Drake Aldan Posted December 31, 2014 Posted December 31, 2014 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. --- 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.
Uncivilized Elk Posted January 1, 2015 Posted January 1, 2015 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.
Drake Aldan Posted January 1, 2015 Posted January 1, 2015 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"?
RentalBlackout Posted January 1, 2015 Posted January 1, 2015 Maybe f.S>S sonic boom is gapless, though the distance might make it not. Need to test that.
Dime_x Posted January 1, 2015 Posted January 1, 2015 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.
Halfro Posted January 1, 2015 Posted January 1, 2015 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.
Tomo009 Posted January 1, 2015 Posted January 1, 2015 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.
Uncivilized Elk Posted January 1, 2015 Posted January 1, 2015 I feel like the hitbox of his Dust is shorter than the sword he swings.
greatfernman Posted January 1, 2015 Posted January 1, 2015 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
Tomo009 Posted January 1, 2015 Posted January 1, 2015 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?
greatfernman Posted January 1, 2015 Posted January 1, 2015 Ah, wiki said 22 so I just ran with it it does 22 damage, not 22f of startup
TD Posted January 2, 2015 Posted January 2, 2015 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.
Drake Aldan Posted January 2, 2015 Posted January 2, 2015 What is this Infinite block loop about? http://www.dustloop.com/forums/index.php?/topic/9909-xrd-leo-whitefang-general-discussion/page-8#entry878706 tl;dr - 5K > cS > 5H > 6H, 5K 6H is +5
MasterXDrake Posted January 2, 2015 Posted January 2, 2015 What are you supposed to do against his parry. It counters everything..
RentalBlackout Posted January 2, 2015 Posted January 2, 2015 I guess you could, well, you know, bait it. Alternative is to grab. Also, it doesn't counter Undertow or Elphelt's Charged Rifle.
choysauce Posted January 2, 2015 Posted January 2, 2015 http://www.dustloop.com/forums/index.php?/topic/9909-xrd-leo-whitefang-general-discussion/page-8#entry878706 tl;dr - 5K > cS > 5H > 6H, 5K 6H is +5 Did anyone test if you can IB 5H and then interrupt the string to 6H? It seems like there would be a gap there
RentalBlackout Posted January 2, 2015 Posted January 2, 2015 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.
SnowMonkeyFunky Posted January 2, 2015 Posted January 2, 2015 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.
choysauce Posted January 2, 2015 Posted January 2, 2015 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
SnowMonkeyFunky Posted January 2, 2015 Posted January 2, 2015 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.
IFD Flexo Posted January 3, 2015 Posted January 3, 2015 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
IFD Flexo Posted January 3, 2015 Posted January 3, 2015 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.
LockedAndClush Posted January 3, 2015 Posted January 3, 2015 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)?
Shadow Ninja 64 Posted January 3, 2015 Posted January 3, 2015 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.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now