Kirby Battle Blitz/Leon: Difference between revisions

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{{WIP}}
{{WIP}}
{{#vardefine:cargoTable|KBB_MoveData}}
{{KBB Character Intro|char=Leon|short=LEO|content=


{{TOClimit|2}}
==Backstory==
Born and raised in the projects, Leon lived a very rough life of crime just so he can be able to take care of his younger brother Reman. He was a trouble maker, sold drugs, scammed people, and a lot of crimes you can think of. He grew up with no parents, his dad died to gang violence, and his mom died of cancer. Due to that he was forced to grow up faster than the other kids.


{| class="wikitable" style="float:right; max-width:300px; margin-left:20px;"
He robbed someone's house in the projects for a place to stay with just him and his brother. Until one day, he found a suspicious looking arrow sitting on the ground. He thought he can sell it for more money, but right when he picks it up it stabs him, leaving him unconscious.  
|+
[[File:KBB_Leon_Render.png|frameless|300px|right]]
|-
!colspan="2"|Leon
|-
|'''Owned by''':
|[https://www.youtube.com/channel/UCVHrpEnks9TImZGajJ6iGLw taku 火]
|-
|'''HP''':
|1000
|-
|'''Meter Size''':
|3000
|-
|'''Prejump Frames''':
|
|-
|'''Extra Movement Options''':
|N/A?
|}


==Backstory==
He then wakes up in a prison cell because he was a wanted person for his crimes. He sensed that there was someone behind him but couldn't awaken to that presence fully. Days pass by, he tried to commit suicide just thinking about the life he lived, not being able to protect his brother, but that presence wouldn't let him. Then he gets electrocuted out of no where from outside the window in his cell. It wasn't any sort of electrocution. This one actually gave him powers. Then when he realized what he can do, he wanted to leave, then the bars tear open, awakening his stand abilities, and now he's able to see the entity that's been possessing him all along, Star Platinum.  
Type character lore here. Five sentences at minimum. (if possible)


The only thing he can think of is protecting his brother, but then he started to realize what good his power can be used for. So he just started training with his brother Reman so they can have strength to protect themselves. Then Leon got into MMA in order to gain money, now he's a champion of the underground, while his brother Reman wishes to get into the KNBA (Kirby version of the NBA).
==Gameplay==
==Gameplay==
Type a long summary of how gameplay of said character works. Dustloop style.
Type a long summary of how gameplay of said character works. Dustloop style.


{{ProConTable
{{CharacterPickReasons
|tablewidth=90
|intro = [[file:KBB_Leon_Icon.png|40px|link=]] '''Leon''' is a puppet character focused on keeping up the pressure with his stand '''Star Platinum''' and mixing the opponent with brutal setups.
|pros=
|pros=
* '''The most stylish character in the game.''' - The developers did not need to put so much effort into this character
* '''Playing the most stylish character in the game.''' - The developers did not need to put so much effort into this character
|cons=
|cons=
* '''Pressure can get blown up very easily with Instant Block or Star Constellation''' -  
* '''Instant Block/Star Constellation blowing up your pressure.''' -  
}}
}}


}}
===Stats===
{| class="wikitable"
|-
! Life !! Meter !! Prejump !! Walk Speed !! Run Speed !! Owned by
|-
| 1000 || 3000 || 3 || 2.6 / -2.3 || 5.2 || [https://www.youtube.com/channel/UCVHrpEnks9TImZGajJ6iGLw taku 火]
|}


