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*Propels the opponent very far on air hit, making it hard to use in juggles midscreen. | *Propels the opponent very 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. | *Hold {{clr|3|S}} during recovery to enter Leo's guarding stance on frame 28. | ||
*Combos to 5H, 236S, and | *Gatlings into {{clr|4|5H}}, {{clr|4|6H}}, and {{clr|4|2H}} | ||
*Combos to {{clr|4|5H}}, {{clr|3|236S}}, and {{clr|4|632146H}} | |||
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. | |||
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. | |||
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Revision as of 16:52, 2 July 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
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.
- Range: normals have great reach, which allows him to control space effectively. Leo can also reverse beat from 5H, 2H and 6H back into f.S or 2S, 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. Kaltes Gestöber Zweit 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 Stahl Wirbel. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
- Defense: Leo is blessed with a 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.
- Risky: Leo often has to pick between being safe but non-threatening on his pressure or taking risks on pressure resets in order to continue attacking. Since Leo works hard to get close, he needs to maximize returns on his pressure or risk losing his advantage.
- Whiff Punishable: Leo's attacks are large, but have high recovery. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
Leo Whitefang |
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Normal Moves
5P
- 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.
5K
- 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.
c.S
- Common pressure and combo starter, leads to a good reward on hit
- Ground bounces on hit, making it hard to use for midscreen juggles
- Situationally a high-reward anti-air but has no 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.
f.S
- Propels the opponent very 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.
- Gatlings into 5H, 6H, and 2H
- Combos to 5H, 236S, and 632146H
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 [S] guard point stance. However, since the hurtbox on 5H lingers less, it is usually a better choice than f.S if you want to get into guard point. On hit and block f.S and 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.
A major word of warning is that this move can be low-profiled in a number of ways: sweeps, 6Ps, etc. Avoid being too obvious with usage. Mixing things up with 2Ps, 2Ks, and 2Ds will help make the opponent reconsider.
5H
- Reverse beats into f.S or 2S for extended pressure.
- Combos to 632146H, 236S, f.S, and 2S
- Big counter-hit starter when canceled into 236H midscreen.
- Hold [H] to enter Leo's guarding stance on frame 28.
Huge poke that leads to combos, but with significant recovery. Recommended to cancel to S Graviert Wurde for safety on block.
5D
- Can be gatlinged into from 5K, 2K or c.S for a high mixup.
- If held or if it counter-hits, it leads to a traditional Dust air combo and a stage switch.
6P
- Solid anti-air with upper-body invincibility. Can beat many fS 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.
6K
- 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 5P > 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.
6H
- Strong combo tool, ground bounce on air hit
- Popular follow-up to Stahl Wirbel
- Reverse beats into f.S and 2S.
- Can be used to fish for counterhits, but somewhat risky.
High single hit damage, which makes it good for breaking the wall meterless.
[H]S or [S]H
- 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
Alternative abare(mash) option to 5P, but a frame slower.
2K
- Leo's staple low for mixups.
- Gatlings into 2D or 6K for combos and pressure, or 5D for a high mixup on block.
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.
2S
- Roughly the same range as 2K.
- Can be used in combos as it leads into 5H against airborne opponents.
2H
- Has occasional use as a high risk, high reward anti-air.
- Reverse beats into f.S and 2S.
Important for Leo's combo structure, as it allows him to combo into 214[S] -> Stance normals for a juggle.
2D
- Despite hitting fairly high, it is actually a low attack.
- Can be spaced to be made decently safe on block.
- Leo is airborne when it hits, meaning that he can't cancel it into specials.
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.
j.P
Leo's fastest air normal.
j.K
Leo's preferred jump-in attack.
- Decent hitbox for descending onto an opponent at an angle.
- Long startup, but an alright amount of active frames to compensate.
j.S
- Hits twice.
Pretty good air-to-air, since it allows for good conversions on hit and is relatively fast.
j.H
Massive, but slow air-to-air.
j.D
- Has landing recovery, be careful where you aim it.
- Cancels into special moves on hit or block.
- Can be used in corner combos due to it's wallbounce property on hit
Universal Mechanics
Ground Throw
Transitions to Brynhildr stance after a successful throw.
Air Throw
Special Moves
Graviert Wurde
[4]6S/H
- 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.
Eisen Sturm
[2]8S/H
- H version has an additional hit that spikes the opponent to the ground.
A meterless, huge reversal. Very unsafe on grounded block unless RC'd and with counterhit recovery to boot, so don't overuse it.
Kaltes Gestöber Erst
236S
- No follow-ups anymore.
- Knocks down on hit.
Leo's primary combo ender off of small hits without meter. Can dash in afterwards to get a meaty.
Kaltes Gestöber Zweit
236H
- [] 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)
- Transitions to Brynhildr stance if held. Important tool for combos as 2H into 214[S] allows for back-turned juggles.
- Causes a hard knockdown.
Brynhildr Moves
bt.P
Brynhildr Stance -> P
- +2 on block on earliest stance cancel
- upper body invuln like a 6P. This can stuff many normals
Brynhildr stance anti-air, can also be used for pressure. Go into bt.K for combos, decent reward on hit.
bt.K
Brynhildr Stance -> K
- +-0 on block on earliest stance cancel
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.
bt.S
Brynhildr Stance -> S
- +5 on block on earliest stance cancel
bt.S can be used for poking, combos and pressure. Usually followed up by bt.H. Leads to a very good reward on hit with meter.
bt.H
Brynhildr Stance -> H
- +5 on block on earliest stance cancel
- Unlike in Xrd, hits frame 18 on crouching opponents
Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into Stahl Wirbel. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.
Kahn Schild
Brynhildr Stance -> D
- Leo's only defensive option from backturn.
- Catches strikes and reflects projectiles.
- 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 longer moves performed on read.
Gländzendes Dunkel
Brynhildr Stance -> 214K (Hold OK)
- Stays in Brynhildr stance if held.
- Subtle animation helps offset the horrible startup.
Respectable damage by itself, leads to a lot more if you have meter to RC it.
Blitzschlag
Brynhildr Stance -> 214H (Hold OK)
- Stays in Brynhildr stance if held.
- Plus on block.
Use this in conjunction with bt.H to keep your opponent locked down.
Cancel
Brynhildr Stance -> 22
Overdrives
Stahl Wirbel
632146S during Brynhildr Stance
- 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.
Liedenschaft des Dirigenten
632146H
- Very invincible.
- Locks opponent into a cinematic on hit.
Each swing has an enormous hitbox, and the opponent will often have to wait until after the final 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.
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Page | Status | % |
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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 |