Leon and Stage Interactions

XZero264

FSD | Nichol
Premium Donor
Simply put, interactions between Leon and the various interactive Danger Zones. This will cover all stages with interactable Danger Zones (such as the X Door in Hotzone) and Powerblow interactions (such as with the Flying Car at the bottom of Scramble). This guide will not cover breakable objects as that can be an entire thread or guide on its own or broken floors, bouncing walls, ceiling hits, special cinematics (falling down in Crimson from an edge or the train DZ on the Street Rooftop), wall trashcans/coconuts, or Cliffhangers as those are currently found in this subforum scattered around.

While this thread primarily pertains to Leon and his own interactions with the stages, I have included visual cues and descriptions that all players using any character can use to improve their own game play.

Covered will be optimal combos, optimal guaranteed combos, and what to do if you feel you are incapable of optimal actions.

From here on the term "Danger Zones" (not the stage) will be referred to as DZ or DZs.

Stages that will not be covered (non-interactable DZs): Lorelei (both versions), Forest, Lost World, Desert Wasteland, Zack Island, Temple of the Dragon, Sakura, Coming Soon, Flow, Primal, Street (both levels), Home (both areas), Fuel (both levels), Ends of the Earth, Lab, Dead or Alive, Arrival, Sweat, Fighting Entertainment, Aircraft Carrier, Sky City Tokyo, and Danger Zone (click here for Danger Zone).

All Damage is calculated as Normal Hit unless stated otherwise. Throughout all videos the ai is set to "Recover: On."

At some point this will get cleaned up a bit more so everything looks nicer. There is a limit of 5 media objects (in this case videos) per post so deal with it for now.

Scramble (Upper Area)
The primary interactables here are the two generators that alter the stage when struck. When Leon hits these you have three actions to choose from.
1) :4::K: > :2::H+P: and either :P::2::H+P: or :2::H+P::2::H+P:. You are able to slightly charge :4::K: for one more point of damage but at the risk of dropping the combo. On Normal hit (not including initial damage from a strike knocking an opponent into the wall but including the wall damage) this will deal 65 Damage (:P::2::H+P:) or 70 Damage (:2::H+P::2::H+P:).
2) :6::6::P::P::P: 42 Damage.
3) Dash Towards the opponent or Free Step Upwards and :3::P::P:. This creates a "must run" situation where the opponent must tech and attempt to run away from the wall that is behind them. This being that the stage is crashing around them and Leon is able to create more advantageous situations from the stun initiated from debris and falling matter.

Click Here for Video


Scramble (Lower Area).
There are two interactables in this area, the Flying Car Powerblow and the Steel Beam Car Explosion. I made a video forever ago about it showing what is optimal for it (as well as a truly optimized combo) but the combo does show what is most optimal for the particular double DZ situation.

The Flying Car Powerblow has multiple things you can perform off it based on how comfortable you are using Leon. To initiate use a Powerblow while facing the opposite direction of the exploding car DZ and select the car that is flying through the air. You are able to run in as soon as your opponent hits the car. Keep in mind the video below takes into account that the steel beam car has not been used so damage will not match what I explain.
1) Run up and Air Throw the opponent. If the Exploding Car has not been used yet Leon will throw your opponent into it (see below for options). If the car has been used Leon will throw your opponent into the car for 150 Damage.
2) Run up, wait for the ground bounce, :6::6::P::P::P:. 142 Damage.
3) Run up (really close), :4::K:, :2::H+P::426::H+P:. 147 Damage unbroken (can add 5 Damage if you are close enough to a wall to hit it with an angled hit, if opponent does not recover you get a free :2::H+P:. 157 if you get a full wall hit). Broken it gets 122 Damage. Will not hit the explosive car.
4) Running :P:. 131 Damage.

Click Here for Video

Explosive Car.
This has two options, one being significantly more reliable than the other. You can initiate right after your opponent has bounced off the ground.
1) :4::K::2::H+P: Into either :P::2::H+P: or :2::H+P::2::H+P:. This one is incredibly unreliable and the video as described above does not due justice onto how well timed the strike needs to be to connect consistently. While this is the optimal damage the more consistent followup is below.
2) :6::6::P::P::P:. 45 Damage.

Click Here for Video

Hot Zone.
Four special interactables here. The RPG, the Helicopter Power Blow DZ, the middle wall (opposite starting side), and the X Door. The middle wall is an interactable but all characters have a large number of options to choose from when initiating so it may become its own thread.

RPG.
This one is tricky to time as you can begin interacting at a point right before your opponent can bounce off the ground.
1) :6::6::P::P::P:. 47 Damage This is optimal but you have to delay the first :P: slightly. The visual cue for this is that Leon takes half of a single step forward but is not running. Based on when you hit your opponent you are able to knock them into the wall on the opposite side of the stage, when this occurs you can inflict up to 57 Damage.
2) :4::6::P: 36 Damage. The easiest option but the least damaging.

