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Posted

I've been testing it, Leo's stance parry works on  pretty much everything. It even nullifies May's whale super.

 

You can use it to go through all of Venom's Dark Angel, and if you reflect set balls shot by Venom they just disappear haven't texted it his on other overdrive yet.

Millia's Hairpin disappears

Elph's grenade just floats through you but doesn't get nullified (it'll explode and everything)

May's beachball fully reflects and you gain control of it but you can't jump off of it like May can (would've been sick)

Ky's Boosted projectiles just get negated but regular SE/CSE reflect as usual.

Posted

Nice use of j.D. The other combo vid posted was using it a bit but it seemed this newer one put it to use a lot more.

Posted

Fun little gimmick: if you're in stance with Leo holding 1/4 or 3/6 doesn't change your walk speed so you can hide a charge for a DP while moving towards/away from someone.  Also if you want to get out of stance aside from just cancelling tossing a fireball will get you out as well.

 

236H YRC is sick for a safe crossup and you can still mixup High/low after.   Also after RRC people love to superjump out of Leo's pressure so catching them jumping with 2K or 2D is a good thing to throw out.

 

Tossing a few [4]6+S at neutral to force people to jump is good as well since his 6P is amazing and very reliable, you can throw it out pretty late and still nail the head invul.

Posted

You can use it to go through all of Venom's Dark Angel, and if you reflect set balls shot by Venom they just disappear haven't texted it his on other overdrive yet.

Millia's Hairpin disappears

Elph's grenade just floats through you but doesn't get nullified (it'll explode and everything)

May's beachball fully reflects and you gain control of it but you can't jump off of it like May can (would've been sick)

Ky's Boosted projectiles just get negated but regular SE/CSE reflect as usual.

Well, nothing on :RAM: 's OD's, either Calvados or the spinning one? Would be nice how he blocks those.

Posted

You can safe jump after a full rekka series midscreen.  Dash jump into a late j.K; it's pretty easy.  Loses to reversal Blitz Shield; but you can mix it up with empty jump low to make that a risky option.

 

Also, does Leo's wakeup time feel slow as hell or is that just me?

Posted

For the Leo combo thread would you guys rather his moves be listed in the notation by their German names and their acronyms? Like his fireball Graviert Wurde would be GW, his DP Eisen Sturm would be ES. etc. or something else?

Posted

Wanted to confirm some anti-Leo tech when he's BT i've been trying.

 

- FD in general is good for making him whiff.

- If opponent blocks 236H or if you go into stance from 5[H] or 6[H], the opponent can jump FD for free (at least the normals and 214H, forgot to test the other specials and super but i assume it still works)

- In situations where you are advantage on BT (236H hit or j.236H), the opponent can backdash out of P and K followups, but will be hit by S and H. 214H is too slow to hit the backdash and the opponent can recover and blitz shield. (Might depend on the characters backdash)

Posted

So I have been wondering this since I first saw gameplay of Leo in action. His air combo ender where he brings his opponent back to the ground and then goes into his BT stance that stands the opponent back up does it reset the mix-up to extend combos or is it just meant as a way to stand the opponent up and reset the situation so you both are even on frames. If it is the second can it be used for an okizeme opportunity or to trick your opponent into his counter or possibly RC it to extend the combo with Leo at frame advantage? 

Posted

By the commands, please. I think that's for the best.

Yes please. I actually want to thank you guys for using commands up until now. Cuz I'll be damned if I gotta remember that German stuff

Posted

No, they didn't do a FRC of any sort. I swear they were fast-falling though... I wonder what they were doing to make that happen?

 

I really don't think I was seeing things, either. It was really close to the ground, I don't remember what it looked like he was doing, but it's like he did some air normal, and dropped from maybe mid jump, immediately to the ground within the next few frames. Maybe he was canceling momentum on something with... something else? I really don't know x_x

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