I'm skipping over EX Robert since he's not used as much (maybe except EX Takuma).
= Command Moves = / : Strike Arch - Overhead attack, hard knockdown - Loses both properties if cancelled into, but can cancel into specials or supers
= Special Moves = : Vortex Launcher - A version just creates a ball of energy in front of her - C version has her charge up for a split second for the ball, then jumps forward with it - Juggles opponent
: Moon Slasher - No special properties
: Ground Saber - Juggles opponent - D version has a followup: Gliding Buster
during D version Ground Saber: Gliding Buster - Huge lag afterwards - Super cancellable
Air : X-Calibur - When this move is executed, Leona stops in the air for a short while before backflipping - A version comes out faster
: Earring Badukan 1 - Leona tosses her exploding earring forward in here - During later in the trajectory, it'll become a low attack - Explodes on contact (blocked or not) - Juggles opponent
: Earring Badukan 2: Heart Attack - Attaches bomb on opponent if not blocked - Once attached, the bomb will explode after a few seconds - You can manually make the bomb explode again by doing again (before it explodes, obviously) - Does not juggle opponent
= Desperation Moves = : Grateful Dead - Leona flies forward towards her opponent's location - Can catch airborne opponents
: Rebel Spark - Catches airborne opponents - Avoids high attacks, goes under airborne projectiles while moving
Air : V-Slasher - A version goes down further, C version goes 45 degrees down - Full invincibility while dashing
: Kakusei - Changes into Orochi Leona - Loses 50% of your current lifebar
= Super Desperation Moves = Air : V-Slasher - Full invincibility while dashing
: Rebel Spark (Orochi Leona only) - Can only be done by Orochi Leona - Goes under high attacks and airborne projectiles while moving
= HSDM = : Dead End Inferno - If done by normal Leona, she'll change to Orochi Leona at the end of the move, vice versa - Goes under airborne projectiles
= Misc notes = - Far is cancellable - Both hits of close and are cancellable - Jump is cancellable - Far avoids low attacks - Orochi Leona's jump is much lower than usual - Orochi Leona's run is low enough to go under air projectiles
= Starter Combos = (x2) -> -> Close or -> / -> or QCfHCb or Close or -> -> close -> or / -> QCfHCb or Jump -> or or (only on grounded opponents) -> whatever -> whatever
= Advanced Combos = Close -> -> close -> -> close -> -> close ->
Any tips for cancelling the ground saber follow up into V-slasher? I've been trying for ages in practice mode using regular and max mode to no success. Thing is I can do , , without too much trouble 0_o
Also, if you do her HSDM does she still lose 50% life bar?
devlkore wrote:Any tips for cancelling the ground saber follow up into V-slasher? I've been trying for ages in practice mode using regular and max mode to no success. Thing is I can do , , without too much trouble 0_o
Remember to match the move sequence to the actual moment where the slashes connect. The timing is kinda strict, but as you match the super cancel to the the hits you won't fail (I remember having some slight problems with this at first too).
Also, if you do her HSDM does she still lose 50% life bar?
Thanks Toxic, I've got it now. For anyone else struggling with this, you can buffer the as the follow up input, so it looks like this: (wait) Aside from timing the motion to actually do the follow up, you may need to slightly delay the punch, I was doing it too fast sometimes.
@PenPen: Leona's neutral jumping & are all cancelable. Yesterday I thought I had cancelled her diagonal jumping as well, but now I'm testing it I can't pull it off. I may have been mistaken, but the neutral ones are for sure.
Also, it might be worth mentioning that you can TK her V-slasher, both on the motion and the you can also TK the X-Caliber. I'm still trying to find proper uses for it, but I see potential. Maybe we should have a general systems thread or something, because this obviously applies to a lot of characters in a lot of situations but it should be made clear to newbies that this stuff is possible.
I'm by no means pro, but people seem to be fearing my Leona because I always put her last and keep her stocked up on meter and then it becomes almost completely unsafe to jump anywhere.
Oh, while I think of it, from full screen you can throw an earring grenade then immediately buffer into a forward jump and when the explosion goes off activate either the strong version of V-Slasher of the SDM version. This is easier with the light grenade, but it works with both, just make sure you get high enough in your jump before inputting the + attack(s) as it's possible to go under the enemy.
Well thing is, I'm going for more practical purposes or the most common combos. When jumping in, you don't really get to use jump A/B as much, and the fact that jump D is plenty fast plus cancellable (try jump away D and cancel to V-slasher on hit confirm).
There's obviously more to what Leona can do with her moves that I can write about, but this would be a good base to start with and players can work on the other stuff afterwards.
Mostly Tekken, yes, but I also went on a DOA binge about a year ago and have played (or owned) all of the Soul fighters. I think the only 2D fighters I've actually gotten into (I did play SF2 in arcades occasionally years ago) are Guilty Gear and BlazBlue, funnily enough. That being said, I very much intend to get better at KOF; I've already bought 98UM and 02UM, and I plan on getting XIII as soon as it's released on consoles.
Enough of that; this is probably going to sound silly, but is it possible to cancel an opponent's attack by detonating Heart Attack? I'm curious to know, and I'm really not good enough to try it out myself yet.
Off topic - Ah another tekken player. Nice...Im also a tekken player so i know how the transition is like.
On topic - With detonation is kinda weird. It self detonates after a few seconds if the opponent hasnt touched you after you planted the bomb. Some instance when opponent jump or do a special, the detonate doesnt hit and misses them (Even when they block). Its best to keep the opponent on the ground really, and with leona pressure (cB, ijC etc) you can get them to explode.
In answering your question, its best to let it go off itself rather then doing it manually, since the move is really slow. In saying that, +B/D is only used in combo and thats it only purpose. If the detonate hits (in combo or not) thats a bonus....
"Let me see if your operating to spec" Boomer Kuwanger - Megaman: Maverick Hunter X