combos, starts up faster than C or D jump attacks, and can be combo into A X Calibur of V slasher.
As great as her jump CD is, it has a lot of startup (compared to, say, Hwa and Mature's CDs), so I normally depend on B and D while in the air.
Lastly, I do think I much appreciate the faster Strike Arch and EX X Calibur, now. A great little mixup with the command normal, and EX-X is a great thing to make twitchy opponenets eat big damage, or just give Leona enough time to move back in, and start her pressure.