Introduction
“
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YOU LOVELESS WRETCH!
YOU'RE LUCKY TO BE ALIVE!
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”
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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
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- 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
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- 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
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Light Attacks
c.5A
c.5A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3
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4
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6
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+2
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+7
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c.5B
c.5B
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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2/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3/7
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4/7
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6
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+12
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+16
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f.5A
f.5A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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3
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6
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+2
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+7
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f.5B
f.5B
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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5
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6
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+6
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+10
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2A
2A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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4
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6
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+2
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+7
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2B
2B
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Damage
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Guard
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Cancel
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Level
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-
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L/L
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x/o
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3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5/7
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2/2
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13
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+5
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+6
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|
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2B(unarmed)
2B(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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L/L
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x/o
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2/2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5/7
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2/2
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13
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-1
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3
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Strong Attacks
c.6A
c.6A
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6/7
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1/3
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19
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-1
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Pursuit OK KD
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c.6B
c.6B
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4/10
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6/5
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7
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+11
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+12
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f.6A
f.6A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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2
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18
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±0
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+1
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f.6B
f.6B
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3/5
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2/2
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18
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±0
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Pursuit OK KD
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3A
3A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5
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3
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18
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±0
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+1
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3B
3B
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Damage
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Guard
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Cancel
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Level
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-
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L/L/L
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x/x/RC
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3S/3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5/7/9
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2/2/1
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17
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+1
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Pursuit OK KD
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c.6A(unarmed)
c.6A(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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3/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6/7
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1/3
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19
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-1
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Pursuit OK KD
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c.6B(unarmed)
c.6B(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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M/M
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x/o
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3/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4/10
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6/5
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7
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11
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15
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f.6A(unarmed)
f.6A(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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2
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18
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±0
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4
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f.6B(unarmed)
f.6B(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3
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2
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20
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-2
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2
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3A(unarmed)
3A(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5
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3
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18
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±0
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1
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3B(unarmed)
3B(unarmed)
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Damage
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Guard
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Cancel
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Level
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-
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L/L
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x/o
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3/2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5/7
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2/2
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18
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-6
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Pursuit OK KD
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Weapon Attacks
c.5C
c.5C
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Damage
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Guard
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Cancel
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Level
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-
|
M
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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4
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19
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-1
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±0
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f.5C
f.5C
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Damage
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Guard
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Cancel
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Level
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-
|
M
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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4
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19
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-1
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±0
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c.2C
c.2C
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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8
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4
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19
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-1
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±0
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f.2C
f.2C
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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8
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4
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19
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-1
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±0
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|
6C
6C
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Damage
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Guard
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Cancel
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Level
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-
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M/M/M
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x/o/o
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3/3S/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7/14/28
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3/1/6
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8
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+10
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+11
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3C
3C
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Damage
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Guard
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Cancel
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Level
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-
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L/L/L
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o/x/o
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3S/2/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3/17/25
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2/5/3
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18
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±0
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Pop-up
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Jumping Attacks
j.A
j.A
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Damage
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Guard
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Cancel
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Level
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-
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H
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RC
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3
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-
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-
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-
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-
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|
j.B
j.B
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Damage
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Guard
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Cancel
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Level
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-
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H
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RC
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3
|
Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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25
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-
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-
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-
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|
j.6A
j.6A
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Damage
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Guard
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Cancel
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Level
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-
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H
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RC
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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11
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-
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-
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-
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|
j.6B
j.6B
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Damage
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Guard
|
Cancel
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Level
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-
|
H
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RC
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1
|
Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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11
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-
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-
|
-
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|
j.C
j.C
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Damage
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Guard
|
Cancel
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Level
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-
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H
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RC
|
3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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11
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-
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-
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-
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|
j.6C
j.6C
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Damage
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Guard
|
Cancel
|
Level
|
-
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H/H/H
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x/x/x
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1/3/3S
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3/7/12
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3/3/7[4+3]
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-
|
-
|
-
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Universal Mechanics
3+A
3+A
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Damage
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Guard
|
Cancel
|
Level
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-
|
L
|
o
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3
|
Startup
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Active
|
Recovery
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Block Adv
|
Hit Adv
|
4
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7
|
8
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+10
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+14
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|
B+C
B+C
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Damage
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Guard
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Cancel
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Level
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-
|
H
|
x
|
3L
|
Startup
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Active
|
Recovery
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Block Adv
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Hit Adv
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11
|
4
|
23
|
-5
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+9
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|
B+C(unarmed)
B+C(unarmed)
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Damage
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Guard
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Cancel
|
Level
|
-
|
H
|
x
|
3L
|
Startup
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Active
|
Recovery
|
Block Adv
|
Hit Adv
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7
|
5
|
6
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+12
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+26
|
|
GC
GC
|
Damage
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Guard
|
Cancel
|
Level
|
-
|
M/M
|
-
|
3/3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
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6/10
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4/4
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25
|
-7
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down
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Special Moves
214A
Beast Blow 214A DYNAMITE. DYNAMITE.
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Damage
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Guard
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Cancel
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Level
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-
|
M/M
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-
|
3/3
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Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
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2/21
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11/3
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16
|
+7
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Pursuit OK KD
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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.
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623A
Minimum Upper 623A
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Damage
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Guard
|
Cancel
|
Level
|
-
|
M/M
|
-
|
3/3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
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11/15
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4/4
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25
|
-7
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Pursuit OK KD
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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.
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41236A
Nightmare Knocker 41236A Ground Chopper Ground Chopper
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Normal 41236A
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Damage
|
Guard
|
Cancel
|
Level
|
-
|
C
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
3
|
32
|
16
|
-
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Pursuit OK KD
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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
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Damage
|
Guard
|
Cancel
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Level
|
-
|
-
|
o
|
-
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
-
|
-
|
-
|
-
|
Knockdown
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The same as with King Lion’s followup. Do this if damage is more important than oki.
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|
214B
Hunter Killer 214B
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Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M/M
|
-
|
3/3S/3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
10
|
22/2/1
|
31
|
-5
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Pursuit OK KD
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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.
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|
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
|
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.
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|
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
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