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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
- [2]8S is dominant against FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] followups, as it beats each one except NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 and empty Fuujin.
- Nagiha is -7 on block, enabling Leo to punish it with 2K at most spacings.
- SpinGuardStartupRecoveryTotal 34~50Advantage- grants Anji a punish on Leo’s buttons. Avoid being too obvious with your big pokes like 5H, and utilize dashblocking to throw a spin-happy Anji.
- If Anji tries setting up ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 in neutral, you can reaction punish it with [4]6S.
- 236H will cause Anji's counter superGuardStartup1Recovery10Advantage- to whiff if it crosses up. With proper timing, this can be punished with dash up bt.S.
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Round Start
Neutral
Offense
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Baiken
Both characters have good offence and defensive tools against each other, but Leo's slower buttons make him worse at RPSing with Baiken, making some interactions less favourable.
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Round Start
Neutral
The defining factor for this MU is Kabari, which allows Baiken to play at longer range. Playing this MU requires Leo to skirt between being out of kabari's reach and being in it but within his own 5H range.
Baiken can sort of play this MU’s neutral in two modes/ranges: poke with Kabari from afar and then play midrange with buttons like f.S, 2S, or 2H that often occurs after Kabari is blocked. These are good midrange tools but have flaws: f.S and 2S have poor convertibility, and 2H is very easy to whiff punish and leads to very poor pressure on block. At this range, Leo can bully her with big buttons like 5H, with a caveat that her f.S can counterpoke it - but this can be preemptively 6P’d or even whiff punished with a read. If she’s constantly trying to make space in neutral to go from mid-to-Kabari range, 2D can score hits, but it's generally better to just chase her and stay in midrange instead - if close enough, dash 2K is a good option to stop this. Leo is much better at midrange than at Kabari range, and you want to stay here as much as possible - avoid backdashing and giving her the space to spam Kabari safely.
Kabari range requires getting comfortable with the RPS it enforces and dashblocking in - take space if they try to maintain Kabari spacing and slowly push them to the corner. It’s technically possible to punish Kabari with IAD jH, but it’s a gamble unless you have a hard read, so don't spam it.
Baiken is -3 without the follow-up, and if you’re relatively close to each other after it it’s a full RPS situation rather than being a neutral reset. 2K is a good baseline mash here since it beats any button except parry and 5P (which it clashes with) and resets to neutral on a backdash. If she is out of range, it's very hard to contest with anything unless your dash plinks are on point, and it's better to just block unless you really want to gamble - target something that beats f.S, such as dash 6P. If she does the follow-up and you pressed a button, Baiken gets her safejump mix oki - put another way, it’s not a good situation. On the other hand, the follow up is -7 and gives a 2K punish at most spacings, especially if you stand blocked the grapple. Generally, Baikens will almost never do the follow-up with meter, but are far more likely to do it with the Tension to keep it safe and start offence. The important thing is to be mindful of ranges and press 2K with intent on the first hit.
Offense
Anytime Leo scores a hard knockdown, he may want to consider using his H projectile instead of doing whiff 236H, especially if Baiken is cornered. This allows him to start c.S pressure without fear of parry - just be warned that it’s easily punishable by her reversal super, so it’s best to do when Baiken lacks meter. Leo’s c.S strike throw is quite good in this MU, as Baiken’s mashes aren’t very strong against 2S (she must commit to f.S to avoid being counterpoked by it) and Leo gets decent damage off front turn counterhits.
On the other hand, backturn isn’t great in this MU. Parry does damage similar to one rep of backturn pressure loops, and in order to enforce backturn you will need to use options that beat both wake up parry and 5P, such as a delayed, spaced bt.S or even 214[H]. However, doing this will leave Leo further away and make his mix worse if Baiken decides to block.
Defense
Baiken’s pressure is littered with frametraps that Leo can Eisensturm through. Most of her common blockstrings into Tatami allow this (notably 6K). On the other hand, her DP punishes are some of the most threatening in the game. Don’t spam it, but keep the option in mind. DPing on wakeup into Baiken isn’t very good. Most of Baiken’s combos end in a knockdown that result in a safejump that we will have to respect. Notably, super wallbreak does not.
Baiken has access to S kabari, which is a slow pressure reset that applies tether. If you’re close to her you can react with buttons, but at long ranges this is much more demanding, and thus it’s better to just 6P for a clash or jump and reset back to neutral.
If Baiken presses Kabari while very close to Leo, it is a free throw punish. This usually occurs when dash-blocking into her 2H, but be sure to do so whenever it comes up.
After Tatami is blocked, Leo is free to take his turn, but Baiken can still parry or RPS with buttons like f.S. These are generally in Leo’s favour - 2S to beat her low stuff/5P, and 6P to beat mid pokes, or dash 2K to enforce your pressure on a passive opponent - but it is a RPS. If the first hit of tatami will whiff, you can mash on a delay to CH baiken and pick up a nice punish. Pay attention to your spacing when you’re blocking Baiken so you can call this out if it happens.
If Baiken has meter make sure to block high after her c.S meaties, as she can represent Youzansen as an overhead.
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
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Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Giovanna
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Goldlewis Dickinson
Leo is very dominant in almost every position. He wins in neutral, robs you on offense, and is very scary on defense with his mighty Flash Kick
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Happy Chaos
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
I-No
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Jack-O
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Leo Whitefang
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
May
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Millia Rage
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Nagoriyuki
Leo will have to play the honest grounded footsies Guilty Gear is known for.
- Microdash 236S is good for whiff punishing most of Nago's normals.
- Don't use [4]6H, you will get blown up by Nago's clone.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Potemkin
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Ramlethal Valentine
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Sol Badguy
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Zato-1
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • Videos