Difference between revisions of "GGST/Leo Whitefang"

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Revision as of 14:41, 16 June 2021


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

Lore:The Second King of the United Kingdoms of Illyria.

He may come off as wild and arrogant, but he's a surprisingly cautious person. He hates losing and holds himself in high esteem. He spares no effort when solving problems.

He's made his own personal dictionary, and makes a hobby of defining existing words with actual people and events.
Playstyle
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.
  • Gambler: he has to take risks in order to get in and mix up his opponents. His only fireball that reaches fullscreen is very slow and Brynhildr stance relies on the Kahn Schild counter for defense.
  • Slow: Leo can have a hard time getting into his optimal range in certain matchups. He is very big and slow, and his run can easily be counterpoked if he's not up close and thrown up close if he's predictable.

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

[H]S or [S]H

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. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 23 [25] 3 22 [16] - -

  • [] 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 -1, with all options except for super being punishable by a throw OSed with 66RC, and backdash escaping a non OSed throw

Leo's runthrough is an extremely important tool for entering Brynhildr stance off essentially any knockdown, but its usage in neutral is one you will have to scout your opponents ability to deal with or else you will be eating a lot of throws. It can also be used a bit cheekily with 66RC to close gaps and throw, but it is an expensive option so use it sparingly. Minor note is that there is 1 frame as Leo transitions from front to behind the opponent where the opponent will throw in the wrong direction, and be punished by 236H.

Turbulenz

214S (Hold OK)

Brynhildr Moves

bt.P

Brynhildr Stance -> P

bt.K

Brynhildr Stance -> K

bt.S

Brynhildr Stance -> S

bt.H

Brynhildr Stance -> H

Kahn Schild

Brynhildr Stance -> D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
74 All 3 17 Total 37F - 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

Liedenschaft des Dirigenten

632146H

External References

Navigation

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

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