GGST/Leo Whitefang: Difference between revisions

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Revision as of 23:13, 4 December 2021



Overview
Overview

Leo Whitefang is a versatile character who shifts back and forth between a defensive neutral and his aggressive Brynhildr stance. His bountiful moveset is well befitting a King of Illyria.

Leo is defined by Brynhildr stance. It’s a unique, back turned stance that sacrifices the ability to block in exchange for a plethora of mix-up tools. These include bt.K, a fast low, and bt.H, a fast overhead, both of which start combos. Attacks in Brynhildr stance can be staggered and delayed to mix up their timing, or canceled into regular stance for plus frames. Further boosting the stance's offensive potential is a command grab, Glänzendes Dunkel, and a Guard Crush, Blitzschlag. In addition, the stance's lack of defensive options is partially compensated for with Kahn-Schild, which can parry strikes and reflect projectiles.

Proficient switching between neutral and stance is key to mastering Leo, but entering stance can be risky. Leo’s sluggish movement and vulnerability to being whiff punished necessitates caution when looking for an opening. Luckily, the handsome devil has the tools for the job. His f.S and 5H have the reach to control the mid range. Their flexibility is boosted due to his unique ability to gatling H buttons into S buttons. His projectile, Gravierte Würde, has both a fast S version and an advantageous H version. Score a knockdown for an opportunity to safely use Zweites Kaltes Gestöber, a grounded cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. that enters stance. His powerful DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., Eisensturm - the H version of which grants a hard knockdown - can be used to turn the tides on your opponent. Even on the back foot, Leo strikes fear into anyone who dares to challenge him!

Armed with powerful stance mix-ups, strong defense, long-reaching normals and a spectacular sense of humour, Leo truly is a man of anyone’s dreams!

 Leo Whitefang  Leo Whitefang , classified as a Balance character, is an all-rounder who wields twin swords and turns his back to his opponent as he fights.

Pros
Cons
  • Range: normals have great reach, which allows him to control space effectively.
  • Dual Wielding: Leo can gatling indefinitely between his f.S or 2S, to 5H, 2H or 6H, and back; which allows him to extend pressure in unique ways.
  • Brynhildr Pressure: terrifying up-close pressure and a myriad of mixups while in Brynhildr stance. He gets a fast low, a comboable overhead, and a command grab to boot. Zweites Kaltes Gestöber lets him transition to Brynhildr while giving the opponent a grounded crossup to worry about.
  • High Burst Damage: he can dish out heavy burst damage, thanks to Brynhildr stance and Stahlwirbel. Leo especially hurts when he gets a counterhit, which helps establish his offense and make his opponents afraid.
  • Defense: Leo is blessed with a massive meterless reversal. Due to it having a down charge input, it's also resistant to crossups.
  • Slow: Leo can have a hard time getting into his optimal range in certain matchups. His 66 step-dash only covers a small portion of the screen. He is very big and slow, and Zweites Kaltes Gestöber can easily be counter-attacked if he's far away.
  • Whiff Punishable: Leo's attacks are large, but have high recovery and extended hurtboxes. Leo's poor movement exacerbates the need to space his attacks cleanly since he cannot change spacing as easily as other characters.
Upon a successful ground throw, crossing up with Zweites Kaltes Gestöber, or holding S when using Turbulenz, Leo will enter a stance in which he is turned away from the opponent. In this stance, Leo has a different set of normal moves, as well access to two new special moves and his projectile Overdrive, Stahlwirbel, but is unable to jump or block; his only defensive option in this stance is Kahn-Schild. Brynhildr Stance will end if Leo is hit, and can be cancelled any time by inputting 22.
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Leo Whitefang

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 5 5 6 -1

  • Leo's fastest normal.
  • Can cancel into itself and 2P as well as gatling into 6P, which is useful if your opponent blocks 5P while in the air or to simply confirm into a combo.

Leo's fastest normal at 5F startup, this button has very little whiff recovery and can be canceled into several attacks on block. This move is commonly used as a pre-emptive way of stuffing approaches such as May's horizontal dolphins or various Chipp and Millia attacks. It can also be used as an anti-air, especially in cross-up situations or when 6P would simply be too slow to use. One trick to using this in neutral is to execute it using 4P to charge for a fireball. By doing this, you can whiff 2 5Ps and then immediately throw an S fireball if the opponent didn't approach or get hit by the 5Ps.

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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 9 4 13 -3

  • Can be used as a pressure reset point to go into lighter/heavier buttons or a throw.
  • All-purpose combo tool. Gatling into 6K into a special cancel for combos.
  • Depending on spacing, can hit meaty and have frame advantage in neutral.

