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Leo Combos/Setup Discussion

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f226514883.png

 

 

Information
  • If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Leo Whitefang.
  • Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.
  • Only practical combos will be listed in this thread.

Collapsed: General Notation Used:

[table]

>Progress from the previous move to the following move.

,Link the previous move into the following move.

>> or ->Cancel the previous special into a follow-up special.

|>After landing.

jJump

hjHigh Jump

ad or ADAir Dash

iad or IADInstant Air Dash

jc or (JC)Jump Cancel

hjc or (HJC)High Jump Cancel

ji or (JI)Jump Install

CHCounter Hit

MCMortal Counter

RC or (RC)(Red) Roman Cancel

YRC or (YRC)Yellow Roman Cancel

PRC or (PRC)Purple Roman Cancel

[ ]Hold Input

(X)X is optional.

(N)Attack must deal N amount of hits.

[???] xNRepeat ??? N amount of times.

[X] or [Y]Perform series of actions X or Y.[/table]

 

Collapsed: Guide Specific Notations Used:

[table]

[sS]Side Swap Combo

[sO]Standing Opponent

[CO]Crouching Opponent

[AA]Anti-Air or Air-to-Air

BT.xBack Turned, Brynhildr Stance

Fireball[4]6S/H

DP[2]8S/H

Rekka123236S>236H>214S

Axe KickBT.214H

CounterBT.D

DrittBT.214S

Stance SuperBT.632146S

632146HLeidenschaft Dirigent

[N/N%]Damage/Tension Gain%[/table]

 

 

Mid Screen

 

Collapsed: Mid Starters:

5K Starters

Meterless

5K > c.S > 5H > Rekka123 [137dmg]

5K > c.S > 5H > H DP [148dmg]

 

50 Meter

5K > c.S > 5H > Rekka123 > RC [196dmg]

 

 

6P Starters

[AA] 6P > c.S > j.K > JC > j.K > j.H > j.236H [127dmg]

[AA] CH 6P > 6H > 236H > DP[147dmg]  (Doesn't work on Axl, Ky, Ram, Sin, Sol and Venom)

[AA] CH 6P > 6H > 236H > 5K > DP [120dmg]  (For Axl, Ky, Ram, Sin, Sol and Venom)

 

6HS Starters

 

2HS Starters

[AA] CH 2H > 236H, BT.S > [2]8H(2) > RC > j.D > 66 > 6H > 66 > 5K > c.S > JC > j.K > j.H > j.236H > D[6] > 6H > 5K > c.S > 5H > Rekkas > 2S [255dmg]

 

H DP Starters

 

 

Collapsed: Low Starters:

2K Starters

 

 

BT.K Starters

Meterless

BT.K > BT.P > BT.K > BT.S > Rekka123 [137 dmg]

 

Collapsed: Overhead Starters:

BT.H Starters

BT.H > BT.S > BT.H > BT.S > Rekka123 [145 dmg]

 

j.K Starters

[Air to Air]

 

5D Starters

 

 

Axe Kick Starters

 

 

Collapsed: Throw Starters:

Ground Throw Starters

50 Tension

Throw > RC > 66 > 6H > 66 > 5K > c.S > JC > j.S(2) > JC > j.S(2) > j.H > j.236H [135dmg]

Air Throw starters

Throw > RC > j.D(whiff) > 5K > c.S > 5K > JC > j.K > JC > j.K > j.H > j.236H [139dmg]

(Might be possible to fight a 6H > 66 before the 5K on the ground)

 

Collapsed: Counter Combos:

BT.D

 

Meterless

BT.D > 66 > BT.S > Dritt [107dmg]

 

 

Collapsed: Instant Kill Combos:

BT.D Starters

 

BT.214H Starters

"Near Corner

Collapsed: Mid Starters:

5K Starters

 

6P Starters

 

50 Meter

[AA] CH 6P > 6[H] > BT.S > BT.214S > RC > 66 > 66 > 6[H] BT.S > BT.214S > 2P > [2]8H [213dmg] (Not on Ino/Ram, Diff on Millia)

 

6HS Starters

 

2HS Starters

[AA] CH

 

 

H DP Starters

 

 

Collapsed: Low Starters:

2K Starters

 

 

BT.K Starters

 

Collapsed: Overhead Starters:

j.K Starters

j.K > 5K > c.S > 5S > Rekka123 [121 dmg]

j.K > 5K > c.S > 5S > DP [162 dmg]

[Air to Air]

 

 

 

Axe Kick Starters

 

 

Collapsed: Throw Starters:

Ground Throw Starters

 

 

Air Throw starters

 

 

Collapsed: Counter Combos:

BT.D

 

Collapsed: Instant Kill Combos:

BT.D Starters

 

BT.214H Starters

 

Corner

 

Collapsed: Mid Starters:

5K Starter

5K > c.S > 5H > Rekka123 [137dmg]

 

50 Meter

5K > c.S > 5H > Rekka12 > RC > 5D > Homing Dash > c.s > f.S > 5H > 6H > Rekka123 [196dmg]

 

6HS Starters

 (all range specific)

[sO] 6H > 5P > 5K > f.S > 2D [115dmg]

 

 

Stance Super Starters

 

Collapsed: Low Starters:

2K Starters

 

 

BT.K Starters

 

Collapsed: Overhead Starters:

5D Starters

5D > Homing Dash > c.S > f.S > 5H > 6H > Rekka123 [135dmg]

