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| [[File:Leona.jpg|right|frame]] | | <section begin="image"/>[[File:02UM Leona Profile.png|right|thumb|200px]]<section end="image"/> |
| | __TOC__ |
| | {{HoverImage|02UM Leona 0.gif|02UM Orochi Leona 0.gif|style=float:right|x300px}} |
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| ==Movelist== | | ==Movelist== |
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| Ordeal Buckler - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | | Ordeal Buckler - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] |
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| Heidern Inferno - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]] | | Heidern Inferno - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] |
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| '''Command Moves''' | | '''Command Moves''' |
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| Grand Saber - charge [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] | | Grand Saber - charge [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| :Gliding Buster - after [[image:d.gif]] version only, [[image:fd.gif]] + [[image:d.gif]] | | ::Gliding Buster - after [[image:d.gif]] version only, [[image:fd.gif]] + [[image:d.gif]] |
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| Earring Bomb - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] | | Earring Bomb - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| Heart Attack - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]] | | Heart Attack - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| :Explode - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]] | | ::Explode - [[image:rdp.gif]] + [[image:b.gif]] / [[image:d.gif]] |
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| '''Desperation Moves''' | | '''Desperation Moves''' |
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| Grateful Dead - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | | Grateful Dead - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
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| Kakusei - [[image:up.gif]], [[image:dn.gif]], [[image:up.gif]], [[image:dn.gif]], [[image:up.gif]], [[image:dn.gif]] + [[image:b.gif]][[image:d.gif]] | | Kakusei - [[image:up.gif]][[image:dn.gif]][[image:up.gif]][[image:dn.gif]][[image:up.gif]][[image:dn.gif]] + [[image:b.gif]][[image:d.gif]] |
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| '''Super Desperation Moves''' | | '''Super Desperation Moves''' |
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| Rebel Spark - in Orochi Mode, [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]] | | Rebel Spark - in Orochi Mode, [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]] |
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| '''HSDM''' | | '''Hidden Super Desperation Move''' |
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| Dead End Inferno - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]][[image:d.gif]] | | Dead End Inferno - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]][[image:d.gif]] |
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| == Quick Starter Combo Reference == | | == Quick Starter Combo Reference == |
| | | '''[[The_King_of_Fighters_2002_UM/Controls|Notation]]''' |
| |- | | |- |
| | '''0 Bar''' | | | '''0 Bar''' |
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| Corner Only<br/> | | Corner Only<br/> |
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| cr.B×1~2, cr.A, d~u+C = 21~24%<br/> | | [https://www.youtube.com/watch?v=1ns4Hf2Uvig cr.B×1~2, cr.A, d~u+C] = 21~24%<br/> |
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| (optional cross-up), cl.D(1), rdp+K, cr.C, d~u+C = 30%<br/> | | (optional cross-up), [https://youtu.be/1ns4Hf2Uvig?t=3 cl.D(1), rdp+K, cr.C, d~u+C] = 30%<br/> |
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| (jump-in), cl.D(1), rdp+K, cl.C, f+B, air qcb+A = 33%<br/> | | (jump-in), [https://youtu.be/1ns4Hf2Uvig?t=6 cl.D(1), rdp+K, cl.C, f+B, air qcb+A] = 33%<br/> |
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| Corner<br/> | | Corner<br/> |
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| cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(3) (SC) air qcf hcb+P = 50%<br/> | | [https://youtu.be/1ns4Hf2Uvig?t=38 cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(2) (SC) air qcf hcb+P] = 50%<br/> |
| ''• Note: Do the charge cancel as cr.Bx2~3, ub+BC, (C) f+D(3).'' | | ''• Note: Do the charge cancel as cr.Bx2~3, ub+BC, (C) f+D(2).'' |
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| | '''3 Bar''' | | | '''3 Bar''' |
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| Corner<br/> | | Corner<br/> |