Click Here for Video


Helicopter Power Blow.
Initiated by using a Power Blow while facing the center wall of the stage. Aim for the Helicopter. This DZ resets your position so that you are closer to the wall and leaves you in a motionless state. You can dash in for followups when your opponent has bounced off the Helicopter and is smoking, not the moment of contact between your opponent and the chopper.
1) Dash in with :6::6:, Air Throw in whatever direction you choose (preferably :2::8::H+P: as this leaves your opponent between you and the center wall).
2) Run in, wait for bounce, :6::6::P::P::P: 117 Damage. Input :6::6: just as the opponent is at about head height on the initial descent.
3) Run in, :4::K:, :2::H+P::426::H+P:. 137 unbroken, 112 Broken. If you mistime :4::K: you will get a guaranteed force tech leaving you at +20.
4) Run in, wait for bounce, wait for opponent to land, :2::H+P:. Based on how long you have run in you can get either Leons side grounded throw or his Mount ground throw.:2::H+P:. The Side :2::H+P::2::H+P: and Mount :2::H+P::2::H+P: will grant an additional 38 damage unbroken (10 Broken) and the Mount :P::2::H+P: will grant an extra 30 Damage if you get :P:.

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Center Wall (Opposite side) aka the Tank.
You can interact right before the opponent bounces off the ground.
1) :4::K:, :2::H+P: into either of his Mount options.
2) :6::6::P::P::P:. 47 Damage.

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X Door.
Just knock opponents into it, you can act almost immediately after the door explodes.
:3::P::P:. 50 Damage and Half Height Wall hit.

Click Here for Video

The Show
Only one here. The Star Walls that knock you into the air on a second wall hit or a single Power Blow. You can begin inputting commands when your opponent is slightly above Leon's head.
1) :6::6::P::P::P:. 47 Damage.
2) :6::6::K:. 30 Damage.

Click Here for Video

The Tiger Show
There are two here, one is much more controllable than the other. The first is to knock an opponent into a Tiger Fire Ring, the second is a charging Tiger (not in video).

Tiger Ring.
You can act when you are able to see your character again.
1):4::[K]:, :2::H+P::426::H+P:. 84 Damage Unbroken. 59 Broken. Must be partially charged to work.
2) :6::6::P::P::P:. 62 Damage.

The charging tiger is unique in that you effectively get a super launcher so long as you are not being the one hit by it. The simplest thing you can do is run in to the opponent, :3::P: and Air Throw for an extra 43 Damage.

Click Here for Video

Sanctuary
The only interactable here is the Power Blow Ball. Activate by using a Power Blow while facing the small waterfall to the right of the outside waterfall grating. The timing on this one is similar to the helicopter where you can't run in until just after your opponent has been bounced off the ball itself.
1)Run in, :3::P::P: 120 Damage and a Half Height wall hit.
2) Run in, :4::K:. 99 Damage and a +20 Force Tech. If you are capable you can hit them out of the air with :4::K: into :2::H+P::426::H+P: but this timing is extremely strict.
3) Run in, wait for bounce, wait for opponent to land, free step as wanted, :2::H+P: into either grounded side throw or Mount. Side throw and Mount :2::H+P::2::H+P: deal an extra 38 Unbroken, Mount :P::2::H+P: an extra 30.

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Depth
To activate this one first the elevator motors must be damage by knocking an opponent into them. When a motor is damage its corner of the stage is put into a lower elevation state than the rest of the arena. One motor destroyed doesn't make much of a difference but a second destroyed motor significantly alters the angle of the stage. If all four motors are destroyed the stage goes back to being an unangled stage and can no longer be angled for the remainder of the fight. This allows for modified uphill or downhill combos across the cast but also allows the use of the special Debris Power Blow. Inputs can be used as soon as your opponent hits the debris.
:6::6::P::P::P:. 132 Damage including an explosive full wall hit.

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The Crimson
This is the gas DZ that requires either the fight start on the lower field or somebody is knocked onto the lower field by means of the area to the right of the Cliffhanger. If someone is knocked down via cliffhanger the DZ becomes inaccessible and is replaced with a basic electric wall. You can initiate commands immediately after Leon takes a step forward (this is automatic).
1):4::K:, :2::H+P: into Mounted :2::H+P::2::H+P: or :P::2::H+P:. :2::H+P::2::H+P: 70 Damage unbroken, 45 Broken. :P::2::H+P: 67 Damage.
2):6::6::P::P::P: 47 Damage.

Click Here for Video

Fireworks.
The only interactable here is the Zack Bomb. To initiate you have to perform a Power Blow from the half of the arena that is closest to the Zack Statue.
1)Run in, wait for bounce, :3::P::P: 120 Damage and Half Wall height hit.
2) Run in, wait for bounce, wait for opponent to land, free step as wanted, :2::H+P: into appropriate ground throw. Up to 128 Damage with :2::H+P::2::H+P: and 120 with Mount :P::2::H+P:.

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