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Posted

Something evil I was doing today was BT P > BT K > BT 214H (the unblockable). Very effective when you're hitting in the first place, and oodles of damage.

 

I just love this character. The general gameplan and execution is so simple once you get the hang of things, that you can really go freestyle with delays and resets.

 

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http://www.twitch.tv/drakealdan/b/605438292

 

http://www.twitch.tv/drakealdan/b/605489233

 

Today's session. Same ol same ol.

 

Leo really chews through people who don't know the matchup, or haven't studied him. Went for BT H combos today... It feels like you shouldn't go for too many S>H/H, S loops unless you're in the corner.

 

I think the funny thing is because of the nature of the character, you can play sloppy and drop things, and it'll still work out for you sometimes.

Lots of American resets today.

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Posted

Used Leo online a lot today.
I'm amazed at how many low-level players just eat his infinite blockstring for days.
It's fine though, found one person who was able to BS it every time before it even looped - that was quite fun. The rest their Ram play was subpar though, but that just makes me realize if I ever face a decent Ram with my current Leo I'm screwed. Those swords are hard to deal with.

 

By the way any tips for using his flashkicks? Any use for them other than on wake-up or if you see a gap in a blockstring and think they are going to continue pressure? I notice I rarely ever use his flashkicks.

Posted

By the way any tips for using his flashkicks? Any use for them other than on wake-up or if you see a gap in a blockstring and think they are going to continue pressure? I notice I rarely ever use his flashkicks.

 

Aside from the H~S plink, not really. Flashkick leaves you reeeeeeeeeeally open, and it has poor horizontal range.

Sometimes I use it as an anti-air but if they faultless you're still boned.

 

Another string that we leo players might want to take a look at as a go to, is 5K>c.S>f.S

 

I think what you have here is pretty nice.

 

6H for reset

6K to stop throws

P block to stop DPs

5H on crouching hit or to frametrap

2D on standing hit (Would this hit at tip?)

 

The only thing I am worried about is a reversal overdrive after fS. It is -11 on block, I have to wonder if the pushback is enough to prevent you from being punished... Or is fS > 2D gapless, perhaps, and that can be your "block"?

Posted

If you are looking for a "gapless" safe on block move then 236S might be the best bet, or 46S.

Of course 6K is always an option, but leaves a pretty big gap. all in all youve got 3 safe but minus options, and some gapped but plus options. Also, probably an early go to is to do 236H for the crossup and then do some delays into non crossups if they start blocking, or some delays into 5H if they start mashing... if you make sweep your go to though... And this is esoteric as hell, an ok "mixup" might be to dash 2K>5c.S>5f.S>5dust

Not really a mixup i would go for, but if theve been previously trained to block the sweep low, the the dust might catch them off guard.

Posted

Aside from the H~S plink, not really. Flashkick leaves you reeeeeeeeeeally open, and it has poor horizontal range.

Sometimes I use it as an anti-air but if they faultless you're still boned.

 

 

 

 

If you find people poking during block strings or strings that end in back turn, a hard read flash kick is a great deterrent, especially if you can RC it. On block you get to keep the momentum, on hit you can combo back into another BT situation. There are definitely "safer" options but playing "crazy" sometimes seems pretty beneficial to leo's playstyle. 

Posted

If I;m understanding the frame data right, would 5K c.S f.S xx 236HS leave you at the correct distance for a +1 block? If so that would be a very nice option.

 

Even if it isn't a true blockstring [4]6S would be a good option to catch mashing, - on block, but if you get the frame trap you could keep pressure up with them hopefully a little more scared to push buttons.

 

Leo's dust is fairly fast (22) and SAFE (-1). it is one of the better dusts in my opinion, though it is rather short range so you need to use it at appropriate spacing, I highly doubt 5K c.S f.S 5D would conenct.  I've caught people with it quite a bit and it leads to a nice j.236HS stance position even at midscreen. I like it a fair bit, for a dust.

