GGST/Leo Whitefang

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Overview
Overview

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

Leo is defined by Brynhildr 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 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.
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.
  • Decent combo tool. Gatling into 6K into a special cancel for combos.
  • Gatlings into 5D/2D/6K

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 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 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 5K, the pushback leaves you outside of throw range unless the opponent dashes first, creating a really strong throw/strike/bait mixup on block.

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

c.S

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 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. 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.
  • Leo's in-game tutorial recommends 6K as a poke due to its lower-recovery, but this needs to be looked into more before it can be recommended.
  • Gatlings into 6K actually give you enough time to charge, letting you confirm into H Eisen for hard knockdown off your kicks! You can also cancel 6K into S fireball for a safer special than 236S.

Leo's 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.

Unfortunately, it doesn't really see a whole lot of use in neutral, as it's slower than a 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.

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 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. 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 easy-access disjointed normals.
  • Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.

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 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 2Ps, or even as a counterpoke against attacks that extend their hurtbox into you before becoming active, like a few f.Ss. It also cancels into H normals on hit or block and can rarely even be used to convert off some trades.

Gatling Options: 5H, 2H, 6H

2H

2D

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. 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

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
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External References

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