GGST/Leo Whitefang

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Overview

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 H buttons into S buttons. His projectile, Gravierte Würde, has both a fast S version and an advantageous H 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 H 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!

Leo Whitefang
GGST Leo Whitefang Portrait.png
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)

Leo Whitefang is classified as a Balance character, an all-rounder who wields twin swords and turns his back to his opponent as he fights.

Pros Cons
  • Well-Rounded: Leo carries good offense, high damage, great defense, decent range, and a strong projectile, allowing him to function well at all stages of a fight.
  • Dual wielding: Leo can gatling indefinitely between his f.S or 2S, to 5H, 2H or 6H, and back. He can also cancel into his far-reaching Erstes Kaltes Gestöber even after being pushed out by Faultless Defense.
  • Brynhildr Pressure: Terrifying up-close pressure and a myriad of mixups are on offer while Leo is in Brynhildr stance. He gets a fast low, a fast and comboable overhead, a command grab, and crossups with his step-dash.
  • Knightly Defense: Guard point and follow-ups on Leo's [S] and [H] normals makes it difficult for characters that lack fast and long lows to approach him in neutral.
  • Godly Flashkick: Leo's meterless invincible move Eisensturm is infamously one of the strongest reversals in the game, with its fast startup, large range, multi-hit, and is not easily affected by crossups due to its directionless input.H Eisensturm, even allows Leo enough time to get into Brynhildr Stance.
  • Step-Dash: Leo's step dash gives him access to much higher range on his moves, granting him strong whiff punishing in conjunction with 5K, 2K, and 2D, as well as the range that rivals even the likes of Ramlethal. Leo can also take advantage of his step-dash to dash block into the opponent better than almost anyone else as a powerful way to win neutral.
  • Weak Jump-ins: Each of Leo's jump ins have a flaw that make it hard to use, his j.K has low hitstun that often makes Leo minus after IAD, his j.S is very short ranged, and his j.H has few active frames and hits upwards, often causing it to lose to anti-airs or whiff altogether. However, Leo can slightly alleviate this issue with meter by using j.D to stall out an opponent's anti-air.


Unique Mechanic: Brynhildr Stance

Upon a successful ground throw, crossing up with Zweites Kaltes Gestöber, or holding S 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

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 All 5 5 6 -1
Total: 15
  • Can cancel into itself and 2P as well as gatling into 6P, which is useful if your opponent blocks 5P while in the air or to simply confirm into a combo.

Leo's fastest normal at 5F startup, this button has very little whiff recovery and can be canceled into several attacks on block. This move is commonly used as a pre-emptive way of stuffing approaches such as May's horizontal dolphinsGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (24 OH)
Advantage:
-3
or various Chipp and Millia attacks. It can also be used as an anti-air, especially in cross-up situations or when 6P would simply be too slow to use. One trick to using this in neutral is to execute it using 4P to charge for a fireball. By doing this, you can whiff 2 5Ps and then immediately throw an S fireball if the opponent didn't approach or get hit by the 5Ps.

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
Total: 25
  • Can be used as a pressure reset point to go into lighter/heavier buttons or a throw.
  • All-purpose combo tool. Gatling into 6K into a special cancel for combos.
  • Depending on spacing, can hit meaty and have frame advantage in neutral.

A forward advancing normal with strong reward and movement. The tradeoff is that 5K is a tad slower than the average K normals. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to cover a deceptive amount of space and have an active hitbox ready at the same time. 5K allows you to invade the opponent's space from ranges where Leo normally can't reach. Even if 5K is blocked, Leo is only -3 and can gatling to 6K for a nasty 1 frame gap frame trap. If you don't commit to anything after they block 5K, you can avoid reversal throws if you space this move correctly. Combine this with tick throws, and 5K becomes a strong strike/throw/bait mixup on block, making it one of your primary ways of starting pressure and entering Brynhildr stance.

Gatling Options: 6P, 6K, 6H, 5D, 2D

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
Total: 22
  • Common pressure and combo starter, leads to high reward on hit
  • Ground bounces on hit, making it situational for 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 starter for big grounded punishes. It also allows for good stagger pressure since Leo can delay his gatlings for frame traps or jump cancel to reset pressure.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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
Total: 38
  • 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 solid poking tool for neutral. It has decent startup for a mid-range poke, but also extends your hurtbox. You don't want this to whiff unless you're trying to get into [S] guard point stance. However, since the hurtbox on 5H lingers less and leads to more damage on CH, it is usually a better choice than f.S if you want to get into guard point. f.S and 5H gatling into each other. This means f.S is a great tool for building meter and R.I.S.C. Some common times to press are when the opponent tries to dash at you from longer distances or when you think they will use an attack that extends their hurtbox into your range.

A major word of warning is that this move can be low-profiled in a number of ways: 2D's, 6P's, etc. Avoid being too obvious with usage by mixing things up with 2K, 2S, 5H, and 2D.

Gatling Options: 5H, 2H, 6H

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
Total: 41
  • Reverse gatlings into f.S or 2S for extended pressure.
  • Combos to 632146H, 236S, f.S, and 2S
  • Big CH starter when canceled into 236H midscreen
  • Even larger CH starter when canceled into 236S in the corner
  • Hold [H] to enter Leo's guarding stance on frame 25.
  • Has a much lower-hitting hitbox than f.S and will hit opponents trying to low profile your pokes.

Huge poke that leads to rewarding combos, especially on counterhit, but with significant recovery. When you are getting low-profiled for poking with f.S a lot, it's worth considering poking with 5H instead. It can be a useful mid-range meaty tool for the same reason, since some players will try to call out f.S meaties with wakeup 6P or something similar after a soft knockdown from 236S midscreen. Recommended to cancel to S Gravierte Würde for safety on block.

Gatling Options: f.S, 2S

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
Total: 48
Total: 56
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. Using BRC before uncharged dust allow you to maintain frame advantage and convert off the faster overhead. Can be gatling from 5K, 2K, or 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.

[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!
  • The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.
  • Follow up has a pretty good disjoint.

If you hold the button after f.S or 5H, you will go into a guard animation. If you press the opposite button you are holding (S while holding H or vice versa) you will perform a follow up attack. You can exit the stance without attacking by releasing the button you are holding; doing so has 16 frames of recovery. Because you do not go through blockstun while holding the guard point, you can often let go of the stance and still punish large attacks that are guarded. Due to the follow up attack having armor, it has good utility as an anti-air which can then lead into 236H for backturn pressure.

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
Total: 17

This move is pretty similar in usage to 5P, but is a frame slower in startup and also has a couple extra frames of recovery. Due to this, it's generally better to use 5P instead, but since 5P can be low-profiled, there are instances where you should use 2P. 2P can also be very situationally used as an anti-air with sort of a low-profile hurtbox, which gives it a slight advantage over 5P in some cases. If the move is blocked, you can frametrap into 6P or 6K, or try to leverage the disjointed hitbox of 2S despite it not being a gatling.

Gatling Options: 5P, 2P, 6P, 6K, 6H

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
Total: 23
  • Leo's staple low for mixups and poking outside of stance.
  • Gatling into 2D or 6K for combos and pressure, or 5D for an overhead mixup.

2K is Leo's fastest normal besides jabs and has decent reward, making it Leo's best punish starter for many moves that are slightly unsafe. It is also a great tool for taking your turn back when the opponent is safe but disadvantaged.

Gatling Options: 6P, 6K, 6H, 5D, 2D

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
Total: 25
  • Roughly the same range as 2K.
  • One of Leo's only disjointed normals.
  • 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 good poke. 2S has 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, like Ram's j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
. 2S's disjointed hitbox also lets you win some surprising interactions in the midrange into the opponent's faster attacks with extended hurtboxes. This mostly affects P, K, and f.S attacks. 2S also gatlings into H normals and can rarely even be used to convert off some trades. Creates a mixup between frametrapping with 5H or extending pressure with 6H.

Gatling Options: 5H, 2H, 6H

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
Total: 49
  • Launches on ground hit
  • Useful for extending air juggles
  • Fast enough to make true blockstrings from f.S and 2S
  • Important combo filler. 2H allows Leo to combo into 214[S] -> bt.K / bt.S for juggles. 2H hitbox is rather small compared to the animation, so using it as an anti-air is unreliable at best

Gatling Options: f.S, 2S

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
Total: 36
  • Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and also to beat some low attacks, but this can be exceptionally risky on defense.
  • Can not be cancelled into specials, and thus is usually unsafe and/or punishable on block unless spaced properly.
  • Leads to a large conversion on CH, making this a neutral tool worth respecting.

This attack moves Leo forward, making it one of his primary whiff punish tools. Because it's airborne it will beat out other low pokes, 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 VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
or I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
because Leo does not scrape the ground with his hitbox.

From a Raw 2D hit, or from a 5K > 2D confirm, you 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. From 2K > 2D, only Meaty bt.K works on Light and Medium weight characters, and nothing works on Heavy weights, unless you manually time a Meaty 236H

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
Total: 32
  • Solid anti-air with upper-body invincibility. Can beat many f.S attacks, such as Sol's.
  • Combos from 5P or 2P, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.
  • 6P can hit behind Leo, but is hard to combo from when that happens.

Being a 6P, the most obvious usage for this move is as an anti-air. However, there are times where it may be too slow, in which case it may be better to 5P instead. 6P doesn't reach very high either, so there are times where it's better to simply Eisensturm or even 2H instead, such as when the opponent is double-jumping to bait it.

Another use for this move is in the neutral ground game. Since 6Ps are all upper-body invincible, this allows you to 6P some ground pokes such as various other character's 5Ps, f.Ss, and even some command normals like 6Ks. While it may be unintuitive to press a 10F normal vs things like 5Ps, it can work because the upper-body invulnerability frames start on frame 3. On counterhit, you can easily confirm into 214[S] or 236H, or if you're feeling fancy, it is possible to charge a full [2]8H as a combo from 6P as well, though the timing is quite tight.

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
Total: 34
  • 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 you 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 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 a whole lot of use in neutral, as it's slower than a f.S poke, 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.

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
Total: 59
  • Ground bounce on hit. Grants only a short conversion midscreen, but leads to Brynhildr pressure nonetheless.
  • A high damage OTG option to finish combos at the cost of pressure.
  • Larger range than Leo's other normals, but is limited by its very slow startup.
  • Can be comboed into from counterhit f.S and 2S.

6H is a gimmicky option to fish for counterhits and briefly extend pressure, but the startup limits its uses. The move's ground bounce attribute allows Leo to convert long-range counterhits into Brynhildr okizeme.

Gatling Options: f.S, 2S

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
Total: 16

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
Total: 41

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
Total: 32
  • 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

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
Total: 32

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.

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
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 54
Total: 73
  • 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 EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
and Sol's Gun FlameGGST Sol Badguy 236P.pngGuard:
All
Startup:
18
Recovery:
Total 54
Advantage:
-10
.

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
Total: 56
Total: 81
  • 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.

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
Total: 34
  • 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.

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.

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
Total: 47
  • 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.

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
Total: 22

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

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]
Total: 13

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 HGGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
10
Recovery:
42
Advantage:
-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

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]
Total: 25
  • +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

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
Total: 43

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 BlitzschlagGGST Leo Whitefang bt 214H.pngGuard:
All (Guard Crush)
Startup:
29
Recovery:
33
Advantage:
+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

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
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 CancelGGST Leo Whitefang bt 22.pngGuard:
Startup:
-
Recovery:
Total 11F
Advantage:
, 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 K 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
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 64

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 H 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.

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

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.

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 2DGGST Giovanna 2D.pngGuard:
Low
Startup:
17
Recovery:
12
Advantage:
-8
, Jack-O''s 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
, and I-No's StrokeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
, to be safe from the super.

Colors

GGST Leo Whitefang color 1.png
GGST Leo Whitefang color 2.png
GGST Leo Whitefang color 3.png
GGST Leo Whitefang color 4.png
GGST Leo Whitefang color 5.png
GGST Leo Whitefang color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Leo Whitefang color 7.png
GGST Leo Whitefang color 8.png
GGST Leo Whitefang color 9.png
GGST Leo Whitefang color 10.png
GGST Leo Whitefang color 11.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

Navigation

To edit frame data, edit values in GGST/Leo Whitefang/Data.
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