==Command List==
==Command List==
Line 55: Line 49:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5A
   |version    = 5A
   |damage    =
   |damage    = 15 (40 from Quick Step)
   |guard      =
   |guard      = MA
   |cancel    =
   |cancel    = 5AA, 5B, 66C, 3C, 4C, 2C, 5C, Quick Step (44)
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 6
   |active    =
   |active    = 9
   |recovery  =
   |recovery  = 7
   |advantage  =
   |advantage  = -4 to +4
   |proration  =
   |proration  = 4
   |juggle    =
   |juggle    = 5
   |description=
   |description=
-
-
Line 73: Line 67:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5AA
   |version    = 5AA
   |damage    =
   |damage    = 5 x4 hits
   |guard      =
   |guard      = Mid, Air
   |cancel    =
   |cancel    = 5AAA (Automatic), 4B, 5B, 5C, 2C, Quick-Step (44)
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 5
   |active    =
   |active    = 12
   |recovery  =
   |recovery  = 7
   |advantage  =
   |advantage  =
   |proration  =
   |proration  = 6
   |juggle    =
   |juggle    = 5
   |description=
   |description=
-
-
Line 91: Line 85:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5AAA
   |version    = 5AAA
   |damage    =
   |damage    = 20
   |guard      =
   |guard      = MA
   |cancel    =
   |cancel    = 4B, 5B, 5C, 2C, Quick-Step (44)
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 3
  |active    = 2
  |recovery  = 15
  |advantage  = -4
  |proration  = 0
  |juggle    = 0
  |description=
-
}}
}}
<br>
=====<font style="visibility:hidden; float:right">4A</font>=====
{{MoveData
|name  = 4A
|image  =
|hitbox  =
|caption =
|linkname=4A
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 8 x4 hits, 2*N
  |guard      = MA
  |cancel    = 236A, 214B, 4[A], 5B, 2C, 5C
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    =8
   |active    =
   |active    =12 (3,3,3,3)
   |recovery  =
   |recovery  =10
   |advantage  =
   |advantage  =
   |proration  =
   |proration  =6
   |juggle    =
   |juggle    =5
   |description=
   |description=
-
Leon does a flurry of punches.
* Can be held for more damage or to keep the opponent in stun. Keep in mind that this consumes an additional 15 juggle and 7 proration for every loop.
* If held, each hit does 2 damage from every loop onwards. (2)
* Is superb for mid-combo metergain, especially if 5C is being used at the same time.
* If held and the input released, goes into 5AAA for recovery.
  }}
  }}
}}
}}
Line 123: Line 149:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5B
   |version    = 5B
   |damage    =
   |damage    = 15 (40 from Quick-Step), 15
   |guard      =
   |guard      = MA
   |cancel    =
   |cancel    = 2A, 4B, 3B, 5BB, 2C, 5C, Quick-Step (44), 236A, 214A, 214B
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 4, 7
   |active    =
   |active    = 2, 2
   |recovery  =
   |recovery  = 14
   |advantage  =
   |advantage  = -3
   |proration  =
   |proration  = 5
   |juggle    =
   |juggle    = 10
   |description=
   |description=
-
-
Line 141: Line 167:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5BB
   |version    = 5BB
   |damage    =
   |damage    = 15
   |guard      =
   |guard      = MA
   |cancel    =
   |cancel    = 5BBB, 3B, 4B, 5C, 2C, 6C, 66C, Quick-Step (44), 236A, 214A
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 5
   |active    =
   |active    = 8
   |recovery  =
   |recovery  = 12
   |advantage  =
   |advantage  = 0
   |proration  =
   |proration  = 2
   |juggle    =
   |juggle    = 5
   |description=
   |description=
-
-
Line 159: Line 185:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = 5BBB
   |version    = 5BBB
  |damage    = 20
  |guard      = Mid, Air
  |cancel    = 5C, 2C, Jump, 214B, Quick Step (44)
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 7
  |active    = 5
  |recovery  = 23
  |advantage  = -5
  |proration  = 7
  |juggle    = 15
  |description=
Your standard launcher. Easy way to get to your air combos.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">3B</font>=====
{{MoveData
|name  = 3B
|image  =
|hitbox  =
|caption =
|linkname=3B
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 35
  |guard      = LA
  |cancel    = 236A, 214A, 236B, 214B, 236C, 214C, 446, 66C, 6C, 22C, 2C, 4C, 5C
  |invul      =
  |property  = Hard Knockdown, Counterhit
  |cost      =
<!------------>
  |startup    = 10
  |active    = 12
  |recovery  = 13
  |advantage  = +65 (-8)
  |proration  = 2
  |juggle    = 5
  |description=
Leon does a sweep kick.
* Does hard knockdown, meaning you can setup oki from it immediately
* Can be whiff canceled into 214B.
* If hitting an opponent in the air or in juggle state, is the best way to convert into any EX move and Star Strive thanks to its minimal proration and juggle usage.
* When canceled into from backdash quickstep (446), makes Leon slide EXTREMELY far. Almost to the point of fullscreen in some stages.
* On Fatal Counterhit, goes into normal downed state rather than Hard Knockdown, as to allow the player to use any move to convert off of it.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">4B</font>=====
{{MoveData
|name  = 4B
|image  =
|hitbox  =
|caption =
|linkname=4B
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 15 (50 on fatal)
  |guard      = Mid, Air
  |cancel    = Quick Step (44)
  |invul      =
  |property  = Fatal
  |cost      =
<!------------>
  |startup    = 9
  |active    = 3
  |recovery  = 16
  |advantage  = +4
  |proration  = 8
  |juggle    = 10
  |description=
Leon does an uppercut.
The Juggle and Proration of this move increases when used more than once inside of a combo
}}
}}
<br>
=====<font style="visibility:hidden; float:right">j5A</font>=====
{{MoveData
|name  = j.5A
|image  =
|hitbox  =
|caption =
|linkname=j5A
|data    =
{{AttackData-KBB
  |version    =
   |damage    =
   |damage    =
   |guard      =
   |guard      =
Line 177: Line 293:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">j5A</font>=====
=====<font style="visibility:hidden; float:right">j5B</font>=====
{{MoveData
{{MoveData
|name  = j.5A
|name  = j.5B
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|linkname=j5A
|linkname=j5B
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 204: Line 320:
  }}
  }}
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">j5B</font>=====
=====<font style="visibility:hidden; float:right">j5C</font>=====
{{MoveData
{{MoveData
|name  = j.5B
|name  = j.5C
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|linkname=j5B
|linkname=j5C
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 321: Line 437:
}}
}}


