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Magaki

Elphelt vs Leo

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Discuss the matchup here.

Summary

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Gameplan

Neutral game:
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Offense:
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Defense:
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Character Specifics

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Won't say how I got to play against the character, but I'll say this much: 6HS is a pretty fun move when your opponent has a low jump, weak jump-ins and slowish dash instead of run.

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Can someone PLEASE explain how this man operates? once he's got me blocking its pretty much over. He'll just keep swinging and swinging until you're fed up. I play this match pretty campy and keep the shotgun out at all times. advice/tips?

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I fight Leo quite abit. I usually just play zoner and make his weak movement be his downfall. 6H as mentioned above is lovely. So is JD and 5H can catch him often. Grenade the hell out of him from full screen and react to when he tries to avoid it. I avoid going into his poke range at all costs unless I landed a f.S. Don't dive kick a smart Leo either.

If he reaches you... you have to play a horrible guessing game of when to FD, IB or poke. Not pretty.

I'm nowhere near a good player in this, but that's how I handle him.

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Here's the rundown on what Leos usual options are.

 

If he's looping 5H -> 6H, you can throw it, reversal it and maybe even low profile it with some moves every time. There's a ~4 frame gap here in between 5H and 6H startup.
Be aware that Leo can 5H -> YRC 6H for a throw mixup to throw you off for example.
If you block 5H -> 6H, but instant block 6H, Leo can't loop back to 5k. There's not enough frame advantage left to beat mashing. However, he can probably do 5p or 2p depending on spacing and that should still trap you. He can of course also go for a Rekka or 236H.


5K is +1. If he's going 5K > staggered 5K, you can poke out with some moves, but you might get counterhit.
5k > c.S is +2. Another stagger reset.
5k > c.S > 6K is +4. This is sometimes frametrapped with a fast f.S or HS, or a staggered dashing 5K, or a delayed f.S / HS if you are playing mindgames.

5k can lead to tick throw. 5k dash FDC option select 6S+H is what they are most likely to use.

5k>2S is +4, leading to another frametrap. 2S is a low as well.

Mashing between any of the frametraps depends on your character and the Leo player. If he's reading you like a book, you will get counterhit by a suprise Rekka instead.

236H is +1 on either side. Crossup depends on spacing. Crossup 236H loses to throws and maybe smashing at the right time. If you mash too late, you'll get counterhit and eat a combo to oki.

Stance BT.k is low and +1. Can be staggered or dashed through. Dashing through mixup loses to throws and mashing as usual. The gap between BT.k and BT.k is 4 frames at minimum.
BT.S is +2
BT.H is +5 and overhead. Can be linked to Bt.K for a low mixup or balsily to another BT.H for a double overhead. Double overhead loses to mashing, backdash etc.
Stance BT.k -> H high mixup loses to mashing or throw if close AFTER BT.k. If you mash before, you will get counterhit by BT.K and it combos gloriously to the overhead.

214H is overhead and unblockable. If you block it standing, be prepared to mash out of stagger. If you block it low, he gets a short air combo to setplay. Leo always has the option of RRC the 214H blocked hit to a combo.

 

Currently FD seems to work decently against stance mixups if you block them. It pushes him out fast and he can't really forward dash back to reset. It's entirely possible he has different stuff to counter this, his development is still pretty basic.

 

If Leo is in stance and has 50% meter, think really, really carefully what you do and what you press. Leo can punish almost any button press with stance projectile super. It hurts.

Minus moves.
If Leo goes for 2D, it's -5. You can either get a punish or pressure depending on spacing and character.
Rekka 1 is -1. You can stuff Rekka 1 -> 2p every time if you time your poke properly.
Rekka 2 is -4, crosses over. If your punish is not done on first frame, He can try to stance parry on frame 5, try to backdash or DP of course. Rekka 2 cross over leaves him in stance, which means he won't be able to block.
Rekka 3 is -7, free punish or pressure.

Helicopterman (j.D) advantage depends on where it hits you. If it hits low, It's heavily plus. If it hits high, it's -3. 5 landing recovery.
j.236H is -14. Free punish on block.

Leo can only dust after one, or at max two moves in pressure. It has really bad range. Of course, if you respect too much and let him dash up and dust you... This is his only real overhead in normal stance and it's 24 frames or so startup.

As Elphet, Leo gets free antiair against air Bridal. 6P and 2H both stuff it really easily. This leads to an easy air confirm to setplay.

Stance parry has 20 active frames, followed by 17 frames of recovery. Can be Pink RC'd. If you're slow on punish, he could mash out another parry, or go for BT.K to beat out your late throw or punish attempt. Stance backdash is really good as well.

 

[4]6H YRC -> 236H dash generally crosses over, but not necessarily. Have fun. If he times it badly, you might be able to jump out before either move hits. Reversals may or may not work, probably depends on timing and move.

[4]6H YRC Oki in the corner lets Leo do whatever he pleases.

Empty jump to 2k.

Empty jump to dust.

Jump to late airdash j.KH 236H

Jump to no airdash normal and land.

etc etc etc.

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There's additional information about Leo to help understand his game plan, how to punish, and/or avoid certain situations.

 

Standard Leo BT set ups to look out for:

-~Rekka 1, 2, 3 ~ 236HS whiff - After a knockdown from the rekka series, Leo can whiff a 236HS which will corpse hop and put him into BT stance. If the Leo player mistimes the 236HS or tries to delay it to get a cross up, he is susceptible to wake up throw or fast buttons, as his BT.k won't be meaty anymore.

-~Rekka 1, 2 - Leo can end his Rekka string at 2 and leave himself in BT stance. I'm not sure how much frame advantage/disadvantage he's at if he ends his rekka string here.

-~Combo starter, j.236HS - If j.236HS hits it forces a re-stands and leaves Leo in BT stance.

 

-If you're not confident in timing your punishes against BT.D, then just go for a throw and set up pineberry oki.

-BT.k is throw invincible during frames 1-6.

-BT.p low profiles and is throw invincible during frames 1-8. It's -3 on block but can be gatling into BT.k.

 

Typically, Leo players will start with BT.k to test what players will do first in case their mashing buttons or throw which BT.k will cover if timed as a meaty. If you strongly feel the Leo player is going to go low then you can Blitz Shield it.

 

BT.HS is ATK level 4 and is +5 on block and if done up close can be thrown, as previously mentioned. You can reversal 236236D or Blitz Shield it on reaction (definitely doable) and then punish. IBing the BT.HS is preferable since he'll be at +1 instead of +5 and makes interrupting his follow up pressure much easier. If you successfully block BT.HS you can try to back dash to reset things to neutral. If the Leo player reads this they can 236HS to chase you down but they're out of BT stance if they do this. If you FD it to push him away he's +7 on block and can still chase with 236HS. In the corner, Leo players can space themselves one back dash distance away and use BT.HS to prevent people from chicken blocking or IADing out. Keep in mind that it's slow start up make it's susceptible to Elphet's f.S or 5HS. Obviously, easier said then done given all of Leo's mix up options and general conditioning.

 

BT.214HS can be poked, thrown, back dash, reversal, or Blitz Shield on reaction but you need to be situational aware of this option to react appropriately. This is something Leo players want to use more towards the corner to prevent certain options. It's something they will use when they've conditioned you to block their mix ups.

 

Generally, on the defensive against Leo's BT stance you want to block low and react to the high, BT.HS, since it's slow on start up. The only time it gets tricky is when they start incorporating cross over dashes or BT.214HS. The cross over dashes are much harder to react and BT.214HS is something that doesn't get used often so it's hard to react to mid match if the opponent hasn't used it before. Blitz Shield really helps in countering more predictable strings and forces them to second guess their mix ups or stagger their timings to bait Blitz Shield, which makes interrupts a viable option after wards. You can FD to push Leo away to get back to neutral but there are ways for Leo to close the distance again. If you're in Shotgun stance then SG-HS is really helpful in interrupting his strings since normal SG-HS is 3 frames while powered is 1F.

 

Leo's neutral game is horrendous against zoning and long range pokes. If you try to play full screen, he'll start throwing out HS fireballs to cover his approach. The hit box of HS fireball reaches normal jump height so you'll need to double jump or super jump to avoid it. Be careful with approaching Leo from the air against a YRC'd HS fireball. If Leo gets hit then his HS fireball disappears immediately. If you trade you'll fall into the the HS fireball and the Leo player may convert into j.236HS. If Leo just follows behind the fireball he can fish for 6P AA. Playing around with your air options will let you avoid the HS fireball but be careful not to place yourself at a disadvantageous position after wards.

 

Leo's only good reversal option is his 2,8+S/HS. If blocked they're definitely punishable and if he RC's them while in the air you can try for a c.S anti-air if they try to swing on the way down. Other than that he's got little options against your offensive pressure especially if you've locked them down with a pineberry. He'll have to take more risks to try and reset to neutral at that point.

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