GGST/Leo Whitefang

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

Pros
Cons
  • Well-Rounded: Leo carries good offense, high damage, great defense, decent range, and a strong projectile, allowing him to function well at all stages of a fight.
  • Dual wielding: Leo can gatling indefinitely between his f.S or 2S, to 5H, 2H or 6H, and back. He can also cancel into his far-reaching Erstes Kaltes Gestöber even after being pushed out by Faultless Defense.
  • Brynhildr Pressure: Terrifying up-close pressure and a myriad of mixups are on offer while Leo is in Brynhildr stance. He gets a fast low, a fast and comboable overhead, a command grab, and crossups with his step-dash.
  • Godly Flashkick: Leo's meterless invincible move Eisensturm is infamously one of the strongest reversals in the game, with its fast startup, large range, multi-hit, and is not easily affected by crossups due to its directionless input.H Eisensturm, even allows Leo enough time to get into Brynhildr Stance.
  • Slow Approach: Leo can have a hard time getting into close-range due to slower movement. His step-dash only covers a small distance, and his approaching moves can be easily counter-attacked in neutral. While his jump-ins have substantial range, they do not hit very deeply or quickly.
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

  • 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 dolphinsGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 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 -3 and can gatling to 6K for a nasty 1 frame gap frame trap. If you don't commit to anything after they block 5K, you can avoid reversal throws if you space this move correctly. Combine this with tick throws, and 5K becomes a strong strike/throw/bait mixup on block, making it one of your primary ways of starting pressure and entering Brynhildr stance.

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

  • 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
  • Propels the opponent far on air hit, making it hard to use in juggles midscreen.

A solid poking tool for neutral. 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 R.I.S.C. 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

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
40 High 20 3 26 -15 -
50 High 28 3 26 -10 -

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
  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction 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 in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
    • Homing Jump combos can sometimes increase Tension Balance enough to activate Positive Bonus.

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

[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.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD). 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.
  • 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, so it unsafe on block unless it's spaced properly.
  • Leads to a large conversion on CH, making this a neutral tool worth respecting.

This attack moves Leo forward, making it one of his primary whiff punish tools. 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 VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 because Leo does not scrape the ground with his hitbox.

2d is +47/46/45 on light, medium, and heavy character respectively (on raw 2d), which allows you to do 236H bt.K on light characters, and backdash 236H on medium characters, but no frame kill exists to enter backstance versus heavy character automatically.

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, there are times where it may be too slow, 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 Eisensturm 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 3. 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.
  • A high damage 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

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

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
20×2 All 10 31 or Until Hit*2 Total 50F -12
16×4 All 35 Until Hit*4 Total 66F +17

  • 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 Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 and  Sol's Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10.

Eisensturm

[2]8S/H

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
28,25 All 9 3,12 33 -28 1-9F Strike
28,25,28 All 10 3,12(10)5 42 -52 7-10F Strike

  • H version has an additional hit that spikes the opponent to the ground, which causes a hard knockdown.

A meterless, huge reversal. Very unsafe on grounded block unless Roman Canceled and with counterhit recovery to boot, so don't overuse it. The H version's hard knockdown allows Leo to start stance pressure afterwards by whiffing Zweites Kaltes Gestöber immediately after landing.

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 Roman Cancel to beat all of Leo's meterless options. Leo can backdash and whiff punish a throw attempt.
  • Leo's 236H has two hitboxes, a forward hitbox that comes out on the first frame of startup (frame 23 when it does not cross up, and frame 25 when it does cross up), and an additional backwards hitbox a frame afterwards (on frames 24 and 26 respectively).
  • 236H can also crossup opponents in the corner. This means that while leo can apply mixups with this move in the corner, he also more likely to give up the corner when used near it.

Leo's 236H is an extremely important tool for entering backturn stance from essentially any knockdown, but its usage in neutral is one he will have to scout your opponent's ability to deal with or else you will be eating a lot of throws. Leo can also use 236H PRCC 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 Roman Cancel, with the exception of 2H.
  • Leads to large damage on counter-hit, but risky as it's pretty unsafe.
  • Gives Leo a soft knockdown on hit. While Leo can still meaty opponents once in BT effectively, his ability to apply mixups is very limited

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

Brynhildr Stance Moves

bt.P

bt.K

bt.S

bt.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
  • Hits frame 18 on crouching opponents
  • Leo is considered airborne from frame 9 through frame 19. 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

D 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
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.
    • Invulnerability starts from frame 1, but the parry doesn't activate until frame 3, so it is possible to make an attack whiff without actually parrying it.

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

214K during Brynhildr Stance (Hold OK)

Blitzschlag

214H during Brynhildr Stance (Hold OK)

Cancel

22 during Brynhildr Stance

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.
  • Locks opponent into a cinematic on hit.
  • Interruptible gap between 4th and final hit.

Each swing has an enormous hitbox, and opponents will often have to wait until after the fourth hit to try to punish it, giving Leo time to Roman Cancel it. It is otherwise incredibly unsafe, so opponents will be able to see it coming from far away. The first hit is low profilable, allowing moves such as  Giovanna's 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8,  Jack-O''s 2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19, and  I-No's StrokeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7, to be safe from the super.

External References

Navigation

 Leo Whitefang



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