Strongest Strategy Thread in the World: Leon Strategy/ Best moves

XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
New optimal damage combo for bouncy walls if you use either 8PP or 66PP. This only deals more damage on Hi Counter and you have to hit the walls with either 8P or 66P to start.

Alpha:
66PP or 8PP > 3P > 3P > Air Throw.
7 more points than SH combo.

Super Light:
8PP or 66PP > 3P > 6PPP
6 more points than super heavy.

Light to Gen Fu.
66PPH or 8PPH > 3P > P6PP
2 more points thanSH combo.

Super Heavies:
Same as the Old combo, 66PPH or 8PPH > 3P > Air Throw

These combos still apply on explosive bouncy walls in Fuel and Fireworks.
 

Argentus

Well-Known Member
Main Character
Mila
Heres a question.

Against walls I do 6T then 2HKK to triple splat em.

Am I actually catching them in sit down stun off the wall throw or does just NOBODY ever try to get out of that? Like how nobody ever holds the heel drop of 2HKK normally?
 
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XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
Probably just something they don't know how to deal with. Coming out of the throw the opponent is standing so they must be holding down but not block and be getting hit.
 
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XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
Found by @Darkslay
When under a ceiling Leon's charged PL will break guards and leave him at +5. Out on open areas with no ceilings the strike is a regular -12 on block.
I can also confirm only Leon has this feature, so the Buggiest Man in the World is still going strong.
 
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Darkslay

Well-Known Member
Dragon's Gate
Main Character
Jann Lee
PSN ID
Darkslayxz
Could either of you guys check if this was there back in Ultimate? I have a hard time believing they just gave him a PL different than everyone else's with no mention at all, and if they did, you'd think TN would stop already with ''secret buffs''.
 

XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
I'll check.

Okay. Had to go back to 1.00 for Ultimate because I had updated to LR. The gb was present in the beginning of LR.
My ps3 likes to freeze up during the checking content pay of the startup. Can't get past that so can't say how far back he has had it.
 
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XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
One of my locals (Takeshi Ryota, not a member of FSD) found something nice with Leon regarding the extended trip stuns you get in water and on the End of the Earth stage.

1P and 2K (the only two that work, 2H+K variants don't have enough advantage) are able to be immediately followed up with a WRK for a guaranteed launcher. Keep in mind this needs to be on either Counter or Hi Counter hit.
So it goes 1P CH > WRK (just mash K)
2K CH > WRK (You have to do the whole WR part). the 2K option is the faster trip than 1P but 1P is easier to pull off. It's pretty silly damage too because you get a CH scaling Air Throw (43 damage) from it for a total of 91 points of damage (110 on HIC) before adding in walls or breakables.

Takeshi had figured this out because he mains Momiji and she has a trip[ stun guarantee of her 8P which is a high. This whole thing works because the extended stun puts you into a standing state in the last half or so of the guaranteed window despite a normal trip stun keeping you in crouching state the entire time. You can try to do those combos on NH (have to initiate with a stun first) but the WRK will miss because they are still in a crouching state. I don't know if this is a system bug or intended but it is some more tech.
 
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XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
I have an updated against the wall Power Launcher combo.

PL > Hold 3P > 3P > Air Throw. Nets 2 extra points than 8PP > 3P > Air Throw. Can be done on all weights.
Another is PL > Hold3P > Hold 3P > Air Throw. This is more difficult to perform but can grant 4 more points than 8PP > 3P > Air Throw. Can be done through all weights up to Helena.
Hold 3P being a timing move makes these combos a bit tricky as you have to manual use the move and depending on what point you hit the opponent you can juggle them too high for an untimed 3P to connect before the air throw (you'll miss the air throw in this case).

I also found some cool stuff with 66PP against a wall with the falling debris (Special thanks to @DestructionBomb for going on a mass experimentation streak lately)
66PP normally sets up for the air throw but against walls that drop debris do P6PP. 33P is a no timing followup (despite what delaying I show in the video) and from there you have guaranteed options.

Going to look into 8PP for the High/Mid mixups options. Yeah, you can 8PP in the same situations and get the same results. GG, we have a 50/50 mixup with the same results.

Edit: Keep in mind that the air throw is still more damage after 66PP/8PP.
 
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XZero264

FSD | Nichol
Premium Donor
Glen Burnie, MD
Main Character
Leon
I thought PL > 8PPP > Wr K > Air Throw was max damage, 113. That's what I do for all weights. You can even do full charge 4K after 8PPP into Dervish for 115, but of course, it can be broken.
against the wall Power Launcher combo.
With proper timing you can actually do 66PP on Gen Fu and lighter but its very strict on Gen Fu and much easier to perform on medium weights and lightweights.
Naturally the only time you can do 8PPP is if you've interacted with a breakable/debris up until the PL connects in the same combo against a wall (8PPP has knockback).
A default is 8PP > 3P > Air throw against the wall, the Hold3P deals only 2 points extra on all Counter levels for each Hold3P.
 
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