GGST/Leo Whitefang

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Overview

Overview

Leo Whitefang is a versatile character who shifts back and forth between a defensive neutral and his aggressive Brynhildr stance. His bountiful moveset is well befitting a King of Illyria.

Leo is defined by Brynhildr/backturn stance, which sacrifices the ability to block in exchange for a set of unique normals and specials that serve as strong pressure tools. The core of this pressure is Leo's high-low mixups from his bt.H and bt.K; both are combo starters, and can be canceled for plus frames. In addition to this already effective mix, Leo can keep opponent guessing with Guard Crush resets, tick throws, or cross-ups. However, as the stance is poorly suited to neutral, Leo cannot switch into this stance whenever he wishes. Instead, he must first land a good hit that allows a safe transition to Brynhildr pressure. This typically means scoring a knockdown for the opportunity to safely use Zweites Kaltes Gestöber, or converting a juggle into Turbulenz.

Luckily, Leo has excellent neutral tools to help him land these hits. Though lacking a traditional run, Leo's stepdash is well-suited to his kit - it grants many of his moves substantial burst range, allowing him to effectively whiff punish or harass opponents with far-reaching lows. His 5H has great range, combos into Brynhildr stance safely, and excels at controlling space. As if this wasn't enough, hits every low profile in the game and leads into a guardpoint stance that circumvents its slow recovery. At fullscreen ranges, he can make use of his projectile, Gravierte Würde, with a fast two-hit S version to beat other fireballs and an advantageous H version that allows him to approach safely. Leo's defence is no slouch, either. He has plenty of health, and his invincible DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., S Eisensturm, boasts a charge input, making it resistant to cross-ups and more effective at countering frame traps.

Armed with powerful stance mix-ups, long-reaching normals, and a spectacular sense of humour, Leo truly is a man of anyone’s dreams!
Leo Whitefang
GGST Leo Whitefang Portrait.png
Damage Received Mod
×1
Guts Rating
3
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Step-Dash during Brynhildr Stance
Fastest Attack
5P (5F)
Reversals
Eisensturm (9F)
Leidenschaft des Dirigenten (11F)
 Leo Whitefang is a well-rounded beast that transforms into a offensive powerhouse in his unique Brynhildr Stance.
Pick if you like Avoid if you dislike
  • An all-around character with good tools for any situation.
  • A strong reversal to aid in escaping pressure.
  • The duality of a patient, ‘footsies’-style neutral which shifts to a relentless offensive stance when you find an opening.
  • Dynamic and varied pressure options designed to overwhelm opponents.
  • A burst movement stepdash in combination with many forward moving attacks, allowing him to threaten space effectively.
  • Charge inputs, which are essential to Leo’s kit.
  • A slower step-dash in place of a conventional run.
  • Many extended hurtboxes on startup and few disjoints, and as such, a vulnerability to being counterpoked.
  • Poor air moves and jump-ins, meaning that you are stuck playing on the ground in most situations.
  • Slower than average startup on many attacks, giving a 'sluggish' feel to the character.


Unique Mechanic: Brynhildr Stance
Upon a successful ground throw, crossing up with Zweites Kaltes Gestöber, or holding S when using Turbulenz, Leo will enter a stance known as Brynhildr or Backturn in which he turns his back to the opponent. In this stance, Leo has a different set of normal moves, as well access to two new special moves and his projectile Overdrive, Stahlwirbel, but is unable to jump or block; his only defensive option in this stance is Kahn-Schild. Brynhildr Stance will end if Leo is hit, and can be cancelled any time by inputting 22.

Normal Moves

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

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
26 All 5 5 6 -1
Total: 15

Leo's fastest normal at 5F startup, used to mash out of pressure or put out a hitbox during scrambles.

5P has very little whiff recovery and a lot of active frames for a jab, making it effective as a pre-emptive way to stuff approaches such as  May's horizontal dolphinsGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 or various  Chipp and  Millia attacks. It is also one of Leo’s best anti-airs, since it is fast, covers a good angle, and boasts better reward than 6P, but it cannot be used on deeper jump-ins like  Baiken's j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD).

Additionally, 5P plays a vital role as a pressure starter, one of Leo's few ways to enforce pressure and bait reversals simultaneously. If it hits during a later active frame, 5P will be plus on block and recover in time to allow Leo to block reversals, acting as a Safe Meaty A well-timed attack on an opponent who is rising from a knockdown. The idea of a Safe Meaty is to land a Meaty '"`UNIQ--item-10--QINU`"' attack that hits late into the attack's active frames. The goal is to have this attack connect meaty with your opponent, but recover fast enough to be able to block a reversal attempt. which also baits YRC and Gold Burst. Doing this usually requires strict manual timing, but it can be made a lot easier using a 2D OTG off any hard knockdown. See here for more details.

