Leo FAQ .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | [email protected] | | [email protected] | | [email protected] | | AIM: Xenomic | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Attacks 4. Leo's Moveset 5. Breakdown of Leo's Moves 6. Leo's Style 7. Leo's Matchups and Strategies 8. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith Leo. This FAQ will also attempt to breakdown Leo in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air ---------------------------------------------------------------- ---------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. Leo's Moveset -Special Normal Moves- Ground Rush (AIR)........................D + MK Upward Poke (AIR)........................U + MP Thrust Rush (AIR).........................D + HK -Special Moves- Chronos Rush................................QCF + P, then Px2 Achilles Rush.................................QCF + P, then Kx2 Mars Slash......................................FDP + P Gaia Driver......................................360 + P -Super Special Moves- Hercules Rush................................QCFx2 + P Gigas Driver....................................720 + P ---------------------------------------------------------------- 5. Breakdown of Leo's Moves -Normal Moves- -Standing Moves- LP (Quick Slash) -This move is pretty quick, and it covers a decent amount of room on the screen. Good for comboing into a LP Mars Slash or Achilles/Chronos Rush. MP (Horizontal Slash) -This move has a lot of range on it, and is great to combo into a any of the Mars Slash or a Achilles/Chronos Rush. A little slow startup time, but great for mix-up games. HP (Backslash; Double Slash) -An excellent way to confuse opponents. If you hit HP once, Leo will only swing his sword once, and that alone covers a lot of ground. If you hit HP twice, Leo will swing his sword twice, doing a ton of damage in the process. Great to combo into a Hercules Rush. LK (Knee) -A pretty fast move, but lacks range and power. Great to combo into one of Leo's other attacks though. MK (High Kick) -Once again, not a bad move, but lacks range. Can be used somewhat as an Anti-Air move. HK (Front Kick) -Great to get closer to the opponent, and covers some distance. Bad due to slow startup and recovery time. -Crouching Moves- LP (Ground Stab) -A pretty worthless move, IMO. Leo simply stabs downwards at the ground. Bad in the fact that you probably won't ever be that close to the opponent. Good though for confusing your opponents and tricking them into a Hercules Rush. MP (Extended Slash) -Has terrific range, but slow recovery and startup time kind of hurts this move. Good though to combo into a Mars Slash. HP (Upwards Slash) -An excellent Anti-Air move and Anti-Rush move. Also great for stopping other attacks like Tatsumaki Senpukyaku, though you may end up getting hurt a little over it. Also great for comboing into Mars Slash or Hercules Rush. LK (Quick Horizontal Slash) -A very quick version of the Standing MP. Truly great in the fact that it has great range and can be comboed into a Achilles/Chronos Rush. MK (Forward Stab) -This is a great poke move. It covers up to half the screen, and can knock opponents out of moves easily. The downside is that it has a bit of slow recovery time to it. Good for comboing into a Mars Slash or Hercules Rush. HK (Backslash; Double Slash) -This is the same as with the Standing HP. If you hit HK once, Leo will only swing his sword once and trip the opponent. Hit HK twice, and Leo swings twice and trips the opponent with either hit. Great for mix up games and for comboing into Gigas Driver or Hercules Rush. -Jumping Moves- LP (Aerial Stab) -Lasts the whole time that Leo is in the air. Has pretty decent range, but leaves Leo wide-open to attacks. Great if you jump straight up. MP (Quick Horizontal Slash) -Same description as Crouching LK. HP (Aerial Power Slash) -A very powerful air move for Leo, as it can cover most of the screen. However, it still leaves Leo open to attacks if it misses. LK (Aerial Diagonal Stab) -Leo stabs diagonally at the opponent. Lasts the whole time that Leo is in the air, and is good for knocking grouded opponents out