===EX Moves===
=====<font style="visibility:hidden; float:right">Air Grab</font>=====
=====<font style="visibility:hidden; float:right">EX Attack 1</font>=====
{{MoveData
{{MoveData
|name  = EX Attack 1
|name  = Air Grab
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 5C
|input  = Air Grab (j.Y)
|linkname=EX Attack 1
|linkname=Air Grab
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 337: Line 452:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  = Throw
   |cost      =
   |cost      =
<!------------>
<!------------>
Line 350: Line 465:
  }}
  }}
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">EX Attack 2</font>=====
=====<font style="visibility:hidden; float:right">Backdash Quickstep</font>=====
{{MoveData
{{MoveData
|name  = EX Attack 2
|name  = Backdash Quickstep
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 2C
|input  = 446
|linkname=EX Attack 2
|linkname=Backdash Quickstep
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
   |version    =
   |version    = 44
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
Leon dashes backwards on the ground.
}}
  {{AttackData-KBB
  |version    =Backdash Quickstep (446)
   |damage    =
   |damage    =
   |guard      =
   |guard      =
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  =  
   |cost      =
   |cost      =
<!------------>
<!------------>
Line 377: Line 510:
   |description=
   |description=
-
-
*Any moves that have cancels from backdash quickstep deal an extra 25 damage on landing.
  }}
  }}
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">EX Attack 4</font>=====
===EX Moves===
=====<font style="visibility:hidden; float:right">Star Platinum: Flurry Rush</font>=====
{{MoveData
{{MoveData
|name  = EX Attack 4
|name  = Star Platinum: Flurry Rush
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 22C
|input  = 5C
|linkname=EX Attack 4
|linkname=Star Platinum: Flurry Rush
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 409: Line 544:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">EX Attack 3</font>=====
=====<font style="visibility:hidden; float:right">Quick Uppercut</font>=====
{{MoveData
{{MoveData
|name  = EX Attack 3
|name  = Quick Uppercut
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = j.6C
|input  = 2C
|linkname=EX Attack 3
|linkname=Quick Uppercut
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 434: Line 569:
   |juggle    =
   |juggle    =
   |description=
   |description=
-
Canceling the first hit into Backdash Quickstep will make the move amazing for pressure.
  }}
  }}
}}
}}
 
<br>
===Star Strikes===
=====<font style="visibility:hidden; float:right">Leo-Lectric Uppercut</font>=====
 