A forward advancing normal with strong reward and movement. The tradeoff is that 5K is a tad slower than the average K normals. However, because 5K moves forward, you can leverage it in conjunction with Leo's step-dash to cover a deceptive amount of space and have an active hitbox ready at the same time. 5K allows you to invade the opponent's space from ranges where Leo normally can't reach. Even if 5K is blocked, Leo is only -1 and can gatling to 6K for a frametrap. Combined with tick-throws, 5K is a great tool that can take you from neutral to Brynhildr mix before your opponent even has a chance to think. As an additional note, if you don't commit to anything after the 5K, the pushback leaves you outside of reversal throw range, creating a really strong throw/strike/bait mixup on block.

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

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 +1

  • Common pressure and combo starter, leads to high reward on hit
  • Ground bounces on hit, making it situational for midscreen juggles
  • Situationally a high-reward anti-air, but without upper body invincibility.
  • Combos to f.S, 2S, 5H, 2H on normal hit
  • Combos to 5[D] and 214S on CH

Leo's main starter for big grounded punishes. It also allows for good stagger pressure since Leo can delay his gatlings for frame traps or jump cancel to reset pressure.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 12 6 21 -13

  • Propels the opponent far on air hit, making it hard to use in juggles midscreen.
  • Hold S during recovery to enter Leo's guarding stance on frame 24.
  • Combos to 5H, 236S, and 632146H on normal ground hit
  • Combos to 6H, 236H and 214S on CH only

This is your primary poking tool. It has decent startup for a mid-range poke, but also extends your hurtbox. You don't want this to whiff unless you're trying to get into [S] guard point stance. However, since the hurtbox on 5H lingers less and leads to more damage on CH, it is usually a better choice than f.S if you want to get into guard point. f.S and 5H gatling into each other. This means f.S is a great tool for building meter and RISC. Connecting f.S is usually a win on block or, even better, on hit. Some common times to press are when the opponent tries to dash at you from longer distances or when you think they will use an attack that extends their hurtbox into your range.

A major word of warning is that this move can be low-profiled in a number of ways: 2D's, 6P's, etc. Avoid being too obvious with usage by mixing things up with 2K, 2S, 5H, and 2D.

Gatling Options: 5H, 2H, 6H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 15 5 22 -8

  • Reverse gatlings into f.S or 2S for extended pressure.
  • Combos to 632146H, 236S, f.S, and 2S
  • Big CH starter when canceled into 236H midscreen
  • Even larger CH starter when canceled into 236S in the corner
  • Hold [H] to enter Leo's guarding stance on frame 25.
  • Has a much lower-hitting hitbox than f.S and will hit opponents trying to low profile your pokes.

Huge poke that leads to rewarding combos, especially on counterhit, but with significant recovery. When you are getting low-profiled for poking with f.S a lot, it's worth considering poking with 5H instead. It can be a useful mid-range meaty tool for the same reason, since some players will try to call out f.S meaties with wakeup 6P or something similar after a soft knockdown from 236S midscreen. Recommended to cancel to S Gravierte Würde for safety on block.

Gatling Options: f.S, 2S

5D

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. Using BRC before uncharged dust allow you to maintain frame advantage and convert off the faster overhead. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 10 5 17 -5 1-2 Upper Body
3-14 Above Knees

  • Solid anti-air with upper-body invincibility. Can beat many f.S attacks, such as Sol's.
  • Combos from 5P or 2P, but has shoddy horizontal range. Generally Leo can only do a single jab before 6P.
  • 6P can hit behind Leo, but is hard to combo from when that happens.

Being a 6P, the most obvious usage for this move is as an anti-air. However, as mentioned before, there are times where it may be too slow, since it's a 10F startup normal, in which case it may be better to 5P instead. 6P doesn't reach very high, either, so there are times where it's better to simply flashkick or even 2H instead, such as when the opponent is double-jumping to bait it.

Another use for this move is in the neutral ground game. Since 6Ps are all upper-body invincible, this allows you to 6P some ground pokes, such as various other character's 5Ps, f.Ss, and even some command normals like 6Ks. While it may be unintuitive to press a 10F normal vs things like 5Ps, it can work because the upper-body invulnerability frames start on frame 1. On counterhit, you can easily confirm into 214[S] or 236H, or if you're feeling fancy, it is possible to charge a full [2]8H as a combo from 6P as well, though the timing is quite tight.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 14 3 18 -4

  • Very useful normal to combo into from K buttons.
  • Frametraps and combos from 5K and 2K. 2K>6K's gap is throwable, but 5K>6K is not.
  • 5P or 2P > 6K does not combo, but can be a useful frame trap.
  • Gatlings into 6K gives you enough time to charge, letting you confirm into H Eisensturm for a hard knockdown.

