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==Combo Notation==
All my videos use standard numpad notation, as does the rest of the fighting game community. Get familiar with it if you somehow clicked this video and don’t understand what ‘236S’ means – it will make reading everything so much easier.
Square brackets indicate you must hold the direction or button for half a second (or in game terms, 30 frames). For instance, 214[S] means to hold S instead of tapping it, and [2]8H means you must hold 2 (down) for at least 30 frames before you press 8H. This is quite intuitive on buttons, but it tends to be trickier for directions in combos, which is why there’s a big breakdown section for the 5K 6K [2]8H combo.
When a combo has a comma between parts (e.g. c.S - 2H - 214[S], - bt.S...), it indicates one of two things: a link into a combo, or that you must delay a cancel manually. Either way, you must delay your button afterwards with some variable timing.
==Other Combo Notation==
66: Dash. This is convention from games where there is no dash button. It’s easiest to tap the dash macro instead of actually pressing 66.
adc: Air Dash Cancel. Press the dash macro as soon as your attack connects. Note that for j.S, you will usually have to cancel after the second hit instead.
DC: Dash Cancel. Really only used for kara dash 214[S], which are always minor optimizations.
jc: Jump Cancel. All of Leo’s combos use 9jcs – basically, cancel the move with an up-forward jump cancel, rather than just pressing up. I play on analog, so I normally just roll the stick from forward to up-forward, but if you’re on a regular person control scheme, you can just press the relevant directions.
RC: Some sort of roman cancel – spend 50 Tension to cancel any action.
RRC is red and is the most common in combos.
FRC is an early cancel roman cancel (short for Fast) where you immediately cancel it into something else, done by pressing a move during a certain window of the RC animation. A tilde specifies what you cancel it into - for example, FRC~2H means that you RC and then press 2H to cancel it.
PRC is purple, and has very niche use in combos. Many combos that work using RRCs will also work with a PRC, but there’s no actual reason to do this and usually happens because you miss the confirm.
If there is a direction before an RC (e.g. 66RRC), it means to use a drift RC in the given direction. To do this, it’s easiest to hold the appropriate direction, press the dash macro, and then immediately RC.
WA: Wild Assault, also notated as 236D. The charged version is 236[D].
WS: Wallsplat/wallstick (same thing). Your opponent sticks to the wall, and you can break it by hitting them again. It’s usually ideal to spend meter (Tension or Burst) to break the wall for the hard knockdown so that you can continue pressure. Meterlessly, Leo will typically wallbreak with 214H or 214S, as those are his highest damage buttons.
==Regarding 2S bt.K pickups==
Off 2S - 5H - 214[S], or any scaled starter that goes into 214[S] where you can’t link into bt.S, you can pick up some characters with a bt.K. It is dependent on spacing and the opponent’s character, and could honestly be its own video, but assume that you cannot on the following characters unless you are in the corner and directly in their face:
-Chipp
-Ramlethal
-I-no
-Millia
-Elphelt
On a related note, 236H meaties do not allow a pickup on Nago, even though other combos do. This is because it causes a weird interaction with nago’s hurtbox where it is high above the ground the frame before he lands. Game design!
==Credits==
DrawnAndQuartered, Jammin' Sam Miller, Shane Mesa, and JGS Music for the backing tracks. Please check out their channels - all the relevant music is listed below.
VesperSaint, for providing me with the 2D and Other Normal Starters images and offering advice on the graphic design.
Roland/Youzansus and other RE denizens for fueling my motivation to keep making Leo resources.
Leocord for their help in fine-tuning everything and sharing stuff. Particular shoutout to Sycophantam for basically teaching me everything I know about Leo.
Music:
Intro: • Northern Kremisphere - Donkey Kong Co...
0:09: • Donkey Kong Country 3 - Rockface Rumb...
1:57: • Donkey Kong Country 3 Enchanted River...
4:27: • Rockface Rumble - Donkey Kong Country...
5:36: • Nuts & Bolts - Donkey Kong Country 3 ...
7:45: • Donkey Kong Country - Treetop Rock [R...
10:13: • Donkey Kong Country - Forest Frenzy [...
11:38: • Mill Fever - Donkey Kong Country 3 GB...
15:40: • Donkey Kong Country 3 - Cascade Caper...
17:00: • Donkey Kong Country - Ice Cave Chant ...
18:51: • Donkey Kong Country - Flight of the Z...
20:56: • Cavern Caprice - Donkey Kong Country ...
23:14: • Cascade Capers - Donkey Kong Country ...
26:20: • Water World - Donkey Kong Country 3 G...
28:49: • Enchanted Riverbank - Donkey Kong Cou...
Outro: • Видео
One final note: If you think I plagiarized some of these descriptions from the dustloop Leo combo page, you may want to look at the edit history and see who rewrote most of the page as it is now. Okay, I won’t be coy. It’s me. I did that.
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