Difference between revisions of "XV Broken/Leona Heidern"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Leona Profile.png|thumb|Leona belongs to a mercenary corps. As the adopted daughter of Heidern, she has received military training from a young age. The Orochi blood flowing within her veins led to an awakening of power.<br/>Although taciturn and poor at expressing emotion, she has begun to show a softer side to both Ralf and Clark.]] | <section begin="image"/>[[File:KOFXV Leona Profile.png|thumb|Leona belongs to a mercenary corps. As the adopted daughter of Heidern, she has received military training from a young age. The Orochi blood flowing within her veins led to an awakening of power.<br/>Although taciturn and poor at expressing emotion, she has begun to show a softer side to both Ralf and Clark.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is an | | intro = {{SUBPAGENAME}} is an mobile rushdown character who pressures with her multitude of options. Be it space control, high/lows, or an excellent strike/throw game, she always finds a way. And when she does, it's always devastating (as long as she has meter to spend). | ||
| pros= | | pros= | ||
* | * '''Great Pressure''': Her cruel 4/6B overhead, 2 instant overheads (j.A and j.8D), and a strong low. She really only need these buttons to open up her opponent. | ||
* | * '''Strong Space Control''': 214P/K establishes surprisingly strong space control, which lets her approach her opponent with less risks than most people can. And even without it, her CD is a constant threat due to it's great range and can be made safe thanks to [4]6B OR frametrap with [4]6D. V-Slasher is an excellent long range whiff-punisher and EX V-Slasher beats everything since it's fully invincible. | ||
* '''EX Heart Attack''': A move so good it needs its own pro space to show it. Being the core of her combo game, it gives her great damage for just half a bar along with good corner carry. You can combo off of lights and heavies, and her staple combos fully refund that 0.5 bar you spent. If it strikes you fancy, you can always just do a 50/50 reset with the bomb. | |||
| cons= | | cons= | ||
* | * '''Meterless Mess''': Despite the fact that her metered options are great, a Leona with no meter is nothing to brag about. While her pressure remains unaffected, she lacks meterless reversals and her midscreen oki is weak. Spending at least half a bar to be able to consistently continue your pressure after the combo is advised. That being said, Leona does have decent meter gain thanks to her specials. | ||
* | * '''Non-Negotiable Demand For Execution''': Not only is Leona's execution difficult, but very punishing. Being a charge character comes with its quirks, be it good or bad. A lot of her staple combos have very tight links and being able to consistently input shortcuts is not easy. Messing up your Heart Attack combos puts you in positions you absolutely don't want to be in, and especially if you drop them with a high recovery move like [2]8P, as you're completely open for a devastating punish, or death. | ||
}} | }} | ||
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|moveId=leona_sta | |moveId=leona_sta | ||
|description= | |description= | ||
A quick jab. | A quick jab. Functionally the same as close A as an anti-hop, but slower. If you can recognize that you're out of range for close A, use far D, [2]8P, or 2D/sweep. This works better as a ground check, leaving Leona plus on hit or neutral on block. | ||
}} | }} | ||
====Far B==== | ====Far B==== | ||
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|moveId=leona_stc | |moveId=leona_stc | ||
|description= | |description= | ||
A downwards chop. This is Leona's longest reaching stand normal, and one of her better normals for converting into Max. This moves her forward slightly which can make whiff punishing | A downwards chop. This is Leona's longest reaching stand normal, and one of her better normals for converting into Max. Otherwise insignificant. This moves her forward slightly which can make whiff punishing her easier, so be extra careful. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
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|moveId=leona_std | |moveId=leona_std | ||
|description= | |description= | ||
A high angled roundhouse. | A high angled roundhouse. Far anti-air button. Be cautious of the spacing since cl.D can come out if they're too close, liekly whiffing and setting you up for an easy whiff punish. Whiffs at further ranges on crouchers. | ||
}} | }} | ||
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|moveId=leona_cla | |moveId=leona_cla | ||
|description= | |description= | ||
