GGXRD/Leo Whitefang

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Leo Whitefang
GGXRD Leo Portrait.png

Defense Modifier: x1.00

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 5F

Backdash Time: 16F

Backdash Invincibility: 1-9F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Step
  


Overview

Leo Whitefang is a downloadable character in Guilty Gear Xrd SIGN. The character also comes with an exclusive stage with weather effects that change over time.

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 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
GGXRD Leo 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CJS YRP 6 5 7 -2
  • Can cancel into 5P, 2P, 5K even on whiff from frame 12
  • Good range for a jab. Better range and damage than 2P, but slightly slower. Cannot be crouched underneath, but is negative on block, so generally Gatlinging to 5K or cl.S is recommended.
5K
5K
GGXRD Leo 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid S YRP 8 5 6 +1
  • 8-12F Foot invincible
  • A good medium range poke. Leo lunges forwards with frame advantage. Fairly 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, unless you intentionally want to create a gap. 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, rely on Leo's jabs instead of 5K to beat the opponent's fast moves. The opponent can also throw Leo out of 5K.
c.S
c.S
GGXRD Leo c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid JS YRP 7 2 13 +2
  • Mostly combo filler. On ground hit, combos to 5HS, 6K, and rekkas. On air hit, jump cancel to j.K or j.S for an air combo.
  • Frame advantage on block can be used to frame trap or tick throw.
f.S
f.S
GGXRD Leo f.S.png
GGXRD Leo fS-P.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
f.S 34 Mid JS YRP 10 6 19 -11
  • Leo's primary mid-range poke. 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. Primarily used to transition into pressure on block with gatlings to 6K, 6HS, 2D, or 5HS.
  • Gatling from far S to (whiff) 2S reduces frame disadvantage to -6 on block.
  • Can go into f.S~P from frame 17.
  • Also can cancel into 5H (even on whiff) from frame 17.
f.S~P - - - P - - 62 -
  • High/Mid GP 1-46F
  • Upon GP activation, can cancel into 5H/6H/2H(1F earlier startup?)
5H
5H
GGXRD Leo 5H.png
UNGA
GGXRD Leo 5H-P.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
5H 42 Mid S YRP 15 6 [3] 16 -3
  • Vacuums
  • [ ] 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 - - - P - - 61 -
  • High/Mid GP 1-47F
  • Upon GP activation, can cancel into 5H/6H/2H(1F earlier startup?)
2P
2P
GGXRD Leo 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CS YRP 5 3 10 -3
  • Leo's fastest normal. Occasionally used to start chains in blockstrings.
  • Can cancel into 5P, 2P, 5K(?) even on whiff from frame 9.
2K
2K
GGXRD Leo 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low S YRP 7 5 8 -1
  • Leo's fastest low attack. A standard low kick used to start combos from a low attack.
2S
2S
GGXRD Leo 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low S YRP 10 3 7 +4
  • 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.
2H
2H
GGXRD Leo 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44 Mid S YRP 11 8 26 -15
  • 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.
  • Okay anti air normal, but 6P is better in every way.
  • To deal with 2HS's significant frame disadvantage on hit and block, during pressure 2HS should always be cancelled into rekka or 2D for safety and converting.
  • Floats on counter-hit. On ground counter-hit 2HS is completely untechable, making it Leo's best meterless starter when counter-hit is guaranteed.
j.P
j.P
GGXRD Leo j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 High/Air CJS YRP 5 2 9 -
  • Downward angled chainable on whiff jumping jab
  • Not nearly as dominant as Ramlethal's or Sol's j.P because of the angle, but still serviceable.
j.K
j.K
GGXRD Leo j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 High/Air JS YRP 10 14 21 -
  • Leo's best jumping attack against opponents beneath him.
  • 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.HS.
  • 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.
  • Leo's best crossup jumping normal, but j.K does not have a large crossup hitbox.
j.S
j.S
GGXRD Leo j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24X2 High/Air JS YRP 7 3(1)3 18 -
  • Leo's best attack against opponents above him.
  • Short range requires precise timing in air to air exchanges.
  • Typically, using j.K in combos instead of j.S will lead to more damage because j.K does more damage per hit. However, j.S will combo in situations where j.K won't because j.S is faster. j.S is generally more consistent in juggles than j.K.
  • Can combo directly into Siegesparade at lower scaling levels.
j.H
j.H
GGXRD Leo j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 High/Air S YRP 11 3 20 -
  • Leo's farthest reaching horizontal attack. Hits exactly where it looks like. Can be crouched underneath unless done very close to the ground.
  • Combo filler. Normally used to end a combo by cancelling into Siegesparade.
j.D
j.D
GGXRD Leo j.D.png
Unless you're gonna combo with it, don't bother
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 All S YRP 22 8 5 After landing -3~+6
  • 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 landing in combos. Can also be cancelled into Siegesparade in air against airborn or grounded opponents.
  • YRC'ing j.D late into its animation preserves the momentum from j.D.
6K
6P
GGXRD Leo 6P.png
Unga T-Shirt
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid JS YRP 9 6 13 -5
  • Leo's best anti-air. 1~12F Upper body invincible. Low recovery makes whiffing less risky than some other characters.
  • Jump cancellable. Combos to j.S (but not j.K) on normal hit.
  • Combos to 6HS on CH.
6K
6K
GGXRD Leo 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid S YRP 15 3 10 +4
  • Throw invincible from frames 3-15. The throw invincibility and frame advantage makes 6K a strong meaty. 6K is extremely important for Leo's pressure, but is too slow to do outside of setups and blockstrings without risking the opponent hitting you out of the significant startup.
  • On counter-hit, staggers the opponent. 5K combos easily.
  • On crouching opponents, far S > 6K combos. 6K > 5P also combos on crouching opponents, allowing Leo to extend combos for more damage and giving more time to confirm during pressure.
  • Often used to hit-confirm off cl.S and to pressure off 2S or far S.
  • Can be cancelled into rekkas on standing opponents.
  • Dashing 6K can be YRC'd to cover significant ground.
6H
6H
GGXRD Leo 6H.png
"It's not real"
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 24 2 12 +5
  • Slow attack with frame advantage afterwards. Can be gatlinged from 5H, 6P, and far S.
  • Can almost always be interrupted. 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 > 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
5D
GGXRD Leo 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - YRP 25 3 12 -1
  • Fairly standard slow overhead Dust attack. Leo's is safe on block, but has fairly low range and limited gatlings into 5D.
  • Leo's only grounded overhead outside of stance.
  • Useful combo tool from RRC on standing opponents because Leo can end a Homing Jump combo with Siegesparade to continue offense.
2D
2D
GGXRD Leo 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Low - YRP 12 6 16 -5
  • 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 5HS, but does not low profile like most sweeps and cannot be buffered into specials.
  • Can be used as a surprise low after 5HS, 2HS, cl.S, f.S or 2S to catch someone attempting a defensive throw or jump away. 2D is mostly safe on block, 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.
  • 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
Ground Throw
GGXRD Leo GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 60 Ground Throw (85750) - R 1 - - +54
  • Transitions into Brynhildr stance at the end
Air Throw
Air Throw
GGXRD Leo AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw (192500) - R 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 impossible depending on the situation.
Dead Angle Attack
Dead Angle Attack
GGXRD Leo DAA.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 12 4 22 -12
  • 1~15F Full invincible
  • 16~19F Throw invincible


Special Moves

Graviert Würde
Graviert Würde
[4]6S/H
GGXRD Leo GraviertWurde.png
DEUUEAUGH
GGXRD Leo 46H.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 16*2 All - YRP 10 31 36(46T) -8
H 16*4 All - YRP 35 Until corner (72T) +11
  • Frame advantage displayed is assumed to be at point blank range
  • Leo's charge projectile. Both versions disappear 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 5HS using the YRC flash.
  • 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
Eisen Sturm
[2]8S/H
GGXRD Leo EisenSturm.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 36,32 Mid - R 5 3,12 26+12 after landing -32
H 43,30,28 Mid - R 8 3,12(11)6 30+12 after landing -54
  • 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 be prone to trading or losing with other attacks.
  • 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.
  • H version is 1~14F Full invincible. This makes H Eisen Sturm the most invincible meterless reversal in Xrd. H Eisen Sturm is a strong anti-air, but is still very unsafe on block.
  • All three hits of H Eisen Sturm have extreme amounts of untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as an ender in a long combo.
  • RRC 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 Gestober Erst
Kaltes Gestöber Erst
236S
GGXRD Leo Erst.png
Erst
GGXRD Leo Zweit.png
Zweit
GGXRD Leo Dritt.png
Dritt
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Erst 24 Mid S* YRP 15 3 12 -1
  • Leo's rekka style attack. On standing opponents, only combos from cl.S, 5H, 2H, 6H, and 6K. Safe on block, but negative.
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
→Zweit
Erst > 236H
25 Mid S* YRP 11 [12] 4 [5] 14 -3
  • 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.
→Dritt
Zweit > 214S
40 Mid - YRP 14 5 21 -7
  • 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 Gestober Zweit
Kaltes Gestöber Zweit
236H
GGXRD Leo Zweit.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Front 32 Mid S*R - 24 [26] 4 [5] 14 +1 [+2]
Brynhildr 32 All S* YRP 24 5 15 +1
  • 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. Can always be thrown when used as a crossup, 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
Siegesparade
236H in Air
GGXRD Leo Siegesparade.png
Air combo ender that restands the opponent +3
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16,24,10 All - YRP 13 Until landing + 6 24 -13
  • 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 standing on the ground next to Leo (often referred to as a re-stand).
  • If the first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. 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.
  • Can be RRC'd into a grounded combo extension, but that is only worthwhile in very short combos into Siegesparade.
  • Can be used as a crossup or to attack an opponent directly below Leo, although highly unsafe on block or whiff without Roman Cancel.
  • Leo is in counterhit state during recovery on block or whiff.

