Simply put, what kind of BS can Leon do?
Off a single launch he has a potential to deal over 260 points using nothing but his weakest launcher on NH andno timing air throws (see bottom of post) or 298+ off a single Critical Burst with the use of either a Power Launcher or Power Blow.
He gets guaranteed air throws (on NH) off of:
4K
KK
2H+KK
Opponent back turned 2KK/2H+K (look for 7P 2KK punishes)
Stun/CB 66K
9P
Air throw (except SH weight unless higher in threshold before air throw)
8PPP to launched opponent (stricter timing on the throw on heavier classes)
Unteched crumple stuns like stun 7P
2P+K bound stun (can't be teched)
6T, 4T,
33P 7P becomes so freaking effective if you charge P+K, they hold you burst, they don't tech they get air thrown, the tech to the side you are -2, tech back -0.
Moves that become a untechable bounce are:
46P
214P and ending variants (finicky on green, expect bounces when strike connects on blue squares)
There are more and I will add them soon
These can be followed up with 46P or running P with running P being a better option.
If unteched:
Desert Falcon can be followed up by 46P. 119 damage NH
4H+P gets a 9K except against SH weight.
6T right up against the cliff will send them hurtling down (kinda neat).
Guranteed Kill combo that MUST be executed in the green areas:
P+KT, appropriate air throw to nearest cliff, run up H+P (must go over cliff), (super launch) immediate Whiff P, 8PPP, air throw, run up air throw. 306 on NH.
Substitute the final air throw for 3PP for Super Heavies.
Note about P+KT: if used in a blue zone you won't get an air throw unless on Counter or higher.
If you get a CB at or higher than 65 damage ON NH and you have access to a Power Blow and you can aim it at a cliff you are guaranteed a kill combo using the no timing 8PPP combo into two air throws.
If you can PL without sending someone over a cliff before a second air throw timed 8PPP (WRK or 3P) into air throw into air throw again if you can manage.
The big thing with Leon is that he moves a lot of ground and despite the size of the stage he can very easily go from one end to the other in a single CB air throw combo.
Special shoutout to @Fumetsu Gaisuto for pointing out the no timing combo for the super launcher explosion. Mid or High punch hold into 8PPP as soon as you land and are able to use inputs.
If you do a timing hold you can get a WRK or 3P easily on all up through heavy weights.
Vidoes as I can upload them because I can do that stuff now and this stuff will blow you minds.
For those of you who haven't experienced it yet there is a possibility to reproduce a super launcher explosion on the first area as well as on the second area. I'm working on the most effective ways to reproduce it and so far the best ways are a CB free step 9K on BT opponent into air throw. Video soon.
Let's get cracking on some info and other bullshit to prove that this is Leon's Home away from Home.
Videos:
Inescapable Kill Combo: Alpha thorugh Gen Fu weight classes
(Old Video)
Requires the P+KT to slam the opponent into a green area zone unless you get it on counter or higher. On normal hit good on all characters but Super Heavyweights
Off a single launch he has a potential to deal over 260 points using nothing but his weakest launcher on NH andno timing air throws (see bottom of post) or 298+ off a single Critical Burst with the use of either a Power Launcher or Power Blow.
He gets guaranteed air throws (on NH) off of:
4K
KK
2H+KK
Opponent back turned 2KK/2H+K (look for 7P 2KK punishes)
Stun/CB 66K
9P
Air throw (except SH weight unless higher in threshold before air throw)
8PPP to launched opponent (stricter timing on the throw on heavier classes)
Unteched crumple stuns like stun 7P
2P+K bound stun (can't be teched)
6T, 4T,
33P 7P becomes so freaking effective if you charge P+K, they hold you burst, they don't tech they get air thrown, the tech to the side you are -2, tech back -0.
Moves that become a untechable bounce are:
46P
214P and ending variants (finicky on green, expect bounces when strike connects on blue squares)
There are more and I will add them soon
These can be followed up with 46P or running P with running P being a better option.
If unteched:
Desert Falcon can be followed up by 46P. 119 damage NH
4H+P gets a 9K except against SH weight.
6T right up against the cliff will send them hurtling down (kinda neat).
Guranteed Kill combo that MUST be executed in the green areas:
P+KT, appropriate air throw to nearest cliff, run up H+P (must go over cliff), (super launch) immediate Whiff P, 8PPP, air throw, run up air throw. 306 on NH.
Substitute the final air throw for 3PP for Super Heavies.
Note about P+KT: if used in a blue zone you won't get an air throw unless on Counter or higher.
If you get a CB at or higher than 65 damage ON NH and you have access to a Power Blow and you can aim it at a cliff you are guaranteed a kill combo using the no timing 8PPP combo into two air throws.
If you can PL without sending someone over a cliff before a second air throw timed 8PPP (WRK or 3P) into air throw into air throw again if you can manage.
The big thing with Leon is that he moves a lot of ground and despite the size of the stage he can very easily go from one end to the other in a single CB air throw combo.
Special shoutout to @Fumetsu Gaisuto for pointing out the no timing combo for the super launcher explosion. Mid or High punch hold into 8PPP as soon as you land and are able to use inputs.
If you do a timing hold you can get a WRK or 3P easily on all up through heavy weights.
Vidoes as I can upload them because I can do that stuff now and this stuff will blow you minds.
For those of you who haven't experienced it yet there is a possibility to reproduce a super launcher explosion on the first area as well as on the second area. I'm working on the most effective ways to reproduce it and so far the best ways are a CB free step 9K on BT opponent into air throw. Video soon.
Let's get cracking on some info and other bullshit to prove that this is Leon's Home away from Home.
Videos:
Inescapable Kill Combo: Alpha thorugh Gen Fu weight classes
Requires the P+KT to slam the opponent into a green area zone unless you get it on counter or higher. On normal hit good on all characters but Super Heavyweights
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