=====<font style="visibility:hidden; float:right">Star Strike 1</font>=====
{{MoveData
{{MoveData
|name  = Star Strike 1
|name  = Leo-Lectric Uppercut
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 236A
|input  = 22C
|linkname=Star Strike 1
|linkname=Leo-Lectric Uppercut
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 455: Line 588:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  =  
   |cost      =
   |cost      =  
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 469: Line 602:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">Star Strike 2</font>=====
=====<font style="visibility:hidden; float:right">Star Finger</font>=====
{{MoveData
{{MoveData
|name  = Star Strike 2
|name  = Star Finger
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 214A
|input  = 6C
|linkname=Star Strike 2
|linkname=Star Finger
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 484: Line 617:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  =  
   |cost      =
   |cost      =  
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 498: Line 631:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">Star Strike 3</font>=====
=====<font style="visibility:hidden; float:right">Leo-Lectric Evasion</font>=====
{{MoveData
{{MoveData
|name  = Star Strike 3
|name  = Leo-Lectric Evasion
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 236B
|input  = 4C
|linkname=Star Strike 3
|linkname=Leo-Lectric Evasion
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 513: Line 646:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  =  
   |cost      =
   |cost      =  
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 527: Line 660:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">Star Strike 4</font>=====
=====<font style="visibility:hidden; float:right">Tactical Roll</font>=====
{{MoveData
{{MoveData
|name  = Star Strike 4
|name  = Tactical Roll
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 214B
|input  = 66C
|linkname=Star Strike 4
|linkname=Tactical Roll
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 542: Line 675:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  =  
   |cost      =
   |cost      =  
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 556: Line 689:
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">Star Strike 5</font>=====
=====<font style="visibility:hidden; float:right">Star Platinum: Aerial Flurry Rush </font>=====
{{MoveData
{{MoveData
|name  = Star Strike 5
|name  = Star Platinum: Aerial Flurry Rush
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 236C
|input  = j.6C
|linkname=Star Strike 5
|linkname=Star Platinum: Aerial Flurry Rush
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
Line 571: Line 704:
   |cancel    =
   |cancel    =
   |invul      =  
   |invul      =  
   |property  =
   |property  = Wall Splat
   |cost      =
   |cost      = -250 Meter, -20 Stand Health
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 582: Line 715:
   |description=
   |description=
-
-
}}
}}
===Star Strikes===
=====<font style="visibility:hidden; float:right">Flurry Kicks</font>=====
{{MoveData
|name  = Flurry Kicks
|image  =
|hitbox  =
|caption =
|input  = 236A (Air OK)
|linkname=Flurry Kicks
|data    =
{{AttackData-KBB
  |version    = 236A
  |damage    = 50 (10*5)
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      = -500 Meter
<!------------>
  |startup    = 5 + 8
  |active    = 2(6)2(6)2(6)2(6)2(6)
  |recovery  = 40
  |advantage  = 11 (-35)
  |proration  =
  |juggle    =
  |description=
}}
  {{AttackData-KBB
  |version    = j.236A
  |damage    = 10*N
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      = -500 Meter
<!------------>
  |startup    = 5 + 6
  |active    = 2(6)2(6)...
  |recovery  = 40 on landing
  |advantage  = 11 (-35)
  |proration  =
  |juggle    =
  |description=
Leon kicks a multitude of times while jumping in the air.
* If canceled into itself from the ground, Leon will kick twice as fast, but the damage will be halved to compensate.
*Great air to ground in combos.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">Shock Cracker</font>=====
{{MoveData
|name  = Shock Cracker
|image  =
|hitbox  =
|caption =
|input  = 236A after Flurry Kicks
|linkname=Shock Cracker
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 35 (10,25)
  |guard      = HA, LA
  |cancel    = 214A, 236B, 214B, 236C
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 7
  |active    = 3(15)3
  |recovery  = 57
  |advantage  = +1 (-55)
  |proration  =
  |juggle    =
  |description=
Leon kicks over the opponent's head, then stomps on their toes.
*Hits overhead, then low. Makes it amazing for mixups provided the player has the abillity to do it in pressure.
*If the opponent blocks it successfully however, it is highly recommended that the player twinkle cancels, as it is very minus on block.
*Can be done immediately if Air Flurry Kicks is done too close to the ground. 
*When done instantly, recovery is shortened from 57 to 27 frames. This means the advantage grows from +1 on hit to +57.
*Can be super canceled for more damage to add on to the combo.
  }}
  }}
}}
}}
<br>
<br>
=====<font style="visibility:hidden; float:right">Star Strike 6</font>=====
=====<font style="visibility:hidden; float:right">Triple Shock Uppercuts</font>=====
{{MoveData
{{MoveData
|name  = Star Strike 6
|name  = Triple Shock Uppercuts
|image  =
|image  =
|hitbox  =
|hitbox  =
|caption =
|caption =
|input  = 214C
|input  = 214A
|linkname=Star Strike 6
|linkname=Triple Shock Uppercuts
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
   |version    =
   |version    =
  |damage    = 157 (40,40,15,5,3*13,3*N)
  |guard      = AUB
  |cancel    =
  |invul      = Full (1-10)
  |property  = Hard Knockdown
  |cost      =
<!------------>
  |startup    = 10 + 9
  |active    = 5(15)5
  |recovery  =17
  |advantage  =+90 (-5)
  |proration  =
  |juggle    =
  |description=
Leon does two quick, shocking uppercuts. If these hit, Leon does a great big uppercut that takes him into the air, then kicks the opponents and dives to the ground.
