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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