Difference between revisions of "SNK Heroines: Tag Team Frenzy/Leona Heidern"
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==Dream Finish== | ==Dream Finish== | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | |||
{{MoveData | |||
|image=SNHK_Leona_5D1.png | |||
|caption= | |||
|image2=SNHK_Leona_5D2.png | |||
|caption2= | |||
|name=Slash Saber | |||
|input=5D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=350 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* Leona dashes through you multiple times, ending with an explosion accompanied by a comical “DING!” bell sound effect. | |||
* As of the time of this writing, this is the ONLY super in the game that can be followed up with certain SP items or general items after it hits. | |||
* Expect it to get fixed. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2D</font> ====== | |||
{{MoveData | |||
|image=SNHK_Leona_2D1.png | |||
|caption= | |||
|image2=SNHK_Leona_2D2.png | |||
|caption2= | |||
|name=V-Slasher | |||
|input=2D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=350 | |||
* | |startup= | ||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* One of the few aerial supers in the game, if the first hit connects, the whole super is guaranteed. | |||
* Good for messing with people who like to IAD in if you can call it out and very nice to use during juggles if you just want damage that would be hard to interrupt. | |||
* This also has some brief startup invul. | |||
}} | |||
}} | |||
==Combos== | ==Combos== |
Revision as of 23:32, 20 October 2020
Gameplay Overview
Notable normals: cl.H, Dash Attack - Leona’s Close Heavy is a very interesting normal in comparison to so many others. It’s two hits, like some others, sure, but it’s worth noting that BOTH hits will pop up an airborne opponent. What’s more, each hit is jump cancellable (the first knee can only be jump cancelled if the second is in the first few frames of startup and on an airborne opponent that’s high enough, oddly, but can be special cancelled), and each hit counts as its own attack, meaning you can hit one knee during a juggle, cancel it with something, then do cl.H again. The first knee will whiff, but the second comes out fast enough to connect, and you can continue to follow up with other stuff. A very good normal to keep in mind.
Leona’s got one of the faster Dash Attacks in the game, and it recovers quickly enough that you can easily follow up on it if it connects, whether the result is a wallbounce or a crumple stun.
Normal Moves
c.L
c.L |
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c.H
c.H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 5G |
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Back Throw
Back Throw 4G |
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Air Throw
Air Throw j.5L+G |
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Assist
Assist 5I |
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Special Moves
5S
Baltic Launcher 5S |
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2S
Moon Slasher 2S |
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4S
Grand Saber 6S |
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j.S
X-Calibur j.S |
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Dream Finish
5D
Slash Saber 5D |
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2D
V-Slasher 2D |
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Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
dash = This means to dash to close distance.
Mid-screen, 1000 health
1: j.H, L,L,H, far.H~6S, cl.H(one hit), jc.H, 66H, IAD.L, 66H, cl.H(2nd hit), 5S, 66H, 5D (516 damage)
2: j.H, L,L,H, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(one hit)~5S, 66H, cl.H(2nd hit), 66H, 5D (517 damage)
3: j.H, walk(6), L,L,H, far.H~5S, 66H, cl.H(one hit)~5S, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(2nd hit), 66H, 5D (552 damage)
Mid-screen, 500 health
1: j.H, L,L,H, far.H~6S, cl.H(one hit)~5S, 66H, 5S, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(2nd hit)~5S, 66H, 5D (602 damage)
2: j.H, walk(6), L,L,H, far.H~5S, 66H, 5S, 66H, cl.H(one hit)~5S, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(2nd hit), 66H, 6S xx 5D (608 damage)
3: j.H, L,L,H, 66H, 5S, 66H, cl.H(one hit)~5S, 66H, 5S, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(2nd hit)~5S, 66H, 5D (624 damage)
Opponent in corner, 1000 health
1: j.H, L,cl.H(one hit)~6S, cl.H(one hit), jc.H, 66H, IAD.L, 66H, cl.H(2nd hit)~5S, 66H, 5D (475 damage)
2: j.H, L,L,H, cl.H(one hit)~5S, IAD.L, 66H, dash, IAD.H, 66H, walk(6), cl.H(2nd hit), 66H, 6S xx 5D (482 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, cl.H(one hit)~5S, dash, 66H, dash, IAD.H, 66H, dash, cl.H(2nd hit)~5S, 66H, 5S, 66H, IAD.L, 66H, 5D (555 damage)
2: j.H, L,cl.H(one hit)~6S, 66H, cl.H(one hit)~5S, 66H, 5S, 66H, IAD.L, 66H, IAD.H, 66H, cl.H(2nd hit)~5S, 66H, 5D (574 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 66H, IAD.H, 66H, cl.H(1st hit)~5S, 66H, cl.H(2nd hit), 66H, 5D (476 damage)
2: L,L,H, dash, 66H, dash, IAD.H, 66H, cl.H(1st hit)~5S, 66H, IAD.L, 66H, cl.H(2nd hit), 66H, 5D (498 damage)
Corner-to-Corner, 500 health
1: L,L,H, IAD.H, 66H, 6S, cl.H(1st hit)~5S, 66H, 5S, 66H, IAD.L, 66H, cl.H(2nd hit)~5S, 66H, 5D (564 damage)
2: L,L,H, IAD.H, 66H, IAD.L, 66H, 5S, 66H, cl.H(1st hit)~5S, 66H, 5S, 66H, cl.H(2nd hit), 66H, 5D (566 damage)
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