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Leo

Stances:
KNK
Kinkei
BOK
Bokuho
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h8i10+1+8
1,2h, h8, 12-1+7
1,2,bh, h8, 12-10-2
1,2,1h, h, h8, 12, 19-5+6+9
1,2,1,1h, h, h, m8, 12, 19, 25-14KND
1,2,1,4h, h, h, h8, 12, 19, 36-6KND
1,2,4h, h, l8, 12, 18-13+3
1,4h, h8, 20-4+5KND
2h10i11-1+5
2,1h, h10, 14-7+4
2,2h, m10, 24-15KND
3h18i14-8+4
3,2h, h18, 12-2+9
3,2,3h, h, m18, 12, 31-7KND
Low crush
3,2,4h, h, m18, 12, 16+8+14
4h20i12-5+6JG
2+3m25i30-8+5KND
Parry
f+1h8i10+1+8
f+2m16i14-5+6
f+2,2h, m16, 25-12+6KND
f+3h27i20+0+4KND
f+3,dh27i20+1+5KND
Transition to BOK
f+1+2m38i18-14KND
f+2+3h25i20-9KND
df+1m15i13-1+7
df+2m16i15~16-13~-12JG (-2)KND
df+3m26i20-7KND
Homing
df+4m16i13-6+5
df+1+2m15i17-24-11
df+1+2,1+2m, m15, 16-20-9+5
df+1+2,1+2,qcf+2m, m, m15, 16, 26-18KND
df+2+3l22i23-11+5KND
* High crush
* Recovers crouching
d+1m21i18-1+4cKND
d+1,dm21i18~19-1+4cKND
* Recovers crouching
* Transition to FC
d+2m27i21+2c+6cKND
Bound
d+4l12i16-12-1
d+4,2l, h12, 27-12KND
db+1sm6i10-5+6
* High crush
* Recovers crouching
db+2h13i14-17+2+8
db+2,2h, m13, 20-7+5cKND
Bound
db+3l14i16-17-3
Alternate input: d+3
db+4l21i20-31+2KND
* High crush
* At close range
db+4l14i20-31+2KND
High crush
db+4l14 (21)i20-31KND
* High crush
* When hit 2 is input
db+4,1l, m14 (21), 33-16KND
High crush
db+1+2m20i21-9+7
db+1+2,1m, m20, 24-12KND
db+1+2,dm20i21-13+4
Transition to BOK
b+1m20i18-12+1KND
b+1,4m, m20, 16+8+14
b+2m13i17-11+0
b+2,1m, h13, 13-3+8
b+2,1+2m, m13, 25-11c+8cKND
Bound
b+3m16i14-7+4
b+3,1m, m16, 19-7+4
b+3,1,bm, m16, 19-12+0
b+4h20i12-5+6JG
b+1+4h, l12, 18i19-13+3+16c
b+1+4h12i19-15-4
Hit 1 only
b+1+4l18i21-13+3
Hit 2 only
uf+1h9i13-1+6
uf+1,2h, m9, 25-14KND
uf+2m24i18-13KND
Low crush
uf+2,1m, m24, 16-8+4KND (+5)
Low crush
u+1m12i18-8+3
* Alternate input: uf+1+2
* Low crush
u+3m24i17-9KND
uf+3m25i17-9KND
ub+1
Parry
ub+2h20i15-12+9
Alternate input: u+2
ub+3m30i21-17KND
ub+4m13i15-19-8KND
Low crush
u+4m18i15-12KND
Low crush
uf+4m15i15-12KND
Low crush
f,F+1h8i10+1+8
f,F+2m27i15-10KND
f,F+3m24i26~29-4cKND
Low crush
f,F+3,dm24i26~29+1cKND
* Low crush
* Transition to BOK
f,F+4m19i20-13KND
f,F+4,3m, h19, 14-13+0
f,F+4,3,4m, h, l19, 14, 18-31KND
High crush
b,b+1+2!72i70KNDKND
f,f,F+3m36i23~26+17gKND
* Alternate input: f,f,F+3
* Low crush
ws1m15i14~15-7~-6+4~+5
ws1,4m, l15, 14-12-1
ws1,4,1m, l, m15, 14, 28-14KND
ws2m18i16~17-13~-12JG
ws3m15i13~14-6~-5+5~+6
ws3,1m, m15, 14-15+3
ws3,1,2m, m, h15, 14, 21-16KND
ws4m18i11-6+5
ws1+2m26i14-14+18 (KND)
FC.df+3l25i23-14KND
Recovers crouching
SS.1h8i10+1+8
SS.2h10i11-1+5
SS.3h18i14-8+4
SS.4h20i12-5+6JG
SS.1+2m25i19-10KND
