GGST/Leo Whitefang

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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. Further boosting the stance's offensive potential is a command grab, Glänzendes Dunkel, and a Guard Crush, Blitzschlag. In addition, the stance's lack of defensive options is partially compensated for with Kahn-Schild, which can parry strikes and reflect projectiles.

Proficient switching between neutral and stance is key to mastering Leo, but entering stance can be risky. 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. His powerful DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Eisensturm - the H version of which grants a hard knockdown - can be used to turn the tides on your opponent. Even on the back foot, Leo strikes fear into anyone who dares to challenge him!

Armed with powerful stance mix-ups, strong defense, long-reaching normals and a spectacular sense of humour, Leo truly is a man of anyone’s dreams!
Leo Whitefang
GGST Leo Whitefang Portrait.png
Damage Received Mod
×1
Guts Rating
3
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Step-Dash during Brynhildr Stance
Fastest Attack
5P (5F)
Reversals
[2]8S/H (9F/10F)
632146H (11F)
 Leo Whitefang is an well-rounded beast that transforms into a offensive powerhouse in their Brynhildr Stance.
Pick if you like Avoid if you dislike
  • A well rounded king, boasting large and advancing normals, fireballs, and a step-dash to take space.
  • Safe pressure with most enders only being punishable by specific characters or being spacing dependent.
  • A devastating flashkick that transitions into overwhelming offense.
  • A unique stance mechanic for incredible offense with a overwhelming amount of options.
  • Charge inputs which are essential for some combos making full use of Leo's kit.
  • No conventional run, limiting approaches or making aggression feel a bit clunky at times.
  • Unreliable jump-ins that make Leo stick to playing on the ground in many cases.


Unique Mechanic: Brynhildr Stance
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.

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 -1
Total: 15
  • Can gatling into itself and 2P as well as 6P.
  • Good anti-air.
  • Combos into 236S for a soft knockdown.

Leo's fastest normal at 5F startup. It has very little whiff recovery and has a lot of active frames for a 5P,making it effective as a pre-emptive way to stuff approaches such as  May's horizontal dolphinsGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 or various  Chipp and  Millia attacks. It is also one of Leo’s best anti-airs, since it is fast, covers a good angle, and boasts better reward than 6P, but it cannot be used on deeper jump-ins like  Baiken's j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD).

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 -3
Total: 25
  • Good combo starter. Gatling into 6K into a special cancel for combos.
  • A great whiff punish tool with dash momentum.

A forward advancing normal with solid reward and good range with dash momentum. Unlike other characters’ 5K, Leo’s is a poor poke due to its stubby hitbox. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to whiff punish very effectively, and on a hit this combos into Eisensturm for Brynhildr pressure. Even if 5K is blocked, Leo is only -3 and can tick throw or gatling to 6K for a nasty 1 frame gap frame trap.

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 +1
Total: 22
  • Common pressure and combo starter, leads to high reward on hit.
  • Ground bounces on air hit, making it a good combo tool for some midscreen juggles.
  • Situationally a high-reward anti-air, but without upper body invincibility.
  • Combos to f.S, 2S, 5H, 2H on normal hit.
  • Combos to 5[D] and 214S on CH.

Leo's main combo starter for big grounded punishes, and his best pressure starter when he doesn’t have time to enter Brynhildr Stance. It allows for good stagger pressure since Leo can delay his gatlings for frame traps or dash up and tick throw.

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 -13
Total: 38
  • Hold S during recovery to enter Leo's guarding stance on frame 24.
  • Combos to 5H, 236S, and 632146H on normal ground hit
  • Combos to 6H, 236H and 214S on CH only
  • Propels the opponent far on air hit, making it hard to use in juggles midscreen.

A core combo and blockstring tool due to its reverse gatling from Leo's H buttons. It is also a decent poke, though in this regard it is mostly overshadowed by 5H, because f.S has lower reward and is susceptible to being low profiled. On the other hand, f.S does not extend Leo’s hurtbox before it becomes active and has a slightly faster startup, both of which can be important in certain situations.


Gatling Options: 5H, 2H, 6H

5H

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 15 5 22 -8
Total: 41
  • Reverse gatlings into f.S or 2S for extended pressure.
  • Combos into 632146H, 236S, f.S, and 2S
  • Damaging CH starter.
  • Hold [H] to enter Leo's guarding stance on frame 25.
  • Extends Leo’s hurtbox during startup.
  • Hits low profiles during active frames 17-19.

Huge poke that leads to rewarding combos on counterhit, but with significant recovery. On whiff, you can hold H to enter guard stance to circumvent the long recovery and avoid getting whiff punished. Despite what the initial animation may suggest, 5H will hit every Low Profile in the game, meaning it will usually beat attempts at counterpoking via 6P. It also sees use as a meaty after hitting a midscreen 236S.

Gatling Options: f.S, 2S

5D

Version 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
Uncharged 40 High 20 3 26 -15
Charged 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast, but only leads into a combo by Roman Cancelling. Can gatling from c.S for a mixup.


Charged Dust
  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump:
    • Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
    • Homing Jump combos can sometimes increase Tension Balance enough to activate Positive Bonus.

Similar to uncharged Dust but is slow enough to be reacted to. If it does land, it gives a very high damaging combo.

[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 0
  • Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
  • Can guard supers.
  • Negates blockstun and R.I.S.C. gain, but not chip damage.
  • The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.
  • Follow up is disjointed and has one hit of armour against mids and highs.

If you hold the button after f.S or 5H, Leo will go into a guard stance. Leo can exit the stance without attacking by releasing the held button; doing so has 16 frames of recovery. Press the opposite button to the one being held (S while holding H or vice versa) to perform a follow- up attack with one hit of armour. This property gives it good utility as an anti-air which combos into 236H for backturn pressure.

Leo’s guard point is a standout tool that makes his strong 5H into one of the most oppressive moves in the game. After poking, Leo may hold and immediately release H or S to retract his hurtbox faster than usual, immediately perform the follow up to put a disjointed hitbox where the extended hurtbox was, or hold the guard point and walk a safe distance away from the opponent. The combination of these make it incredibly difficult for most of the cast to whiff punish 5H and f.S.

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 -2
Total: 17
  • Can gatling into itself and 5P as well as 6P.
  • Combos into 236S for a soft knockdown.

Similar to 5P, but with one frame slower startup, less active frames, and slightly more recovery. Due to this, it's generally better to mash with 5P, but5P can be low-profiled, so there are instances where 2P is preferred. If the move is blocked, Leo may frametrap into another 2P, 6P, or 6K, or try to leverage the disjointed hitbox of 2S to counterpoke opponents, despite it not being a gatling.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

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 7 6 11 -5
Total: 23
  • Very active, which makes it an amazing low poke.
  • Leo's staple low for non-Brynhildr mixups.
  • Gatling into 6K for combos and pressure.

A 2K with slightly slower startup than most and almost no low profile properties. In exchange, it has amazing range with dash momentum, 6 active frames, and leads into Eisensturm for Brynhildr okizeme, making it an excellent all-purpose button. 2K can be used to mash out of pressure, catch approaches, whiff punish, chase an opponent walking back, or even set up a tick throw. With good range for its speed, 2K is also Leo's best punish starter for many slightly unsafe moves (such as  Anji's NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), and a great tool for aggressively taking a turn back when the opponent ends their pressure.

Gatling Options: 6P, 6K, 6H, 5D, 2D

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 -2
Total: 25
  • Roughly the same range as 2K.
  • One of Leo's only disjointed normals.
  • A good pressure tool.
  • Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.
  • Combos to 5H, 2H, and 236S on normal hit
  • Combos to 6H and 214S on CH

A surprisingly effective poke and counterpoke. 2S has 10 frames of startup, hits low, and is almost entirely disjointed, meaning it will often beat faster attacks with extended hurtboxes such as 2Ks and 2Ps. It also has a slight low profile, allowing Leo to go under some pokes, most notably  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17. 2S gatlings into H normals and is only -2 on block, which creates a mixup between frame trapping with 5H, tick throwing, or running up with another 2S to extend pressure.

Gatling Options: 5H, 2H, 6H

2H

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
44 All 12 8 30 -20
Total: 49

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 -8 5-18F Airborne
Total: 36
  • Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and beat some low attacks, but this can be exceptionally risky on defence.
  • Launches Leo forward significantly if used with dash momentum.
  • Cannot be cancelled into specials, and thus is usually unsafe on block unless spaced well.
  • Leads to Brynhildr Stance pressure on regular hit with 236H whiff into bt.K, and a large conversion on CH.

A character-defining option for aggressive play. With dash momentum, this move becomes a fast halfscreen low that the opponent must respect in neutral, with the downside that it is generally punishable on block. For these reasons, it can also be used to whiff punish moves with long recovery from a distance. 2D is airborne and will beat out some low pokes as a result, but unlike most sweeps it's not a good option to go under the opponent's attacks. It also is not good for hitting moves like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 because Leo does not scrape the ground with his hitbox.

