Leysritt is a console only character, only appearing in the PS2 and PSP versions of the game.
Leysritt functions primarily through the excessive amount of armor she possesses as a character. Despite having the smallest health pool, Leysritt's defining characteristic is her ability to tank a hit and score devastating counter hits in return using 5C, j.C, 623B or 623C. She can get overwhelmed by an enemy up close given her armor often has several startup frames, but her high easy damage off of any opener or grab makes her a dangerous presence.
Strengths
Weaknesses
Fairly easy execution makes her a fun and easy character to pick up, regardless of skill level.
Relatively high damage even on her lower execution combos.
Super armor install greatly improves her neutral game at the cost of meter. Lack of recovery on install super allows chaining of install -> damage super as an activated combo ender.
Has several large, armored normals that are great for catching abare options.
Great oki options in conjunction with super armor.
Tied with Sakura for lowest health in the game.
High meter use from necessity of super armor install, has trouble keeping enough meter to be able to burst out of combos.
She is easily able to be pushblocked away and punished for -any- amount of overextension, due to the slow startup and recovery of all of her larger normals.
Her most optimal combos are not able to be performed while her opponent is in the corner, with the exception of her grab combos, which are less effective while -she- is in the corner.
Full Mana Activation Ability: Activation fills up her super armor bar.
Normals
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
All
N, S, R, A
7
31
23
+0
Leysritt does a one handed pommel strike.
15% descale
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
270
Low
N, S, R, A
10
39
23
-5
Same as 5A but crouching.
17% descale
6A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
330
All
N, S, R, A
13
41
6
-6
Leysritt steps forward before jabbing with her pommel.
15% descale
5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
All
N, S, R, A
17
46
21
-7
Leysritt steps forward and stabs the opponent with the tip of her weapon.
15% descale
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
370
Low
N, S, R, A
19
46
16
-10
Leysritt sweeps her opponent off the ground with the blade of her weapon.
15% descale
6B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
420
All
N, S, R, A
18
51
21
-11
Leysritt steps forward and performs a horizontal slash.
15% descale
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
470
All
N, R, A
22
63
32
-8
Leysritt performs a slow heavy attack. This can be combod into, but almost always leaves a gap in pressure strings. It has armor and will beat most attempts to mash out of pressure.
15% descale
2C
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2C
500
Low
S, R, A
24
61
24
-12
15% descale
2[C]
700
None
S, R, A
35
72
-
-
Leysritt performs a heavy sweep. If charged, this sweep becomes unblockable. It does not have to be fully charged, so it's recommended that players learn the timing themselves.
15% descale
6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
All
J, S, R, A
23
61
21
-16
Leysritt pops the opponent into the air with a behind the back pommel strike.
15% descale
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
High
J*, N, A
12
-
13
-
15% descale
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
370
High
J*, N, A
18
-
20
-
15% descale
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
High
A
27
-
37
-
15% descale
6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
None
A
4
51
-
-
Leysritt tosses her opponent into the air behind her. This can be linked into 214C to start a combo.
30% descale
Specials
236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
850
All
R, A
18
61
26
-2
Leysritt does a spinning slash into a vertical slice.
This move has 2 hits, dealing 350 and 500 base damage respectively
236B
900
All
R, A
25
68
17
-9
Leysritt performs 2 spinning slashes. This will push the opponent far away on hit and on block which makes it valuable for positioning.
This move has 2 hits, dealing 400 and 500 base damage respectively
236C
1200
All
R, A
25
81
21
-4
Leysritt performs a series of spinning attacks that leaves the opponent airborne. Can start a combo on a grounded opponent or can extend a combo by ground bouncing an airborne opponent.
This move has armor for its entire startup. This move has a gap on block between its 2nd and 3rd hit.
This move has 3 hits, dealing 400, 300 and 500 base damage respectively
10% descale per hit for all versions
623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
800
All
J, R, A
10
61
21
-12
Leysritt flips the opponent into the air.
This move has 2 hits, dealing 300 and 500 base damage respectively
623B
950
All
R, A
15
72
21
-14
Leysritt performs anti-air slices. This move has armor starting on frame 1 and causes a knockdown if not cancelled.
This move has 2 hits, dealing 300 and 650 base damage respectively
623C
1200
All
R, A
7
86
21
-15
Leysritt performs anti-air slices. This move has armor starting on frame 1 and causes a knockdown if not cancelled.
Startup on this move is armored and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
This move has 3 hits, dealing 300, 500 and 400 base damage respectively
10% descale per hit for all versions
214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A
700
High
R*, A
27
61
31
-2
Leysritt jumps slightly into the air before performing an overhead attack.
214B
800
High
R*, A
32
67
21
-12
Leysritt jumps high into the air before performing an overhead attack.
214C
1115
High
J, R*, A
33
86
21
-16
Leysritt jumps high into the air before performing an overhead attack followed by a launcher.
This move has 2 hits, dealing 800 and 350 respectively
10% descale per hit for all versions
421X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
421A
700
All
U, R, A
13
51
31
-6
421B
700
All
U, R, A
13
51
33
-4
421C
700
Low
U, R, A
13
51
26
-11
These strikes are almost all identical with A functioning as a high attack, B as a mid and C as a low. Each version can cancel into the others as a unique 1-time cancel. This has very large pushback.
10% descale per hit for every version
Supers (WIP)
236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2200
All
-
9 + 12
232
-
-87
Leysritt releases a flurry of slashes on her opponent/on their block. These attacks have a gap, but they are best punished by waiting until the attack is fully complete.
This costs 100 meter to perform.
236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
11 + 10
21
-
-
Leysritt prays and grants herself a super armor bar that drains over time or when she takes damage.
This costs 100 meter to perform.
She gets 400 units of armor which depletes by 1 per frame
She takes 150% amplified damage while the armor is active
Base Damage * 0.3 = armor damage (units) For example, an attack with 900 base damage will deplete 270 units of armor.
An attack that exceeds the threshold will go through the armor instantly. for example, an attack with more than 500 damage will instantly go through 100 units of armor and cause hitstun as if the armor doesn't exist (except with the amplified damage part)
236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
9 + 7
66
-
-32
Leysritt attempts to launch her opponent into the air in preperation for a finishing assault.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.
This reduces your meter to 0.
Combos (WIP)
Drills
Big combos are simply small combos stringed together, based on situation. Rather than memorizing all of the long combosIt's, it's a lot easier to learn the drills, and then choose them in a real situation.
Openers
Leysritt's 5B > 6B is very likely to whiff against small characters (which are 8 out of 17 playable characters). She has to alter the first rep and merge that into an opener
Einzbern Forest corner: 6C > normal jump > j.B > double jump > j.B > j.C > fast fall > j.B >
Combo Finishers
Finishers are a series of moves that you use when you can no longer repeat the rep without special types of cancels, such as Reflect Cancel or Activation Cancel
5A > (6A) > 623A > 6239C
use 6239B instead of 6239C if you require more meter for activation
omit the (6A) against Berserker
Combo Examples
none of her combo require corner. In fact, corner can be bad for her sometimes, especially in the Einzbern Forest, where her 214C can whiff - that she has to alter the combo and make it weaker. The good thing is that her j.2C can make her switch sides with the opponent, so they wouldn't have their back agaisnt the corner anymore. But if you don't want this to happen, simply jump upward (not forward) before using it
Activation BnB
The purpose of these combos is not about dealing more damage, but rather to use 2 of her Supers: 236236A and 236236B with just slightly more than 1 meter.
All of these combos do not require any meter to start
but if you have over 0.3 meter when you start a combo, be sure to use 623C instead of 623B before activation
Full Screen
The main purpose of this combo is to be able to punish zoners. She can duck under an attack and counter with 2C, then start a combo from a great distance.
The next objective is to let her semi-zone the opponent she doesn't want to be close, such as Sakura who can work around her armor