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| cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(3) (SC) air qcf hcb+AC = 62%<br/> | | [https://youtu.be/1ns4Hf2Uvig?t=96 cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(2) (SC) air qcf hcb+AC] = 62%<br/> |
| ''• Note: Do the charge cancel as cr.Bx2~3, ub+BC, (C) f+D(3).'' | | ''• Note: Do the charge cancel as cr.Bx2~3, ub+BC, (C) f+D(2).'' |
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| |} | | |} |
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| | == Gameplay Overview == |
| | {{StrengthsAndWeaknesses |
| | | description = }} |
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| ==Normals== | | ==Normals== |
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| '''Close''' | | '''Close''' |
| * cl.A/B/C/D are cancel-able | | * cl.A/B/C/D are cancelable |
| * cl.C does 2 hits, both cancelable | | * cl.A is very fast to start and recover, making it a good button to mash out of close-up pressure. |
| * cl.D does 2 hits, both cancelable | | * cl.B is on the slow side but very active so it could pass as an okay meaty. |
| | * cl.C does good damage with 2 cancelable hits but is very slow and pretty inconsistent on crouchers. The second hit will whiff on Bao and crouching (Andy, Joe, Benimaru, Iori, Mature, Vice, Kensou, Yuri, Yashiro, Chris, Kim, Kula, Jhun, Terry, Ralf, Clark, Ryo, Takuma, Shermie, May Lee, Daimon). It doesn't whiff on Ex Takuma, the other Ex chars behave the same as their regular form. On all these you'd want to use cl.D to keep the 2 hits or cr.C for more damage. |
| | * cl.D is a bit faster than cl.C, though still on the slow end but also has 2 cancellable hits and is much more consistent so it's the less damaging but safer pick behind cr.C. Good to note that on top of having low invuln early in start-up all the way until recovery, the 1st hit has no pushback, making it the perfect starter into rdp+K combos. |
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| '''Stand''' | | '''Stand''' |
| * st.A has decent range and good speed | | * st.C is cancelable. |
| * st.B has good range and good speed | | * st.A is a classic high standing jab with good range, great speed and priority, your main anti-air button. Note that it whiffs on every croucher but Chang, Daimon, Maxima. |
| * st.C has good reach, moves Leona forward, but comes out a little slow | | * st.B is another fast poke with a bit more range than st.A but lacking in priority, still a decent anti-air button. Hitting just as high as st.A, st.B also whiffs on everyone crouching but Chang, Daimon, Maxima |
| * st.D comes out fast, great reach, and moves Leona forward | | * st.C has better range, even moving Leona forward. Somewhat slow but its great priority and ability to whiff cancel into qcb+B make it pretty decent. Whiffs on [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]]. |
| | * st.D has by far the most range and an interesting low invuln as she goes up halfway into the start-up until she comes back down. However, it is way too slow to find much use over her other buttons. Whiffs on [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]]. |
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| '''Crouch''' | | '''Crouch''' |
| * cr.A/B/C are cancel-able | | * cr.A and the first part of cr.C are cancelable |
| * cr.A can combo into itself, comes out fast, has decent range | | * cr.A is fast, got decent range and priority and can chain into itself and other lights. Great poke |
| * cr.B can combo into itself, comes out fast, has great reach, and is Leona's best poking tool | | * cr.B is fast, has great reach and can chain into itself and other lights. Leona's best poke |
| * cr.C has decent speed, high vertical hitbox but small horizontal, and is one of Leona's anti-air attacks | | * cr.C is fast but its lack of horizontal range makes it prone to whiffing at dangerous ranges. Its good vertical range deserves a mention but the lack of priority makes it a mediocre anti-air. It gets full invuln very briefly near the end of the recovery for some reason. |
| * cr. D good speed, standard sweep attack | | * cr.D is a fast and long sweep with decent priority but isn't cancelable so prone to being punished if done too close. |
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| '''Jump''' | | '''Jump''' |
| * j.C cross-up tool | | * All her jump-ins but j.C and nj.C are cancelable. All her jump-ins but j.B are deep enough not to whiff on any croucher on the way down as jump-ins as opposed to on the way up as instant overheads. |
| | * Despite its look, j.A doesn't hit very low but is like a scratch with great range right in front of her. Identical otherwise, hop A has good priority and can instant overhead every character but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]] while j.A has a big hurtbox all around the hit. |