Leo's 6K is an essential part of his blockstrings, hit-confirms, and pressure. It is safe unless Instant Blocked and you can frame trap afterwards, so this is often the best command normal to cancel into.

Unfortunately, it doesn't really see a whole lot of use in neutral, as it's slower than a f.S poke, low-profilable, -4 on block, and only has punishable-on-block special cancel options afterwards. Since that results in a poor risk/reward ratio, this move is better used as a frametrapping tool off other blocked normals than in neutral.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 28 2 30 -15

  • Ground bounce on hit. Grants only a short conversion midscreen, but leads to Brynhildr pressure nonetheless.
  • Excellent OTG option to finish combos at the cost of pressure.
  • Larger range than Leo's other normals, but is limited by its very slow startup.
  • Can be comboed into from counterhit f.S and 2S.

6H is a gimmicky option to fish for counterhits and briefly extend pressure, but the startup limits its uses. The move's ground bounce attribute allows Leo to convert long-range counterhits into Brynhildr okizeme.

Gatling Options: f.S, 2S

[H]S or [S]H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 10 3 14 0

  • Blocks mid and high attacks, but loses to lows and throws. Lows will counter-hit Leo.
  • Can guard supers!
  • The stance looks different when activated from f.S or 5H, but it has the same properties and follow-up.
  • Follow up has a pretty good disjoint.

If you hold the button after f.S or 5H, you will go into a guard animation. If you press the opposite button you are holding (S while holding H or vice versa) you will perform a follow up attack. You can exit the stance without attacking by releasing the button you are holding; doing so has 16 frames of recovery. Because you do not go through blockstun while holding the guard point, you can often let go of the stance and still punish large attacks that are guarded.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 6 4 8 -2

This move is pretty similar in usage to 5P, but is a frame slower in startup and also has a couple extra frames of recovery. Due to this, it's generally better to use 5P instead, but since 5P can be low-profiled, there are instances where you should use 2P. 2P can also be very situationally used as an anti-air with sort of a low-profile hurtbox, which gives it a slight advantage over 5P in some cases. If the move is blocked, you can frametrap into 6P or 6K, or try to leverage the disjointed hitbox of 2S despite it not being a gatling.

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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 7 6 11 -5

  • Leo's staple low for mixups and poking outside of stance.
  • Gatling into 2D or 6K for combos and pressure, or 5D for an overhead mixup.

2K is Leo's fastest normal besides jabs and has decent reward, making it Leo's best punish starter for many moves that are slightly unsafe. It is also a great tool for taking your turn back when the opponent is safe but disadvantaged.

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 10 3 13 -2

  • Roughly the same range as 2K.
  • One of Leo's only disjointed normals.
  • Floats mostly directly upward on air hit, allowing for the 2S > 5H loop in the corner.
  • Combos to 5H, 2H, and 236S on normal hit
  • Combos to 6H and 214S on CH

A surprisingly good poke. 2S has 10 frames of startup, hits low, and can be used to low-profile some horizontally-oriented jumping attacks, like Ram's j.S. 2S's disjointed hitbox also lets you win some surprising interactions in the midrange into the opponent's faster attacks with extended hurtboxes. This mostly affects P, K, and f.S attacks. 2S also gatlings into H normals and can rarely even be used to convert off some trades.

Gatling Options: 5H, 2H, 6H

2H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Low 12 6 19 -8 5-18F Airborne

  • Despite the awkward animation, it is actually a low attack.
  • Decently safe on block, especially when spaced
  • Leo is airborne from frame 5. This means 2D can challenge tick throw attempts and also to beat some low attacks, but this can be exceptionally risky on defense.
  • Can not cancel into specials.
  • Leads to a large conversion on CH, making this a neutral tool worth respecting

This attack moves Leo slightly forward and it's good to use it while buffering [4]6X or [2]8X. Because it's airborne it will beat out other low pokes, but unlike most sweeps it's not a good option to go under the opponent's attacks. It also is not good for hitting moves like  Sol's Night Raid Vortex or  I-No's Stroke the Big Tree because Leo does not scrape the ground with his hitbox.

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Transitions to Brynhildr stance after a successful throw.

Leo's throw is an important option for opening up your opponent and getting stance pressure started. Moves like 5K and c.S offer great tick throw opportunities, and once your opponent becomes scared of the option, getting CH starters becomes much easier.

