Leo Frame Data

*NOTE: Below damages are listed as hitting for 120%; (Opp Down) moves and throws are listed as hitting for 100%. See Damage Scaling Guide.

Special Thanks: DaeDraug (Poland).

Notes Convention

JG = Juggle SWYF = Sway Forward
KND = Knockdown RC = Recover Crouching
SLD = Slide OC = Opponent Recover Crouching
FCD = Facedown BT = Backturned
PLD = Playdead B! = Causes Bound
CS = Crumple Stun [A],B = After any move ‘A’, you can do ‘B’
KNK = Kin Kei stance BOK = Bokuho stance
SCH = Super charge

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 8 10 +1 +8 +8
2 h 10 11 -1 +5 +5
3 h 18 14 -8 +4 +4
4 h 20 12 -1 +6 JG

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 8 10 +1 +8 +8
f+2 h 16 14 -5 +6 +6
f+3 h 27 20 ±0 +4 FCD
f+4 m 16 17 +8~-20 KNK +13~-15 KNK +13~-15 KNK

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 8 10 +1 +8 +8
f,f+2 m 27 14(~15) -10 SLD SLD
f,f+3 M 24 25(~26) -4 OC SLD SLD
f,f+4 m 19 19(~20) -13 JG JG

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 15 13 -1 +7 +7
d/f+2 m 16 15 -13 JG JG
d/f+3 m 26 20 -7 KND SLD
d/f+4 m 16 12 -6 +5 +5

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1 m 21 17 -1 +4 OC JG
d/b+1 Sm 6 10 -5 +6 RC +6 RC
d+2 m 27 21 +2 +6 OC B! SLD B!
d/b+2 h 13 14 -17 +2 +8
d+3 L 14 16 -17 -3 RC -3 RC
d/b+3 L 14 16 -17 -3 RC -3 RC
d+4 L 12 16 -12 -1 -1
d/b+4 L 14(21) 20 -31 +2 PLD
d+3+4 L 8 12 -15 -3 -3

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 6 10 -5 +6 RC +6 RC
FC+2 Sm 9 11 -4 +7 RC +7 RC
FC+3 L 14 16 -17 -3 RC -3 RC
FC+4 L 12 12 -15 -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 15 14 -7 +4 +4
WS+2 M 18 16 -13 JG JG
WS+3 M 15 13 -6 +5 +5
WS+4 m 18 11 -5 +6 +6
WS+1+2 m 26 14 -14 +18 (+3 after tech) +18 (+3 after tech)

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/f+1 h 9 13 -1 +6 +6
u/f+2 m 24 18 -14 KND KND
u/f+3 m 25 17 -9 KND KND
u/f+4 m 15 15 -12 JG JG

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 8 10(~12) +1 +8 +8
SS+2 h 10 11(~13) -1 +5 +5
SS+3 h 18 14(~16) -8 +4 +4
SS+4 h 20 12(~14) -1 +6 JG
SS+1+2 m 25 19(~29) -10 KND CFS