* Great reversal, great combo ender, great combo starter and extender if StarBurst is used.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">Tandem Rush</font>=====
{{MoveData
|name  = Tandem Rush
|image  =
|hitbox  =
|caption =
|input  = 236B
|linkname=Tandem Rush
|data    =
{{AttackData-KBB
  |version    = Leon
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      = -1000 Meter
<!------------>
  |startup    =
  |active    =
  |recovery  = Total 10+80 freeze+0
  |advantage  =
  |proration  =
  |juggle    =
  |description=
Leon thinks for a while, then makes Star Platinum dash to the opponent then do his bidding. Press buttons to make Star Platinum choose between normals.
*Best setup from a hard knockdown like 3B, 214A or 236C.
*Allows for sandwich situations, however can be blown up by Star Constellation if the opponent knows when to do so.
*It's commonly best to do (ABC)*N to prevent your proration and juggle tanking mid combo.
*Metergain is disabled for Leon throughout this super.
}}
  {{AttackData-KBB
  |version    = Star Platinum - A
  |damage    =
  |guard      =MA
  |cancel    =5B, 5C
  |invul      = Projectile, Throw (All)
  |property  =
  |cost      = -7 Stand Health
<!------------>
  |startup    =5
  |active    =3
  |recovery  =27
  |advantage  =
  |proration  =3
  |juggle    =3
  |description=
Star Platinum does a quick jab.
*Adds 15 proration and juggle if Star Platinum previously did 5A before.
}}
  {{AttackData-KBB
  |version    = Star Platinum - B
  |damage    =
  |guard      =
  |cancel    =5C
  |invul      = Projectile, Throw (All)
  |property  =
  |cost      = -7 Stand Health
<!------------>
  |startup    =6
  |active    =4
  |recovery  =17
  |advantage  =
  |proration  =3
  |juggle    =3
  |description=
Star Platinum does a left hook.
*Adds 15 proration and juggle if Star Platinum previously did 5B before.
}}
  {{AttackData-KBB
  |version    = Star Platinum - C
  |damage    = 48 (3*8, 24)
  |guard      = MA
  |cancel    =
  |invul      = Projectile, Throw (All)
  |property  =
  |cost      = -7 Stand Health
<!------------>
  |startup    =8
  |active    =3,3,3,3,3,3,3,3,2
  |recovery  =28
  |advantage  =
  |proration  =3
  |juggle    =3
  |description=
Star Platinum does a flurry of punches before finishing off with a giant punch.
*Adds 15 proration and juggle if Star Platinum previously did 5C before.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">Star Breaker</font>=====
{{MoveData
|name  = Star Breaker
|image  =
|hitbox  =
|caption =
|input  = 214B
|linkname=Star Breaker
|data    =
{{AttackData-KBB
  |version    = Leon
   |damage    =
   |damage    =
   |guard      =
   |guard      =
Line 601: Line 938:
   |invul      =  
   |invul      =  
   |property  =
   |property  =
  |cost      = -1500 Meter, -30 Stand Health
<!------------>
  |startup    = 3
  |active    = -
  |recovery  = 23
  |advantage  =
  |proration  =
  |juggle    =
  |description=
}}
  {{AttackData-KBB
  |version    = Star Platinum
  |damage    =140 + (Time*0.5)
  |guard      = MA, UNB
  |cancel    =
  |invul      =
  |property  = Counterhit, Groundbounce
   |cost      =
   |cost      =
<!------------>
  |startup    = 14 + N + 4
  |active    = 10
  |recovery  = 42
  |advantage  = Varies (+20)
  |proration  =
  |juggle    =
  |description=
Star Platinum does a giant, chargable punch.
* Leon spawns star platinum on frame 4.
* Leon can take action from frame 23 onwards while charging, or stay in the animation and let it charge.
* Star Platinum can charge up until frame 100 where it becomes unblockable.
* The move can be charged with the B or the C buttons.
* The damage scaling formula is: 140*Time*0.5. When fully charged, it does 240 damage regardless. For example, half a charge does 165 damage.
* On Fatal Counterhit, does 1.25x fully charged damage regardless of charge time. It's special property is Groundbounce to Sliding Knockdown on Fatal.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">Leon Barrage</font>=====
{{MoveData
|name  = Leon Barrage
|image  =
|hitbox  =
|caption =
|input  = 236C
|linkname=Leon Barrage
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 280
  |guard      = MA
  |cancel    =
  |invul      =
  |property  = Hard Knockdown
  |cost      = -2000 Meter, -30 Stand Health
<!------------>
  |startup    = 32 + 7
  |active    = 5
  |recovery  = 33
  |advantage  = +81 (-32)
  |proration  =
  |juggle    =
  |description=
Leon does a great big hit, then goes into a cinematic if successful.
*Great combo ender provided the meter is there.
}}
}}
<br>
=====<font style="visibility:hidden; float:right">Star Platinum: The World</font>=====
{{MoveData
|name  = Star Platinum: The World
|image  =
|hitbox  =
|caption =
|input  = 214C
|linkname=Star Platinum: The World
|data    =
{{AttackData-KBB
  |version    =
  |damage    = 360
  |guard      =
  |cancel    =
  |invul      =
  |property  = Counter, Pinball Bounce (3x)
  |cost      = -2000 Meter, -30 Stand Health
<!------------>
<!------------>
   |startup    =
   |startup    =
Line 607: Line 1,026:
   |recovery  =
   |recovery  =
   |advantage  =
   |advantage  =
   |proration  =
   |proration  = 50
   |juggle    =
   |juggle    = 25
   |description=
   |description=
-
Leon waits for the opponent's attack, then goes into a cinematic if successful.
*Works against all projectiles and strikes.
*He does not get a timestop, but with the significant amount of hitstun from landing the counter it might as well be one.
*Cuts off a quarter of your combo if StarBurst is not used mid-combo.
  }}
  }}
}}
}}
==Cancel Table==
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Cancel Table
|-
!  !! A !! B !! C !! Star Strike !! Unique
|-
! PLACEHOLDER
| - || - || - || - || -
|-
! PLACEHOLDER
| - || - || - || - || -
|-
! PLACEHOLDER
| - || - || - || - || -
|}
'''X''': On Contact
<br>
{{clr|2|'''X<sup>[+]</sup>''': Available on Whiff}}
<br>
{{clr|3|'''X<sup>[-]</sup>''': On Hit only}}
<br>
{{clr|4|'''X<sup>[/]</sup>''': On Block only}}
<br>
<!-- :'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:brown">'''X<sup>[#~#]</sup>''' = X is available between # hit and # hit (for multi-hit moves)</span>  -->