Your second most important light button. It's an anti-hop button, links into close heavies, and the only light normal that links into 214AC. This also links into itself, but you normally wouldn't need to do this unless you're going for touch of stun combos which aren't really practical in the first place for Leona. | |||
}} | }} | ||
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|moveId=leona_clb | |moveId=leona_clb | ||
|description= | |description= | ||
A quick kick to the shins. This is a standing low that's cancellable. | A quick kick to the shins. This is a standing low that's cancellable. Overall overshadowed by 2B. | ||
}} | }} | ||
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* Hits twice | * Hits twice | ||
A slicing uppercut. Gives Leona enough time to charge a special if she needs. Doesn't function well as an anti-air due to some forward movement during the move. | A slicing uppercut. Gives Leona enough time to charge a special if she needs. Doesn't function well as an anti-air due to some forward movement during the move. Works similar to cl.D in combos but with less damage, so ultimately overshadowed. | ||
}} | }} | ||
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* Hits twice | * Hits twice | ||
A double knee strike. | A double knee strike. Your most common combo starter normal that's not a light and your most important heavy normal. Combos into various things, but it's your main way to combo into 214AC most importantly. Does not count as being airborne despite the animation, so Leona is still vulnerable to throws during this move. | ||
}} | }} | ||
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|moveId=leona_2a | |moveId=leona_2a | ||
|description= | |description= | ||
A low jab. | A low jab. The most important light button. Cancels into EX specials besides 214AC and combos into 6B. Has more plus frames than 2B. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
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|moveId=leona_2b | |moveId=leona_2b | ||
|description= | |description= | ||
A low kick. | A low kick. Furthest reaching light normal that chains into itself. If you start a combo with a light, this will be the normal you do it with, but it's only useful if you cancel 2B into 2A. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
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|moveId=leona_2c | |moveId=leona_2c | ||
|description= | |description= | ||
A rising uppercut. Fast and has a large vertical hitbox. | A rising uppercut. Fast and has a large vertical hitbox. Your main anti-air button up close. When using this to anti-air, be careful of the forward movement. In combos, this consistently links out of specials/normals that you'd normally be out of range with close heavies. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
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|moveId=leona_2d | |moveId=leona_2d | ||
|description= | |description= | ||
A sweep to the legs. | A sweep to the legs. Low profiling sweep with really far range. Mainly used for meterless whiff punishing outside of using specials. Also used for punishing bad jumps that you're normally out of range to beat if all other options fail. This one isn't cancellable, even on hit, making it especially prone to hops. | ||
}} | }} | ||
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|description2=* Can instant overhead from a hop | |description2=* Can instant overhead from a hop | ||
A downwards jump. When done immediately from a hop, this can hit a crouching opponent overhead. This is unsafe even on hit, so | A downwards chop. This is one of Leona's lowest reaching jump normals, making this a pesky jump-in that's hard to low profile. When done immediately from a hop, this can hit a crouching opponent overhead. This is unsafe even on hit, so make sure it's the killing blow. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.B | |input=j.B | ||
|description2= | |description2= | ||
A horizontal kick. | A horizontal kick. The air normal with the second most horizontal range. If there's a scenario where you need a jump back jab type of normal, this is the normal you'd do it with. Very rarely crosses up but don't rely on this normal for such. | ||
}} | }} | ||
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|description2= | |description2= | ||
A forward twin kick. | A forward twin kick. The air normal with the most horizontal range. It's an alternative jump-in normal to j.C, but it's mainly a solid air-to-air button. You can use it interchangably to taste. | ||
}} | }} | ||
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|description=* Can act as an instant overhead | |description=* Can act as an instant overhead | ||