Special Attacks

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 8 10 +1 +8 +8
1,2 h,h 8,12 -1 +7 +7
1,2~b h,h 8,12 -10~-41 KNK -2~-33 KNK -2~-33 KNK
1,2,1 h,h,h 8,12,19 -5 +6 +9
1,2,1,1 h,h,h,h 8,12,19,25 -14 KND KND
1,2,1,4 h,h,h,h 8,12,19,36 -6 KND KND
1,2,4 h,h,L 8,12,18 -13 +3 +3
1,4 h,h 8,2 -4 +5 JG
2 h 10 11 -1 +5 +5
2,1 h,h 10,14 -7 +4 +4
2,2 h,m 10,24 -15 KND KND
3 h 18 14 -8 +4 +4
3,2 h,h 18,12 -2 +9 +9
3,2,3 h,h,m 18,12,31 -7 KND SLD
3,2,4 h,h,m 18,12,16 +8~-20 KNK +13~-15 KNK +13~-15 KNK
2+3 m 25 29 -8 +5 CFS
f+2 h 16 14 -5 +6 +6
f+2,2 h,m 16,25 -12 +6 MS CFS
f+3 h 27 20 ±0 +4 FCD
f+3~d h 27 +1~-15 BOK +5~-11 BOK FCD BOK
f+4 m 16 17 +8~-20 KNK +13~-15 KNK +13~-15 KNK
f+1+2 m 38 18 -14 KND KND
f+2+3 h 25 20 -9 KND KND
d/f+2 m 16 15 -13 JG JG
d/f+3 m 26 20 -7 KND SLD
d/f+1+2 m 15 17 -24 -11 -11
d/f+1+2,1+2 m,m 15,16 -20 -9 +5
d/f+1+2,1+2,qcf+2 m,m,m 15,16,26 -18 KND KND
d/f+2+3 L 22 23 -11 RC +5 RC SLD RC
d+1 m 21 17 -1 +4 OC KND
d+1~d m 21 -1 RC +4 OC RC KND
d+2 m 27 21 +2 +6 OC B! SLD B!
d+4 L 16 12 -12 -1 -1
d+4,2 L,h 16,27 -5 KND SLD
d+4,2~1+2 L,h 1,6,27 -5 KND SCH SLD SCH
d+1+2 BOK BOK BOK
d/b+2 h 13 14 -17 +2 +8
d/b+2,2 h,m 13,2 -7 +5 OC B! SLD B!
d/b+4 L 14(21) 20 -31 +2 PLD
d/b+4,1 L,m 14(21),33 -16 SLD SLD
d/b+1+2 m 20 21 -9 +7 +7
d/b+1+2~d m 20 -13~-28 BOK +3~-12 BOK +3~-12 BOK
d/b+1+2,1 m,m 20,24 -12 KND KND
b+1 m 20 18 -12 +1 CFS
b+1,4 m,m 20,16 +8~-20 KNK +13~-15 KNK +13~-15 KNK
b+2 m 13 17 -11 ±0 ±0
b+2,1 m,h 13,13 -4 +7 +7
b+2,1+2 m,m 13,25 -11 OC +8 OC B! KND B!
b+3 m 16 14 -7 +4 +4
b+3,1 m,m 16,19 -7 +4 +4
b+3,1~b m,m 16,19 -10~-42 KNK ±0~-32 KNK ±0~-32 KNK
b+3+4 KNK KNK KNK
b+1+4 hL 12,18 19(h) 21(L) -15(h) -13(L) -5(h) +3(L) +16 OC
u/f+1 h 9 13 -1 +6 +6
u/f+1,2 h,m 9,25 -14 SLD SLD
u/f+1,2~1+2 h,m 9,25 -14 SLD SCH SLD SCH
u/f+2 m 24 18 -14 KND KND
u/f+2,1 m,m 24,16 -7 +4 CS
u/f+3 m 25 17 -9 KND KND
u/f+4 m 15 15 -12 JG JG
f,f+2 m 27 14(~15) -10 SLD SLD
f,f+2~1+2 m 27 -10 SLD SCH SLD SCH
f,f+3 M 24 25(~26) -4 OC SLD SLD
f,f+3~d M 24 +1~-15 BOK SLD BOK SLD BOK
f,f+4 m 19 19(~20) -13 JG JG
f,f+4,3 m,h 19,14 -13 +1 +1
f,f+4,3,4 m,h,L 19,14,18 -31 PLD PLD
b,b+1+2 ! 72 69(~70) KND KND KND
qcf SWYF SWYF SWYF
qcf+1 L 16 18(20~) -13 RC ±0 OC RC ±0 OC RC
qcf+2 m 19(28) 16(18~) -4 +9 CFS
qcf+2~b m 19(28) -13~-36 KNK +9~-23 KNK CFS KNK
f,f,f+3 m 36 23(27~) +18 KND KND
WS+1 m 15 14 -7 +4 +4
WS+1,4 m,L 15,14 -12 -1 -1
WS+1,4,1 m,L,m 15,14,28 -14 KND KND
WS+2 M 18 16 -13 JG JG
WS+3 M 15 13 -6 +5 +5
WS+3,1 M,m 15,14 -15 +3 +3
WS+3,1,2 M,m,h 15,14,21 -16 KND KND
WS+4 m 18 11 -5 +6 +6
WS+1+2 m 26 14 -14 +18 (+3 after tech) +18 (+3 after tech)
FC d/f+3 L 25 23(~34) -14 RC FCD RC FCD RC
SS+1+2 m 25 19(~29) -10 KND CFS
BT 1+2 m 25 11 -20 KND SLD
Opp down
d+3+4
L 28 24 -13 +3 +3
1+2+3+4 SCH SCH SCH
             