| | * nj.A is very fast and very active. Too lacking in range to be useful in air fights but it's her fastest instant overhead though it'd whiff on [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|tiny crouchers]]. |
| | * j.B is a very active high-angle kick that lacks priority but its amazing speed certainly makes up for it in close range air fights. Whiffs on [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]]. |
| | * nj.B is a very active upside down kick with good priority but too slow to get any relevant use. |
| | * j.C and hop C can both cross-up and have the same small range but hop C is much faster with much better air-to-air priority making it double as an instant overhead that will land on everyone. hop C isn't cancelable so it's her main instant overhead to jump away with. |
| | * nj.C is a hammer punch with good priority that can instant overheard all but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|tiny crouchers]]. |
| | * j.D and hop D both have good range, priority and height for both air-to-air and air-to-ground, great for jumping in and out. However, hop D is faster and more active, instant overhead on everyone but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouchers]]. |
| | * nj.D is a fast downward kick with good priority for anti-air and is her main instant overhead to convert into V-slasher on every character but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|tiny crouchers]]. |
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| '''Blowback Attack''' | | '''Blowback Attack''' |
| * Ground Blowback attack moves Leona forward but comes out slow. | | * st.CD has ok speed, moves her forward for better range but is barely active with somewhat bad recovery and only decent priority. A pretty bad st.CD. |
| * Jumping blowback attack is fast, good reach, and can follow up if its a counter hit | | * J.CD has decent speed, priority, and good reach. It's a good tool to force your way in. |
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| ==Throw== | | ==Throws== |
| '''Leona Crush''' - (b/f + C) | | '''Leona Crush''' - (b/f + C) |
| * Leona punches through the opponents chest and rips her hand out. | | * Leona punches through the opponents chest and rips her hand out. |
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| * Regular knockdown | | * Regular knockdown |
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| ==Command Moves== | | ==Command Move== |
| '''Strike Arch''' - (f + B) | | '''Strike Arch''' - (f + B) |
| * Leona does a spinning heel kick. Strike Arch is Leonas only command attack and it happens to be all that she needs since it proves to be a all purpose attack. | | * Leona does a spinning heel kick. Strike Arch is Leonas only command attack and it happens to be all that she needs since it proves to be a all purpose attack. |
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| * Riot of Blood mode only | | * Riot of Blood mode only |
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| ==HSDM== | | ==Hidden Super Desperation Move== |
| '''Dead End Inferno''' - (qcf hcb + BD) | | '''Dead End Inferno''' - (qcf hcb + BD) |
| * Leona runs toward the opponent slashing them then kicking them into the air where she then crushes them into the wall and finally Leona turns into her Riot of Blood Mode. *If Leona is already in her mode she crushes the foe into the wall twice then returns to normal. | | * Leona runs toward the opponent slashing them then kicking them into the air where she then crushes them into the wall and finally Leona turns into her Riot of Blood Mode. *If Leona is already in her mode she crushes the foe into the wall twice then returns to normal. |
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| ==Combos== | | ==Combos== |
| Reminder that old KoF hit counter is a bit dumb, it'll always reset after grabs and "hits that don't do damage" like rdp+K. To practice the links after rdp+K put counter on in the training menu and if the counter prop pops more than once then you did drop the link, if it doesn't you're fine. <br> | | Reminder that old KoF hit counter is a bit dumb, it'll always reset after grabs and "hits that don't do damage" like rdp+K. To practice the links after rdp+K put counter on in the training menu and if the counter prop pops more than once then you did drop the link, if it doesn't you're fine. |
| '''cl.C's 2nd hit whiffs on Bao and crouching (Andy, Joe, Benimaru, Iori, Mature, Vice, Kensou, Yuri, Yashiro, Chris, Kim, Kula, Jhun, Terry, Ralf, Clark, Ryo, Takuma, Shermie, May Lee, Daimon). It doesn't whiff on Ex Takuma, the other Ex chars behave the same as their regular form. Use cl.D against these to keep the 2 hits or use cr.C for more damage.''' <br> | | |
