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| "Mature Content" | |
| This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
Leo Whitefang is a prominent character in the Guilty Gear series. He serves as one of the Three Kings of the United Kingdoms of Illyria, overseeing the governance of twenty nations across the European and Asian regions. In addition to his political power, Leo is a highly skilled warrior, known for his formidable combat abilities. He shares a friendly rivalry with Ky Kiske, often engaging in both strategic and personal challenges with the Illyrian king.
| Leo Whitefang | |
|---|---|
| Origin | |
| Origin | Guilty Gear Xrd |
| Creator | Daisuke Ishiwatari |
| First Appearance | Guilty Gear Xrd |
| Voiced by | Tetsu Inada, Jamieson Price |
| Characteristics | |
| Species | Human |
| Gender | Male |
| Pronouns | He/Him |
| Sexuality | Heterosexual |
| Age | Unknown |
| Birthday | July 1 |
| Height | 6'5" |
| Weight | 183 lbs |
| Ethnicity | German |
| Status | Alive |
| Alignment | Lawful Good |
| Archetype | Leader |
| Occupation | King |
| Time Period | 22nd Century |
| Language | English |
| Homeworld | Earth |
| Relationships | |
| Affiliations | Ky Kiske, Daryl, Sol Badguy, Vernon, United Kingdoms of Illyria |
| Enemies | Ariels, Happy Chaos |
| This dropdown contains the synopsis of Leo Whitefang's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Background In the years following, Leo’s relationship with Ky became more distant, but in 2183, Leo was elected as the Second King of the United Kingdoms of Illyria, governing over the regions of Old Russia and the Middle East. Ky Kiske was soon elected as the First King. Leo also played a key role in securing an alliance with the Federation of China. Guilty Gear Xrd On November 2, Leo works alongside Johnny to delay Bedman from destroying a critical beacon. Despite their efforts, the Cradle's barrier is destroyed, and Ramlethal reveals the Conclave's plan to awaken Justice using St. Elmo’s Fire. During the Opus attack, Leo assists Paradigm and Dizzy, but Elphelt’s programming activates, and she attacks Leo. After Sol manages to restore her, she and Justice are teleported away by the Universal Will. In the days that follow, Leo investigates the Conclave’s activities, meeting with Johnny and May, and later learning of Faust’s and Chronus’ involvement. He also receives intel from Vernon, questioning if Sol can be trusted, but ultimately deciding to trust him due to Ky’s faith in him. Leo’s involvement in the defense of Illyrian capital and the war effort continues, with him playing a key role in managing the War Room’s strategy. Leo's path leads him to confront Ariels, who is revealed to be the Universal Will. After learning from Ramlethal’s reports about Sol's past, Leo orders Sol to save the world and treat him as a human, not a god. Leo’s concerns about Sol’s role are expressed, but he is satisfied when Sol resolves to seal Justice to save Elphelt. Leo commands the War Room during a confrontation with Ariels, and later he oversees the battle at the Celestial Altar, where Sol and Jack-O’ Valentine’s fusion with Justice succeeds, defeating a weakened Ariels. Afterward, Leo returns to deal with the aftermath, reluctantly heading back to his jurisdiction, burdened by the mountain of paperwork accumulated in his absence. The final event sees Leo receiving confirmation of That Man’s public surrender to the U.S. government, closing this chapter of his ongoing efforts for peace and stability in Illyria. Guilty Gear -Strive- As I-No’s plans unfold, Leo becomes increasingly worried about the upcoming world summit, G4, set to occur in the U.S. amidst rising tensions. Leo fears that I-No’s continued escape could