Frame Data: Leon (DOA5LR)

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  • ver 1.03


    Basic Attacks (top)


    .
    Attack Properties
    Storm Jab
    :P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 11 11(2)13 13-26 1.33m
    Guard NH CH HCH BH Wall
    Cr(29-38) Cr(8-11)
    Storm Double
    :P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 12 9(2)14 12-23 1.48m
    Guard NH CH HCH BH Wall
    Cr(27-35) Cr(8-11)
    2 in 1 on NH
    Storm Hammer
    :P::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 28 19(2)25 1.83m Yes
    Guard NH CH HCH BH Wall
    1m
    No damage from floor on KND
    Storm Hook
    :P::P::6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 24(2)28 1.88-1.89m
    Guard NH CH HCH BH Wall
    Cr(13-21) Cr(17-26) 1m
    SDS on Counter or Higer
    Storm Uppercut
    :P::P::4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 19(4)23 2.02-2.14m
    Guard NH CH HCH BH Wall
    Launches higher with higher Counter/Critical Levels and hits walls on Counter or Higher
    Rush Tomahawk
    :P::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 19(3)33 1.76m
    Guard NH CH HCH BH Wall
    1m
    Storm Blow
    :P::6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 11(2)20 14-35 1.49m
    Guard NH CH HCH BH Wall
    Cr(20-27) Cr(12-18)
    Powerful Blow
    :P::6::P::[[P]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 35-55 22-44(2)30 2.18-2.39m
    Guard NH CH HCH BH Wall
    GB(-1-14) 1m
    3 meter KNB, shorter reach as charge increases
    Desert Rush
    :P::6::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 20(2)25 1.21m
    Guard NH CH HCH BH Wall
    Cr(18-27) Cr(9-15)
    Desert Storm
    :P::6::P::2::K:/:P::6::2::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20-39 22-39(3)36 .98-1.12m Yes
    Guard NH CH HCH BH Wall
    Cr(0-7)
    Trip Stun, Range decreases with charge
    Desert Storm
    :P::6::P::2::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 40(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) Cr(0-7)
    Trip Stun, Range decreases with charge
    Sandwind
    :P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 12(2)27 14-26 1.56m
    Guard NH CH HCH BH Wall
    1m KNB on counter or higher, LNC is also a KNB
    Sandstorm
    :P::K::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 10 23(2)17 1.59m Yes
    Guard NH CH HCH BH Wall
    2.5m KNB, LNC is also a KNB
    Jumping Headbutt
    :9::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid: 28 29(2)26 2.68m
    Guard NH CH HCH BH Wall
    1m
    Will Floorsplat on LNC
    Smash
    :8::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 17(2)28 22-47 1.91m
    Guard NH CH HCH BH Wall
    Cr(25-35) Cr(17-26)
    SDS on Critical or Higher, KNB 1m on Critical or Higher
    Smash Upper
    :8::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 22(3)24 26-46 1.34m
    Guard NH CH HCH BH Wall
    Smash Giant Uppercut
    :8::P::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 26 32(4)23 2.14m
    Guard NH CH HCH BH Wall
    1m
    1.00m Knockback on Counter or Higher
    Headbutt
    :7::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 15(3)28 1.86-1.87m
    Guard NH CH HCH BH Wall
    Cr(CRM) Cr(LMB)
    Limbo Stun on BH
    Solid Jab
    :6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 14(2)22 16-38 1.49m
    Guard NH CH HCH BH Wall
    Cr(20-27) Cr(12-18)
    Solid Double
    :6::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 11(2)22 14-35 1.49m
    Guard NH CH HCH BH Wall
    Cr(19-28) Cr(13-19)
    Solid Crush
    :6::P::P::[[P]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 35-55 22-44(2)30 2.21-2.39m
    Guard NH CH HCH BH Wall
    GB(4) 1m
    Reach decreases with charge, KNB increases with charge from 3 m to 5m
    Nomad Rush
    :6::P::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 20(2)25 1.25m
    Guard NH CH HCH BH Wall
    Cr(18-27) Cr(9-15)
    Nomad Storm
    :6::P::P::2::K:/:6::P::P::2::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 22-40 22-39(3)36 .97-1.12m Yes
    Guard NH CH HCH BH Wall
    Cr(0-7)
    Floorsplat on KND, charge increases damage but decreases range
    Nomad Storm
    :6::P::P::2::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 40(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) Cr(0-7)
    Floorsplat on KND
    Stomach Break
    :6::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 16(3)24 1.79m
    Guard NH CH HCH BH Wall
    Cr(16-25) Cr(10-16) 1m
    Blast
    :4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high: 36 16(2)26 19-44 1.56m Yes
    Guard NH CH HCH BH Wall
    Cr(3-8) Cr(23-33)
    Can reset CB status
    Blast Roundhouse
    :4::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    High 28 20(2)27 1.93m Yes
    Guard NH CH HCH BH Wall
    1m
    Blast Drive Knee
    :4::P::6::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 15(2)25 1.46m
    Guard NH CH HCH BH Wall
    Cr(10-15) Cr(10-15)
    Pierce
    :3::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 13(2)20 16-29 1.50m
    Guard NH CH HCH BH Wall
    Cr(30-40) Cr(14-20)
    Pierce Fist
    :3::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30 21(2)30 2.32m
    Guard NH CH HCH BH Wall
    GB(-1)
    Hook Tomahawk
    :3::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 20(4)32 1.43m
    Guard NH CH HCH BH Wall
    1m
    Possible to air throw on lighter Characters on HCH or BH
    Raging Smash
    Hold :3::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 16(3)24 1.27m
    Guard NH CH HCH BH Wall
    Low Knuckle
    :2::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 5 16(2)20 1.5m
    Guard NH CH HCH BH Wall
    Cr(1-4) Cr(5-9)
    Also a Down Attack
    Spinning Low Punch
    :1::P:
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 24 22(4)27 2.04m Yes
    Guard NH CH HCH BH Wall
    Cr(8-15) Cr(20-30)
    Flame Jab
    :6::6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 15(2)25 19-35 2.00m
    Guard NH CH HCH BH Wall
    Cr(26-36) Cr(18-26)
    1m KNB on Counter or Higher
    Flame Double
    :6::6::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: :16: 14(2)20 16-30 1.55m
    Guard NH CH HCH BH Wall
    Cr(30-40) Cr(14-20)
    Flame Tomahawk
    :6::6::P::P::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 28 20(4)32 1.43m
    Guard NH CH HCH BH Wall
    1m
    Flame Fist
    :6::6::P::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30 21(2)30 2.32m
    Guard NH CH HCH BH Wall
    GB(-1)
    Shoulder Tackle
    :4::6::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 20(5)24 2.48m
    Guard NH CH HCH BH Wall
    GB(3-5)
    Desert Hammer
    :4::4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 19(2)25 1.84m Yes
    Guard NH CH HCH BH Wall
    1m
    No Floor Damage from KND
    Cross Slash
    :3::3::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 16(4)30 1.9m
    Guard NH CH HCH BH Wall
    Cr(18-27)
    SDS
    Solid Cannon
    :2::3::6::[[P]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 22-44(2)30 2.25-2.39m
    Guard NH CH HCH BH Wall
    GB(4)
    Increased Damage on Charge, Decreased range on charge
    Giant Uppercut
    :2::1::4::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 18(4)23 2.14m
    Guard NH CH HCH BH Wall