| | <u>'''cl.C's 2nd hit whiffs on Bao and crouching (Andy, Joe, Benimaru, Iori, Mature, Vice, Kensou, Yuri, Yashiro, Chris, Kim, Kula, Jhun, Terry, Ralf, Clark, Ryo, Takuma, Shermie, May Lee, Daimon). It doesn't whiff on Ex Takuma, the other Ex chars behave the same as their regular form. Use cl.D against these to keep the 2 hits or cr.C for more damage.'''</u> |
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| ''Anywhere'' | | ''Anywhere'' |
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| ★ '''[https://www.youtube.com/watch?v=1ns4Hf2Uvig cr.B×1~2, cr.A, d~u+C'''] | | ★ '''cr.B×1~2, cr.A, d~u+C''' ([https://www.youtube.com/watch?v=1ns4Hf2Uvig demo]) |
| : Main bnb, simple and reliable. Remove one cr.B if not point-blank, like after a jump-in though using cr.C instead after a jump-in is preferred if you can confirm it. | | : Main bnb, simple and reliable. Remove one cr.B if not point-blank, like after a jump-in though using cr.C instead after a jump-in is preferred if you can confirm it. |
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| : Extension of the main bnb if you can land a cl.D in a scramble or as a punish. rdp+K is minus on block but the pushback can make it awkward to punish without proper labbing. rdp+K to cr.B is an 11f link. | | : Extension of the main bnb if you can land a cl.D in a scramble or as a punish. rdp+K is minus on block but the pushback can make it awkward to punish without proper labbing. rdp+K to cr.B is an 11f link. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=3 cl.D(1), rdp+K, cr.C, d~u+C'''] | | ★ '''cl.D(1), rdp+K, cr.C, d~u+C''' ([https://youtu.be/1ns4Hf2Uvig?t=3 demo]) |
| : Shorter and more damaging version. On the <u>absolute extreme tip</u> of cl.D(1), the cancelable part of cr.C will miss making it unsafe on hit, minor issue. rdp+K to cr.C is an 11f link. | | : Shorter and more damaging version. On the <u>very tip</u> of cl.D(1), the cancelable part of cr.C will miss making it unsafe on hit, minor issue you can fix by just micro walking before cr.C. rdp+K to cr.C is an 11f link. |
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| ''Corner'' | | ''Corner'' |
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| : Good corner route. rdp+K to cl.D is an 8f link. | | : Good corner route. rdp+K to cl.D is an 8f link. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=6 cl.D(1), rdp+K, cl.C, f+B, air qcb+A'''] | | ★ '''cl.D(1), rdp+K, cl.C, f+B, air qcb+A''' ([https://youtu.be/1ns4Hf2Uvig?t=6 demo]) |
| : More damaging version, default to this one. On the <u>absolute extreme tip</u> of cl.D(1), you can stick to cl.C(1) or just walk up before doing cl.C(2) to keep full damage. rdp+K to cl.C is a 7f link. | | : More damaging version, default to this one. On the <u>very tip</u> of cl.D(1), you can stick to cl.C(1) or just walk up before doing cl.C(2) to keep full damage. rdp+K to cl.C is a 7f link. |
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| ★ '''cr.C, f+B, air qcf hcb+C''' | | ★ '''cr.C, f+B, air qcf hcb+C''' |
| : Nice and simple 1 bar. Default to this in a scramble, a tight punish or after a jump-in. Stop at f+B on block to be mostly safe. | | : Nice and simple 1 bar. Default to this in a scramble, a tight punish or after a jump-in. Stop at f+B on block to be mostly safe. Use cl.D for a less damaging but easier and better confirm. |
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| ★ '''cl.D(1), rdp+K, cl.C, f+B, air qcf hcb+C''' | | ★ '''cl.D(1), rdp+K, cl.C, f+B, air qcf hcb+C''' |
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| ===2 Stocks=== | | ===2 Stocks=== |
| You can always use cl.C(2) instead of the cr.C before a max run for more damage but harder max run. Note that you can't do cl.C(2), BC run, cl.C(2) but only cl.C(2), BC run, cr.C instead | | You can always use cl.C(2) instead of the cr.C before a max run for more damage but harder max run. Note that you can't do cl.C(2), BC run, cl.C(2) but only cl.C(2), BC run, cr.C instead.<br/> |
| | You can use d~u+A instead of d~u+C in max combos but it tends to be more restrictive and harder on top of doing less damage. Only use it if you feel uncomfortable with d~u+C. |
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| ''Anywhere'' | | ''Anywhere'' |
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| * [https://youtu.be/1ns4Hf2Uvig?t=11 cr.Bx2~3, d~u+BC (SC) qcb hcf+K] | | * cr.Bx1~2, cr.B/A, d~u+BC (SC) qcb hcf+K ([https://youtu.be/1ns4Hf2Uvig?t=11 demo]) |
| : You'd do it as cr.Bx2~3, qcb, ub+BC, (SC) qcf+K but it's very finicky. '''40%'''.
