m (→Instant Kill) |
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|guts=3 | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Heavy | |weight=Slightly Heavy | ||
|jumpStartup=5F | |jumpStartup=5F | ||
|backdashTime=16F | |backdashTime=16F | ||
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==Overview== | ==Overview== | ||
Leo is one of the three “Allied Kings” of the Allied Kingdom of Illyria. In battle, his combat capabilities and leadership are said to be rather outstanding, something that he prides himself in. Due to his disorderly way of speaking, he might seem like an open-hearted man, but he’s actually rather conservative. He | Leo is one of the three “Allied Kings” of the Allied Kingdom of Illyria. He is a long time acquaintance and rival to Ky Kiske; and they fought together during the Crusades. In battle, his combat capabilities and leadership are said to be rather outstanding, something that he prides himself in. Due to his disorderly way of speaking, he might seem like an open-hearted man, but he’s actually rather conservative. He's proud and a sore loser, but he's also a hard worker, always willing to put in a little more effort. He created his very own dictionary, and privately enjoys adding people and incidents to the definitions of existing words. (For example, his sister's name is recorded under "devil.") | ||
Leo Whitefang's moveset revolves around close-ranged pressure and his unique Brynhildr stance, where he turns his back on the enemy. In this stance, Leo loses the ability to guard or jump normally, and all of Leo's normal attacks are changed. | Leo Whitefang's moveset revolves around close-ranged pressure and his unique Brynhildr stance, where he turns his back on the enemy. In this stance, Leo loses the ability to guard or jump normally, and all of Leo's normal attacks are changed. | ||
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|input= | |input= | ||
|image=GGXRD_Leo_5P.png | |image=GGXRD_Leo_5P.png | ||
|caption= | |caption=Knock knock it's time to block. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|input= | |input= | ||
|image=GGXRD_Leo_5K.png | |image=GGXRD_Leo_5K.png | ||
|caption= | |caption=Lion Skip | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*8-12F Foot invincible | *8-12F Foot invincible | ||
*A good medium range poke. Leo lunges forwards with frame advantage on block. | *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 cl.S practically always on hit. If you delay the S input slightly, you can usually combo into cl.S instead of f.S, which is better for Leo's combos and offense. | *Should be gatlinged to cl.S practically always on hit. If you delay the S input slightly, you can usually combo into cl.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. | *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. | ||
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|input= | |input= | ||
|image=GGXRD_Leo_c.S.png | |image=GGXRD_Leo_c.S.png | ||
|caption= | |caption=Say yes to high damage. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|image=GGXRD_Leo_f.S.png | |image=GGXRD_Leo_f.S.png | ||
|image2=GGXRD_Leo_fS-P.png | |image2=GGXRD_Leo_fS-P.png | ||
|caption= | |caption=Many brave souls have died trying to punish this move. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6HS, 2D, or 5HS. | *Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6HS, 2D, or 5HS. | ||
*Only combos to 2D, 2HS, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5HS. | *Only combos to 2D, 2HS, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5HS. | ||
* | *Has no hurtbox near the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup | ||
*Can | *f.S (whiff) 2S reduces frame disadvantage to -6 on block. | ||
*Also can cancel into 5H ( | *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. | |||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|image=GGXRD_Leo_5H.png | |image=GGXRD_Leo_5H.png | ||
|image2=GGXRD_Leo_5H-P.png | |image2=GGXRD_Leo_5H-P.png | ||
|caption= | |caption=You're not safe over there. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*Vacuums. | *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. | * [ ] value is for Leo's back sword. | ||
*Inputting H(or holding) on 24~26F causes transition to Brynhildr stance, transition starts from frame 27. | *Inputting H(or holding) on 24~26F causes transition to Brynhildr stance, transition starts from frame 27. | ||
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|input= | |input= | ||
|image=GGXRD_Leo_2K.png | |image=GGXRD_Leo_2K.png | ||
|caption= | |caption=Good stretching exercise too. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|input= | |input= | ||
|image=GGXRD_Leo_2S.png | |image=GGXRD_Leo_2S.png | ||
|caption= | |caption=Who needs RANGE when you can hit BEHIND you?! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Leo's best low starter. Leo has significant frame advantage on block and the ability to gatling to 2HS for a combo. At close range, you can link a 2P into a confirm as well. | *Leo's best low starter. Leo has significant frame advantage on block and the ability to gatling to 2HS for a combo. At close range, you can link a 2P into a confirm as well. | ||
*Fairly poor range. Does actually hit behind Leo. | *Fairly poor range. Does actually hit behind Leo. | ||
*Small hurtbox in front of him. | |||
*Low profile can be used to avoid many pokes, like Johnny f.S or Jack-O f.S | |||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_2H.png | |image=GGXRD_Leo_2H.png | ||
|caption= | |caption=Pretty satisfying | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*Combo filler, used to combo to rekkas when slightly outside cl.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. | *Combo filler, used to combo to rekkas when slightly outside cl.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. | *Low horizontal range makes it very situational for any use during pressure. | ||
*Floats on counter-hit. On ground counter-hit 2HS is completely untechable, making it Leo's best meterless starter when counter-hit is guaranteed. | *Floats on counter-hit. On ground counter-hit 2HS is completely untechable, making it Leo's best meterless starter when counter-hit is guaranteed. | ||
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|input= | |input= | ||
|image=GGXRD_Leo_j.P.png | |image=GGXRD_Leo_j.P.png | ||
|caption= | |caption=Don't even look at me, peasant. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*Downward angled chainable on whiff jumping jab | *Downward angled chainable on whiff jumping jab | ||
*Not | *Not a great air-to-air because it doesn't hit above Leo. | ||
*j.P chains | *j.P chains are burst safe when used properly. | ||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_j.D.png | |image=GGXRD_Leo_j.D.png | ||
|caption= | |caption=I guess it's okay. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 495: | Line 498: | ||
*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. | *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. | *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. | *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. | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_6K.png | |image=GGXRD_Leo_6K.png | ||
|caption= | |caption=Absolutely no hugs. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv=3~15F Throw | |inv=3~15F Throw | ||
|description= | |description= | ||
* | *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. | *On counter-hit, staggers the opponent. Combos to 5K. | ||
*On crouching opponents, | *On crouching opponents, f.S > 6K > 5P allowing Leo to extend combos. | ||
*Often used to hit-confirm off cl.S and to pressure off 2S or far S since it leads to a knockdown but isn't risky like 5H | *Often used to hit-confirm off cl.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. | *Dashing 6K can be YRC'd to cover significant ground. | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_5D.png | |image=GGXRD_Leo_5D.png | ||
|caption= | |caption=Pretty safe | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Standard slow overhead Dust attack. | *Standard slow overhead Dust attack. Safe on block and has a good amount of range. | ||
*Leo's only | *Leo's only overhead outside of stance. | ||
*Useful combo tool from | *Useful combo extension tool from RC on grounded opponents. | ||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_GroundThrow.png | |image=GGXRD_Leo_GroundThrow.png | ||
|caption= | |caption=Let me clear your throat for you! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*Transitions into Brynhildr stance at the end | *Transitions into Brynhildr stance at the end | ||
*Gives plenty of time to set up offense | |||
*Can combo from RC or high RISC forced counter-hit | |||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Leo_DAA.png | |image=GGXRD_Leo_DAA.png | ||
|caption= | |caption=Blocking is scary. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*1~15F Full invincible | *1~15F Full invincible | ||
*16~19F Throw invincible | *16~19F Throw invincible | ||
*Fairly easy to low profile and relatively slow too. Consider trying to H Eisen RC instead. | |||
}} | }} | ||
}} | }} | ||
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|name=Blitz Attack | |name=Blitz Attack | ||
|image=GGXRD-R_Leo_BlitzAttack.png | |image=GGXRD-R_Leo_BlitzAttack.png | ||
|caption= | |caption=Optimal round ender | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 771: | Line 778: | ||
|inv=? | |inv=? | ||
|description= | |description= | ||
* | *Just like everyone else, can be used defensively to interrupt the opponent. | ||
* | *Can be jump cancelled into from f.S for weird pressure strings. | ||
*Uncharged combos to 6H in corner | |||
*Can be used in combos to steal Burst gauge. Useful points: after Stahwirbel, after H Eisen RC j.D whiff, after bt.D in corner, after 5D6 in corner | |||
}} | }} | ||
}} | }} | ||
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|input=[2]8S/H | |input=[2]8S/H | ||
|image=GGXRD_Leo_EisenSturm.png | |image=GGXRD_Leo_EisenSturm.png | ||
|caption= | |caption=Flash kick! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 868: | Line 876: | ||
|description= | |description= | ||
*Highly unsafe charge reversal. Cannot be PRC'd. | *Highly unsafe charge reversal. Cannot be PRC'd. | ||
*S version is 1~4F Full invincible. Note that the invincibility runs out before the move is active, which causes S Eisen Sturm to | *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. | *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. | ||
*All three hits of H Eisen Sturm have | *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. | *If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner. | ||
}} | }} | ||
}} | }} | ||
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*Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance. | *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. | *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 > Dritt is never a true blockstring on normal block. However, Dritt can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit. | ||
}} | }} | ||
}} | }} | ||
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|input=236H | |input=236H | ||
|image=GGXRD_Leo_Zweit.png | |image=GGXRD_Leo_Zweit.png | ||
|caption= | |caption=Don't abuse it | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 991: | Line 1,001: | ||
*Different startup and recovery than the 236S follow-up with the same input. | *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. | *[ ] 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. Can always be thrown | *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. | *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 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. | ||
Line 1,003: | Line 1,013: | ||
|input=236H in Air | |input=236H in Air | ||
|image=GGXRD_Leo_Siegesparade.png | |image=GGXRD_Leo_Siegesparade.png | ||
|caption=Air combo ender | |caption=Air combo ender and popular suicide method | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,011: | Line 1,021: | ||
|prorate= | |prorate= | ||
|level=2,4*2 | |level=2,4*2 | ||
|guard=All | |guard=All, All, Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
Line 1,021: | Line 1,031: | ||
|description= | |description= | ||
*Leo's typical juggle ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration. | *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 + | *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 | *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! | ||
*Can be | *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 used as a crossup or to attack an opponent directly below Leo, although highly unsafe on block or whiff | *Can be RC'd into a limited value grounded combo extension. | ||
*Leo is in counterhit state during recovery on block or whiff. | *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. | |||
}} | }} | ||
}} | }} | ||
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|input=[H] or 6[H] | |input=[H] or 6[H] | ||
|image=GGXRD_Leo_BrynhildrStance.png | |image=GGXRD_Leo_BrynhildrStance.png | ||
|caption= | |caption=Never turn your back on a friend. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,058: | Line 1,069: | ||
**blocked Leidenschaft Dirigen: -18 | **blocked Leidenschaft Dirigen: -18 | ||
*Cannot block | *Cannot block | ||
*Cannot jump | *Cannot jump, except from bt.P jump cancel | ||
*Jump canceling, | *Jump canceling, RC, or getting hit exits stance | ||
*Normals and movement are changed while in stance | *Normals and movement are changed while in stance | ||
*All specials and overdrives are still available in stance | *All specials and overdrives are still available in stance | ||
Line 1,081: | Line 1,092: | ||
*Can go through opponent | *Can go through opponent | ||
*Last frame can be canceled into any action except front or back walk | *Last frame can be canceled into any action except front or back walk | ||
*1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely. | |||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,120: | Line 1,132: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Exits Brynhildr stance | *Exits Brynhildr stance. Used for safety (so you can block again!) or corner combo reasons. | ||
}} | }} | ||
}} | }} | ||
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|input=Stance > K | |input=Stance > K | ||
|image=GGXRD_Leo_btK.png | |image=GGXRD_Leo_btK.png | ||
|caption= | |caption=Watch ya toes | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,186: | Line 1,198: | ||
|input=Stance > S | |input=Stance > S | ||
|image=GGXRD_Leo_btS.png | |image=GGXRD_Leo_btS.png | ||
|caption= | |caption=Get your point a cross | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,204: | Line 1,216: | ||
|description= | |description= | ||
*Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety. | *Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety. | ||
*Deceptively | *Deceptively decent range. Leo can poke with bt.S and convert into rekkas at midrange. | ||
}} | }} | ||
}} | }} | ||
Line 1,213: | Line 1,225: | ||
|input=Stance > H | |input=Stance > H | ||
|image=GGXRD_Leo_btH.png | |image=GGXRD_Leo_btH.png | ||
|caption= | |caption=The circle of life | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,230: | Line 1,242: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible | *Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible. Slow startup makes it interruptible. | ||
* | *Significant frame advantage on hit or block. Links to bt.S > rekkas. | ||
*On normal air hit, | *On normal air hit, plummets the opponent for a knockdown. | ||
*On air CH, ground bounces for a followup. | *On air CH, ground bounces for a followup. | ||
*Often hits on frame 20, not 18, on crouching opponents | |||
}} | }} | ||
}} | }} | ||
Line 1,242: | Line 1,255: | ||
|input=Stance > D | |input=Stance > D | ||
|image6=GGXRD_Leo_KahnSchild.png | |image6=GGXRD_Leo_KahnSchild.png | ||
|caption= | |caption=Hit me with your best shot | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,253: | Line 1,266: | ||
|guard=Unb | |guard=Unb | ||
|cancel= | |cancel= | ||
|roman= | |roman=YRP | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,261: | Line 1,274: | ||
|description= | |description= | ||
*Strike invincible 1-2F. Counters from 3-20F. Is in counterhit state during recovery. | *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. | *Rejected for 60F if done from a distance. Leo recovers in time to combo into bt.S or 632146S, depending on range. | ||
*Reflects projectiles(except Elphelt grenade) | *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 | *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 | *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. | *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 | *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. | *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. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D. | *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. | |||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Blitzschlag</font>====== | ||
{{MoveData | {{MoveData | ||
|name=→Blitzschlag | |name=→Blitzschlag | ||
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|image8=GGXRD_Leo_Blitzschlag.png | |image8=GGXRD_Leo_Blitzschlag.png | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=60 | |damage=60 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Staggers/Guard crushes opponents blocking while standing(Max:65F,Lv.1:44F,Lv.2~MAX:32F) | *Staggers/Guard crushes opponents blocking while standing (Max:65F,Lv.1:44F,Lv.2~MAX:32F) | ||
*Upon hit, applies ground bounce effect(lands face down) | *Upon hit, applies ground bounce effect(lands face down) | ||
*Exits Brynhildr stance | *Exits Brynhildr stance | ||
*Can RC on block for a prorated "unblockable" combo starter | |||
*Leo can low profile some attacks while Blitzchlag is active | |||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_Leo_C.png | |image=GGXRD_Leo_C.png | ||
|image2=GGXRD_Leo_LeidenschaftDirigen2.png | |image2=GGXRD_Leo_LeidenschaftDirigen2.png | ||
|caption= | |caption=Weapon X!! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Leo Whitefang]] | ||
Latest revision as of 04:47, 25 December 2023
Leo Whitefang |
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Defense Modifier: x1.00 Guts Rating: 3 Weight: Slightly Heavy Stun Resistance: 70 Jump Startup: 5F Backdash Time 16F / Invul: 1-9F
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Overview
Leo is one of the three “Allied Kings” of the Allied Kingdom of Illyria. He is a long time acquaintance and rival to Ky Kiske; and they fought together during the Crusades. In battle, his combat capabilities and leadership are said to be rather outstanding, something that he prides himself in. Due to his disorderly way of speaking, he might seem like an open-hearted man, but he’s actually rather conservative. He's proud and a sore loser, but he's also a hard worker, always willing to put in a little more effort. He created his very own dictionary, and privately enjoys adding people and incidents to the definitions of existing words. (For example, his sister's name is recorded under "devil.")
Leo Whitefang's moveset revolves around close-ranged pressure and his unique Brynhildr stance, where he turns his back on the enemy. In this stance, Leo loses the ability to guard or jump normally, and all of Leo's normal attacks are changed.
Strengths
- High damage
- High defense
- Can crank RISC gauge easily
- Beastly up-close pressure game
- Plethora of throw invulnerable moves that make attempting a defensive throw against Leo very risky
- Has two excellent tension free reversals(fast and low invul or slow and high invul) that beat crossups
- All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue
Weaknesses
- Poor movement options
- One of the weakest characters at mid-far range
- Practically no zoning tools
- Relies heavily on Brynhildr stance and close range pressure
- Many of his best offensive tools can be interrupted on reaction or on a guess.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6K
6P |
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6K
6K |
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6H
6H |
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5D
5D |
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2D
2D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Graviert Wurde
Graviert Wurde [4]6S/H |
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Eisen Sturm
Eisen Sturm [2]8S/H |
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Kaltes Gestober Erst
Kaltes Gestöber Erst 236S |
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Kaltes Gestober Zweit
Kaltes Gestöber Zweit 236H |
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Siegesparade
Siegesparade 236H in Air |
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Brynhildr Moves
Brynhildr Stance
Brynhildr Stance [H] or 6[H] |
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bt.P
→bt.P Stance > P |
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bt.K
→bt.K Stance > K |
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bt.S
→bt.S Stance > S |
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bt.H
→bt.H Stance > H |
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Kahn Schild
→Kahn Schild Stance > D |
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Kaltes Gestober Dritt
→Kaltes Gestöber Dritt Stance > 214S |
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Blitzschlag
→Blitzschlag Stance > 214H |
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Overdrives
Stahl Wirbel
Stahl Wirbel Stance > 632146S |
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Leidenschaft Dirigen
Leidenschaft Dirigen 632146H |
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Instant Kill
Windrad des Weltraum in IK mode: 236236H |
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