Air Throw

j.6D or j.4D

Special Moves

Gravierte Würde

[4]6S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • S version hits twice and travels about 3/4 of the screen.
  • H version hits four times and travels one screen length before dissipating.
  • Leo is in counterhit state for the recovery.

S Gravierte Würde is an excellent option for controlling space in neutral, as it's fast and covers a decent chunk of the screen. The H version, while slower in startup and travel time, goes further, is heavily plus on block and lets Leo approach behind it if he gets a chance to throw it out in neutral.

The multi-hitting nature of the projectile lets it beat single-hit projectiles, such as  Ky's S Stun Edge and  Sol's Gun Flame.

Eisensturm

[2]8S/H

Erstes Kaltes Gestöber

236S

Zweites Kaltes Gestöber

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 All 25 [25] 3 [4] 22 [15] -6 [+2]

  • [] is frame data for cross through
  • Crosses through opponent if close after a minimum of 16 frames during the startup.
  • Transitions to Brynhildr stance on crossup.
  • Can be thrown making it risky to do raw, especially off of cancels
  • Instant blocking leaves Leo point blank range and +2. The opponent can throw and OS the whiff with RC to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.

Leo's 236H is an extremely important tool for entering Brynhildr stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponents ability to deal with or else you will be eating a lot of throws. Leo can also use 236H FRC throw to quickly close the gap, but it is an expensive cheesy option that should be used sparingly. Minor note: there is 1 frame as Leo transitions from front to behind the opponent where the opponent will whiff throw in the wrong direction, and be punished by 236H.

Turbulenz

214S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 All 21 6 21 -8

  • Transitions to Brynhildr stance if [S] is held.
  • Too slow to combo on a grounded opponent without a counter-hit or RC, with the exception of 2H.
  • Leads to large damage on counter-hit, but risky as it's pretty unsafe.
  • Causes a hard knockdown, making it a good choice to end combos midscreen.

One of Leo's three ways into backturned stance. Usually unsafe to kick attacks unless spaced well.

Brynhildr Moves

bt.P

Brynhildr Stance -> P

bt.K

Brynhildr Stance -> K

bt.S

Brynhildr Stance -> S

bt.H

Brynhildr Stance -> H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 High 18 4 22 -7 [+5] 9-19F Airborne

  • +5 on block on earliest stance cancel
  • Unlike in Xrd, hits frame 18 on crouching opponents
  • Leo is considered airborne from frame 9. bt.K>bt.H done at the earliest timing is unthrowable, but a delayed bt.H cancel can be thrown.

Brynhildr stance overhead, leads to incredible reward on hit with meter when canceled into Stahlwirbel. It's punishable on block unless stance cancelled, which makes it plus instead and allows you to frame trap safely to continue pressure.

Gatling Options: bt.D

Kahn-Schild

Brynhildr Stance -> D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
54 All 3 17 18 1-2 Strike/Projectile 3-19 Parry

  • Leo's only defensive option from backturn.
  • Catches strikes and reflects projectiles.
  • At close range, instead of reflecting projectiles, the normal riposte will trigger as if you caught a strike.
  • At range, attacks will be deflected off the shield and stagger the opponent, but won't guarantee damage.

The threat of this move makes mashing out of backturn pressure very scary, as you can turn generic mash buttons into parries off of blocked backturned moves. Good move for forcing opponents to respect you, but be warned that you will lose to throws or slower moves performed on read.

Glänzendes Dunkel

Brynhildr Stance -> 214K (Hold OK)

Blitzschlag

Brynhildr Stance -> 214H (Hold OK)

Cancel

Brynhildr Stance -> 22

Overdrives

Stahlwirbel

632146S during Brynhildr Stance

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
150 All 4+1 Total 27F +14

  • Very fast.
  • High damage.
  • Hits fullscreen.

Just as good as it always was. Great to cash out after you catch someone with a backturn button as its single hit makes it great for adding damage and giving you a launch early on in combos. It's also helpful as a reaction super if you happen to be in backturn in neutral, which assuming you are means you're just enough of a nut to scare people with it.

Leidenschaft des Dirigenten

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17*4,42 All 10+1 8(15)12(13)8(10)8(44)6 43 -33 1-18 Full

  • Very invincible.
  • Can be used in Byrnhildr Stance.
  • Locks opponent into a cinematic on hit.
  • Interruptible between 4th and 5th (Final) hit.

Each swing has an enormous hitbox, and the opponent will often have to wait until after the fourth hit to try to punish it, giving you time to RC it. It is however, incredibly unsafe, so opponents will be able to see it coming from far away.

External References

Navigation

To edit frame data, edit values in GGST/Leo Whitefang/Data.

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