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    Leon by SStone

    Version: 1.0 | Updated: 03/19/00 | Search Guide | Bookmark Guide

    A Dead Or Alive 2 FAQ: Leon
    Version 1.0
    April 19th 2000
    Seneca Stone, UA-Stone/CT-Stone, ssm14@cornell.edu
    
    This document is Copyright (c) 2000 Seneca Stone. All rights reserved.  
    
    All aspects of Dead or Alive 2 used in this document are Copyright (c) 1999- 
    2000 Tecmo Inc.  All rights reserved.
    
    ------ 
    Table Of Contents
    ------ 
    1.)	Who Is Leon?
    2.)	Terminology
    3.)	Movelist
    4.)	Combos
    5.)	Strategy for Leon
    6.)	Final Words
    7.)	Credits
    
    ------ 
    Who Is Leon?
    ------ 
    A Mercenary Soldier
    Age: 42
    Height: 6'4"
    Weight: 282 lbs.
    Measurements (?): B53" W47" H48"
    Nationality: Italian
    Fighting Style: Russian Commando Martial Arts
    Favorite Food: Pizza
    Hobby: Bonsai
    
    "He is a lonely soldier who wanders all over the world.  His lover Roland, a 
    woman thief of the Silk Road, died in his arms saying, "The man I love is the 
    strongest man in the world!" In order to fulfill the last words of his lover, 
    he aspires to be the strongest man on earth." (the DOA2 manual)
    
    
    ------ 
    Terminology
    ------ 
    P               - Punch
    K               - Kick
    S               - Free
    
    d/b             - down-back
    b               - back
    u/b             - up-back
    d               - down
    N               - neutral
    u               - up
    d/f             - down-forward
    f               - forward
    u/f             - up-forward
    
    ,               - Must be done right after the previous move
    ~               - Immediately after the previous move (faster than ",")
    ( )             - Guaranteed after initial attack 
    ALL             - Press all buttons together (Free, Punch, Kick)
    
    BK              - With back facing opponent
    WR              - While rising from any prone position
    WL              - While descending from jump
    
    H               - High Attack       - Can be blocked high, or ducked
    M               - Mid Attack        - Can only be blocked standing
    M/G             - Mid/Ground        - Also hits grounded opponents
    L               - Low Attack        - Can only be blocked ducking
    TA              - Turn Around       - Character shows back after move
    
    Standing Throw  - Used on a standing opponent
    Catch           - Standing throw with execution time
    Low             - Used on a crouching opponent
    Back            - Used on a standing opponent, facing their back
    Multithrow      - Used immediately after the previous throw when
                      the words "Combo Throw" appear on the screen
               (2)  - Second Multipart, following initial throw
    Wall (f)        - Wall throw, used with wall at your front
    Wall (b)        - Wall throw, used with wall at your back
    
    
    
    ------ 
    Movelist
    ------ 
    Basic Attacks
    --
    Jab                       P           H           12
    Palm Stamp                d/f+P       M           20
    Low Knuckle               d+P         L           5
    High Kick                 K           H           32
    Middle Side Kick          d/f+K       M           26
    Low Kick                  d+K         L           12
    
    Attacks With Back To Opponent
    --
    Turn Back Knuckle (back)  P           H           12
     Smash Hook       (back)  PP          HM          12,18
      Smash Upper     (back)  PPP         HMM         12,18,22
    Turn Bodyblow     (back)  d+P         M           15
    Turn Low Knuckle  (back)  D+P         L           13
    Turn Spin Kick    (back)  K           H           30
    Turn Sidekick     (back)  d+K         M           28
    Turn Low Spin Kick(back)  D+K         L           25
    
    Jumping Attacks
    --
    Assault Down Palm         u/f~P       M           15
    Assault Front Kick        u/f~K       M           30
    Assault Smash Hook        u/f,P       M           20
    Assault Leg Spike         u/f,K       L           25
    Air Down Palm             u~P         M           15
    Air Front Kick            u~K         M           30
    Step Smash Hook           u,P         M           20
    Step Leg Spike            u,K         L           25
    Trap Smash Hook           u/b,P       M           20
    Trap Leg Spike            u/b,K       L           25
    
    Strikes
    --
    Palm Arrow                u/b+P       M           30
    Tomahawk Elbow            u/f+P       M           32
    To-raa-su Kick            WS+K        H           36
    Rising Tomahawk           u/f+K       M           34
    Javelin Kick              u+K         H           30
    Body Savate               S+K         M           35
    Knee Lift                 f+K         M           25
    Open Hand Smash           D/F+P       M           25
    Heel Hammer               b+K         M           30
    Head Bat                  P+K         M           25
    Arm Grenade               f+P+K       H           38
    Flame Knuckle             ff+P        H           30
    Shoulder Tackle           b,f+P       M           40
    Leg Spike                 d/b+K       L           25
    Giant Upper               qcb+P       M           32
    Turn Low Javelin          d+S+K       L           22
    
    Strike Sequences
    --
    Smash Hook                u+P         M           18
     Smash Upper              u+P,P       MM          22
    Blast Back Knuckle        b+P         H           24
     Blast toraasu            b+P,K       HH          24,36
     Blast Drive Knee         b+P,f+K     MM          24,25
    Swing Double Hammer       b+P+K       M           25
     Reverse Double Hammer    b+P+K,P     MM          25,30
    Body Blow                 f+P         M           18
     Stomach Crush            f+P,P       (MM)        18,18
      Solid Crush             f+P,P,P     (MM)M       18,18,25
      Crush Leg Spike         f+P,P,d+K   (MM)L       18,18,20
     Stomach Break            f+P,K       MM          18,30
    Jab                       P           H           12
     Jab  Bodyblow           P,f+P       (HM)        12,18
      Rush Savate             P,f+P,K     (HM)M       12,18,35
      Rush Leg Spike          P,f+P,d+K   (HM)L       12,18,20
     Jab - High Kick          P,K         (HH)        12,30
     Jab  Straight           P,P         (HH)        12,12
      Storm Hook              P,P,P       (HH)M       12,12,28
      Storm Blast Knuckle     P,P,b+P     (HH)H       12,12,24
      Storm Savate            P,P,K       (HH)M       12,12,35
      Storm Upper             P,P,d/b+P   (HH)M       12,12,32
    High Kick                 K           H           32
     Trap Heel Hammer         K,K         HM          32,30
     Trap Double Hammer       K,P         HM          32,25
      Trap Reverse Hammer     K,P,P       HMM         32,25,30
    Side Scimitar             ff+K        L           20
     Scimitar Lock Heel       ff+K,K      LM          20,30
    
    Throws
    --
    Victor Knee Cross Lock    S+P             Standing Throw  45
    Neck Hanging Tree         b+S+P           Standing Throw  43
    Neck Hanging Blow         b+S+P           Wall (b) Throw  53
    Arm Lock                  f+S+P
         or     (jump)        S+P             Standing Throw  48
    Firestorm Knee            f+S+P           Wall (f) Throw  55
    Windmill Backbreaker      hcf+S+P         Standing Throw  67
    Desert Bridge             hcf+S+P         Wall (f) Throw  75
    Jumping Arm Cross Lock    S+P             Back Throw      55
    Hell Hazard Lock          f+S+P
         or     (jump)        S+P             Back Throw      30+30
    Ground Submission         d+S+P           Ground Catch    30
    
    Multi-Throws
    --
    Pivoting Leg Sweep        b,f+S+P         Standing Throw    45
     to Achilles Lock         f,b+S+P         Multithrow (2)    >25
      to Reverse Prawn Hold   d+S+P           Multithrow (3)    >>35
    Crab Scissors             d/f,d/f+S+P     Catch Throw       42
     to STF                   dd+S+P          Multithrow (2)    >10+25
    Standing Arm Lock         qcb+S+P         Standing Throw    30
     to Neck-Arm Gammadion    f,b+S+P         Multithrow (2)    >30
      to DDT                  d+S+P           Multithrow (3)    >>45
    Sleeper Hold              b,f+S+P         Back Throw        50
     to Swing Sleeper         f,b+S+P         Multithrow (2)    40
     or Swing Bless Wall      f,b+S+P         Wall (b) Multi    30+20
    Side Lock                 d+S+P           Low Throw         40
     to Rev.Achilles Lock     d+S+P           Multithrow (2)    >20
      to Crazy Crash          dd+S+P          Multithrow (3)    >>8+8+8
    Snake Facelock            d/b+S+P         Low Throw
         or                   d/b+S+P         Low Back Throw    25+30
     to Reverse Arm Lock      d+S+P           Multithrow (2)    >20
    
    Holds
    --
    Neck Hunting Cross Lock   f,u+S           vs. H Punch       62
    Rev. Achilles Tdn Lock    f,u+S           vs. H Kick        30+32
    Deathtrap                 f,b+S           vs. M Punch       62
    Snake Bites(wall-b        f,b+S           vs. M Punch       72
    Jumping Knee Cross Lock   b,f+S           vs. M Kick        62
    Rolling Cross Lock        f,d+S           vs. L Punch       62
    Cobra Death Lock          f,d+S           vs. L Kick        62
    
    Pounces
    --
    Knee Drop                 u+P+K           Down Attack       22
    Stomping                  d+K             Down Attack       12
    
    Taunts
    --
    Go to Hell                b,f,b+ALL
    
    Tag Throws
    --
    Double Flapjack          (f/Zack)            ff+ALL
    Double Headbutt          (t/Zack)            ff+ALL
    Arm Lock - Leg Drop      (t/Bass)            ff+ALL
    Tag Neck Cross Lock      (f/anyone but Zack) ff+ALL
         or                  (f/anyone)          b+ALL
       Tag Wall Crush        (f/anyone)          Wall (b) Variant
    
    
    ------
    Combos
    ------ 
    
    Juggling off of the Flame Knuckle (ff+p)
    The Flame Knuckle is a quick (high) punch to the chin, that critical hits the 
    opponent, forcing them to keel over in pain.  From that critical hit stun, 
    you can use a few different moves to float the opponent, and then you can end 
    the combo with a string of attacks, and hopefully the Ground Submission throw 
    once they fall down.  Remember that the enemy can still defensive hold out of 
    their critical hit stun- so the combos are not guaranteed after the Flame 
    Knuckle, only after the launch.  Both of your good launchers after Flame 
    Knuckle hit medium, which makes it much easier for them to DH out of the 
    critical hit if you overuse the Flame Knuckle.  A combo will look something 
    like this:
    
    Flame Knuckle, Smash Hook/Upper (to launch), juggle with Blast Back Knuckle, 
    Drive Knee, Knee Lift, and go for the Ground Submission when they land at 
    your feet.
    -ff+P,u+P,P,b+P,f+K,f+K,d+S+P
    Something like that will do 86 damage, and 116 /w the Ground Submission.
    
    The Smash Hook/Upper does good damage, and is the best launcher off of the 
    Flame Knuckle.
    
    If you juggle with a punch combo like f+P,P,P or end with a kick (not a knee) 
    you will send the opponent flying.  Those combos usually end up with more 
    hits, and can send the opponent into an explosive wall or off a cliff easily. 
    You can't do the Ground Submission afterwards, and I find that combos ending 
    with Ground Submission usually do the most damage.
    
    You can also launch with a Palm Stamp (d/f+P) after the Flame Knuckle, though 
    the Palm Stamp allows for fewer juggling opportunities than the Flame Knuckle 
    and they both hit medium, so what's the point?
    
    Other combos with Flame Knuckle:
    ff+P,d/f+P,d/f+P,P,K
    ff+P,d/f+P,d/f+P,d/f+P, Ground Submission (d+S+P)
    ff+P,u+P,P,f+K,f+K, Ground Submission
    ff+P,u+P,P,f+P,P,P
    ff+P,u+P,P,b+P,f+K,F+P,P,P
    
    Juggling off of the Giant Upper:
    A big weakness of the Flame Knuckle is the fact it hits high, so it can be 
    crouched under.  There are a few juggle combos which go off of the Giant 
    Upper, a medium hitting attack.  It's important to mix juggle combos starting 
    high and medium to reduce the potential of your attack getting held.  The 
    Giant Upper is rather slow, though.  Launch with a Palm Stamp (d/f+P) after 
    the Giant Upper.
    
    A combo with Giant Upper:
    QCB+P,d/f+P,f+P,P,d+K
    
    Juggling off of the Blast Back Knuckle/Drive Knee (b+P,f+K)
    The Blast Back Knuckle is a high hitting backfist which is slow to come out, 
    because Leon spins around, showing his back to the opponent as he punches.  
    It doesn't sound like it has many advantages, eh?  The one benefit is that 
    the delay between Leon moving and Leon punching can throw off DH-happy 
    opponents.  The Blast Back Knuckle is followed by a knee which stuns- and a 
    Palm Stamp (d/f+P) combos and launches.  Then, just do a quick two Body Blows 
    (f+P,P) and then end by doing the third punch of the Body Blows to send the 
    person flying, or stop, let them hit the ground, and do a Ground Submission.  
    The timing necessary to get the third punch off with (f+P,P,P) is kind of 
    wacky... delay a bit between when you launch and when you begin the punches.
    
    Combos with Blast Back Knuckle/Drive Knee:
    b+P,f+K,d/f+P,f+P,P,P
    b+P,f+K,d/f+P,f+P,P, Ground Submission
    
    Other Combos:
    There are lots of other combos with Leon, ones that will do more damage than 
    the ones here, last longer, or whatever.  But, hopefully this gave you a 
    start.  It's good fun to try to make up your own combos, and it's a good idea 
    to try a lot of different combos, so you look good.
    
    ------ 
    Strategies
    ------ 
    
    Crouch Dashing and Crab Scissoring:
    This really isn't a strategy, but it's not a combo either.  It's just a way 
    to take advantage of this great move, and how to better abuse it.  The Crab 
    Scissors is a catch throw, which is a throw with execution time, where the 
    character makes a movement different from other throws.  Jann Lee has one 
    (f+S+A), and Kasumi's great looking one where she hops on the other person's 
    face is another.  What makes Leon's Crab Scissors so great is that in order 
    to execute the throw, he drops to the ground on his ass, lays on the ground, 
    and the opponent with his legs quickly.  This gives the move fantastic range, 
    and allows Leon to duck attacks while going into the throw.  The Crab 
    Scissors is also a multithrow: it does a solid 40 damage, and allows you to 
    move into the STF (d,d+S+A) for another 32 damage if they don't escape it.  
    It's really one of his best moves in my opinion, and worth using often.   If 
    they expect the Crab Scissors, they'll be able to low strike you out of the 
    throw, so you have to mix the move up with his Turn Low Javelin (d+S+K) foot 
    sweep (which also has awesome range and good speed).  The Crab Scissors will 
    not hit crouching opponents- maybe do a dash-in and Snake Facelock low 
    multithrow to punish them, if they crouch in expectation of the Crab 
    Scissors.
    Now, another nice thing about the Crab Scissors is how it works in 
    conjunction with Crouch Dashing.  To crouch dash, tap d/f, D/F (hold it 
    down).  The character will make a quick forward movement low to the ground, 
    ducking under high attacks.  This is useful in itself- but by tapping S+A at 
    the end of the Crouch Dash you can make Leon go right into the Crab Scissors.  
    This extends the effective range of the Crab Scissors a surprising amount, 
    comes out pretty quickly, and ducks a lot of attacks.  You can stop out of 
    the crouch dash at any time to go into the crab scissors too.  Using these 
    two moves together makes the Crab Scissors even more effective.
    
    Using Leon's Throws:
    Leon's got a great assortment of brutal looking multithrows and throws, 
    although realistically, only a few are necessary in a match.  Multithrows are 
    better, in general, because their damage makes up for the general weaknesses 
    of throwing in DoA2.  
    Out of Leon's two standing multithrows, stick to his Pivoting Leg Sweep 
    (b,f+S+A).  Although the Standing Arm Lock (qcb+S+A) does the same damage as 
    the Pivoting Leg Sweep if you get all 3 parts off, the Pivoting Leg Sweep's 
    most damaging part is the 1st, whereas the Standing Arm Lock does the most on 
    the 3rd part. Because multithrows are relatively easy to break out of, you 
    want to do your damage right away- so rely on the Pivoting Leg Sweep.
    If the opponent can break out of every multithrow after the first part, then 
    you'll want to do your heavier damaging regular throws.  There's no reason to 
    do any other regular throw than the Windmill Backbreaker (hcf+S+A)- it does 
    the most damage of any of his throws, and if you're near a wall it becomes 
    the vicious looking and highly damaging Desert Bridge (same motion).
    
    Defensive Holds:
    It's very, very important to not get into an easy to follow pattern.  Too 
    many Crab Scissors and they'll sweep, crouch jab, and/or break out of the 
    multi-hit.  Too many sweeps and they'll low holds.  If you rely solely on the 
    Flame Knuckle for offensive strikes, they'll expect it and high hold. Holds 
    do so much damage in this game that just one can completely turn the game in 
    a person's favor.  If you send out a predictable strike, you're just asking 
    for 70-80 points of damage.  Especially avoid doing P,P,P or f+P,P,P- the 
    third P is cake to hold, even if the first two Ps connect.  Throws can't be 
    held, but they're slow, easy to pre-empt with strikes for the most part, easy 
    to break out of, and don't do that much damage unless you get the second and 
    third parts of the multihit off.
    Just as you are trying to avoid falling into predictable patterns, you ought 
    to try to make notice of your opponents patterns in order to help you get 
    defensive holds off.  
    
    ------ 
    Final Words
    ------ 
    
    Leon is a well balanced character, who makes up for his slowness with heavily 
    damaging multithrows, solid combos, and two awesome special throws- the 
    Ground Submission and the Crab Scissors.  Try to use a good combination of: 
    1.) crouch dashing Crab Scissors and sweep 2.) multithrows 3.) Flame Knuckle 
    and Giant Upper juggle combos 4.) well-placed holds.  Avoid being 
    predictable, most of all.  Please e-mail me at ssm14@cornell.edu if you have 
    any comments on the FAQ.  This is my first FAQ, and it's probably rather 
    premature, since I haven't had the game for very long, and didn't have a 
    chance to play it in the arcades.  I figure people like to read FAQs, though, 
    and there's a need out there for shoddy half-baked DoA2 strategy.   
    
    ------ 
    Credits
    ------ 
    
    Thank you:
    
    Jon Tanaka for the translations of Leon's moves from Japanese.  It's so much 
    evocative (and cooler) to write "Crab Scissors" than "that df,df+S+A leg 
    throw thing".
    
    Tecmo, Sega.
    
    www.fighters.net and doaonline.fighters.net.
    
    www.gamefaqs.com
    
    my Mom, Jessica, America, the civil rights movement.
    
    vote in your election.
    
    

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