jeopardize the event's potential to bring about lasting peace. His fears are realized when I-No suddenly turns herself in, only to reveal that she and Happy Chaos have destroyed the center building of Illyria in order to unseal Nagoriyuki and force him into their service. In the wake of this disaster, Leo is reluctantly forced to work alongside former assassins Millia Rage and Zato-ONE, now reformed members of the Post-War Administration Bureau, to uncover I-No's true intentions. As Leo, Millia, Daryl, and Zato investigate the White House, they discover a mysterious "black box" linked to Illyria’s military-industrial projects, a secret unknown even to President Vernon. This revelation hints at deeper conspiracies within Illyria, with the current administration unaware of the full extent of their involvement. As the summit progresses and Sol, Ky, Jack-O, and others move into position, Leo listens to Millia and Zato’s redemption stories but is too late to prevent Happy Chaos from hacking into Illyria’s computer network, compromising the White House’s security. When the White House activates its true form as an airship, *Tir na nOg*, Leo faces the daunting task of preventing further escalation. As Chaos attempts to launch nuclear missiles aimed at multiple nations, Leo orders his forces to find a way to disable the weapons. Chaos forces the world leaders, including Daryl, to initiate the missile’s self-destruct, though Zato manages to stop the missiles from being destroyed. In the midst of the chaos, Leo contacts Goldlewis Dickinson at the Pentagon and warns him about the White House airship’s potential dangers, citing intelligence from Millia and Zato about its true nature. With help from the PWAB and Zepp, Leo’s team works to secure the airship as a rescue plane arrives to evacuate the world leaders. During this crisis, Daryl and Chaos come to an agreement, allowing the leaders to be freed and safely evacuated, while Leo uncovers more secrets about the White House’s hidden PEOC (Presidential Emergency Operations Center). As Leo and his allies continue their investigation, they discover that Chaos is the true mastermind behind the tragic events surrounding Justice’s Crusades. Chaos, using Asuka’s Tome of Origin, merges with I-No to become a godlike being. In a desperate battle, Leo and his allies—including Sol, Ky, Jack-O, Axl, Potemkin, and a redeemed Nagoriyuki—manage to defeat the merged Chaos and I-No, with Sol ultimately destroying the godlike entity. In the aftermath, with G4 a success and a new era of peace beginning, Leo reflects on I-No’s true desires. He, Ky, Millia, and Zato discuss the nature of hope, the past, the future, and the foundation upon which the present is built—something I-No lacked in her pursuit of power. As the world moves forward, Leo is last seen struggling to handle an overwhelming amount of paperwork from world leaders, though the peace he helped secure brings a glimmer of hope for the future. |
General Description: Leo is a tall man with shoulder-length, unkempt blond hair and a beard. He has blue eyes and a muscular build.
Clothing/Outfit: In his original design, Leo wears an orange coat with fur lining, several belts, and crosses. His pants have a cross design on each leg to match the jacket. He also wears black fingerless gloves. "Noblesse oblige" and "Ignorance may kill a lion" are written across his clothing and weapons.
In Guilty Gear -Strive-, Leo’s outfit is more simplified. He wears a white open-collared shirt under a black double-breasted waistcoat with rectangular lapels. His trousers are light-brown flannel, and he wears a brown trench coat with a light orange fur collar. The coat no longer has a cape-like design and features fur cuffs.
