Notable normals: cl.H, Dash Attack - Leona’s Close Heavy is a very interesting normal in comparison to so many others. It’s two hits, like some others, sure, but it’s worth noting that BOTH hits will pop up an airborne opponent. What’s more, each hit is jump cancellable (the first knee can only be jump cancelled if the second is in the first few frames of startup and on an airborne opponent that’s high enough, oddly, but can be special cancelled), and each hit counts as its own attack, meaning you can hit one knee during a juggle, cancel it with something, then do cl.H again. The first knee will whiff, but the second comes out fast enough to connect, and you can continue to follow up with other stuff. A very good normal to keep in mind.
Leona’s got one of the faster Dash Attacks in the game, and it recovers quickly enough that you can easily follow up on it if it connects, whether the result is a wallbounce or a crumple stun.
Normal Moves
c.L
c.L
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
30
5
-
-
1
-1
13
11
0
A quick paw to the face.
5LL
27
-
-
-
-3
-5
19
17
-
A back paw slap to the face.
5LLL
28
-
-
-
-8
-10
-
-
-
Jumps up and hits them with her knee going up. Can special cancel into j.S.
c.H
c.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
35 + 35 = 70
6
-
-
SKD
16 (With jump cancel)
18
17 (1st hit)/13 (2nd hit)
-
2 knee hits, sends them flying up. You can special cancel each hit separately which is good for longer combos.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
6
-
-
1
-1
13
11
-
A quick far reaching jab.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
5
-
-
-
-
19
17
0
A very high roundhouse kick.
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
5
-
-
-
-
-
-
-
A paw swipe in the air.
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
7
-
-
-
-
-
-
-
Double side kick in the air.
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
80
14
-
-
-
-
-
-
-
Does a running roundhouse that wall-bounces.
Universal Mechanics
Forward Throw
Forward Throw 5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
4
-
-
-
Unblockable
-
-
-
A jab to the stomach and then an exploding uppercut.
Back Throw
Back Throw 4G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
4
-
-
-
Unblockable
-
-
-
A jab to the stomach, jumps over them to kick them in the back.
Air Throw
Air Throw j.5L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
SKD
-
-
Swings on them and kicks them from behind with both... paws?
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
20 x 10 hits = 200
23
-
-
-
-
-
-
-
Requires SP Item. A bell pepper sphere-like projectile that spawns either in the middle of the screen (5I), right of the screen (6I) or on the left of the screen (4I).
Special Moves
5S
Baltic Launcher 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
15+13+12+11+10+9+8+7+6 = 91
27
-
-
SKD
11
SKD
36
1½
This move is insane. 9 hits, and the recovery is good enough that you can follow up a couple ways.
Even if you hit it raw, you can easily follow up with Leona’s Dash Attack, which is one of the faster ones in the game.
Definitely important for her overall combo game. 91 damage if the whole thing connects. You can squeeze in two 5S's by special canceling each hit of c.H (example midscreen: 66H 66H IAD j.L 66H c.H (1) 5S, etc)
EX
111
23
-
-
SKD
7
SKD
46
0
EX Baltic Launcher, amazingly, isn’t as good as the standard version.
Even though it does 12 hits, the recovery is actually worse, meaning you can’t follow up on it as easily as you can the normal version unless you’re in the corner.
If you tag cancel, the EX Baltic Launcher will persist making you extremely plus.
2S
Moon Slasher 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
100
7
-
-
SKD
-31
SKD
15
1
Despite its visual appearance, Moon Slasher only hits slightly above Leona, and in front of her.
Though it’s pretty quick, the recovery leaves a bit to be desired, so it can definitely be punished and should be used carefully.
As a tradeoff, though, it DOES do what you’d expect of a special anti-air and gives you startup invul good enough to beat some supers.
EX
120
-
-
-
SKD
-
-
-
-
EX Moon Slasher has a bit more vertical range than the standard one, and if it hits the opponent, it’ll send them flying back.
If you hit a grounded opponent, it’ll send them back into the wall where they’ll crumple.
It DOES grant some very brief startup invul, though.
If they’re airborne, they’ll wallbounce. In either case, though, it takes Leona too long to recover from it to capitalize with anything herself.
The startup invul still applies, though.
4S
Grand Saber 6S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
65
-
-
-
SKD
-
SKD
-
1
Leona runs forward, slashing at the enemy with her arms.
If it hits on the ground, it sends the opponent spinning through the air. If they’re already airborne, it simply knocks them back.
This isn’t like Moon Slasher, despite how it looks.
The recovery on it is pretty decent, so you can follow it up a couple ways.
If you’re midscreen, you can follow it up with another Grand Saber or a super;
if you’re hitting it in the corner, you’ve got a few more options.
EX
100
-
-
-
HKD
-
HKD
19
-
This version of the Grand Saber hits twice on its own, but can’t be followed up with another EX Grand Saber.
The recovery of this one is a little better, though, and you can very much still follow it up if you’re near enough to a corner.
This version has a MASSIVE amount of projectile invul during the run, though, so keep that in mind.
j.S
X-Calibur j.S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
120
-
-
-
-
-
SKD
-
1
Leona shoots a short range, X-shaped wave that goes diagonally downward.
If it hits, it puts the opponent into a hard knockdown state.
This is whether or not they’re airborne or being juggled.
EX
105
-
-
-
SKD
-
SKD
17
0
This time, the wave Leona shoots gets four hits.
It doesn’t put the opponent in a hard knockdown state, and if it connects with an airborne opponent, they’ll be held there until all four hits go through.
Because of the way Leona flips back when she recoils, doing this close to the ground is the best way to generally lower the recovery enough to follow up with something in most cases, should you decide to use it in some juggles.
Dream Finish
5D
Slash Saber 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
Leona dashes through you multiple times, ending with an explosion accompanied by a comical “DING!” bell sound effect.
2D
V-Slasher 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
One of the few aerial supers in the game, if the first hit connects, the whole super is guaranteed.
Good for messing with people who like to IAD in if you can call it out and very nice to use during juggles if you just want damage that would be hard to interrupt.
This also has some brief startup invul.
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.