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The King of Fighters '98 UMFE/Leona Heidern: Difference between revisions

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== Introduction ==
== Introduction ==
Leona is a fairly unorthodox character whose playstyle is hard to pin down. On one hand she has good tools to control space in neutral like her pokes in st.B, cr.B, excellent air normals and some specials like the energy ball and moon slasher for anti airs. She also has V slasher which is an aerial move with lots of invincibility letting her control the air and whiff punish grounded stuff with it. But she also has a decent close up game. Up close she has access to some good low confirms, an overhead, an instant overhead and B Grand Saber that is safe on block letting her reset pressure fairly safely. Leonas weaknesses are that her long range tools are all slow and unsafe and that she lacks a meterless reversal.
 
== Changes from previous versions ==
Leona is a fairly unorthodox character whose playstyle is hard to pin down. On one hand, she has good tools to control space in neutral, including solid pokes, excellent air normals, and some specials that can anti-air and occupy a lot of space in neutral. She also has an air DM with lots of invincibility, letting her control the air and whiff punish grounded stuff with it. On the other hand, she also does well with close-range pressure, with some good low confirms, an overhead, an instant overhead, and specials that let her maintain or reset pressure fairly safely. As a result, there's plenty of room to find your own playstyle with Leona, altering your approach based on personal preference and your opponent's habits. Leona's weaknesses are that her long-range tools are all slow and unsafe, and that she lacks a meterless reversal.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* st.C hitbox size increased, now hits all crouchers
 
* st.C starts up 1 frame faster
* st.C hitbox size has been increased, now hits all crouchers
* Far D startup decreased by 2 frames and has 5f less recovery
 
* neutral j.D has 1 frame less startup
* st.C now starts up 1 frame faster
 
* st.D startup has been decreased by 2 frames, and it now has 5f less recovery
 
* nj.D now has 1 frame less startup


Specials:
Specials:
d~u+As recovery increased by 10 frames
 
d~u+A added startup invincibility and decreased the hurtbox on it vertically during the two first hitboxes of the move making it a better anti air to compensate for the added recovery
* d~u+A's recovery has been increased by 10 frames
b~f+D starts up faster and can now combo from heavy normals but has increased recovery by 2 frames
 
Leona can now move after throwing her qcb+P boomerang, the projectile disappears if Leona is hit or if she guards something. If the boomerang hits Leona can juggle afterwards.
* d~u+A now has startup invincibility and a decreased vertical hurtbox during the two first hitboxes of the move, making it a better anti-air to compensate for the added recovery
Earring bomb can't be used if the booomerang is on the screen
 
earring bomb now juggles and allows for followup attacks
* b~f+D starts up faster and can now combo from heavy normals, but has had its recovery increased by 2 frames
 
* Leona can now move after using qcb+P, but the projectile disappears if Leona is hit or blocks; if the boomerang hits Leona can juggle afterwards
 
* qcb+K now can't be used if the qcb+P projectile is on the screen
 
* qcb+K now juggles and allows for followup attacks


Supers:
Supers:
* j.qcf,hcb+P invincibility increased
 
* j.qcf,hcb+P hitbox size increased
* j.qcf,hcb+P invincibility and hitbox size have been increased


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* cr.B Timing for comboing into itself is easier
 
* Timing for chaining cr.B into itself is now easier


Specials:
Specials:
* air QCB+P While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
 
* d~u+K after it's blocked you can do a jump attack, air throw or a V-Slasher
* After d~u+K is blocked, you can now do a jump attack, air throw or a V-Slasher


Supers:
Supers:
* QCFx2+P has longer invincibility
 
* qcfx2+P now has longer invincibility


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: whiffs on short crouchers. Canacelable. Chainable.
*cl. B: cancelable. Chainable.
*cl. C: your best heavy combo normal. Cancelable.
*cl. D: Two hitting normal. Both hits are cancelable. Has low invul.


'''Stand'''
* cl.A: Whiffs on short crouchers. Chainable and cancelable.
*st. A: whiffs on short crouchers.
*st. B: whiffs on short crouchers.
*st. C: longer ranged punch. has long startup. Cancelable on contact or whiff.
*st. D: long ranged poke. long startup. whiffs on short crouchers. Has low invul.