of moves. MK (Quick Slash) -Same description as with the Standing LP. HK (Quick Downslash) -A pretty good move in itself, though it can leave Leo open if it misses. Not much else to say about this move other than it's great on grounded opponents. -Special Normal Moves- -Ground Rush- -A pretty good move to hit with when you're directly above the opponent. Great to combo into a Mars Slash once you land too. -Upward Poke- -A pretty useless move, IMO. Unless the opponent is next to Leo in the air, it doesn't hit at all, and thus leaves him wide-open. I'd recommend avoiding using this move altogether. -Thrust Rush- -A decent move, as it deals considerable damage and has great reach. Not much else to say about this move. -Throws- -LP + LK + <- or -> (Power Toss) -Throws the opponent to the other side of the screen. -Special Moves- -Chronos Rush- STRONG VS. Rush attacks Other attacks -Rolling Buckler (Felicia) NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Other attacks Anti-Air attacks Air attacks -This is one of the two mix-up moves that make Leo so formidable IMO. Add to the fact that it does quite a bit of damage AND it has such a long range, it's hard to find a better move! However, it does have its downside, as the recovery and startup times are bad, plus a lot of moves can easily beat this. However, you can combo this off of other normal moves to maximize its use. -Achilles Rush- STRONG VS. Rush attacks Other attacks -Rolling Buckler (Felicia) NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Other attacks Anti-Air attacks Air attacks -This is the second of the two mix-up moves that Leo has. It's pretty the much identical to Chronos Rush, except that the second attack hits low instead of high. -Mars Slash- STRONG VS. Rush attacks Air attacks Anti-Air attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Other attacks -Cobra Blow (Anakaris) -Mummy Drop (Anakaris) -Coffin Drop (Anakaris) -This is also another great move that's good for mix-up games. The LP version is extremely fast and deals Lightning damage, the MP version is a little slower and deals Ice damage, while the HP version is slow and deals Fire damage, and all three must be blocked by standing. Very good to confuse your opponent, and great for comboing into Achilles/Chronos/Hercules Rush. -Gaia Driver- STRONG VS. Nothing.... NO EFFECT VS. Teleport moves WEAK VS. Everything else.... -This move is very similar to Zangief's Spinning Pile Driver in all aspects. You have to be right next to your opponent to even get this move to connect, but it's well worth the damage to do it. You can even chain this off of Jumping attacks or other Special moves! -Super Special Moves- -Hercules Rush- STRONG VS. Rush attacks Anti-Air attacks Other attacks -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Tatsumaki Senpukyaku (Ryu) -Shunpu Kyaku (Sakura) -Tatsumaki Zankukyaku (Shin Akuma) -Bushin Senpu Kyaku (Guy) -Mujin Kyaku (Karin) -Ressen Ha (Karin) -Guren Ken (Karin) NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks (somewhat) Other attacks -A pretty powerful move that covers A LOT of ground. Unfortunently, very hard to combo into at times due to Leo's poke abilities, plus it has to connect before the rest of the move comes out... -Gigas Driver- STRONG VS. Nothing.... NO EFFECT VS. Teleport moves WEAK VS. Everything.... -This move is very similar to Gaia Driver, but instead it does all three versions of Gaia Driver. Everything else is similar to Gaia Driver. ---------------------------------------------------------------- 6. Leo's Style Leo follows the Red Earth system, which is described below. Data from psychochronic's faq. Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Follow-Up Attack: U + MK/HK when opponent is grounded: Taken from the DS franchise and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter "Gems": 2 Gems max, able to max up to 6 Levels: In the beginning of the match, you start off as a Level 1. Every time you meters range goes up, you'll recieve one gem having two gems maximum. Gems are used for two purposes; One is to press MP + MK to level up the character, which increases damage properties (formula explained below), gain nearly 10% of vitality back and gets closer to a stronger Mystic Break as some supers are to be done only on Level 2 or 3. You can only max up 5 times (Level 6) so use that point in case levelling up to survive is your gameplan. The other purpose is to use Level 1 Mystic Breaks only, which is a viable and passable option. When you level up, the character does a taunt which lasts 20 frames and is invincible for the first 19 of them, making it useful to go through attacks and supers. -Red Earth Formula for the damage increase the character does for each consecutive level up: Notice how it increases then decreases? Use your gems wisely and options are always available. --Level 2: 5.5% --Level 3: 5.25% --Level 4: 5% --Level 5: 4.75% --Level 6: 4.50% *Super Jump: Press D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempt and increasing the chances of avoiding projectiles. *Ultimate Guard: Press HP + HK: Pressing this motion commands the characters to go into a defensive stance. During this process, it will block any incoming high or low attack whether it's a normal, special, projecile or super and will receive no guard damage. This ability is very useful to avoid a super and great to execute when you have slivers of vitality remaining. Unfortunately, it has large recovery time and is completely open to throws which can't be effected while still on the stance. *Ultimate Counter: While blocking an attacking using Ultimate Guard, reverse QCB + P/K: An instant reversal attack that can only be executed after the Ultimate Guard ability. It's generally slow on startup and they can be used to punish blocked attacks with some big recovery. Each characters' Ultimate Counter has a different startup period but they all become vulnerable on the second frame of the animation before it connects. Just to note, Hydron and Hauzer don't have a K Ultimate Counter. Leo is all about poking attacks. This is his major forte in this game, but he's also a great offensive fighter, even though he's not nearly as fast as most other fighters. You'll want to try and mix-up attacks like Achilles Rush and Chronos Rush to confuse and pester your opponents, while at the same time trying to play defensively. Wakeup Counters are your friend with Leo, so use them at your best moment. -Aggressive Style (Offensive Game) As said before, this is one of Leo's best, if not his absolute best, style. Achilles Rush and Chronos Rush will be your best friend in tackling opponents, while Mars Slash will confuse them, especially if you mix them up from time to time. If you get in close, try to use a Gaia or Gigas Driver, but if not, save your Super Meter for a Hercules Rush instead. -Conservative Style (Defensive Game) Use Leo's poke moves a lot while using this style. This will keep the opponent from trying to get in close to Leo, and instead try to deal tick-damage to you. If this happens, immediately go to Aggressive Style, as Leo has nothing that'll stop Projectiles. -Mix-Up Style (Mind Game) This is where Achilles and Chronos Rush will come into play. Spam them like no tomorrow, but watch out for your opponent's counterattacks. Switch in Mars Slash from time to time to add in a surprise attack (the LP version will do nicely). ---------------------------------------------------------------- 7. Leo's Matchups and Strategies Vs. Alex This can be a tough one for Leo, but with his poking abilities, he can easily trounce Alex. Watch for Alex's Flash Chop to Hyper Bomb combo, and you'll be just fine. Stungun Headbutt will most likely be the only thing that'll hurt Leo, so watch for it and counter with a Crouching HP as soon as you see it to knock Alex out of the move. Move in with Achilles and Chronos Rush, and finish him with Hercules Rush if you get the chance. Vs. Anakaris Leo has a tough time dealing with Anakaris's attacks. Most of them are from far away, and Leo has nothing that can stop them. Mummy Drop is bad due to Leo's slow speed, and is even worse when you're caught in the middle of a Achilles or Chronos Rush. Royal Judgment is bad as Leo simply can't get out of the way except by blocking, and Cobra Blow and Coffin Drop keeps Leo away from Anakaris. In order to fight Anakaris, you'll have to rely on Mars Slash a lot, and you'll need to constantly chase after him to make sure that he doesn't end up on the other side of the screen. Bust out a Hercules Rush when you get the chance, and go in for a combo whenever possible. Whatever you do, don't let Anakaris get away from you! Vs. Chun-Li Chun-Li's speed will pester Leo a lot. Mars Slash should deal with that, but avoid using Chronos and Achilles Rush too often, as that'll land Leo in trouble and can result in him being hit by a Kikou-shou. You can easily counter Spinning Bird Kick with Mars Slash or a Standing HP, while against Kikouken, you can simply jump and do D + MK to hit Chun-Li before she can counter it. Watch for Hyakuretsu Kyaku and Houyokusen, as Leo really has nothing to bypass those attacks. Vs. Demitri Demitri will be a problem, as Leo can't keep up with him at all. You could try to use Achilles or Chronos Rush, but odds are they won't work due to Teleport Dash, Bat Spin, and Chaos Flare. Mars Slash is ineffective in this fight as well, as Chaos Flare and Demon Billion solves that problem, as does Teleport Dash. Gaia and Gigas Driver are nice if you can block Bat Spin and get in close enough to use them, but they aren't practical. You'll spend most of your time just trying to chase Demitri. Poke moves are your best bet in fighting the vampire, but if you can spare it, use a Hercules Rush to do some real damage. Ultimate Guard and Ultimate Counter are also great in this fight. Vs. Felicia Leo can beat Felicia with no problem. The only thing that Felicia has that can really stand against Leo is Please Help Me, and that isn't even guaranteed. Achilles and Chronos Rush work well as long as you watch for Delta Kick and Rolling Buckler. Sand Splash means nothing as Leo's poke moves bypass it, and Cat Spike meets the same fat. Watch for Felicia's combos and Hellcat, as those can keep Leo at bay. Ultimate Counter if you need to. Vs. Guile Guile's annoying turtling can be bypassed by Achilles and Chronos Rush, but you may end up taking some damage from Somersault Kicks. If you have to, chain those moves with LP Mars Slash. Poke moves also work well in this fight. Vs. Guy Guy's speed is a big factor in this fight. You'll want to capitalize on his mistakes and counter with Mars Slash. Gaia and Gigas Driver work well if you manage to block Guy's attacks and are close enough to pull them off, but focus more on Hercules Rush. Poke moves help to keep Guy from rushing Leo down. Vs. Hauzer Leo's poking ability should be more than enough to beat Hauzer. If you want to massacre Hauzer though, Achilles and Chronos Rush is the way to go, and combo anything blocked into a Gaia or Gigas Driver for more punishment. This fight is a breeze compared to most of the other fights that Leo has. Vs. Hydron This can be a bit nasty for Leo, especially if Hydron spams Arctic Stream and Nochiller's Attack. It's hard for Leo to counter either of these two moves, as he has no way to attack other than jump over them and counter, and by that time, Hydron can use another attack to counter. Strangle Spark and Lightning Mast also presents a problem to Leo. You're best bet is to block them, then go in with Achilles, Chronos, or Hercules Rush and DON'T let Hydron escape. Vs. Ingrid Ingrid's not a problem for Leo. Sunshot is easily avoided by ducking and countering with Crouching HP or Crouching HK. Sunrize and Sunarch aren't too much of a problem unless you're in the middle of an Achilles or Chronos Rush, so watch for that.Gaia and Gigas Driver aren't that great in this fight unless you block Sunshine or Sunrize, so don't bother with them that much. Poke at Ingrid if you have to, and counter anything that she throws at you. Vs. Jedah Leo can't beat Jedah due to Jedah's zoning abilities. Deo-Segah is enough to stop Leo in his tracks, while Jedah's air dash will keep Leo chasing him. Ira Spinta and Nero Fatika makes trying to attack Jedah dangerous. It's hard to say that Leo can stand a chance in this fight. Vs. Karin Leo beats Karin easily due to poking abilities. Unless Karin can counter with Yasha Gaeshi, then