Kizuna Encounter/King Leo

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King Leo

Introduction

YOU LOVELESS WRETCH!
YOU'RE LUCKY TO BE ALIVE!

Take King Lion and make everything better. That is everything you need to know about King Leo. His damage is better, his frame data is better, his combo opportunities are better, his mixups are better, Beast Blow wins the entire game by itself, seriously nearly every single shared attack is a straight upgrade. Also his Desperation Moves look way cooler. If you play King Lion you can also play the true King.

Strengths Weaknesses
  • Almost every attack is a straight upgrade from King Lion’s equivalent
  • Absurd combos and damage
  • Every single hit can convert into a free looping mixup
  • Some of the best frame data in basically anything
  • Beast Blow is one of the best moves in the game bar none
  • Fluent in English
  • Can’t tag out to regenerate
  • Both Desperation Moves are outclassed by their normal counterparts
  • His overhead is significantly worse than Lion’s for some reason
  • You never lose

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
3 4 6 +2 +7
c.5B
c.5B
Damage Guard Cancel Level
- M/M x/o 2/3
Startup Active Recovery Block Adv Hit Adv
3/7 4/7 6 +12 +16
f.5A
f.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
4 3 6 +2 +7
f.5B
f.5B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
4 5 6 +6 +10
2A
2A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
4 4 6 +2 +7
2B
2B
Damage Guard Cancel Level
- L/L x/o 3S/3S
Startup Active Recovery Block Adv Hit Adv
5/7 2/2 13 +5 +6
  • Pursuit
2B(unarmed)
2B(unarmed)
Damage Guard Cancel Level
- L/L x/o 2/2
Startup Active Recovery Block Adv Hit Adv
5/7 2/2 13 -1 3
  • Pursuit

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- M/M x/o 3S/3S
Startup Active Recovery Block Adv Hit Adv
6/7 1/3 19 -1 Pursuit OK KD
c.6B
c.6B
Damage Guard Cancel Level
- M/M x/o 3S/3S
Startup Active Recovery Block Adv Hit Adv
4/10 6/5 7 +11 +12
f.6A
f.6A
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
4 2 18 ±0 +1
f.6B
f.6B
Damage Guard Cancel Level
- M/M x/o 3S/3S
Startup Active Recovery Block Adv Hit Adv
3/5 2/2 18 ±0 Pursuit OK KD
3A
3A
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
5 3 18 ±0 +1
3B
3B
Damage Guard Cancel Level
- L/L/L x/x/RC 3S/3S/3S
Startup Active Recovery Block Adv Hit Adv
5/7/9 2/2/1 17 +1 Pursuit OK KD
c.6A(unarmed)
c.6A(unarmed)
Damage Guard Cancel Level
- M/M x/o 3/3
Startup Active Recovery Block Adv Hit Adv
6/7 1/3 19 -1 Pursuit OK KD
c.6B(unarmed)
c.6B(unarmed)
Damage Guard Cancel Level
- M/M x/o 3/3
Startup Active Recovery Block Adv Hit Adv
4/10 6/5 7 11 15
f.6A(unarmed)
f.6A(unarmed)
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
4 2 18 ±0 4
f.6B(unarmed)
f.6B(unarmed)
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
3 2 20 -2 2
3A(unarmed)
3A(unarmed)
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
5 3 18 ±0 1
3B(unarmed)
3B(unarmed)
Damage Guard Cancel Level
- L/L x/o 3/2
Startup Active Recovery Block Adv Hit Adv
5/7 2/2 18 -6 Pursuit OK KD
  • Pursuit

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
6 4 19 -1 ±0
f.5C
f.5C
Damage Guard Cancel Level
- M o 3S
Startup Active Recovery Block Adv Hit Adv
6 4 19 -1 ±0
c.2C
c.2C
Damage Guard Cancel Level
- L o 3S
Startup Active Recovery Block Adv Hit Adv
8 4 19 -1 ±0
f.2C
f.2C
Damage Guard Cancel Level
- L o 3S
Startup Active Recovery Block Adv Hit Adv
8 4 19 -1 ±0
6C
6C
Damage Guard Cancel Level
- M/M/M x/o/o 3/3S/3S
Startup Active Recovery Block Adv Hit Adv
7/14/28 3/1/6 8 +10 +11
3C
3C
Damage Guard Cancel Level
- L/L/L o/x/o 3S/2/3
Startup Active Recovery Block Adv Hit Adv
3/17/25 2/5/3 18 ±0 Pop-up

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- H RC 1
Startup Active Recovery Block Adv Hit Adv
3 - - - -
j.B
j.B
Damage Guard Cancel Level
- H RC 3
Startup Active Recovery Block Adv Hit Adv
4 25 - - -
j.6A
j.6A
Damage Guard Cancel Level
- H RC 1
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.6B
j.6B
Damage Guard Cancel Level
- H RC 1
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.C
j.C
Damage Guard Cancel Level
- H RC 3S
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.6C
j.6C
Damage Guard Cancel Level
- H/H/H x/x/x 1/3/3S
Startup Active Recovery Block Adv Hit Adv
3/7/12 3/3/7[4+3] - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
4 7 8 +10 +14
B+C
B+C
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
11 4 23 -5 +9
B+C(unarmed)
B+C(unarmed)
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
7 5 6 +12 +26
GC
GC
Damage Guard Cancel Level
- M/M - 3/3S
Startup Active Recovery Block Adv Hit Adv
6/10 4/4 25 -7 down

Special Moves

214A
Beast Blow
214A
DYNAMITE.
DYNAMITE.
Damage Guard Cancel Level
- M/M - 3/3
Startup Active Recovery Block Adv Hit Adv
2/21 11/3 16 +7 Pursuit OK KD

It’s the same overall as King Lion’s Beast Blow with a few upgrades. It does more damage, allows OTGs afterwards, has absurd range and speed, and the string jails on block so they can’t as easily chicken block or attack between hits. Just remember to OTG with a dashup 2B to get the left/right mixup after. It’s still very easy to Guard Cancel.

