GGST/Leo Whitefang: Difference between revisions

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* Can be used as a pressure reset point to go into lighter/heavier buttons or a throw.
*Can be used as a pressure reset point to go into lighter/heavier buttons or a throw.
* Decent combo tool. Gatling into {{clr|2|6K}} into a special cancel for combos.
*All-purpose combo tool. Gatling into {{clr|2|6K}} into a special cancel for combos.
* Gatlings into {{clr|5|5D}}/{{clr|5|2D}}/{{clr|2|6K}}
*Depending on spacing, can hit meaty and have frame advantage in neutral.
This move is a forward advancing normal that is only -1 if blocked. The tradeoff is that it's a tad slower than many other character's {{clr|2|K}} normals, but because it 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. This normal allows you to stuff ground pokes that people might use because they visually confirmed you were too far away to press something faster. Additionally, even if they blocked it, it's only -1 and can gatling into {{clr|2|6K}} for a frametrap. Combined with tick-throws, this move is a great tool that can take you from neutral to Brynhildr mix before your opponent even has a chance to think. It is one of your primary ways to get "in". As an additional note, if you don't commit to anything after the {{clr|2|5K}}, the pushback leaves you outside of throw range unless the opponent dashes first, creating a really strong throw/strike/bait mixup on block.
 
A forward advancing normal with strong reward and movement. The tradeoff is that {{clr|2|5K}} is a tad slower than the average {{clr|2|K}} normals. However, because {{clr|2|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. {{clr|2|5K}} allows you to invade the opponent's space from ranges where Leo normally can't reach. Even if {{clr|2|5K}} is blocked, Leo is only -1 and can gatling to {{clr|2|6K}} for a frametrap. Combined with tick-throws, {{clr|2|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 {{clr|2|5K}}, the pushback leaves you outside of reversal throw range, creating a really strong throw/strike/bait mixup on block.


[[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}}
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*Common pressure and combo starter, leads to a good reward on hit
*Common pressure and combo starter, leads to high reward on hit
*Ground bounces on hit, making it hard to use for midscreen juggles
*Ground bounces on hit, making it situational for midscreen juggles
*Situationally a high-reward anti-air but has no upper body invincibility.
*Situationally a high-reward anti-air, but without upper body invincibility.
Leo's main starter for big grounded punishes. It also allows for good stagger pressure, as Leo can delay his gatlings for frame traps or jump cancel to reset pressure.
*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
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.


[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{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|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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GGST_Leo Whitefang_f.S.png |
GGST_Leo Whitefang_f.S.png | Breathe in...
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*Propels the opponent very far on air hit, making it hard to use in juggles midscreen.
*Propels the opponent far on air hit, making it hard to use in juggles midscreen.
*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.
*Gatlings into {{clr|4|5H}}, {{clr|4|6H}}, and {{clr|4|2H}}
*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}}
*Combos to {{clr|4|6H}} and 214{{clr|3|S}} on CH only


This is your primary poking tool. It has pretty decent startup for the range, but also extends your hurtbox, so you generally don't want this to whiff unless you're explicitly trying to get into {{clr|3|[S]}} guard point stance. However, since the hurtbox on {{clr|4|5H}} lingers less, it is usually a better choice than {{clr|3|f.S}} if you want to get into guard point. On hit and block {{clr|3|f.S}} and {{clr|4|5H}} cancel into each other, which means this is actually a great tool for building meter if you can recognize opportunities in neutral to get them to block this or, even better, get hit by it -- some common times 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|sweep}}s, {{clr|1|6P}}s, etc. Avoid being too obvious with usage. Mixing things up with {{clr|1|2P}}s, {{clr|2|2K}}s, and {{clr|5|2D}}s will help make the opponent reconsider.
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


[[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}}
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GGST_Leo Whitefang_5H.png | Poke into damage
GGST_Leo Whitefang_5H.png | ...Breathe out
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*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 632146H, 236S, {{clr|3|f.S}}, and {{clr|3|2S}}
*Combos to 632146{{clr|4|H}}, 236{{clr|3|S}}, {{clr|3|f.S}}, and {{clr|3|2S}}
*Big counter-hit starter when canceled into 236H midscreen.
*Big CH starter when canceled into 236H midscreen
*Even larger CH starter when canceled into 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.


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*Can be gatlinged into from {{clr|2|5K}}, {{clr|2|2K}} or {{clr|3|c.S}} for a high mixup.
*Gatlings from {{clr|2|5K}}, {{clr|2|2K}} or {{clr|3|c.S}} for an overhead mixup.
 
*If held, it leads to a traditional Dust air combo and a stage switch.
*If held, it leads to a traditional Dust air combo and a stage switch.
*Can be used following BRC to maintain frame advantage and convert off the faster overhead.
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*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 hard knockdowns off your kicks! You can also cancel {{clr|2|6K}} into {{clr|3|S}} [[GGST/Leo Whitefang#Gravierte Würde|Gravierte Würde]] for a safer special than [[GGST/Leo Whitefang#Erstes Kaltes Gestöber|Erstes Kaltes Gestöber]] ({{clr|3|236S}}).
*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.
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*Strong combo tool, ground bounce on air hit
*Ground bounce on air hit. Launches the opponent midscreen, which limits its use to the corner usually.
::*Popular follow-up to [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]
*Excellent OTG option to finish combos at the cost of pressure.
*Reverse gatlings into {{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, but somewhat risky.
*Larger range than Leo's other normals, but is limited by its very slow startup.
High single hit damage, which makes it good for breaking the wall meterless.


[[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}}
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*Leo's staple low for mixups.
*Leo's staple low for mixups and poking.
*Gatlings into {{clr|5|2D}} or {{clr|2|6K}} for combos and pressure, or {{clr|5|5D}} for a high mixup on block.
*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.
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.


[[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}}
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*Roughly the same range as {{clr|2|2K}}.
*Roughly the same range as {{clr|2|2K}}.
*One of Leo's only easy-access 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|6H}} and 214{{clr|3|S}} on CH


Surprisingly, this is one of Leo's few disjointed attacks. It's 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, such as Ram's {{clr|3|j.S}}. The disjointed hitbox this normal has also lets you win some interactions in the midrange that you might not expect, such as when the other person has a technically faster attack with an extended hurtbox, but it doesn't reach as far, like {{clr|1|2P}}s, or even as a counterpoke against attacks that extend their hurtbox into you before becoming active, like a few {{clr|3|f.S}}s. It also cancels into {{clr|4|H}} normals on hit or block 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 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.


[[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}}
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*Launches on ground hit and also useful for extending air juggles
*Has occasional use as a high risk, high reward anti-air.
*Has occasional use as a high risk, high reward anti-air.
*Reverse gatlings into {{clr|3|f.S}} and {{clr|3|2S}}.
*Fast enough to make true blockstrings from {{clr|3|f.S}} and {{clr|3|2S}}
Important for Leo's combo structure, as it allows him to combo into {{clr|3|214[S]}} -> Stance normals for a juggle.
Important combo filler. 2H allows Leo to combo into {{clr|3|214[S]}} -> {{clr|2|btK}} / {{clr|3|btS}} 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}}
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<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_2D.png | superman that hoe
GGST_Leo Whitefang_2D.png | Fish-Man Karate secret art
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*Despite hitting fairly high, it is actually a low attack.
*Despite the awkward animation, it is actually a low attack.
*Can be spaced to be made decently safe on block.
*Decently safe on block, especially when spaced
*Leo is airborne when it hits, meaning that he can't cancel it into specials.
*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.
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.
*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 Sol's Night Raid Vortex or I-No's Stroke the Big Tree because Leo does not scrape the ground with his hitbox.
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Leo's fastest air normal.
Leo's fastest air normal. Sometimes {{clr|3|j.S}} is too slow after an air dash, but {{clr|1|j.P}} will barely connect.
Low reward on hit but strong on block. Used only when speed and blockstun is more important than conversion strength


[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}
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GGST_Leo Whitefang_jS.png |
GGST_Leo Whitefang_jS.png | Is... is this how you use swords?
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*Hits twice.
*Hits twice.
Pretty good air-to-air, since it allows for good conversions on hit and is relatively fast.
*Essential combo tool for optimized midscreen combos
Pretty good air-to-air, since it allows for good conversions on hit and is relatively fast. The two hits also makes converting on grounded opponents stable and provides significant frame advantage on block.


[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
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GGST_Leo Whitefang_jH.png |
GGST_Leo Whitefang_jH.png | Stretching is important after exercise!
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Massive, but slow air-to-air.
*Only jump-in that provides CH benefits, which is useful for jump-ins.
*jS actually scales better in combos.
Massive horizontal high damage attack, but limited by its speed
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Revision as of 22:57, 2 August 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 H buttons into S buttons. His projectile, Gravierte Würde, has both a fast S version and an advantageous H version. Score a knockdown for an opportunity to safely use Zweites Kaltes Gestöber, a grounded cross-up Attacking 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 DP Dragon 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!

 Leo Whitefang  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 move, it's also resistant to crossups.
  • 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.
  • 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.
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.
Error: No field named "weight" found for any of the specified database tables.
Leo Whitefang

Normal Moves

5P

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

  • 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. 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 -

  • 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. 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 -

  • 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. 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 -

  • 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 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. Mixing things up with 2K, 2S, and 2D will give the opponent second thoughts

Gatling Options: 5H, 2H, 6H

5H

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 10 5 17 - 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. 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 -

  • 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 hard knockdowns off your kicks! You can also cancel 6K into S Gravierte Würde for a safer special than Erstes Kaltes Gestöber (236S).

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. 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 -

  • 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 fS 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. 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 -

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

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 -

  • Leo's staple low for mixups and poking.
  • Gatling into 2D or 6K for combos and pressure, or 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.

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 -

  • 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 punches, kicks, and fS 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. 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 - 5-18F Airborne

  • 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 Sol's Night Raid Vortex or 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

Air Throw

Special Moves

Gravierte Würde

[4]6S/H

Eisensturm

[2]8S/H

Erstes Kaltes Gestöber

236S

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] -

  • [] 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)

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 -

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.


Brynhildr Moves

bt.P

Brynhildr Stance -> P

bt.K

Brynhildr Stance -> K

bt.S

Brynhildr Stance -> S

bt.H

Brynhildr Stance -> H

Kahn Schild

Brynhildr Stance -> 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
54 All 3 17 18 - 1-2 Strike/Projectile 3-19 Parry

  • 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

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 -

  • Very fast.
  • High damage.
  • Hits fullscreen.

Just as good as it always was. Great to cash out after you catch someone with a backturn button as its single hit makes it great for adding damage and giving you a launch early on in combos. It's also helpful as a reaction super if you happen to be in backturn in neutral, which assuming you are means you're just enough of a nut to scare people with it.

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 - 1-18 Full

  • Very invincible.
  • Locks opponent into a cinematic on hit.
  • Interruptible between 4th and 5th (Final) hit.

Each swing has an enormous hitbox, and the opponent will often have to wait until after the fourth hit to try to punish it, giving you time to RC it. It is however, incredibly unsafe, so opponents will be able to see it coming from far away.


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, some video samples need to be recorded and new routes need to be added from the new patch. 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

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

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