Overview
Leo Whitefang is a versatile character who shifts back and forth between a defensive neutral and his aggressive Brynhildr stance. His bountiful moveset is well befitting a King of Illyria.
Leo is defined by Brynhildr stance. It’s a unique, back turned stance that sacrifices the ability to block in exchange for a plethora of mix-up tools. These include bt.K, a fast low, and bt.H, a fast overhead, both of which start combos. Attacks in Brynhildr stance can be staggered and delayed to mix up their timing, or canceled into regular stance for plus frames. Further boosting the stance's offensive potential is a command grab, Glänzendes Dunkel, and a Guard Crush, Blitzschlag. In addition, the stance's lack of defensive options is partially compensated for with Kahn-Schild, which can parry strikes and reflect projectiles.
Proficient switching between neutral and stance is key to mastering Leo, but entering stance can be risky. Leo’s sluggish movement and vulnerability to being whiff punished necessitates caution when looking for an opening. Luckily, the handsome devil has the tools for the job. His f.S and 5H have the reach to control the mid range. Their flexibility is boosted due to his unique ability to gatling buttons into
buttons. His projectile, Gravierte Würde, has both a fast
version and an advantageous
version. Score a knockdown for an opportunity to safely use Zweites Kaltes Gestöber, a grounded cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them. that enters stance. His powerful DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Eisensturm - the
version of which grants a hard knockdown - can be used to turn the tides on your opponent. Even on the back foot, Leo strikes fear into anyone who dares to challenge him!
Armed with powerful stance mix-ups, strong defense, long-reaching normals and a spectacular sense of humour, Leo truly is a man of anyone’s dreams!
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Damage Received Mod |
×1 |
Guts Rating |
3 |
Weight |
Heavy |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Unique Movement Options |
Step-Dash during Brynhildr Stance |
Fastest Attack |
5P (5F) |
Reversals |
[2]8S/H (9F/10F) 632146H (11F) |
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Pick if you like | Avoid if you dislike |
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Upon a successful ground throw, crossing up with Zweites Kaltes Gestöber, or holding when using Turbulenz, Leo will enter a stance in which he is turned away from the opponent. In this stance, Leo has a different set of normal moves, as well access to two new special moves and his projectile Overdrive, Stahlwirbel, but is unable to jump or block; his only defensive option in this stance is Kahn-Schild. Brynhildr Stance will end if Leo is hit, and can be cancelled any time by inputting 22.
Normal Moves
5P
- Can gatling into itself and 2P as well as 6P.
- Good anti-air.
- Combos into 236S for a soft knockdown.
Leo's fastest normal at 5F startup. It has very little whiff recovery and has a lot of active frames for a 5P,making it effective as a pre-emptive way to stuff approaches such as May's horizontal dolphins
Guard:
AllStartup:
7Recovery:
11 (24 OH)Advantage:
-3 or various Chipp and
Millia attacks. It is also one of Leo’s best anti-airs, since it is fast, covers a good angle, and boasts better reward than 6P, but it cannot be used on deeper jump-ins like
Baiken's j.S
Guard:
HighStartup:
8Recovery:
19Advantage:
.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | All | 9 | 4 | 13 | -3 |
- Good combo starter. Gatling into 6K into a special cancel for combos.
- A great whiff punish tool with dash momentum.
A forward advancing normal with solid reward and good range with dash momentum. Unlike other characters’ 5K, Leo’s is a poor poke due to its stubby hitbox. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to whiff punish very effectively, and on a hit this combos into Eisensturm for Brynhildr pressure. Even if 5K is blocked, Leo is only -3 and can tick throw or gatling to 6K for a nasty 1 frame gap frame trap.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Small | 0 | 1500 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 7 | 6 | 10 | +1 |
- Common pressure and combo starter, leads to high reward on hit.
- Ground bounces on air hit, making it a good combo tool for some midscreen juggles.
- Situationally a high-reward anti-air, but without upper body invincibility.
- Combos to f.S, 2S, 5H, 2H on normal hit.
- Combos to 5[D] and 214S on CH.
Leo's main combo starter for big grounded punishes, and his best pressure starter when he doesn’t have time to enter Brynhildr Stance. It allows for good stagger pressure since Leo can delay his gatlings for frame traps or dash up and tick throw.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 100% |
- Input Proximity Range: 270
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | All | 12 | 6 | 21 | -13 |
- Hold S during recovery to enter Leo's guarding stance on frame 24.
- Combos to 5H, 236S, and 632146H on normal ground hit
- Combos to 6H, 236H and 214S on CH only
- Propels the opponent far on air hit, making it hard to use in juggles midscreen.
A core combo and blockstring tool due to its reverse gatling from Leo's H buttons. It is also a decent poke, though in this regard it is mostly overshadowed by 5H, because f.S has lower reward and is susceptible to being low profiled. On the other hand, f.S does not extend Leo’s hurtbox before it becomes active and has a slightly faster startup, both of which can be important in certain situations.
Gatling Options: 5H, 2H, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -10 | 1500 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | All | 15 | 5 | 22 | -10 |
- Reverse gatlings into f.S or 2S for extended pressure.
- Combos into 632146H, 236S, f.S, and 2S
- Damaging CH starter.
- Hold [H] to enter Leo's guarding stance on frame 25.
- Extends Leo’s hurtbox during startup.
- Hits low profiles during active frames 17-19.
Huge poke that leads to rewarding combos on counterhit, but with significant recovery. On whiff, you can hold H to enter guard stance to circumvent the long recovery and avoid getting whiff punished. Despite what the initial animation may suggest, 5H will hit every Low Profile in the game, meaning it will usually beat attempts at counterpoking via 6P. It also sees use as a meaty after hitting a midscreen 236S.
Gatling Options: f.S, 2S
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | -7 | 2000 | 1000 | 300 | 100% |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Uncharged | 40 | High | 20 | 3 | 26 | -15 | |
Charged | 50 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
- Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast, but only leads into a combo by Roman Cancelling. Can gatling from c.S for a mixup.
- Charged Dust
- Charged Dust leads to soft knockdown (+36).
- Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump:
- Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
- Homing Jump combos can sometimes increase Tension Balance enough to activate Positive Bonus.
Similar to uncharged Dust but is slow enough to be reacted to. If it does land, it gives a very high damaging combo.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD | 1875 | 1500 | 0 (200) | 60% |
Uncharged:
- Hitstop on block: 20F
- Hitstop on hit: 16F [raw hit: 45F]
- Floating crumple: Total 28F (can block 19~28F)
[H]S or [S]H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | All | 10 | 3 | 14 | 0 |
- Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
- Can guard supers.
- Negates blockstun and R.I.S.C. gain, but not chip damage.
- The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.
- Follow up is disjointed and has one hit of armour against mids and highs.
If you hold the button after f.S or 5H, Leo will go into a guard stance. Leo can exit the stance without attacking by releasing the held button; doing so has 16 frames of recovery. Press the opposite button to the one being held (S while holding H or vice versa) to perform a follow- up attack with one hit of armour. This property gives it good utility as an anti-air which combos into 236H for backturn pressure.
Leo’s guard point is a standout tool that makes his strong 5H into one of the most oppressive moves in the game. After poking, Leo may hold and immediately release H or S to retract his hurtbox faster than usual, immediately perform the follow up to put a disjointed hitbox where the extended hurtbox was, or hold the guard point and walk a safe distance away from the opponent. The combination of these make it incredibly difficult for most of the cast to whiff punish 5H and f.S.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60% | 3 | Large | KD | 2000 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22 | All | 6 | 4 | 8 | -2 |
- Can gatling into itself and 5P as well as 6P.
- Combos into 236S for a soft knockdown.
Similar to 5P, but with one frame slower startup, less active frames, and slightly more recovery. Due to this, it's generally better to mash with 5P, but5P can be low-profiled, so there are instances where 2P is preferred. If the move is blocked, Leo may frametrap into another 2P, 6P, or 6K, or try to leverage the disjointed hitbox of 2S to counterpoke opponents, despite it not being a gatling.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26 | Low | 7 | 6 | 11 | -5 |
- Very active, which makes it an amazing low poke.
- Leo's staple low for non-Brynhildr mixups.
- Gatling into 6K for combos and pressure.
A 2K with slightly slower startup than most and almost no low profile properties. In exchange, it has amazing range with dash momentum, 6 active frames, and leads into Eisensturm for Brynhildr okizeme, making it an excellent all-purpose button. 2K can be used to mash out of pressure, catch approaches, whiff punish, chase an opponent walking back, or even set up a tick throw. With good range for its speed, 2K is also Leo's best punish starter for many slightly unsafe moves (such as Anji's Nagiha
Guard:
LowStartup:
15 (28 with early cancel)Recovery:
20Advantage:
-7), and a great tool for aggressively taking a turn back when the opponent ends their pressure.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | -2 | 750 | 1000 | 300 | 80% |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26 | Low | 10 | 3 | 13 | -2 |
- Roughly the same range as 2K.
- One of Leo's only disjointed normals.
- A good pressure tool.
- Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.
- Combos to 5H, 2H, and 236S on normal hit
- Combos to 6H and 214S on CH
A surprisingly effective poke and counterpoke. 2S has 10 frames of startup, hits low, and is almost entirely disjointed, meaning it will often beat faster attacks with extended hurtboxes such as 2Ks and 2Ps. It also has a slight low profile, allowing Leo to go under some pokes, most notably Nagoriyuki's f.S
Guard:
MidStartup:
16Recovery:
28Advantage:
-17. 2S gatlings into H normals and is only -2 on block, which creates a mixup between frame trapping with 5H, tick throwing, or running up with another 2S to extend pressure.
Gatling Options: 5H, 2H, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | +1 | 1125 | 1000 | 300 | 80% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
44 | All | 12 | 8 | 30 | -20 |
- Launches on ground hit.
- Useful for extending air juggles.
Important combo filler. 2H allows Leo to combo into 214[S] for juggles with bt.K or bt.S, or as a combo ender for a high/low mixup. Despite the animation, 2H has a small vertical hitbox and is highly punishable on whiff, so using it as an anti-air is ill-advised.
Gatling Options: f.S, 2S
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD | 2000 | 1000 | 500 | 60% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Low | 12 | 6 | 19 | -8 |
- Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and beat some low attacks, but this can be exceptionally risky on defence.
- Launches Leo forward significantly if used with dash momentum.
- Cannot be cancelled into specials, and thus is usually unsafe on block unless spaced well.
- Leads to Brynhildr Stance pressure on regular hit with 236H whiff into bt.K, and a large conversion on CH.
A character-defining option for aggressive play. With dash momentum, this move becomes a fast halfscreen low that the opponent must respect in neutral, with the downside that it is generally punishable on block. For these reasons, it can also be used to whiff punish moves with long recovery from a distance. 2D is airborne and will beat out some low pokes as a result, but unlike most sweeps it's not a good option to go under the opponent's attacks. It also is not good for hitting moves like Sol's Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17 or I-No's Stroke the Big Tree
Guard:
LowStartup:
16Recovery:
15Advantage:
-7 because Leo does not scrape the ground with his hitbox.
From a Raw 2D hit, Leo can enter Brynhildr Stance with Whiff 236H > Meaty bt.K/bt.S on light and medium weight characters, and Whiff 236H > Meaty bt.K on heavy weight characters. While 2K > 2D and 5K > 2D are ill advised, they do allow a meaty on light and medium characters.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | +48/49/50 | 1500 | 1000 | 300 | 80% |
- Airborne frames 5~18
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
38 | All | 10 | 5 | 18 | -5 | 1-2 Upper Body 3-14 Above Knees |
- Solid anti-air with upper-body invincibility. Can also be used to low profile pokes, such as f.S attacks.
- Combos from 5P or 2P, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.
An all-purpose anti-air that will cleanly beat jump-ins. 6P is generally the simplest anti-air to hit someone with, but has lower reward than Leo’s alternatives. There are also times where it may be too slow or committal, in which case 5P is a better option.
Due to the upper-body invincibility, 6P can also be used to beat grounded pokes that don’t hit close to the ground, which confirms into 214[S] or 236H for Brynhildr Stance pressure on counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | 2000 | 1000 | 500 | 60% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 14 | 3 | 18 | -4 |
- Very useful normal to combo into from K buttons.
- Frametraps and combos from 5K and 2K. 2K>6K's gap is throwable, but 5K>6K is not.
- 5P or 2P > 6K does not combo, but can be a useful frame trap.
- Gatlings into 6K gives you enough time to charge, letting Leo confirm into H Eisensturm for a hard knockdown.
Leo's 6K is an essential part of his blockstrings, hit-confirms, and pressure. It is safe against characters without 4-frame buttons unless Instant Blocked and you can frame trap afterwards, so this is often the best command normal to cancel into.
Unfortunately, it doesn't really see use in neutral, as it's low-profilable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in a poor risk/reward ratio, this move is better used as a frametrapping tool off other blocked normals than in neutral.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | -1 | 2000 | 1000 | 300 | 80% |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
50 | All | 28 | 2 | 30 | -15 |
- Ground bounce on hit. Grants a strong conversion midscreen into Brynhildr pressure.
- Can combo from counterhit f.S and 2S.
- Good range, but far too slow to be practical in neutral.
A combo tool and pressure extender with middling reward on block. 6H moves Leo forward enough to gatling into 2S, but it is very slow to start up, making it easy to interrupt on reaction. The move's ground bounce attribute allows Leo to convert long-range counterhits into Brynhildr okizeme.
Gatling Options: f.S, 2S
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | -12 | 2000 | 1000 | 500 | 100% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24 | High | 5 | 3 | 9 |
Leo's fastest air normal. Sometimes j.S is too slow after an air dash, but j.P will barely connect. Low reward on hit but strong on block. Used only when speed and blockstun is more important than conversion strength.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 80% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | High | 10 | 7 | 25 |
- Jump and air dash cancelable.
- Decent hitbox for descending onto an opponent at an angle.
- Long startup, but an alright amount of active frames to compensate.
Has a dual purpose of a jump-in and an air to air. The above average amount of active frames can catch people off guard.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 80% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24×2 | High | 7 | 3(3)3 | 17 |
- Hits twice. Jump and air dash cancelable on both hits.
- Essential combo tool for optimized midscreen combos
Pretty good air-to-air, since it allows for good conversions on hit and is relatively fast. The two hits also makes converting on grounded opponents stable and provides significant frame advantage on block.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 525×2 | 1000 | 250×2 | 60% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | High | 11 | 3 | 19 |
- Jump and air dash cancelable.
- j.S actually scales better in combos.
Massive horizontal high damage attack, but limited by its speed.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 | 80% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
44 | High | 22 | Until L | 15 |
- Has notable landing recovery, so be careful where you aim it.
- Cancels into special moves, jump and air dash on hit or block.
- Wallbounces on air hit.
Useful for air conversions where you can get 2S>5H loops upon landing, although the lengthy startup can limit how often you'll get this. Can be jump cancelled on block for safety.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 500 | 60% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
- Transitions to Brynhildr Stance after a successful throw.
Leo's throw is an important option for opening up your opponent and getting stance pressure started. Moves like 5K and c.S offer great tick throw opportunities, and once your opponent becomes scared of the option, getting CH starters becomes much easier.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +50 | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
- Combo Decay on hit: 15.
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | Until L+10 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
- Combo Decay on hit: 15.
Special Moves
Gravierte Würde
[4]6S or [4]6H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
[4]6S | 20×2 | All | 10 | 31 or Until Hit*2 | Total 54F | -16 | |
[4]6H | 16×4 | All | 23 | Until Hit*4 | Total 73F | +11 |
- S version hits twice and travels about 3/4 of the screen.
- H version hits four times and travels one screen length before dissipating.
- Leo is in counterhit state for the recovery.
S Gravierte Würde is an excellent option for controlling space in neutral, as it's fast and covers a decent chunk of the screen. The H version, while slower in startup and travel time, goes further, is heavily plus on block and lets Leo approach behind it if he gets a chance to throw it out in neutral.
The multi-hitting nature of the projectile lets it beat single-hit projectiles, such as Ky's Stun Edge
Guard:
AllStartup:
13Recovery:
Total 46Advantage:
-15 and Sol's Gun Flame
Guard:
AllStartup:
18Recovery:
Total 54Advantage:
-10.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[4]6S | 80% | 2 | Very Small | -13 | 100×2 | 1000 | 150×2 | 80% | 12% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
[4]6H | 80% | 2 | Very Small | +14 | 100×4 | 1000 | 75×4 | 80% | 12% | 100 |
[4]6S:
- Clash Level: 1
- Clash Hits: 2
[4]6H:
- Clash Level: 1
- Clash Hits: 4
Eisensturm
[2]8S or [2]8H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
[2]8S | 28,25 | All | 9 | 3,12 | 33 | -28 | 1-9 Strike |
[2]8H | 28,25,28 | All | 10 | 3,12(10)5 | 42 | -52 | 1-10 Strike |
- H version has an additional hit that spikes the opponent to the ground, which causes a hard knockdown.
A meterless, huge reversal. Very unsafe on grounded block unless Roman Canceled and with counterhit recovery to boot, so don't overuse it. The H version's hard knockdown allows Leo to start stance pressure afterwards by whiffing Zweites Kaltes Gestöber immediately after landing.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[2]8S | 60% | 2,3 | Large | 700, 1000 | 1000 | 250×2 | 60%, 80% | 25% | 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||
[2]8H | 60% | 2,3,4 | Large | 500, 600, 800 | 1000 | 166×3 | 60%, 80%, 100% | 25% | 50 |
[2]8S:
- If the first hit of a combo, applies an additional +20 Combo Decay.
[2]8H:
- If the first hit of a combo, applies an additional +20 Combo Decay.
Erstes Kaltes Gestöber
236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
37 | All | 12 | 3 | 20 | -6 |
- No follow-ups.
- Knocks down on hit.
- Punishable on regular block unless spaced well, and almost always punishable when it's Instant Blocked.
Leo's primary combo ender off of small hits without meter. Can dash in afterwards to get a meaty.
Microdashing it can serve as a good whiff punish tool which leads to a full combo with meter.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Very Small | 2000 | 1000 | 300 | 80% | 25% | 150 |
Zweites Kaltes Gestöber
236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
41 | All | 23 [25] | 3 | 22 [16] | -6 [+2] |
- [] is frame data for cross through
- Crosses through opponent if close after a minimum of 16 frames during the startup.
- Transitions to Brynhildr Stance on crossup.
- Can be thrown, making it risky to do raw, especially off of cancels.
- Instant blocking leaves Leo point blank range and +2. The opponent can throw and OS the whiff with Roman Cancel to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.
- Leo's 236H has two hitboxes, a forward hitbox that comes out on the first frame of startup (frame 23 when it does not cross up, and frame 25 when it does cross up), and an additional backwards hitbox a frame afterwards (on frames 24 and 26 respectively).
- 236H can also crossup opponents in the corner. This means that while leo can apply mixups with this move in the corner, he also more likely to give up the corner when used near it.
Leo's 236H is an extremely important tool for entering backturn stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponent's ability to deal with or else you will be eating a lot of throws. Leo can also use 236H PRCC throw to quickly close the gap, but it is an expensive cheesy option that should be used sparingly.
Minor note: there is 1 frame as Leo transitions from front to behind the opponent where the opponent will whiff throw in the wrong direction, and be punished by 236H.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Very Small | 2500 | 1000 | 300 | 80% | 25% | 150 |
Turbulenz
214S (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
55 | All | 21 | 6 | 21 | -8 |
- Transitions to Brynhildr Stance if [S] is held.
- Too slow to combo on a grounded opponent without a counter-hit or Roman Cancel, with the exception of 2H.
- Leads to large damage on counter-hit, but risky as it's pretty unsafe.
- Gives Leo a soft knockdown on hit. While Leo can still meaty opponents once in BT effectively, his ability to apply mixups is very limited
One of Leo's three ways into backturned stance. Usually unsafe to fast attacks unless spaced well.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | 2500 | 2000 | 700 | 60% | 25% | 150 |
Brynhildr Stance Moves
bt.P
P during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 7 | 4 | 12 | -2 [+2] | 1-10 Upper Body |
Brynhildr stance anti-air, and remarkably strong compared to conventional 6P attacks. A mixup set-up on offense.
With extremely fast startup and Frame 1 upper body invuln, bt.P is one of the best anti-air and counter-poke moves. However, Brynhildr Stance is rarely useful for its neutral, making it relatively niche in application.
On offense, bt.P is a heavy-hitting alternative to bt.K. It sacrifices dash cancels, and has substantially more pushback, giving weaker prolonged pressure, but in exchange its higher blockstun means bt.H and a delayed bt.K to prevent fuzzy block are significantly safer (5F gap), creating a stronger high-low mixup.
- Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
- Upper body invuln, similar to a 6P. Allows it to stuff jump-ins or moves with a high hitbox.
- Floating Crumple on hit.
Gatling Options: bt.K, bt.S, bt.H, bt.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | 13 [+17] | 1500 | 1000 | 500 | 80% |
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
- Does not clash on trade with 5P or 2P attacks.
- If the first hit of a combo, applies an additional +20 Combo Decay.
bt.K
K during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24 | Low | 5 | 3 | 6 | +3 [+0] |
A self-looping frametrap tool to begin Brynhildr Stance offense and prevent pre-emptive abare.
bt.K > bt.K
creates a 2F frametrap, and cannot be reacted to, while opening every cancel opportunity. It can confirm into combos with bt.S, step dash through an opponent for a crossup, go into bt.H for an overhead, or even stance cancel for a Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Given its low pushback, it can be looped several times without losing pressure, and by hitting Low an opponent is unable to stand for a Throw Tech or block a bt.H, easily shutting down opponents from responding to Leo's offensive pressure. Depending on the situation, Leo may walk forward briefly between bt.K to close the distance without opening a large gap in pressure.
From weaker okizeme, such as after Eisensturm HGuard:
AllStartup:
10Recovery:
42Advantage:
-52, it can be used as a safe okizeme for its fast startup, and long range.
- Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
- Dash and jump cancelable. Jump cancelling immediately exits Brynhildr Stance.
- Reverse gatlings into bt.P.
Gatling Options: bt.P, bt.S, bt.H, bt.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +6 [+3] | 750 | 1000 | 300 | 80% |
- Does not clash on trade with 5K or 2K attacks.
bt.S
S during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | All | 6 | 6 | 14 | -3 [+5] |
- +5 on block on earliest stance cancel
- Stagger on counter hit
bt.S can be used for poking, combos and pressure. Usually followed up by bt.H, but mixing up between this, stance cancel -> 2K, or stance cancel throw on block gives you a solid high/low/throw mixup. Leads to a very good reward on hit with meter.
Gatling Options: bt.H, bt.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | 0 [+8] | 2000 | 1000 | 300 | 80% |
bt.H
H during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | High | 18 | 4 | 22 | -6 [+5] | 9~19F Airborne |
The king's mixup, a fast overhead with cancels, able to fully combo in the corner, and remains advantaged on block by sacrificing Brynhildr Stance, and only barely punishable without.
The critical piece to Leo's Brynhildr Stance, by creating threats with low bt.K, step dash crossups, and Throws, it becomes very hard for an opponent to defensively pre-empt bt.H without being opened up. Even if they do block it, the use of stance cancel allows Leo to continue his pressure with 2K, 5K, or even a Throw, and if the opponent doesn't act by anticipating this, Leo can quickly return to his offense with bt.K or BlitzschlagGuard:
All (Guard Crush)Startup:
29Recovery:
33Advantage:
+21. If an opponent is attempting to fuzzy abare, bt.D can also be effective.
Leaves an unsafe 7F gap when cancelled from bt.K, 5F from bt.P, and a safe 2F frametrap from bt.S, but doing so can telegraph the use of bt.H. Thanks to the large advancing movement, bt.H can hit from significantly far away, even after Faultless Defense, sometimes making otherwise effective punishes for the opponent no longer safe, but at distance it can be easily backdashed, losing Leo's advantage.
- On-block data in [ ] refers to when the move is stance cancelled at the earliest time.
- Cannot cancel until landing 2 frames later.
Gatling Options: bt.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Mid | KD | 1875 | 2000 | 700 | 100% |
- Airborne frames 9~19
Kahn-Schild
D during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
74 | All | 3 | 17 | Total 37F | 1-2 Strike/Projectile 3-19 Parry |
- Catches strikes and reflects projectiles.
- At close range, instead of reflecting projectiles, the normal riposte will trigger as if you caught a strike.
- At range, attacks will be deflected off the shield and stagger the opponent, but won't guarantee damage.
- Invulnerability starts from frame 1, but the parry doesn't activate until frame 3, so it is possible to make an attack whiff without actually parrying it.
The threat of this move makes mashing out of backturn pressure very scary, as you can turn generic mash buttons into parries off of blocked backturned moves. Good move for forcing opponents to respect you, but be warned that you will lose to throws or slower moves performed on read.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | 2500 | 1000 | 50 |
- Non-damaging stagger occurs if opponent is more than 500 units horizontally or vertically spaced.
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
Glänzendes Dunkel
214K during Brynhildr Stance (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
115 | Ground Throw | 30 | 3 | 42 |
Alternative Throw mixup, especially for challenging at large distances with higher reward, but relatively outclassed at close-range.
Because Leo can always cancel his Brynhildr normals into CancelGuard:
Startup:
-Recovery:
Total 11FAdvantage:
, it is very easy to Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. an opponent from pressure, for similar results, and is not punished if the opponent reacts with a Throw Tech. By contrast, Glänzendes Dunkel cannot be teched, but gives the opponent time to react with a backdash or jump for a punish, therefore being more risky for slightly more reward. The upside is range, its extremely fast forward movement is almost impossible to whiff, making it considerably faster and safer compared to Throw if the opponent is heavily using Faultless Defense or even IBFD"Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense..
Unlike Throw, you can choose to exit Brynhildr Stance. This doesn't lead to any particular benefit, besides a midscreen OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with 5H for +14 damage, if the opponent is extremely low health.
- Stays in Brynhildr Stance if
is held, otherwise it will exit the stance.
- Has no Throw Invulnerability, unlike other Command Grabs.
- Subtle animation helps offset the startup.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +50 | 2500 | 1000 | 100 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
- Combo Decay on hit: 15.
- Animation is almost identical to idle animation until Frame 5, and becomes visually distinct on Frame 9.
Blitzschlag
214H during Brynhildr Stance (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
65 | All (Guard Crush) | 29 | 3 | 33 | +21 |
Extremely heavy-hitting strike, for strong advantage and R.I.S.C. gain, but very slow to hit. Highest damage for meterless Wall Break.
A good pressure reset after bt.H as it can be cancelled into, leaving Leo very advantaged against opponents anticipating a stance Cancel. Due to its slow startup, it is very easy to interrupt. However, its advantage on block is enormous, giving enough time to do another bt.H safely, or step dash in (+0 frame advantage) either to cross-up or get back in range after Faultless Defense, and due to the Guard Crush removing Throw Immunity, exiting Brynhildr Stance to use Throw can hit immediately out of blockstun, preventing fuzzy jumps or abare. With gigantic range it is virtually impossible to whiff Blitzschlag even if the opponent uses IBFD"Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense..
- Stays in Brynhildr Stance if
is held, otherwise it will exit the stance.
- Launches into a rolling tumble on hit. Combos can continue from this knockdown.
- Moves forward during startup.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | 2500 | 1000 | 300 | 100% | 50% | 150 |
- Rolling Tumble duration: 20F
Cancel
22 during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
- | Total 11F |
- Cancels Leo's Brynhildr Stance, turning him to face the opponent.
- Allows him to create additional options to go with his already strong stance mix ups.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 |
Overdrives
Stahlwirbel
632146S during Brynhildr Stance
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
170 | All | 4+1 | Total 27F | +14 |
- Very fast.
- High damage.
- Hits fullscreen.
Just as good as it always was. Great to cash out after you catch someone with a backturn button as its single hit makes it great for adding damage and giving you a launch early on in combos. Somewhat usable as a high commitment frame trap as it'll let you continue pressure even if it fails. It's also helpful as a reaction super if you happen to be in backturn in neutral, which assuming you are means you're just enough of a nut to scare people with it.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Very Small | 500 | 1000 | 0 | 80% | 12% |
- Clash Level: 5
- Clash Hits: -
Leidenschaft des Dirigenten
632146H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20×4,50 | All | 10+1 | 8(15)12(13)8(10)8(44)6 | 43 | -33 | 1-18 Full |
- Very invincible.
- Locks opponent into a cinematic on hit.
- Interruptible gap between 4th and final hit.
Each swing has an enormous hitbox, and opponents will often have to wait until after the fourth hit to try to punish it, giving Leo time to Roman Cancel it. It is otherwise incredibly unsafe, so opponents will be able to see it coming from far away. The first hit is low profilable, allowing moves such as Giovanna's 2D
Guard:
LowStartup:
17Recovery:
12Advantage:
-8, Jack-O''s 2D
Guard:
LowStartup:
10Recovery:
18Advantage:
-19, and I-No's Stroke
Guard:
LowStartup:
16Recovery:
15Advantage:
-7, to be safe from the super.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Mid | 500×5 | 1000 | 0 | 80%×4, 60% | 25% |
- Horizontal Activation Range: 300 (All except last hit)
- reversal
Colors
1Ultimate Edition exclusive |