A downwards back kick. This can only be done from a neutral jump. The hitbox is so low that when done instantly from a neutral jump, this'll will hit a crouching opponent overhead, just like j.A in a hop. | A downwards back kick. This can only be done from a neutral jump. The hitbox is so low that when done instantly from a neutral jump, this'll will hit a crouching opponent overhead, just like j.A in a hop. But what makes it different from j.A is that this can be super cancelled. This causes slightly additional scaling when used in a combo. | ||
}} | }} | ||
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|description= | |description= | ||
Leona lunges forward with her hand. This | Leona lunges forward with her hand. The best grounded poke for Leona, period. This covers a huge amount of space, capable of hitting at round start, while also being safe by cancelling into [4]6B. On block, you lose your turn, but the other person can't punish since you're spaced. On hit, B Grand Saber will whiff, but depending on how much meter you want to spend, you can do [4]6BD > [2]8P for 0.5 bars, or [4]6D ~ 6D > super for 1 bar. However, note that there's diminishing returns the more meter you invest due to universal CD scaling; generally avoid spending more than one bar. Nonetheless it's very important to use this normal because of the damage, hard knockdown, and oki depending on how you're able to convert. This is a constant threat in neutral the opponent needs to consider. | ||
}} | }} | ||
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|description2= | |description2= | ||
An aerial heavy kick. | An aerial heavy kick. Somewhat slow, but it's one of your main air pokes. If you counterhit, you can cancel into j.214C to convert from anywhere. Note that doing this instantly from a hop will cause it to whiff on crouchers, so make sure to delay it slightly when using this to pressure. | ||
}} | }} | ||
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|name=Strike Arch | |name=Strike Arch | ||
|input=4/6B | |input=4/6B | ||
|description=* Data in [] indicate when the move is cancelled into | |description=One hell of a low-crush overhead | ||
* | |||
* Data in [] indicate when the move is cancelled into | |||
* Safe on block if spaced well. Cancellable version is not an overhead but safe regardless of range. | |||
Jumps forward with an axe kick. Using this frequently will scare your opponent into standing blocking, which opens up combos from 2B. It also automatically frametraps from cl.A, 2A and cl.B. | |||
}} | }} | ||
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The A version is placed around chest level. This is the best version to be used to defend against ground approaches or on an opponent's wake up for extra plus frames. If timed on a knockdown to hit meaty, it recovers fast enough to where even if your opponent rolls behind it, you will be safe from a punish. Note that while it cannot be ducked, many sweeps can go under it and hit Leona, cancelling the projectile. | The A version is placed around chest level. This is the best version to be used to defend against ground approaches or on an opponent's wake up for extra plus frames. If timed on a knockdown to hit meaty, it recovers fast enough to where even if your opponent rolls behind it, you will be safe from a punish. Note that while it cannot be ducked, many sweeps can go under it and hit Leona, cancelling the projectile. | ||
The C version is placed around head level. This can be completely ducked and sometimes even ran under, but the higher angle makes it better at stopping jumps. | The C version is placed around head level. This can be completely ducked and sometimes even ran under, but the higher angle makes it better at stopping jumps. Also an excellent combo-filler in most EX Heart Attack combos. | ||
The EX version works similar to the A version but travels further. This can connect from blocked CDs, but at many ranges the projectile will whiff entirely so this tends to not be worth it. | The EX version works similar to the A version but travels further. This can connect from blocked CDs, but at many ranges the projectile will whiff entirely so this tends to not be worth it. | ||
Each individual hit ups the damage reduce counter | |||
}} | }} | ||
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|name=Moon Slasher | |name=Moon Slasher | ||
|input=[2]8A/C/AC | |input=[2]8A/C/AC | ||
|description3=* C version has | |description3=* A version hit standings opponents a frame 7 and crouching opponents at frame 9. | ||
* EX version has full invulnerability | * C version has upper body invulnerability. C version hits ground opponents at frame 10. | ||
* EX version has full invulnerability. EX version hits ground opponents at frame 9. | |||