| | : cr.B chains easier but cr.A allows a d~u+C combo if you mess up the max timing. You'd buffer the cancel as cr.B/A, qcb, ub+BC, (SC) qcf+K but it's pretty finicky. '''40%'''. |
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| * [https://youtu.be/1ns4Hf2Uvig?t=20 cl.D(1), rdp+K, cl.D(2), BC run, cl.C(2), f+B, air qcf hcb+C, Explode] | | * cl.D(1), rdp+K, cl.D(2), BC run, cl.C(2), f+B, air qcf hcb+C, Explode ([https://youtu.be/1ns4Hf2Uvig?t=20 demo]) |
| : You need to do it exactly this way to get the explosion within the combo, thus the best damage. The best not being much, '''53%'''. | | : You need to do it exactly this way to get the explosion within the combo, thus the best damage. The best not being much, '''53%'''. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=25 cr.C, BC run, cl.D(1), rdp+K, d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+P'''] | | ★ '''cr.C, BC run, cl.D(1), rdp+K, d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+P''' ([https://youtu.be/1ns4Hf2Uvig?t=25 demo]) |
| : Decent damage but not much of a confirm so best after a jump-in. You can add a cl.D(1) after rdp+K. Do the charge cancel as db, ub+C, (C) f+D(3). '''54%'''. | | : Decent damage but not much of a confirm so best after a jump-in. You can add a cr.A or cl.D(1) after rdp+K. Do the charge cancel as db, ub+C, (C) f+D(2). '''54%'''. |
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| * [https://youtu.be/1ns4Hf2Uvig?t=31 cl.D(1), rdp+K, cr.C, BC run, cl.D(1), d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+P, Explode] | | * cl.D(1), rdp+K, cr.C, BC run, cl.D(1), d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+P, Explode ([https://youtu.be/1ns4Hf2Uvig?t=31 demo]) |
| : Much harder but getting the explosion within the combo makes this much more damaging. You can use cl.D(2) instead of cr.C to get 2 hits to confirm into the max run but you'll then need a longer run. '''71%'''. | | : Much harder but getting the explosion within the combo makes this much more damaging. You can use cl.D(2) instead of cr.C to get 2 hits to confirm into the max run but you'll then need a longer run. '''71%'''. |
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| ''Corner'' | | ''Corner'' |
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| * cr.Bx2~3, d~u+BC (SC) qcfx2+P | | * cr.Bx1~2, cr.B/A, d~u+BC (SC) qcfx2+P |
| : You'd do it as cr.Bx2~3, qcf, uf+BC (SC) qcf+P but it's utterly useless so don't. | | : cr.B chains easier but cr.A allows a d~u+C combo if you mess up the max timing. You'd do it as cr.B/A, qcf, uf+BC (SC) qcf+P but it's utterly useless so don't. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=38 cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(3) (SC) air qcf hcb+P'''] | | ★ '''cr.Bx1~2, cr.B/A, d~u+BC, (C) b~f+D > f+D(2) (SC) air qcf hcb+P''' ([https://youtu.be/1ns4Hf2Uvig?t=38 demo]) |
| : Only reliable low max conversion. Charge d or db during the chain then ub+BC, (C) f+D(3). '''50%'''. | | : cr.B chains easier but cr.A allows a d~u+C combo if you mess up the max timing. Only reliable low max conversion. Charge d or db during the chain then ub+BC, (C) f+D(2). '''50%'''. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=45 cr.C, BC run, cl.D(1), rdp+K, cl.C(2), (C) d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+P, Explode'''] | | ★ '''cr.C, BC run, cl.D(1), rdp+K, cl.C(2), (C) d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+P, Explode''' ([https://youtu.be/1ns4Hf2Uvig?t=45 demo]) |
