GGXRD-R2/Leo Whitefang

From Dustloop Wiki
Leo Whitefang
GGXRD-R Leo Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Step
Play-style
Rushdown, Pressure, Punish, Unga

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
  • High damage
  • High defense
  • Can crank RISC gauge easily
  • Beastly up-close pressure game
  • Plethora of throw invulnerable moves that make attempting a defensive throw against Brynhildr Stance very risky
  • Has two excellent tension free reversals(fast and low invul or slow and high invul) that beat crossups
  • All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue
  • Easy execution character
  • Poor movement options
  • One of the weakest characters at mid-far range
  • Practically no zoning tools
  • Relies heavily on Brynhildr stance and close range pressure
  • Many of his best offensive tools can be interrupted on reaction or on a guess.
  • Anti-airs are slow and vulnerable.
  • Long Startup on normals allow opponents to get easy Counter Hits.



Normal Moves

5P
5P
GGXRD Leo 5P.png
Knock knock it's time to block.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 6 5 7 -2 0 3 8 CJS YRP 144 -
GGXRD Leo 5P.png
Knock knock it's time to block
GGXRD-R2 Leo 5P Hitbox.png
Can cancel into 5P, 2P, 5K even on whiff from frame 12


{{{text}}}

5K
5K
GGXRD Leo 5K.png
Lion Skip
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 8 5 6 +1 1 6 7 S YRP 264 - 8-12F Lower Body
GGXRD Leo 5K.png
GGXRD-R2 Leo 5K Hitbox.png


{{{text}}}

c.S
c.S
GGXRD Leo c.S.png
Say yes to high damage.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 7 2 13 +2 3 14 6 JS YRP 384
GGXRD Leo c.S.png
GGXRD-R2 Leo c.S Hitbox.png


{{{text}}}

f.S
f.S
GGXRD Leo f.S.png
Many brave souls have died trying to punish this move.
GGXRD Leo fS-P.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S


f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Mid 10 6 19 -11 2 10 7 JS YRP 264 -
GGXRD Leo f.S.png
Many brave souls have died trying to punish this move
GGXRD-R2 Leo f.S Hitbox.png
Can cancel into f.S~P or 5H from 17F onwards

{{{text}}}

f.S~P


f.S~P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
T51~91 P 1-47~77 High/Mid Guard Point
GGXRD Leo fS-P.png
GGXRD-R2 Leo f.S GP Hurtbox.png
Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
Can be held to prolong Guard Point from 37F up to 77F, with 14F of recovery after you let go of the button
Guard Point doesn't work against Overdrives and Instant Kills

{{{text}}}

5H
5H
GGXRD Leo 5H.png
You're not safe over there.
GGXRD Leo 5H-P.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H


5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 Mid 15 6 [3] 16 -3 4 20 6 S YRP 384 -
GGXRD Leo 5H.png
GGXRD-R2 Leo 5H Hitbox.png
Pulls in opponent on hit or block
[ ] values are for the back sword
Stance transition is 11F long (last 1F can be canceled into any action other than walk)
Frame Adv on 5H > Stance is -3
Can cancel into 5H~P from 25F onwards

{{{text}}}

5H~P


5H~P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
T51~91 P 1-47~77 High/Mid Guard Point
GGXRD Leo 5H-P.png
GGXRD-R2 Leo 5H GP Hurtbox.png
Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
Can be held to prolong Guard Point from 37F up to 77F, with 14F of recovery after you let go of the button
Guard Point doesn't work against Overdrives and Instant Kills

{{{text}}}

2P
2P
GGXRD Leo 2P.png
"Did I remember to polish my nails?.."
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 5 3 10 -3 0 3 8 CS YRP 144 Initial: 90%
GGXRD Leo 2P.png
Tied with j.P for his fastest button
GGXRD-R2 Leo 2P Hitbox.png
Can cancel into 5P, 2P, 5K even on whiff from frame 9


{{{text}}}

2K
2K
GGXRD Leo 2K.png
Good stretching exercise too.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 7 5 8 -1 1 6 7 S YRP 264 Initial: 75%
GGXRD Leo 2K.png
GGXRD-R2 Leo 2K Hitbox.png


{{{text}}}

2S
2S
GGXRD Leo 2S.png
Who needs RANGE when you can hit BEHIND you?!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Low 10 3 7 +4 2 10 7 S YRP 264 5-9 Above Knees
GGXRD Leo 2S.png
Surprisingly solid frame advantage
GGXRD-R2 Leo 2S Hitbox.png


{{{text}}}

2H
2H
GGXRD Leo 2H.png
Pretty satisfying
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 10 8 26 -15 4 20 6 S YRP 384 -
GGXRD Leo 2H.png
Looks a lot more powerful than it feels
GGXRD-R2 Leo 2H-1 Hitbox.pngGGXRD-R2 Leo 2H-2 Hitbox.pngGGXRD-R2 Leo 2H-3 Hitbox.png


{{{text}}}

j.P
j.P
GGXRD Leo j.P.png
Don't even look at me, peasant.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 High/Air 5 2 9 0 3 8 CJS YRP 144 -
GGXRD Leo j.P.png
High society air jab
GGXRD-R2 Leo j.P Hitbox.png


{{{text}}}

j.K
j.K
GGXRD Leo j.K.png
Makin' NY ninjas jealous
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 High/Air 10 14 21 2 10 9 JS YRP 264 -
GGXRD Leo j.K.png
Likely your go-to air button
GGXRD-R2 Leo j.K 1 Hitbox.pngGGXRD-R2 Leo j.K 2 Hitbox.png


{{{text}}}

j.S
j.S
GGXRD Leo j.S.png
Swords are for punching, right?
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24×2 High/Air 7 3(1)3 18 2 10 7 JS YRP 264 -
GGXRD Leo j.S.png
Good anti-air if Eisen Sturm and air throw don't cut it
GGXRD-R2 Leo j.S 1 Hitbox.pngGGXRD-R2 Leo j.S 2 Hitbox.png


{{{text}}}

j.H
j.H
GGXRD Leo j.H.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 High/Air 11 3 20 2 10 7 S YRP 264 -
GGXRD Leo j.H.png
GGXRD-R2 Leo j.H Hitbox.png


{{{text}}}

j.D
j.D
GGXRD Leo j.D.png
I guess it's okay.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×3 All 22 4,4,4 Until Landing+8 +3 2 10 7 S YRP 264 -
GGXRD Leo j.D.png
Underrated dive kick
GGXRD-R2 Leo j.D Hitbox.png
Frame Adv listed is when j.D is done from lowest height possible
Landing recovery can be special cancelled


{{{text}}}

6K
6P
GGXRD Leo 6P.png
Unga T-Shirt
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Mid 13 4 20 -5 4 20 6 S YRP 264 Initial: 80% 5~14 Armor
GGXRD Leo 6P.png
Not your average 6P (it's worse)
GGXRD-R2 Leo 6P Hitbox.png
Armor is for 1 hit
When armoring through an attack, the move becomes active 2f after exiting hitstop, potentially making its startup as short as 7f


{{{text}}}

6K
6K
GGXRD Leo 6K.png
Absolutely no hugs.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 15 3 10 +4 3 14 6 S YRP 384 - 3~15F Throw
GGXRD Leo 6K.png
Great for extending pressure and confirming into his rekka
GGXRD-R2 Leo 6K Hitbox.png


{{{text}}}

6H
6H
GGXRD Leo 6H.png
"Just throw it"
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 24 2 12 +5 4 20 6 S YRP 384 - 16~25F Feet
GGXRD Leo 6H.png
Not an overhead despite the look of it
GGXRD-R2 Leo 6H Hitbox.png
Inputting H (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33
Stance transition is 14F long, frame adv. -3 (last 1F can be canceled into any action other than walk)
Static difference on stance transition is -3.


{{{text}}}

5D
5D
GGXRD Leo 5D.png
Pretty safe
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High 25 3 12 -1 2 10 20 YRP 264 Initial: 80%
GGXRD Leo 5D.png
GGXRD-R2 Leo 5D Hitbox.png


{{{text}}}

2D
2D
GGXRD Leo 2D.png
"Is that a low or an overhead?"
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 Low 12 6 16 -5 3 14 6 YRP 384 - 5~6, 18~19F Foot
7-17F Lower Body
5~21F Throw
GGXRD Leo 2D.png
Good way to enter Brynhildr midscreen
GGXRD-R2 Leo 2D Hitbox.png


{{{text}}}

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Leo GroundThrow.png
Let me clear your throat for you!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Ground Throw (85750) 1 +54 0, 4 NA 6, 0 R 0, 480 Forced: 65%
GGXRD Leo GroundThrow.png
Wake-up with this and get the party started
Transitions into Brynhildr stance afterwards
Stun value: 30


{{{text}}}

Air Throw
Air Throw
GGXRD Leo AirThrow.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Air Throw (192500) 1 0, 4 NA 6, 0 R 0, 480 Forced: 65%
GGXRD Leo AirThrow.png
Stun value: 30


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Leo DAA.png
Blocking is scary.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 12 4 22 -12 2 10 7 -5000 / 264 Initial: 50% 1~15F All, 16~19F Throw
GGXRD Leo DAA.png


{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Leo BlitzAttack.png
Optimal round ender
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Leo BlitzAttack.png
GGXRD-R2 Leo Blitz Attack Hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Leo BlitzAttack.png
GGXRD-R2 Leo Blitz Attack Hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

{{{text}}}


Special Moves

Graviert Wurde
Graviert Wurde
[4]6S/H
GGXRD Leo GraviertWurde.png
DEUUEAUGH
GGXRD Leo 46H.png
Supah DEUUEAUGH
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
S


[4]6S
S Graviert Würde
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×2 All 10 31 36(46T) -8 2 3 7 YRP 200 / 240×2
GGXRD Leo GraviertWurde.png
GGXRD-R2 Leo (4)6S Hitbox.png
40F charge time
Special hit stop 6F
3F gap between each hit
H


[4]6H
H Graviert Würde
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×4 All 35 Until Corner (72T) +11 2 3 7 YRP 200 / 240×4
GGXRD Leo 46H.png
GGXRD-R2 Leo (4)6H Hitbox.png
40F charge time
Special hit stop 6F
3F gap between each hit

{{{text}}}

Eisen Sturm
Eisen Sturm
[2]8S/H
GGXRD Leo EisenSturm.png
Flash kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
S


[2]8S
S Eisen Sturm
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36,32 Mid 5 2,12 26+12 after landing -32 2,3 10,14 7,6 R 250/600×2 Initial: 85% 1~4F All
GGXRD Leo EisenSturm.png
Flash Kick for Anime Fighters
GGXRD-R2 Leo (2)8S 1 Hitbox.pngGGXRD-R2 Leo (2)8S 2 Hitbox.pngGGXRD-R2 Leo (2)8S 3 Hitbox.png
40F charge time
1st hit has hitstop 6F
8F onwards airborne
H


[2]8H
H Eisen Sturm
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
43,30,28 Mid 8 2,12(11)6 30+12 after landing -54 2,3,4 10,14,20 7,6,6 R 300/600×2,240 Initial: 75% 1~13F All
GGXRD Leo EisenSturm.png
Flash Kick for Anime Fighters
GGXRD-R2 Leo (2)8S 1 Hitbox.pngGGXRD-R2 Leo (2)8S 2 Hitbox.pngGGXRD-R2 Leo (2)8S 3 Hitbox.pngGGXRD-R2 Leo (2)8H 4 Hitbox.png
This frame is invulnerable on H version • This frame is invulnerable on H version • This frame is vulnerable on either version • Additional last hit from H version
40F charge time
1st hit has hitstop 6F
10F onwards airborne

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Kaltes Gestober Erst
Kaltes Gestöber Erst
236S
GGXRD Leo Erst.png
Rekkas
GGXRD Leo Zweit.png
GGXRD Leo Dritt.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Erst


236S
Keltos Gestöber Erst
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 15 3 12 -1 2 10 7 S* YRP 125/300
GGXRD Leo Erst.png
Safe on block...
GGXRD-R2 Leo 236S Hitbox.png

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→Zweit

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→Dritt

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Kaltes Gestober Zweit
Kaltes Gestöber Zweit
236H
GGXRD Leo Zweit.png
Don't abuse it
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236H
Kaltes Gestöber Zweit
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 24 [26] 4 [5] 14 +1 [+2] 4 20 6 S*R YRP 250/384
GGXRD Leo Zweit.png
Don't abuse it
GGXRD-R2 Leo 236H 1 Hitbox.pngGGXRD-R2 Leo 236H 2 Hitbox.png
Values in [ ] are when Leo ends attack behind opponent
Front / Behind determination occurs on 25F
Ending attack behind opponent puts Leo in Brynhildr Stance
28F untech duration on air hit


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Siegesparade
Siegesparade
j.236H
GGXRD Leo Siegesparade.png
Air combo ender and popular suicide method
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236H
Siegesparade
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,24,10 All 13 Until landing + 6 24 -13 2,4×2 10,20×2 7,6×2 YRP 250/480×3
GGXRD-R2 Leo j236H 1.pngGGXRD-R2 Leo j236H 2.png
Air combo ender and popular suicide method
GGXRD-R2 Leo j.236H 1 Hitbox.pngGGXRD-R2 Leo j.236H 2 Hitbox.pngGGXRD-R2 Leo j.236H 3 Hitbox.png
First active • Falling • Ground
Only mortal counters from second hit
Unburstable until the end
On successful hit, frame advantage is +3


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Brynhildr Moves

Brynhildr Stance
Brynhildr Stance
[H] or 6[H]
GGXRD Leo BrynhildrStance.png
Never turn your back on a friend.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Stance

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→Backdash

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→Frontdash

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→Cancel

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bt.P
→bt.P
Stance > P
GGXRD Leo btP.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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bt.K
→bt.K
Stance > K
GGXRD Leo btK.png
Watch ya toes
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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bt.S
→bt.S
Stance > S
GGXRD Leo btS.png
Get your point a cross
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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bt.H
→bt.H
Stance > H
GGXRD Leo btH.png
The circle of life
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Kahn Schild
→Kahn Schild
Stance > D
GGXRD Leo KahnSchild.png
Hit me with your best shot
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Kaltes Gestober Dritt
→Kaltes Gestöber Dritt
Stance > 214S
GGXRD Leo Dritt.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Blitzschlag
→Blitzschlag
Stance > 214H
GGXRD Leo Blitzschlag.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Overdrives

Stahl Wirbel
Stahl Wirbel
Stance > 632146S
GGXRD Leo StahlWirbel.png
Where was he carrying that giant thing?
GGXRD Leo StahlWirbel2.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Leidenschaft Dirigen
Leidenschaft Dirigen
632146H
GGXRD Leo LeidenschaftDirigen.png
Weapon X!!
GGXRD Leo LeidenschaftDirigen2.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H
Leidenschaft Dirigent
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26×4,60 Mid 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing -18 4 20 6 YRP -5000 / 0 1~14F All
GGXRD Leo LeidenschaftDirigen.pngGGXRD Leo LeidenschaftDirigen2.png
FYI: on block, the opponent can hit you between the fourth and fifth hits
GGXRD-R2 Leo 632146H 1 Hitbox.pngGGXRD-R2 Leo 632146H 2 Hitbox.pngGGXRD-R2 Leo 632146H 3 Hitbox.pngGGXRD-R2 Leo 632146H 4 Hitbox.pngGGXRD-R2 Leo 632146H 5 Hitbox.png
Hold H while landing to enter Brynhildr Stance
Minimum damage: 20%


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Instant Kill

Windrad des Weltraum
in IK mode: 236236H
GGXRD Leo WindraddesWeltraum1.png
Got 'em!
GGXRD Leo WindraddesWeltraum2.png
GGXRD Leo WindraddesWeltraum3.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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Navigation


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To edit frame data, edit values in GGXRD-R2/Leo Whitefang/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.