Yes, it has to be tiger-kneed. Here are my notes on Leona’s trickier trials:
3: Return the stick to neutral for a split-second after holding :d: and pressing the 3 LK’s , then press LP and immediately afterward press:u: +:lp: + :hp:. The standing LP doesn’t actually hit–you cancel its animation with the final button press.
4: The HK to V-slasher is done all in one jump, and you cannot do a full neutral jump, since the animation is a different kick. You must either hop neutral :u:, or any jump forward works for the HK. As soon as the HK hits, go straight in to the QCF, HCB LP or HP before landing.
5: You can’t put the stick to true neutral like in trial 3 since you have to charge back for the next hit after standing HK. The only way I could do it was to start at crouch while immediately next to the opponent, then hold back for a very short moment, just long enough to walk out of throw range, then hit HK and instantly afterward press :ub:, :f: LK or HK to cancel the punch move into her forward dashing kick move. Once you see the back, forward kick move come out, just buffer the super and hit LK or HK before the opponent hits the ground.
6: The input for her double-charge special looks like this: (charge) :d:, :ub: + HP, :f: + HK. This alone takes practice, since inputting a diagonal forward will result in no kick coming out, and pressing straight up for the HP will negate the charge for the HK special. After this is 2nd nature, then the input for the desperation (the air V-slasher) is: :qcf::df::d::db:
(hold):ub: LP + HP. Holding the upward diagonal when attempting the desperation makes it far easier than just tapping it.
7: The first special must be tiger-kneed: :d::db:
(hold) :ub: LP + HP. The closer to the ground the better; you’ll have more time to do the next hits that way. Then you must charge
and wait until you land, then press :f:, then LP + HP in order to do the walk forward, activate special. You have more time to do this than it seems; the important part is to wait until after Leona lands so you have time to walk forward a bit. If you see just a punch come out and no special, you didn’t hold
long enough before pressing :f:, LP + HP. The next two specials must be done as early as possible after the previous one is done, so they’re links, not cancels. The only drive cancel is the charge :d:, :u: + LP or HP xx :qcb: LK + HK, which must be started with the dummy as low to the ground and as quickly as possible afterward. If the charge
, :f: +HK whiffs, you didn’t start the juggle with the dummy low enough to the ground. Finally the air V-slasher as the same input as trial 6.
8: Her toughest one–all the special cancels are hard drive cancels, and the window is tight. Make sure that each cancel is done as quickly as possible. If the second charge
, :f: + HK whiffs because you’re not close enough to the dummy, it’s because you didn’t cancel from :ub: + HP quickly enough. The final two reps of the loop have more lenient windows and you have plenty of time to link the final desperation move; the hardest part is the first three reps.
9: The only trick to this one is in the air V-slasher in the middle of the combo. My inputs were as follows: :d::df::f::uf::f::df::d::db:
LP + HP, all done fairly slowly and fully smoothly. The extra :uf: done with some slowness allows Leona to forward jump before the desperation activates, so you’re actually tiger-kneeing it early in a way. Afterward you have plenty of time to start the loop reps again, but you have to start slightly earlier than it may seem since the screen is still full of explosion effects. Also, all the loop reps are links, not cancels, so you only have to concentrate on doing each move as soon as the previous one is done animating.
10: Even easier than trial 9, and more fun. The first 3 loop reps are done quickly, but not on the first frame available since you can actually do them too fast and whiff. The goal of the first 3 reps is to get the dummy as high as possible so when you do the charge
, :f: + LK that’s “sticking out” of the middle of the loop reps, you still have time to pick up the standard loop again. Finally, when doing the air V-slasher just as in trial 6, make sure it comes out when the dummy is somewhat close to the ground, and do the neomax cancel right away. If the dummy is too high, you can still do the neomax cancel but it will whiff and the combo will still show the last bar highlighted as if you never performed the neomax cancel.