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Leo

by Xenomic

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.
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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.
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