she can't get close enough to Leo to actually do her combos. If she actually does get in close to Leo, you can simply counter with LP Mars Slash or Gaia/Gigas Driver to punish her. Be careful if she starts to chain combos on you, as it's kinda hard to keep her from comboing once she starts. Vs. Kenji Kenji's not too tough, considering that he's far faster than Leo. Leo can counter most of Kenji's moves with Mars Slash, while with Ichimonji and Jumonji can simply be blocked, then countered with either Achilles/Chronos Rush (if Kenji is far away) or Gaia/Gigas Driver (if Kenji is close to Leo). All in all, this isn't a tough fight at all. Vs. M. Bison Bison can be tough due to the fact that he's all over the area. Psycho Crusher and Bison Warp makes catching Bison hard, while Knee Press and Head Stomp can pester Leo. You'll need to rely on Leo's poke moves and Ultimate Counter to get through this fight, and if you see Bison Warp, rush in now and use Gaia/Gigas Driver or Hercules Rush to punish Bison, as sometimes he doesn't have time to block anything. Vs. Pyron Pyron's gonna be tough, simply because he's far worse than Bison, and he loves to go into massive combos that'll leave a dent in your life. Ignore all Special Moves, and just focus on doing single attacks to weaken Pyron. You don't want to risk running into a Cosmic Disruption or a Soul Smasher combo in this fight. Vs. Rose Leo can beat Rose easily by poking her to death. Soul Spiral and Soul Spark can be easily averted by jumping and countering with D + MK. Gaia/Gigas Driver won't be needed in this fight, but if you feel the need, use Achilles/ Chronos Rush to pester Rose. Vs. Ryu Ryu's tough. In fact, Ryu can beat Leo without too much problem. Hadoken and Shinku Hadoken can be avoided by jumping, but then you'll land in a Shoryuken. Duck under Tatsumaki Senpukyaku, and you run into a Hadoken or Shinku Hadoken. Not good odds here. Leo can try to poke at Ryu, but odds are, that's not going to work. You'll want to try to be close, but not close enough to where you can get hit by Shoryuken or Shin Shoryuken. This fight will take patience. Vs. Sakura Sakura's a pushover for Leo. The only thing she has that can even touch him are Hadoken and Shinku Hadoken, and he can simply Ultimate Guard or jump over them. Leo's poking abilities will work fine here, and Achilles/Chronos Rush help too, as long as you don't run into a Midare Zakura or Haru Ichiban. Gaia and Gigas Driver aren't needed in this fight. Vs. Shin Akuma Leo can't win this fight, simply due to Shin Akuma's spamming of Zanku and Gou Hadokens, not to mention Ashura Senkus. There's not much you can do to win this fight, except go for single strikes and stay away from Shin Akuma. Vs. Urien This is a close fight. Urien's got the power and speed, but Leo has power and reach. Urien can rushdown faster than Leo, but Leo can hit harder and faster than Urien. This fight can go either way, but to make things go more in Leo's favor, try mixing up Achilles/Chronos Rush, then chain in a Mars Slash, then go on the defensive. When Urien messes up, misses, or you see an open opportunity, go in with Hercules Rush. Vs. Yun Yun is not that tough to beat, due to Leo's poking abilities. Since Yun has no projectiles, he's forced to get in close to Leo, which can result in him facing a Gaia/Gigas Driver. Don't bother too much with Achilles/Chronos Rush, as that'll get Leo hurt in the long run. Hercules Rush is a nice way to counter anything that Yun tries to do to Leo. Vs. Zangief Poke. That's all you need to win this fight. Gaia/Gigas Driver makes for a great Wakeup Counter against Zangief, while Achilles/Chronos Rush is a bad idea due to Zangief's grappling moves. Mars Slash is a good way to counter Punishing Flat and some of Zangief's other moves, but above all else, you'll want to keep Leo away and poke Zangief to death. ---------------------------------------------------------------- 8. Credits Thanks to Gamefaqs, for hosting this faq. Thanks to psychochronic, for letting me do these faqs. Thanks to assassin17, for giving me formatting ideas. ----------------------------------------------------------------