Frame Data: Leon (DOA5LR)

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  • ver 1.03

    Basic Attacks (top)


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    Attack Properties
    Storm Jab
    :P:
    Storm Jab Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 11 11(2)13 13-26 1.33m
    Guard NH CH HCH BH Wall
    -3 -3 0 Cr(29-38) Cr(8-11)
    Storm Double
    :P::P:
    Storm Double Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 12 9(2)14 12-23 1.48m
    Guard NH CH HCH BH Wall
    -1 -1 -1 Cr(27-35) Cr(8-11)
    2 in 1 on NH
    Storm Hammer
    :P::P::P:
    Storm Hammer Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 28 19(2)25 1.83m Yes
    Guard NH CH HCH BH Wall
    -3 KND KND KND KND 1m
    No damage from floor on KND
    Storm Hook
    :P::P::6::P:
    Storm Hook Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 24(2)28 1.88-1.89m
    Guard NH CH HCH BH Wall
    -9 1 14-21 Cr(13-21) Cr(17-26) 1m
    SDS on Counter or Higer
    Storm Uppercut
    :P::P::4::P:
    Storm Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 19(4)23 2.02-2.14m
    Guard NH CH HCH BH Wall
    -12 25-35 LNC LNC LNC
    Launches higher with higher Counter/Critical Levels and hits walls on Counter or Higher
    Rush Tomahawk
    :P::P::K:
    Rush Tomahawk Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 19(3)33 1.76m
    Guard NH CH HCH BH Wall
    -13 LNC LNC LNC LNC 1m
    Storm Blow
    :P::6::P:
    Storm Blow Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 11(2)20 14-35 1.49m
    Guard NH CH HCH BH Wall
    -8 -7 20-27 Cr(20-27) Cr(12-18)
    Powerful Blow
    :P::6::P::[[P]]:
    Powerful Blow Image
    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) KNB KNB KNB KNB 1m
    3 meter KNB, shorter reach as charge increases
    Desert Rush
    :P::6::P::K:
    Desert Rush Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 20(2)25 1.21m
    Guard NH CH HCH BH Wall
    -6 9-15 18-27 Cr(18-27) Cr(9-15)
    Desert Storm
    :P::6::P::2::K:/:P::6::2::[K]:
    Desert Storm Image
    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
    -17 0-7 0-7 Cr(0-7) KND
    Trip Stun, Range decreases with charge
    Desert Storm
    :P::6::P::2::[[K]]:
    Desert Storm Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 40(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) 0-7 0-7 Cr(0-7) KND
    Trip Stun, Range decreases with charge
    Sandwind
    :P::K:
    Sandwind Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 12(2)27 14-26 1.56m
    Guard NH CH HCH BH Wall
    -11 0-5 LNC LNC LNC
    1m KNB on counter or higher, LNC is also a KNB
    Sandstorm
    :P::K::K:
    Sandstorm Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 10 23(2)17 1.59m Yes
    Guard NH CH HCH BH Wall
    -4 LNC LNC LNC LNC
    2.5m KNB, LNC is also a KNB
    Jumping Headbutt
    :9::P:
    Jumping Headbutt Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid: 28 29(2)26 2.68m
    Guard NH CH HCH BH Wall
    -2 KND KND KND LNC 1m
    Will Floorsplat on LNC
    Smash
    :8::P:
    Smash Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 17(2)28 22-47 1.91m
    Guard NH CH HCH BH Wall
    -12 1 25-35 Cr(25-35) Cr(17-26)
    SDS on Critical or Higher, KNB 1m on Critical or Higher
    Smash Upper
    :8::P::P:
    Smash Upper Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 22(3)24 26-46 1.34m
    Guard NH CH HCH BH Wall
    -12 23-35 LNC LNC LNC
    Smash Giant Uppercut
    :8::P::P::P:
    Smash Giant Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 26 32(4)23 2.14m
    Guard NH CH HCH BH Wall
    -12 25-35 LNC LNC LNC 1m
    1.00m Knockback on Counter or Higher
    Headbutt
    :7::P:
    Headbutt Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 15(3)28 1.86-1.87m
    Guard NH CH HCH BH Wall
    -8 11-19 CRM Cr(CRM) Cr(LMB)
    Limbo Stun on BH
    Solid Jab
    :6::P:
    Solid Jab Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 14(2)22 16-38 1.49m
    Guard NH CH HCH BH Wall
    -8 -8 19-27 Cr(20-27) Cr(12-18)
    Solid Double
    :6::P::P:
    Solid Double Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 18 11(2)22 14-35 1.49m
    Guard NH CH HCH BH Wall
    -8 -7 20-27 Cr(19-28) Cr(13-19)
    Solid Crush
    :6::P::P::[[P]]:
    Solid Crush Image
    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) KNB KNB KNB KNB 1m
    Reach decreases with charge, KNB increases with charge from 3 m to 5m
    Nomad Rush
    :6::P::P::K:
    Nomad Rush Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 20(2)25 1.25m
    Guard NH CH HCH BH Wall
    -8 9-15 8-27 Cr(18-27) Cr(9-15)
    Nomad Storm
    :6::P::P::2::K:/:6::P::P::2::[K]:
    Nomad Storm Image
    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
    -17 0-7 0-7 Cr(0-7) KND
    Floorsplat on KND, charge increases damage but decreases range
    Nomad Storm
    :6::P::P::2::[[K]]:
    Nomad Storm Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 40(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) 0-7 0-7 Cr(0-7) KND
    Floorsplat on KND
    Stomach Break
    :6::P::K:
    Stomach Break Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 16(3)24 1.79m
    Guard NH CH HCH BH Wall
    -9 0-5 16-25 Cr(16-25) Cr(10-16) 1m
    Blast
    :4::P:
    Blast Image
    Level Damage Execution Delay Frames Reach Tracking
    :high: 36 16(2)26 19-44 1.56m Yes
    Guard NH CH HCH BH Wall
    -9 3-8 3-8 Cr(3-8) Cr(23-33)
    Can reset CB status
    Blast Roundhouse
    :4::P::K:
    Blast Roundhouse Image
    Level Damage Execution Delay Frames Reach Tracking
    High 28 20(2)27 1.93m Yes
    Guard NH CH HCH BH Wall
    -12 LNC LNC LNC LNC 1m
    Blast Drive Knee
    :4::P::6::K:
    Blast Drive Knee Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 15(2)25 1.46m
    Guard NH CH HCH BH Wall
    -5 0-4 10-15 Cr(10-15) Cr(10-15)
    Pierce
    :3::P:
    Pierce Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 20 13(2)20 16-29 1.50m
    Guard NH CH HCH BH Wall
    -6 -4 30-40 Cr(30-40) Cr(14-20)
    Pierce Fist
    :3::P::P:
    Pierce Fist Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30 21(2)30 2.32m
    Guard NH CH HCH BH Wall
    GB(-1) KNB KNB KNB KNB
    Hook Tomahawk
    :3::P::K:
    Hook Tomahawk Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 20(4)32 1.43m
    Guard NH CH HCH BH Wall
    -13 LNC LNC LNC LNC 1m
    Possible to air throw on lighter characters on HCH or BH
    Raging Smash
    Hold :3::P:
    Raging Smash Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 16(3)24 1.27m
    Guard NH CH HCH BH Wall
    -8 25-35 LNC LNC LNC
    Low Knuckle
    :2::P:
    Low Knuckle Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 5 16(2)20 1.5m
    Guard NH CH HCH BH Wall
    -4 1 1-4 Cr(1-4) Cr(5-9)
    Also a Down Attack
    Spinning Low Punch
    :1::P:
    Spinning Low Punch Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::P: 24 22(4)27 2.04m Yes
    Guard NH CH HCH BH Wall
    -3 -4 8-15 Cr(8-15) Cr(20-30)
    Flame Jab
    :6::6::P:
    Flame Jab Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 24 15(2)25 19-35 2.00m
    Guard NH CH HCH BH Wall
    -11 26-36 26-36 Cr(26-36) Cr(18-26)
    1m KNB on Counter or Higher
    Flame Double
    :6::6::P::P:
    Flame Double Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: :16: 14(2)20 16-30 1.55m
    Guard NH CH HCH BH Wall
    -6 -4 30-40 Cr(30-40) Cr(14-20)
    Flame Tomahawk