    1m KNB on Counter or Higher, Guaranteed air throw on all weight classes
    Side Step Arm Grenade
    While Side Stepping :P:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 40 30(3)30 1.82-1.83m Yes
    Guard NH CH HCH BH Wall
    GB(4)
    Trap Heel
    :K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 14(2)27 24-33 1.57m
    Guard NH CH HCH BH Wall
    Cr(14-22) Cr(14-22)
    Trap Heel Hammer
    :K::K:/:K::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 25-45 27-46(3)29 1.21-1.35m
    Guard NH CH HCH BH Wall
    1m
    Floor Damage Applied
    Trap Heel Hammer
    :K::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 45 47(3)29 1.21m
    Guard NH CH HCH BH Wall
    GB(4) 1m
    Floor Damage Applied
    Rising Tomahawk
    :9::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 32 17(3)33 1.76m
    Guard NH CH HCH BH Wall
    1m
    No real good use aside from BH
    Javelin Kick
    :8::K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 14(2)25 1.93m
    Guard NH CH HCH BH Wall
    Cr(16-24) 1m
    Knee Lift
    :6::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 13(2)25 1.55m
    Guard NH CH HCH BH Wall
    Cr(9-15) Cr(9-15)
    Heel Hammer
    :4::K:/:4::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 30-49 23-39(3)25 1.45-1.63m
    Guard NH CH HCH BH Wall
    1m
    Floor Damage Applied
    Heel Hammer
    :4::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 50 40(3)25 1.44m
    Guard NH CH HCH BH Wall
    GB(8) 1m
    Floor Damage Applied
    Middle Side Kick
    :3::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 14(3)24 1.78m
    Guard NH CH HCH BH Wall
    Cr(16-24) Cr(9-15)
    1m KNB on Counter and Higher, SDS on Crouching Foe
    Storm Foot
    :2::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 12 16(2)24 18-42 1.33m
    Guard NH CH HCH BH Wall
    Cr(13-20) Cr(1-5)
    Storm Kick
    Hold:2::K::K:/:Hold:2::K::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20-39 21-38(3)36 .98-1.11m Yes
    Guard NH CH HCH BH Wall
    Cr(0-7)
    Floor Damage on KND, Damage increases with charge while range decreases with charge
    Storm Kick
    Hold:2::K::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 41(3)36 .97=m Yes
    Guard NH CH HCH BH Wall
    GB(12) Cr(0-7)
    Floor Damage on KND
    Leg Spike
    :1::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20 19(3)23 1.53m
    Guard NH CH HCH BH Wall
    Cr(17-25) Cr(1-5)
    Force Tech
    Heavy Lance
    :6::6::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 25 21(3)27 2.61m
    Guard NH CH HCH BH Wall
    Cr(FBS) Cr(6-12)
    Roundhouse Kick
    While Rising :K:
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 12(2)27 1.76m
    Guard NH CH HCH BH Wall
    1m
    Guaranteed Air Throw on all weight classes
    Side Step Knee Lift
    While Side Stepping :K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 27(2)25 1.57m
    Guard NH CH HCH BH Wall
    Cr(9-15) Cr(9-15)
    Burst Blow
    :p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 24 20(2)25 1.99m
    Guard NH CH HCH BH Wall
    Critical Burst
    Burst Blow
    :[p+k]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25-43 21-40(2)31 1.98-1.99m
    Guard NH CH HCH BH Wall
    Critical Burst, decreased range with charge, increased damage with charge
    Burst Blow
    :[[p+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 44 41(2)31 6-16 1.98m
    Guard NH CH HCH BH Wall
    GB(3)
    Delay starts during recovery, can lead to Burst Slam (Throw)
    Dune Overhead
    :4::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 30(2)33 32 1.67m
    Guard NH CH HCH BH Wall
