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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Can cancel into 5P, 2P, or 5K even on whiff from frame 12 | {{Description|6|text=*Can cancel into 5P, 2P, or 5K even on whiff from frame 12 | ||
*Good for an occasional anti-air | *Good for an occasional anti-air | ||
*Good horizontal and vertical range for a jab. Better range and damage than 2P, but slightly slower. Cannot be crouched underneath, but is negative on block, so generally Gatlinging to 5K or cl.S is recommended. | *Good horizontal and vertical range for a jab. Better range and damage than 2P, but slightly slower. Cannot be crouched underneath, but is negative on block, so generally Gatlinging to 5K or cl.S is recommended. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5K}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*8-12F Foot invincible | {{Description|6|text=*8-12F Foot invincible | ||
*A good medium range poke. Leo lunges forwards with frame advantage on block. Slow for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure. | *A good medium range poke. Leo lunges forwards with frame advantage on block. Slow for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure. | ||
*Should be gatlinged to cl.S practically always on hit. If you delay the S input slightly, you can usually combo into cl.S instead of f.S, which is better for Leo's combos and offense. | *Should be gatlinged to cl.S practically always on hit. If you delay the S input slightly, you can usually combo into cl.S instead of f.S, which is better for Leo's combos and offense. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|c.S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Mostly combo filler. On ground hit, combos to 5HS, 6K, and rekka. On air hit, jump cancel to j.K or j.S for an air combo. | {{Description|6|text=*Mostly combo filler. On ground hit, combos to 5HS, 6K, and rekka. On air hit, jump cancel to j.K or j.S for an air combo. | ||
*Frame advantage on block can be used to frame trap or tick throw. | *Frame advantage on block can be used to frame trap or tick throw. | ||
*This move is only 2f slower than Leo's fastest normal and provides large damage on counter-hit, making it a high-reward choice in scramble situations. | *This move is only 2f slower than Leo's fastest normal and provides large damage on counter-hit, making it a high-reward choice in scramble situations. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S }} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6HS, 2D, or 5HS. | {{Description|7|text=*Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6HS, 2D, or 5HS. | ||
*Only combos to 2D, 2HS, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5HS. | *Only combos to 2D, 2HS, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5HS. | ||
*Has no hurtbox near the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup | *Has no hurtbox near the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S~P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S~P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*High/Mid Guard Point 1-37~77F. | {{Description|7|text=*High/Mid Guard Point 1-37~77F. | ||
*Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff. | *Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff. | ||
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | *Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H }} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|5H }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Vacuums. | {{Description|7|text=*Vacuums. | ||
*Huge range poke that combos into a knockdown. Anti-airs, hits behind him, and leads to huge damage on counter-hit. | *Huge range poke that combos into a knockdown. Anti-airs, hits behind him, and leads to huge damage on counter-hit. | ||
* [ ] value is for Leo's back sword. | * [ ] value is for Leo's back sword. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H~P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|5H~P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*High/Mid Guuard Point 1-37~77F. | {{Description|7|text=*High/Mid Guuard Point 1-37~77F. | ||
*Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff. | *Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff. | ||
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | *Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's fastest normal. Occasionally used to start chains in blockstrings. | {{Description|6|text=*Leo's fastest normal. Occasionally used to start chains in blockstrings. | ||
*Can cancel into 5P, 2P, 5K even on whiff from frame 9. | *Can cancel into 5P, 2P, 5K even on whiff from frame 9. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2K}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's fastest low attack. A standard low kick used to start combos from a low attack. | {{Description|6|text=*Leo's fastest low attack. A standard low kick used to start combos from a low attack. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's best low starter. Leo has significant frame advantage on block and the ability to gatling to 2HS for a combo. At close range, you can link a 2P into a confirm as well. | {{Description|6|text=*Leo's best low starter. Leo has significant frame advantage on block and the ability to gatling to 2HS for a combo. At close range, you can link a 2P into a confirm as well. | ||
*Fairly poor range. Does actually hit behind Leo. | *Fairly poor range. Does actually hit behind Leo. | ||
*Small hurtbox in front of him. | *Small hurtbox in front of him. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Combo filler, used to combo to rekkas when slightly outside cl.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. | {{Description|6|text=*Combo filler, used to combo to rekkas when slightly outside cl.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. | ||
*Slow startup and high reward anti-air with lots of active frames. | *Slow startup and high reward anti-air with lots of active frames. | ||
*Low horizontal range makes it very situational for any use during pressure. | *Low horizontal range makes it very situational for any use during pressure. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Downward angled chainable on whiff jumping jab | {{Description|6|text=*Downward angled chainable on whiff jumping jab | ||
*Not a great air-to-air because it doesn't hit above Leo. | *Not a great air-to-air because it doesn't hit above Leo. | ||
*j.P chains are burst safe when used properly. | *j.P chains are burst safe when used properly. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.K}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's best jumping attack against opponents beneath him. Leo's shallow jump makes his j.K a constant threat at midrange. However, the hurtbox on this move makes it easy to consistently anti-air on reaction for most characters. | {{Description|6|text=*Leo's best jumping attack against opponents beneath him. Leo's shallow jump makes his j.K a constant threat at midrange. However, the hurtbox on this move makes it easy to consistently anti-air on reaction for most characters. | ||
*Huge amount of active frames make j.K a very strong jump-in attack. However, it has a significantly long 10 frames startup, so it's best to throw out j.K early and gatling to j.HS or j.S. | *Huge amount of active frames make j.K a very strong jump-in attack. However, it has a significantly long 10 frames startup, so it's best to throw out j.K early and gatling to j.HS or j.S. | ||
*Can be double jump cancelled for combos or offense. j.K leads to better damage in combos than j.S generally because j.K is only one hit, while j.S is two hits. | *Can be double jump cancelled for combos or offense. j.K leads to better damage in combos than j.S generally because j.K is only one hit, while j.S is two hits. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's best attack against opponents above him. | {{Description|6|text=*Leo's best attack against opponents above him. | ||
*Short range requires precise timing in air to air exchanges. | *Short range requires precise timing in air to air exchanges. | ||
*Typically, using j.K in combos instead of j.S will lead to more damage because j.K does more damage per hit. However, j.S will combo in situations where j.K won't because j.S is faster. j.S is generally more consistent in juggles than j.K. | *Typically, using j.K in combos instead of j.S will lead to more damage because j.K does more damage per hit. However, j.S will combo in situations where j.K won't because j.S is faster. j.S is generally more consistent in juggles than j.K. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's farthest reaching horizontal attack. Hits exactly where the animation shows. Can be crouched underneath unless done very close to the ground. | {{Description|6|text=*Leo's farthest reaching horizontal attack. Hits exactly where the animation shows. Can be crouched underneath unless done very close to the ground. | ||
*Combo filler. Normally used to end a combo by cancelling into Siegesparade. | *Combo filler. Normally used to end a combo by cancelling into Siegesparade. | ||
*Hurtbox is smaller than j.K with more horizontal range, making it a better air to air poke. | *Hurtbox is smaller than j.K with more horizontal range, making it a better air to air poke. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.D}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Divekick-style attack. Advantage is higher when j.D hits lower. Can be followed up with grounded combos if landed extremely low to the ground or on counter-hit. | {{Description|6|text=*Divekick-style attack. Advantage is higher when j.D hits lower. Can be followed up with grounded combos if landed extremely low to the ground or on counter-hit. | ||
*High untechability allows for additional followups after hitting an airborn opponent. Can also be cancelled into Siegesparade to combo. | *High untechability allows for additional followups after hitting an airborn opponent. Can also be cancelled into Siegesparade to combo. | ||
*Can be used for limited mobility purposes. | *Can be used for limited mobility purposes. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|6P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Has a hit of armor for non low-hits from frame 5-13. | {{Description|6|text=*Has a hit of armor for non low-hits from frame 5-13. | ||
*Blowbacks on both air and ground hit. Combos to 236H on normal hit, but can whiff on opponents hit too high. | *Blowbacks on both air and ground hit. Combos to 236H on normal hit, but can whiff on opponents hit too high. | ||
*Useful for tanking through linear ground approaches such as Slayer's Mappa Punch. | *Useful for tanking through linear ground approaches such as Slayer's Mappa Punch. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|6K}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*The throw invincibility and frame advantage makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings. | {{Description|6|text=*The throw invincibility and frame advantage makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings. | ||
*On counter-hit, staggers the opponent. Combos to 5K. | *On counter-hit, staggers the opponent. Combos to 5K. | ||
*On crouching opponents, f.S > 6K > 5P allowing Leo to extend combos. | *On crouching opponents, f.S > 6K > 5P allowing Leo to extend combos. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|6H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Slow attack with frame advantage afterwards. | {{Description|6|text=*Slow attack with frame advantage afterwards. | ||
*Can be interrupted since it's slow. Because of the vacuum from 5H and Leo's limited options after the opponent blocks a 5H, interrupting a followup 6H is fairly easy because it's telegraphed. | *Can be interrupted since it's slow. Because of the vacuum from 5H and Leo's limited options after the opponent blocks a 5H, interrupting a followup 6H is fairly easy because it's telegraphed. | ||
*On grounded hit, 5P and 2P combo. On counter-hit, 5K combos. | *On grounded hit, 5P and 2P combo. On counter-hit, 5K combos. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5D}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Standard slow overhead Dust attack. Safe on block and has a good amount of range. | {{Description|6|text=*Standard slow overhead Dust attack. Safe on block and has a good amount of range. | ||
*Leo's only overhead outside of stance. | *Leo's only overhead outside of stance. | ||
*Useful combo extension tool from RC on grounded opponents. | *Useful combo extension tool from RC on grounded opponents. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2D}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*5~19F Foot invincible | {{Description|6|text=*5~19F Foot invincible | ||
*7-17F Lower Body | *7-17F Lower Body | ||
*5~21F Throw invincible | *5~21F Throw invincible | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Ground Throw}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Transitions into Brynhildr stance at the end | {{Description|6|text=*Transitions into Brynhildr stance at the end | ||
*Gives plenty of time to set up offense | *Gives plenty of time to set up offense | ||
*Can combo from RC or high RISC forced counter-hit | *Can combo from RC or high RISC forced counter-hit | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Air Throw}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Standard air throw. Requires RRC to combo from. | {{Description|6|text=*Standard air throw. Requires RRC to combo from. | ||
*Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters or even impossible depending on the situation. | *Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters or even impossible depending on the situation. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|DAA}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*1~15F Full invincible | {{Description|6|text=*1~15F Full invincible | ||
*16~19F Throw invincible | *16~19F Throw invincible | ||
*Fairly easy to low profile and relatively slow too. Consider trying to H Eisen RC instead. | *Fairly easy to low profile and relatively slow too. Consider trying to H Eisen RC instead. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Max Charge }} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Max Charge }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Just like everyone else, can be used defensively to interrupt the opponent. | {{Description|7|text=*Just like everyone else, can be used defensively to interrupt the opponent. | ||
*Can be jump cancelled into from f.S for weird pressure strings. | *Can be jump cancelled into from f.S for weird pressure strings. | ||
*Uncharged combos to 6H in corner | *Uncharged combos to 6H in corner | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Frame advantage displayed is assumed to be at point blank range | {{Description|7|text=*Frame advantage displayed is assumed to be at point blank range | ||
*Leo's charge projectile. Both versions disappear if Leo is hit, and both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen. | *Leo's charge projectile. Both versions disappear if Leo is hit, and both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen. | ||
*The S fireball is a fast two hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into 5HS using the YRC flash. | *The S fireball is a fast two hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into 5HS using the YRC flash. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Highly unsafe charge reversal. Cannot be PRC'd. | {{Description|7|text=*Highly unsafe charge reversal. Cannot be PRC'd. | ||
*S version is 1~4F Full invincible. Note that the invincibility runs out right before the move is active, which causes S Eisen Sturm to trade or lose against other attacks. This can be useful to trade with some projectiles, like Zato Mawaru and Elphelt Pineberry! | *S version is 1~4F Full invincible. Note that the invincibility runs out right before the move is active, which causes S Eisen Sturm to trade or lose against other attacks. This can be useful to trade with some projectiles, like Zato Mawaru and Elphelt Pineberry! | ||
*S version can be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo. | *S version can be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|236S }} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|236S }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Leo's rekka style attack. On standing opponents, only combos from cl.S, 5H, 2H, 6H, and 6K. Safe on block, but negative. | {{Description|7|text=*Leo's rekka style attack. On standing opponents, only combos from cl.S, 5H, 2H, 6H, and 6K. Safe on block, but negative. | ||
}} | }} | ||
{{AttackVersion|name=→Zweit}} | {{AttackVersion|name=→Zweit}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Erst>236H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Erst>236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Follow-up to Kaltes Gestöber Erst. Only combos consistenty on grounded opponents. | {{Description|7|text=*Follow-up to Kaltes Gestöber Erst. Only combos consistenty on grounded opponents. | ||
*[ ] values are when Leo crosses behind opponent | *[ ] values are when Leo crosses behind opponent | ||
*Depending on spacing, will usually go behind the opponent. Going behind opponent puts Leo in Brynhildr stance. If Zweit goes behind the opponent, it needs to be blocked as a crossup if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo. | *Depending on spacing, will usually go behind the opponent. Going behind opponent puts Leo in Brynhildr stance. If Zweit goes behind the opponent, it needs to be blocked as a crossup if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Zweit>214S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Zweit>214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance. | {{Description|7|text=*Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance. | ||
*Unsafe on block, but can be slightly safer from farther away because it hits late in the active frames. | *Unsafe on block, but can be slightly safer from farther away because it hits late in the active frames. | ||
*Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit. | *Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|236H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Different startup and recovery than the 236S follow-up with the same input. | {{Description|6|text=*Different startup and recovery than the 236S follow-up with the same input. | ||
*[ ] values are when Leo crosses behind opponent. Going behind opponent puts Leo in Brynhildr stance. | *[ ] values are when Leo crosses behind opponent. Going behind opponent puts Leo in Brynhildr stance. | ||
*Typically used as a cross up attack and combo tool. Also low profiles some attacks. Can always be thrown as Leo passes through, which makes abusing 236H risky. | *Typically used as a cross up attack and combo tool. Also low profiles some attacks. Can always be thrown as Leo passes through, which makes abusing 236H risky. | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.236H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's typical juggle ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration. | {{Description|6|text=*Leo's typical juggle ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration. | ||
*On hit, Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). | *On hit, Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). | ||
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! | *If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Brynhildr Stance}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Brynhildr Stance}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Static difference on entering stance | {{Description|7|text=*Static difference on entering stance | ||
**blocked 5H: -3 | **blocked 5H: -3 | ||
**blocked 6H: -3 | **blocked 6H: -3 | ||
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>44}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>44}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Can go through opponent | {{Description|7|text=*Can go through opponent | ||
*Last frame can be canceled into any action except front or back walk | *Last frame can be canceled into any action except front or back walk | ||
*1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely. | *1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely. | ||
Line 624: | Line 624: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>66}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>66}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Can go through opponent. | {{Description|7|text=*Can go through opponent. | ||
*Last frame can be canceled into any action except front or back walk. | *Last frame can be canceled into any action except front or back walk. | ||
}} | }} | ||
Line 630: | Line 630: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>22}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>22}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*Exits Brynhildr stance. Used for safety (so you can block again!) or corner combo reasons. | {{Description|7|text=*Exits Brynhildr stance. Used for safety (so you can block again!) or corner combo reasons. | ||
}} | }} | ||
}} | }} | ||
Line 644: | Line 644: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>P}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*1~10F Low profile | {{Description|6|text=*1~10F Low profile | ||
*1~8F Throw invincible | *1~8F Throw invincible | ||
*Leo's stance anti-air. Low recovery, large hitbox, and small hurtbox make bt.P a strong anti-air. | *Leo's stance anti-air. Low recovery, large hitbox, and small hurtbox make bt.P a strong anti-air. | ||
Line 662: | Line 662: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>K}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*1~6F Throw invincible | {{Description|6|text=*1~6F Throw invincible | ||
*Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. Frame advantage and speed make it a very good option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close. | *Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. Frame advantage and speed make it a very good option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close. | ||
}} | }} | ||
Line 677: | Line 677: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety. | {{Description|6|text=*Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety. | ||
*Deceptively decent range. Leo can poke with bt.S and convert into rekkas at midrange. | *Deceptively decent range. Leo can poke with bt.S and convert into rekkas at midrange. | ||
}} | }} | ||
Line 692: | Line 692: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible. Slow startup makes it interruptible. | {{Description|6|text=*Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible. Slow startup makes it interruptible. | ||
*Significant frame advantage on hit or block. Links to bt.S > rekkas. | *Significant frame advantage on hit or block. Links to bt.S > rekkas. | ||
*On normal air hit, plummets the opponent for a knockdown. | *On normal air hit, plummets the opponent for a knockdown. | ||
Line 710: | Line 710: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>D}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Strike invincible 1-2F. Counters from 3-20F. Is in counterhit state during recovery. | {{Description|6|text=*Strike invincible 1-2F. Counters from 3-20F. Is in counterhit state during recovery. | ||
*Rejected for 60F if done from a distance. Leo recovers in time to combo into bt.S or 632146S, depending on range. | *Rejected for 60F if done from a distance. Leo recovers in time to combo into bt.S or 632146S, depending on range. | ||
*Reflects projectiles back at opponent (except Elphelt grenade). Leo gets some recovery invincibility if he rejects a projectile. | *Reflects projectiles back at opponent (except Elphelt grenade). Leo gets some recovery invincibility if he rejects a projectile. | ||
Line 733: | Line 733: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Exits Brynhildr stance | {{Description|6|text=*Exits Brynhildr stance | ||
*Causes ground tumble on counterhit. This is unique to the stance version only. | *Causes ground tumble on counterhit. This is unique to the stance version only. | ||
*High damage and absurd amount of untechability makes 214S a highly useful combo option in stance. | *High damage and absurd amount of untechability makes 214S a highly useful combo option in stance. | ||
Line 750: | Line 750: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*Staggers/Guard crushes opponents blocking while standing (Max:65F,Lv.1:44F,Lv.2~MAX:32F) | {{Description|6|text=*Staggers/Guard crushes opponents blocking while standing (Max:65F,Lv.1:44F,Lv.2~MAX:32F) | ||
*Upon hit, applies ground bounce effect(lands face down) | *Upon hit, applies ground bounce effect(lands face down) | ||
*Exits Brynhildr stance | *Exits Brynhildr stance | ||
Line 771: | Line 771: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>632146S}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>632146S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*This may be overall the best super in the game. Extremely fast, good damage, +8 on block, and allows a full combo as long as Leo is close enough. This is one of the sources of Leo's amazing damage in backturned because he can easily confirm Stahwirbel and follow with a full air combo. | {{Description|6|text=*This may be overall the best super in the game. Extremely fast, good damage, +8 on block, and allows a full combo as long as Leo is close enough. This is one of the sources of Leo's amazing damage in backturned because he can easily confirm Stahwirbel and follow with a full air combo. | ||
*Cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away | *Cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away | ||
*Does have some travel time to cross the screen - it is not instant from full screen. Its hitbox is basically the entire screen, but it is possible to avoid at super jump heights. | *Does have some travel time to cross the screen - it is not instant from full screen. Its hitbox is basically the entire screen, but it is possible to avoid at super jump heights. | ||
Line 790: | Line 790: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|632146H}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|632146H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*1~14F Full invincible | {{Description|6|text=*1~14F Full invincible | ||
*Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time). | *Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time). | ||
*This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance. Can be used to escape many otherwise strong oki setups. | *This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance. Can be used to escape many otherwise strong oki setups. | ||
Line 811: | Line 811: | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|IK}} | {{#lsth:GGXRD-R2/Leo Whitefang/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*9-32F Full invincible [5-27F Full invincible] | *9-32F Full invincible [5-27F Full invincible] | ||
*IK Mode Activation: 73T [5+(63)+5] | *IK Mode Activation: 73T [5+(63)+5] |
Revision as of 01:37, 23 February 2019
Leo Whitefang |
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Overview
Leo is one of the three “Allied Kings” of the Allied Kingdom of Illyria. He is a long time acquaintance and rival to Ky Kiske; and they fought together during the Crusades. In battle, his combat capabilities and leadership are said to be rather outstanding, something that he prides himself in. Due to his disorderly way of speaking, he might seem like an open-hearted man, but he’s actually rather conservative. He's proud and a sore loser, but he's also a hard worker, always willing to put in a little more effort. He created his very own dictionary, and privately enjoys adding people and incidents to the definitions of existing words. (For example, his sister's name is recorded under "devil.")
Leo Whitefang's moveset revolves around close-ranged pressure and his unique Brynhildr stance, where he turns his back on the enemy. In this stance, Leo loses the ability to guard or jump normally, and all of Leo's normal attacks are changed.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6K
6P |
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6K
6K |
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6H
6H |
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5D
5D |
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2D
2D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Graviert Wurde
Graviert Wurde [4]6S/H |
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Eisen Sturm
Eisen Sturm [2]8S/H |
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Kaltes Gestober Erst
Kaltes Gestöber Erst 236S |
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Kaltes Gestober Zweit
Kaltes Gestöber Zweit 236H |
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Siegesparade
Siegesparade j.236H |
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Brynhildr Moves
Brynhildr Stance
Brynhildr Stance [H] or 6[H] |
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bt.P
→bt.P Stance > P |
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bt.K
→bt.K Stance > K |
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bt.S
→bt.S Stance > S |
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bt.H
→bt.H Stance > H |
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Kahn Schild
→Kahn Schild Stance > D |
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Kaltes Gestober Dritt
→Kaltes Gestöber Dritt Stance > 214S |
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Blitzschlag
→Blitzschlag Stance > 214H |
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Overdrives
Stahl Wirbel
Stahl Wirbel Stance > 632146S |
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Leidenschaft Dirigen
Leidenschaft Dirigen 632146H |
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Instant Kill
Windrad des Weltraum in IK mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.