Brynhildr Moves

Brynhildr Stance
Brynhildr Stance
GGXRD Leo BrynhildrStance.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Stance - - - YRP - - - -
  • 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 jump cancels)
  • Jump canceling, Roman Cancelling, or getting hit exits stance
  • Normals and movement are changed while in stance
  • All specials and overdrives are still available in stance
→Backdash
Stance > 66
- - - YRP - - 17T -
  • Can go through opponent
  • Last frame can be canceled into any action except front or back walk
→Frontdash
Stance > 44
- - - YRP - - 17T -
  • 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.
  • Can go through opponent.
  • Last frame can be canceled into any action except front or back walk.
→Cancel
Stance > 22
- - - YRP - - 12T -
  • Exits Brynhildr stance
bt.P
→bt.P
Stance > P
GGXRD Leo btP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid JS YRP 7 4 12 -2
  • 1~10F Low profile
  • 1~8F Throw invincible
  • Leo's stance anti-air. Low recovery, good hitbox, and small hurtbox make bt.P a strong anti-air.
  • Also used in Leo's combos from bt.K to increase damage and give time to hit-confirm.
  • Jump cancellable on hit or block.
bt.K
→bt.K
Stance > K
GGXRD Leo btK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Low S YRP 5 3 7 +2
  • 1~6F Throw invincible
  • Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. Frame advantage and speed make it a very good option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close.

Linguini ankles

bt.S
→bt.S
Stance > S
GGXRD Leo btS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 6 6 14 -1
  • Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety.
  • Deceptively good range. While not entirely recommended, Leo can poke with bt.S and convert into rekkas at midrange.
bt.H
→bt.H
Stance > H
GGXRD Leo btH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High - YRP 18 4 9 +6
  • Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible, and slow startup makes it easy to interrupt.
  • Grants significant frame advantage on hit or block. Links to bt.S > rekkas.
  • On normal air hit, slams the opponent to the ground for a knockdown.
  • On air CH, ground bounces for a followup.
Kahn Schild
→Kahn Schild
Stance > D
GGXRD Leo KahnSchild.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Unb - RP - - 37T -
  • Strike invincible 1-2F. Counters from 3-20F. Is in counterhit state during recovery.
  • 90F wallstick upon successful counter.
  • 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)
  • 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 Faust blocks nearby while a bomb explodes during bt.D, for example, Faust gets hit)
  • 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 in stance. Bt.D will beat Bursts, Overdrives, invincible uppercuts, and Dead Angles. However, Leo can be thrown or punished on whiff, making bt.D somewhat risky.
  • Leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert.
  • Has low recovery. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D.
Kaltes Gestober Dritt
→Kaltes Gestöber Dritt
Stance > 214S
GGXRD Leo Dritt.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 All - YRP 14 5 21 -7
  • Exits Brynhildr stance
  • Causes ground tumble on counterhit. This is unique to the stance version only.
  • High damage and absurd amount of untechability makes 214S a highly useful combo option in stance.
bt.P
→Blitzschlag
Stance > 214H
GGXRD Leo Blitzschlag.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 High*/Air - YRP 27 1 29 +36~+3 (Stagger)
  • 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)
  • Exits Brynhildr stance


Overdrives

Stahl Wirbel
Stahl Wirbel
Stance > 632146S
GGXRD Leo StahlWirbel.png
GGXRD Leo StahlWirbel2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
130 All - YRP 5+(104)+0 - 24 +8
  • Projectile lasts until it goes out of screen
Leidenschaft Dirigen
Leidenschaft Dirigen
632146H
GGXRD Leo LeidenschaftDirigen.png
GGXRD Leo LeidenschaftDirigen2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26*4,60 Mid - YRP 10+(40)+1 8(15)11(14)8(10)8(36)11 28+13 after landing -18
  • 1~14F Full invincible
  • Inputting H(or holding) while landing causes transition to Brynhildr stance
  • Is so invincible that it is burst safe. Grounded opponents that attempt to burst get hit by the second hit of the super.


Instant Kill

Windrad des Weltraum
in IK mode: 236236H
GGXRD Leo WindraddesWeltraum1.png
GGXRD Leo WindraddesWeltraum2.png
GGXRD Leo WindraddesWeltraum3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+(30)+18
[5+(30)+17]
6 32 -21
  • [ ] 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]



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc