Red Earth/War-Zard/Leo

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Background

In the Year of our Lord 13XX, an unknown evil force invaded the peaceful kingdom of Savalia. Leo the king of Savalia fought to the end but lost in the face of enormous magical power and was cursed with the body of a beast and was driven out of his country by the invaders. Wise men tried to save the poor king from his horrific fate, but none could remedy the curse. And now Leo has returned to Savalia to pay off his debt to his countrymen...

" I'll save my kingdom or die trying! "

Introduction

Leo is a unique blend of archetypes, sharing elements from zoners, rushdown and grapplers. With a wide variety of long range normals, commands grabs, and normals with strong hit\hurtboxes, Leo dominates in neutral, but be warned, his sword also tends to have wide hurtboxes, making them dangerous on a savvy opponent. Mixing your approach is key, as the cast has strong methods of keeping him out, or punishing a reckless approach. Utilize his tools well however, and few things can stop the onslaught this beastial sovereign is capable of inflicting

Starting Element: Meteor
Elemental Weakness: Wind

Level 32 Passwords:

  • Black Sword Only: 4 1 3 4 4 3 4 1 5 3
  • Fire/Ice Swords: 4 1 5 4 5 4 4 4 4 3
  • Ice/Lightning Swords: 4 1 5 4 5 4 4 4 5 3
  • Fire/Lightning Swords: 4 1 5 4 5 4 4 4 6 3

Normal Moves

1
RE Leo 1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 Mid 10 2 15 -6 -7 Yes

Leo steps forward, striking with an overhead slash. It not only possesses a tall hitbox, but is super and special cancellable. Useful for not only anti-airs, but for blockstrings on an airborne opponent, leading to an extension dependent on orb count and distance.

2
RE Leo 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
13-16 Mid 13 4 20 -7 -8 No

Honestly one of his weaker normals. The range is nice, and super cancelling is too, but most of the time 1/cr.1 is the safer and better option. Use in fringe cases.

3
RE Leo 3.png
Staggers Kenji (+4).
RE Leo 3 3.png
3 followup.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
3 14-17 Mid 14 3 18 -1 -6 No

Leo swings horizontally once again, but with a twist. In exchange for cancel ability and some range, Leo can cancel in to a second 3. The meat to it is that this followup is optional, as well as highly delayable. A good check option, especially if the opponent likes to jump or Ultimate Guard. Great conditioning tool, just mind the range is a bit short.

3 > 3 14-17 Mid 42 2 19 HKD -2 No


4
RE Leo 4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7-9 Mid 3 6 8 +3 +2 Yes

Leos fastest grounded normal. Simple and to the point, Leo knees the opponent in the gut. Can be super and special cancelled, and is plus on contact. Great for staggering.

5
RE Leo 5.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9-11 Mid 5 6 11 +8 +7 Yes

Similar story to 4, but at the cost of being slightly slower to start and recover, has a great vertical hitbox, and has the luxury of being his strongest special cancellable normal. Exceptional anti-air button, and great combo fuel, leaving you a whopping +8 on hit, +7 on block. One of his best normals, use often

6
RE Leo 6.png
Can be ducked.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-13 High 17 5 13 +7 +6 No

Only for the brave or foolish, Leo steps forward, booting the opponent in the face. Leo is left +7 on hit, and left close, making links both tantalizing AND rewarding. The catch is while it is an overhead, it whiffs on the cast crouching, bar a guarding Tessa, or himself. As such, it's recommended to only save this for optimal Ultimate Guard punishes, or brutal mirror match shenanigans.

cr.1
RE Leo Crouch 1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 Low 9 4 15 -8 -9 Yes

Off the bat, the range of this thing is huge. Pokes as far if not slightly less than cr.5, which is nothing to scoff at. On top of this, it's super and special cancellable, leading to some dangerous footsies if he has orbs. Be wary of a lightning orb Leo. Only drawback is that it's minus on hit or block, and as such is best cancelled into something, namely his DP.1. Even so, one can use it to bait an Ultimate guard, and cancel in to 360. Also owns the high praise of being Leos only cancellable low. Definitely one to experiment with.

cr.2
RE Leo Crouch 2 First.png
RE Leo Crouch 2 Second.png
Two hits. First hit can be ducked.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17-22 Mid 14 3/3 25 -12 -13 No

Sadly, the story is much and such the same as 2. However, cr.2 hits twice.

cr.3
RE Leo Crouch 3 First.png
RE Leo Crouch 3 Second.png
RE Leo Crouch 3 Third.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14-17 Mid 9 2/2/2 27 Launch -22 No


cr.4
RE Leo Crouch 4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
11-14 Mid 9 6 20 -15 -16 No

Don't use this move.

cr.5
RE Leo Crouch 5.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 Low 8 4 21 -9 -10 No


cr.6
RE Leo Crouch 6.png
RE Leo Crouch 6 6.png
6 followup.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
cr.6 12-15 Low 12 3 16 HKD 0 No


cr.6 > 6 13-16 Low 34 3 30 HKD -14 No


j.1
RE Leo Jump 1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 6 2 Until landing +15 +15 No


j.2
RE Leo Jump 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 9 3 Until landing +16 +15 No


j.3
RE Leo Jump 3.png
Staggers Kenji (+27).
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
13-16 High 6 2 Until landing +20 +15 No


j.4
RE Leo Jump 4 First.png
RE Leo Jump 4 Second.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 9 2/3 Until landing +15 +15 No


j.5
RE Leo Jump 5.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 10 14 Until landing +16 +15 No


j.6
RE Leo Jump 6 First.png
RE Leo Jump 6 Second.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 high 9 2/2 Until landing +20 +15 No


Command Normals

j.u+2
RE Leo Jump U 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
13-16 Unknown 11 3 Until landing N/A N/A No


j.d+5
RE Leo Jump D 5 First.png
RE Leo Jump D 5 Second.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 9 22 Until landing +16 +15 No


j.d+6
RE Leo Jump D 6.png
Staggers Kenji (+27)
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-15 High 13 2 Until landing +20 +15 No


Special Moves

Chronos Rush
QCF+1/2/3
RE Leo QCF First.png
RE Leo QCF Second.png
RE Leo QCF Third.png
RE Leo QCF Fourth.png
RE Leo QCF 123.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 24-30 Mid 9 9/4 26 HKD -7 No


2 31-39 Mid 11 9/4 31 HKD -12 No


3 37-47 Mid 13 9/4 38 HKD -19 No


Mars Slash
DP+1/2/3
RE Leo DP 123 First.png
RE Leo DP 123 Second.png
2 hits. First hit can be ducked.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 21-27 Mid 18 3/3 23 HKD -3 No

12 frames of invincibility starting on frame 6.

2 21-27 Mid 19 3/3 27 HKD -7 No

13 frames of invincibility starting on frame 6.

3 21-27 Mid 25 2/2 30 HKD -9 No

19 frames of invincibility starting on frame 6.

Achilles Rush
QCF+4/5/6
RE Leo QCF First.png
RE Leo QCF Second.png
RE Leo QCF Third.png
RE Leo QCF Fourth.png
RE Leo QCF 456.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 24-30 Mid; Low 9 9/4 26 HKD -7 No


2 31-39 Mid; Low 11 9/4 31 HKD -12 No


3 37-47 Mid; Low 13 9/4 26 HKD -7 No


Weapon Switch
QCB+4/5/6
RE Leo QCB 456.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
0 None 6 0 13 N/A N/A No


Gaia Driver
360+1/2/3
RE Leo 360 1.png
1 version.
RE Leo 360 2.png
2 version.
RE Leo 360 3.png
3 version. 4 frames of invincibility.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 15-18 UB 9 4 43 HKD UB No


2 16-20 UB 9 4 43 HKD UB No


3 18-22 UB 9 4 43 HKD UB No

The only version that should be used.

Super Moves

Hercules Rush
QCFQCF+1/2/3
RE Leo QCFQCF 123 First.png
RE Leo QCFQCF 123 Second.png
RE Leo QCFQCF 123 Third.png
RE Leo QCFQCF 123 Fourth.png
RE Leo QCFQCF 123 Fifth.png
Invincible for the entire startup. 4 frame gap between charge hitbox and sword swing hitbox. Invincible for the entire gap.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
39-50 Mid TBD 19/4 41 HKD -22 No


Gigas Driver
720+1/2/3
RE Leo 720 123.png
8 frames of invincibility. Has the same range as 360.3.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
42-51 UB TBD 3 43 HKD UB No


Universal Mechanics

Throw
F+2 or F+3
RE Leo Throw 2.png
2 throw. Loopable. Can be teched.
RE Leo Throw 3.png
3 throw. Can be softened.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
2 3 per bite UB 0 - - - - -


3 12-15 UB 0 - - - - -


Dash
F, F or B, B
RE Leo Dash Forward.png
Forward dash
RE Leo Dash Backward.png
Back dash
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- - - - - - - -

Leo's dash can be interrupted with any special or super move at any time, including Ultimate Guard.

Ultimate Guard
P+K
RE Leo UG.png
Ultimate Guard
RE Leo Parry.png
Parry
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- - 1 60 31 - - -

Leo's ultimate guard.

Ultimate Counter
R.QCB+1/2/3 or R.QCB+4/5/6
RE Leo GC Punch.png
Punch version. Staggers Kenji (+5).
RE Leo GC Kick.png
Kick version.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
Punch 3 UB 0 6 16 +1 UB No


Kick 14-17 Low 0 6 24 HKD -12 No


General Strategy

Combos

  • j.4 (crossup), 5 xx qcf.6

Basic bnb, one of Leo's only combos. You'll need to substitute the qcf.6 for qcf.5 against Tessa and Mai Ling. One last caveat is that this combo does not work on crouching Tessa for some reason.

  • j.d+5, cr.1 xx qcfqcf.1/2/3

Alternate combo that can lead to dizzy.

Trivia



General
Controls ⁄ System
Characters
Tessa
Leo
Mai Ling
Kenji