    Cr(8-16) Cr(12-21)
    1m KNB on Counter or Higher, SDS on all hits
    Dune Lift
    :4::p+k::P:/:4::p+k::[P]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30-49 30-52(3)32 25-45 1.83-1.96m
    Guard NH CH HCH BH Wall
    GB(-11)
    Decreased range on charge
    Dune Lift
    :4::p+k::[[P]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30-50 30-53(3)32 25-45 1.82-1.96m
    Guard NH CH HCH BH Wall
    GB(1)
    Ceiling Hit on full charge, decreased range on charge
    Dune Crusher
    :4::p+k::P::P:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 23(3)28 1.83m
    Guard NH CH HCH BH Wall
    GB(5)
    Floor Damage on LNC, SDS on NH
    Flame Hammer
    :2::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 22(3)29 1.8m
    Guard NH CH HCH BH Wall
    GB(6) 1m
    FLoor Damage on LNC
    Arm Grenade
    :6::p+k:/:6::[p+k]:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 40-59 23-34(3)30 1.79m Yes
    Guard NH CH HCH BH Wall
    GB(3-4) 1m
    3m KNB
    Arm Grenade
    :6::[[p+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 60 35(3)30 1.48m Yes
    Guard NH CH HCH BH Wall
    1m
    Completely Unblockable, 3m KNB
    Fist Bomb
    :1::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 30-39(2)28 1.96m
    Guard NH CH HCH BH Wall
    Uncharged Power Blow
    Desert Disaster
    :1::[[p+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 80 40-60(2)28 1.96m
    Guard NH CH HCH BH Wall
    GB(16)
    Power Blow, 10m KNB
    Volcano Uppercut
    :2::1::4::p+k:/:2::1::4::[p+k]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 25-39(3)28 1.87m
    Guard NH CH HCH BH Wall
    Volcano Uppercut
    :2::1::4::[[p+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 40(3)28 1.87m
    Guard NH CH HCH BH Wall
    Power Launcher, Ceiling Hit, Floor Damage (5) with no followup attacks.
    Spinning Middle Kick
    :h+k:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 28 23(3)26 1.74m Yes
    Guard NH CH HCH BH Wall
    Scimitar Heel
    :2::h+k:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 22 21(3)36 1.12m Yes
    Guard NH CH HCH BH Wall
    Cr(-5-0) Cr(KND)
    Can be charged
    Scimitar Heel
    :2::[h+k]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 22-41 22-39(3)36 .97-1.11m Yes
    Guard NH CH HCH BH Wall
    Cr(-5-0) Cr(KND)
    Range decreases with charge, damage increases with charge
    Scimitar Lock Heel
    :2::[[h+k]]:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 42 39(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) Cr(-5-0) Cr(KND)
    Floor Damage on KND
    Scimitar Lock Heel
    :2::h+k::K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 25 25(3)25 1.46m
    Guard NH CH HCH BH Wall
    1m
    Scimitar Lock Heel
    :2::h+k::[K]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26-44 26-44(3)25 1.27-1.46m
    Guard NH CH HCH BH Wall
    1m
    Range decreases with charge
    Scimitar Lock Heel
    :2::h+k::[[K]]:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 30 45(3)25 1.26m
    Guard NH CH HCH BH Wall
    GB(-14-6) 1m
    Rising Kick
    While Grounded:K:
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 33(4)18 1.98m Yes
    Guard NH CH HCH BH Wall
    Rising Sweep
    While Grounded :2::K:
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20 32(4)18 1.86m Yes
    Guard NH CH HCH BH Wall
    Stomping
    Opponent is Grounded :2::K:
    Level Damage Execution Delay Frames Reach Tracking
    12 m
    Guard NH CH HCH BH Wall
    Knee Drop
    While Opponent is Grounded :8::p+k:
    Level Damage Execution Delay Frames Reach Tracking
    22 m
    Guard NH CH HCH BH Wall
    Attack Properties

