Leo Whitefang is a formidable character in Guilty Gear, known for his unique Brynhildr Stance and a mix of versatile offensive options. Here's an overview of his strengths and weaknesses:
Strengths:
Powerful Mix-up Game: Leo excels in mixing up his opponents, especially when in Brynhildr Stance. He can use a combination of high and low attacks, cross-ups, throws, and overheads to keep the opponent guessing, creating situations that are difficult to defend against.
High Damage Output: Leo can deal substantial damage, especially when he converts his combos into Brynhildr Stance pressure or takes advantage of specific starters. This makes him a threatening character when he gets an opening.
Brynhildr Stance: Leo's unique Brynhildr Stance provides him with a wide array of offensive options, allowing him to maintain relentless pressure and mix-up game. This stance makes him unpredictable and difficult to defend against.
Anti-Air Options: Leo has several anti-air tools, including 6P and Brynhildr Stance's bt.P, which can deter opponents from jumping in on him. These tools can lead to damaging combos when they connect.
Counter-Poking Tools: Leo has tools like 5H and 2S, which allow him to control space and effectively counter-poke against opponents. These moves have strong hitboxes and can lead to advantageous situations.
Weaknesses:
Limited Defensive Options: While Leo has strong offensive capabilities, his defensive options are somewhat lacking. He doesn't have a reliable reversal move, and his defensive tools mainly revolve around making correct reads and using his Brynhildr Stance for escapes.
Risk in Brynhildr Stance: While Brynhildr Stance is a potent offensive tool, it can also be risky. Opponents who read Leo's mix-ups correctly can punish him heavily, especially if he commits to unsafe options.
Vulnerability to Zoning: Leo struggles against characters with strong zoning and projectile-based attacks. His limited long-range options make it challenging for him to close the gap against these opponents.
Execution Requirements: To fully utilize Leo's potential, players need solid execution skills. Many of his optimal combos and pressure sequences require precise inputs and timing, making him less accessible to newcomers.
When Leo enters Brynhildr Stance (also known as Backturn), he turns his back to the opponent, and his move set changes. While in this stance, Leo has access to a different set of normal moves, as well as two new special moves and his projectile Overdrive, Stahlwirbel. It's important to note that Leo cannot jump or block while in Brynhildr Stance, limiting his defensive options. His only defensive move in this stance is Kahn-Schild.
Brynhildr Stance will automatically end if Leo is hit by an opponent's attack. Additionally, Leo can cancel Brynhildr Stance at any time by inputting the command 22.
This stance offers Leo a unique set of offensive tools and mix-up options but leaves him vulnerable to attacks since he cannot block or jump. Players controlling Leo must be strategic in their use of Brynhildr Stance to maximize its benefits while minimizing the risks associated with it.
Leo's quickest attack with a 5-frame startup, primarily used to break free from opponent pressure or create a hitbox during chaotic situations. This move features minimal recovery when it misses, and it stands out for its extended window of active frames compared to a typical jab, making it a valuable tool for preemptively intercepting various offensive maneuvers like May's horizontal dolphins or certain moves from Chipp and Millia. Furthermore, 5P serves as one of Leo's top anti-air options due to its swiftness, ability to cover a favorable angle, and more advantageous results compared to his 6P. However, it should be noted that it may not effectively counter deeper jump-ins such as Baiken's j.S.
Leo possesses an advancing normal in the form of 5K, which offers substantial rewards. When coupled with dash momentum, it extends Leo's reach beyond its regular range, rendering it an effective option for punishing an opponent's missed attacks. It's important to note that unlike the 5K of some other characters, Leo's version is not ideal for poking due to its limited hitbox. However, the forward movement of 5K allows Leo to utilize it in combination with his step-dash to capitalize on openings created by the opponent's whiffed moves. On a successful hit, Leo can follow up with Eisensturm, enhancing his Brynhildr pressure game. Even if the opponent blocks 5K, Leo maintains a relatively safe position at -3, affording him the opportunity to execute tick throws or transition into 6K, creating a formidable 1-frame gap frame trap.
c.S is a crucial tool for Leo, serving as a meaty attack that plays a pivotal role in establishing effective pressure following a knockdown. This move excels in situations where Leo doesn't have the opportunity to transition into Brynhildr Stance. What makes c.S particularly valuable is its advantageous position on block, enabling Leo to initiate strong stagger pressure. Leo can manipulate the timing of his gatlings to create frame traps, apply pressure with another c.S after dashing up, or attempt tick throws against the opponent. Additionally, c.S opens the door to Leo's high-damage combos, even when the conversions are relatively straightforward.
f.S is a fundamental tool for Leo, serving a dual purpose as both a core combo element and a valuable blockstring tool. This move is particularly significant due to its reverse gatling capability from Leo's H buttons. In practical terms, f.S empowers Leo to create distance between himself and the opponent after one of his pokes is blocked or to follow up with a combo when a stray 5H connects. It also serves as a decent poking tool, although its effectiveness is somewhat overshadowed by 5H, mainly because f.S offers lower damage potential and can be vulnerable to low-profile attacks. However, f.S boasts advantages such as not extending Leo's hurtbox before it becomes active and possessing a slightly faster startup, both of which can prove crucial in specific scenarios.
5H serves as Leo's primary tool for exerting control over the neutral game. This move is characterized by its substantial reach and the potential for highly rewarding combos, especially when it scores a counterhit. Notably, 5H can combo into Turbulenz without the need for a Counter Hit, providing Leo with a straightforward pathway to transition into a backturn stance from various starting situations. While 5H already covers a significant amount of space, its range can be further extended by capitalizing on dash momentum. However, it's essential to note that this maneuver extends Leo's hurtbox during the startup phase, making him susceptible to counterpokes from opponents.
What sets 5H apart and makes it an oppressive tool in neutral are two key attributes. Firstly, its later active frames ensure that it connects with low-profile moves, effectively countering attempts at counterpoking, even with 6P. Secondly, Leo has the option to hold the H button on whiff, causing him to enter a guard stance that mitigates the move's extended recovery duration. This feature makes it challenging for opponents to bait and punish Leo's 5H effectively.
Leo's uncharged Dust is a universal overhead attack known for its speed, making it a quick option to catch opponents off guard. However, its true combo potential is unlocked by performing a Roman Cancel, allowing Leo to follow up with a combo. Notably, this move can be gatlinged from c.S, adding an element of mixup potential to Leo's offensive repertoire.
On the other hand, the charged version of Dust is a slower but significantly more rewarding option. While it may be slower and more predictable, it offers substantial benefits if it successfully lands. This includes the opportunity for a high-damage combo, as well as the coveted Positive Bonus status. Leo can leverage charged Dust effectively to punish certain reversal supers on block, capitalizing on their significant minus frames without the need for a Counter Hit punish.
Leo's guard stance adds a layer of defensive utility to his moveset, particularly after performing f.S or 5H. By holding the attack button after executing these moves, Leo enters a defensive stance that effectively blocks mid and high attacks. However, it's important to note that this stance is vulnerable to low attacks and throws, so Leo must still be cautious.
Exiting the guard stance is achieved by simply releasing the held button, but it comes with 16 frames of recovery. Leo can also transition into a follow-up attack by pressing the opposite button to the one being held (pressing S while holding H or vice versa). This follow-up attack is equipped with one hit of armor, making it particularly useful as an anti-air option that can lead into Leo's 236H move for backturn pressure.
Leo's guard stance is a standout feature in his toolkit, especially when paired with his formidable 5H move. After poking with these attacks, Leo has the flexibility to swiftly retract his hurtbox by holding and then releasing the H or S button, making it challenging for most opponents to successfully whiff punish his 5H and f.S moves. Additionally, he can choose to perform a follow-up attack or even step away from the opponent while maintaining the guard point, creating a dynamic and difficult-to-predict defensive game.
Leo possesses a jab move similar to his 5P, which also targets low-profile opponents effectively.