Leona slashes above her head. This is her primary anti-air special. It's very fast and covers behind her. Only the C version has upper body invincibility, with the A version having no invincibility whatsoever. The EX version however, has full body invincibility, making it more reliable and possible to use as a reversal. | |||
}} | |||
===Earring Bomb=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=leona_214b,leona_214d,leona_214bd | |||
|name=Earring Bomb | |||
|input=214B/D/BD | |||
|description3=* Button pressed determines angle | |||
Leona throws out her signature earring bomb. This is the slowest starting up projectile in the game, but it is capable of controlling space on screen for a long time, as it travels very slowly. Setting this up can be difficult, but once it's out the opponent is forced to either block it, which lets Leona approach her opponent safely, jump over it, to which Leona can respond with anti airs, or nullify it with their own projectile, which Leona can jump over and punish. Some situations where you can safely set up an earring are after a j.CD or standing CD, though from a standing CD you should typically go for a combo if that's possible instead. | |||
The B version bounces once, while the D version goes in one smooth arc. Both versions will miss at crouchers at close range, but you should be avoiding using this at close range anyway. The EX version goes high, then bounces low, making it harder to jump over. It also has a much faster start-up, making it easier to set up and even lends its use in some combos. | |||
}} | }} | ||
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* Has enough frame advantage to link 2C after | * Has enough frame advantage to link 2C after | ||
* EX version is fast enough to combo from normals | * EX version is fast enough to combo from normals | ||
This is a new version of the move that causes the earring to stick to the opponent if it hits, similar to her move of the same name in 2002. When it sticks it will either automatically detonate over time, causing the same launch as the K version, or be manually detonated with another 214P input. On block it functions the same as the K version. This is the harder earring to utilize but can potentially lead to more reward if timed perfectly, such as timing an instant overhead right when the earring is about to explode. | |||
The EX version can combo from normals and lets Leona link a normal after the earring sticks, leading to long combos. Being able to combo into a stick allows for some set-ups where you reset the opponent right when it explodes, allowing for an unscaled extension. | |||
}} | }} | ||
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|input=After 214P connects, 214A/C/AC | |input=After 214P connects, 214A/C/AC | ||
|description2=* Detonates a stuck earring from 214A/C | |description2=* Detonates a stuck earring from 214A/C | ||
You can combo this even from lights. Note that the explosion is blockable. | |||
}} | }} | ||
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|input=[4]6B/D/BD | |input=[4]6B/D/BD | ||
|description4=* Leona doesn't perform the slash until she reaches the opponent | |description4=* Leona doesn't perform the slash until she reaches the opponent | ||
* D | * D and EX versions have a follow-up with 6D | ||
* EX version performs the slash regardless of proximity and can combo from lights | * EX version performs the slash regardless of proximity and can combo from lights | ||
Leona runs forward and does an energy slash. This is a safe advancing special move that covers a lot of ground. You can use this to have a constant threat for your opponent to consider at midscreen, as it easily catches neutral hops. This is a fantastic cancel from CD that is safe on block and leads to reward on hit. Note that some characters with command grabs can punish this. It's also prone to being full jumped over as well as Guard Cancel Roll punishes when used in cancels. | |||
The D and EX versions have a follow-up that can be comboed into her air super, but is very unsafe and should only be used when confirmed. The follow-up causes a hard knockdown. | |||
The EX version is very fast and can be used from lights. It allows for some small juggles after. | |||
}} | }} | ||
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* C version is a divekick | * C version is a divekick | ||
* EX version leaves behind a multi-hitting projectile | * EX version leaves behind a multi-hitting projectile | ||
This is an air special with distinct versions. | |||
The A version has Leona throw out a diagonal projectile then flip slightly backwards. This causes a hard knockdown and is your generally preferred ender after 6B for oki. Very bad on block so make sure to confirm this. | |||
