GGXRD-R2/Leo Whitefang

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Overview

Overview

Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually bt.K, bt.S, or bt.H) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.

He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes (f.S, 5H) are also slow, and f.S has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ([4]6S/H) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.

Leo's air normals aren't great, with the notable exception of j.K as a jump-in. j.S is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade (j.236H) for a guaranteed knockdown that starts backturn pressure.

In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: 5K is advancing and plus on block, 2S is a plus on block low, and he can cancel almost any ground button into his first rekka (236S) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash (236H) to start backturn pressure early and potentially score a sweet counter hit. 6K, bt.K, and bt.P are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ([2]8S/H) - like many of his other special moves, he gets backturn pressure if it connects.

Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?
Playstyle
Leo Whitefang struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.
Pros Cons
  • Kingly Offense: High damage and lots of health allow Leo to take a beating and dish one out.
  • Two Reversals: Very good defensive options including two meterless reversals which beat crossups.
  • Pressure: Beastly up-close pressure game that can increase RISC quickly and open up even the most defensive opponents.
  • No Throws for You: Numerous throw invulnerable moves which make attempting a defensive throw against Brynhildr Stance very risky.
  • Rewarding Combo Enders: All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue.
  • Frame Advantage: Numerous buttons which are plus on block.
  • Meter Burn: A reliable instant kill and multiple effective supers.
  • Lockout: One of the worst characters in the game for dealing with zoning.
  • Vulnerable to Jump-ins: Leo's anti airs are poor for dealing with most airborne opponents.
  • Large Body: Large hurtbox that makes him vulnerable to counterpokes and easy to combo.
  • Heavy Jump: A 4f jump startup paired with a very low IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. height can make escaping some pressure difficult

Backturn Stance

GGXRD Leo BrynhildrStance.png

Several of Leo's normal and special moves put him into Brynhilder stance, or Backturn as it is commonly referred to. 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

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 6 5 7 -2

Good horizontal and vertical range for a jab. Has use as an occasional anti-air.

It has better range and damage than 2P, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to 5K or c.S is recommended.

  • Can whiff cancel into 5P, 2P, or 5K from frame 12
  • Hit confirming 5P at max range will cause 5K to Whiff.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
0 - 3 8
  • Can cancel into 5P, 2P, 5K even on whiff from frame 12

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 8 5 6 +1 8-12F Lower Body

A good medium range advancing poke.

Leo lunges forwards with frame advantage on block. Slower than average for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into c.S; 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 its a bit slower than the average 5K, Leo relies on jabs instead of 5K to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low AbareAn attack during the opponent's pressure, intended to interrupt it., the opponent can still throw Leo out of 5K if used too close to them.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
1 - 6 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 7 2 13 +2

Mostly combo filler and occasional scramble tool.

On ground hit, combos to 5H, 6K, and RekkaNo results. On air hit, jump cancelling into j.K or j.S starts an air combo. On block, the frame advantage can be used to frame trap or tick throw.

c.S is only 2f slower than Leo's fastest normal outside of stance and provides large damage combos on counter-hit, making it a high-reward choice in scramble situations.

Gatling Options: 6K, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
3 14 6

f.S

Version Damage Guard Startup Active Recovery On-Block Invuln
f.S 34 Mid 10 6 19 -11
f.S~P T51~91 1-47~77 High/Mid Guard Point

Leo's primary mid-range poke.

Primarily used to transition into pressure on block with gatlings to 6K, 6H, 2D, or 5H. Is disjointed the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup and extended hurtbox.

On normal standing hit, only combos to 2D, 2H, and Leidenschaft DirigenGGXRD Leo LeidenschaftDirigen.pngGuard:
Mid
Startup:
10+(40)+1
Recovery:
28+13 after landing
Advantage:
-18
without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5H.

In addition to guard point its also cancellable into 5H (on whiff!). Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels.

  • f.S > whiff 2S reduces frame disadvantage to -6 on block.

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


f.S~P

Leo's f.S transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.

Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.

  • 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 letting go of the button.
Version Level Proration RISC+ RISC-
f.S 2 - 10 7
f.S~P

f.S:

  • Can cancel into f.S~P or 5H from 17F onwards

f.S~P:

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

5H

Version Damage Guard Startup Active Recovery On-Block Invuln
5H 42 Mid 15 6 [3] 16 -3
5H~P T51~91 1-47~77 High/Mid Guard Point

Huge range poke that combos into a knockdown on normal hit.

Vacuums both on block and hit. Has use as an anti air Anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting H(or holding) on 24~26F causes Leo totransition to Brynhildr stance.

  • Backturn transition starts from frame 27.

Gatling Options: 6H, 2D


5H~P

Leo's 5H transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.

Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.

  • 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 letting go of the button.
Version Level Proration RISC+ RISC-
5H 4 - 20 6
5H~P

5H:

  • Pulls in opponent on hit or block
  • [ ] values are for the back sword
  • Stance transition is 11F long (last 1F can be canceled into any action other than walk)
  • Frame Adv on 5H &gt
  • Stance is -3
  • Can cancel into 5H~P from 25F onwards

5H~P:

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

5D

Damage Guard Startup Active Recovery On-Block Invuln
22 High 25 3 12 -1

Standard slow overhead Dust attack. Safe on block and has a good amount of range.

Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 13 4 20 -5 5~14 Armor

An unusual 6P that is armored instead of being upper body invincible.

As an armor move, be wary that multihit buttons can usually beat Leo's 6P, alongside fast jump-ins that are capable of hitting the armor and land blocking due to 6P's slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's Mappa PunchGGXRD Slayer MappaHunch.pngGuard:
Mid
Startup:
11
Recovery:
17
Advantage:
-1
or May's DolphinsGGXRD May MrDolphinHorizontal.pngGuard:
All
Startup:
5
Recovery:
6+5 After Landing
Advantage:
-4
.

Unlike regular 6Ps It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing 6P to whiff. However, 6P's active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat some multihit normals with extended hurtboxes.

On normal hit, 6P can usually combo into 236H, but can whiff on opponents that get hit too high.

  • Blows the opponent back on both air and ground hit.
  • Unlike similar armor such as Potemkin's HammerfallGGXRD Potemkin HammerFall.pngGuard:
    Mid
    Startup:
    18[31]
    Recovery:
    33
    Advantage:
    -16
    , you can not yrc when your armor is triggered, but the opponent still can.
Level Proration RISC+ RISC-
4 Initial: 80% 20 6
  • Armor is for 1 hit
  • When armoring through an attack, the move becomes active 2f after exiting hitstop, potentially making its startup as short as 7f

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 15 3 10 +4 3~15F Throw

Advancing plus on block normal for hit confirms, meaties, and pressure resets.

The throw invincibility and frame advantage also makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off c.S and to pressure off 2S or f.S since it leads to a knockdown but isn't as risky as 5H.

In neutral, dashing 6K can be YRC'd to safely cover significant distance.

  • Combos to 236S rekka.
  • On counter-hit, staggers the opponent. Combos to 5K.
  • On crouching opponents, f.S > 6K > 5P combos at a distance, allowing Leo to extend combos.
Level Proration RISC+ RISC-
3 - 14 6

6H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 24 2 12 +5 16~25F Feet

Slow advancing haymaker with frame advantage on block and high reward on hit.

Has use as a frame trap from 5H and an option to call out jumping after a blocked f.S. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and 2K. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects 6H, Leo can safely transition into Brynhildr stance by holding H.

  • 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.
  • 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.
Level Proration RISC+ RISC-
4 - 20 6
  • Inputting H(or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33
  • Stance transition is 14F long, frame adv. -3 (last 1F can be canceled into any action other than walk)

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 3 10 -3

Leo's fastest normal.

Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex 6H>RRC>Dash>2P>Microwalk>Throw)

  • Can cancel into 5P, 2P, 5K even on whiff from frame 9.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8
  • Can cancel into 5P, 2P, 5K even on whiff from frame 9

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 7 5 8 -1

Leo's fastest low attack.

A standard low kick used to start combos. Has great range for a 2K and a large hitbox.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 75% 6 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 10 3 7 +4 5-9 Above Knees

Leo's best low starter albeit with fairly poor range for a 2S.

Has significant frame advantage on block and the ability to gatling to 2H for a combo. At close range, you can link a 2P into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny f.S or Jack-O f.S.

Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.

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

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 10 8 26 -15

Combo filler and occasional high commitment anti-air.

Used for comboing into rekkas when slightly outside c.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit 2H, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.

While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches.

  • Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
4 - 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 12 6 16 -5 5~6, 18~19F Foot
7-17F Lower Body
5~21F Throw

Slow low attack that has throw and low invincibility throughout its active frames.

At max range from 2S or f.S versus standing opponents, 2D is generally the best way to end a combo into knockdown since 5H won't combo. 2D also has decent range and can go underneath moves like Elphelt's 5H, but does not low profile like most sweeps and is not special cancellable. 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 out.

2D is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.

  • 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.
Level Proration RISC+ RISC-
3 - 14 6

j.P

Damage Guard Startup Active Recovery On-Block Invuln
8 High/Air 5 2 9

Downward angled air jab that is chainable on whiff.

Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.

  • j.P chains are burst safe when used properly.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 - 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
34 High/Air 10 14 21

Leo's best jumping attack against opponents beneath him.

Leo's shallow jump height makes his j.K a constant threat at midrange and his jump-in of choice thanks to its incredible long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. When used offensively, it's generally a good idea to throw it out early to mitigate the long startup time.

j.K generally leads to better damage in combos than j.S as a starter due to j.K only hitting once.

  • On block or hit, can be jump cancelled for combos or pressure.
  • Can crossup on occasion, mostly against large characters.

Gatling Options: j.S, j.H, j.D

Level Proration RISC+ RISC-
2 - 10 9

j.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 High/Air 7 3(1)3 18

A two-hit uppercut. Leo's best jumping attack against opponents above him.

While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using j.K in combos instead of j.S will lead to more damage as j.K does more damage per hit, whereas j.S will combo more consistently. The can be said of scramble situations; j.S can be more reliable compared to j.K as j.S is 3 frames faster.

  • Leo can cancel into other air normals between the two hits.

Gatling Options: j.P, j.H

Level Proration RISC+ RISC-
2 - 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 11 3 20

Leo's farthest reaching and most disjointed air attack.

Mostly used as air combo filler to end a combo by cancelling into SiegesparadeGGXRD Leo Siegesparade.pngGuard:
All
Startup:
13
Recovery:
24
Advantage:
-13
, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.

Gatling Options: j.D

Level Proration RISC+ RISC-
2 - 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
18×3 All 22 4,4,4 Until Landing+8 +3

Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.

While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing j.D later into its animation preserves the momentum from j.D while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.

The lower from the ground Leo is while using j.D, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When j.D is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.

Level Proration RISC+ RISC-
2 - 10 7
  • Frame Adv listed is when j.D is done from lowest height possible
  • Landing recovery can be special cancelled

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 60 Ground Throw (85750) 1 +54

Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.

Can combo with RC or a high RISC forced counter-hit.

Level Proration RISC+ RISC-
0, 4 Forced: 65% NA 6, 0
  • Transitions into Brynhildr stance afterwards
  • Stun value: 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 Air Throw (192500) 1

Standard air throw. Requires RRC to combo from.

Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.

Level Proration RISC+ RISC-
0, 4 Forced: 65% NA 6, 0
  • Stun value: 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 4 22 -12 1~15F All, 16~19F Throw

Uses Leo's 5D animation and hitbox.

Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on H Eisen RC instead.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Standard Blitz Attack 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 from the opponent. Useful points: after Stahwirbel, after H Eisen RC j.D whiff, after bt.D in corner, after 5D6 in corner
Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Graviert Würde

[4]6S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S 16×2 All 10 31 36(46T) -8
[4]6H 16×4 All 35 Until Corner (72T) +11

Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.


[4]6S

Leo's S fireball is a fast moving 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. S fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however.


[4]6H

The H version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences. Unlike the faster S version, H version disappears if Leo is hit.

Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.

Version Level Proration RISC+ RISC-
[4]6S 2 3 7
[4]6H 2 3 7

[4]6S:

  • 40F charge time
  • Special hit stop 6F
  • 3F gap between each hit

[4]6H:

  • 40F charge time
  • Special hit stop 6F
  • 3F gap between each hit

Eisen Sturm

[2]8S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
[2]8S 36,32 Mid 5 2,12 26+12 after landing -32 1~4F All
[2]8H 43,30,28 Mid 8 2,12(11)6 30+12 after landing -54 1~13F All

A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.


[2]8S

While the S version does have invincible startup and is and faster than the H version, the invincibility frames will run out right before the move is active, which causes S Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's MawaruGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
and Elphelt's PineberryGGXRD-R Elphelt PineberryThrow.pngGuard:
All
Startup:
10
Recovery:
Total: 33
Advantage:
-3 [+7]
.

Outside of reversal situations, the S version be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo.

  • The first hit of S Eisen is a hard knockdown, always.

[2]8H

The H version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences.

Outside of reversal situations, H Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.

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.

  • If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.
Version Level Proration RISC+ RISC-
[2]8S 2,3 Initial: 85% 10,14 7,6
[2]8H 2,3,4 Initial: 75% 10,14,20 7,6,6

[2]8S:

  • 40F charge time
  • 1st hit has hitstop 6F
  • 8F onwards airborne

[2]8H:

  • 40F charge time
  • 1st hit has hitstop 6F
  • 10F onwards airborne

Kaltes Gestöber Erst

236S

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 24 Mid 15 3 12 -1
236S > 236H 25 Mid 11 [12] 4 [5] 14 -3
236S > 236H > 214S 40 Mid 14 5 21 -7 1-18F Throw
10-18 Foot

Leo's rekka style attack series.

Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from c.S, 5H, 2H, 6H, and 6K.

236S is safe on block, but slightly negative.


236H Zweit

Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.

Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. If Zweit goes behind the opponent, the attack needs to be blocked as a crossup. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.

  • If the opponent instant blocks Zweit, it can be unsafe.
  • If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.

214S Dritt

Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use. Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.

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.

Version Level Proration RISC+ RISC-
236S 2 10 7
236S > 236H 2 10 7
236S > 236H > 214S 4 20 6

236S: 236S > 236H:

  • Values in [ ] are when Leo ends attack behind opponent
  • Front / Behind determination occurs on 12F
  • Ending attack behind opponent puts Leo in Brynhildr Stance

236S > 236H > 214S:

Kaltes Gestöber Zweit

236H

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 24 [26] 4 [5] 14 +1 [+2]

The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.

While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing 236H risky in pressure.

On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off backturned superGGXRD Leo StahlWirbel2.pngGuard:
All
Startup:
5+(104)+0
Recovery:
24
Advantage:
+8
from midscreen. However, such followups from 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 will combo.

  • Can low profile some attacks.
Level Proration RISC+ RISC-
4 20 6
  • Values in [ ] are when Leo ends attack behind opponent
  • Front / Behind determination occurs on 25F
  • Ending attack behind opponent puts Leo in Brynhildr Stance
  • 28F untech duration on air hit

Siegesparade

j.236H

Damage Guard Startup Active Recovery On-Block Invuln
16,24,10 All 13 Until landing + 6 24 -13

Leo's typical air combo ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration.

On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it his both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.

Siegesparade has a lot of different properties depending on how it hits:

  • If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in.
  • The third hit of Siegesparade will only activate if the second hit connects.
  • If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.
  • 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!
Level Proration RISC+ RISC-
2,4×2 10,20×2 7,6×2
  • Only mortal counters from second hit
  • Unburstable until the end
  • On successful hit, frame advantage is +3

Brynhildr Moves

Brynhildr Stance

5[H] or 6[H]

Version Damage Guard Startup Active Recovery On-Block Invuln
Frontdash 17T
Backdash 17T 1~13F All
Cancel 12T

Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to.

Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating 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.

During stance, each of Leo's normals are modified (notated as bt.P/K/S/H/D). Additionally, Leo cannot throw, cannot Blitz, cannot enter IK modethe input will register as a Roman Cancel cannot jump (except with bt.P jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.

Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a 236H that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.

Stance transition data
Attack Frame Data Result
Blocked 5[H] -3 Safe
Blocked 6[H] -3 Safe
Throw +54 Okizeme
Blocked 236S->236H -3 Safe
Blocked raw 236H +2 Pressure
j.236H hit +2 Pressure
Blocked 632146[H] -18 Punishable
  • Leo can enter Backturn by holding H while pressing 5H, 6H, or 632146H on block or whiff, landing a throw, or by crossing up with 236H
  • All special moves and overdrives are still available during backturn.
  • The last frame Leo spends entering backdash 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.
Version Level Proration RISC+ RISC-
Stance 66
Stance 44
Stance 22

Stance 66:

  • Can go through opponent
  • Last frame can be canceled into any action except front or back walk

Stance 44:

  • Last frame can be canceled into any action except front or back walk

Stance 22:

bt.P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 4 12 -2 1~10F Above Knees
11~16F Above Waist
1~8F Throw

Leo's stance jab.

Low recovery, large hitbox, and small hurtbox make bt.P a strong anti-air, similar to most characters' 6P, except much faster and with less recovery. In combos, it is usually gatlinged into from bt.K to increase damage and give time to hit-confirm.

  • Jump cancellable on hit or block.
  • Jump cancelling will exit Brynhildr stance.
Level Proration RISC+ RISC-
2 - 10 7

bt.K

Damage Guard Startup Active Recovery On-Block Invuln
16 Low 5 3 7 +2 1~6F Throw

Leo's only low attack in Brynhildr stance, and also his fastest normal in stance.

Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.

Level Proration RISC+ RISC-
1 Initial: 70% 6 7

bt.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 6 14 -1

Combo and footsies tool.

Stance mixups typically lead to bt.S > rekkas on hit or block for safety. Deceptively decent range and a solid disjoint. Leo can safely use bt.S as a poke and convert into rekkas at midrange.

Level Proration RISC+ RISC-
4 - 20 6
  • Special hit stop for 6F

bt.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High 18 4 9 +6

Leo's stance overhead. Extremely plus on block and highly rewarding on hit.

An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier AbareAn attack during the opponent's pressure, intended to interrupt it. options.

It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, bt.H ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to bt.S > rekkas for a combo as wel;.

  • Is *not* throw invincible
  • Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents
Level Proration RISC+ RISC-
4 Initial: 90% 20 6
  • Hits crouching opponents on 20F (tested on Sol)

Kahn Schild

bt.D

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Unb 37T 1-2 Strike
3-20 Catch and Reflect

Leo's infamous backturned parry and a critical component of his backturn mindgames.

An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup 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.

During stance offense, bt.D is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very potent option selectPlinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D as it will beat Bursts, Overdrives, invincible DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making bt.D risky. The OS is not without fault either as it can be called out by wakeup backdash.

When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into bt.S or 632146S, depending on range.

Upon a successfuly parry, the counterattack followup 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 particularily strong.

  • Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish bt.D.
  • Counters from 3-20F. Is in counterhit state during recovery.
  • 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 of the move, which means the window to catch with bt.D YRC is fairly small. It's possible to bt.D YRC and get hit during YRC startup.

Counters everything except throws and moves considered 'unblockable':

Unblockable Attacks
Character Move
Faust Hack n' SlashGGXRD Faust HackNSlash.pngGuard:
Unblockable: 175000, All*7
Startup:
5
Recovery:
12
Advantage:
-
Elphelt Charged Sniper Rifle shotGGXRD-R Elphelt MissConfire.pngGuard:
-
Startup:
-
Recovery:
-
Advantage:
-
Johnny Mist Finer with Baccus SighGGXRD Johnny LowMistFiner.pngGuard:
Low/Air
Startup:
9+11
Recovery:
29
Advantage:
-14
Potemkin Slidehead shockwaveGGXRD Potemkin SlideHead hitbox2.pngGuard:
Low[Unblockable]
Startup:
25[29]
Recovery:
Total 54
Advantage:
-11
Slayer UndertowGGXRD Slayer Undertow.pngGuard:
Unblockable
Startup:
39
Recovery:
22
Advantage:
-

Moves that stagger on block (such as Leo bt214H and Kum Charged Falcon Dive (Reverse)) can be countered by bt.D even though they are colloquially referred to as 'unblockables')


Projectile Interactions

If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.

Reflectable Projectiles
Character Moves
I-No NoteGGXRD Ino AntidepressantScale.pngGuard:
All
Startup:
18
Recovery:
Total 50
Advantage:
-12
, HCLGGXRD Ino ChemicalLoveK.pngGuard:
All
Startup:
11
Recovery:
13+8 After Landing
Advantage:
+3
, VCLGGXRD Ino ChemicalLoveS.pngGuard:
All
Startup:
11
Recovery:
8 After Landing
Advantage:
-
Jack-O j.DGGXRD-R JackO Remove the Chain of Chiron.pngGuard:
All
Startup:
21
Recovery:
Total: 32+10 After Landing
Advantage:
-
Ky Kiske Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
, Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
[1]Cannot reflect the Grinder versions
Kum Haehyun Blue Tuning OrbGGXRD-R Haehyun TuningBall.pngGuard:
All
Startup:
12
Recovery:
Total: 48
Advantage:
-16
[1]both versions, but Kum can still control them
Leo Whitefang Graviert WürdeGGXRD Leo GraviertWurde.pngGuard:
All
Startup:
10
Recovery:
36(46T)
Advantage:
-8
, Graviert WürdeGGXRD Leo 46H.pngGuard:
All
Startup:
35
Recovery:
(72T)
Advantage:
+11
(NotesLeo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball')
May Beach BallGGXRD May DontMissIt.pngGuard:
All
Startup:
37
Recovery:
Total 45
Advantage:
-
(All versionsMay can still jump off of a reflected beachball)
Ramlethal Valentine Cassius projectileGGXRD Ramlethal Cassius.pngGuard:
All
Startup:
19
Recovery:
Total 46
Advantage:
-1
Raven NeedleGGXRD-R Raven SchmelzBerg.pngGuard:
All
Startup:
13
Recovery:
36 + landing 12
Advantage:
-9
(All versions)
Sol Badguy GunflameGGXRD Sol GunFlame.pngGuard:
All
Startup:
20
Recovery:
Total 50
Advantage:
-4
Venom Venom BallsGGXRD Venom Stingeraim.pngGuard:
All
Startup:
15~26
Recovery:
Total 43~54
Advantage:
-2
(all versions)

If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of bt.D instead. This allows Leo to 'chain' bt.Ds during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super.

Non reflectable Projectiles
Character Moves
All Characters Every Overdrive
Answer CardsGGXRD Answer Caltrops.pngGuard:
All
Startup:
12
Recovery:
Total 42
Advantage:
-7
Axl Low RensenGGXRD Axl SickleFlash.pngGuard:
Mid
Startup:
13
Recovery:
37
Advantage:
-13
Baiken TatamiGGXRD Baiken TatamiGaeshi.pngGuard:
All
Startup:
15
Recovery:
Total 45
Advantage:
-4
Bedman All projectiles
Chipp Zanuff Gamma BladeGGXRD Chipp GammaBlade.pngGuard:
All
Startup:
19
Recovery:
Total 56
Advantage:
+5
Dizzy All projectiles
Elphelt Valentine All projectiles
Faust All projectiles
Jack-O Minion attacks and TossGGXRD-R JackO GhostThrow.pngGuard:
-
Startup:
12
Recovery:
Total: 32
Advantage:
+6
Johnny CoinGGXRD Johnny GlitterIsGold.pngGuard:
All
Startup:
6
Recovery:
Total: 17
Advantage:
+8
and ZweihanderGGXRD Johnny Zweihander.pngGuard:
All
Startup:
1
Recovery:
Until Landing + 10
Advantage:
-
Ky Kiske j.DGGXRD Ky jD.pngGuard:
All
Startup:
38
Recovery:
Total 25+8 after landing
Advantage:
-
, Fortified Stun EdgeGGXRD Ky StunEdge2.pngGuard:
All
Startup:
~+9
Recovery:
-
Advantage:
+8
, Fortified CSEGGXRD Ky ChargedStunEdge2.pngGuard:
All
Startup:
~+9
Recovery:
-
Advantage:
+18
Millia Rage DiscGGXRD Millia TandemTop.pngGuard:
All
Startup:
11
Recovery:
Total 38
Advantage:
-1
, PinGGXRD Millia SilentForce.pngGuard:
All
Startup:
11
Recovery:
23 Total
Advantage:
-
Ramlethal Valentine All sword attacks
Raven OrbGGXRD-R Raven ScharfKugel.pngGuard:
All
Startup:
71
Recovery:
Total:46
Advantage:
+30
Zato-1 All Eddie attacks

