Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually bt.K, bt.S, or bt.H) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes (f.S, 5H) are also slow, and f.S has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ([4]6S/H) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.
Leo's air normals aren't great, with the notable exception of j.K as a jump-in. j.S is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade (j.236H) for a guaranteed knockdown that starts backturn pressure.
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: 5K is advancing and plus on block, 2S is a plus on block low, and he can cancel almost any ground button into his first rekka (236S) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash (236H) to start backturn pressure early and potentially score a sweet counter hit. 6K, bt.K, and bt.P are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ([2]8S/H) - like many of his other special moves, he gets backturn pressure if it connects.
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?
Leo Whitefang Leo Whitefang struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.
- Kingly Offense: High damage and lots of health allow Leo to take a beating and dish one out.
- Two Reversals: Very good defensive options including two meterless reversals which beat crossups.
- Pressure: Beastly up-close pressure game that can increase RISC quickly and open up even the most defensive opponents.
- No Throws for You: Numerous throw invulnerable moves which make attempting a defensive throw against Brynhildr Stance very risky.
- Rewarding Combo Enders: All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue.
- Frame Advantage: Numerous buttons which are plus on block.
- Meter Burn: A reliable instant kill and multiple effective supers.
- Lockout: One of the worst characters in the game for dealing with zoning.
- Vulnerable to Jump-ins: Leo's anti airs are poor for dealing with most airborne opponents.
- Large Body: Large hurtbox that makes him vulnerable to counterpokes and easy to combo.
- Heavy Jump: A 4f jump startup paired with a very low IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height can make escaping some pressure difficult
Leo Whitefang | |
---|---|
Defense | |
x1.00 | |
Guts Rating | |
3 | |
Weight | |
[98] Slightly Heavy | |
Stun Resistance | |
70 | |
Prejump | |
4F | |
Backdash | |
16F (1~9F invuln) | |
Wakeup Timing | |
28F (Face Up)/ 26F (Face Down) | |
Unique Movement Options | |
Step Dash during Brynhildr Stance | |
Fastest Attack | |
Reversals | |
Several of Leo's normal and special moves put him into Brynhilder stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including:
- Extremely fast walk speed
- A crossup dash
- Two throw invulnerable moves
- A fast, plus on block overhead
- An invulnerable counter
- An unblockable
- A 0f projectile super
Normal Moves
5P
Good horizontal and vertical range for a jab. Has use as an occasional anti-air.
It has better range and damage than 2P, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to 5K or c.S is recommended.
- Can whiff cancel into 5P, 2P, or 5K from frame 12
- Hit confirming 5P at max range will cause 5K to Whiff.
- Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
A good medium range advancing poke.
Leo lunges forwards with frame advantage on block. Slower than average for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into c.S; if you delay the S input slightly, you can usually combo into c.S instead of f.S, which is better for Leo's combos and offense.
Because its a bit slower than the average 5K, Leo relies on jabs instead of 5K to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low abare An attack during the opponent's pressure, intended to interrupt it., the opponent can still throw Leo out of 5K if used too close to them.
- Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
c.S
Mostly combo filler and occasional scramble tool.
On ground hit, combos to 5H, 6K, and Rekka. On air hit, jump cancelling into j.K or j.S starts an air combo. On block, the frame advantage can be used to frame trap or tick throw.
c.S is only 2f slower than Leo's fastest normal outside of stance and provides large damage combos on counter-hit, making it a high-reward choice in scramble situations.
- Gatling Options: 6K, f.S, 2S, 5H, 2H, 5D, 2D
f.S
Leo's primary mid-range poke.
Primarily used to transition into pressure on block with gatlings to 6K, 6H, 2D, or 5H. Is disjointed the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup and extended hurtbox.
On normal standing hit, only combos to 2D, 2H, and Leidenschaft DirigenGuardMidStartup10+(40)+1Recovery28+13 after landingAdvantage-18 without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5H.
- f.S > whiff 2S reduces frame disadvantage to -6 on block.
- Can activate f.S~P guard point from frame 17.
- Also can cancel into 5H (on whiff!) from frame 17. Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels.
- Gatling Options: 6K, 2S, 5H, 2H, 6H, 2D
- f.S~P
Leo's f.S transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.
- Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
- Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.
5H
Huge range poke that combos into a knockdown on normal hit.
Vacuums both on block and hit. Has use as an anti air Anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting H(or holding) on 24~26F causes Leo totransition to Brynhildr stance.
