T5M7 + KOICHI LEO GUIDE VIDEO SUMMARY


https://www.openrec.tv/movie/b4ueZrXILcJ?p_list=98
(gfm: my own comments)
(gfm: I'm using b.P/K/S/H/D as stance move notation)

Leo is an in-fighter character. He's a charge character with a sonic boom and a flash kick. His run is a step, not a run, and his jump is slow. He's neutral is bad in many aspects, but high explosiveness and firepower when up close is his specialty.

Important moves in neutral:

S Sonic Boom: Travels fast, hits twice. It's quite hard to jump on reaction. Doesn't travel fullscreen so to extend the range you can microdash before shooting it ([4]66S).

H Sonic Boom: If you get this out, neutral becomes easier to play.

5H: Has a hitbox behind him, let's him move into stance. Good to throw out.

f.S: You can't really depend on this move much, but it's reach is good. Gatling into 2S on block reduces his hurtbox and makes it safer on whiff, if 2S is blocked, it's plus and you can continue offense. Combos into 5H on crouching and counter hit. Can cancel into 5H on whiff, can hit people trying to whiff punish.

Anti-airs:

6P: Can't really depend on this move much either. Doesn't combo into j.K on regular hit. Combo into j.P or j.S on hit. Can cancel into c.S before jumping, but if the distance isn't right you get f.S and it can be hard to followup.

2H: Big return on counter hit, but you can't really use it as an anti-air, maybe just once in a while lol.

Flash Kick: you can use this but...
6P is the general antiair

Reversals:

Flash Kick: S version has invul only for startup, 5f startup. H version is more invul.

2P: Alot of people are afraid of the flash kick, so you can use 2P. 2P works when people are too afraid of the flash kick. Abare 2P vs flash kick is pretty strong.

Basic Combos and Okizeme:

5K>c.S>5H>rekkas:(236S>236H>214S) into microdash H sonic boom or H sonic boom YRC
A problem with rekkas is that it switches sides, so sometimes you hit the opponent out of the corner and back to midscreen. In order to not switch sides (and to do more damage), you can do 5K>c.S>5H>H flash kick

Corner combo: 5K>c.S>5H>rekkas>RC>6[H]>b.S>214S>2P>H flash kick

Tomo: oh yeah we haven't explained the stance mechanic yet.

Stance:
Leo can go into stance from 5H, 6H, throw and super. He cannot block during stance.
b.P has upper body invul. b.P and b.K both have throw invul.

Stance Combo: b.PKSH>b.S>rekkas
b.H>b.S is a link so it might be a little hard.

Back to Okizeme:
rekkas into microdash H sonic boom YRC, forward jump, airdash vs land low.
rekkas into H sonic boom YRC, 236H crossup (gfm: this is fake lol you can throw on reaction, but it still works)
throw or restand (j.236H) into b.K (low) or dash b.K (crossup low) or b.H (high) , but everything other than meaty b.K and b.P is throwable so...
How to deal with 236H crossup: Mash 4S+H, if Leo doeesn't do it, you FD, if he crosses up you throw him.

High Damage Combos: You don't really want to use stance super off a b.K starter because it has starting proration (70%). b.P starter is better.
b.PSH>632146S>6[H]>b.S>214S>2P>H flash kick

Back to Okizeme (gfm: lmao they're so disorganized):

Corner Okizeme: rekkas into H sonic boom YRC, forward jump, airdash vs land low.
The airdash option is j.KS, j.KH does not damage, but S hits once of twice depending on the height so it can be hard to block
(gfm: I use j.PKS. The damage is lower, but i feel like airdash j.K is actually reactable and I like having 4 overhead hits in a row :v)
j.KS>5K>f.S>5H>rekkas (crouching only), loops back into the same situation.
low option: 2K>c.S>5H>rekkas
If you have no meter, you can do rekkas into 5[H] (whiff) and do meterless stance okizeme.
You have b.K (low), b.H (overhead), b.PK (to beat fuzzy guard), b.D (to counter reversals) as options.
The return on b.D in the corner is pretty high. The combo is b.D>b.214H>5H>c.S>j.K>jc j.KH>j.236H.
b.214H is an overhead that staggers the opponent if they block high. There is no guaranteed combo if it staggers, unless you RC.

Corner dust combo to use when the you need a little bit more damage and the combo is prorated:
~>RC>5D~6>5P>5P>5K>H sonic boom>5P>5P>5K>c.S (would be f.S if prorated alot)>5H>rekkas>OTG S flash kick
>RC>5D combos off 236S>236H and j.236H

Tomo: "Leos combos are easy, but how to properly use his moves and the situational awareness required is what's most difficult about him, and also what's the most interesting about him. In the end, he's very RPS, so he's probably not suitable for people who want to properly play fighting games."

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