If the 2nd attack connects after the 1st is blocked, the opponent will not be knocked down and Leo is H+11F.

623A
Minimum Upper
623A
Damage Guard Cancel Level
- M/M - 3/3S
Startup Active Recovery Block Adv Hit Adv
11/15 4/4 25 -7 Pursuit OK KD

Invincible uppercut with good forward movement. This will blow through all sorts of stuff and give you a free OTG followup afterwards. It’s still a threatening guard cancel due to its speed and followups further boosting its damage.

41236A
Nightmare Knocker
41236A
Ground Chopper
Ground Chopper
Normal
41236A
Damage Guard Cancel Level
- C - -
Startup Active Recovery Block Adv Hit Adv
3 32 16 - Pursuit OK KD

Imagine the normal Nightmare but it doesn’t lose to lows and King Leo is invincible during the catch window. That’s this. You can still OTG afterwards.

Follow-up
2A on counter
Damage Guard Cancel Level
- - o -
Startup Active Recovery Block Adv Hit Adv
- - - - Knockdown

The same as with King Lion’s followup. Do this if damage is more important than oki.

214B
Hunter Killer
214B
Damage Guard Cancel Level
- M/M/M - 3/3S/3S
Startup Active Recovery Block Adv Hit Adv
10 22/2/1 31 -5 Pursuit OK KD

Forward rushing kick attack. You get a nice knockdown off of this and (probably) go over low attacks during the movement. The second kick only comes out if the attack connects or is blocked. Its knockdown leaves the opponent OTG vulnerable as well. This is pretty much entirely outclassed by Beast Blow.

There is a 2F window after the 1st hit active frames where if the 2nd hit connects, the 3rd will never come out.

28C
Thunder God Breath
28C
Damage Guard Cancel Level
- M/M o 3S/3S
Startup Active Recovery Block Adv Hit Adv
8/20 8[1*8]/17 81[18] -14 Pursuit OK KD
  • Rank A projectile

King Leo electrifies three swords before throwing them horizontally. This is basically just a buffed God Breath with a larger hitbox and knockdown on hit that leaves the opponent OTG vulnerable.

The thunder effect on Leo's body has a hitbox but is treated as a strike, not a projectile.

63214C
Silent Storm
63214C
Recall with A/B
Recall with A/B
Body Damage Guard Cancel Level
- M*2 o 3S*2
Startup Active Recovery Block Adv Hit Adv
20 1/2 102 -18 Pursuit OK KD
Projectile Damage Guard Cancel Level
- M*2 o 3*2
Startup Active Recovery Block Adv Hit Adv
21/21 37 [18] - -
  • Rank A projectile
  • Can be recalled with A or B after 21 frames. If recalled the recovery is shortened to 66F from 102.

Overall similar to King Lion’s Silent Storm, but the second sword is more likely to combo if it homes in on them and the recall is much faster.

236C
Earth Chopper
236C
Damage Guard Cancel Level
- M/M o 3/2
Startup Active Recovery Block Adv Hit Adv
9/11 2/11* 24 -17 Knockdown
  • Pursuit
  • If the first hit connects the second hit will not come out. You can only OTG if the second attack hits.

Large downwards sword strike that destroys projectiles. It’s pretty similar to King Lion’s equivalent, but it’s faster, moves forward during the startup, is invincible, and knocks down grounded opponents. This is your OTG of choice if all you need is damage.

*Full active animation frames: [1+2+1*8]

Desperation Moves

632146A
Shin King Straight
632146A
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
10 13 35 -9 Knockdown

King Leo performs an ultra combo and hits you with a King Straight on the way back down. It’s not very fast and doesn’t go as far as Beast Blow, making it worse at comboing, and it’s unsafe on block at most ranges. To add salt onto the wound, it can be punished on hit in the corner because Leo stands there posing afterwards. It makes a very stylish way to finish a match though.

412364A
King Upper
412364A
Damage Guard Cancel Level
- M*8 o 3*7/3S
Startup Active Recovery Block Adv Hit Adv
26~* 1~** 66 -48 Pursuit OK KD

King Leo throws three big uppercuts in a row. It has some invincibility but it runs out fairly quickly so this shouldn’t be relied on. Incredibly unsafe and not very good super. The number of hits that actually connect depends on how soon this gets blocked.

*Full startup animation frames: 26/27/46/55/58/74/78/82

**Full active animation frames: 1/2/3/3/1/2/2/2

General
Controls
FAQ
Glossary
HUD
System
Esoterics
Training Room
Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle