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[[File:GGXRD-R_Leo_Portrait.png|350x500px|center]] | [[File:GGXRD-R_Leo_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:GGXRD-R2/Leo Whitefang/Data|SystemData}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Air Dash, Dash Type: Step | :Double Jump, 1 Air Dash, Dash Type: Step | ||
;Play-style | |||
:Rushdown, Pressure | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==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 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.") | ||
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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. | 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 | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
=== Strengths and Weaknesses === | |||
---- | |||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*High damage | * High damage. | ||
* | * Great health. | ||
*Can crank RISC gauge easily | * Extremely good defensive options. | ||
*Beastly up-close pressure game | * Can crank RISC gauge easily. | ||
* | * Beastly up-close pressure game. | ||
*Has two excellent tension free reversals(fast and low invul or slow and high invul) that beat crossups | * Numerous throw invulnerable moves which make attempting a defensive throw against Brynhildr Stance very risky. | ||
*All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue | * Has two excellent tension free reversals (fast and low invul or slow and high invul) that beat crossups. | ||
*Easy execution character | * All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue. | ||
* Numerous buttons which are + on block. | |||
* Reliable Instant Kill combos. | |||
* Has arguably the best super in the game, Stahl Wirbel which is +8 on block, and on hit leads to BIG damage. | |||
* Easy execution character. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Poor movement options | * Poor movement options | ||
*One of the weakest characters at | * One of the weakest characters at long range. | ||
* | * Very weak zoning tools. | ||
*Relies heavily on Brynhildr stance and close range pressure | * Relies heavily on Brynhildr stance and close range pressure. | ||
* | * Some of his best offensive tools can be interrupted on reaction or on a guess. | ||
* | * Very poor anti-airs. | ||
*Long Startup on | * Large hurtbox | ||
* Long Startup on non-backturn buttons. | |||
* 4f jumpsquat. | |||
|- | |- | ||
|} | |} | ||
< | </div> | ||
{{#lst:GGXRD-R2/Leo Whitefang/Data|Links}} | |||
==Normal Moves== | ==Normal Moves== | ||
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|image=GGXRD_Leo_5P.png |caption=Knock knock it's time to block. | |image=GGXRD_Leo_5P.png |caption=Knock knock it's time to block. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5P}} | |||
{{!}}- | |||
{{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. | ||
*Hit confirming 5P at max range will cause 5K to Whiff. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Leo_5K.png |caption=Lion Skip | |image=GGXRD_Leo_5K.png |caption=Lion Skip | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5K}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_c.S.png |caption=Say yes to high damage. | |image=GGXRD_Leo_c.S.png |caption=Say yes to high damage. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|c.S}} | |||
{{!}}- | |||
{{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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|image2=GGXRD_Leo_fS-P.png |caption=Many brave souls have died trying to punish this move. | |image2=GGXRD_Leo_fS-P.png |caption=Many brave souls have died trying to punish this move. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=f.S }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S }} | |||
{{!}}- | |||
{{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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*Also can cancel into 5H (on whiff!) from frame 17. Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels. | *Also can cancel into 5H (on whiff!) from frame 17. Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels. | ||
}} | }} | ||
{{ | {{AttackVersion|name=f.S~P}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S~P}} | |||
{{!}}- | |||
{{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 | *Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | ||
*Guard Point doesn't work against Overdrives and Instant Kills. | *Guard Point doesn't work against Overdrives and Instant Kills. | ||
*CH state during entire move | *CH state during entire move | ||
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|image2=GGXRD_Leo_5H-P.png |caption=You're not safe over there. | |image2=GGXRD_Leo_5H-P.png |caption=You're not safe over there. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5H }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H }} | |||
{{!}}- | |||
{{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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*Can go into 5H~P from 25F. | *Can go into 5H~P from 25F. | ||
}} | }} | ||
{{ | {{AttackVersion|name=5H~P}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H~P}} | |||
{{!}}- | |||
{{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 | *Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button. | ||
*Guard Point doesn't work against Overdrives and Instant Kills. | *Guard Point doesn't work against Overdrives and Instant Kills. | ||
}} | }} | ||
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|name=2P | |name=2P | ||
|input= | |input= | ||
|image=GGXRD_Leo_2P.png |caption= | |image=GGXRD_Leo_2P.png |caption="Did I remember to polish my nails?.." | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2P}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_2K.png |caption=Good stretching exercise too. | |image=GGXRD_Leo_2K.png |caption=Good stretching exercise too. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2K}} | |||
{{!}}- | |||
{{Description|6|text=*Leo's fastest low attack. A standard low kick used to start combos from a low attack. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Leo_2S.png |caption=Who needs RANGE when you can hit BEHIND you?! | |image=GGXRD_Leo_2S.png |caption=Who needs RANGE when you can hit BEHIND you?! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2S}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_2H.png |caption=Pretty satisfying | |image=GGXRD_Leo_2H.png |caption=Pretty satisfying | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2H}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_j.P.png |caption=Don't even look at me, peasant. | |image=GGXRD_Leo_j.P.png |caption=Don't even look at me, peasant. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.P}} | |||
{{!}}- | |||
{{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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|name=j.K | |name=j.K | ||
|input= | |input= | ||
|image=GGXRD_Leo_j.K.png |caption= | |image=GGXRD_Leo_j.K.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.K}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_j.S.png |caption=Swords are for punching, right? | |image=GGXRD_Leo_j.S.png |caption=Swords are for punching, right? | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.S}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_j.H.png |caption= | |image=GGXRD_Leo_j.H.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.H}} | |||
{{!}}- | |||
{{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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|name=j.D | |name=j.D | ||
|input= | |input= | ||
|image=GGXRD_Leo_j.D.png |caption= | |image=GGXRD_Leo_j.D.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.D}} | |||
{{!}}- | |||
{{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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}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name=6P | ||
|input= | |input= | ||
|image=GGXRD_Leo_6P.png |caption= | |image=GGXRD_Leo_6P.png |caption=Y'all mind if I ASTRAL PROJECT | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|6P}} | |||
{{!}}- | |||
{{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. | ||
*Unlike most 6Ps this move has no | *Unlike most 6Ps this move has no upper body invuln. That means that usually it's best to get this move out early to avoid getting hit twice or before the armor begins. | ||
*Be wary that multihit buttons can usually beat you. Also be cautious that fast jumps are capable of hitting your armor and land blocking due to the slower startup. | *Be wary that multihit buttons can usually beat you. Also be cautious that fast jumps are capable of hitting your armor and land blocking due to the slower startup. | ||
*Lack of gatlings and no jump cancel makes it a risky button on block. | *Lack of gatlings and no jump cancel makes it a risky button on block. | ||
*Unlike similar armor such as Potemkin's Hammerfall, you '''can not''' yrc when your armor is triggered. Your opponent still can. | *Unlike similar armor such as Potemkin's Hammerfall, you '''can not''' yrc when your armor is triggered. Your opponent still can. | ||
*Inadvisable to counterpoke at range with, as the opponent can special cancel off the hit on armor, pulling back their hurtbox and likely causing 6p to whiff. | *Inadvisable to counterpoke at range with, as the opponent can special cancel off the hit on armor, pulling back their hurtbox and likely causing 6p to whiff. | ||
*In Rev 2.1, 6P's active frames will now appear 2f after hitstop if it armors through a move, allowing it to beat multihit normals with extended hurtboxes, though gatlings or special cancels that pull hurtboxes back will still cause it to whiff. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Leo_6K.png |caption=Absolutely no hugs. | |image=GGXRD_Leo_6K.png |caption=Absolutely no hugs. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|6K}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_6H.png |caption= "Just throw it" | |image=GGXRD_Leo_6H.png |caption= "Just throw it" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|6H}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_5D.png |caption=Pretty safe | |image=GGXRD_Leo_5D.png |caption=Pretty safe | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5D}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_2D.png |caption="Is that a low or an overhead?" | |image=GGXRD_Leo_2D.png |caption="Is that a low or an overhead?" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2D}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_GroundThrow.png |caption=Let me clear your throat for you! | |image=GGXRD_Leo_GroundThrow.png |caption=Let me clear your throat for you! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Ground Throw}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_AirThrow.png |caption= | |image=GGXRD_Leo_AirThrow.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Air Throw}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_DAA.png |caption=Blocking is scary. | |image=GGXRD_Leo_DAA.png |caption=Blocking is scary. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|DAA}} | |||
{{!}}- | |||
{{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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|image=GGXRD-R_Leo_BlitzAttack.png |caption=Optimal round ender | |image=GGXRD-R_Leo_BlitzAttack.png |caption=Optimal round ender | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{ | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack}} | ||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{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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|image2=GGXRD_Leo_46H.png |caption= DEUUEAUGH |caption2= Supah DEUUEAUGH | |image2=GGXRD_Leo_46H.png |caption= DEUUEAUGH |caption2= Supah DEUUEAUGH | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6S}} | |||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6H}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_EisenSturm.png |caption=Flash kick! | |image=GGXRD_Leo_EisenSturm.png |caption=Flash kick! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8S}} | |||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8H}} | |||
{{!}}- | |||
{{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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|image3=GGXRD_Leo_Dritt.png |caption=Rekkas | |image3=GGXRD_Leo_Dritt.png |caption=Rekkas | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Erst }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|236S }} | |||
{{!}}- | |||
{{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}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Erst>236H}} | |||
{{!}}- | |||
{{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. | ||
*If the opponent instant blocks Zweit, it can be unsafe. Also, if the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded. | *If the opponent instant blocks Zweit, it can be unsafe. Also, if the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded. | ||
}} | }} | ||
{{ | {{AttackVersion|name=→Dritt}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Zweit>214S}} | |||
{{!}}- | |||
{{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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|image=GGXRD_Leo_Zweit.png |caption=Don't abuse it | |image=GGXRD_Leo_Zweit.png |caption=Don't abuse it | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|236H}} | |||
{{!}}- | |||
{{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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{{MoveData | {{MoveData | ||
|name=Siegesparade | |name=Siegesparade | ||
|input=236H | |input=j.236H | ||
|image=GGXRD_Leo_Siegesparade.png |caption=Air combo ender and popular suicide method | |image=GGXRD_Leo_Siegesparade.png |caption=Air combo ender and popular suicide method | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.236H}} | |||
{{!}}- | |||
{{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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|name=Brynhildr Stance | |name=Brynhildr Stance | ||
|input=[H] or 6[H] | |input=[H] or 6[H] | ||
|image=GGXRD_Leo_BrynhildrStance.png |caption= | |image=GGXRD_Leo_BrynhildrStance.png |caption=Autopilot engaged! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Stance }} | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Brynhildr 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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*All specials and overdrives are still available in stance | *All specials and overdrives are still available in stance | ||
}} | }} | ||
{{ | {{AttackVersion|name=→Backdash}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>44}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=→Frontdash}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>66}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=→Cancel}} | ||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>22}} | |||
{{!}}- | |||
{{Description|7|text=*Exits Brynhildr stance. Used for safety (so you can block again!) or corner combo reasons. | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Leo_btP.png |caption= | |image=GGXRD_Leo_btP.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>P}} | |||
{{!}}- | |||
{{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. | ||
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|image=GGXRD_Leo_btK.png |caption=Watch ya toes | |image=GGXRD_Leo_btK.png |caption=Watch ya toes | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>K}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|image=GGXRD_Leo_btS.png |caption=Get your point a cross | |image=GGXRD_Leo_btS.png |caption=Get your point a cross | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>S}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|image=GGXRD_Leo_btH.png |caption=The circle of life | |image=GGXRD_Leo_btH.png |caption=The circle of life | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>H}} | |||
{{!}}- | |||
{{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. | ||
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|image=GGXRD_Leo_KahnSchild.png |caption=Hit me with your best shot | |image=GGXRD_Leo_KahnSchild.png |caption=Hit me with your best shot | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>D}} | |||
{{!}}- | |||
{{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. | ||
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|image=GGXRD_Leo_Dritt.png |caption= | |image=GGXRD_Leo_Dritt.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214S}} | |||
{{!}}- | |||
{{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. | ||
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|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214H}} | |||
{{!}}- | |||
{{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 | ||
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|image2=GGXRD_Leo_StahlWirbel2.png | |image2=GGXRD_Leo_StahlWirbel2.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>632146S}} | |||
{{!}}- | |||
{{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. | ||
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|image2=GGXRD_Leo_LeidenschaftDirigen2.png | |image2=GGXRD_Leo_LeidenschaftDirigen2.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|632146H}} | |||
{{!}}- | |||
{{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. | ||
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|image3=GGXRD_Leo_WindraddesWeltraum3.png | |image3=GGXRD_Leo_WindraddesWeltraum3.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Leo Whitefang/Data|IK}} | |||
{{!}}- | |||
{{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] | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | |||
{{ | {{#lsth:GGXRD-R2/Leo Whitefang/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGXRD-R2/Leo Whitefang/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
| | |||
}} | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Leo Whitefang]] | [[Category:Leo Whitefang]] |
Revision as of 16:49, 22 April 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 and 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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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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j.S
j.S |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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j.H
j.H |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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j.D
j.D |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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6P
6P |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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6K
6K |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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6H
6H |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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5D
5D |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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2D
2D |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Universal Mechanics
Ground Throw
Ground Throw |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Air Throw
Air Throw |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Dead Angle Attack
Dead Angle Attack |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Siegesparade
Siegesparade j.236H |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Brynhildr Moves
Brynhildr Stance
Brynhildr Stance [H] or 6[H] |
---|
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 |
---|
Overdrives
Stahl Wirbel
Stahl Wirbel Stance > 632146S |
---|
Leidenschaft Dirigen
Leidenschaft Dirigen 632146H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Instant Kill
Windrad des Weltraum in IK mode: 236236H |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.