==Combos==
==Combos==
Line 639: Line 1,095:
==Color Gallery==
==Color Gallery==


{{ColorGallery |filePrefix = KBB_Character_Palette | colors =  
{{ColorGallery |filePrefix = KBB_Leon_Palette | colors =  
   {{ColorGallery/Color|1|  text=Normal }}
   {{ColorGallery/Color|1|  text=Normal }}
   {{ColorGallery/Color|2|  text=Reference 2 }}
   {{ColorGallery/Color|2|  text=Reference 2 }}

Latest revision as of 21:01, 24 March 2023

Backstory

Born and raised in the projects, Leon lived a very rough life of crime just so he can be able to take care of his younger brother Reman. He was a trouble maker, sold drugs, scammed people, and a lot of crimes you can think of. He grew up with no parents, his dad died to gang violence, and his mom died of cancer. Due to that he was forced to grow up faster than the other kids.

He robbed someone's house in the projects for a place to stay with just him and his brother. Until one day, he found a suspicious looking arrow sitting on the ground. He thought he can sell it for more money, but right when he picks it up it stabs him, leaving him unconscious.

He then wakes up in a prison cell because he was a wanted person for his crimes. He sensed that there was someone behind him but couldn't awaken to that presence fully. Days pass by, he tried to commit suicide just thinking about the life he lived, not being able to protect his brother, but that presence wouldn't let him. Then he gets electrocuted out of no where from outside the window in his cell. It wasn't any sort of electrocution. This one actually gave him powers. Then when he realized what he can do, he wanted to leave, then the bars tear open, awakening his stand abilities, and now he's able to see the entity that's been possessing him all along, Star Platinum.

The only thing he can think of is protecting his brother, but then he started to realize what good his power can be used for. So he just started training with his brother Reman so they can have strength to protect themselves. Then Leon got into MMA in order to gain money, now he's a champion of the underground, while his brother Reman wishes to get into the KNBA (Kirby version of the NBA).

Gameplay

Type a long summary of how gameplay of said character works. Dustloop style.


Playstyle
KBB Leon Icon.png Leon is a puppet character focused on keeping up the pressure with his stand Star Platinum and mixing the opponent with brutal setups.
Pick if you like Avoid if you dislike
  • Playing the most stylish character in the game. - The developers did not need to put so much effort into this character
  • Instant Block/Star Constellation blowing up your pressure. -

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 3 2.6 / -2.3 5.2 taku 火

Command List

Normal Moves

5A
5A Damage Guard Cancel Invul Property Cost
15 (40 from Quick Step) MA 5AA, 5B, 66C, 3C, 4C, 2C, 5C, Quick Step (44) - - -
Startup Active Recovery Advantage Proration Juggle
6 9 7 -4 to +4 4 5

-

5AA Damage Guard Cancel Invul Property Cost
5 x4 hits Mid, Air 5AAA (Automatic), 4B, 5B, 5C, 2C, Quick-Step (44) - - -
Startup Active Recovery Advantage Proration Juggle
5 12 7 - 6 5

-

5AAA Damage Guard Cancel Invul Property Cost
20 MA 4B, 5B, 5C, 2C, Quick-Step (44) - - -
Startup Active Recovery Advantage Proration Juggle
3 2 15 -4 0 0

-


4A
Damage Guard Cancel Invul Property Cost
8 x4 hits, 2*N MA 236A, 214B, 4[A], 5B, 2C, 5C - - -
Startup Active Recovery Advantage Proration Juggle
8 12 (3,3,3,3) 10 - 6 5

Leon does a flurry of punches.

  • Can be held for more damage or to keep the opponent in stun. Keep in mind that this consumes an additional 15 juggle and 7 proration for every loop.
  • If held, each hit does 2 damage from every loop onwards. (2)
  • Is superb for mid-combo metergain, especially if 5C is being used at the same time.
  • If held and the input released, goes into 5AAA for recovery.


