GGXRD-R2/Leo Whitefang/Starter

From Dustloop Wiki
Core
Key Moves
  • 5KGGXRD Leo 5K.pngGuard:
    Mid
    Startup:
    8
    Recovery:
    6
    Advantage:
    +1
    is a forward advancing plus on block attack used for closing space.
  • 6KGGXRD Leo 6K.pngGuard:
    Mid
    Startup:
    15
    Recovery:
    10
    Advantage:
    +4
    is a slower but more advantaged plus on block move, and is also throw invulnerable, making it a great MeatyHitting 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. option.
  • c.SGGXRD Leo c.S.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    13
    Advantage:
    +2
    is solid combo filler and jump cancellable, used in most combos and punishes.
  • f.SGGXRD Leo f.S.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    19
    Advantage:
    -11
    is a strong poke that can WhiffAn attack that completely misses the opponent, such as when the opponent is out of range of the attack. cancel into an auto-guard stance by holding [P] or into 5H/6H. The auto-guard protects against mids and overheads, but not against lows.
  • 6HGGXRD Leo 6H.pngGuard:
    Mid
    Startup:
    24
    Recovery:
    12
    Advantage:
    +5
    is plus on block and transitions into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuard:
    Startup:
    Recovery:
    12T
    Advantage:
    when [H] is held for mixups when the opponent respects the plus frames.
  • j.KGGXRD Leo j.K.pngGuard:
    High/Air
    Startup:
    10
    Recovery:
    21
    Advantage:
    is Leo's go-to jump-in for pressure, air to air, and combos.
  • Kaltes Gestober EstGGXRD Leo Erst.pngGuard:
    Mid
    Startup:
    15
    Recovery:
    12
    Advantage:
    -1
    (236S) is a safe on block special move that can confirm into a RekkaA series of special attacks that are only available after the first one is performed. series (236S > 236H > 214S) on hit. Ending the Rekka series on a successful hit will knock the opponent down.
  • Graviert WürdeGGXRD Leo 46H.pngGuard:
    All
    Startup:
    35
    Recovery:
    (72T)
    Advantage:
    +11
    ([4]6S/H) is a multi-hitting projectile that can nullify other projectiles in neutral. The S version is used as a quick move to check the opponent while the H version is used for pressure after knockdowns due to its longer active frames and slower startup.
Brynhildr Stance (aka Backturn)
Getting into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuard:
Startup:
Recovery:
12T
Advantage:
is Leo's main win condition.

In backturn, Leo cannot block or jump, but all all of his buttons become more threatening with distinct uses in pressure, while maintaining access to all of his regular specials as well as some backturn-only specials. He can get into Backturn by crossing over the opponent with 236H, from ground throw, by holding H while using 5H or 6H, or from hitting with j.236H.

  • bt.PGGXRD Leo btP.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    12
    Advantage:
    -2
    is both throw invincible and upper body invincible, making it easy to hit confirm or anti-air off of.
  • bt.KGGXRD Leo btK.pngGuard:
    Low
    Startup:
    5
    Recovery:
    7
    Advantage:
    +2
    is throw invincible and Leo's fastest low. Easy to hit confirm from.
  • bt.SGGXRD Leo btS.pngGuard:
    Mid
    Startup:
    6
    Recovery:
    14
    Advantage:
    -1
    is a great combo starter in the event of a CH, and is easily special/super canceled into a knockdown or air combo looping back into stance.
  • bt.HGGXRD Leo btH.pngGuard:
    High
    Startup:
    18
    Recovery:
    9
    Advantage:
    +6
    is a plus on block overhead that Leo can reliably combo from on hit for massive damage.
  • bt.DGGXRD Leo KahnSchild.pngGuard:
    Unb
    Startup:
    Recovery:
    37T
    Advantage:
    is a ParryAn attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. that makes AbareAn attack during the opponent's pressure, intended to interrupt it. against Leo extremely risky as it launches the opponent for combos on top of dealing damage. It also reflects projectiles.
  • bt.214SGGXRD Leo Dritt.pngGuard:
    All
    Startup:
    14
    Recovery:
    21
    Advantage:
    -7
    is the standalone version of Leo's rekka ender, with greater properties on air hit or counterhit.
  • bt.214HGGXRD Leo Blitzschlag.pngGuard:
    High*
    Startup:
    27
    Recovery:
    29
    Advantage:
    +36~+3 (Stagger)
    is a slow overhead that bounces the opponent into the air on hit. On block, it staggers the opponent for massive frame advantage.
  • bt.632146SGGXRD Leo StahlWirbel2.pngGuard:
    All
    Startup:
    5+(104)+0
    Recovery:
    24
    Advantage:
    +8
    is one of the fastest supers in the game, being frame 5 startup with 0 frames of post-superflash startup, meaning if the opponent is close to Leo and isn't blocking, they're getting hit. A staple in corner combos as it launches and deals massive damage, all while being plus on block.
Combos
Combos

Leo's combo goal is to knock the opponent down and transition into backturn whenever possible.

  • 5K > c.S > (f.Sonly combos into the following move against crouching opponents) > 236S > 236H > 214S is a very basic Hit ConfirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into a knockdown.
  • ... > c.S (Air hit) > jump cancel (jc) j.K > j.S(1) > jc j.K > j.H > j.236H is Leo's standard air combo route that leads into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuard:
    Startup:
    Recovery:
    12T
    Advantage:
    with frame advantage for strong pressure
  • bt.K > bt.P > bt.K > bt.S > Rekka series is a standard backturned low confirm into knockdown
  • bt.H > bt.S > Rekka series is a standard bt.H confirm against a crouching opponent into knockdown
Starting combos

  • 5K is a very reliable starter for most situations.
  • f.S can combo into 6K against crouching opponents which allows Leo to get closer for stronger combos at a range where he normally has trouble converting.
  • Counterhit 2HGGXRD Leo 2H.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    26
    Advantage:
    -15
    or bt.632146SGGXRD Leo StahlWirbel.pngGuard:
    All
    Startup:
    5+(104)+0
    Recovery:
    24
    Advantage:
    +8
    in the corner launch the opponent very high for strong combos.
Spending Meter
  • [4]6S YRCYellow Roman Cancel is a good way to try to approach in Neutral as the projectile covers the opponent's movement options while slowing the screen to react to what the opponent is doing.
  • Leo can RRCRed Roman Cancel any move that launches a grounded opponent into order to convert into an air combo ending in j.236H for Backturn pressure (ex. Rekka series > RRC > 5K > c.S > jump cancel > ...)
  • bt.632146S can be confirmed into from a bt.H hit from anywhere on the screen. In the corner, this serves as a very high damage launcher in Leo's most damaging combo routes.
  • On block, bt.214H deals a lot of chip damage and puts opponents into a stagger state. RRCing this move allows it to act as an unblockable combo starter, though the combo damage scales heavily.
Reversals
Reversals
  • [2]8HGGXRD Leo EisenSturm.pngGuard:
    Mid
    Startup:
    8
    Recovery:
    30+12 after landing
    Advantage:
    -54
    is a charge anti-air akin to Flash Kick that can be used to knockdown an opponent and start Leo's pressure (albiet he does not transition into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuard:
    Startup:
    Recovery:
    12T
    Advantage:
    very easily before the opponent wakes up). It is Leo's primary meterless reversal. The S version should be used as an anti-air, while the H version is better used to get out of pressure. You can also RRCRed Roman Cancel the first two hits of the H version to keep it safe.
  • 632146HGGXRD Leo LeidenschaftDirigen.pngGuard:
    Mid
    Startup:
    10+(40)+1
    Recovery:
    28+13 after landing
    Advantage:
    -18
    can be used to blow through projectiles and is burst safe in the corner for the cost of 50 Tension. The best part is that if Leo holds [H] while the super ends, he transitions into Backturn.
  • Although not a reversal in the traditional sense, bt.DGGXRD Leo KahnSchild.pngGuard:
    Unb
    Startup:
    Recovery:
    37T
    Advantage:
    is completely invincible to everything but throws and is used to counter mashing with a parry that can lead to solid damage, especially in the corner where it wall sticks.
Okizeme
What to do after a knockdown

Leo wants to either set up a MeatyHitting 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. projectile with [4]6H or get into Backturn stance.

When neither is possible, Leo can use a well-timed 6K to hit the opponent's wakeup, staggering them and leading into a combo if they pressed a button or attempted to throw.

Backturn Setup

Next to a downed opponent, Leo can have enough time to 5[H] or 6[H] to enter backturnGGXRD Leo BrynhildrStance.pngGuard:
Startup:
Recovery:
12T
Advantage:
. Against lengthier knockdowns (such as from a rekka series), you usually have enough time to raw 236H. While in backturnGGXRD Leo BrynhildrStance.pngGuard:
Startup:
Recovery:
12T
Advantage:
, use basically anything on their wakeup - bt.H for a plus on block overhead, bt.P and bt.K are throw invincible, and bt.S has a disjointed hitboxGGXRD-R2 Leo BT.S 1 Hitbox.pngGuard:
Mid
Startup:
6
Recovery:
14
Advantage:
-1
to beat mash attempts and score a rewarding counterhit. When the opponent respects all those options, backturned forward dash can actually CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them. the opponent for left/right mixups.

These backturned mixup options are also very reliably accessed from a Ground Throw, since Leo is extremely advantaged and is automatically placed into Stance.

Projectile OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
[4]6H before they wake up. Time your YRCYellow Roman Cancel so Leo can act right as the projectile begins to travel for massive frame advantage. Midscreen, Leo may need to dash to secure a meaty projectile. If you transition from charging with [4] to double tapping the opposite direction quickly enough, you can have Leo slide forward from his stepdash and still throw his move out. In the corner, No dash is needed since the Projectile will already be on top of the opponent.

Note that Leo cannot cancel into special moves from his 2DGGXRD Leo 2D.pngGuard:
Low
Startup:
12
Recovery:
16
Advantage:
-5
, as such, the projectile must be timed after he finishes recovering.

While the opponent is locked down and forced to block thanks to the projectile, Leo can go for a High/Low mixup. Example from a 2D > [4]6H > YRC > forward jump in the corner:

  • Land 2K (Low)
  • Airdash right before landing and j.K or j.S (High)