In comparison to 5P, Leo's 2P exhibits a slightly slower one-frame startup, fewer active frames, and marginally increased recovery. As a result, when it comes to mashing out attacks, it is generally more advisable to opt for 5P. However, there are specific situations where 2P becomes the preferred choice. Notably, when 5P may be vulnerable to low-profile attacks, 2P can serve as a more suitable alternative. In the event that Leo's 2P is blocked by the opponent, he has several follow-up options at his disposal. These include attempting to frame trap into another 2P, 6P, or 6K, or capitalizing on the disjointed hitbox of 2S to counterpoke his adversaries, even though it doesn't naturally gatling into 2S.
Leo's 2K is a versatile and multifunctional attack with several valuable attributes.
In comparison to similar attacks of its kind, 2K has a slightly slower startup, and it lacks substantial low-profile properties. However, it compensates for these aspects with its impressive range, especially when coupled with dash momentum. Boasting six active frames, this move becomes a valuable tool in Leo's arsenal, allowing him to initiate Eisensturm for Brynhildr okizeme setups. Consequently, 2K proves itself as a highly versatile button that can be employed in numerous scenarios. It's effective for mashing out of tight pressure situations, intercepting opponent approaches, punishing whiffed moves, chasing down adversaries attempting to retreat, or establishing opportunities for tick throws. Additionally, this move gatlings seamlessly into 6K, enabling Leo to execute combos and apply pressure.
Furthermore, 2K stands out as Leo's primary choice for punishing various slightly unsafe moves, such as Anji's Nagiha, and serves as an exceptional means of reclaiming one's turn when the opponent concludes their offensive sequence.
With its relatively short range, Leo's 2S might not seem impressive at first glance, but it proves to be an effective tool for poking and countering low attacks.
This move boasts a 10-frame startup, and its specialty lies in hitting low while having a nearly entirely disjointed hitbox. Consequently, it excels in situations where it can outperform faster attacks that have extended hurtboxes, such as 2Ks and 2Ps. Furthermore, 2S possesses a subtle low-profile property, enabling Leo to slip under certain types of pokes, most notably demonstrated against moves like Nagoriyuki's f.S.
In addition to its utility as a poke and counterpoke, 2S serves as a crucial pressure tool. It can smoothly gatling into Leo's H normals and only incurs a minor disadvantage of -2 frames on block. This characteristic creates a mixup potential in Leo's offense, allowing him to choose between frame trapping with 5H, attempting tick throws, or sustaining pressure by following up with another 2S. Such versatility makes 2S an essential part of Leo's toolkit for both offensive and defensive strategies.
Functioning primarily as a vital component for Leo's combos, 2H doesn't find extensive usage beyond this role.
This move serves as a launcher, enabling Leo to execute follow-up combos, particularly when initiated from grounded moves like c.S and 236D. Despite the visual appearance of its animation, it's important to note that 2H possesses a relatively small vertical hitbox, which renders it less suitable for anti-air purposes. Attempting to utilize it as an anti-air can be precarious, given its limited effectiveness in this regard and the significant vulnerability it incurs when whiffed. As such, it's generally advisable to reserve 2H primarily for its role in Leo's combos rather than relying on it for anti-air situations.
Displaying its capabilities as a swift and far-reaching low-hitting attack, 2D commands attention and respect in neutral situations.
This move truly shines when coupled with dash momentum, becoming a defining element of Leo's aggressive playstyle. It propels him rapidly across the screen, striking low and catching opponents who fail to crouch block in neutral off guard. However, one must exercise caution when utilizing 2D, as it lacks the ability to be special cancelled and typically leads to a punishable situation on block. This restriction necessitates a measured approach in its usage. Upon successfully landing a hit, 2D grants Leo the opportunity for a knockdown, affording him ample time to initiate Brynhildr okizeme by executing a bt.K through the immediate activation of Zweites Kaltes Gestöber after recovery. In addition to its offensive potential, 2D serves as a viable option for punishing moves with extended recovery when executed from a distance. It's essential to recognize that 2D takes on an airborne state, granting it an advantage against some low pokes. However, it is not as effective at evading the opponent's attacks by going beneath them compared to traditional sweeps. Furthermore, it may not be the best choice for countering moves like Sol's Night Raid Vortex or I-No's Stroke the Big Tree due to Leo's hitbox not making contact with the ground during the attack.