    :6::6::P::P::K:
    Flame Tomahawk Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 28 20(4)32 1.43m
    Guard NH CH HCH BH Wall
    -13 LNC LNC LNC LNC 1m
    Flame Fist
    :6::6::P::P::P:
    Flame Fist Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 30 21(2)30 2.32m
    Guard NH CH HCH BH Wall
    GB(-1) KNB KNB KNB KNB
    Shoulder Tackle
    :4::6::P:
    Shoulder Tackle Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 20(5)24 2.48m
    Guard NH CH HCH BH Wall
    GB(3-5) KNB KNB KNB KNB
    Desert Hammer
    :4::4::P:
    Desert Hammer Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 19(2)25 1.84m Yes
    Guard NH CH HCH BH Wall
    -3 KND KND KND KND 1m
    No Floor Damage from KND
    Cross Slash
    :3::3::P:
    Cross Slash Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 16(4)30 1.9m
    Guard NH CH HCH BH Wall
    -11 18-27 18-27 Cr(18-27) KNB
    SDS
    Solid Cannon
    :2::3::6::[[P]]:
    Solid Cannon Image
    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) KNB KNB KNB KNB
    Increased Damage on Charge, Decreased range on charge
    Giant Uppercut
    :2::1::4::P:
    Giant Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 18(4)23 2.14m
    Guard NH CH HCH BH Wall
    -13 LNC LNC LNC LNC
    1m KNB on Counter or Higher, Guaranteed air throw on all weight classes
    Side Step Arm Grenade
    While Side Stepping :P:
    Side Step Arm Grenade Image
    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) KNB KNB KNB KNB
    Trap Heel
    :K:
    Trap Heel Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 14(2)27 24-33 1.57m
    Guard NH CH HCH BH Wall
    -14 0-5 Cr(14-22) Cr(14-22)
    Trap Heel Hammer
    :K::K:/:K::[K]:
    Trap Heel Hammer Image
    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
    -15 KND KND KND KND 1m
    Floor Damage Applied
    Trap Heel Hammer
    :K::[[K]]:
    Trap Heel Hammer Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 45 47(3)29 1.21m
    Guard NH CH HCH BH Wall
    GB(4) KND KND KND KND 1m
    Floor Damage Applied
    Rising Tomahawk
    :9::K:
    Rising Tomahawk Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 32 17(3)33 1.76m
    Guard NH CH HCH BH Wall
    -12 LNC LNC LNC LNC 1m
    No real good use aside from BH
    Javelin Kick
    :8::K:
    Javelin Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 14(2)25 1.93m
    Guard NH CH HCH BH Wall
    -9 17-25 FDS FDS Cr(16-24) 1m
    Knee Lift
    :6::K:
    Knee Lift Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 13(2)25 1.55m
    Guard NH CH HCH BH Wall
    -5 0-4 9-15 Cr(9-15) Cr(9-15)
    Heel Hammer
    :4::K:/:4::[K]:
    Heel Hammer Image
    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
    -15 KND KND KND KND 1m
    Floor Damage Applied
    Heel Hammer
    :4::[[K]]:
    Heel Hammer Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 50 40(3)25 1.44m
    Guard NH CH HCH BH Wall
    GB(8) KND KND KND KND 1m
    Floor Damage Applied
    Middle Side Kick
    :3::K:
    Middle Side Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 26 14(3)24 1.78m
    Guard NH CH HCH BH Wall
    -8 1-4 16-24 Cr(16-24) Cr(9-15)
    1m KNB on Counter and Higher, SDS on Crouching Foe
    Storm Foot
    :2::K:
    Storm Foot Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 12 16(2)24 18-42 1.33m
    Guard NH CH HCH BH Wall
    -8 -5 13-20 Cr(13-20) Cr(1-5)
    Storm Kick
    Hold:2::K::K:/:Hold:2::K::[K]:
    Storm Kick Image
    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
    -17 0-7 0-7 Cr(0-7) KND
    Floor Damage on KND, Damage increases with charge while range decreases with charge
    Storm Kick
    Hold:2::K::[[K]]:
    Storm Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 40 41(3)36 .97=m Yes
    Guard NH CH HCH BH Wall
    GB(12) 0-7 0-7 Cr(0-7) KND
    Floor Damage on KND
    Leg Spike
    :1::K:
    Leg Spike Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20 19(3)23 1.53m
    Guard NH CH HCH BH Wall
    -5 -3 17-25 Cr(17-25) Cr(1-5)
    Force Tech
    Heavy Lance
    :6::6::K:
    Heavy Lance Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 25 21(3)27 2.61m
    Guard NH CH HCH BH Wall
    -12 13-21 FBS Cr(FBS) Cr(6-12)
    Roundhouse Kick
    While Rising :K:
    Roundhouse Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::K: 30 12(2)27 1.76m
    Guard NH CH HCH BH Wall
    -13 LNC LNC LNC LNC 1m
    Guaranteed Air Throw on all weight classes
    Side Step Knee Lift
    While Side Stepping :K:
    Side Step Knee Lift Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 27(2)25 1.57m
    Guard NH CH HCH BH Wall
    -5 9-15 9-15 Cr(9-15) Cr(9-15)
    Burst Blow
    :P+K:
    Burst Blow Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 24 20(2)25 1.99m
    Guard NH CH HCH BH Wall
    -10 9-17 CRM CRM CRM
    Critical Burst
    Burst Blow
    :[p+k]:
    Burst Blow Image
    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
    -10 9-17 CRM CRM CRM
    Critical Burst, decreased range with charge, increased damage with charge
    Burst Blow
    :[[p+k]]:
    Burst Blow Image
    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) 9-17 CRM CRM CRM
    Delay starts during recovery, can lead to Burst Slam (Throw)
    Dune Overhead
    :4::P+K:
    Dune Overhead Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 30(2)33 32 1.67m
    Guard NH CH HCH BH Wall
    -18 8-16 8-16 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]:
    Dune Lift Image
    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) LNC LNC LNC LNC
    Decreased range on charge
    Dune Lift
    :4::P+K::[[P]]:
    Dune Lift Image
    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) LNC LNC LNC LNC
    Ceiling Hit on full charge, decreased range on charge
    Dune Crusher
    :4::P+K::P::P:
    Dune Crusher Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 23(3)28 1.83m
    Guard NH CH HCH BH Wall
    GB(5) 12-20 BND BND LNC
    Floor Damage on LNC, SDS on NH
    Flame Hammer
    :2::P+K:
    Flame Hammer Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 25 22(3)29 1.8m
    Guard NH CH HCH BH Wall
    GB(6) 13-21 BND BND LNC 1m
    FLoor Damage on LNC
    Arm Grenade
    :6::P+K:/:6::[p+k]:
    Arm Grenade Image
    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) KNB KNB KNB KNB 1m
    3m KNB
    Arm Grenade
    :6::[[p+k]]:
    Arm Grenade Image
    Level Damage Execution Delay Frames Reach Tracking
    :high::P: 60 35(3)30 1.48m Yes
    Guard NH CH HCH BH Wall
    KNB KNB KNB KNB KNB 1m
    Completely Unblockable, 3m KNB
    Fist Bomb
    :1::P+K:
    Fist Bomb Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 28 30-39(2)28 1.96m
    Guard NH CH HCH BH Wall
    -9 KNB KNB KNB KNB
    Uncharged Power Blow
    Desert Disaster
    :1::[[p+k]]:
    Desert Disaster Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 80 40-60(2)28 1.96m
    Guard NH CH HCH BH Wall
    GB(16) PB PB PB PB
    Power Blow, 10m KNB
    Volcano Uppercut
    :2::1::4::P+K:/:2::1::4::[p+k]:
    Volcano Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 25-39(3)28 1.87m
    Guard NH CH HCH BH Wall
    -12 PL PL PL PL
    Volcano Uppercut
    :2::1::4::[[p+k]]:
    Volcano Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::P: 40 40(3)28 1.87m
    Guard NH CH HCH BH Wall
    -12 PL PL PL PL
    Power Launcher, Ceiling Hit, Floor Damage (5) with no followup attacks.