From a Raw 2D hit, Leo can enter Brynhildr Stance with Whiff 236H > Meaty bt.K/bt.S on light and medium weight characters, and Whiff 236H > Meaty bt.K on heavy weight characters. While 2K > 2D and 5K > 2D are ill advised, they do allow a meaty on light and medium characters.

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 -5 1-2 Upper Body
3-14 Above Knees
Total: 31
  • Solid anti-air with upper-body invincibility. Can also be used to low profile pokes, such as f.S attacks.
  • Combos from 5P or 2P, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.

An all-purpose anti-air that will cleanly beat jump-ins. 6P is generally the simplest anti-air to hit someone with, but has lower reward than Leo’s alternatives. There are also times where it may be too slow or committal, in which case 5P is a better option.

Due to the upper-body invincibility, 6P can also be used to beat grounded pokes that don’t hit close to the ground, which confirms into 214[S] or 236H for Brynhildr Stance pressure on counter hit.

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 -4
Total: 34
  • 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.
  • Gatlings into 6K gives you enough time to charge, letting Leo confirm into H Eisensturm for a hard knockdown.

Leo's 6K is an essential part of his blockstrings, hit-confirms, and pressure. It is safe against characters without 4-frame buttons unless Instant Blocked and you can frame trap afterwards, so this is often the best command normal to cancel into.

Unfortunately, it doesn't really see use in neutral, as it's low-profilable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in a poor risk/reward ratio, this move is better used as a frametrapping tool off other blocked normals than in neutral.

6H

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
50 All 28 2 30 -15
Total: 59
  • Ground bounce on hit. Grants a strong conversion midscreen into Brynhildr pressure.
  • Can combo from counterhit f.S and 2S.
  • Good range, but far too slow to be practical in neutral.

A combo tool and pressure extender with middling reward on block. 6H moves Leo forward enough to gatling into 2S, but it is very slow to start up, making it easy to interrupt on reaction. The move's ground bounce attribute allows Leo to convert long-range counterhits into Brynhildr okizeme.

Gatling Options: f.S, 2S


j.P

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
24 High 5 3 9
Total: 16

j.K

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 High 10 7 25 0 (IAD)
Total: 41

j.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
24×2 High 7 3(3)3 17 +5 (IAD)
Total: 32

j.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 High 11 3 19 +3 (IAD)
Total: 32

j.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
44 High 22 Until L 15 -6 at worst

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Transitions to Brynhildr Stance after a successful throw.

Leo's throw is an important option for opening up your opponent and getting stance pressure started. Moves like 5K and c.S offer great tick throw opportunities, and once your opponent becomes scared of the option, getting CH starters becomes much easier.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+44 to +53).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Special Moves

Gravierte Würde

[4]6S or [4]6H

Version 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
[4]6S 20×2 All 10 31 or Until Hit*2 Total 50F -12
[4]6H 16×4 All 35 Until Hit*4 Total 66F +17
Total: 54
Total: 73
  • 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.

S Gravierte Würde is an excellent option for controlling space in neutral, as it's fast and covers a decent chunk of the screen. The H version, while slower in startup and travel time, goes further, is heavily plus on block and lets Leo approach behind it if he gets a chance to throw it out in neutral.

The multi-hitting nature of the projectile lets it beat single-hit projectiles, such as  Ky's Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 and  Sol's Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10.

Eisensturm

[2]8S or [2]8H

Version 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
[2]8S 28,25 All 9 3,12 33 -28 1-9F Strike
[2]8H 28,25,28 All 10 3,12(10)5 42 -52 7-10F Strike
Total: 56
Total: 81
  • H version has an additional hit that spikes the opponent to the ground, which causes a hard knockdown.

A meterless, huge reversal. Very unsafe on grounded block unless Roman Canceled and with counterhit recovery to boot, so don't overuse it. The H version's hard knockdown allows Leo to start stance pressure afterwards by whiffing Zweites Kaltes Gestöber immediately after landing.

Erstes Kaltes Gestöber

236S

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
37 All 12 3 20 -6
Total: 34

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] -6 [+2]
  • [] is frame data for cross through
  • Crosses through opponent if close after a minimum of 16 frames during the startup.
  • 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 Roman Cancel to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.
  • Leo's 236H has two hitboxes, a forward hitbox that comes out on the first frame of startup (frame 23 when it does not cross up, and frame 25 when it does cross up), and an additional backwards hitbox a frame afterwards (on frames 24 and 26 respectively).
  • 236H can also crossup opponents in the corner. This means that while leo can apply mixups with this move in the corner, he also more likely to give up the corner when used near it.

Leo's 236H is an extremely important tool for entering backturn stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponent's ability to deal with or else you will be eating a lot of throws. Leo can also use 236H PRCC 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.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Very Small KD +26 [KD +34] 2500 1000 300 80% 25% 150
  • [ ] is frame data when the move crosses through opponent.
  • Crosses through opponent if close after a minimum of 16 frames during the startup.
  • There is a 2 frame window (startup frames 18 and 19) where Leo transitions from front to behind the opponent. If the opponent inputs throw during this window, they will whiff in the wrong direction and be punished by 236H.
  • Instant blocking this move leaves Leo point blank range and +2, allowing an opponent to throw Leo unless he dashes away.

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 -8
Total: 47
  • Transitions to Brynhildr Stance if [S] is held.
  • Too slow to combo on a grounded opponent without a counter-hit or Roman Cancel, with the exception of 2H.
  • Leads to large damage on counter-hit, but risky as it's pretty unsafe.
  • Gives Leo a soft knockdown on hit. While Leo can still meaty opponents once in BT effectively, his ability to apply mixups is very limited

One of Leo's three ways into backturned stance. Usually unsafe to fast attacks unless spaced well.

Brynhildr Stance Moves

bt.P

P 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
30 All 7 4 12 -2 [+2] 1-10 Upper Body
Total: 22

Brynhildr stance anti-air, and remarkably strong compared to conventional 6P attacks. A mixup set-up on offense.

With extremely fast startup and Frame 1 upper body invuln, bt.P is one of the best anti-air and counter-poke moves. However, Brynhildr Stance is rarely useful for its neutral, making it relatively niche in application.

On offense, bt.P is a heavy-hitting alternative to bt.K. It sacrifices dash cancels, and has substantially more pushback, giving weaker prolonged pressure, but in exchange its higher blockstun means bt.H and a delayed bt.K to prevent fuzzy block are significantly safer (5F gap), creating a stronger high-low mixup.

  • Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
  • Upper body invuln, similar to a 6P. Allows it to stuff jump-ins or moves with a high hitbox.
  • Floating Crumple on hit.

Gatling Options: bt.K, bt.S, bt.H, bt.D

bt.K

K 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
24 Low 5 3 6 +3 [+0]
Total: 13

A self-looping frametrap tool to begin Brynhildr Stance offense and prevent pre-emptive abare.

bt.K > bt.K creates a 2F frametrap, and cannot be reacted to, while opening every cancel opportunity. It can confirm into combos with bt.S, step dash through an opponent for a crossup, go into bt.H for an overhead, or even stance cancel for a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Given its low pushback, it can be looped several times without losing pressure, and by hitting Low an opponent is unable to stand for a Throw Tech or block a bt.H, easily shutting down opponents from responding to Leo's offensive pressure. Depending on the situation, Leo may walk forward briefly between bt.K to close the distance without opening a large gap in pressure.

From weaker okizeme, such as after Eisensturm HGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup10Recovery42Advantage-52, it can be used as a safe okizeme for its fast startup, and long range.

  • Frame data in [ ] refers to when the move is stance cancelled at the earliest time.
  • Dash and jump cancelable. Jump cancelling immediately exits Brynhildr Stance.
  • Reverse gatlings into bt.P.

Gatling Options: bt.P, bt.S, bt.H, bt.D

bt.S

S 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
28 All 6 6 14 -3 [+5]
Total: 25
  • +5 on block on earliest stance cancel
  • Stagger on counter hit

bt.S can be used for poking, combos and pressure. Usually followed up by bt.H, but mixing up between this, stance cancel -> 2K, or stance cancel throw on block gives you a solid high/low/throw mixup. Leads to a very good reward on hit with meter.

Gatling Options: bt.H, bt.D

bt.H

H 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
42 High 18 4 22 -7 [+5] 9-19F Airborne
Total: 43

The king's mixup, a fast overhead with cancels, able to fully combo in the corner, and remains advantaged on block by sacrificing Brynhildr Stance, and only barely punishable without.

The critical piece to Leo's Brynhildr Stance, by creating threats with low bt.K, step dash crossups, and Throws, it becomes very hard for an opponent to defensively pre-empt bt.H without being opened up. Even if they do block it, the use of stance cancel allows Leo to continue his pressure with 2K, 5K, or even a Throw, and if the opponent doesn't act by anticipating this, Leo can quickly return to his offense with bt.K or BlitzschlagGGST Leo Whitefang bt 214H.pngGuardAll (Guard Crush)Startup29Recovery33Advantage+21. If an opponent is attempting to fuzzy abare, bt.D can also be effective.