'''Crouch'''
* cl.B: Chainable and cancelable.
*cr. A: good ranged cr.A. Good for combos and blockstrings. Chainable. Cancelable.
*cr. B: a long ranged low. Good for combos, blockstrings and poking. Chainable.
*cr. C: Leonas fastest button so it makes for a good poke up close. Does not have good anti air hitboxes. Cancelable.
*cr. D: a long ranged sweep with long recovery.


'''Jump'''
* cl.C: Your best heavy combo normal. Cancelable.
*j. A: very big hitbox and a lot of priority so works well for both jumpins and air to airs. hop A is cancelable but full jump A is not. Hyperhop j.A is an instant overhead but it whiffs on short crouchers.
*neutral j.A: has a lot of active frames. Its hitbox only goes straight down so only useful air to ground.
*j. B: excellent longer ranged air to air option. fast startup. Great priority. Cancelable.
*neutral j.B: long startup but has a good hitbox in front and under Leona. Cancelable.
*j. C: good jumpin normal. Can instant overhead.
*Neutral j.C: two part normal. The second hitbox has massive priority in front and under Leona.
*j. D: good air to air normal. Can instant overhead on standing characters. Cancelable.
*neutral j.D: has very fast startup and good active frames. Has good downwards priority. Notable normal in that it's the only one that works as an instant overhead into V slasher on all crouchers. Cancelable.


'''Blowback'''
* cl.D: Two-hitting normal. Both hits are cancelable. Has low invincibility.
*st. CD: very long startup and recovery. Cancelable on contact or whiff.
 
*j. CD: Good for blockstun pressure. Has a decent hitbox for jumpins. Cancelable.
'''Standing'''
 
* st.A: Whiffs on short crouchers.
 
* st.B: Whiffs on short crouchers.
 
* st.C: Longer-ranged punch. Has long startup. Cancelable on hit, block, and whiff.
 
* st.D: Another long-ranged poke with long startup. Whiffs on short crouchers. Has low invincibility.
 
'''Crouching'''
 
* cr.A: Good range for a cr.A. Good for combos and blockstrings. Chainable and cancelable.
 
* cr.B: Tons of range for a cr.B. Good for combos, blockstrings and poking. Chainable, not cancelable.
 
* cr.C: Leona's fastest button, so it makes for a good option up close. Does not have good anti-air hitboxes. Cancelable.
 
* cr.D: A long-ranged sweep with long recovery.
 
'''Jumping'''
 
* j.A: Very big hitbox and a lot of priority, so it works well for both jump-ins and air-to-airs. Hop version is cancelable but full jump version is not. Hyperhop j.A is an instant overhead but it whiffs on short crouchers.
 
* nj.A: Has a lot of active frames. Its hitbox only goes straight down, so only useful as a jump-in.
 
* j.B: Excellent longer-ranged air-to-air option. Fast startup, great priority. Cancelable.
 
* nj.B: Long startup, but has a good hitbox in front and under Leona. Cancelable.
 
* j.C: Good jump-in normal. Can instant overhead.
 
* nj.C: Two-part normal. The second hitbox has massive priority in front and under Leona.
 
* j.D: Good air-to-air normal. Can instant overhead on standing characters. Cancelable.
 
* nj.D: Has very fast startup and good active frames. Has good downwards priority. Notable normal in that it's the only one that works as an instant overhead into qcf,hcb+P on all crouchers. Cancelable.
 
'''CD Normals'''
 
* st.CD: Very long startup and recovery. Cancelable on hit, block, and whiff.
 
* j.CD: Good for blockstun pressure. Has a decent hitbox for jump-ins. Cancelable.


== Throws ==
== Throws ==


'''Leona Crash:''' b/f + C (close)  
'''Leona Crash:''' <code>b/f+C (close)</code>
*regular throw, techable. Leona stabs the opponent with her hand sending them flying in front of her. causes soft knockdown.                                    
 
