While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
Leo moves forward as he attacks.
Due to its fast recovery, it works well as a mid-range poke as well as a way to approach the opponent.
Command Normal 3
+
A large attack that moves Leo forward.
It can be followed up with far standing
and crouching
.
Although it deals moderate damage, the startup is somewhat slow.
Command Normal 5
while holding Farorwhile holding Standing
A follow-up attack from Command Normal 4.
You can withstand attacks from the opponent during this move.
However, it is vulnerable to low attacks.
Command Normal 4
Hold Faror Standing
Cancel the recovery of the attack with a guard.
Leo can move back and forward while guarding and is also able to cancel the move into Command Normal 5.
Special Attacks
Gravierte Würde
Hold,+or
A multi-hit projectile that launches forwards.
It moves through and erases any single-hit projectile from the opponent.
The
version has a fast startup and can be included in combos at close range.
The
version has a slow startup but can lock the opponent down for a long time.
Eisensturm
+SDHold+or
A strong anti-air attack.
The beginning of the move is invincible, so you can interrupt the opponent's blockstring.
The
version deals heavy damage but has a long recovery.
It can't be Roman Canceled when whiffed, so be careful when you use it.
Erstes Kaltes Gestöber
+
A lunge attack that moves forward slightly.
It knocks the opponent down on hit.
The fast startup makes it suitable to use as a poke and in combos.
Zweites kaltes Gestöber
+
A lunge attack that moves through the opponent for a surprise attack.
Since the attack happens on the other side of the opponent, it can catch them off guard.
Leo goes into Brynhildr Stance at the end of the motion.
Turbulenz
HOLD OK
+
Hold OK
A lunge attack that moves forward slightly.
It knocks the opponent down on hit.
Holding the button down puts Leo into Brynhildr Stance.
It's one of Leo's few options to go into the stance while facing the opponent.
Brynhildr Stance
A stance where leo has his back facing the opponent.
Leo can get into this stance after performing specific attacks or moves.
While in the Brynhildr Stance, leo can perform powerful moves only available in the stance.
However, his movement will be limited as he will become unable to jump or block in this stance.
Kahn-Schild
During Brynhildr Stance
A counter-attack that reacts to an attack from the opponent.
It works against projectiles as well, either absorbing them or countering them.
Leo remains in Brynhildr Stance after the animation.
It leaves you vulnerable to grabs, so be careful when using it within the opponent's grab range.
Glänzendes Dunkel
HOLD OK
+
Hold OK
During Brynhildr Stance
An incredibly damaging command grab.
It has a large range as Leo will move forward before grabbing the opponent.
It cannot be blocked.
By holding the button, Leo remains in the Brynhildr Stance on hit.
Blitzschlag
HOLD OK
+
Hold OK
During Brynhildr Stance
An attack that causes the opponent to stagger.
By holding the button, you can maintain Brynhildr Stance after the attack.
When charged, it grants Leo advantage on block, making it a good option at close range.
However, the startup is slow.
Cancel
During Brynhildr Stance
Cancels Brynhildr Stance.
Overdrives
Stahlwirbel
+
During Brynhildr Stance
An extremely fast and powerful projectile attack.
As the startup and the projectile speed are quite fast, you can use this move to punish the opponent from a distance.
It will also cause an Area Shift on hit in the corner.
Leidenschaft des Dirigenten
+
A move where Leo performs a barrage of strikes.
It has a fast startup and the beginning of the attack is invincible, making it great in both combos and as a way to interrupt the opponent's strings.
It will also cause an Area Shift on hit in the corner.