Command list
Throws
or +
or +
Command normals
+ - overhead kick
Special Moves
+ or Baltic Launcher - EX
+ or Moon Slasher - EX
+ or [air] X-Calibre - EX
+ or Earing Bomb - EX
+ or Ground Sabre - EX
Desperation moves
+ or [air] V-Slasher - EX
+ or - Super Ground Sabre
NeoMax
Console Changes
* Voltec Launcher chips less guard meter
- Strike Arch (directon move) comes out faster
* Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.
Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We’ve balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against projectiles.
- Strike Arch (directon move) comes out faster
* Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.
Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We’ve balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against projectiles.
Starts at 3:38
Leona Basic Combos Guide by Robocop Two
In this game Leona is still quite fast and mobile, she can get around fireballs relatively eaily and has some decent basic combos the first being.....
cr.B, cr.B, st.B, f+B, +A
This is your basic low combo, it doesn't do great damage but it's a staple of her game so very much worth learning and making consistent.
As I'm sure you will be aware once you play the game f+B has a strange jumping kick animation to it, this is because this is her command normal that I previously talked about. Leona is classed as in the air during this move so she can't be thrown, it is an overhead if you do it on it's own but if you put it in a combo it loses those properties (so don't worry about standing up to block it) and because she is in the air she can cancel into her air special and super moves.
The next combo is her jump in variation which is.....
j.C, st.C (2hits), f+B, +A
This has the same ending as the previous combo, so once you perfect the first one, this one should be incredibly easy. Additionally the reason why you need to use the +A and not +C is because the +C moves at a different angle and so misses the opponent in this situation. There are other combos that use +C but we'll get on to them later.
Okay, so you have Leona's 2 basic combos down but what happens if you have some Super Meter? This is the faded orange/yellow bar at the bottom of the screen so if you have some super meter stocked (and by the way, some of the older players call super meter 'Stock' just so you don't get confused) here are some nice variations.
So if you have 1 bar.....
cr.B, cr.B, st.B, f+B, .+A
and
j.C, st.C (2 hits), f+B, .+A
and if you have 2 bars
cr.B, cr.B, st.B, f+B, .+AC
and
j.C, C(2 hits), f+B, .+AC
As you can see, some of these supers require you to press 2 punch attacks, this is because these are a more powerful version of the original super. In games such as SF4, you have normal special moves you where you press one button or EX special moves and where you press 2 buttons, this game is no different in that for normal supers you press 1 button, and for EX supers you press 2. EX supers cost 2 super bars and every character has at least 1 EX super which are usually very good.
Leona Intermediate Combos
Okay so this is where Leona gets tricky (and really quite good). So you must be thinking, but what if the opponent blocks all my lows and reacts to my jump ins, what can I do? Well just like every other character Leona has a throw but Leona is quite special and she has on thing that can help here out so take a look
here
and here
What you have just seen is Leona's neutral jump D cancelled into her air super and EX super. As you guys know, jumping attacks are overheads and Leona's neutral j.D hits so low to the ground that it can hit a crouching opponent and so it acts like an instant overhead, this is then cancelled into the super for a very quick, very dangerous mix-up.
To do this is quite tricky, what you are doing is buffering a neutral jump in the middle of her super motion (qcf.). While you are on the ground you start the motion of the super by doing , you then need to jump vertically so you have to move from forward to up and miss out up forwards which is the first tricky step, if you jump forwards then Leona's j'D has a different animation and won't connect on a crouching opponent properly. Once you have performed the verticle jump press D as soon as you leave the ground for the fastest possible overhead. After Leona has jumped I find it easiest to go straight back to forwards and rotate the stick all the way round to back and press A or A and C to cancel the j.D and get my nice overhead damage.
Once you have these combos down your Leona is well on the way to greatness, her speed and range of normals is really quite good and her incredibly fast overhead into super gives her incredibly strong meter based mix-ups which every character in the game has to be aware of.
Leona Advanced Combos
But what if you wanted to be even better?
How can Leona do more I hear you ask, the answer is the corner. The office. Her place of business.
In this game there is a mechanism called the Drive bar, this is the green bar above your super meter. Up until this point you may have wondered what it was for and it does 1 thing but it allows you to do it in multiple ways, this bar allows you to cancel special moves into any other special, EX special, Super, EX super or Neo Max (Neo max is like an X-Ray, lvl3 super or Ultra). This works in a similar, but quicker way than an FADC. Instead of performing the move, pressing 2 buttons, dashing and then performing the second move all you need to do is perform one move and then perform the second move when the first hits. This is called Drive Cancelling (DC) and allows you to extend out your combos, this makes things faster (and you do have to perform things faster) but it makes things much easier once you practice it.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+D, d~u+A
So what have I done here, well this is Leona's +C and remember how I said the move has a different angle so it doesn't connect mid-screen, well if the opponent is in the corner there is less push back so it does connect. If the +C does connect Leona doesn't bounce off, she passes through and recovers quite fast meaning you can do her Moon Slash afterwards. Just a note for the SF4 players here, charge times are much shorter in this game so if you are trying to do this like Guile or Boxer and it's taking too long, try charging a little less to see results.