'''Order Backslash:''' b/f + D (close)                                
* Regular throw, techable. Leona stabs the opponent with her hand sending them flying in front of her. Causes a soft knockdown.
*regular throw, techable. Leona throws the opponent full screen behind her causing a soft knockdown.
                               
'''Heidern Inferno:''' b/d/f + C/D (in the air)
'''Order Backslash:''' <code>b/f+D (close)</code>
                             
*Regular throw, techable. Leona throws the opponent fullscreen behind her, causing a soft knockdown.
 
'''Heidern Inferno:''' <code>b/d/f+C (close, in air)</code>
 
* Air throw, untechable.


== Command Moves ==
== Command Moves ==


'''Strike Arch:''' f + B
'''Strike Arch:''' <code>f+B</code>
* Overhead with hard knockdown when done alone.
 
* No knockdown and hits mid when cancelled into. Combos from heavy normals and into V-Slasher.
* Overhead with hard knockdown raw, no knockdown and hits mid when canceled into. Also cancelable when canceled into.
 
* Combos from heavy normals and puts Leona airborne as it hits, so it can combo into qcf,hcb+P.


== Special Moves ==
== Special Moves ==


'''Moon Slasher:''' charge down to up + A/C
'''Moon Slasher:''' <code>d~u+A/C</code>
* Leona does a arching slash above her head.


* Leonas main combo special.
* Leona does a arching slash above her head. Her main combo special.


* B version has startup invul and a great hitbox for anti airing.
* A version has startup invincibility and a great hitbox for anti-airing.


* C version has no invul but has more range making it better for combos.
* C version has no invincibility, but has more range, making it better for combos.


* unsafe on block when done up close.
* Unsafe on block when done up close, less so when spaced.
                                      
                                      
'''Baltic Launcher:''' charge back to towards + A/C  
'''Baltic Launcher:''' <code>b~f+A/C</code>


* Leona creates an energy ball in front of her.
* Leona creates an energy ball with a projectile hitbox in front of her.


* A version creates a ball that doesn't stay out for very long.
* A version creates a ball that doesn't stay out for very long.


* C version has Leona jump forwards and create a energy ball that travels forwards with her and lasts longer.
* C version has Leona jump forwards and create an energy ball that travels forwards with her and lasts longer.


* stays active for quite a while.
* Stays active for quite a while.


* good anti approaching tool.
* Good for checking your opponent's approach, or for meaties/corner pressure.


* can be used as a good meaty.
* On hit Leona can juggle after it.


* on hit Leona can juggle after it.
* Fairly safe on block.
                             
'''Grand Saber:''' <code>b~f+B/D</code>


* fairly safe on block.
                             
'''Grand Saber:''' charge back to towards + B/D 
* Leona runs on the ground and delivers a energy slash when close enough to the opponent.   
* Leona runs on the ground and delivers a energy slash when close enough to the opponent.   


* the running part uses Leonas normal running animation.
* The running part uses Leona's normal running animation.


* B version goes about half screen and D version goes full screen.
* B version goes about halfscreen and D version goes fullscreen.


* B version is safe on block and can make a good pressure tool.
* B version is safe on block and can make a good pressure tool.
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* D version is a lot less safe on block.
* D version is a lot less safe on block.


* can low profile some stuff.
* Can low-profile some stuff.
 
* Can be a decent mobility tool.
                             
: '''Gliding Buster:''' <code>f+D (during b~f+D)</code>
 
:* Leona does a big vaulting kick that sends her flying forwards after b~f+D.


* Can be a decent mobility tool.                               
:* Good to confirm into, since it gives you extra damage.
'''Gliding Buster:''' f + D (during D version of Grand Saber)
* Leona does a big vaulting kick that sends her flying forwards after the grand saber.


* good to confirm into since it gives you extra damage.
:* Hits mid.


* hits mid.
:* Very punishable on block.


* very punishable on block.
'''X-Caliber:''' <code>d~u+B/D</code>


'''X-Caliber:''' charge down to up + B/D
* Leona does a big leap into the air and attempts to hit the opponent. If successful, Leona does a mid-hitting hitgrab and delivers an energy attack.
* Leona does a big leap into the air and attempts to hit the opponent. If successful Leona grabs them and delivers an energy attack.