BT.1+2m25i11-20KND
d+3+4l24i12-13+3
* High crush
* Recovers crouching
1+2+3+4
b+3m19i14-7+4
During charge
b+3,1m, m19, 22-7+4
During charge
b+3,1,2m, m, m19, 22, 28-15KND
During charge
db+4l16 (25)i20-31KND
* During charge
* High crush
db+4,1l, m16 (25), 33-16KND
During charge
db+4,1,2l, m, m16 (25), 33, 28-15KND
During charge
f+4m16i17+8+14
b+3+4
f+4,dfm16i17-5+1
* Alternate input: KNK.df
* Recovers crouching
KNK.1m16i22-9+2
KNK.1,2m, m16, 20-12+7KND
KNK.1,dm16i22-7+4
Transition to BOK
KNK.2h21i15-4+7KND
KNK.3m20i20-13KND
Low crush
KNK.3,4m, m20, 22-13KND
Low crush
KNK.4l21i20-19-3+7
d+1+2
* Alternate input: FC.db or d+1+2
* High crush
* Recovers crouching
FC.1sm6i10-5+6
* High crush
* Recovers crouching
FC.2sm9i11-4+7
* High crush
* Recovers crouching
FC.4l12i12-15-4
* High crush
* Recovers crouching
FC.dbl14i16-17-3
* Alternate input: d+3
* High crush
* Recovers crouching
BOK.1m21i13-2+9KND (+5)
BOK.2m25i19-11KND
BOK.3h36i21+9KND
* Low crush
* Homing
BOK.4m16i17+8+14
BOK.1+2h36i26-9KND
Parry
qcf
Alternate input: KNK.df
qcf+1l16i20-13+0
* High crush
* Recovers crouching
qcf+2m28i16-4+9KND
At close range
qcf+2m19i16-4+9KND
qcf+2,bm19 (28)i18-5+8KND
qcf+3m15i15-6+5
qcf+3,1m, m15, 14-15+3
qcf+3,1,2m, m, h15, 14, 21-16KND
qcf+4m18i13-5+6
qcf+1+2m26i18-14+18 (KND)
1+3t35i12
* Throw break 1
* Opponent recovers FDFT
2+4t35 (10, 10, 15)i12
* Throw break 2
* Side switch
* Opponent recovers FUFT
Left throwt40 (15, 25)
* Throw break 1
* Opponent recovers FUFT
Right throwt40 (20, 20)
* Throw break 2
* Opponent recovers FUFA
Back throwt50 (25, 25)
* Unbreakable
* Opponent recovers FDFT
f,F+1+2t40 (15, 25)i11
* Throw break 1+2
* Side switch
* Opponent recovers FUFT
* Wall splat
ub+1,4t42i21
* After a successful parry
* Unbreakable
b+1+2
* Parry
* Unbreakable
b+1+30
* Reversal
* Alternate input: 2+4
* Parry
* Unbreakable
* Side switch
* Recovers BT
* Wall splat
b+1+330+
* Reversal
* Alternate input: 2+4
* Throw break f+1+3 or f+2+4
* Opponent recovers FDFT

Notation

Commands

f, b, u, d
Forward, back, up, down. A capital letter is held
f,F
Dash
f,f,F
Run
~
Immediately after
*
Hold the button
ws
While standing up
FC.
While crouching
SS.
During sidestep
BT.
Back turned
OTG.
Against a grounded opponent

Hit levels

h, m, l
High, mid, low
sm
Special mid
t
Throw
!
Unblockable
M, L
Hits a grounded opponent

Frames

a
Opponent is launched
d
Opponent is knocked down
c
Crouching
g
Opponent can only block
s
Opponent is staggered
KND
Knockdown
JG
Launch
+, -
Plus or minus, the exact frames are not known

Positions

FUFA
Face up, feet away
FUFT
Face up, feet towards
FDFA
Face down, feet away
FDFT
Face down, feet towards