Name: Leo Whitefang[1]
Origin: Guilty Gear Xrd
Overall Franchise: Guilty Gear
First Appearance: Guilty Gear Xrd
Company: Arc System Works
Creator: Daisuke Ishiwatari
Actor
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Handedness: Ambidextrous
Age: Unknown
Time Period: 22nd Century[4]:
Timeline: Main Timeline
Homeworld: Earth
Story Role: Fighter, Playable Fighter
Legacy: Global Legacy (Leo Whitefang oversees the local government of more then tweny nations in the European and Asian regions of Illyria and has brokered an alliance with the Federation of China which effectively controls more than 60% of the Eurasian continent[10]. Leo Whitefang's strength, leadership, and charisma all help account for his steadily growing popularity[11])
Influence: Event Influence
Language: English
Ethnicity: German
Religion: N/A
Classification: One of the Three Kings of the United Kingdoms of Illyria
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: King
Ranking: Second King[12]
Affiliations: Ky Kiske, Daryl, Sol Badguy, Vernon, United Kingdoms of Illyria
Enemies: Ariels, Happy Chaos
Status: Alive
Alignment: Lawful Good (Leo Whitefang oversees the local government of more then tweny nations in the European and Asian regions of Illyria and has brokered an alliance with the Federation of China which effectively controls more than 60% of the Eurasian continent[15]. Leo Whitefang's strength, leadership, and charisma all help account for his steadily growing popularity[16])
Protection Level: Global Protector (Leo Whitefang oversees the local government of more then tweny nations in the European and Asian regions of Illyria[17])
Archetypal Tiering: Leader
Grade: S
Tier: 8-B, Far Higher through Magic of the Backyard
Cardinality: Finite
Dimensionality: 3-D
Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[18]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[19]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[20])
Attack Potency: City Block level (Potency) (Is considered a relative rival to Ky Kiske where Sol Badguy and Ky Kiske are considered the best of the best[21], putting them above the likes of Johnny who fought against Bedman[22], where in his fight with Slayer, caused a massive cavern across the entire terrain[23]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[24] to carry more energy than anything on this planet is capable of producing[25], however without an intermediary, this energy would destroy the planet[26]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[27], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[28], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[29], being described as an obscure world that magic users temporarily access to gain power[30]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[31])
Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[32])
Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[33], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[34])
Lifting Strength: At least Class 1 (Should be comparable to Baiken, where Baiken's Hiiragi, allows her to throw any fighter in the game, including Potemkin[35], who weighs 1446 lbs[36]. Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[37], who weighs 1446 lbs[38]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[39])
Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[40], running far faster then the fighter normally moves[41]), Far Higher through Magic of the Backyard
Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[42]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[43])
Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[44]. Can avoid sword slashes from Johnny[45], where it's noted that Johnny's attacks move at the speed of light[46])
Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[47])
Range: Standard Melee, Extended Melee with Twin Swords, Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[48], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[49], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[50], being described as an obscure world that magic users temporarily access to gain power[51], with it being larger then the universe[52])
Intelligence: Average Intelligence
Knowledge: Master level (Leo Whitefang was always the best at everthing, magic or swordsmanship, nobody stood a chance against him until Ky Kiske arrived[53]. In a pivotal moment in Australia, his unit faced what appeared to be certain death, but Leo's combat skill and tactical acumen allowed them to escape[54])

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.
Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.
Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.
Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.
Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.
A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.
When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.
A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.
Fighters can grab opponents to throw them, being able to throw them either forward or backwards.
Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.
Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.
When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.
Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.
Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.
While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.
There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.
When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.
As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.
Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.
Fighters can jump again while in the air.
A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.
Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.
With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.
At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.
By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.
Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.
The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.
When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.
Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.
Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.
Lets the fighter jump again while in the air.
Press down then up on the directional buttons quickly to jump higher then a usual jump.
With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.
At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.
The Tension Gauge must be at 50% or above for this move.
By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.
Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.
When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.
Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.
Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.
During a Dash or Backstep, the fighter can not use a throw move.
A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.
As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.
Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.
While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.
There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.
While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.
When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.
Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.
The fighter can jump again while in mid-air.
The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.
Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.
The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.
A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.
The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.
The fighter can regain balance when knocked down by pressing any attack button in midair.
The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.
The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.
The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.
It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.
These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.
As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.
While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.
The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.
By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.
Press any directional button while recovering to move towards that direction as the fighter recovers.
Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.
Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.
Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.
If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.
While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.
Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.
It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.
Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.
During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.
Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.
Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.
During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.
If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.
A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.
It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.
While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.
The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.
When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.
By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.
Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.
Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.
The following is a list of Leo Whitefang's commands throughout the series.
The following is Leo's move list in Guilty Gear Xrd -Sign-, -Revelator- and Rev 2:
| Type | Name | Command |
|---|---|---|
| Normal | -- | Right + Punch |
| Normal | Right + Kick | Right + Kick |
| Normal | Right + Heavy Slash | Right + Heavy Slash |
| Special | Graviert Wurde | Left (hold), Right + Slash or Heavy Slash |
| Special | Eisen Sturm | Down (hold), Up + Slash or Heavy Slash |
| Special | Kaltes Gestöber Erst | DownDown RightRight + Slash |
| Special | → Zweit | DownDown RightRight + Heavy Slash during Kaltes Gestöber Erst |
| Special | → Dritt | DownDown LeftLeft + Slash during Zweit |
| Special | Kaltes Gestöber Zweit | DownDown RightRight + Heavy Slash |
| Special | Brynhildr Stance | Hold Heavy Slash, or Right + Heavy Slash (hold) |
| Special | → Kahn Schild | Dust during Brynhildr Stance |
| Special | → Kaltes Gestöber Dritt | DownDown LeftLeft + Slash during Brynhildr Stance |
| Special | → Blitzschlag | DownDown LeftLeft + Heavy Slash during Brynhildr Stance |
| Special | → Cancel | DownDown during Brynhildr Stance |
| Special | Siegesparade | DownDown RightRight + Heavy Slash (air only) |
| Overdrive | Stahl Wirbel | RightDown RightDownDown LeftLeftRight + Slash or Dust |
| Overdrive | Leidenschaft Dirigent | RightDown RightDownDown LeftLeftRight + Heavy Slash |
| Instant Kill | Windrad des Weltraum | Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash |
The following is Leo's move list in Guilty Gear -Strive-:
| Type | Name | Command |
|---|---|---|
| Special | Gravierte Würde | Left (hold), Right + Slash or Heavy Slash |
| Special | Eisensturm | Down (hold), Up + Slash or Heavy Slash |
| Special | Erstes Kaltes Gestöber | DownDown RightRight + Slash |
| Special | Zweites Kaltes Gestöber | DownDown RightRight + Heavy Slash |
| Special | Turbulenz | DownDown LeftLeft + Slash |
| Special | Kahn-Schild | Dust during Brynhildr Stance |
| Special | Glänzendes Dunkel | DownDown LeftLeft + Kick during Brynhildr Stance (hold OK) |
| Special | Blitzschlag | DownDown LeftLeft + Heavy Slash during Brynhildr Stance (hold OK) |
| Special | Cancel | DownDown during Brynhildr Stance |
| Overdrive | Stahlwirbel | RightDown RightDownDown LeftLeftRight + Slash during Brynhildr Stance |
| Overdrive | Leidenschaft des Dirigenten | RightDown RightDownDown LeftLeftRight + Heavy Slash |
Standard Tactics: Leo's fighting style incorporates having his back turned to the enemy and hitting them with a surprise attack.
Weaknesses
When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[135]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[136]. The Backyard is the term used to give reason to the five element configuration[137], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[138]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[139], being described as an obscure world that magic users temporarily access to gain power[140]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[141], being larger then the universe[142]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[143]. The Backyard can be explained as a book or library that has the theory of the world written on it[144]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[145], allowing people to use magic that disproves the fundamentals of magic[146]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[147]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[148]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[149]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[150]. The Backyard is a space connected by people's dreams[151]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[152]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[153]. The Backyard has no effect on any non-living matter[154]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[155]. Noting that it is a dangerous place that could literally cause the world to break[156].
This comes from the English version, Ramlethal has a conversation with Lucifero where he asks her if there's anyone she likes that's not the same as familial affection, and she mentions Leo Whitefang[160], however this is misunderstood, some have even noted this conversation may be mistranslated though there's no official source for this as of yet. It should also be noted that Lucifero likes to tease or joke around with Ramlethal so he isn't a reliable source to go by for understanding Ramlethal. Going by the official relationship board of Guilty Gear Strive the closest piece of evidence is that a heart icon can be seen over Ramlethal and Leo's relationship bar, with it saying "Interested", however the text itself notes "Ramlethal looks up to Leo"[161], meanwhile a character that is well known for liking a guy, May, straight up has "likes" for her relationship status to Johnny[162], and even Giovanna's relationship status to Leo that says "Interested" directly notes in the text that she finds Leo her type[163]. While Ramlethal's simply notes looking up to a character, which moreso implies Ramlethal admires or idolizes Leo Whitefang rather then has romantic feelings for him.
Q: Shouldn't they scale to the higher levels of magic naturally?
A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[164], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[165], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[166], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.
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