* The only difference between the B and D versions is which way Leona flies if the move is blocked. B flies forwards and D backwards.
* The only difference between the B and D versions is which way Leona flies if the move is blocked. B flies forwards and D backwards.
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* Can hit both grounded and in the air.                                       
* Can hit both grounded and in the air.                                       


* hits mid.
* Extremely punishable on block.


* extremely punishable on block.
'''I-Slasher:''' <code>qcb+A/C</code>


'''I-Slasher:''' qcb + A/C
* Leona creates an energy boomerang. Although it has a boomerang visual effect, the move doesn't actually have a hitbox when the boomerang is coming back to Leona.
* Leona creates an energy boomerang. Although it has a boomerang visual effect the move doesn't actually hit when the boomerang is coming back to Leona.


* the A version boomerang goes about half screen before it starts coming back.
* The A version boomerang goes about halfscreen before it starts coming back.


* the C version goes fullscreen and then starts coming back.
* The C version goes fullscreen and then starts coming back.


* not a very safe move to throw out due to its long startup.
* Not a very safe move to throw out, due to its long startup.


* on hit Leona can juggle after it.
* On hit, Leona can juggle after it.
                                            
                                            
'''Earring Explosive:''' qcb + B/D
'''Earring Explosive:''' <code>qcb+B/D</code>
 
* Leona takes off her earring and throws it. It will bounce on the ground and then explode.
* Leona takes off her earring and throws it. It will bounce on the ground and then explode.


* B version throws the earring about half screen making it bounce towards full screen distance.
* B version throws the earring about halfscreen, making it bounce towards full screen distance.


* D version throws it full screen distance right away.
* D version throws it fullscreen distance right away.


* has long startup so only throw one when you think it's safe like when you are fullscreen.
* Has long startup, so only throw one when you think it's safe, like when you are fullscreen.


* on hit Leona can juggle after this move.
* On hit, Leona can juggle after this move.


* can be a good move to throw when far away as Leona can run to follow it in.
* Can be a good move to throw when far away as Leona can run to follow it in.


== Desperation Moves ==
== Desperation Moves ==


'''V-Slasher:''' qcf,hcb + A/C (in the air)
'''V-Slasher:''' <code>qcf,hcb+A/C (in air)</code>
* Leonas main super and an integral part of her gameplan.
 
* Leona's main DM, and an integral part of her gameplan no matter how you play her.
 
* Has invincibility, so it can beat out other air or grounded moves.


* has invincibility so can beat out other air or grounded moves.
* Very fast, so it can also whiff punish stuff easily.


* very fast so can also whiff punish stuff easily.
* Can travel a huge distance, which combined with the speed makes it good for picking up juggles from anywhere onscreen.


* C version is good for combos after her cancelled f+B.
* C version is good for combos after her cancelled f+B.
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* MAX version has more invincibility and does more damage.                                   
* MAX version has more invincibility and does more damage.                                   


'''Gravity Storm:''' qcf,qcf + A/C  
'''Gravity Storm:''' <code>qcfx2+A/C</code>
* Leona does a series of twirling kicks and then launches the opponent into the air where she explodes them.
* Leona does a series of twirling kicks and then launches the opponent into the air, where she explodes them.
 
* Has a good amount of invincibility, so it's her only real invincible reversal (qcf,hcb+P also has invincibility but requires you to be airborne).


* has a good amount of invul so it's her only real invincible reversal.
* Doesn't have much range, so it can be hard to combo into.                                  


* Doesn't have much range so can be hard to combo into.                                  
* MAX version does more damage.


* Max version does more damage.
'''Rebel Spark:''' <code>qcb,hcf+B/D</code>


'''Rebel Spark:''' qcb,hcf + B/D
* Leona stabs the opponent in the stomach, then proceeds to explode it with style.
* Leona stabs the opponent in the stomach and then proceeds to explode it with style.


* Leonas main grounded combo super.
* Leona's main grounded combo DM.


* combos from heavies.
* Combos from heavies.