Once you get passed the Moon Slash section you may be wondering how you Drive Cancel from a Moon Slash into a Running Slash so quickly, this is simple, all you have to do is perform the Moon Slash as down back and move to up back, this allows you to keep the charge for the running slash and as I have said before, it just needs to be performed fast.
The Running Slash is a little tricky though, they game does not let you perform this by going to down forward so you do need to go to forward and press D. Once you have pressed D go straight to down forward as this is faster than going to down back and gives you more time to charge you A Moon Slash. a bit of practice is required for this but once you get the Moon Slash to Running Slash Drive Cancel consistent, this combo is easy.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+D, .+A
So this combo looks similar but different but ends differently, this is because the Running Slash with D lifts the opponent higher than the Running Slash with B so you can perform the aireal super by doing . and then keep moving the stick to up back, pressing A and getting the super to come out as close to the ground as possible.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+BD, .+B
So this one looks similar but there are blue flashy bits as well as a Super! The blue flashy bits are infact an EX special move which costs 1 Super Meter (or Stock), so you are performing the same Running Slash Drive Cancelled in the same way but instead of pressing just D, you press B and D together. This EX special hits twice deals more damage and lifts the opponent higher so you have more time to can connect the running super.
Now I have given you one way of using Drive Cancels and I'll ask you to try another once you get the game. When you are in training mode press B and C at the same time, you're character will start to glow a yellow colour and have a trail behind them similar to Geni-Jin and your green Drive Cancel bar will start to deplete. This is called Hyper Drive mode (HD) and every character has access to this, what this allows you to do is Drive Cancel as many times as you like while you still have bar. I won't tell you the best or most efficent combos here as Leona has quite a few good ones but if you can Drive Cancel a Moon Slash into a Running Slash then you have the tools necassary to find almost anything you want to do.
If you guys have any questions or need help with performing combos the please ask any questions you want. Have fun and explore this game, you have alot of options
cr.B, cr.B, st.B, f+B, +A
This is your basic low combo, it doesn't do great damage but it's a staple of her game so very much worth learning and making consistent.
As I'm sure you will be aware once you play the game f+B has a strange jumping kick animation to it, this is because this is her command normal that I previously talked about. Leona is classed as in the air during this move so she can't be thrown, it is an overhead if you do it on it's own but if you put it in a combo it loses those properties (so don't worry about standing up to block it) and because she is in the air she can cancel into her air special and super moves.
The next combo is her jump in variation which is.....
j.C, st.C (2hits), f+B, +A
This has the same ending as the previous combo, so once you perfect the first one, this one should be incredibly easy. Additionally the reason why you need to use the +A and not +C is because the +C moves at a different angle and so misses the opponent in this situation. There are other combos that use +C but we'll get on to them later.
Okay, so you have Leona's 2 basic combos down but what happens if you have some Super Meter? This is the faded orange/yellow bar at the bottom of the screen so if you have some super meter stocked (and by the way, some of the older players call super meter 'Stock' just so you don't get confused) here are some nice variations.
So if you have 1 bar.....
cr.B, cr.B, st.B, f+B, .+A
and
j.C, st.C (2 hits), f+B, .+A
and if you have 2 bars
cr.B, cr.B, st.B, f+B, .+AC
and
j.C, C(2 hits), f+B, .+AC
As you can see, some of these supers require you to press 2 punch attacks, this is because these are a more powerful version of the original super. In games such as SF4, you have normal special moves you where you press one button or EX special moves and where you press 2 buttons, this game is no different in that for normal supers you press 1 button, and for EX supers you press 2. EX supers cost 2 super bars and every character has at least 1 EX super which are usually very good.
Leona Intermediate Combos
Okay so this is where Leona gets tricky (and really quite good). So you must be thinking, but what if the opponent blocks all my lows and reacts to my jump ins, what can I do? Well just like every other character Leona has a throw but Leona is quite special and she has on thing that can help here out so take a look
here
and here
What you have just seen is Leona's neutral jump D cancelled into her air super and EX super. As you guys know, jumping attacks are overheads and Leona's neutral j.D hits so low to the ground that it can hit a crouching opponent and so it acts like an instant overhead, this is then cancelled into the super for a very quick, very dangerous mix-up.
To do this is quite tricky, what you are doing is buffering a neutral jump in the middle of her super motion (qcf.). While you are on the ground you start the motion of the super by doing , you then need to jump vertically so you have to move from forward to up and miss out up forwards which is the first tricky step, if you jump forwards then Leona's j'D has a different animation and won't connect on a crouching opponent properly. Once you have performed the verticle jump press D as soon as you leave the ground for the fastest possible overhead. After Leona has jumped I find it easiest to go straight back to forwards and rotate the stick all the way round to back and press A or A and C to cancel the j.D and get my nice overhead damage.
Once you have these combos down your Leona is well on the way to greatness, her speed and range of normals is really quite good and her incredibly fast overhead into super gives her incredibly strong meter based mix-ups which every character in the game has to be aware of.
Leona Advanced Combos
But what if you wanted to be even better?
How can Leona do more I hear you ask, the answer is the corner. The office. Her place of business.
In this game there is a mechanism called the Drive bar, this is the green bar above your super meter. Up until this point you may have wondered what it was for and it does 1 thing but it allows you to do it in multiple ways, this bar allows you to cancel special moves into any other special, EX special, Super, EX super or Neo Max (Neo max is like an X-Ray, lvl3 super or Ultra). This works in a similar, but quicker way than an FADC. Instead of performing the move, pressing 2 buttons, dashing and then performing the second move all you need to do is perform one move and then perform the second move when the first hits. This is called Drive Cancelling (DC) and allows you to extend out your combos, this makes things faster (and you do have to perform things faster) but it makes things much easier once you practice it.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+D, d~u+A
So what have I done here, well this is Leona's +C and remember how I said the move has a different angle so it doesn't connect mid-screen, well if the opponent is in the corner there is less push back so it does connect. If the +C does connect Leona doesn't bounce off, she passes through and recovers quite fast meaning you can do her Moon Slash afterwards. Just a note for the SF4 players here, charge times are much shorter in this game so if you are trying to do this like Guile or Boxer and it's taking too long, try charging a little less to see results.
Once you get passed the Moon Slash section you may be wondering how you Drive Cancel from a Moon Slash into a Running Slash so quickly, this is simple, all you have to do is perform the Moon Slash as down back and move to up back, this allows you to keep the charge for the running slash and as I have said before, it just needs to be performed fast.
The Running Slash is a little tricky though, they game does not let you perform this by going to down forward so you do need to go to forward and press D. Once you have pressed D go straight to down forward as this is faster than going to down back and gives you more time to charge you A Moon Slash. a bit of practice is required for this but once you get the Moon Slash to Running Slash Drive Cancel consistent, this combo is easy.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+D, .+A
So this combo looks similar but different but ends differently, this is because the Running Slash with D lifts the opponent higher than the Running Slash with B so you can perform the aireal super by doing . and then keep moving the stick to up back, pressing A and getting the super to come out as close to the ground as possible.
j.C, C(2 hits), f+B, +C, d~u+C, DC b~f+BD, .+B
So this one looks similar but there are blue flashy bits as well as a Super! The blue flashy bits are infact an EX special move which costs 1 Super Meter (or Stock), so you are performing the same Running Slash Drive Cancelled in the same way but instead of pressing just D, you press B and D together. This EX special hits twice deals more damage and lifts the opponent higher so you have more time to can connect the running super.
Now I have given you one way of using Drive Cancels and I'll ask you to try another once you get the game. When you are in training mode press B and C at the same time, you're character will start to glow a yellow colour and have a trail behind them similar to Geni-Jin and your green Drive Cancel bar will start to deplete. This is called Hyper Drive mode (HD) and every character has access to this, what this allows you to do is Drive Cancel as many times as you like while you still have bar. I won't tell you the best or most efficent combos here as Leona has quite a few good ones but if you can Drive Cancel a Moon Slash into a Running Slash then you have the tools necassary to find almost anything you want to do.
If you guys have any questions or need help with performing combos the please ask any questions you want. Have fun and explore this game, you have alot of options
Perfect Stranger wrote: Arcadia Combos:
, stand , , air , super cancel V-slasher (air / ).
Close , , air , C, , or V-Slasher (air / ) . Corner only.
HD Combo, Corner only:
Close (2 hits), Hyper Drive Cancel, ,[ , ]x5, , ,V-Slasher. 798 or 858 damage, 1/2 stocks.
Trick to doing moon slasher -> ground saber ( , ) is to do hold , .
Other pointers from Arcadia:
Abuse Stand , can kara-cancel into or . If hits, can V-Slasher or air . gives you slight frame advantage even if blocked, can try to stuff opponent with after.
When jumping always input motion, if opponent does something instantly V-Slasher, if opponent does nothing, just press and continue pressuring.
Moon Slasher has upper invulnerability, EX version has total invulnerability.
Vertical jump D great for wake-up pressure, mix up with empty jump low b.
Some other notes from me:
From , stand , , will miss if not in the corner, do instead.
Leona is a monster with lots of stock. V-Slasher is like 2k2, invincible all the way until landing. Neo Max gives her horizontal movement + invulnerability as well.
fiol
Leona's combo from Singapore: