GiantDojo ALPHAv0.01
Leo

Leo

Leo - fundamentals/KIN. Tools include i14 launcher, CH-launch low.

fundamentalsKIN

Key Moves

df+2

i15 mid launcher. -13~-12 on block, launches on hit.

b+1

i18 mid. -12 on block, +1 on hit.

KNKthen1+2

i22 mid. -6 on block, +21 on hit.

ub+1

parry.

fthenF+2

i14 mid launcher. -9~-8 on block, launches on hit.

f+4

i17 mid. +9~+10 on block, +15g on hit.

db+4

i20 low CH launch, high crush. -31~-29 on block, +2 on hit.

d+4

i16 low. -11~-10 on block, +0 on hit.

Overview

Leo is classified as fundamentals, KIN. Their toolkit includes a CH-launch low. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Whiff-punish with df+2 (i15 launcher).
  2. On block, recheck pressure with f+4 (+9 on block).
  3. Mix in d+4 low to keep them honest.
  4. Bait jabs with db+4 for a low CH launch.

Defense

  • Parry: b+1+3 (Shi Zi Xiao Zhang Kou) catches a high or mid attack and turns the round around.
  • Panic launcher: uf+4 (low crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Leo’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.