Red Earth/War-Zard/Leo/Extra Weapons
Normal Moves
1
|
---|
2
|
---|
3
|
---|
cr.1
|
---|
cr.2
|
---|
cr.3
|
---|
cr.4
|
---|
cr.5
|
---|
cr.6
|
---|
j.1
|
---|
j.2
|
---|
j.3
|
---|
j.4
|
---|
j.5
|
---|
j.6
|
---|
Command Normals
j.u+2
|
---|
j.d+5
|
---|
j.d+6
|
---|
Special Moves
Chronos Rush
QCF+1/2/3 |
Leo charges forward, crashing his shoulder into the opponent, following up with a vertical swing. While he's running with his sword raised, he's immune to projectiles allowing you to close the distance on zoners if timed well. Each version goes further the stronger the button used. However, it also becomes more unsafe as well as slower the higher the strength. This makes the light/medium version more useful for confirms from weaker normals, primarily his standing light normals. General rule of thumb, 4 goes into light and medium, and 5 goes into medium and heavy. Heavy is too slow to combo from 4, and light doesn't travel far enough to combo from 5. |
---|
Mars Slash
DP+1/2/3 |
Leo's primary invincible attack, Mars Slash boasts a healthy amount of invincibility starting on frame 6 for all versions while also serving as his premier air guard crush ender. Can also be used as a chip kill option, the only downside being its cumbersome startup, and the fact the hitbox is deceptively low as well as moves him quite a bit forward, making it a worse anti-air than you would expect. |
---|
Achilles Rush
QCF+4/5/6 |
Nearly the same attack as Chronos Rush with the main distinction being that it ends low and reaches very far, making it an intimidating move to poke with and extend combos. It gives substantially better oki as well, but gives up some corner carry. It also touts one of the strangest quirks in the game, as the heavy version seems to mistakenly have the recovery of the light version, making it far safer than it should be. With all of these factors considered, heavy Achilles Rush is your go-to combo ender, as it essentially outclasses Chronos Rush. |
---|
Super Moves
Hercules Rush
QCFQCF+1/2/3 |
---|
Universal Mechanics
Ultimate Counter
R.QCB+1/2/3 or R.QCB+4/5/6 |
---|
Pursuit
U+4/5/6 |
---|
1
|
---|
2
|
---|
3
|
---|
cr.1
|
---|
cr.2
|
---|
cr.3
|
---|
cr.4
|
---|
cr.5
|
---|
cr.6
|
---|
j.1
|
---|
j.2
|
---|
j.3
|
---|
j.4
|
---|
j.5
|
---|
j.6
|
---|
j.u+2
|
---|
j.d+5
|
---|
j.d+6
|
---|
Chronos Rush
QCF+1/2/3 |
Leo charges forward, crashing his shoulder into the opponent, following up with a vertical swing. While he's running with his sword raised, he's immune to projectiles allowing you to close the distance on zoners if timed well. Each version goes further the stronger the button used. However, it also becomes more unsafe as well as slower the higher the strength. This makes the light/medium version more useful for confirms from weaker normals, primarily his standing light normals. General rule of thumb, 4 goes into light and medium, and 5 goes into medium and heavy. Heavy is too slow to combo from 4, and light doesn't travel far enough to combo from 5. |
---|
Mars Slash
DP+1/2/3 |
Leo's primary invincible attack, Mars Slash boasts a healthy amount of invincibility starting on frame 6 for all versions while also serving as his premier air guard crush ender. Can also be used as a chip kill option, the only downside being its cumbersome startup, and the fact the hitbox is deceptively low as well as moves him quite a bit forward, making it a worse anti-air than you would expect. |
---|
Achilles Rush
QCF+4/5/6 |
Nearly the same attack as Chronos Rush with the main distinction being that it ends low and reaches very far, making it an intimidating move to poke with and extend combos. It gives substantially better oki as well, but gives up some corner carry. It also touts one of the strangest quirks in the game, as the heavy version seems to mistakenly have the recovery of the light version, making it far safer than it should be. With all of these factors considered, heavy Achilles Rush is your go-to combo ender, as it essentially outclasses Chronos Rush. |