The C version has Leona diving forward with the projectile, acting as a divekick of sorts. This is her most damaging cancel from 6B, as it allows for a juggle into [2]8A afterwards. Interestingly if cancelled from a cross-up j.C, the j.C will hit behind but the j.214C will hit in front. This covers a lot of space and can be used in neutral, but is risky and shouldn't be aimed directly at your opponent generally. Rather, it should be used to cover space where you think your opponent will want to go. | |||
The EX version is similar to the A version, firing a projectile, but this time the projectile lingers and hits multiple times. This leads to a lot of block advantage and can reset Leona's pressure. Note that it's too slow to combo or be a true blockstring from her cancel options into this. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=leona_j2363214a,leona_j2363214c,leona_j2363214ac | |moveId=leona_j2363214a,leona_j2363214c,leona_j2363214ac | ||
|description3= * | |description3= * MAX version has invincibility | ||
Leona dives downward and does her signature V explosion. This can only be done from the air, making this a combo from [4]6D~6D or her cancellable instant overhead (j.8D). The range is very long allowing this to be useful as a fireball punish in ranges where you wouldn't normally be able to land a jump in. The regular version has no invincibility however so it is prone to anti-airs. The MAX version does have invincibility though, making it possible to even go through uppercut reversals. | |||
In the corner, a level 1 V-Slasher on hit can lead to a safe jump by immediately backdashing, then hopping forward. | |||
}} | }} | ||
===Slash Saber=== | ===Slash Saber=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=leona_2141236b,leona_2141236d,leona_2141236bd | ||
| | |description3= * MAX version has projectile invincibility | ||
Leona charges forward and does a slashing combo. Combos from [2]8P. The regular version has two versions depending on the button pressed, with the B version being a bit faster. The MAX version can go through projectiles, making it a powerful but expensive way to blow through fireball blockstrings. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=leona_2141236cd | |moveId=leona_2141236cd | ||
|description= * | |description= * Won't trigger the cinematic at further ranges | ||
Very fast and has a lot of invincibility. The range is huge, but the cinematic won't trigger at about halfway down the hitbox, instead only doing a meager 180 damage. This cancels from all of Leona's supers. | |||
}} | }} | ||
Revision as of 09:43, 11 March 2023
Gameplay Overview
Leona Heidern is an mobile rushdown character who pressures with her multitude of options. Be it space control, high/lows, or an excellent strike/throw game, she always finds a way. And when she does, it's always devastating (as long as she has meter to spend). | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Midair Only
Throws
Leona Crash (Forward) - (close) / +
Leona Crash (Backward) - (close) / +
Command Normals
Special Moves
Earring Bomb Heart Attack - + / (*)
X-Calibur - + / (Midair Only) (*)
Super Special Moves
V-Slasher - + / (Midair Only) (!)
Climax Super Special Moves
Quick Combo Reference
Meter | Position | Combo | Damage | Video |
---|---|---|---|---|
0 Bar | Midscreen | 2B > 2B > 2A > 4/6B > 214C, [2]8A | 213 | Video |
0 Bar | Corner | 5A, 2C > [4]6B, [2]8A | 222 | Video |
0.5 Bar | Midscreen | 5A, cl.D > 214AC, 2C > 4/6B > j.214C, [2]8A, [4]6D, | 341 | |
0.5 Bar | Corner | 5A, cl.D > 214AC, 2C > 4/6B > j.214C, [2]8A, [4]6D, [2]8C | 385 | Video |
2 Bar | Midscreen | |||
2 Bar | Corner | |||
3 Bar | Midscreen | |||
3 Bar | Corner |
Normals
Far Standing Normals
Far A
stand A
A
A |
---|
Far B
stand B
B
B |
---|
Far C
stand C
C
C |
---|
Far D
stand D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
neutral jump D
neutral jump D
j.8D
j.8D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Leona Crash (Forward)
Leona Crash (Forward)
(close) 4/6C
(close) 4/6C |
---|
Leona Crash (Backward)
Leona Crash (Backward)
(close) 4/6D
(close) 4/6D |
---|
Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
---|
Command Moves
Strike Arch
Strike Arch
4/6B
4/6B |
---|
Special Moves
Baltic Launcher
Baltic Launcher
[4]6A/C/AC
[4]6A/C/AC |
---|
Moon Slasher
Moon Slasher
[2]8A/C/AC
[2]8A/C/AC |
---|
Earring Bomb
Earring Bomb
214B/D/BD
214B/D/BD |
---|
Earring Bomb Heart Attack
Earring Bomb Heart Attack
214A/C/AC
214A/C/AC |
---|
Explosion
Explosion
After 214P connects, 214A/C/AC
After 214P connects, 214A/C/AC |
---|
Grand Saber
Grand Saber
[4]6B/D/BD
[4]6B/D/BD |
---|
X-Calibur
X-Calibur
j.214A/C/AC
j.214A/C/AC |
---|
Super Special Moves
V-Slasher
V-Slasher
j2363214A
j2363214A |
---|
Slash Saber
Slash Saber
2141236B/D
2141236B/D |
---|
Climax Super Special Moves
Leona Blade
2141236CD
2141236CD |
---|