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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.
- Pressure and mixups: Terrifying up-close pressure and a myriad of mixups while in Brynhildr stance.
- Reverse Beat: Leo can reverse beat from 5H, 2H and 6H back into f.S or 2S, which allows him to extend pressure in unique ways.
- High burst damage: Can dish out heavy burst damage, thanks to Brynhildr stance and Stahl Wirbel.
- Defense: Is blessed with a meterless reversal.
- Slow: Can have a hard time getting into his optimal range in certain matchups.
Leo Whitefang |
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Normal Moves
5P
- Standard 5P, can be used to mash out of pressure or to quickly antiair if an opponent is jumping and 6P would be too slow to respond.
- 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.
5K
- Leo's 5K's ability to bring you closer to your opponent during pressure while staying relatively safe makes it a useful pressure tool.
- 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.
c.S
- Common pressure and combo starter, leads to a good reward on hit
Leo's main starter for big punishes. It also allows for good stagger pressure, as Leo can delay his gatlings for frame traps.
f.S
Leo's main poke in neutral alongside 5H.
5H
- Huge poke that leads to combos, but be wary of the recovery.
- Reverse beats into f.S or 2S for extended pressure.
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
Shoddy horizontal range, which makes confirming into this from 5P or 2P mash difficult.
6K
- Very useful normal to combo into from K buttons.
- Frametraps from 5K and 2K.
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, loses to lows and throws.
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.
2P
Alternative mash/abare option to 5P, but it's 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.
2S
- Roughly the same range as 2K.
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 deceptive animation, it's a low.
- Leo is airborne when it hits, meaning that he can't cancel it into specials.
j.P
Leo's fastest air normal.
j.K
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 proprety 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
- Crosses through opponent if close.
- Transitions to Brynhildr stance on crossup.
Turbulenz
214S (Hold OK)
- Transitions to Brynhildr stance if held.
- Causes a hard knockdown.
Brynhildr Moves
bt.P
Brynhildr Stance -> P
- Brynhildr stance antiair, can also be used for pressure.
- Go into bt.K for combos, decent reward on hit
bt.K
Brynhildr Stance -> K
- Leo's only low while in the Brynhildr stance, leads to a good reward on hit
- Good option to begin Brynhildr pressure
bt.S
Brynhildr Stance -> S
- 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
- Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into Stahl Wirbel
- Punishable on block, unless brynhildr stance is canceled
- Advantageous on stance cancel, allowing you to frame trap safely and continue pressure
Kahn Schild
Brynhildr Stance -> D
- Leo's only defensive option from backturn.
- Catches strikes and reflects projectiles.
The threat of this move makes mashing out of backturn pressure very scary. Use it in order to make opponents respect you. However do keep in mind you can still be thrown during this
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.