Crouching Heavy Punch ( + ) - An arm swipe that covers almost strictly vertical space.For The King of Fighters XIII, the range may be shorter but it's easier for this attack to chain into itself and into other normals that gives her access to knockdown combos without needing to have her store charge, unlike other charge character or "Guile" archetypes. It lacks the range that it had in older games, where it functioned as a low risk, "high priority", long poke that most other characters couldn't contest. Crouching Light Kick ( + ) - Leona's basic Crouching Light Kick attack.So it's good to know when to use each move when constructing Leona's pressure game. In regards to ending a hit-confirm, attack string, this move has better frame advantage than Standing Light Kick but lacks the range to ensure that all of Leona's attacks will connect. Typically this move is used during pressure or to combo from Crouching Light Kick and combo further afterwards. Leona does a small chop, similar to her Standing Light Punch. Crouching Light Punch ( + ) - A standard Crouching Light Punch attack.It doesn't have much vertical range, so be wary of those that may try to hop or jump out in anticipation of Leona's Close Heavy Kick. Just to note, either hit of Close Heavy Kick is cancelable.
#Kof xiii leona full
Close Heavy Kick is the party starter and is one of the main ways to punish an opponent and land a full combo. This is the main attack to use up close to really frame trap the opponent and to preemptively stuff out their attacks with a succession of quick, knee strikes. Close Heavy Kick (Close ) - Another double-hitting attack.In some ways it's very similar to Daimon's Standing Heavy Kick. It covers an area where Leona's other standing attacks don't cover and is an essential anti-air attack as part of her strong ground game. Standing Heavy Kick ( ) - A nice vertical and horizontal anti-air kick that doesn't whiff upon crouching opponents.Nevertheless, this move still has its utilities and must be taken into consideration. Just note that this attack isn't particularly quick and is very prone to either trading or flat out losing to certain jump-in attacks. So this attack is better for trapping an opponent or luring the opponent into doing a hop or full jump and hitting the opponent from an angle that Leona wouldn't typically cover comfortably. In lieu for speed, it has a better vertical hitbox to cover a larger area than what Close Heavy Kick could do. The function as a "quick", close, hit-confirm attack is okay, but lacks the speed that Close Heavy Kick has. Close Heavy Punch (Close ) - Double-hitting slash attack.What makes this move good to use as a punish over her other long ranged attack, such as Crouching Heavy Kick, is that it doesn't knockdown the opponent and the player may choose to go into Hyper Drive mode to finish with a better punish. It may be used as a ranged, whiff punish or to simply frame trap an opponent during Leona's attack strings. Standing Heavy Punch ( ) - A really cool slap that covers good horizontal range.So it's important to know and when to commit to this attack, but it generally is safe and quite resourceful. This attack is really useful during hit confirms because it cancels and combos into Strike Arch ( + ) that could further combo into another attack for the knockdown. In return, its recovery isn't as fast and Leona lets up a bit of momentum while using it upon block. It functions as a fast, low-hitting attack that extends beyond Crouching Light Kick's range. Standing Light Kick ( ) - Leona's low hitting kick from standing.So, this is a neat attack to use after using a blocked Crouching Light Kick or two to continue pressure. With this, Leona can extend her pressure game and check the opponent with her Standing Light Punch. It typically whiffs amongst most crouching characters, but it's able to contact a crouching opponent that's already induced with block stun. Standing Light Punch ( ) - A great chop great for anti-air against hops.