5B
5B Damage Guard Cancel Invul Property Cost
15 (40 from Quick-Step), 15 MA 2A, 4B, 3B, 5BB, 2C, 5C, Quick-Step (44), 236A, 214A, 214B - - -
Startup Active Recovery Advantage Proration Juggle
4, 7 2, 2 14 -3 5 10

-

5BB Damage Guard Cancel Invul Property Cost
15 MA 5BBB, 3B, 4B, 5C, 2C, 6C, 66C, Quick-Step (44), 236A, 214A - - -
Startup Active Recovery Advantage Proration Juggle
5 8 12 0 2 5

-

5BBB Damage Guard Cancel Invul Property Cost
20 Mid, Air 5C, 2C, Jump, 214B, Quick Step (44) - - -
Startup Active Recovery Advantage Proration Juggle
7 5 23 -5 7 15

Your standard launcher. Easy way to get to your air combos.


3B
Damage Guard Cancel Invul Property Cost
35 LA 236A, 214A, 236B, 214B, 236C, 214C, 446, 66C, 6C, 22C, 2C, 4C, 5C - Hard Knockdown, Counterhit -
Startup Active Recovery Advantage Proration Juggle
10 12 13 +65 (-8) 2 5

Leon does a sweep kick.

  • Does hard knockdown, meaning you can setup oki from it immediately
  • Can be whiff canceled into 214B.
  • If hitting an opponent in the air or in juggle state, is the best way to convert into any EX move and Star Strive thanks to its minimal proration and juggle usage.
  • When canceled into from backdash quickstep (446), makes Leon slide EXTREMELY far. Almost to the point of fullscreen in some stages.
  • On Fatal Counterhit, goes into normal downed state rather than Hard Knockdown, as to allow the player to use any move to convert off of it.


4B
Damage Guard Cancel Invul Property Cost
15 (50 on fatal) Mid, Air Quick Step (44) - Fatal -
Startup Active Recovery Advantage Proration Juggle
9 3 16 +4 8 10

Leon does an uppercut. The Juggle and Proration of this move increases when used more than once inside of a combo


j5A
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


j5B
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

j5C
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Universal Mechanics

Low Attack
Damage Guard Cancel Invul Property Cost
- LA - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Overhead
Damage Guard Cancel Invul Property Cost
- HA - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Grab
Grab
Grab (Y)
Damage Guard Cancel Invul Property Cost
- - - - Throw -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Air Grab
Air Grab
Air Grab (j.Y)
Damage Guard Cancel Invul Property Cost
- - - - Throw -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Backdash Quickstep
44 Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Leon dashes backwards on the ground.

Backdash Quickstep (446) Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

  • Any moves that have cancels from backdash quickstep deal an extra 25 damage on landing.

EX Moves

Star Platinum: Flurry Rush
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Quick Uppercut
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Canceling the first hit into Backdash Quickstep will make the move amazing for pressure.


Leo-Lectric Uppercut
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Star Finger
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Leo-Lectric Evasion
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Tactical Roll
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Star Platinum: Aerial Flurry Rush
Damage Guard Cancel Invul Property Cost
- - - - Wall Splat -250 Meter, -20 Stand Health
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Star Strikes

Flurry Kicks
Flurry Kicks
236A (Air OK)
236A Damage Guard Cancel Invul Property Cost
50 (10*5) - - - - -500 Meter
Startup Active Recovery Advantage Proration Juggle
5 + 8 2(6)2(6)2(6)2(6)2(6) 40 11 (-35) - -
j.236A Damage Guard Cancel Invul Property Cost
10*N - - - - -500 Meter
Startup Active Recovery Advantage Proration Juggle
5 + 6 2(6)2(6)... 40 on landing 11 (-35) - -

Leon kicks a multitude of times while jumping in the air.

  • If canceled into itself from the ground, Leon will kick twice as fast, but the damage will be halved to compensate.
  • Great air to ground in combos.


Shock Cracker
Shock Cracker
236A after Flurry Kicks
Damage Guard Cancel Invul Property Cost
35 (10,25) HA, LA 214A, 236B, 214B, 236C - - -
Startup Active Recovery Advantage Proration Juggle
7 3(15)3 57 +1 (-55) - -

Leon kicks over the opponent's head, then stomps on their toes.

  • Hits overhead, then low. Makes it amazing for mixups provided the player has the abillity to do it in pressure.
  • If the opponent blocks it successfully however, it is highly recommended that the player twinkle cancels, as it is very minus on block.
  • Can be done immediately if Air Flurry Kicks is done too close to the ground.
  • When done instantly, recovery is shortened from 57 to 27 frames. This means the advantage grows from +1 on hit to +57.
  • Can be super canceled for more damage to add on to the combo.