             

Kin Kei – KNK

INPUT RANGE DMG SPEED BLOCK HIT CH
b+3+4 KNK KNK KNK
KNK~d/f SWYF SWYF SWYF
KNK 1 m 16 22 -9 +2 +2
KNK 1~d m 16 -8~-23 BOK +4~-12 BOK +4~-12 BOK
KNK 1,2 m,m 16,20 -12 +7 CFS
KNK 2 h 21 15 -4 +7 CFS
KNK 3 m,m 20 20 -13 JG JG
KNK 3,4 m,m 20,22 -13 JG JG
KNK 4 L 21 20 -19 -3 +5

Bokuho – BOK

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1+2 BOK BOK BOK
BOK~D RC RC RC
1 m 21 13 -4 +9 CS
2 m 25 19 -11 JG JG
3 h 36 20 +9 KND KND
4 m 16 20 +8~-20 KNK +13~-15 KNK +13~-15 KNK
1+2 h 36 26 -9 KND KND

SWYF – Sway Forward

INPUT RANGE DMG SPEED BLOCK HIT CH
qcf_KNK~d/f SWYF SWYF SWYF
SWYF 1 L 16 18(20~) -13 RC ±0 OC RC ±0 OC RC
SWYF 2 m 19(28) 16(18~) -4 +9 CFS
SWYF 2~b m 19(28) -13~-36 KNK +9~-23 KNK CFS KNK
SWYF 3 M 15 13(15~) -6 +5 +5
SWYF 3,1 M,m 15,14 -15 +3 +3
SWYF
3,1,2
M,m,h 15,14,21 -16 KND KND
SWYF 4 m 18 11(13~) -5 +6 +6
SWYF 1+2 m 26 14(16~) -14 +18 (+3 after tech) +18 (+3 after tech)

Super Charge

INPUT RANGE DMG SPEED BLOCK HIT CH
1+2+3+4 SCH SCH SCH
SCH b+3 M 19 14 -7 +4
SCH
b+3,1
m,m 19,19 -7 +4 +4
SCH
b+3,1,2
m,m,m 19,19,24 -15 SLD SLD
SCH
d/b+4
L 16(25) 20 -31 PLD PLD
SCH
d/b+4,1
L,m 16(25),33 -16 SLD SLD
SCH
d/b+4,1,2
L,m,m 16(25),33,24 -15 SLD SLD

Throws and Parries

INPUT RANGE DMG SPEED BREAK NOTE
1+3 (or
f+1+3)
Front 35 12(15) 1 -3 on break
2+4 (or
f+2+4)
Front 35 12(15) 2 -6 on break
Any
Throw
Left 40 1 -3 on break
Any
Throw
Right 40 2 -3 on break
Any
Throw
Back 50 No Break
f,f+1+2 Front 40 11(~13) 1+2 -6 on break
u/b+1 Parry +2 on parry
u/b+1,4 42 4 on successful high punch parry. Leo BT. Opp
SLD.
b+1+2 Parry
b+1+2,2 27 2 on successful kick parry. Opp SLD.
b+1+2,2~1+2 27 SCH
b+1+2,2,2 12,26 2,2 on successful punch parry. Opp KND
b+1+3 or
b+2+4
Reversal / Parry Reversal for kicks. +5 and Opp BT for punches.

Item Moves

INPUT RANGE DMG ITEM COST NOTE
b+1+2+4 M 20 Sledgehammer 500,000 Upper Body
Swings Sledgehammer overhead; OC on block, hits
grounded.
1+2+3 20 Musket 450,000 Lower Body
Shoots a flare. Only hits opponents in mid air.
f+1+2+3 m 20 Mace 700,000 Upper Body
Swings and then strikes with Mace; causes
wall-splat.

3 Responses to Leo Frame Data

  1. […] a long break we’re back to updating our Frame Data Section. It has just been updated with Leo’s Frame Data compiled by DaeDraug. Information on some of the other characters will be posted soon. Stay […]

  2. kyon says:

    Isn’t 1,2,1,1 launch punishable on block?

  3. MR.Knee says:

    @jyon yah its punishable its -14 fits for bryan jet upper lol. .

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