---|
Hercules Rush
QCFQCF+1/2/3 |
---|
Ultimate Counter
R.QCB+1/2/3 |
---|
Pursuit
U+4/5/6 |
---|
1
|
---|
2
|
---|
3
|
---|
cr.1
|
---|
cr.2
|
---|
cr.3
|
---|
cr.4
|
---|
cr.5
|
---|
cr.6
|
---|
j.1
|
---|
j.2
|
---|
j.3
|
---|
j.4
|
---|
j.5
|
---|
j.6
|
---|
j.u+2
|
---|
j.d+5
|
---|
j.d+6
|
---|
Chronos Rush
QCF+1/2/3 |
Leo charges forward, crashing his shoulder into the opponent, following up with a vertical swing. While he's running with his sword raised, he's immune to projectiles allowing you to close the distance on zoners if timed well. Each version goes further the stronger the button used. However, it also becomes more unsafe as well as slower the higher the strength. This makes the light/medium version more useful for confirms from weaker normals, primarily his standing light normals. General rule of thumb, 4 goes into light and medium, and 5 goes into medium and heavy. Heavy is too slow to combo from 4, and light doesn't travel far enough to combo from 5. |
---|
Mars Slash
DP+1/2/3 |
Leo's primary invincible attack, Mars Slash boasts a healthy amount of invincibility starting on frame 6 for all versions while also serving as his premier air guard crush ender. Can also be used as a chip kill option, the only downside being its cumbersome startup, and the fact the hitbox is deceptively low as well as moves him quite a bit forward, making it a worse anti-air than you would expect. |
---|
Achilles Rush
QCF+4/5/6 |
Nearly the same attack as Chronos Rush with the main distinction being that it ends low and reaches very far, making it an intimidating move to poke with and extend combos. It gives substantially better oki as well, but gives up some corner carry. It also touts one of the strangest quirks in the game, as the heavy version seems to mistakenly have the recovery of the light version, making it far safer than it should be. With all of these factors considered, heavy Achilles Rush is your go-to combo ender, as it essentially outclasses Chronos Rush. |
---|
Hercules Rush
QCFQCF+1/2/3 |
---|
Ultimate Counter
R.QCB+1/2/3 |
---|
Pursuit
U+4/5/6 |
---|
1
|
---|
2
|
---|
3
|
---|
cr.1
|
---|
cr.2
|
---|
cr.3
|
---|
cr.4
|
---|
cr.5
|
---|
cr.6
|
---|
j.1
|
---|
j.2
|
---|
j.3
|
---|
j.4
|
---|
j.5
|
---|
j.6
|
---|
j.u+2
|
---|
j.d+5
|
---|
j.d+6
|
---|
Chronos Rush
QCF+1/2/3 |
Leo charges forward, crashing his shoulder into the opponent, following up with a vertical swing. While he's running with his sword raised, he's immune to projectiles allowing you to close the distance on zoners if timed well. Each version goes further the stronger the button used. However, it also becomes more unsafe as well as slower the higher the strength. This makes the light/medium version more useful for confirms from weaker normals, primarily his standing light normals. General rule of thumb, 4 goes into light and medium, and 5 goes into medium and heavy. Heavy is too slow to combo from 4, and light doesn't travel far enough to combo from 5. |
---|
Mars Slash
DP+1/2/3 |
Leo's primary invincible attack, Mars Slash boasts a healthy amount of invincibility starting on frame 6 for all versions while also serving as his premier air guard crush ender. Can also be used as a chip kill option, the only downside being its cumbersome startup, and the fact the hitbox is deceptively low as well as moves him quite a bit forward, making it a worse anti-air than you would expect. |
---|
Hercules Rush
QCFQCF+1/2/3 |
---|
Ultimate Counter
R.QCB+1/2/3 |
---|
Pursuit
U+4/5/6 |
---|