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The King of Fighters XIII/Leona Heidern: Difference between revisions

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[[Image:Moon_Slasher.png]]
[[Image:Moon_Slasher.png]]


'''Moon Slasher = (d~u+P)''' -  
'''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. Increased startup speed and decreased recovery


(EX) = d~u+AC -
* Drive- / Super-cancellable
* Drive- / Super-cancellable
* Hit Detection: High
* Hit Detection: High
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[[Image:Baltic_Launcher.png]]
[[Image:Baltic_Launcher.png]]


'''Baltic Launcher = (b~f+P)''' -
'''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. Increased startup speed and decreased recovery


(EX) = b~f+AC -
* Hit Detection: High
* Hit Detection: High
* A Damage: 20 x 9; C Damage: 20 x 13; EX Damage: 25 x 13
* A Damage: 20 x 9; C Damage: 20 x 13; EX Damage: 25 x 13
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[[Image:Earring_Bakudan.png]]
[[Image:Earring_Bakudan.png]]


'''Earring Bakuden = (qcb+K)''' -  
'''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. Increased startup speed and decreased recovery


(EX) = qcb+BD -
* Hit Detection: High
* Hit Detection: High
* Damage: 65; EX Damage: 120
* Damage: 65; EX Damage: 120
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[[Image:Grand_Saber.png]]
[[Image:Grand_Saber.png]]


'''Grand Sabre = (b~f+K) -
'''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. Increased startup speed and decreased recovery


(EX) = b~f+BD -
* Drive- / Super-cancellable
* Drive- / Super-cancellable
* Hit Detection: High
* Hit Detection: High
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[[Image:X_Calibur.png]]
[[Image:X_Calibur.png]]


'''X-Calibur = (qcb+P) in air''' -  
'''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


(EX) = qcb+AC in air -
* Drive- / Super-cancellable
* Drive- / Super-cancellable
* Hit Detection: High
* Hit Detection: High
* Damage: 60; EX Damage: 25 x 6
* Damage: 60; EX Damage: 25 x 6


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

Revision as of 03:00, 11 March 2011

File:Leona.png


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. Increased startup speed and decreased 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. Increased startup speed and decreased 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. Increased startup speed and decreased 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. Increased startup speed and decreased 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 -


(EX) = qcf hcb+AC in air -

  • MAX Cancellable (EX only)
  • Hit Detection: High
  • Damage: 220; EX Damage: 340


Slash Saber = qcb hcf+K -

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 0, 20 x 7, 60

Neomax

Leona Blade = (qcb hcf+AC) -

  • 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

File:Leona sprite.gif

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

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