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 thoughts on “Leo Frame Data

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