Leaves an unsafe 7F gap when cancelled from bt.K, 5F from bt.P, and a safe 2F frametrap from bt.S, but doing so can telegraph the use of bt.H. Thanks to the large advancing movement, bt.H can hit from significantly far away, even after Faultless Defense, sometimes making otherwise effective punishes for the opponent no longer safe, but at distance it can be easily backdashed, losing Leo's advantage.

  • On-block data in [ ] refers to when the move is stance cancelled at the earliest time.
  • Cannot cancel until landing 2 frames later.

Gatling Options: bt.D

Kahn-Schild

D 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
54 All 3 17 18 1-2 Strike/Projectile 3-19 Parry
  • 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.
    • Invulnerability starts from frame 1, but the parry doesn't activate until frame 3, so it is possible to make an attack whiff without actually parrying it.

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

214K during Brynhildr Stance (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
105 Ground Throw 30 3 42

Alternative Throw mixup, especially for challenging at large distances with higher reward, but relatively outclassed at close-range.

Because Leo can always cancel his Brynhildr normals into CancelGGST Leo Whitefang bt 22.pngGuardStartup-RecoveryTotal 11FAdvantage-, it is very easy to Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. an opponent from pressure, for similar results, and is not punished if the opponent reacts with a Throw Tech. By contrast, Glänzendes Dunkel cannot be teched, but gives the opponent time to react with a backdash or jump for a punish, therefore being more risky for slightly more reward. The upside is range, its extremely fast forward movement is almost impossible to whiff, making it considerably faster and safer compared to Throw if the opponent is heavily using Faultless Defense or even IBFD "Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense..

Unlike Throw, you can choose to exit Brynhildr Stance. This doesn't lead to any particular benefit, besides a midscreen OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with 5H for +14 damage, if the opponent is extremely low health.

  • Stays in Brynhildr Stance if K is held, otherwise it will exit the stance.
  • Has no Throw Invulnerability, unlike other Command Grabs.
  • Subtle animation helps offset the startup.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +50 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • Animation is almost identical to idle animation until Frame 5, and becomes visually distinct on Frame 9.

Blitzschlag

214H during Brynhildr Stance (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
65 All (Guard Crush) 29 3 33 +21
Total: 64

Extremely heavy-hitting strike, for strong advantage and R.I.S.C. gain, but very slow to hit. Highest damage for meterless Wall Break.

A good pressure reset after bt.H as it can be cancelled into, leaving Leo very advantaged against opponents anticipating a stance Cancel. Due to its slow startup, it is very easy to interrupt. However, its advantage on block is enormous, giving enough time to do another bt.H safely, or step dash in (+0 frame advantage) either to cross-up or get back in range after Faultless Defense, and due to the Guard Crush removing Throw Immunity, exiting Brynhildr Stance to use Throw can hit immediately out of blockstun, preventing fuzzy jumps or abare. With gigantic range it is virtually impossible to whiff Blitzschlag even if the opponent uses IBFD "Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense..

  • Stays in Brynhildr Stance if H is held, otherwise it will exit the stance.
  • Launches into a rolling tumble on hit. Combos can continue from this knockdown.
  • Moves forward during startup.

Cancel

22 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
- Total 11F

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 +14
  • 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. Somewhat usable as a high commitment frame trap as it'll let you continue pressure even if it fails. 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 -33 1-18 Full
  • Very invincible.
  • Locks opponent into a cinematic on hit.
  • Interruptible gap between 4th and final hit.

Each swing has an enormous hitbox, and opponents will often have to wait until after the fourth hit to try to punish it, giving Leo time to Roman Cancel it. It is otherwise incredibly unsafe, so opponents will be able to see it coming from far away. The first hit is low profilable, allowing moves such as  Giovanna's 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8,  Jack-O''s 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19, and  I-No's StrokeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7, to be safe from the super.

Colors

GGST Leo Whitefang color 1.png
GGST Leo Whitefang color 2.png
GGST Leo Whitefang color 3.png
GGST Leo Whitefang color 4.png
GGST Leo Whitefang color 5.png
GGST Leo Whitefang color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Leo Whitefang color 7.png
GGST Leo Whitefang color 8.png
GGST Leo Whitefang color 9.png
GGST Leo Whitefang color 10.png
GGST Leo Whitefang color 11.png
GGST Leo Whitefang color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Leo Whitefang color 13.png
GGST Leo Whitefang color 14.png
GGST Leo Whitefang color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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