- [ ] value is for Leo's back sword.
- Backturn 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
Leo's 5H transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.
- Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
- Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.
- Gatling Options: 6H, 2D
5D
Standard slow overhead Dust attack. Safe on block and has a good amount of range.
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.
2P
Leo's fastest normal.
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex 6H>RRC>Dash>2P>Microwalk>Throw)
- Can cancel into 5P, 2P, 5K even on whiff from frame 9.
- Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
2K
Leo's fastest low attack.
A standard low kick used to start combos. Has great range for a 2K and a large hitbox.
- Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
2S
Leo's best low starter albeit with fairly poor range for a 2S.
Has significant frame advantage on block and the ability to gatling to 2H for a combo. At close range, you can link a 2P into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny f.S or Jack-O f.S.
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.
- Gatling Options: 6K, 5H, 2H, 5D, 2D
2H
Combo filler and occasional high commitment anti-air.
Used for comboing into rekkas when slightly outside c.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit 2H, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches.
- Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.
- Gatling Options: 5D, 2D
2D
Slow low attack that has throw and low invincibility throughout its active frames.
At max range from 2S or f.S versus standing opponents, 2D is generally the best way to end a combo into knockdown since 5H won't combo. 2D also has decent range and can go underneath moves like Elphelt's 5H, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after 5H, 2H, c.S, f.S or 2S to catch someone attempting a defensive throw or jump out.
2D is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.
- Can be RRC'd for a significant combo on hit.
- In the unlikely event of an air CH, can follow up the combo with dashing 5K.
6P
An unusual 6P that is armored instead of being upper body invincible.
As an armor move, be wary that multihit buttons can usually beat Leo's 6P, alongside fast jump-ins that are capable of hitting the armor and land blocking due to 6P's slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's Mappa PunchGuardMidStartup11Recovery17Advantage-1 or May's DolphinsGuardAllStartup5Recovery6+5 After LandingAdvantage-4.
Unlike regular 6Ps It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing 6P to whiff. However, 6P's active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat some multihit normals with extended hurtboxes.
On normal hit, 6P can usually combo into 236H, but can whiff on opponents that get hit too high.
6K
Advancing plus on block normal for hit confirms, meaties, and pressure resets.
The throw invincibility and frame advantage also makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off c.S and to pressure off 2S or f.S since it leads to a knockdown but isn't as risky as 5H.
In neutral, dashing 6K can be YRC'd to safely cover significant distance.
- Combos to 236S rekka.
- On counter-hit, staggers the opponent. Combos to 5K.
- On crouching opponents, f.S > 6K > 5P combos at a distance, allowing Leo to extend combos.
6H
Slow advancing haymaker with frame advantage on block and high reward on hit.
Has use as a frame trap from 5H and an option to call out jumping after a blocked f.S. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and 2K. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects 6H, Leo can safely transition into Brynhildr stance by holding H.
- On grounded hit, 5P and 2P combo. On counter-hit, 5K combos.
- On air hit, ground bounces. Can follow up with 236H or dash 5K for a combo midscreen. Follow up with (hold H) > bt..S > bt.214S in the corner.
- Inputting H) (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long(last 1F can be canceled into any action other than walk). Static difference on stance transition is -3.
j.P
Downward angled air jab that is chainable on whiff.
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.
- j.P chains are burst safe when used properly.
- Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
Leo's best jumping attack against opponents beneath him.
Leo's shallow jump height makes his j.K a constant threat at midrange and his jump-in of choice thanks to its incredible long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. When used offensively, it's generally a good idea to throw it out early to mitigate the long startup time.
j.K generally leads to better damage in combos than j.S as a starter due to j.K only hitting once.
- On block or hit, can be jump cancelled for combos or pressure.
- Can crossup on occasion, mostly against large characters.
- Gatling Options: j.S, j.H, j.D
j.S
A two-hit uppercut. Leo's best jumping attack against opponents above him.
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using j.K in combos instead of j.S will lead to more damage as j.K does more damage per hit, whereas j.S will combo more consistently. The can be said of scramble situations; j.S can be more reliable compared to j.K as j.S is 3 frames faster.
- Leo can cancel into other air normals between the two hits.
- Gatling Options: j.P, j.H
j.H
Leo's farthest reaching and most disjointed air attack.
Mostly used as air combo filler to end a combo by cancelling into SiegesparadeGuardAllStartup13Recovery24Advantage-13, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.
- Gatling Options: j.D
j.D
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.
