GGXRD-R2/Leo Whitefang/Starter

From Dustloop Wiki
Core
Key Moves
  • 5KGGXRD Leo 5K.pngGuardMidStartup8Recovery6Advantage+1 is a forward advancing +OB normal used for closing a little space for a punish and a great combo starter.
  • 6KGGXRD Leo 6K.pngGuardMidStartup15Recovery10Advantage+4 is also a forward advancing +OB normal, with more forward momentum and frame advantage than it's counterpart, and is also throw invulnerable. On CH, can be comboed into 5KGGXRD Leo 5K.pngGuardMidStartup8Recovery6Advantage+1 to start a BnB combo leading to a knockdown.
  • c.SGGXRD Leo c.S.pngGuardMidStartup7Recovery13Advantage+2 is solid combo filler and jump cancellable, being used in all of his major combos that end in either a knockdown from Kaltes Gestober DrittGGXRD Leo Dritt.pngGuardMidStartup14Recovery21Advantage-7 (rekka) or a backturn transition with SiegesparadeGGXRD-R2 Leo j236H 1.pngGuardAllStartup13Recovery24Advantage-13.
  • 6HGGXRD Leo 6H.pngGuardMidStartup24Recovery12Advantage+5 is +OB and can transition into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuardStartupRecovery12TAdvantage- when [H] is held, making it a good way to get the ball rolling when the opponent respects the move by blocking.
  • j.KGGXRD Leo j.K.pngGuardHigh/AirStartup10Recovery21Advantage- is Leo's go-to jump-in and air combo button, being both jump cancellable and galling into j.SGGXRD Leo j.S.pngGuardHigh/AirStartup7Recovery18Advantage- and j.HGGXRD Leo j.H.pngGuardHigh/AirStartup11Recovery20Advantage-, and being able to end off with j.236HGGXRD-R2 Leo j236H 1.pngGuardAllStartup13Recovery24Advantage-13 for Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuardStartupRecovery12TAdvantage-.
  • Kaltes Gestober ErstGGXRD Leo Erst.pngGuardMidStartup15Recovery12Advantage-1's rekka series is easily hit confirmable into, and can be stopped on the first part in case it was blocked to be safe OB, or stopped on the second hit to lead to a crossup with some minor frame disadvantage if they block it. The final hit knocksdown, which is what Leo generally wants.
  • Graviert WürdeGGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11 is a multi-hitting fireball that can nullify other fireballs in neutral, with the Slash version being useful for stopping fireballs or counterpoking quickly, and the Heavy Slash version being integral to Leo's okizeme after a knockdown due to it's lockdown nature. The startup of the Heavy Slash version can be YRC'd when the projectile is out so that Leo gets much more frame advantage off of a knockdown.
Combos
Essential Combos
  • (Starter) > c.SGGXRD Leo c.S.pngGuardMidStartup7Recovery13Advantage+2 > 6KGGXRD Leo 6K.pngGuardMidStartup15Recovery10Advantage+4/5HGGXRD Leo 5H.pngGuardMidStartup15Recovery16Advantage-3 > 236SGGXRD Leo Erst.pngGuardMidStartup15Recovery12Advantage-1 > 236HGGXRD Leo Zweit.pngGuardMidStartup11 [12]Recovery14Advantage-3 > 214SGGXRD Leo Dritt.pngGuardMidStartup14Recovery21Advantage-7 leads to a knockdown and allows Leo to charge [4]6HGGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11 for pressure.
  • c.sGGXRD Leo c.S.pngGuardMidStartup7Recovery13Advantage+2 (Air hit) > jc j.KGGXRD Leo j.K.pngGuardHigh/AirStartup10Recovery21Advantage- > j.S(1)GGXRD Leo j.S.pngGuardHigh/AirStartup7Recovery18Advantage- > jc j.KGGXRD Leo j.K.pngGuardHigh/AirStartup10Recovery21Advantage- > j.HGGXRD Leo j.H.pngGuardHigh/AirStartup11Recovery20Advantage- > j.236HGGXRD-R2 Leo j236H 1.pngGuardAllStartup13Recovery24Advantage-13 is Leo's ideal air combo that leads into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuardStartupRecovery12TAdvantage- with +3 frame advantage, discouraging the opponent from pressing buttons unless they like getting CH'd.
  • A good way to extend a combo on an airborne opponent to combo into 5KGGXRD Leo 5K.pngGuardMidStartup8Recovery6Advantage+1 or c.SGGXRD Leo c.S.pngGuardMidStartup7Recovery13Advantage+2 for Leo's air BnB is to hit an aerial opponent with 6HGGXRD Leo 6H.pngGuardMidStartup24Recovery12Advantage+5 for a groundbounce.
  • The best launchers Leo has to start those air combos is CH 2HGGXRD Leo 2H.pngGuardMidStartup10Recovery26Advantage-15 or 632146SGGXRD Leo StahlWirbel.pngGuardAllStartup5+(104)+0Recovery24Advantage+8 in the corner.
Reversals
Reversals
  • [2]8HGGXRD Leo EisenSturm.pngGuardMidStartup8Recovery30+12 after landingAdvantage-54 is a charge anti-air akin to Flash Kick that can be used to knockdown an opponent and start Leo's pressure (albiet he does not transition into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuardStartupRecovery12TAdvantage- very easily before the opponent wakes up). It is Leo's primary meterless reversal. The SlashGGXRD Leo EisenSturm.pngGuardMidStartup5Recovery26+12 after landingAdvantage-32 version is more useful as a preemptive anti-air since it only has 4 frames of invulnerability as opposed to the Heavy SlashGGXRD Leo EisenSturm.pngGuardMidStartup8Recovery30+12 after landingAdvantage-54 version's 13 frames. You can also RRC the first two hits of the Heavy SlashGGXRD Leo EisenSturm.pngGuardMidStartup8Recovery30+12 after landingAdvantage-54 version to keep it safe.
  • 632146HGGXRD Leo LeidenschaftDirigen.pngGuardMidStartup10+(40)+1Recovery28+13 after landingAdvantage-18 can be used to blow through projectiles and is burst safe in the corner for the cost of 50 Tension. The best part is that if Leo holds [H] while the super ends, he transitions into Bryhnildr StanceGGXRD Leo BrynhildrStance.pngGuardStartupRecovery12TAdvantage-.
  • Althought not a reversal in the traditional sense, bt.DGGXRD Leo KahnSchild.pngGuardUnbStartupRecovery37TAdvantage- is completely invincible to everything but throws and it used to counter mashing with a parry that can lead to solid damage, especially in the corner where it wall sticks.