GGST/Leo Whitefang: Difference between revisions

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*Can be gatlinged into from {{clr|2|5K}}, {{clr|2|2K}} or {{clr|3|c.S}} for a high mixup.
*Can be gatlinged into from {{clr|2|5K}}, {{clr|2|2K}} or {{clr|3|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.
*If held, it leads to a traditional Dust air combo and a stage switch.
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Revision as of 16:53, 2 July 2021



Overview
Overview

 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. 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.
Upon a successful ground throw, crossing up with Kaltes Gestöber Zweit, 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 and special moves, as well access to his projectile Overdrive, Stahl Wirbel, 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.
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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.

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.
  • 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

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 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

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 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

5D

6P

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 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

[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

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Graviert Wurde

[4]6S/H

Eisen Sturm

[2]8S/H

Kaltes Gestöber Erst

236S

Kaltes Gestöber Zweit

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)

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 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)

Blitzschlag

Brynhildr Stance -> 214H (Hold OK)

Cancel

Brynhildr Stance -> 22

Overdrives

Stahl Wirbel

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.

Liedenschaft 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, 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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