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The King of Fighters XIII/Leona Heidern: Difference between revisions
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[[Image:Leona_Blade.png]] | [[Image:Leona_Blade.png]] | ||
'''Leona Blade = (qcb hcf+AC)''' - | '''Leona Blade = (qcb hcf+AC)''' - Orochi transformation to channel energy into a massive explosive stab. If the opponent is out of range, Leona performs a swipe instead of the stab. After superflash, Leona Blade has a 1-frame startup | ||
* Hit Detection: High | * Hit Detection: High | ||
* Damage: 450 (180 if opponent is too far away) | * Damage: 450 (180 if opponent is too far away) | ||
==Combos== | ==Combos== |
Revision as of 03:14, 11 March 2011
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A standing straight-forward chop, good speed and recovery
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B - A low kick to the shin, quick and deceptively low (for a standing normal) with decent forward range
- Cancel-able
- Hit Detection: Low
- Damage: 30
st. C - A forward to downward swipe, fast and great range. Great as a long range poke and after blockstrings to keep you in close range. Moves Leona forward
- Hit Detection: High
- Damage: 80
st. D - A high-angled spin kick to the head, very slow start up and recovery. Not recommended as a general anti-air
- Hit Detection: High
- Damage: 70
cl. C - A mid to upward swipe, decent as a close-range hitconfirm
- Cancel-able
- Hit Detection: High
- Damage: 40+70
cl. D - Two standing knee strikes to the body, fast startup and long duration. One of Leona's best normals
- Cancel-able
- Hit Detection: High
- Damage: 40x2
Crouching
cr. A - A crouching straight-forward chop, good speed and recovery. A staple in hitconfirming combos
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A low kick aimed at the feet, great range and speed. Leona's best ground poke/combo starter
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C - A vertical elbow strike, decent startup. Works well as an anti-air against close neutral jumps and corner jump-ins. May not work as well midscreen due to its poor horizontal hitbox
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - A full-body lunging sweep, great range but slow recovery. Can go under high standing normals and high projectiles (ex. Robert's Ryugekiken)
- Hit Detection: Low
- Damage: 80
Jumping
j. A - An aerial downward claw strike, quick startup. Can be used as an instant overhead into X-Calibur/V-Slasher
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B - An extended upwards kick, great range. Leona's best air-to-air poke. Will whiff on crouching characters due to its up-forward hitbox (untested on crouching Raiden)
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. C - A two-handed cross slash, massive hitbox. Leona's best jump-in for ambiguous mixups
- Hit Detection: Mid
- Damage: 72(70)
j. D - A jumping dropkick, good range and startup. Leona's most versatile jumping normal which can be used for air-to-air, air-to-ground, or V-Slasher hitconfirming
- Cancel-able
- Hit Detection: Mid
- Damage: 70(68)
nj. D - A back-turned downwards kick, poor recovery
- Cancel-able
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A straight one-handed stab, quick startup. Decent for midscreen pressure or to put an oppponent into the corner
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75
j. CD - A jumpkick imbued with energy, very slow startup. Causes a large amount of blockstun. Counterhit causes a free juggle state
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack - A mid to upward swipe. Same animation as her close st.C except only 1 hit
- Hit Detection: High
- Damage: 10
Throw
Leona Crush = (b/f+C/D) - A deep chest gouge followed by a quick reverse pull. Long throw animation good for milking the clock or letting the opponent's HD meter drain
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
Strike Arch = f+B - A high-arcing forward overhead kick. If done as a standalone move, Strike Arch has overhead and knockdown properties. If cancelled from a normal attack, Strike Arch loses both overhead and knockdown properties and can be blocked low
- Cancellable (only when canceled into)
- Hit Detection: Mid (High when canceled into)
- Damage: 70 (50 when canceled into)
Special Moves
Moon Slasher = (d~u+P) - A circular energy slash performed with the hands. Great anti-air but vulnerable on the first few frames of startup. C version has slightly more range. Damage dependent on distance of opponent.