Triple Shock Uppercuts
Damage Guard Cancel Invul Property Cost
157 (40,40,15,5,3*13,3*N) AUB - Full (1-10) Hard Knockdown -
Startup Active Recovery Advantage Proration Juggle
10 + 9 5(15)5 17 +90 (-5) - -

Leon does two quick, shocking uppercuts. If these hit, Leon does a great big uppercut that takes him into the air, then kicks the opponents and dives to the ground.

  • Great reversal, great combo ender, great combo starter and extender if StarBurst is used.


Tandem Rush
Leon Damage Guard Cancel Invul Property Cost
- - - - - -1000 Meter
Startup Active Recovery Advantage Proration Juggle
- - Total 10+80 freeze+0 - - -

Leon thinks for a while, then makes Star Platinum dash to the opponent then do his bidding. Press buttons to make Star Platinum choose between normals.

  • Best setup from a hard knockdown like 3B, 214A or 236C.
  • Allows for sandwich situations, however can be blown up by Star Constellation if the opponent knows when to do so.
  • It's commonly best to do (ABC)*N to prevent your proration and juggle tanking mid combo.
  • Metergain is disabled for Leon throughout this super.
Star Platinum - A Damage Guard Cancel Invul Property Cost
- MA 5B, 5C Projectile, Throw (All) - -7 Stand Health
Startup Active Recovery Advantage Proration Juggle
5 3 27 - 3 3

Star Platinum does a quick jab.

  • Adds 15 proration and juggle if Star Platinum previously did 5A before.
Star Platinum - B Damage Guard Cancel Invul Property Cost
- - 5C Projectile, Throw (All) - -7 Stand Health
Startup Active Recovery Advantage Proration Juggle
6 4 17 - 3 3

Star Platinum does a left hook.

  • Adds 15 proration and juggle if Star Platinum previously did 5B before.
Star Platinum - C Damage Guard Cancel Invul Property Cost
48 (3*8, 24) MA - Projectile, Throw (All) - -7 Stand Health
Startup Active Recovery Advantage Proration Juggle
8 3,3,3,3,3,3,3,3,2 28 - 3 3

Star Platinum does a flurry of punches before finishing off with a giant punch.

  • Adds 15 proration and juggle if Star Platinum previously did 5C before.


Star Breaker
Leon Damage Guard Cancel Invul Property Cost
- - - - - -1500 Meter, -30 Stand Health
Startup Active Recovery Advantage Proration Juggle
3 - 23 - - -
Star Platinum Damage Guard Cancel Invul Property Cost
140 + (Time*0.5) MA, UNB - - Counterhit, Groundbounce -
Startup Active Recovery Advantage Proration Juggle
14 + N + 4 10 42 Varies (+20) - -

Star Platinum does a giant, chargable punch.

  • Leon spawns star platinum on frame 4.
  • Leon can take action from frame 23 onwards while charging, or stay in the animation and let it charge.
  • Star Platinum can charge up until frame 100 where it becomes unblockable.
  • The move can be charged with the B or the C buttons.
  • The damage scaling formula is: 140*Time*0.5. When fully charged, it does 240 damage regardless. For example, half a charge does 165 damage.
  • On Fatal Counterhit, does 1.25x fully charged damage regardless of charge time. It's special property is Groundbounce to Sliding Knockdown on Fatal.


Leon Barrage
Damage Guard Cancel Invul Property Cost
280 MA - - Hard Knockdown -2000 Meter, -30 Stand Health
Startup Active Recovery Advantage Proration Juggle
32 + 7 5 33 +81 (-32) - -

Leon does a great big hit, then goes into a cinematic if successful.

  • Great combo ender provided the meter is there.


Star Platinum: The World
Damage Guard Cancel Invul Property Cost
360 - - - Counter, Pinball Bounce (3x) -2000 Meter, -30 Stand Health
Startup Active Recovery Advantage Proration Juggle
- - - - 50 25

Leon waits for the opponent's attack, then goes into a cinematic if successful.

  • Works against all projectiles and strikes.
  • He does not get a timestop, but with the significant amount of hitstun from landing the counter it might as well be one.
  • Cuts off a quarter of your combo if StarBurst is not used mid-combo.

Cancel Table

Cancel Table
A B C Star Strike Unique
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


Combos

Combo Damage Cost Meter Gain Location
  • Basic setup combo into special state.

Long combo

Color Gallery

Roadmap

17% complete
In Progress / Completed To-do
  • Basic stuff like the landing page and navbox is in, along with some system pages.
  • System page is complete.
  • Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
  • Create netplay page.
  • Update FAQ
  • Add patch-notes from 2.1 to 2.4.
  • Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
  • When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
  • Ensure that this chart is updated over time.


General
FAQ
Controls
HUD
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Patch Notes
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