Possessing the versatility to serve as an all-purpose anti-air, 6P excels in consistently and effectively countering jump-ins with a clean success rate.
Among Leo's anti-air options, 6P stands out as a straightforward choice, making it relatively easier to connect with. However, it comes with the trade-off of providing lower damage potential compared to other alternatives in Leo's arsenal. There may also be instances where its execution is too sluggish or carries excessive commitment, in which case resorting to 5P would be the more favorable choice.
6P's notable feature is its upper-body invincibility, enabling it to effectively thwart grounded pokes that fail to target close-to-ground positions. In the event of a Counter Hit, Leo seizes the opportunity to transition into a high-damage combo by incorporating 236[D]. Alternatively, he can capitalize on the Counter Hit to confirm into 214[S] or 236H without expending meter, thus paving the way for Brynhildr Stance pressure tactics.
6K holds a significant role within Leo's strategy, primarily contributing to his pressure game and facilitating hit-confirms.
In practice, 6K is often input immediately following 5K or 2K, typically without the need for manual hit confirmation. This sequence is geared towards capitalizing on a successful hit, affording Leo the necessary time to charge and execute an H Eisensturm for a robust hard knockdown. This outcome, in turn, sets the stage for Leo to enact his Brynhildr pressure strategies, reinforcing the importance of this sequence within his gameplay.
Beyond its specific applications, 6K is a valuable tool in pressure situations. It functions as a well-placed frametrap that, when met with a Counter Hit, grants Leo access to lucrative combos. Notably, it maintains a safe status when employed against characters devoid of 4-frame buttons, except in cases of Instant Blocking, and further facilitates the establishment of subsequent frametraps through special cancels. Consequently, 6K emerges as Leo's preferred command normal for seamless cancellations and pressure execution.
6H serves a dual purpose within Leo's arsenal, functioning both as a combo tool and pressure extender, although its reward when blocked is moderately advantageous at best.
When engaged within S-H pressure strings, 6H facilitates Leo's advancement sufficiently to transition into a 2S gatling. However, it exhibits a notably sluggish startup, rendering it susceptible to interruption through reactionary responses. It also possesses the unique quality of inducing ground bounce, granting Leo the ability to transform long-range counterhits into Brynhildr okizeme situations. Nevertheless, confirming this occurrence can pose a challenge.
In essence, 6H contributes to Leo's overall strategy by extending his pressure sequences and providing opportunities for combos, but its relatively slow initiation makes it vulnerable to opponents with quick reactions. Additionally, its ground bounce trait can be leveraged for advantageous conversions, albeit with some complexities tied to proper recognition.
Leo's repertoire includes a short-ranged air jab, a move that isn't frequently employed due to Leo's preference for maintaining a grounded position. Nevertheless, when circumstances necessitate aerial engagement, this move can be reasonably effective as an air-to-air option. Its primary purpose is to compel opponents to descend swiftly, prioritizing speed and blockstun over conversion potency.
This versatile aerial attack serves a dual purpose in Leo's arsenal. It functions both as an air-to-air and an air-to-ground move. When Leo seeks to approach or descend upon an opponent, this becomes his premier jump-in attack. Its effectiveness in this role stems from its extended active frames and the attack angle it covers. However, it's important to note that the low blockstun it generates can sometimes result in Leo being at a frame disadvantage when facing a grounded opponent who is blocking. Consequently, it's not typically employed as an Instant Air Dash (IAD) button due to these limitations.
This aerial move, characterized by its limited range, delivers two hits and is primarily harnessed as a tool for combos. Upon connecting with an opponent, it grants substantial frame advantage, whether on hit or block. However, its compact hitbox can be somewhat challenging to land successfully and renders it susceptible to anti-air maneuvers. In specific scenarios, it can serve as a reliable option for air-to-air engagements, thanks to its ability to yield valuable conversions upon hitting the target. Nevertheless, its short reach confines its applicability in this regard.
