Difference between revisions of "The King of Fighters '98 UMFE/Leona Heidern"

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(wrote an introduction for Leonas page)
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'''Jump'''
'''Jump'''
*j. A: very big hitbox and a lot of priority so works well for both jumpins and air to airs.
*j. A: very big hitbox and a lot of priority so works well for both jumpins and air to airs. hop A is cancelable but full jump A is not. Hyperhop j.A is an instant overhead but it whiffs on short crouchers.
*neutral j.A: has a lot of active frames. It's hitbox only goes straight down.
*neutral j.A: has a lot of active frames. Its hitbox only goes straight down so only useful air to ground.
*j. B: excellent longer ranged air to air option. fast startup. Great priority. Cancelable.
*j. B: excellent longer ranged air to air option. fast startup. Great priority. Cancelable.
*neutral j.B: long startup but has a good hitbox in front and under Leona. Cancelable.
*neutral j.B: long startup but has a good hitbox in front and under Leona. Cancelable.
*j. C: good jumpin normal.
*j. C: good jumpin normal. Can instant overhead.
*Neutral j.C: two part normal. The second hitbox has massive priority in front and under Leona.
*Neutral j.C: two part normal. The second hitbox has massive priority in front and under Leona.
*j. D: good air to air normal. Can instant Cancelable.  
*j. D: good air to air normal. Can instant overhead on standing characters. Cancelable.  
*neutral j.D: has very fast startup and good active frames. Has good downwards priority. Cancelable.
*neutral j.D: has very fast startup and good active frames. Has good downwards priority. Notable normal in that it's the only one that works as an instant overhead into V slasher on all crouchers. Cancelable.


'''Blowback'''
'''Blowback'''

Revision as of 16:31, 25 October 2021

Kyo98umfeleona.jpg

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Introduction

Leona is a fairly unorthodox character whose playstyle is hard to pin down. On one hand she has good tools to control space in neutral like her pokes in st.B, cr.B, excellent air normals and some specials like the energy ball and moon slasher for anti airs. She also has V slasher which is an aerial move with lots of invincibility letting her control the air and whiff punish grounded stuff with it. But she also has a decent close up game. Up close she has access to some good low confirms, an overhead, an instant overhead and B Grand Saber that is safe on block letting her reset pressure fairly safely. Leonas weaknesses are that her long range tools are all slow and unsafe and that she lacks a meterless reversal.

Changes from previous versions

98 to 98UM

Normals:

  • st.C hitbox size increased, now hits all crouchers
  • st.C starts up 1 frame faster
  • Far D startup decreased by 2 frames and has 5f less recovery
  • neutral j.D has 1 frame less startup

Specials: d~u+As recovery increased by 10 frames d~u+A added startup invincibility and decreased the hurtbox on it vertically during the two first hitboxes of the move making it a better anti air to compensate for the added recovery b~f+D starts up faster and can now combo from heavy normals but has increased recovery by 2 frames Leona can now move after throwing her qcb+P boomerang, the projectile disappears if Leona is hit or if she guards something. If the boomerang hits Leona can juggle afterwards. Earring bomb can't be used if the booomerang is on the screen earring bomb now juggles and allows for followup attacks

Supers:

  • j.qcf,hcb+P invincibility increased
  • j.qcf,hcb+P hitbox size increased

98UM to 98UMFE

Normals:

  • cr.B Timing for comboing into itself is easier

Specials:

  • air QCB+P While jumping backwards after blocked, you can do a jump attack, air throw or a V-slasher
  • d~u+K after it's blocked you can do a jump attack, air throw or a V-Slasher

Supers:

  • QCFx2+P has longer invincibility

Normal Moves

Close

  • cl. A: whiffs on short crouchers. Canacelable. Chainable.
  • cl. B: cancelable. Chainable.
  • cl. C: your best heavy combo normal. Cancelable.
  • cl. D: Two hitting normal. Both hits are cancelable. Has low invul.

Stand

  • st. A: whiffs on short crouchers.
  • st. B: whiffs on short crouchers.
  • st. C: longer ranged punch. has long startup. Cancelable on contact or whiff.
  • st. D: long ranged poke. long startup. whiffs on short crouchers. Has low invul.

Crouch

  • cr. A: good ranged cr.A. Good for combos and blockstrings. Chainable. Cancelable.
  • cr. B: a long ranged low. Good for combos, blockstrings and poking. Chainable.
  • cr. C: Leonas fastest button so it makes for a good poke up close. Does not have good anti air hitboxes. Cancelable.
  • cr. D: a long ranged sweep with long recovery.

Jump

  • j. A: very big hitbox and a lot of priority so works well for both jumpins and air to airs. hop A is cancelable but full jump A is not. Hyperhop j.A is an instant overhead but it whiffs on short crouchers.
  • neutral j.A: has a lot of active frames. Its hitbox only goes straight down so only useful air to ground.
  • j. B: excellent longer ranged air to air option. fast startup. Great priority. Cancelable.
  • neutral j.B: long startup but has a good hitbox in front and under Leona. Cancelable.
  • j. C: good jumpin normal. Can instant overhead.
  • Neutral j.C: two part normal. The second hitbox has massive priority in front and under Leona.
  • j. D: good air to air normal. Can instant overhead on standing characters. Cancelable.
  • neutral j.D: has very fast startup and good active frames. Has good downwards priority. Notable normal in that it's the only one that works as an instant overhead into V slasher on all crouchers. Cancelable.

Blowback

  • st. CD: very long startup and recovery. Cancelable on contact or whiff.
  • j. CD: Good for blockstun pressure. Has a decent hitbox for jumpins. Cancelable.

Throws

Leona Crash: b/f + C (close)

  • regular throw, techable. Leona stabs the opponent with her hand sending them flying in front of her. causes soft knockdown.

Order Backslash: b/f + D (close)

  • regular throw, techable. Leona throws the opponent full screen behind her causing a soft knockdown.

Heidern Inferno: b/d/f + C/D (in the air)

Command Moves

Strike Arch: f + B

  • Overhead with hard knockdown when done alone.
  • No knockdown and hits mid when cancelled into. Combos from heavy normals and into V-Slasher.

Special Moves

Moon Slasher: charge down to up + A/C

  • Leona does a arching slash above her head.
  • Leonas main combo special.
  • B version has startup invul and a great hitbox for anti airing.
  • C version has no invul but has more range making it better for combos.
  • unsafe on block when done up close.

Baltic Launcher: charge back to towards + A/C

  • Leona creates an energy ball in front of her.
  • A version creates a ball that doesn't stay out for very long.
  • C version has Leona jump forwards and create a energy ball that travels forwards with her and lasts longer.
  • stays active for quite a while.
  • good anti approaching tool.
  • can be used as a good meaty.
  • on hit Leona can juggle after it.
  • fairly safe on block.

Grand Saber: charge back to towards + B/D

  • Leona runs on the ground and delivers a energy slash when close enough to the opponent.
  • the running part uses Leonas normal running animation.
  • B version goes about half screen and D version goes full screen.
  • B version is safe on block and can make a good pressure tool.
  • D version is a lot less safe on block.
  • can low profile some stuff.
  • Can be a decent mobility tool.

Gliding Buster: f + D (during D version of Grand Saber)

  • Leona does a big vaulting kick that sends her flying forwards after the grand saber.
  • good to confirm into since it gives you extra damage.
  • hits mid.
  • very punishable on block.

X-Caliber: charge down to up + B/D

  • Leona does a big leap into the air and attempts to hit the opponent. If successful Leona grabs them and delivers an energy attack.
  • The only difference between the B and D versions is which way Leona flies if the move is blocked. B flies forwards and D backwards.
  • Can hit both grounded and in the air.
  • hits mid.
  • extremely punishable on block.

I-Slasher: qcb + A/C

  • Leona creates an energy boomerang. Although it has a boomerang visual effect the move doesn't actually hit when the boomerang is coming back to Leona.
  • the A version boomerang goes about half screen before it starts coming back.
  • the C version goes fullscreen and then starts coming back.
  • not a very safe move to throw out due to its long startup.
  • on hit Leona can juggle after it.

Earring Explosive: qcb + B/D

  • Leona takes off her earring and throws it. It will bounce on the ground and then explode.
  • B version throws the earring about half screen making it bounce towards full screen distance.
  • D version throws it full screen distance right away.
  • has long startup so only throw one when you think it's safe like when you are fullscreen.
  • on hit Leona can juggle after this move.
  • can be a good move to throw when far away as Leona can run to follow it in.

Desperation Moves

V-Slasher: qcf,hcb + A/C (in the air)

  • Leonas main super and an integral part of her gameplan.
  • has invincibility so can beat out other air or grounded moves.
  • very fast so can also whiff punish stuff easily.
  • C version is good for combos after her cancelled f+B.
  • MAX version has more invincibility and does more damage.

Gravity Storm: qcf,qcf + A/C

  • Leona does a series of twirling kicks and then launches the opponent into the air where she explodes them.
  • has a good amount of invul so it's her only real invincible reversal.
  • Doesn't have much range so can be hard to combo into.
  • Max version does more damage.

Rebel Spark: qcb,hcf + B/D

  • Leona stabs the opponent in the stomach and then proceeds to explode it with style.
  • Leonas main grounded combo super.
  • combos from heavies.
  • has good range so can be used as a long ranged punisher.
  • MAX version does more damage.

Combos

0 Stock

Low

  • cr.Bx1~2, cr.A, d,u+C

Anywhere

  • (jump-in), cr.C, d,u+C
-Note: you need to hold down during the jump to get enough charge for d,u+C
  • (jump-in), cl.D, b,f+D > f+D
-Note: you can do cl.D as b+D to get enough charge for b,f+D

1 Stock

Anywhere

  • (jump-in), cl.D, f+B, air qcf,hcb+C
  • j.D, air qcf,hcb+C

Quick Max

Low

  • cr.B, ABC, cl.D, f+B, air qcf,hcb+C

Anywhere

  • (jump-in), cl.D, f+B, ABC, cr.D
  • (jump-in), cl.D, f+B, ABC, j.D, air qcf,hcb+C
-Note: you can do j.D, air qcf,hcb+C as qcf,uf+D, hcb+C for an easier cancel

3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode

  • In any 1 stock combo, replace qcf,hcb+C with qcf,hcb+AC or qcb,hcf+K with qcb,hcf+BD

Strategy & Tips

Videos

King of Fighters 98 UM FE: Leona Guide by Mash It Out

The King of Fighters '98 UM Final Edition: Iori/O.Yashiro/Krauser vs. EX-Yuri/Leona/Eiji

http://youtu.be/ofkt1LPKFE0?t=1m25s

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro