Difference between revisions of "GGST/Leo Whitefang"

From Dustloop Wiki
Jump to navigation Jump to search
 
(58 intermediate revisions by 16 users not shown)
Line 22: Line 22:
 
*'''Brynhildr Pressure:''' terrifying up-close pressure and a myriad of mixups while in [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance. He gets a fast low, a comboable overhead, and a command grab to boot. [[GGST/Leo Whitefang#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]] lets him transition to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] while giving the opponent a grounded crossup to worry about.
 
*'''Brynhildr Pressure:''' terrifying up-close pressure and a myriad of mixups while in [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance. He gets a fast low, a comboable overhead, and a command grab to boot. [[GGST/Leo Whitefang#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]] lets him transition to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] while giving the opponent a grounded crossup to worry about.
 
*'''High Burst Damage:''' he can dish out heavy burst damage, thanks to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance and [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
 
*'''High Burst Damage:''' he can dish out heavy burst damage, thanks to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance and [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
* '''Defense:''' Leo is blessed with a massive [[GGST/Leo Whitefang#Eisensturm|meterless reversal]]. Due to it having a down charge move, it's also resistant to crossups.
+
* '''Defense:''' Leo is blessed with a massive [[GGST/Leo Whitefang#Eisensturm|meterless reversal]]. Due to it having a down charge input, it's also resistant to crossups.
 
| cons =  
 
| cons =  
* '''Slow:''' Leo can have a hard time getting into his optimal range in certain matchups. His 66 dash only covers a small portion of the screen. He is very big and slow, and his 236H can easily be counter-attacked if he's far away.
+
* '''Slow:''' Leo can have a hard time getting into his optimal range in certain matchups. His 66 step-dash only covers a small portion of the screen. He is very big and slow, and [[GGST/Leo Whitefang#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]] can easily be counter-attacked if he's far away.
 
* '''Whiff Punishable:''' Leo's attacks are large, but have high recovery and extended hurtboxes. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
 
* '''Whiff Punishable:''' Leo's attacks are large, but have high recovery and extended hurtboxes. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
 
| difficulty_rating = 3
 
| difficulty_rating = 3
Line 39: Line 39:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST Leo Whitefang 5P.png|Quick and efficient
+
GGST Leo Whitefang 5P.png|
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 73: Line 73:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_5K.png |Get closer
+
GGST_Leo Whitefang_5K.png | Let's get this gameplan started
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 109: Line 109:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo_Whitefang_c.S.png |Now *that's* using your head!
+
GGST_Leo_Whitefang_c.S.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 133: Line 133:
 
*Situationally a high-reward anti-air, but without upper body invincibility.
 
*Situationally a high-reward anti-air, but without upper body invincibility.
 
*Combos to {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}} on normal hit
 
*Combos to {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}} on normal hit
*Combos to {{clr|5|5[D]}} and 214{{clr|3|S}} on CH
+
*Combos to {{clr|5|5[D]}} and {{clr|3|214S}} on CH
 
Leo's main starter for big grounded punishes. It also allows for good stagger pressure since Leo can delay his gatlings for frame traps or jump cancel to reset pressure.
 
Leo's main starter for big grounded punishes. It also allows for good stagger pressure since Leo can delay his gatlings for frame traps or jump cancel to reset pressure.
  
Line 146: Line 146:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_f.S.png | Breathe in...
+
GGST_Leo Whitefang_f.S.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 170: Line 170:
 
*Hold {{clr|3|S}} during recovery to enter Leo's guarding stance on frame 28.
 
*Hold {{clr|3|S}} during recovery to enter Leo's guarding stance on frame 28.
 
*Combos to {{clr|4|5H}}, {{clr|3|236S}}, and {{clr|4|632146H}} on normal ground hit
 
*Combos to {{clr|4|5H}}, {{clr|3|236S}}, and {{clr|4|632146H}} on normal ground hit
*Combos to {{clr|4|6H}} and 214{{clr|3|S}} on CH only
+
*Combos to {{clr|4|6H}}, {{clr|4|236H}} and {{clr|3|214S}} on CH only
  
 
This is your primary poking tool. It has decent startup for a mid-range poke, but also extends your hurtbox. You don't want this to whiff unless you're trying to get into {{clr|3|[S]}} guard point stance. However, since the hurtbox on {{clr|4|5H}} lingers less and leads to more damage on CH, it is usually a better choice than {{clr|3|f.S}} if you want to get into guard point. {{clr|3|f.S}} and {{clr|4|5H}} gatling into each other. This means {{clr|3|f.S}} is a great tool for building meter and RISC. Connecting {{clr|3|f.S}} is usually a win on block or, even better, on hit. Some common times to press are when the opponent tries to dash at you from longer distances or when you think they will use an attack that extends their hurtbox into your range.
 
This is your primary poking tool. It has decent startup for a mid-range poke, but also extends your hurtbox. You don't want this to whiff unless you're trying to get into {{clr|3|[S]}} guard point stance. However, since the hurtbox on {{clr|4|5H}} lingers less and leads to more damage on CH, it is usually a better choice than {{clr|3|f.S}} if you want to get into guard point. {{clr|3|f.S}} and {{clr|4|5H}} gatling into each other. This means {{clr|3|f.S}} is a great tool for building meter and RISC. Connecting {{clr|3|f.S}} is usually a win on block or, even better, on hit. Some common times to press are when the opponent tries to dash at you from longer distances or when you think they will use an attack that extends their hurtbox into your range.
  
A major word of warning is that this move can be low-profiled in a number of ways: {{clr|5|2D}}'s, {{clr|1|6P}}'s, etc. Avoid being too obvious with usage. Mixing things up with {{clr|2|2K}}, {{clr|1|2S}}, and {{clr|5|2D}} will give the opponent second thoughts
+
A major word of warning is that this move can be low-profiled in a number of ways: {{clr|5|2D}}'s, {{clr|1|6P}}'s, etc. Avoid being too obvious with usage by mixing things up with {{clr|2|2K}}, {{clr|3|2S}}, and {{clr|5|2D}}.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
Line 186: Line 186:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_5H.png | ...Breathe out
+
GGST_Leo Whitefang_5H.png |  
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 208: Line 208:
 
==== ====
 
==== ====
 
*Reverse gatlings into {{clr|3|f.S}} or {{clr|3|2S}} for extended pressure.
 
*Reverse gatlings into {{clr|3|f.S}} or {{clr|3|2S}} for extended pressure.
*Combos to 632146{{clr|4|H}}, 236{{clr|3|S}}, {{clr|3|f.S}}, and {{clr|3|2S}}
+
*Combos to {{clr|4|632146H}}, {{clr|3|236S}}, {{clr|3|f.S}}, and {{clr|3|2S}}
*Big CH starter when canceled into 236H midscreen
+
*Big CH starter when canceled into {{clr|4|236H}} midscreen
*Even larger CH starter when canceled into 236S in the corner
+
*Even larger CH starter when canceled into {{clr|3|236S}} in the corner
*Hold [{{clr|4|H}}] to enter Leo's guarding stance on frame 28.
+
*Hold {{clr|4|[H]}} to enter Leo's guarding stance on frame 28.
  
 
Huge poke that leads to combos, but with significant recovery. Recommended to cancel to {{clr|3|S}} [[{{PAGENAME}}#Gravierte Würde|Gravierte Würde]] for safety on block.
 
Huge poke that leads to combos, but with significant recovery. Recommended to cancel to {{clr|3|S}} [[{{PAGENAME}}#Gravierte Würde|Gravierte Würde]] for safety on block.
Line 257: Line 257:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_6P.png | I MASH AND I'M PROUD
+
GGST_Leo Whitefang_6P.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 317: Line 317:
 
*Frametraps and combos from {{clr|2|5K}} and {{clr|2|2K}}. {{clr|2|2K}}>{{clr|2|6K}}'s gap is throwable, but {{clr|2|5K}}>{{clr|2|6K}} is not.
 
*Frametraps and combos from {{clr|2|5K}} and {{clr|2|2K}}. {{clr|2|2K}}>{{clr|2|6K}}'s gap is throwable, but {{clr|2|5K}}>{{clr|2|6K}} is not.
 
*{{clr|1|5P}} or {{clr|1|2P}} > {{clr|2|6K}} does not combo, but can be a useful frame trap.
 
*{{clr|1|5P}} or {{clr|1|2P}} > {{clr|2|6K}} does not combo, but can be a useful frame trap.
*Leo's in-game tutorial recommends {{clr|2|6K}} as a poke due to its lower-recovery, but this needs to be looked into more before it can be recommended.
+
*Gatlings into {{clr|2|6K}} gives you enough time to charge, letting you confirm into {{clr|4|H}} [[GGST/Leo Whitefang#Eisensturm|Eisensturm]] for a hard knockdown.
*Gatlings into {{clr|2|6K}} actually give you enough time to charge, letting you confirm into {{clr|4|H Eisen}} for hard knockdown off your kicks! You can also cancel {{clr|2|6K}} into {{clr|3|S fireball}} for a safer special than {{clr|3|236S}}.
 
  
Leo's {{clr|2|6K}} is an essential part of his blockstrings, hit-confirms, and pressure. It is safe unless IB'd, and you can frame trap after it, so this is often the best command normal to cancel into.
+
Leo's {{clr|2|6K}} is an essential part of his blockstrings, hit-confirms, and pressure. It is safe unless Instant Blocked and you can frame trap afterwards, so this is often the best command normal to cancel into.
  
Unfortunately, it doesn't really see a whole lot of use in neutral, as it's slower than a {{clr|3|f.S}} poke, low-profileable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in pretty bad reward for the risk of using it in neutral, this move is better treated as a frametrapping tool off other normals when they happen to be blocked.
+
Unfortunately, it doesn't really see a whole lot of use in neutral, as it's slower than a {{clr|3|f.S}} poke, low-profilable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in a poor risk/reward ratio, this move is better used as a frametrapping tool off other blocked normals than in neutral.
 
</div>
 
</div>
 
</div>
 
</div>
Line 332: Line 331:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_6H.png | Combo tool
+
GGST_Leo Whitefang_6H.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 353: Line 352:
 
==== ====
 
==== ====
 
*Ground bounce on air hit. Launches the opponent midscreen, which limits its use to the corner usually.
 
*Ground bounce on air hit. Launches the opponent midscreen, which limits its use to the corner usually.
*An excellent OTG option to finish combos at the cost of pressure.
+
*Excellent OTG option to finish combos at the cost of pressure.
*Reverse gatlings to {{clr|3|f.S}} and {{clr|3|2S}}.
+
*Can be used to fish for CH or extend pressure by advancing forward, but somewhat risky because it is slow.
*Can be used to fish for counterhits or extend pressure by advancing forward, but somewhat risky because it is slow.
+
*Larger range than Leo's other normals, but is limited by its very slow startup.
*Larger range than Leo's other normals, but so slow that it has limited uses in neutral.
 
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
Line 393: Line 391:
 
*Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
 
*Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
 
*Can guard supers!
 
*Can guard supers!
*The stance looks different when activated from fS or 5H, but it has the same properties and follow-up.
+
*The stance looks different when activated from {{clr|3|f.S}} or {{clr|4|5H}}, but it has the same properties and follow-up.
 
If you hold the button after {{clr|3|f.S}} or {{clr|4|5H}}, you will go into a guard animation. If you press the opposite button you are holding ({{clr|3|S}} while holding {{clr|4|H}} or vice versa) you will perform a follow up attack. You can exit the stance without attacking by releasing the button you are holding; doing so has 16 frames of recovery. Because you do not go through blockstun while holding the guard point, you can often let go of the stance and still punish large attacks that are guarded.
 
If you hold the button after {{clr|3|f.S}} or {{clr|4|5H}}, you will go into a guard animation. If you press the opposite button you are holding ({{clr|3|S}} while holding {{clr|4|H}} or vice versa) you will perform a follow up attack. You can exit the stance without attacking by releasing the button you are holding; doing so has 16 frames of recovery. Because you do not go through blockstun while holding the guard point, you can often let go of the stance and still punish large attacks that are guarded.
 
</div>
 
</div>
Line 457: Line 455:
 
|}
 
|}
 
==== ====
 
==== ====
*Leo's staple low for mixups and poking.
+
*Leo's staple low for mixups and poking outside of stance.
 
*Gatling into {{clr|5|2D}} or {{clr|2|6K}} for combos and pressure, or {{clr|5|5D}} for an overhead mixup.
 
*Gatling into {{clr|5|2D}} or {{clr|2|6K}} for combos and pressure, or {{clr|5|5D}} for an overhead mixup.
  
2K is Leo's fastest normal besides jabs and has decent reward, making 2K Leo's best punish starter for many moves that are slightly unsafe. It is also a great tool for taking your turn back when the opponent is safe but disadvantaged.
+
{{clr|2|2K}} is Leo's fastest normal besides jabs and has decent reward, making it Leo's best punish starter for many moves that are slightly unsafe. It is also a great tool for taking your turn back when the opponent is safe but disadvantaged.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
Line 496: Line 494:
 
*One of Leo's only disjointed normals.
 
*One of Leo's only disjointed normals.
 
*Floats mostly directly upward on air hit, allowing for the {{clr|3|2S}} > {{clr|4|5H}} loop in the corner.
 
*Floats mostly directly upward on air hit, allowing for the {{clr|3|2S}} > {{clr|4|5H}} loop in the corner.
*Combos to {{clr|4|5H}}, {{clr|4|2H}}, and 236{{clr|3|S}} on normal hit
+
*Combos to {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|3|236S}} on normal hit
*Combos to {{clr|4|6H}} and 214{{clr|3|S}} on CH
+
*Combos to {{clr|4|6H}} and {{clr|3|214S}} on CH
  
A surprisingly good poke. {{clr|3|2S}} has 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, like Ram's {{clr|3|j.S}}. {{clr|3|2S}}'s disjointed hitbox also lets you win some surprising interactions in the midrange into the opponent's faster attacks with extended hurtboxes. This mostly affects punches, kicks, and fS attacks. {{clr|3|2S}} also gatlings into {{clr|4|H}} normals and can rarely even be used to convert off some trades.
+
A surprisingly good poke. {{clr|3|2S}} has 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, like Ram's {{clr|3|j.S}}. {{clr|3|2S}}'s disjointed hitbox also lets you win some surprising interactions in the midrange into the opponent's faster attacks with extended hurtboxes. This mostly affects {{clr|1|P}}, {{clr|2|K}}, and {{clr|3|f.S}} attacks. {{clr|3|2S}} also gatlings into {{clr|4|H}} normals and can rarely even be used to convert off some trades.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
Line 536: Line 534:
 
*Has occasional use as a high risk, high reward anti-air.
 
*Has occasional use as a high risk, high reward anti-air.
 
*Fast enough to make true blockstrings from {{clr|3|f.S}} and {{clr|3|2S}}
 
*Fast enough to make true blockstrings from {{clr|3|f.S}} and {{clr|3|2S}}
Important combo filler. 2H allows Leo to combo into {{clr|3|214[S]}} -> {{clr|2|btK}} / {{clr|3|btS}} for juggles.
+
Important combo filler. {{clr|4|2H}} allows Leo to combo into {{clr|3|214[S]}} -> bt.{{clr|2|K}} / bt.{{clr|3|S}} for juggles.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
Line 548: Line 546:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_2D.png | Fish-Man Karate secret art
+
GGST_Leo Whitefang_2D.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 571: Line 569:
 
*Despite the awkward animation, it is actually a low attack.
 
*Despite the awkward animation, it is actually a low attack.
 
*Decently safe on block, especially when spaced
 
*Decently safe on block, especially when spaced
*Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and also to beat some low attacks, but this can be exceptionally risky on defense.
+
*Leo is airborne from frame 5. This means {{clr|5|2D}} can challenge tick throw attempts and also to beat some low attacks, but this can be exceptionally risky on defense.
 
*Can '''not''' cancel into specials.
 
*Can '''not''' cancel into specials.
 
*Leads to a '''large''' conversion on CH, making this a neutral tool worth respecting
 
*Leads to a '''large''' conversion on CH, making this a neutral tool worth respecting
This attack moves Leo slightly forward and it's good to use it while buffering [4]6X or [2]8X. Because it's airborne it will beat out other low pokes, 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 Vortex or I-No's Stroke the Big Tree because Leo does not scrape the ground with his hitbox.
+
This attack moves Leo slightly forward and it's good to use it while buffering [4]6X or [2]8X. Because it's airborne it will beat out other low pokes, 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 {{Character Label|GGST|Sol Badguy|label=Sol's}} [[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]]  or {{Character Label|GGST|I-No|label=I-No's}} [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree]] because Leo does not scrape the ground with his hitbox.
 
</div>
 
</div>
 
</div>
 
</div>
Line 653: Line 651:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_jS.png | Is... is this how you use swords?
+
GGST_Leo Whitefang_jS.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 689: Line 687:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_jH.png |
+
GGST_Leo Whitefang_jH.png |Either you're covering yourself during a backwards IAD, or you misinput your DP
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 710: Line 708:
 
==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
Massive, but slow air-to-air.
+
*Only jump-in that provides CH benefits.
 +
*{{clr|3|j.S}} actually scales better in combos.
 +
Massive horizontal high damage attack, but limited by its speed.
 
</div>
 
</div>
 
</div>
 
</div>
Line 720: Line 720:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_jD.png |''propeller noises''
+
GGST_Leo Whitefang_jD.png |
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 751: Line 751:
  
 
===<big>Ground Throw</big>===
 
===<big>Ground Throw</big>===
 +
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 768: Line 769:
 
|}
 
|}
 
==== ====
 
==== ====
Transitions to Brynhildr stance after a successful throw.
+
*Transitions to Brynhildr stance after a successful throw.
 +
Leo's throw is an important option for opening up your opponent and getting stance pressure started. Moves like {{clr|2|5K}} and {{clr|3|c.S}} offer great tick throw opportunities, and once your opponent becomes scared of the option, getting CH starters becomes much easier.
 
</div>
 
</div>
 
</div>
 
</div>
  
 
===<big>Air Throw</big>===
 
===<big>Air Throw</big>===
 +
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 802: Line 805:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Graviert_Wurde.png| Very advantageous projectile
+
GGST_Leo Whitefang_Graviert_Wurde.png| Very advantageous projectile <br><small>"Engraved Honour"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 825: Line 828:
 
==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
* S version hits twice and travels about 3/4 of the screen.
+
* {{clr|3|S}} version hits twice and travels about 3/4 of the screen.
* H version hits four times and travels one screen length before dissipating.
+
* {{clr|4|H}} version hits four times and travels one screen length before dissipating.
 
* Leo is in counterhit state for the recovery.
 
* Leo is in counterhit state for the recovery.
 +
{{clr|3|S}} Gravierte Würde is an excellent option for controlling space in neutral, as it's fast and covers a decent chunk of the screen. The {{clr|4|H}} version, while slower in startup and travel time, goes further, is heavily plus on block and lets Leo approach behind it if he gets a chance to throw it out in neutral.
 +
 +
The multi-hitting nature of the projectile lets it beat single-hit projectiles, such as {{Character Label|GGST|Ky Kiske|label=Ky's}} [[GGST/Ky#Stun Edge|S Stun Edge]] and {{Character Label|GGST|Sol Badguy|label=Sol's}} [[GGST/Sol Badguy#Gun Flame|Gun Flame]].
 
</div>
 
</div>
 
</div>
 
</div>
Line 838: Line 844:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Eisen_Sturm.png|
+
GGST_Leo Whitefang_Eisen_Sturm.png|The Silverback agenda
GGST_Leo Whitefang_Eisen_Sturm_Knockdown.png|
+
GGST_Leo Whitefang_Eisen_Sturm_Knockdown.png|<small>"Iron Storm"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 864: Line 870:
 
==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
* H version has an additional hit that spikes the opponent to the ground.
+
* {{clr|4|H}} version has an additional hit that spikes the opponent to the ground, which causes a hard knockdown.
 
A meterless, huge reversal. Very unsafe on grounded block unless RC'd and with counterhit recovery to boot, so don't overuse it.
 
A meterless, huge reversal. Very unsafe on grounded block unless RC'd and with counterhit recovery to boot, so don't overuse it.
 +
The {{clr|4|H}} version's hard knockdown allows Leo to start stance pressure afterwards by whiffing {{clr|4|236H}} immediately after landing.
 
</div>
 
</div>
 
</div>
 
</div>
Line 876: Line 883:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Kaltes_Gestober_Erst.png|
+
GGST_Leo Whitefang_Kaltes_Gestober_Erst.png| <small>"Cold Drifts: The First"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 899: Line 906:
 
* No follow-ups anymore.
 
* No follow-ups anymore.
 
* Knocks down on hit.
 
* Knocks down on hit.
 +
* Punishable on regular block unless spaced well, and almost always punishable when it's [[GGST/Defense#Instant_Block| Instant Blocked.]]
 
Leo's primary combo ender off of small hits without meter. Can dash in afterwards to get a meaty.
 
Leo's primary combo ender off of small hits without meter. Can dash in afterwards to get a meaty.
 
</div>
 
</div>
Line 910: Line 918:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Kaltes_Gestober_Zweit.png| Important knowledge check
+
GGST_Leo Whitefang_Kaltes_Gestober_Zweit.png| Important knowledge check <br><small>"Cold Drifts: The Second"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 937: Line 945:
 
* Instant blocking leaves Leo point blank range and +2. The opponent can throw and OS the whiff with RC to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.
 
* Instant blocking leaves Leo point blank range and +2. The opponent can throw and OS the whiff with RC to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.
  
Leo's 236H is an extremely important tool for entering Brynhildr stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponents ability to deal with or else you will be eating a lot of throws. Leo can also use 236H FRC throw to quickly close the gap, but it is an expensive cheesy option that should be used sparingly. Minor note: there is '''1''' frame as Leo transitions from front to behind the opponent where the opponent will whiff throw in the wrong direction, and be punished by 236H.  
+
Leo's {{clr|4|236H}} is an extremely important tool for entering Brynhildr stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponents ability to deal with or else you will be eating a lot of throws. Leo can also use {{clr|4|236H}} FRC throw to quickly close the gap, but it is an expensive cheesy option that should be used sparingly. Minor note: there is '''1''' frame as Leo transitions from front to behind the opponent where the opponent will whiff throw in the wrong direction, and be punished by {{clr|4|236H}}.  
 
</div>
 
</div>
 
</div>
 
</div>
Line 948: Line 956:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Turbulenz.png|
+
GGST_Leo Whitefang_Turbulenz.png|<small>"Turbulence"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 969: Line 977:
 
|}
 
|}
 
==== ====
 
==== ====
 +
*Transitions to Brynhildr stance if {{clr|3|[S]}} is held.
 +
*Too slow to combo on a grounded opponent without a counter-hit or RC, with the exception of {{clr|4|2H}}.
 +
*Leads to large damage on counter-hit, but risky as it's pretty unsafe.
 +
*Causes a hard knockdown, making it a good choice to end combos midscreen.
 
One of Leo's three ways into backturned stance. Usually unsafe to kick attacks unless spaced well.
 
One of Leo's three ways into backturned stance. Usually unsafe to kick attacks unless spaced well.
*Transitions to Brynhildr stance if [S] is held.
 
*Too slow to combo on a grounded opponent without counter-hit or RC. However, it leads to large damage on counter-hit
 
*Important tool for combos. 2H 214[S] lets you follow up even midscreen.
 
*Causes a hard knockdown, making it a good choice to end combos midscreen.
 
 
  
 
</div>
 
</div>
Line 1,010: Line 1,017:
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
 
* +2 on block on earliest stance cancel
 
* +2 on block on earliest stance cancel
* upper body invuln like a 6P. This can stuff many normals
+
* Upper body invuln, which allows it to stuff jump-ins or moves with a high hitbox, similarly to a {{clr|1|6P}}.
  
Brynhildr stance anti-air, can also be used for pressure. Go into bt.{{clr|2|K}} for combos, decent reward on hit.
+
Brynhildr stance anti-air, can also be used for pressure. Go into bt.{{clr|2|K}} for combos or to continue pressure, decent reward on hit.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|2|K}}, bt.{{clr|3|S}}, bt.{{clr|4|H}}, bt.{{clr|5|D}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|2|K}}, bt.{{clr|3|S}}, bt.{{clr|4|H}}, bt.{{clr|5|D}}
Line 1,047: Line 1,054:
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
 
* +-0 on block on earliest stance cancel
 
* +-0 on block on earliest stance cancel
 +
* Dash and jump cancelable.
  
 
Leo's only low while in the Brynhildr stance. Good option to begin Brynhildr pressure as it's plus, and leads to a good reward on hit.
 
Leo's only low while in the Brynhildr stance. Good option to begin Brynhildr pressure as it's plus, and leads to a good reward on hit.
Line 1,084: Line 1,092:
 
* +5 on block on earliest stance cancel
 
* +5 on block on earliest stance cancel
  
bt.{{clr|3|S}} can be used for poking, combos and pressure. Usually followed up by bt.{{clr|4|H}}. Leads to a very good reward on hit with meter.
+
bt.{{clr|3|S}} can be used for poking, combos and pressure. Usually followed up by bt.{{clr|4|H}}, but mixing up between this and stance cancel -> {{clr|2|2K}} on block gives you a solid high/low mixup. Leads to a very good reward on hit with meter.
  
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|4|H}}, bt.{{clr|5|D}}
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|4|H}}, bt.{{clr|5|D}}
Line 1,097: Line 1,105:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_bt_H.png |
+
GGST_Leo Whitefang_bt_H.png | Block this overhead
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,119: Line 1,127:
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
 
* +5 on block on earliest stance cancel
 
* +5 on block on earliest stance cancel
*Unlike in Xrd, hits frame 18 on crouching opponents
+
* Unlike in Xrd, hits frame 18 on crouching opponents
 +
* Leo is considered airborne from frame 9. bt.{{clr|2|K}}>bt.{{clr|4|H}} done at the earliest timing is unthrowable, but a delayed bt.{{clr|4|H}} cancel can be thrown.
 
Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.
 
Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.
  
Line 1,131: Line 1,140:
 
<div class="attack-gallery">
 
<div class="attack-gallery">
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Kahn_Schild.png |You thought it was your turn to play the video game?
+
GGST_Leo Whitefang_Kahn_Schild.png |You thought it was your turn to play the video game? <br><small>"Boat Shield"</small>
 
</gallery>
 
</gallery>
 
</div>
 
</div>
Line 1,161: Line 1,170:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Glandzendes Dunkel.png |He really didn't need this
+
GGST_Leo Whitefang_Glandzendes Dunkel.png | Mom always said: "If the can won't open up, DUNK IT!!" <br><small>"Shining Darkness"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,182: Line 1,191:
 
==== ====
 
==== ====
 
* Stays in Brynhildr stance if held.
 
* Stays in Brynhildr stance if held.
* Subtle animation helps offset the horrible startup.
+
* Subtle animation helps offset the startup.
Respectable damage by itself, leads to a lot more if you have meter to RC it.
+
Respectable damage by itself, leads to a lot more if you have meter to RC it. Useful to open up the opponent when they are conditioned to block everything else you throw at them out of stance.
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,194: Line 1,203:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_bt_214H.png |
+
GGST_Leo Whitefang_bt_214H.png |<small>"Lightning Strike"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,215: Line 1,224:
 
==== ====
 
==== ====
 
* Stays in Brynhildr stance if held.
 
* Stays in Brynhildr stance if held.
* Plus on block.
+
* Plus on block and builds a lot of RISC.
Use this in conjunction with bt.H to keep your opponent locked down.
+
* Leo's best non-super option for breaking the wall.
 +
Brynhildr stance guard crush, used to keep a scared opponent locked down.
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,253: Line 1,263:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Stahl_Wirbel.png | ''Steel Vortex''
+
GGST_Leo Whitefang_Stahl_Wirbel.png | <small>"Steel Vortex"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,288: Line 1,298:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Liedenschaft_des_Dirigenten.png |Weapon X!
+
GGST_Leo Whitefang_Liedenschaft_des_Dirigenten.png |Weapon X!<br><small>"The Conductor of Passion"</small>
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,328: Line 1,338:
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{Navbar-GGST}}
 
{{Navbar-GGST}}
 +
 +
[[Category:Unga]]

Latest revision as of 22:23, 10 September 2021

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 stance. It’s a unique, back turned stance that sacrifices the ability to block in exchange for a plethora of mix-up tools. These include bt.K, a fast low, and bt.H, a fast overhead, both of which start combos. Attacks in Brynhildr stance can be staggered and delayed to mix up their timing, or canceled into regular stance for plus frames. Brynhildr stance even provides access to Glänzendes Dunkel, a command grab, and Blitzschlag, a guard crush.

Entering stance isn’t free, however. Leo’s sluggish movement and vulnerability to being whiff punished necessitates caution when looking for an opening. Luckily, the handsome devil has the tools for the job. His f.S and 5H have the reach to control the mid range. Their flexibility is boosted due to his unique ability to gatling GGST H Prompt.png buttons into GGST S Prompt.png buttons. His projectile, Gravierte Würde, has both a fast GGST S Prompt.png version and an advantageous GGST H Prompt.png version. Score a knockdown for an opportunity to safely use Zweites Kaltes Gestöber, a grounded Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them. that enters stance. Proficient switching between neutral and stance is key to mastering Leo. If you ever end up on the back foot, you can utilize Leo’s DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Eisensturm, to regain your footing.

Armed with powerful stance mix-ups, long-reaching normals and a spectacular sense of humour, Leo truly is a man of anyone’s dreams!


Lore:The Second King of the United Kingdoms of Illyria.

He may come off as wild and arrogant, but he's a surprisingly cautious person. He hates losing and holds himself in high esteem. He spares no effort when solving problems.

He's made his own personal dictionary, and makes a hobby of defining existing words with actual people and events.
Playstyle
GGST Leo Whitefang Icon.png Leo Whitefang , classified as a Balance character, is an all-rounder who wields twin swords, turning his back to his opponent as he fights.
Pros Cons
  • Range: normals have great reach, which allows him to control space effectively.
  • Dual Wielding: Leo can gatling indefinitely between his f.S or 2S, to 5H, 2H or 6H, and back; which allows him to extend pressure in unique ways.
  • Brynhildr Pressure: terrifying up-close pressure and a myriad of mixups while in Brynhildr stance. He gets a fast low, a comboable overhead, and a command grab to boot. Zweites Kaltes Gestöber lets him transition to Brynhildr while giving the opponent a grounded crossup to worry about.
  • High Burst Damage: he can dish out heavy burst damage, thanks to Brynhildr stance and Stahlwirbel. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
  • Defense: Leo is blessed with a massive meterless reversal. Due to it having a down charge input, it's also resistant to crossups.
  • Slow: Leo can have a hard time getting into his optimal range in certain matchups. His 66 step-dash only covers a small portion of the screen. He is very big and slow, and Zweites Kaltes Gestöber can easily be counter-attacked if he's far away.
  • Whiff Punishable: Leo's attacks are large, but have high recovery and extended hurtboxes. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
Brynhildr Stance
Upon a successful ground throw, crossing up with Zweites Kaltes Gestöber, or holding S when using Turbulenz, Leo will enter a stance in which he is turned away from 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

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 All 5 5 6 -1 -

  • Leo's fastest normal.
  • Can cancel into itself and 2P as well as gatling into 6P, which is useful if your opponent blocks 5P while in the air or to simply confirm into a combo.

Leo's fastest normal at 5F startup, this button has very little whiff recovery and can be canceled into several attacks on block. This move is commonly used as a pre-emptive way of stuffing approaches such as May's horizontal dolphins or various Chipp and Millia attacks. It can also be used as an anti-air, especially in cross-up situations or when 6P would simply be too slow to use. One trick to using this in neutral is to execute it using 4P to charge for a fireball. By doing this, you can whiff 2 5Ps and then immediately throw an S fireball if the opponent didn't approach or get hit by the 5Ps.

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

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 All 9 4 11 -1 -

  • Can be used as a pressure reset point to go into lighter/heavier buttons or a throw.
  • All-purpose combo tool. Gatling into 6K into a special cancel for combos.
  • Depending on spacing, can hit meaty and have frame advantage in neutral.

A forward advancing normal with strong reward and movement. The tradeoff is that 5K is a tad slower than the average K normals. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to cover a deceptive amount of space and have an active hitbox ready at the same time. 5K allows you to invade the opponent's space from ranges where Leo normally can't reach. Even if 5K is blocked, Leo is only -1 and can gatling to 6K for a frametrap. Combined with tick-throws, 5K is a great tool that can take you from neutral to Brynhildr mix before your opponent even has a chance to think. As an additional note, if you don't commit to anything after the 5K, the pushback leaves you outside of reversal throw range, creating a really strong throw/strike/bait mixup on block.

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

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 7 6 13 -2 -

  • Common pressure and combo starter, leads to high reward on hit
  • Ground bounces on hit, making it situational for midscreen juggles
  • Situationally a high-reward anti-air, but without upper body invincibility.
  • Combos to f.S, 2S, 5H, 2H on normal hit
  • Combos to 5[D] and 214S on CH

Leo's main starter for big grounded punishes. It also allows for good stagger pressure since Leo can delay his gatlings for frame traps or jump cancel to reset pressure.

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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
34 All 12 6 21 -13 -

  • Propels the opponent far on air hit, making it hard to use in juggles midscreen.
  • Hold S during recovery to enter Leo's guarding stance on frame 28.
  • Combos to 5H, 236S, and 632146H on normal ground hit
  • Combos to 6H, 236H and 214S on CH only

This is your primary poking tool. It has decent startup for a mid-range poke, but also extends your hurtbox. You don't want this to whiff unless you're trying to get into [S] guard point stance. However, since the hurtbox on 5H lingers less and leads to more damage on CH, it is usually a better choice than f.S if you want to get into guard point. f.S and 5H gatling into each other. This means f.S is a great tool for building meter and RISC. Connecting f.S is usually a win on block or, even better, on hit. Some common times to press are when the opponent tries to dash at you from longer distances or when you think they will use an attack that extends their hurtbox into your range.

A major word of warning is that this move can be low-profiled in a number of ways: 2D's, 6P's, etc. Avoid being too obvious with usage by mixing things up with 2K, 2S, and 2D.

Gatling Options: 5H, 2H, 6H

5H

5D

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
38 All 10 5 18 -5 1-2 Upper Body, 3-14 Above Knees

  • Solid anti-air with upper-body invincibility. Can beat many f.S attacks, such as Sol's.
  • Combos from 5P or 2P, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.
  • 6P can hit behind Leo, but is hard to combo from when that happens.

Being a 6P, the most obvious usage for this move is as an anti-air. However, as mentioned before, there are times where it may be too slow, since it's a 10F startup normal, in which case it may be better to 5P instead. 6P doesn't reach very high, either, so there are times where it's better to simply flashkick or even 2H instead, such as when the opponent is double-jumping to bait it.

Another use for this move is in the neutral ground game. Since 6Ps are all upper-body invincible, this allows you to 6P some ground pokes, such as various other character's 5Ps, f.Ss, and even some command normals like 6Ks. While it may be unintuitive to press a 10F normal vs things like 5Ps, it can work because the upper-body invulnerability frames start on frame 1. On counterhit, you can easily confirm into 214[S] or 236H, or if you're feeling fancy, it is possible to charge a full H flashkick as a combo from 6P as well, though the timing is quite tight.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 14 3 18 -4 -

  • Very useful normal to combo into from K buttons.
  • 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, but can be a useful frame trap.
  • Gatlings into 6K gives you enough time to charge, letting you confirm into H Eisensturm for a hard knockdown.

Leo's 6K is an essential part of his blockstrings, hit-confirms, and pressure. It is safe unless Instant Blocked and you can frame trap afterwards, so this is often the best command normal to cancel into.

Unfortunately, it doesn't really see a whole lot of use in neutral, as it's slower than a f.S poke, low-profilable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in a poor risk/reward ratio, this move is better used as a frametrapping tool off other blocked normals than in neutral.

6H

[H]S or [S]H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 All 10 3 20 -6 -

  • Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
  • Can guard supers!
  • The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.

If you hold the button after f.S or 5H, you will go into a guard animation. If you press the opposite button you are holding (S while holding H or vice versa) you will perform a follow up attack. You can exit the stance without attacking by releasing the button you are holding; doing so has 16 frames of recovery. Because you do not go through blockstun while holding the guard point, you can often let go of the stance and still punish large attacks that are guarded.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
22 All 6 4 8 -2 -

This move is pretty similar in usage to 5P, but is a frame slower in startup and also has a couple extra frames of recovery. Due to this, it's generally better to use 5P instead, but since 5P can be low-profiled, there are instances where you should use 2P. 2P can also be very situationally used as an anti-air with sort of a low-profile hurtbox, which gives it a slight advantage over 5P in some cases. If the move is blocked, you can frametrap into 6P or 6K, or try to leverage the disjointed hitbox of 2S despite it not being a gatling.

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

2K

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 Low 10 3 19 -7 -

  • Roughly the same range as 2K.
  • One of Leo's only disjointed normals.
  • Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.
  • Combos to 5H, 2H, and 236S on normal hit
  • Combos to 6H and 214S on CH

A surprisingly good poke. 2S has 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, like Ram's j.S. 2S's disjointed hitbox also lets you win some surprising interactions in the midrange into the opponent's faster attacks with extended hurtboxes. This mostly affects P, K, and f.S attacks. 2S also gatlings into H normals and can rarely even be used to convert off some trades.

Gatling Options: 5H, 2H, 6H

2H

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 Low 12 6 16 -5 -

  • Despite the awkward animation, it is actually a low attack.
  • Decently safe on block, especially when spaced
  • Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and also to beat some low attacks, but this can be exceptionally risky on defense.
  • Can not cancel into specials.
  • Leads to a large conversion on CH, making this a neutral tool worth respecting

This attack moves Leo slightly forward and it's good to use it while buffering [4]6X or [2]8X. Because it's airborne it will beat out other low pokes, 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 GGST Sol Badguy Icon.png Sol's Night Raid Vortex or GGST I-No Icon.png I-No's Stroke the Big Tree because Leo does not scrape the ground with his hitbox.

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Gravierte Würde

[4]6S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
[4]6S 20*2 All 10 31 or Until Hit*2 Total 54F -16 -
[4]6H 16*4 All 35 Until Hit*4 - +11 -

  • 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 counterhit state for the recovery.

S Gravierte Würde is an excellent option for controlling space in neutral, as it's fast and covers a decent chunk of the screen. The H version, while slower in startup and travel time, goes further, is heavily plus on block and lets Leo approach behind it if he gets a chance to throw it out in neutral.

The multi-hitting nature of the projectile lets it beat single-hit projectiles, such as GGST Ky Kiske Icon.png Ky's S Stun Edge and GGST Sol Badguy Icon.png Sol's Gun Flame.

Eisensturm

[2]8S/H

Erstes Kaltes Gestöber

236S

Zweites Kaltes Gestöber

236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 16~23 3 22 -6 [+2] -

  • [] is frame data for cross through
  • Crosses through opponent if close.
  • Transitions to Brynhildr stance on crossup.
  • Can be thrown making it risky to do raw, especially off of cancels
  • Instant blocking leaves Leo point blank range and +2. The opponent can throw and OS the whiff with RC to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.

Leo's 236H is an extremely important tool for entering Brynhildr stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponents ability to deal with or else you will be eating a lot of throws. Leo can also use 236H FRC throw to quickly close the gap, but it is an expensive cheesy option that should be used sparingly. Minor note: there is 1 frame as Leo transitions from front to behind the opponent where the opponent will whiff throw in the wrong direction, and be punished by 236H.

Turbulenz

214S (Hold OK)

Brynhildr Moves

bt.P

Brynhildr Stance -> P

bt.K

Brynhildr Stance -> K

bt.S

Brynhildr Stance -> S

bt.H

Brynhildr Stance -> H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 High 18 4 22 -6 -

  • +5 on block on earliest stance cancel
  • Unlike in Xrd, hits frame 18 on crouching opponents
  • Leo is considered airborne from frame 9. bt.K>bt.H done at the earliest timing is unthrowable, but a delayed bt.H cancel can be thrown.

Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into Stahlwirbel. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.

Gatling Options: bt.D

Kahn Schild

Brynhildr Stance -> D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
74 All 1 18 Total 34F - 1-18

  • Leo's only defensive option from backturn.
  • Catches strikes and reflects projectiles.
  • At close range, instead of reflecting projectiles, the normal riposte will trigger as if you caught a strike.
  • At range, attacks will be deflected off the shield and stagger the opponent, but won't guarantee damage.

The threat of this move makes mashing out of backturn pressure very scary, as you can turn generic mash buttons into parries off of blocked backturned moves. Good move for forcing opponents to respect you, but be warned that you will lose to throws or slower moves performed on read.

Glänzendes Dunkel

Brynhildr Stance -> 214K (Hold OK)

Blitzschlag

Brynhildr Stance -> 214H (Hold OK)

Cancel

Brynhildr Stance -> 22

Overdrives

Stahlwirbel

632146S during Brynhildr Stance

Leidenschaft des Dirigenten

632146H


76% complete
Page Status %
Overview more detailed/accurate pros and cons, more detailed description of moves and their uses. 17/20
Combos Very few combos, video samples recorded, uploading in process. 6/10
Strategy Missing several details and information needs to be formatted. 8/20
Frame Data Missing proration on all moves. 45/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGST/Leo Whitefang/Data.