This aerial attack possesses considerable horizontal reach and inflicts substantial damage when employed as an air-to-air option. However, it is hampered by its relatively slow execution and a deficiency in active frames. Notably, j.H's trajectory angles it diagonally upward from Leo's hurtbox, rendering it less suitable for jump-ins, despite the disjointed hitbox. Its primary limitation lies in its limited active frames, which restrict its effectiveness in terms of covering space. Nevertheless, the impressive horizontal reach of j.H makes it a valuable tool for punishing certain projectile attacks with quick reactions.
This move serves as an anti-anti-air option, intended to disrupt attempts by the opponent to counter Leo's aerial approach. It is particularly useful for making Leo's landing less predictable and catching opponents off guard. An additional advantage is the ability to jump-cancel it on block, ensuring safety and mitigating the risk of punishment, even during the landing recovery frames.
These are Leo's projectiles, sometimes referred to as 'fireballs' or 'booms' because of the charge input.
S Gravierte Würde is particularly effective at countering single-hit projectiles, like Ky's Stun Edge, but it comes with some downsides. It has a relatively slow recovery, and its charge input can make it awkward to use. Being careless with it can lead to easy punishment.
On the other hand, the H version of this projectile travels a longer distance, is significantly plus on block, and even allows Leo to advance behind it in neutral situations. However, it has its vulnerabilities, as it can be punished heavily with an Instant Air Dash (IAD) at various spacings and is susceptible to moves that crush projectiles, such as Giovanna's Trovão.
Leo's uppercuts, often referred to as 'flashkicks' due to their charge input, serve distinct purposes:
S Eisensturm [2]8S is a strike invincible reversal primarily used to disrupt an opponent's okizeme (wake-up pressure) or blockstrings. Its unique charge input makes it effective against frametraps, allowing Leo to use it to predict upcoming gaps in the opponent's blockstring and then return to blocking with minimal commitment. This ability to threaten the opponent during their offense can force them to end their pressure prematurely, providing Leo with more opportunities to punish or regain control. However, it comes with significant risks, as it is very unsafe on block or whiff and leaves Leo vulnerable to full Counter Hit punishes. Therefore, it should be used judiciously.
H Eisensturm [2]8H serves a different purpose, primarily as a combo tool. It doesn't have strike invincibility on startup, but it grants a hard knockdown on hit. This hard knockdown allows Leo to initiate backturn pressure by immediately whiffing Zweites Kaltes Gestöber after landing. Consequently, it's a crucial combo ender that enables Leo to transition into Brynhildr stance from various starters, especially his reliable 2K and 5K buttons.
236S serves multiple purposes in Leo's toolkit. It can be utilized as a combo ender to secure knockdowns after landing stray hits that don't naturally lead into other combos without expending meter. While it provides solid corner carry, its pressure potential is more significant when the opponent is cornered, making other options preferable in open space. In some blockstring sequences, like at the end of S-H sequences, 236S can function as a frametrap, but executing it effectively requires precise manual timing.
When Leo incorporates a microdash, he can extend 236S's range to cover half of the screen. This makes it an effective tool for punishing opponent whiffs and leads to a full combo when combined with meter resources.
Leo's 236H, known as his run-through move, serves multiple purposes in his toolkit. Its mere presence forces opponents to be wary of potential cross-ups during Leo's pressure, adding an element of unpredictability to his basic attacks and throws. However, it's essential to exercise caution when using this move in pressure, as opponents can react with throws, making it a risky option if used predictably or excessively.
One of the significant advantages of 236H is its ability to transition Leo into his backturn stance from various hard knockdown situations, such as those resulting from moves like 2D or Eisensturm. This grants Leo opportunities to apply backturn okizeme and maintain pressure after certain knockdowns.
Leo's 214K is one of the three methods he can employ to transition into Brynhildr Stance. However, it's important to note that Leo must exercise caution when attempting to use this move to enter backturn, as it comes with certain limitations. The move is relatively slow, features a noticeable animation, and is susceptible to punishment on block. Therefore, it should only be utilized when Leo can confirm its usage safely, such as after landing a 5H, various Counter Hits, or during 2H juggle sequences.
Additionally, 214K serves as an excellent tool to conclude combos in Brynhildr Stance. Its soft knockdown property allows Leo to reset Brynhildr pressure, giving him the opportunity to repeatedly apply mix-ups and maintain offensive pressure on the opponent.
Leo's Brynhildr anti-air, the bt.P is equipped with upper body invulnerability akin to a 6P. Boasting lightning-fast startup, a solid hitbox, and the potential for substantial combos upon landing a hit, bt.P ranks among the premier anti-air and counter-poke options in Leo's toolkit. It excels at thwarting any endeavors to contest Brynhildr stance from the aerial perspective and rewards Leo with significant damage opportunities. Nevertheless, it's worth noting that Brynhildr Stance is primarily employed for its unique advantages during specific situations, rendering this move somewhat specialized in its application.
bt.K is a valuable tool in Leo's arsenal, serving as both a low-hitting pressure technique and a self-repeating frametrap to initiate Brynhildr Stance offensive maneuvers. When executed as bt.K > bt.K, it constructs an unreactable 2-frame frametrap while unlocking numerous canceling possibilities. This sequence can effectively counter backdashes, confirm into combos using bt.S, execute a step dash through the opponent for a crossup, transition into bt.H for an overhead, or even facilitate a stance cancel for a Tick Throw. Thanks to its minimal pushback and ability to target low, bt.K can be looped multiple times without sacrificing pressure, thwarting many defensive responses to Leo's aggressive tactics. In certain scenarios, bt.K's exceedingly brief recovery frames enable it to function as a reversal-safe meaty, particularly effective against metered reversals where the cinematic provides ample time to react with bt.D or Eisensturm.
bt.S is a highly versatile move in Leo's toolkit, boasting a plethora of applications. Its expansive hitbox and swift startup render it an accessible tool for combos, while its disjointed hitbox makes it an effective harassment tool against cornered opponents. Furthermore, bt.S shines as Leo's premier meaty option when dealing with opponents who opt to press buttons upon wakeup, as it inflicts stagger on Counter Hit, facilitating the execution of exceptionally damaging combos. In pressure situations, bt.S opens up various follow-up possibilities, including bt.H, stance cancel 2K, or a throw, which collectively create a formidable high/low/throw mix-up scenario on block.
bt.H serves as both a swift overhead and a pivotal element within Leo's Brynhildr Stance arsenal.
When Leo secures a favorable knockdown, this move can be employed as a meaty attack, in conjunction with bt.K, establishing an unreactable high-low mix-up that defies fuzzy guarding attempts.
However, bt.H is equally effective within the context of Leo's offensive pressure. By presenting a multitude of threats through bt.K sequences, step dash cross-ups, and throws, Leo can confound opponents attempting to preempt bt.H defensively, compelling them to resort to guesswork in order to counter his relentless pressure.
Additionally, the utilization of Stance Cancel affords Leo the opportunity to transition seamlessly into frontturn pressure with moves like 2K or 2S. If opponents fail to proactively respond to this, Leo can even venture into riskier reset options, such as throws or Blitzschlag.
Notably, bt.H boasts a groundbounce property upon landing, and every backturn button can link into it via bt.S. This feature enables Leo to perpetuate backturn pressure following any successful backturn hit or to opt for high-damage wall loops when near the corner.
bt.D functions as a counter-style move and represents Leo's sole defensive option within his backturn stance. Notably, it finds limited utility compared to Stance Cancel buttons as a means to safeguard Leo following a blocked bt.H. Moreover, its substantial proration restricts its potential for high-damage conversions.
When bt.D connects in midscreen scenarios, it sends the opponent flying to such a distance that Leo cannot pursue with any follow-up backturn pressure. In contrast, bt.D shines when used in corner situations, offering potent okizeme options. Its optimal application arises when an opponent endeavors to thwart a bt.K meaty with a metered reversal, affording Leo the necessary time to execute it reactively.
