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Line 22: |
Line 22: |
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| |'''Extra Movement Options''': | | |'''Extra Movement Options''': |
| |N/A? | | |[[Kirby_Battle_Blitz/Leon#Backdash_Quickstep |Quickstep (446)]] |
| |} | | |} |
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Revision as of 01:14, 2 August 2022
![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Backstory
Type character lore here. Five sentences at minimum. (if possible)
Gameplay
Type a long summary of how gameplay of said character works. Dustloop style.
Strengths |
Weaknesses
|
- The most stylish character in the game. - The developers did not need to put so much effort into this character
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- Pressure can get blown up very easily with Instant Block or Star Constellation -
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Command List
Normal Moves
5A
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5A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
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-
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-
|
-
|
-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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-
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5AA
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Damage
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Guard
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Cancel
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Invul
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Property
|
Cost
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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-
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5AAA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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-
|
|
5B
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5B
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Damage
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Guard
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Cancel
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Invul
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Property
|
Cost
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-
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-
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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-
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5BB
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Damage
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Guard
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Cancel
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Invul
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Property
|
Cost
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-
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-
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-
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-
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-
|
-
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Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
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-
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-
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5BBB
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Damage
|
Guard
|
Cancel
|
Invul
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Property
|
Cost
|
-
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-
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-
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-
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-
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-
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Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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Your standard launcher. Easy way to get to your air combos.
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4A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
|
8*4, 2*N
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MA
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236A, 214B, 4[A], 5B, 2C, 5C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8
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12 (3,3,3,3)
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10
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-
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6
|
5
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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.
|
|
3B
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Damage
|
Guard
|
Cancel
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Invul
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Property
|
Cost
|
35
|
LA
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236A, 214A, 236B, 214B, 236C, 214C, 446, 66C, 6C, 22C, 2C, 4C, 5C
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-
|
Hard Knockdown, Counterhit
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10
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12
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13
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+65 (-8)
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2
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5
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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.
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|
4B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
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-
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-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
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-
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-
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Leon does an uppercut.
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|
j5A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
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-
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
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-
|
-
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-
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-
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-
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-
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-
|
|
j5B
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Damage
|
Guard
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Cancel
|
Invul
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Property
|
Cost
|
-
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-
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-
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
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Proration
|
Juggle
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-
|
-
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-
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-
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-
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-
|
-
|
|
j5C
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Damage
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Guard
|
Cancel
|
Invul
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Property
|
Cost
|
-
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-
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-
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
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-
|
-
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-
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-
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-
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-
|
-
|
|
Universal Mechanics
Low Attack
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
LA
|
-
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-
|
-
|
-
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Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Overhead
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Damage
|
Guard
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Cancel
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Invul
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Property
|
Cost
|
-
|
HA
|
-
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-
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-
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-
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Startup
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Active
|
Recovery
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Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Grab
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
Throw
|
-
|
Startup
|
Active
|
Recovery
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Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
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-
|
-
|
|
Air Grab
|
Damage
|
Guard
|
Cancel
|
Invul
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Property
|
Cost
|
-
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-
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-
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-
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Throw
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-
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Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
|
-
|
-
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-
|
-
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-
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-
|
-
|
|
Backdash Quickstep
|
44
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Leon dashes backwards on the ground.
|
Backdash Quickstep (446)
|
Damage
|
Guard
|
Cancel
|
Invul
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Property
|
Cost
|
-
|
-
|
-
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
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Proration
|
Juggle
|
-
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-
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-
|
-
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-
|
-
|
-
- Any moves that have cancels from backdash quickstep deal an extra 25 damage on landing.
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|
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
|
-
|
-
|
-
|
-
|
-
|
-
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Canceling the first hit into Backdash Quickstep will make the move amazing for pressure.
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|
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
|
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
|
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.
|
|
Combos
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Basic setup combo into special state.
|
Long combo
|
Color Gallery
Roadmap
In Progress / Completed |
To-do
|
- Basic stuff like the landing page and navbox is in, along with some system pages.
- System page is complete.
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- 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.
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