Posted

leo's dust is 25 frames not 22. afaik there's no dust faster than 24 in xrd

also i'm pretty sure 236H is always +1, it's when it's done in the rekka that it's minus

Posted

leo's dust is 25 frames not 22. afaik there's no dust faster than 24 in xrd

also i'm pretty sure 236H is always +1, it's when it's done in the rekka that it's minus

Ah, wiki said 22 so I just ran with it, it does seem faster than most dusts to me.

 

So if noone ends up playing games with me today, I might do some labwork for I-No/Leo, anything anyone want me to test?

Posted

Leo has a fuzzy guard against ky at least. It is simply deep jk into djp, and it must be done quickly. Didn't experiment with any uses but it probably goes well with the big X. Otherwise it doesn't lead into anything from my limited testing. Maybe j236h but I didn't test.

Posted

You can even grab the 6H without IB'ing. I think some normals might trade(if it has the range and speed of 6 frames startup) Therefore, I think it's more of a pressure reset, or a pseudo infinite blockstring.

Posted

3-4 frame moves consistently beat out 5H > 6H, as does a well timed throw. 5+ frame normals tend to be a little iffy, trading more often than not.

Posted

3-4 frame moves consistently beat out 5H > 6H, as does a well timed throw. 5+ frame normals tend to be a little iffy, trading more often than not.

Is that with IB or even with regular block? Then that means you can just reversal it easy if you have something hit invul. & BS too

Posted

That's on normal block. You could also reversal, but every character that I can think of with a usable reversal is better off either throwing or mashing something like 2P to interrupt and get a small combo.

Posted

Greetings, everyone, and Happy New Year!

Here is a spreadsheet I composed for Leo's frame data and move properties.  Allow me to preface by saying:

 

**THIS FRAME DATA WAS TAKEN STRAIGHT FROM THE DUSTLOOP WIKI, SO PLEASE GIVE CREDIT WHERE IT IS DUE (I.E., NOT ME)**

 

Anyway, I simply dropped the information that was provided into a cleaner, easier-to-follow format so that you can scroll up, down, left, and right to reference the data.  I also added a couple of extra categories such as the effect a move has against a grounded opponent, air borne opponent, etc.  This was made with Apache Open Office, so it should work with even MS Excel.  Please let me know if anything is hard to read/unclear/etc.  I hope this helps, I put a great deal of time into it.  I'll be doing these for the whole cast over time!   :)

 

https://www.dropbox.com/s/lxenbai3s16b3my/Leo%20--%20Frame%20Data%20Updated.ods?dl=0

Posted

By the way any tips for using his flashkicks? Any use for them other than on wake-up or if you see a gap in a blockstring and think they are going to continue pressure? I notice I rarely ever use his flashkicks.

 

 

Today I was messing with wake-up H Flash Kick, YRC (2nd hit), j. D --> combo of choice.  It gives you a nice option select-ish, as the j. D allows you to quickly recover should the Flash Kick connect, while keeping Leo relatively safe if the Flash Kick does NOT connect.  J. D done just above the ground is actually quite plus on block despite it's somewhat slow start-up.  It also combos into 2P if - again - performed very low to the ground.

Posted

Today I was messing with wake-up H Flash Kick, YRC (2nd hit), j. D --> combo of choice. It gives you a nice option select-ish, as the j. D allows you to quickly recover should the Flash Kick connect, while keeping Leo relatively safe if the Flash Kick does NOT connect. J. D done just above the ground is actually quite plus on block despite it's somewhat slow start-up. It also combos into 2P if - again - performed very low to the ground.

Wait, last I checked you can't YRC [2]8S/HS (or any other invulnerable reversals in general)?

Posted

Wait, last I checked you can't YRC [2]8S/HS (or any other invulnerable reversals in general)?

 

You can't.  He means RRC, especially since he said on the second hit.  Speaking of which, I posted a couple combo routes using that starting with 5K or 2K in the other thread just yesterday.  The midscreen one is big damage and seems to be universal, or at least works on a diverse sample of half the cast that I tried it on.

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