GGST/Leo Whitefang: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
| 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.{{clr|2|K}}, a fast low, and bt.{{clr|4|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 [[{{PAGENAME}}#Glänzendes Dunkel|Glänzendes Dunkel]], a command grab, and [[{{PAGENAME}}#Blitzschlag|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 {{clr|3|f.S}} and {{clr|4|5H}} have the reach to control the mid range. Their flexibility is boosted due to his unique ability to gatling {{prompt|GGST|H}} buttons into {{prompt|GGST|S}} buttons. His projectile, [[{{PAGENAME}}#Gravierte Würde|Gravierte Würde]], has both a fast {{prompt|GGST|S}} version and an advantageous {{prompt|GGST|H}} version. Score a knockdown for an opportunity to safely use [[{{PAGENAME}}#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]], a grounded {{keyword|cross-up}} 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 {{keyword|DP}}, [[{{PAGENAME}}#Eisensturm|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.
| lore = The Second King of the United Kingdoms of Illyria.


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| summary =, classified as a ''Balance'' character, is an all-rounder who wields twin swords, turning his back to his opponent as he fights.
| summary =, classified as a ''Balance'' character, is an all-rounder who wields twin swords, turning his back to his opponent as he fights.
| pros =  
| pros =  
* '''Range:''' normals have great reach, which allows him to control space effectively. Leo can also reverse beat from [[GGST/Leo Whitefang#5H|{{clr|4|5H}}]], [[GGST/Leo Whitefang#2H|{{clr|4|2H}}]] and [[GGST/Leo Whitefang#6H|{{clr|4|6H}}]] back into [[GGST/Leo Whitefang#f.S|{{clr|3|f.S}}]] or [[GGST/Leo Whitefang#2S|{{clr|3|2S}}]], which allows him to extend pressure in unique ways.
* '''Range:''' normals have great reach, which allows him to control space effectively.
*'''Brynhildr Pressure:''' terrifying up-close pressure and a myriad of mixups while in [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance. He gets a fast low, a comboable overhead, and a command grab to boot. [[GGST/Leo Whitefang#Kaltes Gestöber Zweit|Kaltes Gestöber Zweit]] lets him transition to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] while giving the opponent a grounded crossup to worry about.
* '''Dual Wielding: ''' Leo can gatling indefinitely between his [[GGST/Leo Whitefang#f.S|{{clr|3|f.S}}]] or [[GGST/Leo Whitefang#2S|{{clr|3|2S}}]], to [[GGST/Leo Whitefang#5H|{{clr|4|5H}}]], [[GGST/Leo Whitefang#2H|{{clr|4|2H}}]] or [[GGST/Leo Whitefang#6H|{{clr|4|6H}}]], and back; which allows him to extend pressure in unique ways.
*'''High Burst Damage:''' he can dish out heavy burst damage, thanks to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance and [[GGST/Leo Whitefang#Stahl Wirbel|Stahl Wirbel]]. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
*'''Brynhildr Pressure:''' terrifying up-close pressure and a myriad of mixups while in [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance. He gets a fast low, a comboable overhead, and a command grab to boot. [[GGST/Leo Whitefang#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]] lets him transition to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] while giving the opponent a grounded crossup to worry about.
* '''Defense:''' Leo is blessed with a [[GGST/Leo Whitefang#Eisen Sturm|meterless reversal]]. Due to it having a down charge move, it's also resistant to crossups.
*'''High Burst Damage:''' he can dish out heavy burst damage, thanks to [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr]] stance and [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
* '''Defense:''' Leo is blessed with a massive [[GGST/Leo Whitefang#Eisensturm|meterless reversal]]. Due to it having a down charge move, it's also resistant to crossups.
| cons =  
| cons =  
* '''Slow:''' Leo can have a hard time getting into his optimal range in certain matchups. His 66 dash only covers a small portion of the screen. He is very big and slow, and his 236H can easily be counter-attacked if he's far away.
* '''Slow:''' Leo can have a hard time getting into his optimal range in certain matchups. His 66 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 and extended hurtboxes. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
* '''Whiff Punishable:''' Leo's attacks are large, but have high recovery. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
| difficulty_rating = 3
| difficulty_rating = 3
| official_difficulty = yes
| official_difficulty = yes
| unique_mechanic1_name = Brynhildr Stance
| unique_mechanic1_name = Brynhildr Stance
| unique_mechanic1 = Upon a successful ground throw, crossing up with [[GGST/Leo Whitefang#Kaltes Gestöber Zweit|Kaltes Gestöber Zweit]], or holding {{clr|3|S}} when using [[GGST/Leo Whitefang#Turbulenz|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, [[GGST/Leo Whitefang#Stahl Wirbel|Stahl Wirbel]], but is unable to jump or block; his only defensive option in this stance is [[GGST/Leo Whitefang#Kahn Schild|Kahn Schild]]. Brynhildr Stance will end if Leo is hit, and can be cancelled any time by inputting 22.
| unique_mechanic1 = Upon a successful ground throw, crossing up with [[GGST/Leo Whitefang#Zweites Kaltes Gestöber|Zweites Kaltes Gestöber]], or holding {{clr|3|S}} when using [[GGST/Leo Whitefang#Turbulenz|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, [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]], but is unable to jump or block; his only defensive option in this stance is [[GGST/Leo Whitefang#Kahn Schild|Kahn Schild]]. Brynhildr Stance will end if Leo is hit, and can be cancelled any time by inputting 22.
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*Can cancel into itself and {{clr|1|2P}} as well as gatling into {{clr|1|6P}}, which is useful if your opponent blocks {{clr|1|5P}} while in the air or to simply confirm into a combo.
*Can cancel into itself and {{clr|1|2P}} as well as gatling into {{clr|1|6P}}, which is useful if your opponent blocks {{clr|1|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 {{clr|1|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 {{clr|1|5P}}s and then immediately throw an S fireball if the opponent didn't approach or get hit by the {{clr|1|5P}}s.
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 {{clr|1|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 {{clr|1|5P}}s and then immediately throw an S fireball if the opponent didn't approach or get hit by the {{clr|1|5P}}s.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
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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.
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.


[[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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*Situationally a high-reward anti-air but has no upper body invincibility.
*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.
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.
[[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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*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 632146S
*Gatlings into {{clr|4|5H}}, {{clr|4|6H}}, and {{clr|4|2H}}
*Combos to {{clr|4|5H}}, {{clr|3|236S}}, and {{clr|4|632146H}}


Leo's main poke in neutral alongside {{clr|4|5H}}. Fairly slow and committal, but good reward on normal and counter-hit.
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.
Despite the long reach, Leo's hurtbox is extends during {{clr|3|f.S}}, so try not to throw this move recklessly.
 
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.
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
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==== ====
*Reverse beats 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 632146H, 236S, {{clr|3|f.S}}, and {{clr|3|2S}}
*Big counter-hit starter when canceled into 236H midscreen.
*Big counter-hit starter when canceled into 236H midscreen.
*Hold [{{clr|4|H}}] to enter Leo's guarding stance on frame 28.
*Hold [{{clr|4|H}}] to enter Leo's guarding stance on frame 28.


Huge poke that leads to combos, but with significant recovery. Recommended to cancel to {{clr|3|S}} Graviert Wurde for safety on block.
Huge poke that leads to combos, but with significant recovery. Recommended to cancel to {{clr|3|S}} [[{{PAGENAME}}#Gravierte Würde|Gravierte Würde]] for safety on block.
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
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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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*Solid anti-air with upper-body invincibility. Can beat many fS attacks, such as Sol's.
*Solid anti-air with upper-body invincibility. Can beat many {{clr|3|f.S}} attacks, such as Sol's.
*Combos from {{clr|1|5P}} or {{clr|1|2P}}, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.
*Combos from {{clr|1|5P}} or {{clr|1|2P}}, but has shoddy horizontal range. Generally Leo can only do a single jab before {{clr|1|6P}}.
*6P can hit behind Leo, but is hard to combo from when that happens.
*{{clr|1|6P}} can hit behind Leo, but is hard to combo from when that happens.
 
Being a {{clr|1|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 {{clr|1|5P}} instead. {{clr|1|6P}} doesn't reach very high, either, so there are times where it's better to simply flashkick or even {{clr|4|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 {{clr|1|6P}}s are all upper-body invincible, this allows you to {{clr|1|6P}} some ground pokes, such as various other character's {{clr|1|5P}}s, {{clr|3|f.S}}s, and even some command normals like {{clr|2|6K}}s. While it may be unintuitive to press a 10F normal vs things like {{clr|1|5P}}s, it can work because the upper-body invulnerability frames start on frame 1. On counterhit, you can easily confirm into {{clr|3|214[S]}} or {{clr|4|236H}}, or if you're feeling fancy, it is possible to charge a full {{clr|4|H flashkick}} as a combo from {{clr|1|6P}} as well, though the timing is quite tight.
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*Very useful normal to combo into from {{clr|2|K}} buttons.
*Very useful normal to combo into from {{clr|2|K}} buttons.
*Frametraps and combos from {{clr|2|5K}} and {{clr|2|2K}}. {{clr|2|2K}}>6K's gap is throwable, but {{clr|2|5K}}>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|2|5P}} or {{clr|2|5P}} > 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 6K as a poke due to its lower-recovery, but this needs to be looked into more before it can be recommended.
*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 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.
*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 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 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 {{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.
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*Strong combo tool, ground bounce on air hit
*Strong combo tool, ground bounce on air hit
::*Popular follow-up to Stahl Wirbel
::*Popular follow-up to [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]
*Reverse beats into {{clr|3|f.S}} and {{clr|3|2S}}.
*Reverse gatlings into {{clr|3|f.S}} and {{clr|3|2S}}.
*Can be used to fish for counterhits, but somewhat risky.
*Can be used to fish for counterhits, but somewhat risky.
High single hit damage, which makes it good for breaking the wall meterless.
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}}
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GGST_Leo Whitefang_parry.png | [S] Version
GGST_Leo Whitefang_parry.png | [S] Version
GGST_Leo Whitefang_parry2.png | [H] Version
GGST_Leo Whitefang_parry2.png | [H] Version
GGST_Leo_Whitefang's_parry_attack.png | Attack
GGST_Leo_Whitefang_parry_attack.png | Attack
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Alternative abare(mash) option to {{clr|1|5P}}, but a frame slower.
This move is pretty similar in usage to {{clr|1|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 {{clr|1|5P}} instead, but since {{clr|1|5P}} can be low-profiled, there are instances where you should use {{clr|1|2P}}. {{clr|1|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 {{clr|1|5P}} in some cases. If the move is blocked, you can frametrap into {{clr|1|6P}} or {{clr|2|6K}}, or try to leverage the disjointed hitbox of {{clr|3|2S}} despite it not being a gatling.
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
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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.
[[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}}.
* Can be used in combos as it leads into 5H against airborne opponents.
*One of Leo's only easy-access disjointed normals.
*Floats mostly directly upward on air hit, allowing for the {{clr|3|2S}} > {{clr|4|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 {{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.
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}
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*Has occasional use as a high risk, high reward anti-air.
*Has occasional use as a high risk, high reward anti-air.
*Reverse beats into {{clr|3|f.S}} and {{clr|3|2S}}.
*Reverse gatlings into {{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 for Leo's combo structure, as it allows him to combo into {{clr|3|214[S]}} -> Stance normals for a juggle.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|3|f.S}}, {{clr|3|2S}}
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*Can be spaced to be made decently safe on block.
*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.
*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.  
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.
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Leo's fastest air normal.
Leo's fastest air normal.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}
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* Decent hitbox for descending onto an opponent at an angle.
* Decent hitbox for descending onto an opponent at an angle.
* Long startup, but an alright amount of active frames to compensate.
* Long startup, but an alright amount of active frames to compensate.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
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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.
Pretty good air-to-air, since it allows for good conversions on hit and is relatively fast.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_jD.png |
GGST_Leo Whitefang_jD.png |''propeller noises''
</gallery>
</gallery>
|-|
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==Special Moves==
==Special Moves==


===<big>Graviert Wurde</big>===
===<big>Gravierte Würde</big>===
<span class="input-badge">'''[4]6{{clr|3|S}}/{{clr|4|H}}'''</span>
<span class="input-badge">'''[4]6{{clr|3|S}}/{{clr|4|H}}'''</span>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_Leo_46S_Hitbox.png| S version
File:GGST_Leo_46S_Hitbox.png| S version
File:GGST_Leo_46S_Hitbox.png| H version
File:GGST_Leo_46H_Hitbox.png| H version
</gallery>
</gallery>
</tabber>
</tabber>
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</div>
</div>


===<big>Eisen Sturm</big>===
===<big>Eisensturm</big>===
<span class="input-badge">'''[2]8{{clr|3|S}}/{{clr|4|H}}'''</span>
<span class="input-badge">'''[2]8{{clr|3|S}}/{{clr|4|H}}'''</span>
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<div class="attack-container">
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Eisen_Sturm.png|
GGST_Leo Whitefang_Eisen_Sturm.png|
GGST_Leo Whitefang_Eisen_Sturm_Knockdown.png|
</gallery>
</gallery>
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</div>
</div>


===<big>Kaltes Gestöber Erst</big>===
===<big>Erstes Kaltes Gestöber</big>===
<span class="input-badge">'''{{clr|3|236S}}'''</span>
<span class="input-badge">'''{{clr|3|236S}}'''</span>
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</div>
</div>


===<big>Kaltes Gestöber Zweit</big>===
===<big>Zweites Kaltes Gestöber</big>===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<span class="input-badge">'''{{clr|4|236H}}'''</span>
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|}
|}
==== ====
==== ====
* Transitions to Brynhildr stance if held. Important tool for combos as 2H into 214[S] allows for back-turned juggles.
One of Leo's three ways into backturned stance. Usually unsafe to kick attacks unless spaced well.
* Causes a hard knockdown.
*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.
 


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Brynhildr stance anti-air, can also be used for pressure. Go into bt.{{clr|2|K}} for combos, decent reward on hit.
Brynhildr stance anti-air, can also be used for pressure. Go into bt.{{clr|2|K}} for combos, decent reward on hit.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|2|K}}, bt.{{clr|3|S}}, bt.{{clr|4|H}}, bt.{{clr|5|D}}
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Leo's only low while in the Brynhildr stance. Good option to begin Brynhildr pressure as it's plus, and leads to a good reward on hit.
Leo's only low while in the Brynhildr stance. Good option to begin Brynhildr pressure as it's plus, and leads to a good reward on hit.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|1|P}}, bt.{{clr|3|S}}, bt.{{clr|4|H}}, bt.{{clr|5|D}}
</div>
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bt.{{clr|3|S}} can be used for poking, combos and pressure. Usually followed up by bt.{{clr|4|H}}. Leads to a very good reward on hit with meter.
bt.{{clr|3|S}} can be used for poking, combos and pressure. Usually followed up by bt.{{clr|4|H}}. Leads to a very good reward on hit with meter.
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|4|H}}, bt.{{clr|5|D}}
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* +5 on block on earliest stance cancel
* +5 on block on earliest stance cancel
*Unlike in Xrd, hits frame 18 on crouching opponents
*Unlike in Xrd, hits frame 18 on crouching opponents
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.
Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into [[GGST/Leo Whitefang#Stahlwirbel|Stahlwirbel]]. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.
 
[[GGST/Leo_Whitefang/Frame Data#Gatling_Table|Gatling Options:]] bt.{{clr|5|D}}
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* Leo's only defensive option from backturn.
* Leo's only defensive option from backturn.
* Catches strikes and reflects projectiles.
* 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.
* 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.
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.
</div>
</div>
</div>
</div>


===<big>Gländzendes Dunkel</big>===
===<big>Glänzendes Dunkel</big>===
<span class="input-badge">'''Brynhildr Stance -> {{clr|2|214K}} (Hold OK)'''</span>
<span class="input-badge">'''Brynhildr Stance -> {{clr|2|214K}} (Hold OK)'''</span>
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<!--Insert text below the =s and above the 2 /divs-->
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* Cancels Leo's backturn stance, turning him to face the opponent.
* Leo is in counterhit state during the transition from backturn to front-facing.
</div>
</div>


==Overdrives==
==Overdrives==
===<big>Stahl Wirbel</big>===
===<big>Stahlwirbel</big>===
<span class="input-badge">'''{{clr|3|632146S}} during Brynhildr Stance'''</span>
<span class="input-badge">'''{{clr|3|632146S}} during Brynhildr Stance'''</span>
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<div class="attack-container">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Leo Whitefang_Stahl_Wirbel.png |
GGST_Leo Whitefang_Stahl_Wirbel.png | ''Steel Vortex''
</gallery>
</gallery>
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</div>
</div>


===<big>Liedenschaft des Dirigenten</big>===
===<big>Leidenschaft des Dirigenten</big>===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
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<div class="attack-container">
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* Very invincible.
* Very invincible.
* Locks opponent into a cinematic on hit.
* 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 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.
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.
</div>
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</div>
</div>

Revision as of 14:53, 26 July 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.
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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.

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.
  • 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

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.

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 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.

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.
  • 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. 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

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 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

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 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.

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.

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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