While it can be used for limited mobility purposes, it's mostly used as a risky a way to get in on the opponent from the air while being plus on block after landing. Has some use in air combos by cancelling into Siegsparade or using its high untechability frames to convert into a combo. As a movement tool, YRC'ing j.D later into its animation preserves the momentum from j.D while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. You can use these momentum shifts to mess with an opponent's anti-air timings, but some anti-airs will still connect anyway.
The lower from the ground Leo is while using j.D, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When j.D is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.
Universal Mechanics
Ground Throw
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.
Can combo with RC or a high RISC forced counter-hit.
Air Throw
Standard air throw. Requires RRC to combo from.
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.
Dead Angle Attack
Uses Leo's 5D animation and hitbox.
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on H Eisen RC instead.
Blitz Attack
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.
Can be jump cancelled into from f.S for weird pressure strings.
- Uncharged combos to 6H in corner
- Can be used in combos to steal Burst gauge from the opponent. Useful points: after Stahwirbel, after H Eisen RC j.D whiff, after bt.D in corner, after 5D6 in corner
Special Moves
Graviert Würde
[4]6S/H
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.
- Frame advantage displayed is assumed to be at point blank range
- [4]6S
Leo's S fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into 5H using the YRC flash. S fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however.
- [4]6H
The H version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences. Unlike the faster S version, H version disappears if Leo is hit.
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.
Eisen Sturm
[2]8S/H
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.
- [2]8S
While the S version does have invincible startup and is and faster than the H version, the invincibility frames will run out right before the move is active, which causes S Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's MawaruGuardAllStartup14[25]Recovery66
[Total 38]Advantage[+26] and Elphelt's Pineberry.
Outside of reversal situations, the S version be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo.
- The first hit of S Eisen is a hard knockdown, always.
- [2]8H
The H version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences.
Outside of reversal situations, H Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.
All three hits of H Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.
- If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.
Kaltes Gestöber Erst
236S
Leo's rekka style attack series.
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from c.S, 5H, 2H, 6H, and 6K.
236S is safe on block, but slightly negative.
- 236H Zweit
- [ ] values are when Leo crosses behind the opponent
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. If Zweit goes behind the opponent, the attack needs to be blocked as a crossup. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.
- If the opponent instant blocks Zweit, it can be unsafe.
- If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.
- 214S Dritt
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use. Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.
Kaltes Gestöber Zweit
236H
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing 236H risky in pressure.
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off backturned superGuardAllStartup5+(104)+0Recovery24Advantage+8 from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up. If Leo hits an airborne opponent from behind, bt.S will combo.
- [ ] values are when Leo crosses behind opponent. Going behind opponent puts Leo in Brynhildr stance.
- Can low profile some attacks.
Siegesparade
j.236H
Leo's typical air combo ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration.
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it his both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.
Siegesparade has a lot of different properties depending on how it hits:
- If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in.
- The third hit of Siegesparade will only activate if the second hit connects.
- If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.
- If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects!
Brynhildr Moves
Brynhildr Stance
5[H] or 6[H]
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to.
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.
During stance, each of Leo's normals are modified (notated as bt.P/K/S/H/D). Additionally, Leo cannot throw, cannot Blitz, cannot enter IK modethe input will register as a Roman Cancel cannot jump (except with bt.P jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a 236H that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.
Stance transition data | ||||
---|---|---|---|---|
Attack | Frame Data | Result | ||
Blocked 5[H] | -3 | Safe | ||
Blocked 6[H] | -3 | Safe | ||
Throw | +54 | Okizeme | ||
Blocked 236S->236H | -3 | Safe | ||
Blocked raw 236H | +2 | Pressure | ||
j.236H hit | +2 | Pressure | ||
Blocked 632146[H] | -18 | Punishable |
- Leo can enter Backturn by holding H while pressing 5H, 6H, or 632146H on block or whiff, landing a throw, or by crossing up with 236H
- All special moves and overdrives are still available during backturn.
- The last frame Leo spends entering backdash can be canceled into any action except front or back walk.
- Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.
→bt.P
Stance > P
Leo's stance jab.
Low recovery, large hitbox, and small hurtbox make bt.P a strong anti-air, similar to most characters' 6P, except much faster and with less recovery. In combos, it is usually gatlinged into from bt.K to increase damage and give time to hit-confirm.
- Jump cancellable on hit or block.
- Jump cancelling will exit Brynhildr stance.
→bt.K
Stance > K
- 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.
→bt.S
Stance > S
- Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety.
