Asura Buster: Eternal Warriors/Leon: Difference between revisions

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(Filled frame data tables for normals)
(→‎Special Moves: Updated frame data and descriptions)
Line 293: Line 293:
|image=AB_Leon_236.gif
|image=AB_Leon_236.gif
|image2=AB_Leon_236_range.png
|image2=AB_Leon_236_range.png
|caption=A/B/C version
|input=236X
|input=236A/B/C
|data=
|data=
{{AttackData-Simple
|description=Leon performs a frontflip, then a cross slash. Button determines flip length and properties.
* This move can cross up.
** As such, the A, B and EX versions are best used at spacings where the direction they must be blocked in is ambiguous.
}}
{{AttackData-AB
|version=A
|guard=H
|damage=20
|startup=31
|active=6
|recovery=9
|advHit=-2
|advBlock=-3
|description=Hits once. Leaves the opponent standing and is negative on hit.
* Slower, less rewarding ''and'' less safe than the B version.
}}
{{AttackData-AB
{{AttackData-AB
|guard=M
|version=B
|cancel=O
|guard=H
|startup=24 / 26 / 28
|damage=14, 12 (23)
|startup=30
|active=4, 2
|recovery=9
|advHit=Knocks down
|advHit=Knocks down
|advBlock=4 / 3 / 2
|advBlock=5
|description=Leon performs a frontflip, then a cross slash<br>Button determines flip length and properties.
|description=Hits twice and knocks down.  
 
* Can be confirmed into a combo with an immediate rising j.A.
* A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
}}
 
{{AttackData-AB
* B : midscreen, causes a HKD. is plus enough on hit to allow you to set up some okizeme but not enough to cross them up
|version=C
 
|guard=H
* C : more than fullscreen, causes a launching KD but can't hit them afterward. situational but can beat some supers, spam or can just catch unaware opponents
|damage=8 × 3 (19)
 
|startup=43
* EX : two quick attacks with the second acting like a launcher, you can actually combo after this launcher but it's impossible to use this on an aerial opponent
|active=6
|recovery=9
|advHit=Launches
|advBlock=11
|description=Leon leaps across the screen into a flip that hits three times and launches. The last hit launches the opponent, but puts them in an uncomboable state.
* Can be used to get through zoning or beat out some near-fullscreen options.
}}
{{AttackData-AB
|version=EX
|guard=H
|damage=10 × 4 (29)
|startup=21
|active=6 (28) 6
|recovery=8
|advHit=Launches
|advBlock=-22, 12
|description=Two quick leaping slashes, with the second one launching. Fully comboable and counts towards the launcher cap.
* Both slashes have two hits.
* If Leon is too close to the opponent and the first leaping slash is blocked, the second one can whiff entirely.
}}
}}
}}
}}
Line 322: Line 360:
|caption2=B version
|caption2=B version
|caption3=C version
|caption3=C version
|input=[4]6 A/B/C
|input=[4]6X
|data=
|data=
{{AttackData-Simple
|description=Leon performs a fast horizontal slash. Button determines range, damage and speed.
* You can charge while airborne, allowing Leon to charge while jumping forward.
}}
{{AttackData-AB
{{AttackData-AB
|guard=H
|version=A
|cancel=O
|guard=M
|startup=29 / 29 / 29
|damage=20
|advHit=Knocks down
|startup=11
|advBlock=  
|active=8
|description= Leon does a wide and fast horizontal slash<br>Button determines startup, range and damage. but the range difference is barely noiceable<br>EX version does a much faster slash wth more damage<br>we can't test if you can combo after this due to the amount of pushback there is, so for now you can't
|recovery=27
 
|advHit=-22
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
|advBlock=-23
}}
{{AttackData-AB
|version=B
|guard=M
|damage=24
|startup=17
|active=7
|recovery=31
|advHit=-25
|advBlock=-26
}}
{{AttackData-AB
|version=C
|guard=M
|damage=28
|startup=17
|active=7
|recovery=35
|advHit=-17
|advBlock=-20
|description=­
}}
}}
{{MoveData
|image=AB_Leon_46EX.png
|caption=EX version
|data=
{{AttackData-AB
|version=EX
|guard=M
|damage=16 × 3 (39)
|startup=9
|active=5
|recovery=43
|advHit=Launches
|advBlock=-34
|description=Much faster than the meterless versions. Hits three times. Last hit launches.
* Too slow to allow for combo extensions.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name= Moon Blade - ムーンブレード
|name= Moon Blade<br>ムーンブレード
|image=AB_Leon_28.gif
|image=AB_Leon_28.gif
|caption=i didn't mess up the gif, move's just funky like that
|input=[2]8X
|input=[2]8 A/B/C
|data=
|data=
{{AttackData-Simple
|description=Leon backflips and performs an upwards cross slash.
* Being air blockable, this isn't as immediately useful as most flash kicks.
* Great guard cancel option.
* You can charge while airborne, allowing Leon to charge while jumping forward.
}}
{{AttackData-AB
|version=A
|guard=M
|damage=20
|startup=7
|active=7
|recovery=27
|advHit=-21
|advBlock=-22
|description=Lowest-hitting version. Leaves opponents grounded.
* Can be punished on raw hit.
}}
{{AttackData-AB
{{AttackData-AB
|version=B
|guard=M
|guard=M
|cancel=O
|damage=24
|startup=29 / 29 / 29
|startup=7
|active=9
|recovery=35
|advHit=Knocks down
|advHit=Knocks down
|advBlock=  
|advBlock=-32
|description= Leon backflips and does a cross slash, spinning around and effectively covering half the screen in his hitboxes<br>For a flash kick, doesn't have as much control over the pace of the game as you would think but the hitbox is pretty far from the hurtbox so it's pretty safe<br>deals great damage and can end air combos if you buffer it early enough<br>button determines startup and damage<br>EX version has double the backflips for double the style (and combo extentions)
|description=Reaches halfway between the A and C version. Knocks down.
 
