GGXRD-R2/Leo Whitefang

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Overview

Overview

Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually bt.K, bt.S, or bt.H) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.

He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes (f.S, 5H) are also slow, and f.S has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ([4]6S/H) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.

Leo's air normals aren't great, with the notable exception of j.K as a jump-in. j.S is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade (j.236H) for a guaranteed knockdown that starts backturn pressure.

In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: 5K is advancing and plus on block, 2S is a plus on block low, and he can cancel almost any ground button into his first rekka (236S) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash (236H) to start backturn pressure early and potentially score a sweet counter hit. 6K, bt.K, and bt.P are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ([2]8S/H) - like many of his other special moves, he gets to continue his offense if it connects.

Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?
Leo Whitefang
GGXRD-R Leo Portrait.png
Defense
x1.00
Guts Rating
3
Weight
[98] Slightly Heavy
Stun Resistance
70
Prejump
4F
Backdash
16F (1~9F invuln)
Wakeup Timing
28F (Face Up)/ 26F (Face Down)
Unique Movement Options
Step Dash during Brynhildr Stance
Fastest Attack
2P (5F), 5K (8F)
Reversals
[2]8S/H (5/8F)
632146H (10+1F)

 Leo Whitefang struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.

Pros
Cons
  • The Offense of a King: High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.
  • The Defense of a King: H Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!
  • No Throws for You: Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are throw invulnerable. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat.
  • Loopable Gameplan: All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this.
  • Easy Knockdowns: Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.
  • Meter Burn: All of Leo's super options are good, with Stahl WirbelGGXRD Leo StahlWirbel.pngGuardAllStartup5+(104)+0Recovery24Advantage+8 arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground.
  • Lockout: One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.
  • Hates the Air: Leo's anti airs are poor for dealing with most airborne opponents. While his 6P has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special.
  • Large and Heavy: Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height can make escaping some pressure difficult.

Unique Mechanics

GGXRD Leo BrynhildrStance.png

Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a fast plus on block overhead, two throw invuln moves, an invulnerable counter, an unblockable, and a 0f projectile super.

Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 6 5 7 -2
Total: 17

Good horizontal and vertical range for a jab. Has use as an occasional anti-air.

It has better range and damage than 2P, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to 5K or c.S is recommended.

  • Can whiff cancel into 5P, 2P, or 5K from frame 12
  • Hit confirming 5P at max range will cause 5K to Whiff.

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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 8 5 6 +1 8-12F Lower Body
Total: 18

A good medium range advancing poke.

Leo lunges forwards with frame advantage on block. Slower than average for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into c.S; if you delay the S input slightly, you can usually combo into c.S instead of f.S, which is better for Leo's combos and offense.

Because its a bit slower than the average 5K, Leo relies on jabs instead of 5K to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low abare An attack during the opponent's pressure, intended to interrupt it., the opponent can still throw Leo out of 5K if used too close to them.

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

c.S

f.S

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 34 Mid 10 6 19 -11
f.S~P T51~91 1-47~77 High/Mid Guard Point
Total: 34

Leo's primary mid-range poke.

On normal standing hit, only combos to 2D, 2H, and Leidenschaft DirigenGGXRD Leo LeidenschaftDirigen.pngGuardMidStartup10+(40)+1Recovery28+13 after landingAdvantage-18 without Roman Cancel. On crouching or counter hit, combos to 6K, 5H, and ErstGGXRD Leo Erst.pngGuardMidStartup15Recovery12Advantage-1.

Leo can transition into block pressure with gatlings to 2S, 6K, 6H, or 5H. Blocked f.S > whiff 2S reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of f.S > 5H to vary his strings.

Besides guard point, f.S also cancels to 5H and 6H even on whiff which makes whiff punishing Leo's f.S difficult.

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


f.S~P

Leo's f.S cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.

Leo can use this guard point to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. during blockstrings to make his grounded combos burst safeex. inputting c.S > f.S~[P]~2D~6HH while keeping P held will combo f.S into 2D on hit while guard pointing a burst after f.S, then punishing the burst with 6H.

  • Can cancel into 5H/6H/2H upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.
  • [P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
f.S - 2 10 7
f.S~P

f.S:

  • Can cancel into f.S~P or 5H from 17F onwards

f.S~P:

  • 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

5H

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 42 Mid 15 6 [3] 16 -3
5H~P T51~91 1-47~77 High/Mid Guard Point
Total: 36

Huge range poke that combos into a knockdown on normal hit.

Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting H(or holding) on 24~26F causes Leo to transition to Brynhildr stance.

  • Backturn transition starts from frame 27.

Gatling Options: 6H, 2D


5H~P

Leo's 5H transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.

Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.

  • Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
  • Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
5H - 4 20 6
5H~P

5H:

  • 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 &gt
  • Stance is -3
  • Can cancel into 5H~P from 25F onwards

5H~P:

  • 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

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 13 4 20 -5 5~14 Armor
Total: 36

An unusual 6P that is armored instead of being upper body invincible.

As an armor move, be wary that multihit buttons can usually beat Leo's 6P, alongside fast jump-ins that are capable of hitting the armor and land blocking due to 6P's slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's Mappa PunchGGXRD Slayer MappaHunch.pngGuardMidStartup11Recovery17Advantage-1 or May's DolphinsGGXRD May MrDolphinHorizontal.pngGuardAllStartup5Recovery6+5 After LandingAdvantage-4.

Unlike regular 6Ps It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing 6P to whiff. However, 6P's active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat some multihit normals with extended hurtboxes.

On normal hit, 6P can usually combo into 236H, but can whiff on opponents that get hit too high. You can delay 236H a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.

  • Blows the opponent back on both air and ground hit.
  • Unlike similar armor such as Potemkin's HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16, you can not yrc when your armor is triggered, but the opponent still can.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 15 3 10 +4 3~15F Throw
Total: 27

Advancing plus on block normal for hit confirms, meaties, and pressure resets.

The throw invincibility and frame advantage also makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off c.S and to pressure off 2S or f.S since it leads to a knockdown but isn't as risky as 5H.

In neutral, dashing 6K can be YRC'd to safely cover significant distance.

  • Combos to 236S rekka.
  • On counter-hit, staggers the opponent. Combos to 5K.
  • On crouching opponents, f.S > 6K > 5P combos at a distance, allowing Leo to extend combos.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 24 2 12 +5 16~25F Feet
Total: 37

Slow advancing haymaker with frame advantage on block and high reward on hit.

Has use as a frame trap from 5H and an option to call out jumping after a blocked f.S. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and 2K. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects 6H, Leo can safely transition into Brynhildr stance by holding H.

  • On grounded hit, 5P and 2P combo. On counter-hit, 5K combos.
  • On air hit, ground bounces. Can follow up with 236H or dash 5K for a combo midscreen. Follow up with (hold H) > bt.S > bt.214S in the corner.
  • Inputting H (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
- 4 20 6
  • Inputting &lt
  • span class=&quot
  • colorful-text-4&quot
  • &gt
  • H&lt
  • /span&gt
  • (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.

2P

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 10 3 7 +4 5-9 Above Knees
Total: 19

Leo's best low starter albeit with fairly poor range for a 2S.

Has significant frame advantage on block and the ability to gatling to 2H for a combo. At close range, you can link a 2P into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny f.S or Jack-O f.S.

Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.

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

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 Mid 10 8 26 -15
Total: 43

Combo filler and occasional high commitment anti-air.

Used for comboing into rekkas when slightly outside c.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit 2H, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.

While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches.

  • Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Low 12 6 16 -5 5~6, 18~19F Foot
7-17F Lower Body
5~21F Throw
Total: 33

Slow low attack that has throw and low invincibility throughout its active frames.

At max range from 2S or f.S versus standing opponents, 2D is generally the best way to end a combo into knockdown since 5H won't combo. 2D also has decent range and can go underneath moves like Elphelt's 5H, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after 5H, 2H, c.S, f.S or 2S to catch someone attempting a defensive throw or jump out.

2D is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.

  • Can be RRC'd for a significant combo on hit.
  • In the unlikely event of an air CH, can follow up the combo with dashing 5K.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 High/Air 10 14 21
Total: 44

Leo's best jumping attack against opponents beneath him.

Leo's shallow jump height makes j.K a serious midrange threat. j.K is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use j.K early in a jump to mitigate its long startup time.

j.K generally leads to better damage in combos than j.S due to j.K only hitting once.

  • On block or hit, can be jump cancelled for combos or pressure.
  • Can crossup on occasion, mostly against large characters.

Gatling Options: j.S, j.H, j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24×2 High/Air 7 3(1)3 18
Total: 26

A two-hit uppercut. Leo's best jumping attack against opponents above him.

While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using j.K in combos instead of j.S will lead to more damage as j.K does more damage per hit, whereas j.S will combo more consistently. The can be said of scramble situations; j.S can be more reliable compared to j.K as j.S is 3 frames faster.

  • Leo can cancel into other air normals between the two hits.

Gatling Options: j.P, j.H

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18×3 All 22 4,4,4 Until Landing+8 +3

Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.

While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing j.D later into its animation preserves the momentum from j.D while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.

The lower from the ground Leo is while using j.D, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When j.D is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 85

Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.

Can be jump cancelled into from f.S for weird pressure strings.

  • Uncharged combos to 6H in corner
  • Can be used in combos to steal Burst gauge from the opponent. Useful points: after StahlwirbelGGXRD Leo StahlWirbel2.pngGuardAllStartup5+(104)+0Recovery24Advantage+8, after H EisenGGXRD Leo EisenSturm.pngGuardMidStartup8Recovery30+12 after landingAdvantage-54 RC j.D whiff, after bt.D in corner and after 5D6 in corner
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • 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)

[Blitz]:

  • 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

Special Moves

Graviert Würde

[4]6S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[4]6S 16×2 All 10 31 36(46T) -8
[4]6H 16×4 All 35 Until Corner (72T) +11
[4]6S       
Total: 46
S Fireball
Total: 40
[4]6H          
Total: 72

Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.


[4]6S

Leo's S fireball is a fast moving 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 5H using the YRC flash. S fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.


[4]6H

The H version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster S version, H version disappears if Leo is hit.

Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.

Eisen Sturm

[2]8S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[2]8S 36,32 Mid 5 2,12 26+12 after landing -32 1~4F All
[2]8H 43,30,28 Mid 8 2,12(11)6 30+12 after landing -54 1~13F All
Total: 56
Total: 80

A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.


[2]8S

While the S version does have invincible startup and is and faster than the H version, the invincibility frames will run out right before the move is active, which causes S Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's MawaruGGXRD Zato TraversingAttack.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
and Elphelt's Pineberry.

Outside of reversal situations, the S version be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo.

  • The first hit of S Eisen is a hard knockdown, always.

[2]8H

The H version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences.

Outside of reversal situations, H Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.

All three hits of H Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.

  • If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.

Kaltes Gestöber Erst

236S

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
236S 24 Mid 15 3 12 -1
236S > 236H 25 Mid 11 [12] 4 [5] 14 -3
236S > 236H > 214S 40 Mid 14 5 21 -7 1-18F Throw
10-18 Foot
Total: 29
Total: 28
Total: 39

Leo's rekka style attack series.

Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from c.S, 5H, 2H, 6H, and 6K.

236S is safe on block, but slightly negative.


236H Zweit

Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.

Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.

  • If the opponent instant blocks Zweit, it can be unsafe.
  • If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.

214S Dritt

Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use. Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.

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.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
236S 2 10 7
236S > 236H 2 10 7
236S > 236H > 214S 4 20 6

236S: 236S > 236H:

  • Values in [ ] are when Leo ends attack behind opponent
  • Front / Behind determination occurs on 12F
  • Ending attack behind opponent puts Leo in Brynhildr Stance

236S > 236H > 214S:

Kaltes Gestöber Zweit

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 24 [26] 4 [5] 14 +1 [+2]
Total: 41

The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.

While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing 236H risky in pressure.

On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off backturned superGGXRD Leo StahlWirbel2.pngGuardAllStartup5+(104)+0Recovery24Advantage+8 from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.S will combo.

  • Can low profile some attacks.

Siegesparade

j.236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16,24,10 All 13 Until landing + 6 24 -13

Leo's typical air combo ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration.

On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.

Leo can also option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. to be burst safe at the end of air combos by using a delayed RRC input (ex. j.236[H]~K+S) as Siegesparade locks Leo out of RRC if it successfully hits.

Siegesparade has a lot of different properties depending on how it hits:

  • If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in.
  • The third hit of Siegesparade will only activate if the second hit connects.
  • If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.
  • 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!

Brynhildr Stance Moves

Brynhildr Stance

5[H] or 6[H]

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
Frontdash 17T
Backdash 17T 1~13F All
Cancel 12T

Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to.

Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.

During stance, each of Leo's normals are modified (notated as bt.P/K/S/H/D). Additionally, Leo cannot throw, cannot Blitz, cannot enter IK modethe input will register as a Roman Cancel cannot jump (except with bt.P jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.

Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a 236H that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.

Stance transition data
Attack Frame Data Result
Blocked 5[H] -3 Safe
Blocked 6[H] -3 Safe
Throw +54 Okizeme
Blocked 236S->236H -3 Safe
Blocked raw 236H +2 Pressure
j.236H hit +2 Pressure
Blocked 632146[H] -18 Punishable
  • Leo can enter Backturn by holding H while pressing 5H, 6H, or 632146H on block or whiff, landing a throw, or by crossing up with 236H
  • All special moves and overdrives are still available during backturn.
  • The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.
  • Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.

bt.P

P during Brynhildr Stance

bt.K

K during Brynhildr Stance

bt.S

S during Brynhildr Stance

bt.H

H during Brynhildr Stance

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High 18 4 9 +6
Total: 30

Leo's stance overhead. Extremely plus on block and highly rewarding on hit.

An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier abare An attack during the opponent's pressure, intended to interrupt it. options.

It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, bt.H ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to bt.S > rekkas for a combo as well.

  • Is *not* throw invincible
  • Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents

Kahn Schild

D during Brynhildr Stance

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,60 Unb 37T 1-2 Strike
3-20 Catch and Reflect

Leo's infamous backturned parry and a critical component of his backturn mindgames.

An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during bt.D, Faust gets countered.

During stance offense, bt.D is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very potent option selectPlinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D as it will beat Bursts, Overdrives, invincible DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making bt.D risky. The OS is not without fault either as it can be called out by wakeup backdash.

When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into bt.S or 632146S, depending on range.

Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.

  • Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish bt.D.
  • Counters from 3-20F. Is in counterhit state during recovery.
  • Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D.
  • Can only YRC the first portion of the move, which means the window to catch with bt.D YRC is fairly small. It's possible to bt.D YRC and get hit during YRC startup.

Counters everything except throws and moves considered 'unblockable':

Unblockable Attacks
Character Move
 Faust Hack n' SlashGGXRD Faust HackNSlash.pngGuardUnblockable: 175000, All*7Startup5Recovery12Advantage-
 Elphelt Charged Sniper Rifle shotGGXRD-R Elphelt MissConfire.pngGuardStartupRecoveryAdvantage-
 Johnny Mist Finer with Baccus SighGGXRD Johnny LowMistFiner.pngGuardLow/AirStartup9+11Recovery29Advantage-14
 Potemkin Slidehead shockwaveGGXRD Potemkin SlideHead hitbox2.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11
 Slayer UndertowGGXRD Slayer Undertow.pngGuardUnblockableStartup39Recovery22Advantage-

Moves that stagger on block (such as Leo bt.214H and Kum Charged Falcon Dive (Reverse)) can be countered by bt.D even though they are colloquially referred to as 'unblockables')


Projectile Interactions

If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.

Reflectable Projectiles
Character Moves
 I-No Antidepressent ScaleGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12, HCLGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3, VCLGGXRD Ino ChemicalLoveS.pngGuardAllStartup11Recovery8 After LandingAdvantage-
 Jack-O j.DGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-
 Ky Kiske Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10, Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 [1]Cannot reflect the Grinder versions
 Kum Haehyun Blue Tuning OrbGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16 [1]both versions, but Kum can still control them
 Leo Whitefang Graviert WürdeGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8, Graviert WürdeGGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11 (NotesLeo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball')
 May Beach BallGGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage- (All versionsMay can still jump off of a reflected beachball)
 Ramlethal Valentine Cassius projectileGGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1
 Raven NeedleGGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9 (All versions)
 Sol Badguy GunflameGGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4
 Venom Venom BallsGgxrd venom stingeraim.pngGuardAllStartup15~26RecoveryTotal 43~54Advantage-2 (all versions)

Note that multi-hitting projectiles, such as Ky's Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14, Haehyun's Red Tuning OrbGGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22, and Leo's own Graviert WürdeGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8 (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's Antidepressent ScaleGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.

If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of bt.D instead. This allows Leo to 'chain' bt.Ds during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super.

Non reflectable Projectiles
Character Moves
All Characters Every Overdrive
 Answer CardsGGXRD Answer Caltrops.pngGuardAllStartup12RecoveryTotal 42Advantage-7
 Axl Low RensenGGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13
 Baiken TatamiGGXRD Baiken TatamiGaeshi.pngGuardAllStartup15RecoveryTotal 45Advantage-4
 Bedman All projectiles
 Chipp Zanuff Gamma BladeGGXRD Chipp GammaBlade.pngGuardAllStartup19RecoveryTotal 56Advantage+5
 Dizzy All projectiles
 Elphelt Valentine All projectiles
 Faust All projectiles
 Jack-O Minion attacks and TossGGXRD-R JackO GhostThrow.pngGuardStartup12RecoveryTotal: 32Advantage+6
 Johnny CoinGGXRD Johnny GlitterIsGold.pngGuardAllStartup6RecoveryTotal: 17Advantage+8 and ZweihanderGGXRD Johnny Zweihander.pngGuardAllStartup1RecoveryUntil Landing + 10Advantage-
 Ky Kiske j.DGGXRD Ky jD.pngGuardAllStartup38RecoveryTotal 25+8 after landingAdvantage-, Fortified Stun EdgeGGXRD Ky StunEdge2.pngGuardAllStartup~+9RecoveryAdvantage+8, Fortified CSEGGXRD Ky ChargedStunEdge2.pngGuardAllStartup~+9RecoveryAdvantage+18
 Millia Rage DiscGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1, PinGGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage-
 Ramlethal Valentine All sword attacks
 Raven OrbGGXRD-R Raven ScharfKugel.pngGuardAllStartup71RecoveryTotal:46Advantage+30
 Zato-1 All Eddie attacks

If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.

Kaltes Gestöber Dritt

214S during Brynhildr Stance

Blitzschlag

214H during Brynhildr Stance

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 High* 27 1 29 +36~+3 (Stagger)
Total: 56

A risky but rewarding overhead option to open up defensive opponents.

Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.

Can be comboed into from bt.D in the corner against everyone, or even midscreen against lightweights.

  • Upon hit, ground bounces the opponent (lands face down).
  • Exits Brynhildr stance on use

Overdrives

Stahl Wirbel

632146S or 632146D during Brynhildr Stance

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
130 [162] All 5+(104)+0 24 +8 5 All
[1-5F All]

Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo.

Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.

On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.

  • Projectile lasts until it goes out of screen.

Leidenschaft Dirigent

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26×4,60 Mid 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing -18 1~14F All
Total: 172

Invincible super typically used as a reversal option.

This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.

As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.

It is possible to low profile the first hit of this super with moves like Jack-O 2K or Sol 2D. In reversal situations, H Eisen is a better option versus low profiling moves.

  • Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time).

Instant Kill

Windrad des Weltraum

During IK Mode: 236236H

Navigation

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To edit frame data, edit values in GGXRD-R2/Leo Whitefang/Data.
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