Nickelodeon All-Star Brawl/Leonardo: Difference between revisions

From SuperCombo Wiki
m (Forgot to change the name of j.2P, couldn't find an official name in game so I've temporarily just named it divekick)
(Finished up the framedata and damage values on Leonardo, along with descriptions.)
Line 119: Line 119:
{{MoveData
{{MoveData
|image= NASB leo dash light.png
|image= NASB leo dash light.png
|caption=  
|caption= '''"Enjoy your time in the blast zone!"'''
|name= Shell Shock
|name= Shell Shock
|linkname= 66L
|linkname= 66L
|input= 66L / Run Light
|input= 66L / Run Light
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 8%
|Startup= 6
|Active= 8
|Recovery= 22
|Frame Advantage= -28
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
Very fast and very active dash light attack that can also 2-frame easily. HUGE reward on hit near the ledge as 66L -> 2S is a spike ender true combo, and hitting 66L raw sends the opponent at a really awkward angle to recover from. Not very useful in the neutral because of its bad recovery and frame advantage on block, so best used when the opponent is near the ledge.
}}
}}


=== Jumping/Air Light Attacks ===
=== Jumping/Air Light Attacks ===
Line 283: Line 296:
{{MoveData
{{MoveData
|image= NASB leo dash strong.png
|image= NASB leo dash strong.png
|caption=  
|caption= '''Devastating misinput'''
|name= Running Hit
|name= Running Hit
|linkname= 66S
|linkname= 66S
|input= 66S / Run Strong
|input= 66S / Run Strong
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 10% (20%)
|Startup= 21
|Active= 5
|Recovery= 20
|Frame Advantage= -21
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over 66L ever.
}}
}}




Line 300: Line 327:
|input= j5S / Jump Neutral Strong
|input= j5S / Jump Neutral Strong
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 10% (16%)
|Startup= 23
|Active= 2
|Recovery= 16
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
Hard-hitting, disjointed aerial strong. Good for punishing the opponent when you know they're gonna try to throw out a move at you in the air.
}}
}}
   
   
   
   
{{MoveData
{{MoveData
|image= NASB leo aerial strong up.png
|image= NASB leo aerial strong up.png
|caption=  
|caption= '''Zim's air up strong, but better'''
|name= Dual Hit
|name= Dual Hit
|linkname= j8S
|linkname= j8S
|input= j8S / Jump Up Strong
|input= j8S / Jump Up Strong
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 10% (16%)
|Startup= 20
|Active= 8
|Recovery= 20
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
Surprisingly good aerial up strong. Despite what it looks like, the hitbox is rather large, and the tipper hitbox has exceptionally high knockback; letting you kill off the top very early.
}}
}}




{{MoveData
{{MoveData
|image= NASB leo aerial strong down.png
|image= NASB leo aerial strong down.png
|caption=  
|caption= '''Landing mixup tool #234728'''
|name= Aerial Scissor Slash Down
|name= Aerial Scissor Slash Down
|linkname= j2S
|linkname= j2S
|input= j2S / Jump Down Strong
|input= j2S / Jump Down Strong
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 10% (16%)
|Startup= 19
|Active= 5
|Recovery= 17
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
Niche-use aerial down strong. Despite being a niche, it has a surprisingly good one in stalling your air momentum and punishing the opponent when they expect you to simply fall. Like his j.2L and 2S, it spikes, like the grounded version.
}}
}}
   
   


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|input= 5P / Neutral Special
|input= 5P / Neutral Special
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 8% (10%)
|Startup= 22 [61]
|Active= 3
|Recovery= 22
|Frame Advantage= -18
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
*Values in [] are for held variant
Very slow, decent reward rekka-type special move. This is also the least laggy move out of the rekka set. On hit or whiff, press 5P, 2P, or 8P to follow-up. Holding the button increases the startup in varying lengths, with the max being 61 frames, although holding the button does not have any noticeable changes to the move itself or the follow-ups.
}}
}}
 
 
{{MoveData
|image= NASB leo special mid special mid.png
|caption= '''Definitely a misinput'''
|name= Rekka Follow-up 1
|linkname= 5PP
|input= 5P -> 5P / Neutral Special -> Neutral Special
|data=
{{AttackData-NASB
|Damage= 8% (10%)
|Startup= 3 [61]
|Active= 4
|Recovery= 24
|Frame Advantage= -22
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
*Values in [] are for held variant
The worst follow-up off 5P. Doesn't lead to any knockdown even on tipper hit and it puts the opponent in an awkward position for Leo to capitalize off of.
}}
}}
 
 
{{MoveData
|image= NASB leo special mid special down.png
|caption= '''The other good one'''
|name= Rekka Follow-up 2
|linkname= 5P2P
|input= 5P -> 2P / Neutral Special -> Down Special
|data=
{{AttackData-NASB
|Damage= 8% (10%)
|Startup= 3 [61]
|Active= 4
|Recovery= 24
|Frame Advantage= -20
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
*Values in [] are for held variant
Leo's 2nd best follow-up off 5P, and only because at low percents it leads into a tech chase scenario. This follow-up also has a lot of forward momentum making it near-impossible to whiff.
}}
}}
 
 
{{MoveData
|image= NASB leo special mid special up.png
|caption= '''Praise the sun!'''
|name= Rekka Follow-up 3
|linkname= 5P8P
|input= 5P -> 8P / Neutral Special -> Up Special
|data=
{{AttackData-NASB
|Damage= 8% (10%)
|Startup= 3 [61]
|Active= 4
|Recovery= 24
|Frame Advantage= -16
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
*Values in [] are for held variant
The best follow-up off 5P. Knocks the opponent straight upwards so you can shark them. Also has some forward momentum like the 2P follow-up, making this hard to whiff.
}}
}}




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|input= 8P / Up Special
|input= 8P / Up Special
|data=
|data=
Placeholder
{{AttackData-NASB
}}
|Damage= 4% (7%)
|Startup= 14
|Active= 32
|Recovery= Until landing
|Frame Advantage= N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Tip of hitbox has additional damage and knockback
|description=
*Values in () are for tipper hitbox
Notoriously hard to edge-guard up special. In some matchups, like against April and Spongebob, letting the opponent get hit by the weak hitbox guarantees they get a spike-punish on you.
}}
}}




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|Special Properties=Full-body invuln. frames 1-6
|Special Properties=Full-body invuln. frames 1-6
|description=
|description=
*Values in []: for the recovery, there is a minimum 1 frame of recovery before you can cancel the flip into j.2P
*Values in []: For the recovery, there is a minimum 1 frame of recovery before you can cancel the flip into j.2P
Frame-1 invincible flip that will often high-profile your opponents moves on the ground, and punish if cancelled into j.2P. Basically works like a normal fighting game DP as an out of shield option, and as an extra layer to your options on tech thanks to being frame 1 invincible.
Frame-1 invincible flip that will often high-profile your opponents moves on the ground, and punish if cancelled into j.2P. Basically works like a normal fighting game DP as an out of shield option, and as an extra layer to your options on tech thanks to being frame 1 invincible.
}}
}}
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{{MoveData
{{MoveData
|image= NASB_leo_taunt.png
|image= NASB_leo_taunt.png
|caption= Like the swords? Come closer and take a look...
|caption= '''Like the swords? Come closer and take a look...'''
|name= Weapon Activation
|name= Weapon Activation
|linkname= Weapon Activation
|linkname= Weapon Activation

Revision as of 16:24, 22 October 2021

Story

It's my call, I decide who gets a beat down.

The serious, mature, and skilled leader of the Teenage Mutant Ninja Turtles, Leonardo is a master with his Twin Ninjatos. He couldn't let Mikey have all the fun so he decided to join the brawl and show the others what it means to be Master Splinter student!

Gameplay

Leonardo is a rushdown character with a very wide range but weaker overall attack strength; he's made for gradually chipping away at his opponent with his assault while also keeping anyone from getting too close to him due to his smorgasbord of disjoints. The key to being effective with the blue boy is to know your combos and know your spacing. His recovery differs from others as having hitboxes on both sides rather than up and below, making it very useful for anyone trying to stuff out your return to stage. Alongside this are his Unique Special moves, with Niten Ichi-Ryu being a rekka attack that can lead into 1 of 2 follows ups depending and the situation and Back Flip which is a quick evasive reversal option that can be cancelled into a drop kick attack to confound opponents.

Interestingly Leo also has a unique attribute being that his sword moves have higher knockback and damage if you hit them on the tip of his swords while hitting them at the hilt will do less damage and knockback.

If you're willing to sacrifice attack power for speed and like keeping your foes at arms length, then this turtle will certianly lead you to victory!

Leonardo

NASB leonardo character.png
Franchise

Teenage Mutant Ninja Turtles

Weight Class

Middle

Character Discord

Leonardo character discord

Home Stage

Sewers Slam

Strengths Weaknesses
  • Keep Away: Leo's twin swords cover a wide area with every swing and will keep anyone from getting too close; perfect for countering rushdown characters.
  • Grab Game: Leo can consistently perform 0-to-deaths at the ledge if he manages to grab the opponent, and put the opponent in a terrifying edge guard scenario at higher percents.
  • Recovery: Leo's j.8P is exceptionally hard to edge guard for most of the cast thanks to it's huge hitbox on both sides, and his j.2P acts as a second airdash allowing you to live to absurd percents and add an extra layer to your recovery game.
  • Edgeguarding: Leo's huge arsenal of disjoints and amazing 2-frame options in 2L, 2S, and j.2L make it extremely hard for most of the cast to recover once they're off stage, leading to the opponent having to burn most, if not all, of their tools on one recovery attempt. Getting hit by j.2L off stage is 100% death as it combos into itself as much as Leo needs while still being able to recover.
  • Tis but a scratch: Leo's speed and combo game comes at the expense of overall weaker attacks. Taking the stock might take a touch longer than it would with others.
  • Slow Normals: Leo's normals are slower than average with the exception of 2L, emphasizing that you space your normals well, or be put in a bad situation.
  • High Percents: Leo can struggle to kill some characters at very high percents; especially those with exceptional recoveries.


Moves List

Light Attacks

Horizontal Slash
5L / Neutral Light
NASB leo light mid.png
The neutral winner
Damage Startup Frames Active Frames Total Frames Safety
6% (9%) 8 2 - -
  • Values in () are for tipper hitbox

Somewhat slow as a jab, but the huge horizontal disjoint still makes this worth using. Great for closing out stocks for it's awkward horizontal launch angle at high %.


Vertical Slash
8L / Up Light
NASB leo light up.png
Trademark combo starter
Damage Startup Frames Active Frames Total Frames Safety
6% (9%) 7 3 - -
  • Values in () are for tipper hitbox

Big range, upwards launching, fast combo starter. 1 frame faster than Leo's 5L in startup, but smaller horizontal hitbox making this better for starting out stocks for its combo ability.


Leg Sweep
2L / Down Light
NASB leo light down.png
Nice recovery, nerd
Damage Startup Frames Active Frames Total Frames Safety
8% 4 5 - -

Leo's fastest ground normal. This is your go-to option out of shield for punishing your opponent. Because of it's long active frames and spike effect when used on opponents below you, this is an amazing move for 2-frameing your opponents. On hit, 2L -> 8L is a true combo starter at 0%.


Shell Shock
66L / Run Light
NASB leo dash light.png
"Enjoy your time in the blast zone!"
Damage Startup Frames Active Frames Total Frames Safety
8% 6 8 - -

Very fast and very active dash light attack that can also 2-frame easily. HUGE reward on hit near the ledge as 66L -> 2S is a spike ender true combo, and hitting 66L raw sends the opponent at a really awkward angle to recover from. Not very useful in the neutral because of its bad recovery and frame advantage on block, so best used when the opponent is near the ledge.

Jumping/Air Light Attacks

Aerial Horizontal Slash
j5L / Jump Light
NASB leo aerial light mid.png
"Oh? You're approaching me?"
Damage Startup Frames Active Frames Total Frames Safety
5% (9%) 8 2 - -
  • Values in () are for tipper hitbox

Your go-to neutral tool. Amazing horizontal disjoint allowing you to easily zone your opponent out. When approaching, it's good to mix up between retreating neutral lights and approaching to force your opponent to guess which of the two you will do and make them overextend. As an edge guarding tool, it's outstanding for safely covering high recovery options from your opponent, and if you manage to hit them with the tipper hitbox they can die at absurdly low percents off stage.


Aerial Vertical Slash
j8L / Jump Up Light
NASB leo aerial light up.png
If you got hit by this, prepare to not touch the ground for a while
Damage Startup Frames Active Frames Total Frames Safety
5% (9%) 8 2 - -
  • Values in () are for tipper hitbox

Another one of Leo's outstanding disjoints. This one excels at sharking, and at low percents just one of these can combo into j.L -> dj.2L -> j.2L spike ender on bad DI.


Down Slash
j2L / Jump Down Light
NASB leo aerial light down.png
"GGs, shake my hand"
Damage Startup Frames Active Frames Total Frames Safety
6% (10%) 8 3 - -
  • Values in () are for tipper hitbox

Go-to spike ender for covering low recoveries, or you managed to grab the opponent at 0% at the ledge. This move also combos into itself off stage while still being able to recover from the bottom blast zone thanks to his amazing j.8P. As a neutral tool, any stray hit from this move will put your opponent in a tech chase position that's heavily in your favor.


Strong Attacks

Dual Horizontal Slash
5S / Neutral Strong
NASB leo strong mid.png
Spin to win
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 21 3 - -
  • Values in () are for tipper hitbox

Leo's slowest strong attack. Good for baiting and punishing your opponents approach options, its framedata on block and disjoint makes it very spammable, just don't overuse it or risk being whiff-punished or hit out of the startup.


Dual Vertical Slash
8S / Up Strong
NASB leo strong up.png
WHY YOU MASHING BRO??
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 20 5 - -
  • Values in () are for tipper hitbox

Very high-reaching disjoint, great for mixing up your approach after doing something like 8L -> j.8L if your opponent is prone to mashing out of your air combos.


Scissor Slash
2S / Down Strong
NASB leo strong down.png
You thought you were safe now?
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 19 5 - -
  • Values in () are for tipper hitbox

Situational usage in safely 2-frameing thanks to the disjoint, but the startup makes it pale in comparison to his 2L. When hitting opponents below you it also spikes them at a slower speed than 2L. Better than 2L in matchups where the characters recovery has a hitbox that can hit you out of your 2-frame attempt like Spongebob.


Running Hit
66S / Run Strong
NASB leo dash strong.png
Devastating misinput
Damage Startup Frames Active Frames Total Frames Safety
10% (20%) 21 5 - -
  • Values in () are for tipper hitbox

Very slow, high damaging dash strong attack. Outside of the damage, this isn't really worth using over 66L ever.


Jumping/Air Strong Attacks

Aerial Dual Horizontal Slash
j5S / Jump Neutral Strong
NASB leo aerial strong mid.png
These attack names are becoming a mouthful...
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 23 2 - -
  • Values in () are for tipper hitbox

Hard-hitting, disjointed aerial strong. Good for punishing the opponent when you know they're gonna try to throw out a move at you in the air.


Dual Hit
j8S / Jump Up Strong
NASB leo aerial strong up.png
Zim's air up strong, but better
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 20 8 - -
  • Values in () are for tipper hitbox

Surprisingly good aerial up strong. Despite what it looks like, the hitbox is rather large, and the tipper hitbox has exceptionally high knockback; letting you kill off the top very early.


Aerial Scissor Slash Down
j2S / Jump Down Strong
NASB leo aerial strong down.png
Landing mixup tool #234728
Damage Startup Frames Active Frames Total Frames Safety
10% (16%) 19 5 - -
  • Values in () are for tipper hitbox

Niche-use aerial down strong. Despite being a niche, it has a surprisingly good one in stalling your air momentum and punishing the opponent when they expect you to simply fall. Like his j.2L and 2S, it spikes, like the grounded version.


Special Attacks

Niten-Ichi Ryu
5P / Neutral Special
NASB leo special mid.png
For when you have the power of Splinter and anime on your side
Damage Startup Frames Active Frames Total Frames Safety
8% (10%) 22 [61] 3 - -
  • Values in () are for tipper hitbox
  • Values in [] are for held variant

Very slow, decent reward rekka-type special move. This is also the least laggy move out of the rekka set. On hit or whiff, press 5P, 2P, or 8P to follow-up. Holding the button increases the startup in varying lengths, with the max being 61 frames, although holding the button does not have any noticeable changes to the move itself or the follow-ups.


Rekka Follow-up 1
5P -> 5P / Neutral Special -> Neutral Special
NASB leo special mid special mid.png
Definitely a misinput
Damage Startup Frames Active Frames Total Frames Safety
8% (10%) 3 [61] 4 - -
  • Values in () are for tipper hitbox
  • Values in [] are for held variant

The worst follow-up off 5P. Doesn't lead to any knockdown even on tipper hit and it puts the opponent in an awkward position for Leo to capitalize off of.


Rekka Follow-up 2
5P -> 2P / Neutral Special -> Down Special
NASB leo special mid special down.png
The other good one
Damage Startup Frames Active Frames Total Frames Safety
8% (10%) 3 [61] 4 - -
  • Values in () are for tipper hitbox
  • Values in [] are for held variant

Leo's 2nd best follow-up off 5P, and only because at low percents it leads into a tech chase scenario. This follow-up also has a lot of forward momentum making it near-impossible to whiff.


Rekka Follow-up 3
5P -> 8P / Neutral Special -> Up Special
NASB leo special mid special up.png
Praise the sun!
Damage Startup Frames Active Frames Total Frames Safety
8% (10%) 3 [61] 4 - -
  • Values in () are for tipper hitbox
  • Values in [] are for held variant

The best follow-up off 5P. Knocks the opponent straight upwards so you can shark them. Also has some forward momentum like the 2P follow-up, making this hard to whiff.


Endless Screw
8P / Up Special
NASB leo special up.png
We hope you enjoy your flight on Leonardo Airlines
Damage Startup Frames Active Frames Total Frames Safety
4% (7%) 14 32 - -
  • Values in () are for tipper hitbox

Notoriously hard to edge-guard up special. In some matchups, like against April and Spongebob, letting the opponent get hit by the weak hitbox guarantees they get a spike-punish on you.


Backflip
2P / Down Special
NASB leo special down.png
"What's with characters named Leo and DPs?"
Damage Startup Frames Active Frames Total Frames Safety
N/A 1 6 - -
  • Values in []: For the recovery, there is a minimum 1 frame of recovery before you can cancel the flip into j.2P

Frame-1 invincible flip that will often high-profile your opponents moves on the ground, and punish if cancelled into j.2P. Basically works like a normal fighting game DP as an out of shield option, and as an extra layer to your options on tech thanks to being frame 1 invincible.


Divekick
j2P / Jump Down Special
NASB leo aerial special down.png
Airdash 2: Now with a hitbox
Damage Startup Frames Active Frames Total Frames Safety
8% 10 8 - -

As a standalone move, this works pretty much as a second airdash, allowing you to survive ridiculous situations and still keep your normal airdash. Your momentum in the air is also completely changed as soon as you input this move, allowing you to further mixup how you'll land on stage.

Universal Mechanics

Launcher
3HK // Df.png+Hk.png
NASB leo special mid.png
placeholder
Placeholder


Taunt

Weapon Activation
214 + P
NASB leo taunt.png
Like the swords? Come closer and take a look...
Placeholder

Placeholder

Weapon Activation
214 + P
NASB leo special mid.png
Placeholder

Colors

Nick Brawl Navigation

Gameplay
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Characters
Aang
April O'Neil
CatDog
Danny Phantom
Garfield
Helga Pataki
Hugh Neutron
Jenny Wakeman
Korra
Leonardo
Lincoln Loud
Lucy Loud
Michelangelo
Nigel Thornberry
Oblina
Patrick Star
Powdered Toast Man
Ren & Stimpy
Reptar
Rocko
Sandy Cheeks
Shredder
SpongeBob SquarePants
Toph Beifong
Zim