* Tends to be the safest version, thanks to it knocking down on hit and being less negative on block than the C version.
* you can charge a direction while jumping in the air, allowing you to use this while advancing forward
}}
{{AttackData-AB
|version=C
|guard=M
|damage=28
|startup=7
|active=11
|recovery=41
|advHit=Launches
|advBlock=-40
|description=Highest-hitting version. Launches, but puts the opponent in an uncomboable state.
}}
{{AttackData-AB
|version=EX
|guard=M
|damage=16 × 3 (39)
|startup=7
|active=7 (21) 7 (8) 8
|recovery=42
|advHit=Launches
|advBlock=-49
|description=Performs two flash kicks for a total of three hits.
* Too slow to allow for combo extensions.
* The last hit tends to miss entirely on airborne or far-off opponents.
** It whiffs on grounded opponents.
}}
}}
}}
}}

Revision as of 19:59, 15 September 2023

Leon is a swordsman with the power to imbue electricity into the twin blades he wields.

An arrogant and narcissistic knight who comes from the same noble yet reclusive kingdom as Lightning, Leon is ordered by his king to investigate the mystery of the lost continent.

Leon plays similarly to Lightning in Asura Blade: Sword of Dynasty and is a defensive charge character with long reaching normals. He alternates between his shortsword for quick up-close attacks and his longsword at range, combining their use for his most iconic moves.

Overview

AB Leon Pose.png
Leon is a charge character with solid range and disjoint.
Pros Cons
  • Strong reactive guard cancel options
  • Potent all-around offense
  • Normals have great range and disjoint
  • Large meter gauge allows him to escape juggles often
  • Height makes getting in a struggle
  • Committal ground game
  • Especially vulnerable to air-to-ground blockstrings due to charge inputs
  • Poor ability to convert hits past close range
  • Tall hurtbox enables character-specific mixups
  • Fairly low damage
  • Subpar low-hitting options for offense
  • Situational uses for meter
  • Very niche boost mode


AB Name Leon.png
AB Leon.png
Play Style Charge
Dash Type Run
Backdash Type Airborne
Defense Modifier 1.0625
Air Options None
Meter Gauge 80

Movelist

Normals

Standing Normals

5A
AB Leon 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 6 3 M -A-, -B-, -C-, -SP-, -UM- 4 3

quick jab
can be used as an abare
deals low damage


5B
AB Leon 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 9 6 13 M C, SP, UM -2 -3

use this
fast and long kick
can be comboed into launcher if close enough for a big increase in damage
can be used to combo into his specials (if your hands are somehow fast enough)


5C
AB Leon 5c.png
AB Leon 5c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
12, 14 (23) 7 4 (14) 8 31 M - -16 -17

Big defensive normal
laggy but damaging and big 2-hit attack
cannot cancel into specials nor launchers, but causes a lot of pushback
difficult ,if not impossible to punish on block for a few characters
often used to end combos, particularly air combos, sacrificing Okizeme for better damage
causes a HKD only when hitting both attacks on an aerial opponent that was already hit by a launcher, otherwise all other situations share the same properties

Crouching Normals

2A
AB Leon 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 4 5 L -A-, -B-, -C-, -SP-, -UM- 4 3

5A but low


2B
AB Leon 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 4 19 M C, SP, UM -6 -7

quick upward slash
most commonly used to hit-confirm into 2C


2C
AB Leon 2c.png
AB Leon 2c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16, 8 (22) 9 6 (4) 2 11 M, L - 0, knocks down -1, 9

Low double thrust and sweep to destroy the feet
can catch a lot of off guard opponents
deals very big damage
it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind

Air Normals

j.A
AB Leon j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 3 26 6 H -A-, -B-, -C-, -SP-, -UM- N/A N/A

Leon slashes his short-sword upward
fast but short combo starter
surprisingly a great normal for keeping up juggles