    Spinning Middle Kick
    :H+K:
    Spinning Middle Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 28 23(3)26 1.74m Yes
    Guard NH CH HCH BH Wall
    -11 14-22 CRM CRM 14-22
    Scimitar Heel
    :2::H+K:
    Scimitar Heel Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 22 21(3)36 1.12m Yes
    Guard NH CH HCH BH Wall
    -17 -5-7 -5-7 Cr(-5-0) Cr(KND)
    Can be charged
    Scimitar Heel
    :2::[h+k]:
    Scimitar Heel Image
    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
    -17 -5-7 -5-7 Cr(-5-0) Cr(KND)
    Range decreases with charge, damage increases with charge
    Scimitar Lock Heel
    :2::[[h+k]]:
    Scimitar Lock Heel Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 42 39(3)36 .97m Yes
    Guard NH CH HCH BH Wall
    GB(12) -5-7 -5-7 Cr(-5-0) Cr(KND)
    Floor Damage on KND
    Scimitar Lock Heel
    :2::H+K::K:
    Scimitar Lock Heel Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 25 25(3)25 1.46m
    Guard NH CH HCH BH Wall
    -15 KND KND KND KND 1m
    Scimitar Lock Heel
    :2::H+K::[K]:
    Scimitar Lock Heel Image
    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
    -15 KND KND KND KND 1m
    Range decreases with charge
    Scimitar Lock Heel
    :2::H+K::[[K]]:
    Scimitar Lock Heel Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 30 45(3)25 1.26m
    Guard NH CH HCH BH Wall
    GB(-14-6) KND KND KND KND 1m
    Rising Kick
    While Grounded:K:
    Rising Kick Image
    Level Damage Execution Delay Frames Reach Tracking
    :mid::K: 20 33(4)18 1.98m Yes
    Guard NH CH HCH BH Wall
    -6 9 20-28 20-28
    Rising Sweep
    While Grounded :2::K:
    Rising Sweep Image
    Level Damage Execution Delay Frames Reach Tracking
    :low::K: 20 32(4)18 1.86m Yes
    Guard NH CH HCH BH Wall
    -10 9 18-24 18-24
    Stomping
    Opponent is Grounded :2::K:
    Stomping Image
    Level Damage Execution Delay Frames Reach Tracking
    12 m
    Guard NH CH HCH BH Wall
    Knee Drop
    While Opponent is Grounded :8::P+K:
    Knee Drop Image
    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:
    Vaulting Uppercut Image
    Level Damage Execution Delay Frames Reach Tracking
    13 m
    Guard NH CH HCH BH Wall
    LNC
    Small Launch
    Vaulting Lance
    While Vaulting :K:
    Vaulting Lance Image
    Level Damage Execution Delay Frames Reach Tracking
    15 m
    Guard NH CH HCH BH Wall
    KNB
    3m KNB
    Vaulting Smash
    While Landing :P:
    Vaulting Smash Image
    Level Damage Execution Delay Frames Reach Tracking
    10 m
    Guard NH CH HCH BH Wall
    SDS
    SDS
    Vaulting Leg Spike
    While Landing :K:
    Vaulting Leg Spike Image
    Level Damage Execution Delay Frames Reach Tracking
    12 m
    Guard NH CH HCH BH Wall
    KND
    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
    :5: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
    :5:During Crazy Crush 1:2::H+P: 20 - - - "Crazy Crush 2" 100-120 Frame Delay
    :5: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
    :5:During Dervish Throw 1 :4::H+P: 15 - - - "Dervish Throw 2" 1.8m Reach, 38-58 Frame Delay
    :5:During Dervish Throw 2 :2::H+P: 20 - - - "Dervish Throw 3" 77-92 Frame Delay
    :5: 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
    :5: 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
    :5: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
    :5: 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
    :5: 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
    :5: 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
    :5: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
    :5:During CBT Crazy Crush 1 :2::H+P: 20 - - - "CBT Crazy Crush 2" 100-120 Frame Delay
    :5: 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
    :5:During CBT Desert Thunder 1 :2::H+P: 20 - - - "CBT Desert Thunder 2" 100-120 Frame Delay
    :5: 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
    :5:During Mounted Position::P: 15 - - - "Pounding" 74-84 Frame Delay, Inescapable
    :5:During Pounding No Action 6 - - - "Ground Pound", Floor Damage Applied
    :5:During Pounding :2::H+P: 21 - - - "Head Pounding" Floor Damage Applied
    :5: During Mounted Position:2::H+P: 10 - - - "Arm Bar" 82-102 Frame Delay
    :5: 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:
    Airborne Spike Image
    Level Damage Execution Delay Frames Reach Tracking
    30
    Guard NH CH HCH BH Wall
    Flying Stair Throw
    During Cliffhanger :H+P:
    Flying Stair Throw Image
    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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