- Deceptively decent range. Leo can poke with bt.S and convert into rekkas at midrange.
→bt.H
Stance > H
- Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible. Slow startup makes it interruptible.
- Significant frame advantage on hit or block. Links to bt.S > rekkas.
- On normal air hit, plummets the opponent for a knockdown.
- On air CH, ground bounces for a follow-up.
- Often hits on frame 20, not 18, on crouching opponents
→Kahn Schild
Stance > D
- Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish btD.
- Counters from 3-20F. Is in counterhit state during recovery.
- Counters everything except throws and moves considered 'unblockable'.
A list of 'unblockable' attacks:
- Faust Hack n' Slash proximity unblockable
- Elphelt charged Sniper Rifle
- Johnny Mist Finer when Bacchus Sigh debuff is on Leo
- Potemkin Slidehead shockwave
- Slayer Undertow
- If the projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough.
Projectiles that are reflected:
- I-No Chemical Love and Note
- Jack-O jD
- Kum blue and red fireball
- Kum can still control the direction of the fireball with left and right
- Ky S and H Stun Edge
- Leo S and H Graviert Würde
- Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'
- May Beachball
- May can still jump off a reflected beachball
- Ramlethal Cassius fireball
- Raven needle
- Sol Gunflame
- Venom pool balls (charged and uncharged)
- If the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of btD instead. This allows Leo to 'chain' btDs during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super.
Projectiles that can NOT be reflected:
- ALL supers
- Answer cards
- Axl Rensen
- Baiken Tatami
- Bedman (All projectiles)
- Chipp Gamma Blade
- Dizzy (All projectiles)
- Elphelt (All projectiles)
- Faust (All projectiles)
- Jack-O minion attacks and toss
- Johnny Coin and Zweihander
- Ky jD and Post-Grinder Stun Edge (S and H version)
- May Dolphin Hoop
- Millia disc and pin
- Ramlethal sword attacks
- Raven ball
- Zato (All Eddie attacks
- Moves that stagger on block (Leo bt214H and Kum Charged Falcon Dive (Reverse)) can be countered by btD even though they are colloquially referred to as 'unblockables'
- If activated within range of the opponent, the counterattack is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during bt.D, Faust gets countered.
- Will catch counter both Blue and Gold Bursts. Because Leo cannot block during Brynhildr stance, bt.D is Leo's best way to punish a baited burst.
- Opponent is rejected for 60F if done from a distance. Leo can combo reject into bt.S or 632146S, depending on range.
- If a projectile hits the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from btD if Leo reflects a projectile next to the opponent.
- During stance offense, bt.D is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. Bt.D will beat Bursts, Overdrives, invincible uppercuts, and Dead Angles. However, Leo can be thrown or counterhit punished on whiff, making bt.D risky.
- Leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are strong.
- Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D.
- Can only YRC the first portion of the move, which means the window to catch with btD YRC is fairly small. It's possible to bt.D YRC and get hit during YRC startup.
→Kaltes Gestöber Dritt
Stance > 214S
- 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.
→Blitzschlag
Stance > 214H
- 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
- Can RC on block for a prorated "unblockable" combo starter
- Leo can low profile some attacks while Blitzchlag is active
Overdrives
Stahl Wirbel
Stance > 632146S/D
- Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing damage in backturned because he can easily confirm Stahwirbel and follow with a full air combo.
- Cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away
- Does have some travel time to cross the screen - it is not instant from full screen. Its hitbox is basically the entire screen, but it is possible to avoid at super jump heights.
- On Counter-Hit, sends the opponent on the longest untechable air launch in the game. The CH state is actually inconvenient for Leo because he can't chase them faster than they fly midscreen, and in corner it takes up valuable combo timer seconds.
- Projectile lasts until it goes out of screen.
Leidenschaft Dirigent
632146H
- 1~14F Full invincible
- Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time).
- This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance. Can be used to escape many otherwise strong oki setups.
- Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.
- It is possible to low profile the first hit of this super with moves like Jack-O 2K or Sol 2D. H Eisen is a better option versus moves like these.
Instant Kill
Windrad des Weltraum
in IK mode: 236236H
- [ ] 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]
- Uses the animation of his Kaltes Gestöber Erst.
- In Hellfire, can combo from: bt.D RC, bt.D in corner, CH Stahwirbel in corner, CH 2H, CH bt.214S in corner, & 5D6 in corner. Can be optimal when the opponent could burst a normal combo.
External References