    Hotzone/Ends of Earth Vaulting Attacks (top)


    Attack Properties
    Vaulting Uppercut
    While Vaulting :P:
    Level Damage Execution Delay Frames Reach Tracking
    13 m
    Guard NH CH HCH BH Wall
    Small Launch
    Vaulting Lance
    While Vaulting :K:
    Level Damage Execution Delay Frames Reach Tracking
    15 m
    Guard NH CH HCH BH Wall
    3m KNB
    Vaulting Smash
    While Landing :P:
    Level Damage Execution Delay Frames Reach Tracking
    10 m
    Guard NH CH HCH BH Wall
    SDS
    Vaulting Leg Spike
    While Landing :K:
    Level Damage Execution Delay Frames Reach Tracking
    12 m
    Guard NH CH HCH BH Wall
    KND, Guaranteed Ground Throw into Mounted Position
    Attack Properties

    Throws (top)


    Command Hit Level Initial Active Recovery Damage Hit Block Hold Level Notes
    During Burst Blow:H+P: 30 - - - "Burst Slam," Guaranteed Air Throw on all weight classes
    :H+P: :high: 5 2 23 55 - - - "Front Suplex" 1.55m Reach, Ground Damage Applied
    Leon between Foe and Wall:H+P: :high: 5 2 31 65 - - - "Wall Back Suplex" Wall Damage Applied
    :6::H+P: :high: 7 2 24 32 - - - "Neck Hang" 1.72m Reach, Ground Damage Applied
    Foe Between Leon and Wall :6::H+P: :high: 7 2 24 69 - - - "Neck Hang Blow" Wall Damage Applied
    Leon Between Foe and Water:6::H+P: :high: 7 2 24 72 - - - "Choke Splash"Can also be used in water, Force Tech
    :4::H+P: :high: 10 2 25 68 - - - "Shoulder Slam" 1.61m Reach, Ground Damage Applied, :2::H+P: Guaranteed if not teched.
    Against Crouching Foe:3::H+P: :low: 10 3 30 45 - - - "Reverse Arm Lock" OH, 1.9m Reach, 102-132 Frame Delay, Ground Damage Applied
    :pause:During Reverse Arm Lock :2::H+P: 25 - - - "Arm Break"
    Against Crouching Foe:2::H+P: :low: 5 2 22 60 - - - "Desert Thunder" 1.7m Reach, Ground Damage Applied
    Against Crouching Foe:1::H+P: :low: 7 2 20 30 - - - "Crazy Crush 1" 1.65m Reach, 75-95 Frame Delay
    :pause:During Crazy Crush 1:2::H+P: 20 - - - "Crazy Crush 2" 100-120 Frame Delay
    :pause:During Crazy Crush 2 :2::H+P: 28 - - - "Crazy Crush"
    :6::6::H+P: :high: 16 3 31 45 - - - "Rock Slide" OH,1.8m Reach, Ground Damage Applied
    Foe Between Leon and Wall:6::6::H+P: :high: 16 3 31 45 - - - "Rock Slide" OH,1.8m Reach, Wall and Ground Damage Applied, Leads into Mount Position
    :4::6::H+P: :high: 10 2 25 35 - - - "Dervish Throw 1" 1.71m Reach, 55-75 Frame Delay, Ground Damage Applied
    :pause:During Dervish Throw 1 :4::H+P: 15 - - - "Dervish Throw 2" 1.8m Reach, 38-58 Frame Delay
    :pause:During Dervish Throw 2 :2::H+P: 20 - - - "Dervish Throw 3" 77-92 Frame Delay
    :pause: During Dervish Throw 3 :4::1::2::3::6::H+P: 45 - - - "Dervish Throw" Floor Damage is applied, directional input can be buffered as soon as "DT3" damage ends, throws roughly 4m
    To Foes Feet :2::H+P: :low: 7 2 30 10 - - - "Dervish Throw Grounded 1" 1.61m Reach, 70-85 Frame Delay
    :pause: During Dervish Throw Grounded 1 :4::1::2::3::6::H+P: 25 - - - "Dervish Throw" Wall/Floor Damage Applied
    :4::1::2::3::6::H+P: :high: 12 2 26 78 - - - "Desert Falcon"1.75m Reach Floor Damage Applied
    Foe Between Leon and Wall:4::1::2::3::6::H+P: :high: 12 2 26 88 - - - "Desert Bridge", 1.75m Reach, Wall Damage Applied
    Beside Foe Lying Down :2::H+P: :low: 7 2 30 10 - - - "Rapid Arm Break 1" 1.61m Reach, 89-102 Frame Delay
    :pause:During Rapid Arm Break 1:2::H+P: 28 - - - "Rapid Arm Break" Use this enough and you wonder how they can still use it.
    To Foe's Back:H+P: :high: 5 2 23 40 - - - "BT Rapid Arm Break" 1.55m Reach, 104-124 Frame Delay
    :pause: During BT Rapid Arm Break :2::H+P: 28 - - - "Rapid Arm Break" Seriously, is their arm off yet?
    To Foe's Back :6::H+P: :high: 7 2 24 70 - - - "Hell Hazard Lock" 1.72m Reach, Floor Damage Applied
    To Foe's Back :4::6::H+P: :high: 10 2 25 60 - - - "Swinging Neck Hold" 1.71m Reach, 32-42 Frame Delay
    :pause: During Swinging Neck Hold :4::H+P: 50 - - - "Swinging Neck Hold" Floor Damage Applied
    Leon between Foe and Wall to Foe's Back :4::6::H+P: :high: 10 2 25 60 - - - "Swinging Sandbag Fall" 1.71m Reach, 32-42 Frame Delay
    :pause: During Swinging Sandbag Fall :4::H+P: 60 - - - "Swinging Sandbag Fall Wall Damage Applied
    To Crouhcing Foe's Back :3::H+P: :low: 10 3 30 55 - - - "CBT Reverse Arm Lock" 1.65m Reach, 100-120 Frame Delay, Floor Damage Applied
    :pause:During CBT Reverse Arm Lock :2::H+P: 25 - - - "Reverse Arm Lock"
    To Crouching Foe's Back :2::H+P: :low: 5 2 22 40 - - - "CBT Crazy Crush 1" 1.7m Reach, 70-90 Frame Delay, Floor Damage Appleid
    :pause:During CBT Crazy Crush 1 :2::H+P: 20 - - - "CBT Crazy Crush 2" 100-120 Frame Delay
    :pause: During CBT Crazy Crush 2 :2::H+P: 28 - - - "Crazy Crush"
    To Crouching Foe's Back :1::H+P: :low: 7 2 20 40 - - - "CBT Desert Thunder 1" 1.9m Reach, 70-90 Frame Delay, Floor Damage Applied
    :pause:During CBT Desert Thunder 1 :2::H+P: 20 - - - "CBT Desert Thunder 2" 100-120 Frame Delay
    :pause: During CBT Desert Thunder 2:2::H+P: 28 - - - "Desert Thunder"
    To Foe in Air:H+P: :high: 5 2 31 35 - - - "Catapult Throw" 1.93m Reach, Floor/Wall Damage Applied
    To Foe in Air :4::H+P: :high: 5 2 31 35 - - - "Back Catapult"1.93m Reach, Floor/Wall Damage Applied
    To Foe in Air :2::8::H+P: or :8::2::H+P: :high: 5 2 31 35 - - - "Side Catapult"1.93m Reach, Direction thrown is final input, :8: into Background, :2: into foreground, Floor/Wall Damage Applied
    :3::3::H+P: :high: 20 3 32 35 - - - "Mount Tackle" OH, 2.19m Reach, 39-59 Frame Delay, Leads to Mount Position, Ground Damage is applied, followup with appropriate inputs
    While Grounded :H+P: :high: 17 3 42 35 - - - "Grounded Mount" OH, 1.67m Reach, Leads to Mounted Position
    Foe Between Leon and Wall :6::6::H+P: :high: 20 3 32 30 - - - "Take Down" OH, 2.19m Reach, Wall/Floor Damage is applied, Leads to Mount Position, 114-134 Frame Delay
    To Head facing Leon Foe on Ground :2::H+P: :low: 7 2 30 - - - "Mount Position" 1.91m Reach
    :pause:During Mounted Position::P: 15 - - - "Pounding" 74-84 Frame Delay, Inescapable
    :pause:During Pounding No Action 6 - - - "Ground Pound", Floor Damage Applied
    :pause:During Pounding :2::H+P: 21 - - - "Head Pounding" Floor Damage Applied
    :pause: During Mounted Position:2::H+P: 10 - - - "Arm Bar" 82-102 Frame Delay
    :pause: During Arm Bar :2::H+P: 28 - - - "Rapid Arm Break" WHY IS IT STILL THERE?!?

