leo

leo

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Quick overview

Versatile character, with mixed stance offense.
Weak to SSR.
After QCF1 oH: SWL beats every option except ws1+2 and
dash/delayed moves (ff2, BOK transition, ...)
You can reliably duck the last hit of her heat smash on whiff.

HEAT

Heat powers: Can always use Lightning Glare moves.
Lightning Glare: d4,2, uf1,2, ff2, ws1+2, b1+3, kicharge, heat
Gains 3 new (NC) extensions:
db4,1,1+2(KND, -15oB), b3,1,2(KND, -13oB), f2,4,3(KND, +1c oB)
Heat engagers: db2,4 | b2,1+2 | ws4,1+2 | KNK1,2 | BOK1+2
Heat smash: i16 mid, +8 / +16 QCF | i20 KNK low, -13 oB.

Stances

Lightning Glare: See heat section
Jin Ji Du Li (KNK). Transitions: 1,4(+11oH, -2 oB) |
f4/b1,4/3,2,4/b4,1~4/BOK4(+15g oH, +9oB) | b3,1(+0oH, -11oB)
QCF2~b(+9oH, -10oB) | 1,2~b(+1oH, -10oB). Fastest move i13h
Fo Bu (BOK). Transitions: 3,2(+5oH, -6oB) | f3(+6oH, +2oB) |
db1+2(+4oH, -12oB) | b1,1+2(+11oH, -7oB) | b3,1(+3oH, -8oB)
uf2(-11oB) | ff3(+0oB) | f2,4,3(+4oB) | ws3,1(+9oH, -4oB)
KNK1(+4oH, -7oB). Fastest move i13 mid, PC i8 activation.
Jin Bu (QCF). Transitions: f2,4(+7oH,-1oB) | KNK4(+6oH,-10oB)

Standing block punishment

−15 pushbackdb4,1(-16~15) | db4,1,1+2(-15) | BT 1+2(-20 range ~2.5) |
−15b1+2(-24) |
−141,4(-5 forced KNK) | f1+2 | b1+2,1+2 | uf1,2 | uf2 | ff4,3 | ws1,4,1 | BOK1,2 | ws1+2(Some pushback) |
−131,2,1,1 | df2 | b1+2,1+2,2 | uf4 | uf,n,4 | ff4 | b3,1,2(pushback) | ws2 | KNK3 | KNK HS.
−122,2 | 1+2 | f2,2 | db1+2,1 | b1 | b4,1 | ws4,1+2 | KNK3,4 | BOK1+2 | b1,1+2 |
-11 / -10ws3,1(-10) |

While standing block punishment

−15db4(-31) | FC df3(-26) | KNK3+4(-26) |
−14
−131,2,4 | QCF1 | opponent down d3+4 |
−12df2+3 | b1+4(-15 if you only block the high at max range) | ff4,3,4 | ws1,4(LP) | KNK4 (launch if CD, at least -16?) |
−11 / -10b2,1+2 |

String handling

3,2,3: -15 on hard cancel read.
b1,4: You can still SSL second hit. She has b1,1+2 which tracks, but -12 oB, or i17 interrupt (before PC) on BOK read.
b4,1: -16 on hard cancel read. Worth challenging, Leo likes to fish with this. New extension b4, 1~4 also has 17f gap. b4 is -8 alone.
uf1,1_2: Both version can be SSR'd if any delay. Otherwise, tracks, and uf1,1 safe mid.
uf2,1: SSR second hit. SWR not a bad idea either against BOK transition (duck the homing). You can i11 float, but she might high evade.
ff4,3,4: First two hits jail, always try to punish (unless read on low). ff4 Alone is -13 and launches (so they often do only ff4)
10-hit 1: Low at #6. 10-hit 2: Low at #8. Both 10-hits are always h,h,h,m,h.
ws3,1,2: Dickjab OS (need cs4) if yours hits. Otherwise, it's a 3-way mixup (duck, punish -10, check BOK (i16, but loses to PC))
KNK3,4: Jails, just spam i12 punish after first hit.
ff3~d: If you have a ws4 with fast recovery, you can ws4 and still block BOK1+2 (the PC).

Duckable highs

1,2,1 | 1,2,1,4(mix, 3f fuzzy, mid first) | 3,2 | df1,2 | d4,2 | db2,4 | db3(i31 on reaction) |
b2,1(mix, 5f fuzzy undelayed, high first) | ws3,1,2 | QCF2,4(mix, 7f fuzzy, mid first) |

Plus on block

f4 / b1,4 / 3,2,4 / b4, 1~4 / BOK4(+9 KNK) | WR3(+6) | BOK3(+5 / +12 WC) | d2(+4c) |
f2,4,3(+1c / +4c BOK)
ub3(+0c) | f3(+0oB / +2BOK) | f2(+0oB) | f3+4(+0oB) |

Low minus

df1(-1) | f2,4(-1 / -1 QCF) | uf1(-1) | d1(-2 / -2 crouching) | KNK2(-4) | BOK1(-4) | QCF2,4(-4)

Low hit advantage

QCF1(-1) | d4(+0) |