If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.

Level Proration RISC+ RISC-
0,4 Forced: 80% NA 8,6
  • 90F wallstick upon successful counter
  • Rejected for 60F if done from a distance
  • Reflects projectiles(except Elphelt grenade)
  • Counters everything except throws and unblockables

Kaltes Gestöber Dritt

bt.214S

Damage Guard Startup Active Recovery On-Block Invuln
60 All 14 5 21 -7 1-18 Throw
10-18F Foot

Exits Brynhildr stance on use.

High damage and absurd amount of untechability makes 214S a highly useful combo option in stance, despite exiting it.

  • Causes ground tumble on counterhit. This is unique to the stance version only.
Level Proration RISC+ RISC-
4 Forced: 70% 20 6
  • Exits stance

Blitzschlag

bt.214H

Damage Guard Startup Active Recovery On-Block Invuln
60 High* 27 1 29 +36~+3 (Stagger)

A risky but rewarding overhead option to open up defensive opponents.

Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him tolow profile some attacks while Blitzchlag is active.

  • Upon hit, ground bounces the opponent (lands face down).
  • Exits Brynhildr stance on use
Level Proration RISC+ RISC-
4 Forced: 60% 20 6
  • Staggers/Guard crushes opponents blocking while standing/crouching
  • Stagger time Max:65F, Lv.1:44F, Lv.2~MAX:32F
  • Upon hit, applies ground bounce effect(lands face down)
  • Exits stance

Overdrives

Stahl Wirbel

bt.632146S or bt.632146D

Damage Guard Startup Active Recovery On-Block Invuln
130 [162] All 5+(104)+0 24 +8 5 All
[1-5F All]

Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, 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 combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo.

Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall 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 counterhit launch can actually be inconvenient for Leo because he can't chase the opponent faster than they fly midscreen, and in the corner it takes up valuable combo timer seconds.

  • Projectile lasts until it goes out of screen.
Level Proration RISC+ RISC-
4 Forced: 80% 2 10
  • Values in [ ] are for Burst version
  • Stun: 65
  • Projectile lasts until it goes out of screen

Leidenschaft Dirigent

632146H

Damage Guard Startup Active Recovery On-Block Invuln
26×4,60 Mid 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing -18 1~14F All

Invincible super typically used as a reversal option.

This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which 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. In reversal situations, H Eisen is a better option versus low profiling moves.

  • Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time).
Level Proration RISC+ RISC-
4 20 6
  • Hold H while landing to enter Brynhildr Stance

Instant Kill

Windrad des Weltraum

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+(30)+18
[5+(30)+17]
6 32 -21 9-32F All
[5-27F All]

Uses the animation of his Kaltes Gestöber Erst.

In Hellfire, Leo can combo into IK from bt.D RC, bt.D hit in the corner, counterhit Stahwirbel in corner, CH 2H, CH bt.214S in corner, & 5D6 in corner. Can be optimal when the opponent could burst a normal combo.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 73T [5+(63)+5]

Navigation

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