Leo's command throw, Glänzendes Dunkel, offers superior damage and okizeme potential compared to a regular throw, although its benefits are often countered by its drawbacks.
Leo has the flexibility to cancel his Brynhildr normals into Stance Cancel, allowing him to initiate a tick throw from his pressure at any moment, creating an unreactable mix-up opportunity. In contrast, Glänzendes Dunkel provides the opponent with ample time to respond with a throw, button mash, backdash, or even jump to punish Leo – it primarily succeeds against opponents who are blocking. While Glänzendes Dunkel can be faster than tick throws at highly specific distances, it still carries the inherent risk of a move with a 30-frame startup.
Upon landing Glänzendes Dunkel, Leo secures a knockdown that positions him very close to the opponent with a substantial +50 advantage, setting the stage for an exceptionally potent 5-way mix-up scenario in midscreen situations.
Despite its somewhat lengthy startup, 214H serves as an outstanding tool for pressure resets and combo conclusion in Leo's repertoire.
In combo sequences, Leo can seamlessly incorporate 214H after executing bt.H, resulting in substantial corner carry. When combined with meter, he has the option to link it into 632146S, delivering significant damage to his opponent. In the realm of pressure tactics, 214H proves versatile, offering cancelability from any backturn button. This capability enables Leo to punish mid-string backdashes effectively and leaves him at a considerable advantage on block, particularly when opponents anticipate a stance cancel or gatling. This advantageous position allows Leo to transition seamlessly into moves like bt.H or perform safe stepdashes, setting up cross-ups or regaining the ideal range for bt.K. Additionally, the Guard Crush property of 214H makes follow-up tick throws virtually unreactable. However, it's crucial to note that this move can be interrupted on reaction, emphasizing the need for Leo to condition his opponent to block before incorporating it effectively.
This action cancels Leo's Brynhildr Stance, repositioning him to face his opponent.
This is Leo's backturn super, and when used early in a combo, it deals incredible damage. Typically, it's employed to finish a combo in the corner, inflicting massive damage and initiating a Super Wallbreak. Additionally, due to the projectile's size and speed, it can serve as an unconventional choice if Leo finds himself in a backturn stance during neutral play.
This is Leo's standard metered reversal move. Unlike Eisensturm, it provides immunity to both strikes and throws. Each swing of this attack boasts a massive hitbox and can easily connect with airborne opponents even from a surprising distance. However, it comes with substantial risk, being highly unsafe on block, and the five hits make it easy for opponents to punish.
Additionally, it's worth noting that the first hit can be low-profiled, allowing certain moves like Giovanna's 2D, Jack-O's 2D, and I-No's Stroke to remain safe from this super.
Besides its defensive utility, this super can be used to add extra burst-safe damage to finish off an opponent or achieve a Super Wallbreak from midscreen after specific basic combos.
Leo Whitefang is a character in the Guilty Gear series known for his distinctive Brynhildr Stance, which allows him to access a unique set of moves and mix-up options. He possesses a versatile range of normal attacks, with some serving as powerful pokes and pressure tools, while others are integral to his combos and Brynhildr pressure.
Leo's game plan revolves around pressuring opponents with his normal attacks, using his Brynhildr Stance to create mix-up opportunities, and punishing opponents with his Brynhildr normals and powerful combo enders. His Brynhildr Stance grants him access to unique moves and allows him to maintain relentless pressure on the opponent.
Key moves in Leo's arsenal include 5H, a long-range, high-damage poke that leads to rewarding combos; 6K, a frametrap and combo tool in pressure situations; and bt.K and bt.H, which form the basis of his Brynhildr pressure and mix-up game. Leo's supers are situational but can provide burst-safe damage and wall-breaking capabilities.
While Leo excels at pressuring opponents, his weaknesses include vulnerability to throws and reversals due to his reliance on Brynhildr Stance. Players need to manage the risks associated with this stance and use it strategically to maximize Leo's offensive potential.