* has good range so can be used as a long ranged punisher.
* Has good range, so it can be used as a long-ranged punish.


* MAX version does more damage.
* MAX version does more damage.
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== Combos ==
== Combos ==


===0 Stock===
'''General Notes'''
 
* In any metered combo, replace qcf,hcb+C with qcf,hcb+AC or qcb,hcf+K with qcb,hcf+BD if you have the resources.
 
===Meterless===
 
''Low''
''Low''
* cr.Bx1~2, cr.A, d,u+C


''Anywhere''
: <code>cr.Bx1-2, cr.A, d~u+C</code>
* (jump-in), cr.C, d,u+C
: -Note: you need to hold down during the jump to get enough charge for d,u+C


* (jump-in), cl.D, b,f+D > f+D
''Mid/Jump-In''
: -Note: you can do cl.D as b+D to get enough charge for b,f+D


===1 Stock===
: <code>(j.X), cr.C, d,u+C</code>
: Charge down during the jump to get enough charge for d~u+C.


''Anywhere''
: <code>(j.X), cl.D, b~f+D > f+D</code>
* (jump-in), cl.D, f+B, air qcf,hcb+C
: You can do cl.D as b+D to get enough charge for b~f+D.


* j.D, air qcf,hcb+C
===With Meter===


'''Quick Max'''
''Mid/Jump-In''
 
: <code>(j.X), cl.D, f+B, j.qcf,hcb+C</code>
: f+B leaves Leona airborne, making this combo possible.
 
: <code>j.D/nj.D, j.qcf,hcb+C</code>
: Air-to-air or instant overhead combo.
 
===With Quick MAX===


''Low''
''Low''
* cr.B, ABC, cl.D, f+B, air qcf,hcb+C


''Anywhere''
: <code>cr.B, ABC, cl.D, f+B, j.qcf,hcb+C</code>
* (jump-in), cl.D, f+B, ABC, cr.D
: f+B leaves Leona airborne, making this combo possible.
 
''Mid/Jump-In''


* (jump-in), cl.D, f+B, ABC, j.D, air qcf,hcb+C
: <code>(j.X), cl.D, f+B, ABC, cr.D</code>
: -Note: you can do j.D, air qcf,hcb+C as qcf,uf+D, hcb+C for an easier cancel


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>(j.X), cl.D, f+B, ABC, j.D, j.qcf,hcb+C</code>
* In any 1 stock combo, replace qcf,hcb+C with qcf,hcb+AC or qcb,hcf+K with qcb,hcf+BD
: You can do j.D, air qcf,hcb+C as qcf,uf+D, hcb+C for an easier cancel.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 20:10, 11 November 2021


Introduction

Leona is a fairly unorthodox character whose playstyle is hard to pin down. On one hand, she has good tools to control space in neutral, including solid pokes, excellent air normals, and some specials that can anti-air and occupy a lot of space in neutral. She also has an air DM with lots of invincibility, letting her control the air and whiff punish grounded stuff with it. On the other hand, she also does well with close-range pressure, with some good low confirms, an overhead, an instant overhead, and specials that let her maintain or reset pressure fairly safely. As a result, there's plenty of room to find your own playstyle with Leona, altering your approach based on personal preference and your opponent's habits. Leona's weaknesses are that her long-range tools are all slow and unsafe, and that she lacks a meterless reversal.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C hitbox size has been increased, now hits all crouchers
  • st.C now starts up 1 frame faster
  • st.D startup has been decreased by 2 frames, and it now has 5f less recovery
  • nj.D now has 1 frame less startup

Specials:

  • d~u+A's recovery has been increased by 10 frames
  • d~u+A now has startup invincibility and a decreased vertical hurtbox during the two first hitboxes of the move, making it a better anti-air to compensate for the added recovery
  • b~f+D starts up faster and can now combo from heavy normals, but has had its recovery increased by 2 frames
  • Leona can now move after using qcb+P, but the projectile disappears if Leona is hit or blocks; if the boomerang hits Leona can juggle afterwards
  • qcb+K now can't be used if the qcb+P projectile is on the screen
  • qcb+K now juggles and allows for followup attacks

Supers:

  • j.qcf,hcb+P invincibility and hitbox size have been increased

98UM to 98UMFE

Normals:

  • Timing for chaining cr.B into itself is now easier

Specials:

  • After d~u+K is blocked, you can now do a jump attack, air throw or a V-Slasher

Supers:

  • qcfx2+P now has longer invincibility

Normal Moves

Close

  • cl.A: Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Chainable and cancelable.
  • cl.C: Your best heavy combo normal. Cancelable.
  • cl.D: Two-hitting normal. Both hits are cancelable. Has low invincibility.

