GGXRD-R2/Leo Whitefang/Frame Data: Difference between revisions

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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5P Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5P Full}}
|-
|-
{{Description|14|*Can cancel into 5P, 2P, 5K(?) even on whiff from frame 12
{{Description|14|text=*Can cancel into 5P, 2P, 5K(?) even on whiff from frame 12
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S Full}}
|-
|-
{{Description|14|*Can cancel into f.S~P or 5H from 17F onwards
{{Description|14|text=*Can cancel into f.S~P or 5H from 17F onwards
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S~P Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|f.S~P Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
{{Description|14|text={{ColumnList |text=*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
*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
*Guard Point doesn't work against Overdrives and Instant Kills
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Pulls in opponent on hit or block
{{Description|14|text={{ColumnList |text=*Pulls in opponent on hit or block
*[ ] values are for the back sword
*[ ] values are for the back sword
*Stance transition is 11F long (last 1F can be canceled into any action other than walk)
*Stance transition is 11F long (last 1F can be canceled into any action other than walk)
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H~P Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|5H~P Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff
{{Description|14|text={{ColumnList |text=*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
*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
*Guard Point doesn't work against Overdrives and Instant Kills
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|2P Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|2P Full}}
|-
|-
{{Description|14|*Can cancel into 5P, 2P, 5K even on whiff from frame 9
{{Description|14|text=*Can cancel into 5P, 2P, 5K even on whiff from frame 9
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.D Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.D Full}}
|-
|-
{{Description|14|*Frame Adv listed is when j.D is done from lowest height possible
{{Description|14|text=*Frame Adv listed is when j.D is done from lowest height possible
*Landing recovery can be special cancelled
*Landing recovery can be special cancelled
  }}
  }}
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|6P Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|6P Full}}
|-
|-
{{Description|14|*Armor is for 1 hit, only works on strikes, not projectiles
{{Description|14|text=*Armor is for 1 hit, only works on strikes, not projectiles
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|6H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|6H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Inputting H(or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33
{{Description|14|text={{ColumnList |text=*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)
*Stance transition is 14F long, frame adv. -3 (last 1F can be canceled into any action other than walk)
}}
}}
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Ground Throw Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Ground Throw Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Transitions into Brynhildr stance afterwards
{{Description|14|text={{ColumnList |text=*Transitions into Brynhildr stance afterwards
*Stun value: 30
*Stun value: 30
}}
}}
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Air Throw Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Air Throw Full}}
|-
|-
{{Description|14|*Stun value: 30
{{Description|14|text=*Stun value: 30
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*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)
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Max Charge Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Blitz Attack Max Charge Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*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)
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6+S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6+S Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*40f charge time
*40f charge time
*Special hit stop 6F
*Special hit stop 6F
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[4]6H Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*40f charge time
*40f charge time
*Special hit stop 6F
*Special hit stop 6F
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8S Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*40f charge time
*40f charge time
*Special hit stop 6F(For first hit)
*Special hit stop 6F(For first hit)
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|[2]8H Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*40f charge time
*40f charge time
*1st hit has  hitstop 6F
*1st hit has  hitstop 6F
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Erst>236H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Erst>236H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Values in [ ] are when Leo ends attack behind opponent
{{Description|14|text={{ColumnList |text=*Values in [ ] are when Leo ends attack behind opponent
*Front / Behind determination occurs on 12F
*Front / Behind determination occurs on 12F
*Ending attack behind opponent puts Leo in Brynhildr Stance
*Ending attack behind opponent puts Leo in Brynhildr Stance
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|236H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|236H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Values in [ ] are when Leo ends attack behind opponent
{{Description|14|text={{ColumnList |text=*Values in [ ] are when Leo ends attack behind opponent
*Front / Behind determination occurs on 25F
*Front / Behind determination occurs on 25F
*Ending attack behind opponent puts Leo in Brynhildr Stance
*Ending attack behind opponent puts Leo in Brynhildr Stance
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.236H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|j.236H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Only mortal counters from second hit
{{Description|14|text={{ColumnList |text=*Only mortal counters from second hit
*Unburstable until the end
*Unburstable until the end
*On successful hit, frame advantage is +3
*On successful hit, frame advantage is +3
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Brynhildr Stance Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Brynhildr Stance Full}}
|-
|-
{{Description|14|{{ColumnList |text=
{{Description|14|text={{ColumnList |text=
*Static difference on entering stance
*Static difference on entering stance
**blocked 5H: -3
**blocked 5H: -3
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>66 Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>66 Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Can go through opponent
{{Description|14|text={{ColumnList |text=*Can go through opponent
*Last frame can be canceled into any action except front or back walk
*Last frame can be canceled into any action except front or back walk
}}
}}
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>44 Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>44 Full}}
|-
|-
{{Description|14|Last frame can be canceled into any action except front or back walk
{{Description|14|text=Last frame can be canceled into any action except front or back walk
}}
}}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>S Full}}
|-
|-
{{Description|14|*Special hit stop for 6F
{{Description|14|text=*Special hit stop for 6F
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>H Full}}
|-
|-
{{Description|14|*Hits crouching opponents on 20F (tested on Sol)
{{Description|14|text=*Hits crouching opponents on 20F (tested on Sol)
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>D Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>D Full}}
|-
|-
{{Description|14|{{ColumnList |text=*90F wallstick upon successful counter
{{Description|14|text={{ColumnList |text=*90F wallstick upon successful counter
*Rejected for 60F if done from a distance
*Rejected for 60F if done from a distance
*Reflects projectiles(except Elphelt grenade)
*Reflects projectiles(except Elphelt grenade)
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214S Full}}
|-
|-
{{Description|14|*Exits stance
{{Description|14|text=*Exits stance
}}
}}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>214H Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Staggers/Guard crushes opponents blocking while standing/crouching
{{Description|14|text={{ColumnList |text=*Staggers/Guard crushes opponents blocking while standing/crouching
*Upon hit, applies ground bounce effect(lands face down)
*Upon hit, applies ground bounce effect(lands face down)
*Exits stance
*Exits stance
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>632146S Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|Stance>632146S Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Values in [ ] are for Burst version
{{Description|14|text={{ColumnList |text=*Values in [ ] are for Burst version
*Stun: 65
*Stun: 65
*Projectile lasts until it goes out of screen
*Projectile lasts until it goes out of screen
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|632146H Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|632146H Full}}
|-
|-
{{Description|14|*Hold H while landing to enter Brynhildr Stance
{{Description|14|text=*Hold H while landing to enter Brynhildr Stance
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Leo Whitefang/Data|IK Full}}
{{#lsth:GGXRD-R2/Leo Whitefang/Data|IK Full}}
|-
|-
{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 73T [5+(63)+5]
*IK Mode Activation: 73T [5+(63)+5]
  }}
  }}

Revision as of 01:25, 23 February 2019

System Data


Normal Moves

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
5P
  • Can cancel into 5P, 2P, 5K(?) even on whiff from frame 12
5K
c.S
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
  • 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
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
2P
  • Can cancel into 5P, 2P, 5K even on whiff from frame 9
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
  • Frame Adv listed is when j.D is done from lowest height possible
  • Landing recovery can be special cancelled
6P
  • Armor is for 1 hit, only works on strikes, not projectiles
6K
6H
  • 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)
5D
2D

Universal Mechanics

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
Ground Throw
  • Transitions into Brynhildr stance afterwards
  • Stun value: 30
Air Throw
  • Stun value: 30
Dead Angle Attack
Blitz Attack
  • 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 Attack
Max Charge
  • 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

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
Graviert Würde(S)
[4]6S
  • 40f charge time
  • Special hit stop 6F
  • 3F gap between each hit
Graviert Würde(H)
[4]6H
  • 40f charge time
  • Special hit stop 6F
  • 3F gap between each hit
Eisen Sturm(S)
[2]8S
  • 40f charge time
  • Special hit stop 6F(For first hit)
  • 8F onwards airborne
Eisen Sturm(H)
[2]8+H
  • 40f charge time
  • 1st hit has hitstop 6F
  • 10F onwards airborne
Keltos Gestöber Erst
236S
→Zweit
Keltos Gestöber Erst>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
→Dritt
Zweit>214S
Kaltes Gestöber Zweit
236H
  • 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
Siegesparade
j.236H
  • Only mortal counters from second hit
  • Unburstable until the end
  • On successful hit, frame advantage is +3

Brynhildr Moves

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
Brynhildr Stance
  • Static difference on entering stance
    • blocked 5H: -3
    • blocked 6H: -3
    • Throw: +54
    • blocked Kaltes Gestöber Erst→Zweit: -3
    • blocked Kaltes Gestöber Zweit: +2
    • Siegesparade: +2
    • blocked Leidenschaft Dirigen: -18
  • Cannot block
  • Cannot jump (except from jump cancels)
  • Jump canceling or getting hit exits stance
  • Normals and movement are changed while in stance
  • All specials and overdrives available normally are still available in stance
→Frontdash
Stance>66
  • Can go through opponent
  • Last frame can be canceled into any action except front or back walk
→Backdash
Stance>44

Last frame can be canceled into any action except front or back walk

→Cancel
Stance>22
→bt.P
Stance>P
→bt.K
Stance>K
→bt.S
Stance>S
  • Special hit stop for 6F
→bt.H
Stance>H
  • Hits crouching opponents on 20F (tested on Sol)
→Kahn Schild
Stance>D
  • 90F wallstick upon successful counter
  • Rejected for 60F if done from a distance
  • Reflects projectiles(except Elphelt grenade)
  • Counters everything except throws and unblockables
→Kaltes Gestöber Dritt
Stance>214S
  • Exits stance
→Blitzschlag
Stance>214H
  • Staggers/Guard crushes opponents blocking while standing/crouching
  • Upon hit, applies ground bounce effect(lands face down)
  • Exits stance

Overdrives

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
→Stahl Wirbel
Brynhildr Stance>632146S
[Brynhildr Stance>632146D]
  • Values in [ ] are for Burst version
  • Stun: 65
  • Projectile lasts until it goes out of screen
Leidenschaft Dirigent
632146H
  • Hold H while landing to enter Brynhildr Stance

Instant Kill

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
Windrad des Weltraum
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 73T [5+(63)+5]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P, 6P 5K, 2K cS, fS, 2S 5H, 2H, 6H 5D, 2D Jump, Sp, Su
2P 5P, 2P[+], 6P 5K, 2K cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
6P - - - - - Sp, Su
5K - - cS, fS, 2S 5H, 2H 5D, 2D Sp, Su
2K - - cS, fS, 2S 5H, 2H, 6H 5D, 2D Sp, Su
6K - - - - - Sp, Su
c.S 6P 6K fS, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - 6K 2S 5H, 2H, 6H 2D Jump, Sp, Su
2S - 6K - 5H, 2H 5D, 2D Sp, Su
5H - - - 6H 2D Sp, Su
2H - - - - 5D, 2D Sp, Su
6H - - - - - Sp, Su
5D - - - - - Homing Jump, Homing Dash
2D - - - - - -
Brynhildr Stance (Backturned) Gatlings
P K S H D Cancel
BT P - BT K BT S BT H BT D Jump, Sp, Su
BT K BT P - BT S BT H BT D Sp, Su
BT S - - - BT H BT D Sp, Su
BT H - - - - - -
BT D - - - - - -
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K j.S j.H j.D Jump, Sp
j.K - - j.S j.H j.D Jump, Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation


Template:Navbar-GGXRD-R2

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.