| : Excellent damage but not much of a confirm so best after a jump-in. Do the charge cancel as db, ub+C, (C) f+D(3). '''70%'''. | | : Excellent damage but not much of a confirm so best after a jump-in. Do the charge cancel as db, ub+C, (C) f+D(2). '''70%'''. |
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| * [https://youtu.be/1ns4Hf2Uvig?t=52 cl.D(1), rdp+K, cr.C, BC run, cl.C(2), (C) d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+P, Explode] | | * cl.D(1), rdp+K, cr.C, BC run, cl.C(2), (C) d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+P, Explode ([https://youtu.be/1ns4Hf2Uvig?t=52 demo]) |
| : Much harder, a bit more damage but mostly a better confirm. You can use cr.C instead of cl.C(2) if you find it easier, it's the same damage. '''74%'''. | | : Much harder, a bit more damage but mostly a better confirm. You can use cr.C instead of cl.C(2) if you find it easier, it's the same damage. '''74%'''. |
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| ''Anywhere'' | | ''Anywhere'' |
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| * [https://youtu.be/1ns4Hf2Uvig?t=59 cr.C, f+B, air qcf hcb+AC] | | * cr.C, f+B, air qcf hcb+AC ([https://youtu.be/1ns4Hf2Uvig?t=59 demo]) |
| : Nice and simple 3 bar. Pretty meh damage so default to this only if you don't want to risk max. Stop at f+B on block to be mostly safe. '''48%'''. | | : Nice and simple 3 bar. Pretty meh damage so default to this only if you don't want to risk max. Stop at f+B on block to be mostly safe. Use cl.D for a slower and less damaging but easier confirm. '''48%'''. |
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| * [https://youtu.be/1ns4Hf2Uvig?t=83 cl.D(1), rdp+K, cr.C, BC run, cr.C, qcf hcb+BD] | | * cl.D(1), rdp+K, cr.C, BC run, cr.C, qcf hcb+BD ([https://youtu.be/1ns4Hf2Uvig?t=83 demo]) |
| : A decent way to combo into HDSM, transforming you into O.Leona for the rest of the match. Classic recipe of a Leona comeback. '''64%'''<br> | | : A decent way to combo into HDSM, transforming you into O.Leona for the rest of the match. Classic recipe of a Leona comeback. Use cl.D instead of both cr.C for an easier but less damaging combo. '''64%'''<br> |
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| <tabber> | | <tabber> |
| Combo= | | Combo= |
| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=64 cl.D(1), rdp+K, cl.C, f+B, air qcf hcb+AC, Explode'''] | | ★ '''cl.D(1), rdp+K, cl.C, f+B, air qcf hcb+AC, Explode''' ([https://youtu.be/1ns4Hf2Uvig?t=64 demo]) |
| : Great 3 bar extension, easy and damaging. On the <u>absolute extreme tip</u> of cl.D(1), you can stick to cl.C(1) or just walk up before doing cl.C(2) to keep full damage. <u>Doesn't work on crouching Bao midscreen</u>. rdp+K to cl.C is a 7f link. '''67%'''. | | : Great 3 bar extension, easy and damaging. On the <u>very tip</u> of cl.D(1), you can stick to cl.C(1) or just walk up before doing cl.C(2) to keep full damage. Check the specifics tab for details against crouchers. rdp+K to cl.C is a 7f link. '''67%'''. |
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| Specifics= | | Specifics= |
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| </tabber> | | </tabber> |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=71 cr.C, BC run, cl.D(1), rdp+K, d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+AC, Explode''']
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| : Excellent damage but not much of a confirm so best after a jump-in. You have to do everything very fast or you'll lose the extra damage from Explode. Do the charge cancel as db, ub+C, (C) f+D(3). '''76%'''.
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| * cl.D(1), rdp+K, cr.C, BC run, cl.D(1), d~u+C, (C) b~f+D > f+D(3) (SC) air qcf hcb+AC | | ★ '''cr.C, BC run, cl.D(1), rdp+K, d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+AC, Explode''' ([https://youtu.be/1ns4Hf2Uvig?t=71 demo]) |
| | : Excellent damage but not much of a confirm so best after a jump-in. You have to do everything very fast or you'll lose the extra damage from Explode. You can add a cr.A or cl.D(1) after rdp+K. Do the charge cancel as db, ub+C, (C) f+D(2). '''76%'''. |
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| | * cl.D(1), rdp+K, cr.C, BC run, cl.D(1), d~u+C, (C) b~f+D > f+D(2) (SC) air qcf hcb+AC |
| : Does less than the 2 bar version because the explosion is lost, use the DM instead of the SDM. '''70%'''. | | : Does less than the 2 bar version because the explosion is lost, use the DM instead of the SDM. '''70%'''. |
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| ''Corner'' | | ''Corner'' |
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| * <u>Orochi mode</u>, cr.Bx2~3, d~u+BC (SC) qcb hcf+BD | | * <u>Orochi mode</u>, cr.Bx1~2, cr.B/A, d~u+BC (SC) qcb hcf+BD |
| : You'd do it as cr.Bx2~3, qcb, ub+BC(1), (SC) qcf+BD. Does barely more than the 2 bar, don't use this. '''52%'''. | | : You'd do it as cr.Bx2~3, qcb, ub+BC(1), (SC) qcf+BD. Does barely more than the 2 bar, don't use this. '''52%'''. |
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| ★ '''[https://youtu.be/1ns4Hf2Uvig?t=96 cr.Bx2~3, d~u+BC, (C) b~f+D > f+D(3) (SC) air qcf hcb+AC'''] | | ★ '''cr.Bx1~2, cr.B/A, d~u+BC, (C) b~f+D > f+D(2) (SC) air qcf hcb+AC''' ([https://youtu.be/1ns4Hf2Uvig?t=96 demo]) |
| : Only reliable low max conversion. Charge d or db during the chain then ub+BC, (C) f+D(3). '''61%'''. | | : cr.B chains easier but cr.A allows a d~u+C combo if you mess up the max timing. Only reliable low max conversion. Charge d or db during the chain then ub+BC, (C) f+D(2). '''61%'''. |
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| ==Videos== | | ==Videos== |
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| {{#ev:youtube|phqQ8GAOYmo|||'''Leona - Specific Combos''' by [https://www.twitter.com/FranckFrost Franck Frost]|frame}} | | {{#ev:youtube|phqQ8GAOYmo|||'''Leona - Specific Combos''' by [https://www.twitter.com/FranckFrost Franck Frost]|frame}} |
| {{#ev:youtube|m9hCkmTetgA|||'''레오나 플레이 모음(Leona Best Rounds) - surado1(수라도)'''|frame}} | | {{#ev:youtube|m9hCkmTetgA|||'''레오나 플레이 모음(Leona Best Rounds) - surado1(수라도)'''|frame}} |
| | {{#ev:youtube|hspGmU8HxcQ|||'''Best Rounds Leona kof 2k2 um Dilkay PART 3 ベストラウンドレオナディルケイ (モロッコ)''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} |
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| ==External Links== | | ==External Links== |