  • Can gatling into itself and 2P as well as 6P.
  • Combos into 236S for a soft knockdown.

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

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
32 All 9 4 13 -3
Total: 25

An advancing normal. It has good reward, and with dash momentum moves even farther than normal, making for an effective whiff punish tool.

Unlike other characters’ 5K, Leo’s is a poor poke due to its stubby hitbox. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to punish an opponent's whiffed moves, and on a hit this combos into Eisensturm for Brynhildr pressure. Even if 5K is blocked, Leo is only -3 and can tick throw or gatling to 6K for a nasty 1 frame gap frame trap.

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

c.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
40 All 7 6 10 +1
Total: 22

A key tool to set up good pressure as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after a knockdown.

c.S is Leo's best pressure starter when he doesn’t have time to enter Brynhildr Stance. Since it is plus on block, it allows for good stagger pressure, as Leo can delay his gatlings for frame traps, dash up with another c.S to reset pressure, or tick throw the opponent. It also leads to damaging combos, even on easy conversions.

  • Ground bounces on air hit, making it a good combo tool for some midscreen juggles.
  • Situationally a high-reward anti-air, but without upper body invincibility.
  • Can lead into Brynhildr pressure via 2H > 214[S].

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

f.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
34 All 12 6 21 -13
Total: 38

Leo's secondary poking tool, also serving as a staple combo and blockstring component.

f.S is a solid option for controlling space, though it is far more situational than 5H, as it has lower reward and is susceptible to being low profiled. Still, f.S does not extend Leo’s hurtbox before it becomes active and has a slightly faster startup, both of which can be important in certain situations. The two complement each other well and thus form the core of Leo's midrange poking game.

Due to its reverse gatling from Leo's H buttons, f.S also allows Leo to push opponents out of punish range after one of his pokes is blocked, or combo from stray 5H hits.

  • Hold S during recovery to enter Leo's guarding stance on frame 24.
  • Propels the opponent far on air hit, making it hard to use in juggles midscreen.

Gatling Options: 5H, 2H, 6H

5H

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
42 All 15 5 22 -8
Total: 41

Leo's main poke for controlling space in neutral.

5H is a huge button that leads to particularly rewarding combos on hit and especially counterhit, making it an option that approaching opponents will have to account for. Unlike many of his buttons, 5H combos into Turbulenz without a Counter Hit, giving Leo an easy way to enter backturn from a variety of starters. While it already covers a lot of space, the range can be extended with dash momentum, but as the move extends Leo's hurtbox on startup, this can leave him vulnerable to counterpoke attempts.

Beyond this range and reward, 5H has two properties that make it a very oppressive button in neutral. First, its later active frames will hit every Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. move in the game, including attempts at counterpoking via 6P. Second, Leo can hold H on whiff to enter guard stance to circumvent the long recovery, making it difficult to bait out and whiff punish.

  • Hold [H] to enter Leo's guardpoint stance on frame 25.
  • Reverse gatlings into f.S or 2S for extended pressure.
  • Wallbounces on airborne hit, allowing Leo to perform damaging wall loops.
  • Damaging CH starter that allows Leo to combo into 236H and follow up with a backturn juggle.
  • Hits low profiles during active frames 17-19.


Gatling Options: f.S, 2S

5D

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
Dust Attack 40 High 20 3 26 -15
Charged Dust Attack 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast, but only leads into a combo by Roman Cancelling. Can gatling from c.S for a mixup.

  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes a Floating Crumple.
  • Causes 80% proration on-hit.
  • Launches if it hits an opponent with a full R.I.S.C gauge.

Charged Dust

A slower but much more rewarding version of Dust, easily reactable if the opponent is looking for it. If it does land, it gives a very high damaging combo which also grants Positive Bonus. This makes it a good option to punish some reversal supers on block, which are highly minus but do not grant a Counter Hit punish.

  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump:
    • Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, granting Positive Bonus and causing a hard knockdown (+23).

[H]S or [S]H

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
42 All 10 3 14 0
Total: 26

If you hold the button after f.S or 5H, Leo will go into a guard stance.

This stance blocks mid and high attacks, but loses to lows and throws. Leo can exit the stance without attacking by releasing the held button; doing so has 16 frames of recovery. Press the opposite button to the one being held (S while holding H or vice versa) to perform a follow-up attack. This property gives it good utility as an anti-air which combos into 236H for backturn pressure.

Leo’s guard stance is a standout tool that makes his strong 5H into one of the most oppressive moves in the game. After putting out a hitbox as to poke or pressure an opponent, Leo may hold and immediately release H or S to retract his hurtbox faster than usual, immediately perform the follow up to put a disjointed hitbox where the extended hurtbox was, or hold the guard point to beat out jump-ins, reversals, and White Wild Assault. The combination of these make it incredibly difficult for most of the cast to whiff punish 5H and f.S.

  • Lows will counter-hit Leo while holding the stance.
  • Can guard supers.
  • Negates blockstun and R.I.S.C. gain, but not chip damage.
  • The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.

2P

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
22 All 6 4 8 -2
Total: 17

A jab similar to 5P which also hits low profiles.

Compared to 5P, 2P has one frame slower startup, less active frames, and slightly more recovery. Due to this, it's generally better to mash with 5P, but since 5P can be easily low-profiled, there are instances where 2P is preferred. If the move is blocked, Leo may frametrap into another 2P, 6P, or 6K, or try to leverage the disjointed hitbox of 2S to counterpoke opponents, despite it not being a gatling.

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

2K

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 7 6 11 -5
Total: 23

An all-purpose button with many useful qualities.

2K is slightly slower to startup than most buttons of its type and possesses almost no low profile properties. In exchange, it has amazing range with dash momentum, 6 active frames, and leads into Eisensturm for Brynhildr okizeme, making it an excellent all-purpose button. 2K can be used to mash out of pressure, catch approaches, whiff punish, chase an opponent walking back, or even set up a tick throw. It gatlings into 6K for combos and pressure.

With good range for its speed, 2K is also Leo's best punish starter for many slightly unsafe moves (such as  Anji's NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), and a great tool for aggressively taking a turn back when the opponent ends their pressure.

  • Does not combo into itself on Counter Hit, limiting its use in stagger pressure.

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

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 13 -2
Total: 25

An effective poke and low counterpoke despite its short range.

2S has 10 frames of startup, hits low, and is almost entirely disjointed, meaning it will often beat faster attacks with extended hurtboxes such as 2Ks and 2Ps. It also has a slight low profile, allowing Leo to go under some pokes, most notably  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17.

2S is also a key pressure tool. It gatlings into H normals and is only -2 on block, which creates a mixup between frame trapping with 5H, tick throwing, or running up with another 2S to extend pressure.

  • Similar range to 2K.
  • One of Leo's only disjointed normals.
  • Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.

Gatling Options: 5H, 2H, 6H

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 All 12 8 29 -20
Total: 48

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
40 Low 12 6 19 -8 5-18F Airborne
Total: 36

A fast, long-range low that demands respect in neutral.

With dash momentum, this move becomes a character-defining option for aggressive play, because it launches Leo across the screen and hits low - opponents who do not crouchblock in neutral can easily get caught out by it. However, since it cannot be special cancelled, 2D is generally punishable on block, meaning it must be used with some restraint. On hit, the resulting knockdown gives Leo enough time to start Brynhildr okizeme with a bt.K by whiffing Zweites Kaltes Gestöber (236H) immediately after recovering. For these reasons, it can also be used to whiff punish moves with long recovery from a distance.

2D is airborne and will beat out some low pokes as a result, but unlike most sweeps it's not a good option to go under the opponent's attacks. It also is not good for hitting moves like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 because Leo does not scrape the ground with his hitbox.

  • Leo is airborne from frame 5, making it a risky callout against tick throw attempts and some low attacks.
  • Cannot be cancelled into specials, and thus is usually unsafe on block unless spaced well.
  • Leads to Brynhildr Stance pressure on regular hit with whiff 236H into bt.K, and a large conversion on CH.
    • If 2D hits on later active frames (which occasionally happens with dash momentum), Leo will be so advantaged that meaty bt.K will whiff unless manually timed, leaving Leo vulnerable to a throw punish. In this scenario, use an alternative pressure starter such as meaty c.S, meaty bt.S, or 2D OTG into 5P okizeme.

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 All 10 5 17 -5 1-2 Upper Body
3-14 Above Knees
Total: 31

An all-purpose anti-air that will cleanly beat jump-ins.

6P is a staple anti-air that is simple and effective to utilize because it has a tall hitbox and upper-body invulnerability, meaning it will defeat most jump-ins with ease. The trade-off is that it has lower reward than Leo’s alternatives, as it only leads into 214[S] on Counter Hit for decent backturn oki as opposed to the full combo that 5P gives. There are also times where it may be too slow or committal, in which case 5P is a better option entirely.

Due to the upper-body invincibility, 6P can also be used to beat grounded pokes that don’t hit close to the ground. On Counter Hit, this allows Leo to route into a damaging combo via 236[D] or meterlessly confirm into 214[S] or 236H for Brynhildr Stance pressure.

  • Combos from 5P or 2P, but has shoddy horizontal range.
  • Causes a Floating Crumple on grounded hit.

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 All 14 3 18 -4
Total: 34

An essential part of Leo's pressure and hit-confirms.

6K is typically buffered immediately after 5K or 2K without attempting to manually hit confirm, as on a hit, it into gives Leo enough time to charge and confirm into H Eisensturm for a hard knockdown and Brynhildr pressure.

More generally, 6K is used in pressure as a frametrap that leads to rewarding combos on Counter Hit. It is usually safe on block, although characters with 3F or 4F buttons can punish, which Leo can beat with a precise manually-timed 236S frametrap. Particularly keen opponents can Instant Block it for a throw punish. To avoid this, Leo must preemptively commit to an option: gatling into 2D instead of 6K to catch the late IB timing, or use metered options such as Wild Assault immediately after 6K to keep the string gapless.

  • Frametraps and combos from 5K and 2K. 2K>6K's gap is throwable, but 5K>6K is not.
  • 5P or 2P > 6K does not combo on regular hit, but can be a useful frame trap.

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 All 28 2 30 -15
Total: 59

A combo tool and pressure extender with only middling reward on block.

During S-H pressure strings, 6H moves Leo forward enough to gatling into 2S, but it is very slow to start up, making it easy to interrupt on reaction. The move's ground bounce attribute also allows Leo to convert long-range counterhits into Brynhildr okizeme, but it can be tricky to confirm on reaction.

  • Ground bounce on hit,
  • Good range, but far too slow to be practical in neutral.
  • Despite the animation, lacks a hitbox above Leo.

Gatling Options: f.S, 2S

j.P

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 High 5 3 9
Total: 16

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
30 High 10 7 25 0 (IAD)
Total: 41

A dual purpose air to air and air to ground. It’s Leo’s best jump-in, as the active frames and attack angle make it useful for descending onto an opponent. However, the low blockstun can often leave Leo at frame disadvantage against a grounded blocking opponent, so it’s not suitable as an 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. button.

  • Jump and air dash cancelable.
  • Long startup, but an alright amount of active frames to compensate.

Gatling Options: 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 7 3(3)3 17 +5 (IAD)
Total: 32

A stubby air move with two hits, mostly used as a combo tool.

j.S does a lot of damage and sees use in Leo's maximum damage routing when it is possible to hit. This high damage means it can be used as an air-to-air option in some situations, but the short range and lack of disjoint means it will often trade or even outright lose to other air-to-airs.

While it provides significant frame advantage against grounded opponents on hit or block, the hitbox makes j.S easy to anti-air. Against crouching opponents, or when catching an opponent in the recovery of any move with a low profile, the second hit can sometimes whiff and leave Leo disadvantaged. All said, this makes it a poor jump-in.

  • Hits twice. Jump and air dash cancelable on both hits.
  • On air hit, launches opponents at an upward angle, opening up many combo opportunities.

Gatling Options: j.H, j.D

j.H

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
42 High 11 3 19 +3 (IAD)
Total: 32

High-range, high damage air to air, but limited by its speed and lack of active frames.

j.H is an air to air with a decent disjoint, but it's slow and has few active frames, making it difficult to use. Additionally, the move's hitbox is angled diagonally upwards from Leo’s hurtbox, so it’s a poor jump in even with the disjoint. However, its horizontal reach makes it effective at punishing some projectiles on reaction.

  • Jump and air dash cancelable.

Gatling Options: j.D

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
44 High 22 Until L 15 -6 at worst
Total: 36
(NoteThe red line indicates that the move has become active, but has a variable active window.)

An anti anti-air used to make Leo’s landing less predictable. Can be jump cancelled on block for safety, even during the landing recovery frames.

  • Stalls Leo’s air momentum during startup.
  • Has punishable landing recovery.
  • Cancels into special moves, jump, and air dash on hit or block.
  • Wallbounces on air hit, making it useful for niche combos.
  • Can occasionally combo into 236S on grounded hit depending on how high Leo hits an opponent.

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38
Total: 42

A key tool in Leo’s front turn offence to open up a passive opponent, despite the risk.

Landing a throw leads to very strong Brynhildr stance okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and Leo's quick step dash can make tick throws very difficult to react to off a large variety of pressure starters. Once the opponent tries to counter these throws by mashing, Leo can land Counter Hit starters that also lead into backturn. The combination of these threats form the core of Leo's frontturn offence.

Whiffing a throw gives the opponent a free Counter Hit punish, and thus carries notable risk. Throws work best when you first condition an opponent to respect Leo's offence and you're certain they're too scared to try any countermeasures.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Transitions to Brynhildr Stance after a successful throw.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

A great anti-air with more range than the animation suggests.

Air throws are somewhat unintuitive to pull off, and are best used by jumping below an opponent to meet them in the air. They are particularly helpful for covering cross-up angles where an opponent is floating directly above Leo but out of range for 6P. With the right read, they can also be used to swat down opponents jumping out of corner pressure.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+44 to +53).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


Wild Assault is mainly used to convert stray hits and add massive corner carry to Leo's combos.

Due to the steep scaling, Wild Assault is usually worse than Red Roman Cancel for tacking on damage, but has enormous momentum that Leo preserves if he cancels it into a normal - typically 2H on hit and c.S on block. This corner carry usually routes into a wallbreak and Positive Bonus, which will grant Leo a lot of Tension. It is usually worth spending the burst if Leo has no Tension to turn a stray hit from a big poke (e.g. distant f.S or 5H) into a combo.

Due to this forward momentum, it can also be used as an expensive but effective pressure reset and frametrap tool off distant buttons like a blocked f.S or 5H, or as way to keep 6K safe and lead into further pressure. As a bonus, it builds a considerable amount of RISC on block.

  • Can be cancelled from backturn normals, but exits backturn after doing so.
  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Gravierte Würde

[4]6S or [4]6H

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 20×2 All 10 31 or Until Hit*2 Total 50F -12
[4]6H 16×4 All 35 Until Hit*4 Total 66F +17
S Gravierte Würde
Total: 50
H Gravierte Würde
Total: 66
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Leo's projectiles, alternatively called 'fireballs' (or 'booms' due to the charge input).

S Gravierte Würde is an excellent option to beat single-hit projectiles, such as  Ky's Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14. In exchange, it is relatively slow to recover and awkward to use due to the charge input, which renders it easily punishable if used carelessly.

The H version goes further, is heavily plus on block, and lets Leo approach behind it if he gets a chance to throw it out in neutral; however, it can be heavily punished with an IAD at most spacings and is easily beaten by projectile crushing moves such as  Giovanna’s TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15].

  • S version hits twice and travels about 3/4 of the screen.
  • H version hits four times and travels one screen length before dissipating.
  • Leo is in Counter Hit state during recovery.
  • Projectile's hitbox does not scrape the ground, meaning it can be low profiled by moves such as  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17.

Eisensturm

[2]8S or [2]8H

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 28,25 All 9 3,12 33 -28 1-9F Strike
[2]8H 28,25,28 All 10 3,12(10)5 42 -52 7-10F Strike
S Eisensturm
Total: 56
H Eisensturm
Total: 81

Leo's uppercuts, often called a ‘flashkick’ due to the charge input. While they share an animation and name, their uses are quite distinct.

S Eisensturm ([2]8S)

A strike invincible reversal, mainly used to interrupt an opponent's okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. or blockstrings and swing offensive momentum.

The charge input makes Eisensturm uniquely strong against frametraps, as Leo only needs to press 8S instead of a full 623X - he can use it on prediction to an upcoming gap in a blockstring and then return to blocking with little commitment. Leo can therefore threaten the opponent during their offence and compel them to end pressure in subpar spots, giving him more opportunities to punish or take a turn back. Eisensturm also has a particularly large horizontal hitbox and will sometimes clip backdashes, requiring a committal bait from an opponent to beat it. On the other hand, it is very unsafe on block or whiff and has full Counter Hit recovery, giving the opponent an extremely damaging punish if it misses. Bear this risk in mind, and use it responsibly.

  • Cannot be Roman Cancelled on whiff, but can on block.
  • Is not invincible to throws, meaning Leo can be thrown out of the startup.

H Eisensturm ([2]8H)

A high-damage uppercut which is essential for combos, but is not strike-invincible on startup.

This version of Eisensturm grants a hard knockdown on hit, which allows Leo to start backturn pressure by whiffing Zweites Kaltes Gestöber immediately after landing. As such, it is an important combo ender which allows Leo to enter Brynhildr stance from his strong 2K and 5K buttons, which only lead into mediocre okizeme without it.

  • Large, vertical disjointed hitbox makes it a niche anti-air against divekicks, but is unsafe even on block.
  • Last hit causes a groundbounce, allowing for damaging combo extensions via Roman Cancels.
  • Gravity scaling causes a lower launch and can make the third hit whiff during longer combos.

Erstes Kaltes Gestöber

236S

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
37 All 12 3 20 -6
Total: 34

A combo ender, frametrap, and whiff punish tool.

236S can be confirmed into to give knockdowns after stray hits that don’t convert into anything else without meter. It has good corner carry, but does not lead to particularly strong pressure unless the opponent is in the corner, which makes other options better when they’re possible to hit. During some blockstrings (such as the end of S-H sequences), it can be used as a frametrap, but requires a manually-timed delay to do so.

With a microdash, it has halfscreen range, and as such can serve as a good whiff punish tool against large but slow attacks. Compared with 2D, another button used for this purpose, 236S has less travel time and is safer on block, but requires meter to get a conversion.

  • No follow-ups.
  • Gives a soft knockdown on hit.
  • Decent frametrap, but leads to little damage without meter.
  • Punishable on regular block unless spaced well, and always punishable when it's Instant Blocked.

Zweites Kaltes Gestöber

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
41 All 25 [25] 3 [4] 22 [15] -6 [+2]
Same-side
Total: 49
Cross-up
Total: 43

NotesYellow underlines indicate when 236H is hitting behind Leo.

Leo's run-through, a tool to trip up opponents and set up backturn okizeme.

By merely existing, Leo's cross-up tool forces an opponent to be ready for it at any point during pressure, making his basic attacks and throws more difficult to react to. However, its usage in pressure is inherently risky, because the move is throwable on reaction. Do not fall into the habit of using it predictably or too often, or else you will be eating a lot of throws.

236H also allows Leo to enter backturn stance from most hard knockdowns he scores, such as those from 2D or Eisensturm. To see the frame advantage for these scenarios, click here.

  • Cross-up hitbox hits on frame 27, giving opponents 26 frames to react with a throw.
  • Transitions to Brynhildr Stance on cross-up.
  • Can cross-up opponents in the corner.
  • Has two hitboxes, one that hits behind Leo, and one that hits in front of him.
    • On non-cross up: hits in front of Leo on frame 25, 26, and 27, and behind Leo on only frames 26 and 27.
    • On cross up: hits in front of Leo on frames 25, 26, 27, and 28, and behind Leo on only frames 27 and 28.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Very Small KD +26 [KD +34] 2500 1000 300 80% 25% 150
  • [ ] is frame data when the move crosses through opponent.
  • Crosses through opponent if close after a minimum of 16 frames during the startup.
  • There is a 2 frame window (startup frames 18 and 19) where Leo transitions from front to behind the opponent. If the opponent inputs throw during this window, they will whiff in the wrong direction and be punished by 236H.
  • Instant blocking this move leaves Leo point blank range and +2, allowing an opponent to throw Leo unless he dashes away.

Turbulenz

214S (Hold OK)

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
55 All 21 6 21 -8
Total: 47

One of Leo's three ways to enter Brynhildr Stance.

That said, Leo cannot use this move to enter backturn whenever he wishes. It is very slow, has an obvious animation, and is easily punishable on block. Therefore, it should only be used when it can be confirmed into safely, such as from 5H, a variety of Counter Hits, or 2H juggles.

It’s also a great move to end Brynhildr combos with, as the soft knockdown enables Leo to reset Brynhildr pressure and apply mix-ups over and over again.

  • Transitions to Brynhildr Stance if [S] is held.
  • Launches the opponent on hit, allowing it to be linked into backturn juggles.
  • Moves Leo forward significantly during startup, which is amplified with dash momentum or a kara Dash Cancel.
  • Gives a soft knockdown, often enabling a 50/50 high-low mixup afterwards.

Brynhildr Stance Moves

bt.P

P 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
30 All 7 4 12 -2 [+2] 1-10 Upper Body
Total: 22

The Brynhildr anti-air, with upper body invulnerability similar to a 6P.

With extremely fast startup, a good hitbox, and high combo potential on hit, bt.P is one of the best anti-air and counter-poke moves. It will easily beat any attempts to challenge Brynhildr stance from the air, and grant a damaging combo to boot. However, Brynhildr Stance is rarely useful for its neutral, making it relatively niche in application.

  • Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
  • Floating Crumple on hit.

Gatling Options: bt.K, bt.S, bt.H, bt.D

bt.K

K 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
24 Low 5 3 6 +3 [+0]
Total: 13

A low-hitting pressure tool, and a self-looping frametrap used to begin Brynhildr Stance offence.

bt.K > bt.K creates an unreactable 2F frametrap while simultaneously opening every cancel opportunity. It can beat backdashes and confirm into combos with bt.S, step dash through an opponent for a crossup, go into bt.H for an overhead, or even stance cancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage- for a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Due to its low pushback, it can be looped several times without losing pressure, and because it hits low, opponents are unable to stand to block bt.H or tech a throw preemptively, shutting down many responses to Leo's offensive pressure. Depending on the situation, Leo may walk forward briefly between bt.K to close the distance without opening a large gap in pressure.

bt.K has so few recovery frames that it can be a reversal safe meaty in certain scenarios. This is mostly useful against metered reversals, where the cinematic gives enough time to press bt.D or Eisensturm on reaction.

  • Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
  • A common meaty off weaker backturn okizeme, such as after Eisensturm HGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup10Recovery42Advantage-52 knockdowns.
  • Dash and jump cancelable. Jump cancelling immediately exits Brynhildr Stance.
  • Does not gatling into itself, but appears to due to the low recovery.

Gatling Options: bt.P, bt.S, bt.H, bt.D

bt.S

S 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
28 All 6 6 14 -3 [+5]
Total: 25

A fantastic button with many applications.

The large hitbox and and quick startup makes bt.S a key combo button, and the significantly disjointed hitbox allows it to harass cornered opponents effectively. It's also Leo's best meaty against opponents who press buttons on wakeup, as it staggers on Counter Hit and leads into very damaging combos as a result. During pressure, bt.S can be followed up by bt.H, stance cancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage- 2K, or throw, creating a solid high/low/throw mixup on block.

  • +5 on block on earliest stance cancel.
  • Key combo tool that provides stability to juggles and other conversions.
  • Staggers on grounded counter hit, allowing it to combo into 214[K], 214[H], or stance cancel 2H.
  • The disjoint does not become a hurtbox during recovery.

Gatling Options: bt.H, bt.D

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
42 High 18 4 21 -6 [+5] 9-19F Airborne
Total: 42

A fast overhead, and the critical piece to Leo's Brynhildr Stance.

If Leo scores a good knockdown, this move can be used as a meaty; alongside bt.K, this creates an unreactable, unfuzzyable high-low mixup. However, bt.H is also very effective during pressure. By creating threats with bt.K chains, step dash crossups, and throws, it becomes very hard for an opponent to defensively pre-empt bt.H without leaving themselves vulnerable to other options, meaning they will often have to guess in order to beat Leo's pressure. As a bonus, the use of Stance CancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage- allows Leo to continue into frontturn pressure with 2K or 2S, and if the opponent doesn't act in anticipation of this, Leo can attempt a risky reset with a throw or BlitzschlagGGST Leo Whitefang bt 214H.pngGuardAll (Guard Crush)Startup29Recovery33Advantage+21.

Bt.H groundbounces on hit, and each backturn button can combo into it via bt.S. This allows any backturn hit to loop back into more backturn pressure or cash out into damaging wall loops near the corner.

  • On-block data in [ ] refers to when the move is stance cancelled at the earliest time.
  • Moves forward during startup, and as such has more range than the hitbox suggests.
  • Punishable if backdashed.
  • Groundbounces on hit.
  • Cannot cancel until the third active frame when Leo is no longer airborne.

Gatling Options: bt.D

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
54 All 3 17 18 1-2 Strike/Projectile 3-19 Parry
Total: 37

A counter-style move, which is Leo's only defensive option in backturn.

bt.D is outclassed by Stance CancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage- buttons as a way to keep Leo safe after a blocked bt.H, and the heavy proration means it does not lead to high damage conversions. If it hits midscreen, it knocks the opponent so far away that Leo cannot follow up with any backturn pressure at all; on the other hand, bt.D does give great okizeme if the opponent is in the corner. It is best used after an opponent tries to beat a bt.K meaty with a metered reversal, giving Leo enough time to press it on reaction.

  • Catches strikes and reflects projectiles.
    • At close range, instead of reflecting projectiles, the normal riposte will trigger an unblockable attack as if you caught a strike.
    • At range, attacks will be deflected off the shield and stagger the opponent, but won't guarantee damage.
    • Invulnerability starts from frame 1, but the parry doesn't activate until frame 3, so it is possible to make an attack whiff without actually parrying it.
  • If a projectile cannot be reflected, Leo will instead become invincible through the entire recovery of the move.
  • Leo is in Counter Hit state during recovery.

Glänzendes Dunkel

214K during Brynhildr Stance (Hold OK)

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
105 Ground Throw 30 3 42
Total: 74

Leo’s command throw with better damage and okizeme than a regular throw, though this seldom outweighs its drawbacks.

Leo can always cancel his Brynhildr normals into Stance CancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage-, and as such, he can tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. an opponent from pressure at any time for an unreactable mixup. In contrast, Glänzendes Dunkel gives the opponent plenty of time to throw, mash, backdash, or jump for a punish - it will only beat an opponent who is blocking. Because Leo rushes forward a good distance, it can be faster than tick throws at very specific spacings, but this still comes with all the risk of a move with 30 frames of startup.

The knockdown this move grants puts Leo very close to the opponent at +50, enabling an extremely strong 5-way mixup midscreen.

  • Stays in Brynhildr Stance if K is held, otherwise it will exit the stance.
  • Has no throw invulnerability, unlike other Command Grabs.
  • Subtle animation, but has a distinctive sound on startup.
  • Leads to Leo’s best okizeme if it connects midscreen.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +50 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • Animation is almost identical to idle animation until Frame 5, and becomes visually distinct on Frame 9.

Blitzschlag

214H during Brynhildr Stance (Hold OK)

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
65 All (Guard Crush) 29 3 33 +21
Total: 64

An excellent pressure reset tool and combo ender, despite the long startup.

During combos, Leo can use it after bt.H for significant corner carry, and with meter, it can be linked into 632146S for big damage. In pressure, 214H can be cancelled from any backturn button, punishing mid-string backdashes and leaving Leo very advantaged on block against opponents anticipating a stance cancel or gatling - enough to jail into bt.H or safely stepdash to cross-up or get back in range for bt.K. As a bonus, its Guard Crush makes follow-up tick throws unfuzzyable. Take caution that this move is interruptible on reaction, so Leo must condition the opponent to block before he can use it effectively.

  • Leo’s highest damage option for a meterless Wall Break.
  • Stays in Brynhildr Stance if H is held, otherwise it will exit the stance.
  • Launches into a rolling tumble on hit, granting high corner carry. Combos can continue from this knockdown if Leo is close enough to the corner.
  • Moves forward during startup.

Cancel

22 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
- Total 11F
Total: 11

Overdrives

Stahlwirbel

632146S 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
150 All 4+1 Total 27F +14
Total: 27
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Leo's backturn super, which does absurd damage if used early in a combo.

Because it forces Leo out of backturn, it is mostly used to cash out of pressure in the corner to deal massive damage and cause a Super Wallbreak. The size and speed of the projectile means that it can be used as a cheesy option if Leo happens to be in backturn in neutral.

  • Very fast.
  • Massive hitbox.
  • Hits fullscreen.

Leidenschaft des Dirigenten

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
17*4,42 All 10+1 8(15)12(13)8(10)8(44)6 43 -33 1-18 Full
Total: 177

A standard metered reversal. Unlike Eisensturm, it is both strike and throw immune.

Each swing has an enormous hitbox, and can easily hit airborne opponents from a surprising distance - the horizontal hitbox will often catch people trying to backdash away from [2]8S. However, it is incredibly unsafe on block, and the five hits make it easy to punish reactively, so it should be used with the same caution as any reversal. As this is Leo's only super outside of Brynhildr, it can also be used to tack on extra burst-safe damage to finish off an opponent, or cause a Super Wallbreak from surpringly far ranges after some basic combos, but it doesn't do a lot of damage for the 50% tension spent.

While it is slow and thus somewhat easy to safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. against, this slowness can also be used to Leo's advantage using a technique known as 'Super PRC' - using Purple Roman Cancel during the reversal's startup prior to the superfreeze. Leo will dodge meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s with the initial invincibility, resetting back to neutral if the opponent opts to block and granting a throw punish if they tried to use a meaty. This only costs 50% tension and is far safer than the super itself, making it a powerful technique.

  • Very invincible.
  • Locks opponent into a cinematic on hit.
  • Interruptible gap between 4th and final hit.

Colors

GGST Leo Whitefang color 1.png
GGST Leo Whitefang color 2.png
GGST Leo Whitefang color 3.png
GGST Leo Whitefang color 4.png
GGST Leo Whitefang color 5.png
GGST Leo Whitefang color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Leo Whitefang color 7.png
GGST Leo Whitefang color 8.png
GGST Leo Whitefang color 9.png
GGST Leo Whitefang color 10.png
GGST Leo Whitefang color 11.png
GGST Leo Whitefang color 12.png
Color 7
Color 8
Color 9 Leo Whitefang's color scheme from the Xrd series
Color 10
Color 11
Color 12
GGST Leo Whitefang color 13.png
GGST Leo Whitefang color 14.png
GGST Leo Whitefang color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

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