    Defensive Holds (top)


    Hold Properties
    Head Hunting Cross Lock
    :7::h:
    Level Damage Execution Advantage Wall
    :high::P: 60 0(18)12
    Reverse Achilles Heel Lock
    :7::h:
    Level Damage Execution Advantage Wall
    :high::K: 60 0(18)12
    Floor Damage Applied
    Catching Cross Hold
    :6::h:
    Level Damage Execution Advantage Wall
    :mid::K: 60 0(18)12
    Floor Damage
    Heel Hold
    To Flying Kick :6::h:
    Level Damage Execution Advantage Wall
    :mid::K: 65 0(18)12
    Death Trap
    :4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 60 0(18)12
    Floor/Wall Damage Applied
    Catching Arm Lock
    Against Flying Punch :4::P:
    Level Damage Execution Advantage Wall
    :mid::P: 65 0(18)12
    Floor Damage Applied
    Cross Roll Hold
    :1::h:
    Level Damage Execution Advantage Wall
    :low::P: 60 0(18)12
    Cobra Death Lock
    :1::h:
    Level Damage Execution Advantage Wall
    :low::K: 60 0(18)12
    Floor Damage Applied
    Snake Bite
    Leon Between Foe and Wall :4::h:
    Level Damage Execution Advantage Wall
    :mid::P: 70 0(18)12
    Wall Damage Applied
    Hold Properties

    Cliffhangers (top)


    Attack Properties
    Airborne Spike
    During Cliffhanger :P:
    Level Damage Execution Delay Frames Reach Tracking
    30
    Guard NH CH HCH BH Wall
    Flying Stair Throw
    During Cliffhanger :H+P:
    Level Damage Execution Delay Frames Reach Tracking
    60
    Guard NH CH HCH BH Wall
    Attack Properties

    Tag Throws/Attacks (top)


    Command Hit Level Initial Active Recovery Damage Hit Block Hold Level Notes
    Leon Subbed Out :214::h+p+k: :mid: 64 2 31 24 - - - Tag Burst, "Tag Burst Blow"
    Leon Subbed Out :236::h+p+k: :mid: 64 2 31 30 - - - Force Out, "Tag Shoulder Tackle"
    :6::6::h+p+k: :high: 12 2 26 62 - - - Unpaired Partner Tag Throws Leon in, Floor/Wall Damage applied, Deals 72 damage if Leon is tagged in next to a wall and Wall Damage is applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Leon leading with Bayman, Floor Damage Applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Bayman leading, Floor Damage is applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Zack Leading, Floor Damage is Applied. High Five!
    :6::6::h+p+k: :high: 12 2 26 70 - - - Leon is leading with Zack, floor damage is applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Jan Lee leading
    :6::6::h+p+k: :high: 12 2 26 70 - - - Leon Leading with Bass, Floor Damage is applied
    :4::6::h+p+k: :high: 12 2 26 80 - - - Leon Leading with Bass, Floor Damage is applied
    Foe between Leon and Wall:4::6::h+p+k: :high: 12 2 26 90 - - - Leon Leading with Bass, Wall Damage is applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Bass leading, Floor Damage is Applied. Another High Five!
    :6::6::h+p+k: Foe Between Bass and Wall :high: 12 2 26 80 - - - Bass leading, Wall Damage is Applied. Let's Do This!
    :6::6::h+p+k: :high: 12 2 26 70 - - - Leon leading with Tina
    :6::6::h+p+k: :high: 12 2 26 70 - - - Tina leading, Floor damage is applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Hayabusa leading, Floor Damage is Applied
    :6::6::h+p+k: :high: 12 2 26 70 - - - Leon is leading with Gen Fu
    :6::6::h+p+k: :high: 12 2 26 70 - - - Gen Fu is leading

    Taunts (top)

    Command Hit Level Initial Active Recovery Damage Hit Block Hold Level Notes
    :4::6::4::h+p+k: - 0 0 55 0 - - - "Down You Go!" Taunt
    :6::4::h+p+k: - 0 0 87 0 - - - "Time for Business!" Taunt
    :4::4::h+p+k: - 0 0 156 0 - - - "Lauren, Are You Watching?" Moment of Silence Please
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