Asura Buster: Eternal Warriors/Leon

From SuperCombo Wiki

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 with his shortsword hand.


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

Standing front kick.

  • Shorter and slower than 5C.
  • Niche because of Leon's poor ability to convert off of it.
    • Launcher whiffs past point blank.
    • 2C(2) whiffs at max range.
    • [2]8B and [2]8C require prior down charge and charge partitioning.
    • [4]6EX requires prior back charge and one bar.


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

Leon imbues his blades with electricity and swings his shortsword up, then his longsword down.

  • Fairly negative on block and on hit, but has so much pushback that it is usually safe.
  • Thanks to its speed, range, and pushback, 5C is a great button to make space.

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

Standard crouching jab.

  • Against most characters, chaining twice past point blank will make launcher whiff.


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

Upward slash with his shortsword.

  • Can sometimes be used as an antiair.
  • Can be confirmed into [2]8X at all ranges (on ground or air hit).


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

Crouching, electrified double thrust into sweep.

  • The first hit can be blocked either way. This means a standing opponent can block low on reaction to it.
  • The second, sweeping hit can whiff entirely at max range.
  • This move has amazing frame advantage on block due to its short recovery.

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-. -UM- N/A N/A

Leon slashes his shortsword upwards.

  • Has two hitbox states: one while the blade is rising, and one when it's already at the top of its arc.
    • Despite this, j.A can only hit once.
  • Can be canceled on whiff starting on frame 18.


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 longsword forward.

  • Can be used to protect air space with rising j8.B into falling j8.B, or rising j8.B into falling j8.C.
  • Outshined by j.7/9.B in most other aspects.
  • If Leon's last regular jump was a neutral jump, dash-jumping into j.B will make this move come out.


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

Leon thrusts his longsward down and forward.

  • Amazing instant overhead.
    • Can be staggered into j9.C or air launcher to make your opponent respect you.
  • If the opponent is too close to Leon, this may whiff crouching opponents, especially if done rising.
    • Cannot hit crouching AB Alice CSS.png Alice and AB AliceSecret CSS.png Alice! with the close hitbox at all.
      • They cannot be hit crouching by rising j.B at all, either.
        • Instant j.9B can only hit them if they're standing, with the very tip of the hitbox.
  • If Leon's last regular jump was a forward or back jump, dash-jumping into j.B will make this move come out.


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 electrified slice straight ahead.

  • Has extremely good frame data all around.
  • Solid defensive air-to-air option.
  • If Leon's last regular jump was a neutral jump, dash-jumping into j.C will make this move come out.


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

Wide, electrified downwards swing with both blades.

  • Despite appearances, this move's crossup hitbox is quite small.
  • Can be used as a quick overhead if done instantly from a jump.
    • This is punishable at -8 on hit.
  • If Leon's last regular jump was a forward or back jump, dash-jumping into j.C will make this move come out.


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

Jumping command overhead.

  • At point blank, this move whiffs crouching AB Alice CSS.png Alice, AB AliceSecret CSS.png Alice!, AB ChenMao CSS.png Chen-Mao, AB RoseMary CSS.png Rose Mary, and AB Yashaou CSS.png Yashaou.
    • Despite his short height, AB ZamB CSS.png Zam-B is so wide that he gets hit by the later active frames as Leon falls.
    • Connects properly on every character around max range.
  • Rather slow by this game's standards, making 6C preferrable in most instances.
    • However, unlike 6C, this move Has solid frame advantage.


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 overhead thrust with great range.

  • Leon's grounded overhead of choice, being essentially unreactable.
  • Despite being negative on hit, this move's pushback makes punishing it impossible for most of its range.

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

Quick axe kick.
Basic ground launcher. Counts towards the 3 launcher cap in a combo.

  • Very advantageous on block.
  • This move has a blindspot right in front of Leon, making it whiff standing AB Alice CSS.png Alice and AB AliceSecret CSS.png Alice! at point blank.
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.


Super

Jihad
ジハド

236236X
AB Leon 236236a.gif
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
28, 24 × 5 (90) 1+10 2, 13 50 M - Knocks down -48

Leon calls down a pillar of lightning around himself. Deals massive damage on hit.

  • Has invulnerability throughout most of the active frames, making it a potent reversal and guard cancel option.
  • Can be used as a last-ditch antiair against characters which Leon struggles to beat out from the ground, such as AB RoseMary CSS.png Rose Mary and AB Taros CSS.png Taros.


Boost Mode (22ABC)

Lightning 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