  • needs further testing, but it appears this attack has 2 hitboxes, one at the start of tha attack and one when the short-sword is above his head. only one of these attacks can hit


j8.B
AB Leon 8.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 5 10 19 H C, UM N/A N/A

Leon thrusts his sword
outshined by j7/9.B but is great for situations where you need a neutral jump to continue a combo


j7/9.B
AB Leon 7.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 8 21 H C, UM N/A N/A

Same as j8.B but at a diagonal angle
amazing angle allows for crazy combo extentions and seemingly impossible confirms
go wild with this


j8.C
AB Leon 8.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 7 8 7 - - N/A N/A

a powerful slice
comes out fairly quickly and is great for finishing combos
Surprisngly, can be used in juggle combos, it seems this is the only j.C in the game that can be used in juggles without much difficulty


j7/9.C
AB Leon 7-9.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 15 6 N/A H - N/A N/A

Leon pulls out the pac-man hitbox
comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward

= Command Normals

6B
AB Leon 6b.png
Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 23 9 3 H - 5 4

quick hop into overhead
Deals meh damage compared to other overhead command normals and can't combo into anything


6C
AB Leon 6c.png
The cooler Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
20 11 8 22 H - -7 -8

quick downward thrust
Deals great damage, has amazing range and can be used safely

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 2 11 M - Launches 9

on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state

Air Launcher
Any 2 buttons in the air
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 4 9 H - Launches N/A

More active than the grounded version. Must be blocked standing.


Guard Break
22C
AB Leon GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 23 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.

Special Moves

Storm Ride
スピリットパーム

236X
AB Leon 236.gif
AB Leon 236 range.png

Leon performs a frontflip, then a cross slash. Button determines flip length and properties.

  • This move can cross up.
    • As such, the A, B and EX versions are best used at spacings where the direction they must be blocked in is ambiguous.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 31 6 9 H - -2 -3

Hits once. Leaves the opponent standing and is negative on hit.

  • Slower, less rewarding and less safe than the B version.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 14, 12 (23) 30 4, 2 9 H - Knocks down 5

Hits twice and knocks down.

  • Can be confirmed into a combo with an immediate rising j.A.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 8 × 3 (19) 43 6 9 H - Launches 11

Leon leaps across the screen into a flip that hits three times and launches. The last hit launches the opponent, but puts them in an uncomboable state.

  • Can be used to get through zoning or beat out some near-fullscreen options.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 10 × 4 (29) 21 6 (28) 6 8 H - Launches -22, 12

Two quick leaping slashes, with the second one launching. Fully comboable and counts towards the launcher cap.

  • Both slashes have two hits.
  • If Leon is too close to the opponent and the first leaping slash is blocked, the second one can whiff entirely.


Jolt Slice
炎のチー・ナックル

[4]6X
AB Leon 46a.png
A version
AB Leon 46b.png
B version
AB Leon 46c.png
C version

Leon performs a fast horizontal slash. Button determines range, damage and speed.

  • You can charge while airborne, allowing Leon to charge while jumping forward.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 11 8 27 M - -22 -23
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 24 17 7 31 M - -25 -26
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 28 17 7 35 M - -17 -20

­

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 3 (39) 9 5 43 M - Launches -34

Much faster than the meterless versions. Hits three times. Last hit launches.

  • Too slow to allow for combo extensions.


Moon Blade
ムーンブレード

[2]8X
AB Leon 28.gif

Leon backflips and performs an upwards cross slash.

  • Being air blockable, this isn't as immediately useful as most flash kicks.
  • Great guard cancel option.
  • You can charge while airborne, allowing Leon to charge while jumping forward.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 7 7 27 M - -21 -22

Lowest-hitting version. Leaves opponents grounded.

  • Can be punished on raw hit.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 24 7 9 35 M - Knocks down -32

Reaches halfway between the A and C version. Knocks down.

  • Tends to be the safest version, thanks to it knocking down on hit and being less negative on block than the C version.
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 28 7 11 41 M - Launches -40

Highest-hitting version. Launches, but puts the opponent in an uncomboable state.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX 16 × 3 (39) 7 7 (21) 7 (8) 8 42 M - Launches -49

Performs two flash kicks for a total of three hits.

  • Too slow to allow for combo extensions.
  • The last hit tends to miss entirely on airborne or far-off opponents.
    • It whiffs on grounded opponents.

Supers

Thor's rod - 女神の拳のバラード
236-236A/B/C
AB Leon 236236a.gif
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

Leon fills everything in a 5 mile radius with a hitbox. If he hits (not blocked) it deals enormous damage and causes a HKD.
has quite a long startup for his bnb combos but can be comboed into if you either

  • 1) have a great position
  • 2) just use a launcher (causes a lot of scaling)
  • 3) know how to juggle

Boost Mode (22ABC)

Lighting Fast:

Leon becomes twice as fast and jumps higher.

Color Palettes


AB Palettes Leon.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke