Difference between revisions of "XV Broken/Leona Heidern"
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is an mobile rushdown | | 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/ | * '''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. | * '''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. | * '''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. | ||
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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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|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. But what makes it different from j.A is that this can be | 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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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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|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. | 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 | 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. | The EX version is very fast and can be used from lights. It allows for some small juggles after. |
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 |
---|