GGXRD-R2/Leo Whitefang

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Overview

Template:CharaOverview

Backturn Stance

Several of Leo's normal and special moves put him into Brynhilder/backturn stance. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including:

  • Extremely fast walk speed
  • A crossup dash
  • Two throw invulnerable moves
  • A fast, plus on block overhead
  • An invulnerable counter
  • An unblockable
  • A 0f projectile super
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.

Normal Moves

5P

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

  • 8-12F Foot invincible
  • A good medium range poke. Leo lunges forwards with frame advantage on block. Slow for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure.
  • Should be gatlinged to c.S practically always on hit. If you delay the S input slightly, you can usually combo into c.S instead of f.S, which is better for Leo's combos and offense.
  • Because 5K is a bit slow, Leo relies on jabs instead of 5K to beat the opponent's fast moves. The opponent can also throw Leo out of 5K.

c.S

f.S

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
f.S
f.S~P

  • Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6H, 2D, or 5H.
  • Only combos to 2D, 2H, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5H.
  • Has no hurtbox near the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup
  • f.S (whiff) 2S reduces frame disadvantage to -6 on block.
  • Can activate f.S~P guard point from frame 17.
  • Also can cancel into 5H (on whiff!) from frame 17. Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels.

  • f.S~P has High/Mid Guard Point 1-37~77F.
  • Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
  • Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button.
  • Guard Point doesn't work against Overdrives and Instant Kills.
  • CH state during entire move

5H

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
5H
5H~P

  • Vacuums.
  • Huge range poke that combos into a knockdown. Anti-airs, hits behind him, and leads to huge damage on counter-hit.
  • [ ] value is for Leo's back sword.
  • Inputting H(or holding) on 24~26F causes transition to Brynhildr stance, transition starts from frame 27.
  • Stance transition is 11F long (last 1F can be canceled into any action other than walk).
  • Can go into 5H~P from 25F.

  • 5H~P has High/Mid Guard Point 1-37~77F.
  • Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
  • Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button.
  • Guard Point doesn't work against Overdrives and Instant Kills.

2P

2K

2S

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

  • Combo filler, used to combo to rekkas when slightly outside c.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S.
  • Slow startup and high reward anti-air with lots of active frames.
  • Low horizontal range makes it very situational for any use during pressure.
  • Floats on counter-hit. On ground counter-hit 2H is completely untechable, making it Leo's best meterless starter when counter-hit is guaranteed.
  • Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.

j.P

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

  • Leo's best jumping attack against opponents beneath him. Leo's shallow jump makes his j.K a constant threat at midrange. However, the hurtbox on this move makes it easy to consistently anti-air on reaction for most characters.
  • Huge amount of active frames make j.K a very strong jump-in attack. However, it has a significantly long 10 frames startup, so it's best to throw out j.K early and gatling to j.H or j.S.
  • Can be double jump cancelled for combos or offense. j.K leads to better damage in combos than j.S generally because j.K is only one hit, while j.S is two hits.
  • Has a very small inconsistent crossup hitbox that works best on large characters.

j.S

j.H

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

  • Divekick-style attack. Advantage is higher when j.D hits lower. Can be followed up with grounded combos if landed extremely low to the ground or on counter-hit.
  • High untechability allows for additional followups after hitting an airborn opponent. Can also be cancelled into Siegesparade to combo.
  • Can be used for limited mobility purposes.
  • YRC'ing j.D later into its animation preserves the momentum from j.D. Immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. You can use these momentum shifts to mess with an opponent's anti-air timing but some anti-airs will still connect anyway.

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

  • Has a hit of armor for non low-hits from frame 5-13.
  • Blowbacks on both air and ground hit. Combos to 236H on normal hit, but can whiff on opponents hit too high.
  • Useful for tanking through linear ground approaches such as Slayer's Mappa Punch.
  • Unlike most 6Ps this move has no upper body invuln. That means that usually it's best to get this move out early to avoid getting hit twice or before the armor begins.
  • Be wary that multihit buttons can usually beat you. Also be cautious that fast jumps are capable of hitting your armor and land blocking due to the slower startup.
  • Lack of gatlings and no jump cancel makes it a risky button on block.
  • Unlike similar armor such as Potemkin's Hammerfall, you can not yrc when your armor is triggered. Your opponent still can.
  • Inadvisable to counterpoke at range with, as the opponent can special cancel off the hit on armor, pulling back their hurtbox and likely causing 6p to whiff.
  • In Rev 2.1, 6P's active frames will now appear 2f after hitstop if it armors through a move, allowing it to beat multihit normals with extended hurtboxes, though gatlings or special cancels that pull hurtboxes back will still cause it to whiff.

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

  • The throw invincibility and frame advantage makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings.
  • On counter-hit, staggers the opponent. Combos to 5K.
  • On crouching opponents, f.S > 6K > 5P allowing Leo to extend combos.
  • Often used to hit-confirm off c.S and to pressure off 2S or far S since it leads to a knockdown but isn't risky like 5H.
  • Combos to 236S rekka.
  • Dashing 6K can be YRC'd to cover significant ground.

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

  • Slow attack with frame advantage afterwards.
  • Can be interrupted since it's slow. Because of the vacuum from 5H and Leo's limited options after the opponent blocks a 5H, interrupting a followup 6H is fairly easy because it's telegraphed.
  • On grounded hit, 5P and 2P combo. On counter-hit, 5K combos.
  • On air hit, ground bounces. Can follow up with 236H or dash 5K for a combo midscreen. Follow up with (hold H) > bt.S > bt.214S in the corner.
  • 16~25F foot invincible.
  • Inputting H(or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long(last 1F can be canceled into any action other than walk). Static difference on stance transition is -3.

5D

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

  • 5~19F Foot invincible
  • 7-17F Lower Body
  • 5~21F Throw invincible
  • Slow low attack that has throw and low invincibility throughout its active frames. 2D has decent range and can go underneath moves like Elphelt's 5H, but does not low profile like most sweeps and cannot be buffered into specials.
  • Can be used as a surprise low after 5H, 2H, c.S, f.S or 2S to catch someone attempting a defensive throw or jump away. 2D is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked.
  • At max range from 2S or f.S versus standing opponents, 2D is the best way to end a combo into knockdown since 5H won't combo
  • Can be RRC'd for a significant combo on hit.
  • In the unlikely event of an air CH, can follow up the combo with dashing 5K.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Graviert Wurde

[4]6S/H

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
S
H

  • Frame advantage displayed is assumed to be at point blank range
  • Leo's charge projectile. H version disappears if Leo is hit, and both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.
  • The S fireball is a fast two hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into 5H using the YRC flash.
  • The S fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however.
  • The H version is very slow and has very long startup. It can function as an offensive shield for Leo. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball.

Eisen Sturm

[2]8S/H

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
S
H

  • Highly unsafe charge reversal. Cannot be PRC'd.
  • S version is 1~4F Full invincible. Note that the invincibility runs out right before the move is active, which causes S Eisen Sturm to trade or lose against other attacks. This can be useful to trade with some projectiles, like Zato Mawaru and Elphelt Pineberry!
  • S version can be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo.
  • First hit of S Eisen is a hard knockdown, always.
  • H Eisen Sturm is the most invincible meterless reversal in Revelator. The charge input makes it simple to interrupt many strings. H Eisen Sturm is a strong anti-air, but is very unsafe on block.
  • All three hits of H Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.
  • RC the second hit for a highly damaging combo.
  • If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.

Kaltes Gestöber Erst

236S

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
Erst
→Zweit
→Dritt

  • Leo's rekka style attack. On standing opponents, only combos from c.S, 5H, 2H, 6H, and 6K. Safe on block, but negative.

  • Follow-up to Kaltes Gestöber Erst. Only combos consistenty on grounded opponents.
  • [ ] values are when Leo crosses behind opponent
  • Depending on spacing, will usually go behind the opponent. Going behind opponent puts Leo in Brynhildr stance. If Zweit goes behind the opponent, it needs to be blocked as a crossup if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.
  • If the opponent instant blocks Zweit, it can be unsafe. Also, if the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.

  • Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance.
  • Unsafe on block, but can be slightly safer from farther away because it hits late in the active frames.
  • Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.

Kaltes Gestöber Zweit

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

  • Different startup and recovery than the 236S follow-up with the same input.
  • [ ] values are when Leo crosses behind opponent. Going behind opponent puts Leo in Brynhildr stance.
  • Typically used as a cross up attack and combo tool. Also low profiles some attacks. Can always be thrown as Leo passes through, which makes abusing 236H risky.
  • Requires RRC or counter-hit to continue with a combo on grounded opponents.
  • Can also be used as a full-screen dashing attack to cover space, but hitting Leo out of Kaltes Gestöber Zweit is very easy, so this move should not be abused.
  • Can be used to juggle aerial opponents, and even combo off Leo's backturned super midscreen. However, followups from Kaltes Gestöber Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up. If Leo hits an airborne opponent from behind, bt.S combos.

Siegesparade

j.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

  • Leo's typical juggle ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration.
  • On hit, Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand).
  • If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects!
  • The third hit of Siegesparade only activates if the second hit connects. If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come.
  • Can be RC'd into a limited value grounded combo extension.
  • Can be used as a crossup or to attack an opponent directly below Leo, although highly unsafe on block or whiff.
  • Leo is in a dangerous counterhit state during recovery on block or whiff.

Brynhildr Moves

Brynhildr Stance

[H] or 6[H]

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
Stance
→Backdash
→Frontdash
→Cancel

  • Static difference on entering stance
    • blocked 5H: -3
    • blocked 6H: -3
    • Throw: +54
    • blocked Kaltes Gestöber Erst→Zweit: -3
    • blocked Kaltes Gestöber Zweit: +2
    • Siegesparade: +2
    • blocked Leidenschaft Dirigen: -18
  • Cannot block
  • Cannot jump, except from bt.P jump cancel
  • Jump canceling, RC, or getting hit exits stance
  • Normals and movement are changed while in stance
  • All specials and overdrives are still available in stance
  • Backdash and Frontdash can go through opponent
  • Last frame can be canceled into any action except front or back walk
  • Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.

→bt.P

Stance > P

→bt.K

Stance > K

→bt.S

Stance > S

→bt.H

Stance > H

→Kahn Schild

Stance > 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

  • Strike invincible 1-2F. Counters from 3-20F. Is in counterhit state during recovery.
  • Rejected for 60F if done from a distance. Leo recovers in time to combo into bt.S or 632146S, depending on range.
  • Reflects projectiles back at opponent (except Elphelt grenade). Leo gets some recovery invincibility if he rejects a projectile.
  • Counters everything except throws, Slayer's Undertow and Elphelt's charged rifle
  • If activated within range of the opponent, the counterattack is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during bt.D, Faust gets countered.
  • Will catch counter both Blue and Gold Bursts. Because Leo cannot block during Brynhildr stance, bt.D is Leo's best way to punish a baited burst.
  • During stance offense, bt.D is typically used to force the opponent to stop hitting buttons and respect Leo's other options. Bt.D will beat Bursts, Overdrives, invincible uppercuts, and Dead Angles. However, Leo can be thrown or counterhit punished on whiff, making bt.D risky if they're ready for it.
  • Leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are strong.
  • Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D.
  • Can only YRC the first portion (third?) of the move. It's possible to YRC and get hit out of a counter that would have worked if you hadn't used YRC.

→Kaltes Gestöber Dritt

Stance > 214S

→Blitzschlag

Stance > 214H

Overdrives

Stahl Wirbel

Stance > 632146S/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

  • Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing damage in backturned because he can easily confirm Stahwirbel and follow with a full air combo.
  • Cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away
  • Does have some travel time to cross the screen - it is not instant from full screen. Its hitbox is basically the entire screen, but it is possible to avoid at super jump heights.
  • On Counter-Hit, sends the opponent on the longest untechable air launch in the game. The CH state is actually inconvenient for Leo because he can't chase them faster than they fly midscreen, and in corner it takes up valuable combo timer seconds.
  • Projectile lasts until it goes out of screen.

Leidenschaft Dirigent

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

  • 1~14F Full invincible
  • Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time).
  • This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance. Can be used to escape many otherwise strong oki setups.
  • Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.
  • It is possible to low profile the first hit of this super with moves like Jack-O 2K or Sol 2D. H Eisen is a better option versus moves like these.

Instant Kill

Windrad des Weltraum

in IK mode: 236236H

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

  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • 9-32F Full invincible [5-27F Full invincible]
  • IK Mode Activation: 73T [5+(63)+5]
  • Uses the animation of his Kaltes Gestöber Erst.
  • In Hellfire, can combo from: bt.D RC, bt.D in corner, CH Stahwirbel in corner, CH 2H, CH bt.214S in corner, & 5D6 in corner. Can be optimal when the opponent could burst a normal combo.

External References

Navigation

To edit frame data, edit values in GGXRD-R2/Leo Whitefang/Data.

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