Standing

  • st.A: Whiffs on short crouchers.
  • st.B: Whiffs on short crouchers.
  • st.C: Longer-ranged punch. Has long startup. Cancelable on hit, block, and whiff.
  • st.D: Another long-ranged poke with long startup. Whiffs on short crouchers. Has low invincibility.

Crouching

  • cr.A: Good range for a cr.A. Good for combos and blockstrings. Chainable and cancelable.
  • cr.B: Tons of range for a cr.B. Good for combos, blockstrings and poking. Chainable, not cancelable.
  • cr.C: Leona's fastest button, so it makes for a good option up close. Does not have good anti-air hitboxes. Cancelable.
  • cr.D: A long-ranged sweep with long recovery.

Jumping

  • j.A: Very big hitbox and a lot of priority, so it works well for both jump-ins and air-to-airs. Hop version is cancelable but full jump version is not. Hyperhop j.A is an instant overhead but it whiffs on short crouchers.
  • nj.A: Has a lot of active frames. Its hitbox only goes straight down, so only useful as a jump-in.
  • j.B: Excellent longer-ranged air-to-air option. Fast startup, great priority. Cancelable.
  • nj.B: Long startup, but has a good hitbox in front and under Leona. Cancelable.
  • j.C: Good jump-in normal. Can instant overhead.
  • nj.C: Two-part normal. The second hitbox has massive priority in front and under Leona.
  • j.D: Good air-to-air normal. Can instant overhead on standing characters. Cancelable.
  • nj.D: Has very fast startup and good active frames. Has good downwards priority. Notable normal in that it's the only one that works as an instant overhead into qcf,hcb+P on all crouchers. Cancelable.

CD Normals

  • st.CD: Very long startup and recovery. Cancelable on hit, block, and whiff.
  • j.CD: Good for blockstun pressure. Has a decent hitbox for jump-ins. Cancelable.

Throws

Leona Crash: b/f+C (close)

  • Regular throw, techable. Leona stabs the opponent with her hand sending them flying in front of her. Causes a soft knockdown.

Order Backslash: b/f+D (close)

  • Regular throw, techable. Leona throws the opponent fullscreen behind her, causing a soft knockdown.

Heidern Inferno: b/d/f+C (close, in air)

  • Air throw, untechable.

Command Moves

Strike Arch: f+B

  • Overhead with hard knockdown raw, no knockdown and hits mid when canceled into. Also cancelable when canceled into.
  • Combos from heavy normals and puts Leona airborne as it hits, so it can combo into qcf,hcb+P.

Special Moves

Moon Slasher: d~u+A/C

  • Leona does a arching slash above her head. Her main combo special.
  • A version has startup invincibility and a great hitbox for anti-airing.
  • C version has no invincibility, but has more range, making it better for combos.
  • Unsafe on block when done up close, less so when spaced.

Baltic Launcher: b~f+A/C

  • Leona creates an energy ball with a projectile hitbox in front of her.
  • A version creates a ball that doesn't stay out for very long.
  • C version has Leona jump forwards and create an energy ball that travels forwards with her and lasts longer.
  • Stays active for quite a while.
  • Good for checking your opponent's approach, or for meaties/corner pressure.
  • On hit Leona can juggle after it.
  • Fairly safe on block.

Grand Saber: b~f+B/D

  • Leona runs on the ground and delivers a energy slash when close enough to the opponent.
  • The running part uses Leona's normal running animation.
  • B version goes about halfscreen and D version goes fullscreen.
  • B version is safe on block and can make a good pressure tool.
  • D version is a lot less safe on block.
  • Can low-profile some stuff.
  • Can be a decent mobility tool.
Gliding Buster: f+D (during b~f+D)
  • Leona does a big vaulting kick that sends her flying forwards after b~f+D.
  • Good to confirm into, since it gives you extra damage.
  • Hits mid.
  • Very punishable on block.

X-Caliber: d~u+B/D

  • Leona does a big leap into the air and attempts to hit the opponent. If successful, Leona does a mid-hitting hitgrab and delivers an energy attack.
  • The only difference between the B and D versions is which way Leona flies if the move is blocked. B flies forwards and D backwards.
  • Can hit both grounded and in the air.
  • Extremely punishable on block.

I-Slasher: qcb+A/C

  • Leona creates an energy boomerang. Although it has a boomerang visual effect, the move doesn't actually have a hitbox when the boomerang is coming back to Leona.
  • The A version boomerang goes about halfscreen before it starts coming back.
  • The C version goes fullscreen and then starts coming back.
  • Not a very safe move to throw out, due to its long startup.
  • On hit, Leona can juggle after it.

Earring Explosive: qcb+B/D

  • Leona takes off her earring and throws it. It will bounce on the ground and then explode.
  • B version throws the earring about halfscreen, making it bounce towards full screen distance.
  • D version throws it fullscreen distance right away.
  • Has long startup, so only throw one when you think it's safe, like when you are fullscreen.
  • On hit, Leona can juggle after this move.
  • Can be a good move to throw when far away as Leona can run to follow it in.

Desperation Moves

V-Slasher: qcf,hcb+A/C (in air)

  • Leona's main DM, and an integral part of her gameplan no matter how you play her.
  • Has invincibility, so it can beat out other air or grounded moves.
  • Very fast, so it can also whiff punish stuff easily.
  • Can travel a huge distance, which combined with the speed makes it good for picking up juggles from anywhere onscreen.
  • C version is good for combos after her cancelled f+B.
  • MAX version has more invincibility and does more damage.

Gravity Storm: qcfx2+A/C

  • Leona does a series of twirling kicks and then launches the opponent into the air, where she explodes them.
  • Has a good amount of invincibility, so it's her only real invincible reversal (qcf,hcb+P also has invincibility but requires you to be airborne).
  • Doesn't have much range, so it can be hard to combo into.
  • MAX version does more damage.

Rebel Spark: qcb,hcf+B/D

  • Leona stabs the opponent in the stomach, then proceeds to explode it with style.
  • Leona's main grounded combo DM.
  • Combos from heavies.
  • Has good range, so it can be used as a long-ranged punish.
  • MAX version does more damage.

Combos

General Notes

  • In any metered combo, replace qcf,hcb+C with qcf,hcb+AC or qcb,hcf+K with qcb,hcf+BD if you have the resources.

Meterless

Low

cr.Bx1-2, cr.A, d~u+C

Mid/Jump-In

(j.X), cr.C, d,u+C
Charge down during the jump to get enough charge for d~u+C.
(j.X), cl.D, b~f+D > f+D
You can do cl.D as b+D to get enough charge for b~f+D.

With Meter

Mid/Jump-In

(j.X), cl.D, f+B, j.qcf,hcb+C
f+B leaves Leona airborne, making this combo possible.
j.D/nj.D, j.qcf,hcb+C
Air-to-air or instant overhead combo.

With Quick MAX

Low

cr.B, ABC, cl.D, f+B, j.qcf,hcb+C
f+B leaves Leona airborne, making this combo possible.

Mid/Jump-In

(j.X), cl.D, f+B, ABC, cr.D
(j.X), cl.D, f+B, ABC, j.D, j.qcf,hcb+C
You can do j.D, air qcf,hcb+C as qcf,uf+D, hcb+C for an easier cancel.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Leona Guide by Mash It Out

The King of Fighters '98 UM Final Edition: Iori/O.Yashiro/Krauser vs. EX-Yuri/Leona/Eiji

http://youtu.be/ofkt1LPKFE0?t=1m25s

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro