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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. 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.
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
- 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.
Leo's 5K's ability to bring you closer to your opponent during pressure while staying relatively safe makes it a useful pressure tool.
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.
Despite the long reach, Leo's hurtbox is extended a decent ways out, so try not to throw this move recklessly.
By holding S, you will enter Leo's guarding stance.
5H
- Huge poke that leads to combos, but be wary of the recovery.
- Reverse beats into f.S or 2S for extended pressure.
- Hold the input to enter Leo's guarding stance.
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 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
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
- [] 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)
- Transitions to Brynhildr stance if held.
- 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
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.