(EX) = d~u+AC - Has similar properties to the C version. During its active frames, the EX version has invulnerability to non-DM/non-projectile attacks. Decreased startup and recovery
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 80 (60); EX Damage: 160
Baltic Launcher = (b~f+P) - A ball of energy imbued with slashing force, slow startup. Can negate non-DM projectiles
(EX) = b~f+AC - Has similar properties to the C version. Decreased startup and recovery
- Hit Detection: High
- A Damage: 20 x 9; C Damage: 20 x 13; EX Damage: 25 x 13
Earring Bakuden = (qcb+K) - An explosive earring thrown at a downwards arc, slow startup speed. B version will bounce at half-screen distance, D version will at full-screen, then dissipate after second bounce. Explodes on contact
(EX) = qcb+BD - Has similar properties to the D version. Decreased startup and recovery
- Hit Detection: High
- Damage: 65; EX Damage: 120
Grand Sabre = (b~f+K) - A one-handed forward slash of energy. D version goes further than B version.
(EX) = b~f+BD - Has similar properties to the D version. Two hits. Decreased startup and recovery
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 70; EX Damage: 90 x 2
X-Calibur = (qcb+P) in air - A downwards X-shaped energy slash. A version creates a short-range projectile and causes Leona to jump backwards. C version causes a down-forward dashing strike
(EX) = qcb+AC in air - Has properties similar to the A version. Multi-hitting, slow moving projectile
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 60; EX Damage: 25 x 6
Desperation Moves
V-Slasher = qcf hcb+P - A diving, explosive energy slash in the shape of a V. Definitively the best air super in the game. Has full invulnerability during its active frames. A version travels at a steep angle, while C version travels farther
(EX) = qcf hcb+AC in air - Has similar properties to the C version
- MAX Cancellable (EX only)
- Hit Detection: High
- Damage: 220; EX Damage: 340
Slash Saber = qcb hcf+K - A series of Grand Sabres followed by an explosion. Its only real utility is to be comboed off of standing normals. Vulnerable to projectiles
- MAX Cancellable
- Hit Detection: High
- Damage: 0, 20 x 7, 60
Neomax
Leona Blade = (qcb hcf+AC) - Orochi transformation to channel energy into a massive explosive stab. If the opponent is out of range, Leona performs a swipe instead of the stab. After superflash, Leona Blade has a 1-frame startup
- Hit Detection: High
- Damage: 450 (180 if opponent is too far away)
Combos
BnBs
- s.D, f+B charge b~f+K) (141dmg)
- d.C, charge d~u+P (146dmg)
- s.C, f+B, air qcb+A (202dmg)
- d.B x1~2, s.B, f.B, air qcb+A (154dmg and 175dmg for two d.Bs)
- vj.D, air qcb+A
Meter / Drive Combos
- d.B x1~2, s.B, f.B, air qcb+A -(DC)-> air qcf,hcb+P (~290dmg)
- s.C, qcb,hcf+K (292dmg)
- s.C, f.B, air qcf,hcb+P (338dmg)
- s.C, qcb+BD, qcb,hcf+K (393dmg)
- s.C, f.B, qcf,hcb+AC (423dmg)
- (anti-air) d~u+P, [DC] b~f+D, qcb,hcf+K (332dmg)
- d.B, d.A, d~u+P, [DC] b~f+BD, b~f+B (307dmb) / qcb,hcf+K (420dmg)
- (Corner) s.D, b~f+B, [DC] qcb+BD, b~f+D, qcf,hcb+P
- (Corner) s.C, f.B, air qcb+C, d~u+C, [DC] b~f+D, d~u+P (344dmg) / qcf,hcb+P (456dmg)
HD Combos
- d.C, HD, d.C, b~f+B [HDC] d~u+C, [HDC] b~f+D, qcb,hcf+K [MC] qcb,hcf+AC
- s.C, HD, d.C, (d~u+A [HDC] b~f+B) x5, d~u+A [HDC] b~f+D, air qcf,hcb+AC
- j.D, s.D, HD, s.D, f.B, air qcb+C, d~u+C [HDC] b~f+D, d~u+AC [HDC] b~f+D, d~u+C [HDC] b~f+D, qcb,hcf+K [MC] qcf,hcb+AC (901dmg) [See Links & References for video]
Tips
- You can charge db~ub+P (Moon Slasher), f+D (buffers into charge b~f+D).
- To do Leona's short hop V-Slasher input qcf,uf,hcb + A/C.
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=s6UC-91WLYI#t=3m38s
HD Combo Video
http://www.youtube.com/watch?v=OmW40BzD93s
Discussion Threads
Discuss at Dream Cancel