5D~6 > c.S > f.S > 5H > 6H > 5P > f.S > 5H > 236S~236H~214S [148dmg]

BT.214H Starters

 

(low wallsplat) BT 214H > c.S > j.K > j.S(1) > dj.K > dj.HS > 236H [189dmg]

 

Collapsed: Throw Starters:

Ground Throw Starters

 

50 Meter

Throw > RC > 6[H] > BT.S > BT.214S > 2P > c.S > JC > j.K > JC > j.K > j.H > j.236H  [157dmg]

Throw > rc > [6H] > bt.S > 214S > c.S > f.S > j.S (1 hit) > dj.H > j.236H [160dmg]

 

Air Throw Starters

 

Collapsed: Counter Combos:

BT.D

 

Collapsed: Instant Kill Combos:

5D starters

5D > Homing Dash > Instant Kill Mode > Windrad des Weltraum

 

Okizeme

Collapsed: After Rekka3:

669 j.K

669 delayed airdash j.K

236H(whiff) > BT Mixups

669 j.H (whiff) 2K

Fireball H > YRC

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Now that the US version is out figured I'd put this thread up, I'll be filling it up as we go and find optimal things.  Post what you've found as well or any other significant combo starters that should be listed.

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A bit disjointed but here is some BnB-ish stuff, don't have the game with me right now for numbers though.

 

 

STANCELESS

 

typical low starter:

 

2K c.S 5HS xx 236S xx 236HS (xx214S)

 

2K cS 5HS 2D

 

 

j.D starter

 

j.D 2P cS (5HS) xx 236S xx 236HS (xx214S)

 

j.D 2P c.S (5HS) 2D

 

 

50% tension extension for Rekka combos midscreen

 

214S xx RRC 

66

6HS

66 

5K c.S

j.K j.HS xx 236HS

 

 

 

STANCE

 

(K S) HS 

(S HS)

S xx 236S xx 236HS (xx214S)

 

Pretty much explains a basic stance combo, do a chain link to S, if you are close you can do 2 loops.

 

214HS (hits)

5K c.S

j.K j.S(2)

9

j.K j.HS xx 236HS

 

D (catches)

66

S xx 214S

(corner extension)

5K/2P c.S

j.K j.S(2)

9

j.K j.HS xx 236HS

 

 

 

OKI OPTIONS

 

ok well this is the main thing we should expand on because this character ends up in a lot of different oki situations.

 

 

Rekka Oki:

 

(End at 214S)

 

Safe Jump

669

j.K[1]

 

Pressure

[4]6S xx YRC

66 

 

Corner Stance Mixup

[4]6HS xx YRC

5[HS] (whiff)

 

If they respect you midscreen you can even do

[4]6HS xx YRC

236HS 

which will crossup and you will have plenty of frames for a stance mixup, pretty sure this can be escaped by everyone though as it wont hit meaty

 

(End at 236HS)

 

D to get them to respect you

K to catch throws/bad mashing/hit low

HS to catch overhead when they respect you

66 5K/5P to cross up when they respect you

 

 

2D Oki

 

[4]6HS xx YRC

236HS

 > 

D to get them to respect you

K to catch throws/bad mashing/hit low

HS to catch overhead when they respect you

66 5K/5P to cross up when they respect you

 

j.236HS Oki

 

D to get them to respect you

K to catch throws/bad mashing/hit low

HS to catch overhead when they respect you

66 5K/5P to cross up when they respect you

 

 

 

 

yeah this is all super basic stuff, just wanted to get it out so people can expand upon it and we can get some real things moving

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Just some corrections to your post,

 

[4]6+H YRC time properly will hit meaty and you cant jump out of it after rekkas,

Both P and K in BT stance are throw invul, but K is faster and a low starter so there isn't much reason to use P instead of K that I know of.

J.D isn't an overhead you can block it low.

 

Thanks for posting the combos I'll test the damages and add them accordingly.

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This may be obvious but you can RC his mid-air 236H (j236H) just after he stands the opponent back up and then you can go into any of Leo's NON BT stance combos.

So you can do an air to ground combo by doing this for example.

Anti-Air 6P > cl.S > jc > jK > jS > 236H > (RC) > ANY REGULAR NON BT STANCE COMBO

or

5D8 > jH > jH > jK > jS > j236H > (RC) > ANY REGULAR NON BT STANCE COMBO

After the RC j236H you will be taken out of BT stance and Leo will be facing the opponent normally from this point you can use any regular forward facing combo.

You must RC as soon as he stands the opponent up with j236H to get this.

 

This may be impractical but I am posting it to see if anyone discovers any super damaging set ups with this.

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CH 6K, 5K > 2H > Rekka123

 

5K > 2H can work for going into rekkas when there's too much pushback to hit cS > 5H.

 

Parry/Counter stuff:

 

BT D success, then:

 

66, BT S > BT H (hard knockdown, stays in stance)

66, BT S > BT 214S (hard knockdown + corner carry) (can RC into desired air combo)

 

In the corner:

 

Wallsplat, BT 214H, 5K > cS into desired air combo

Wallsplat, 66 (wait until they sit), BT S > BT H, BT S > BT H, BT 632146S, 6H hold, BT S > BT 214S http://youtu.be/RVMyHX_Zars

 

I think that last one is probably a waste... but it looks pretty cool.

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yeah, I was about to say that his j.D can be blocked crouching. IMO, his openers.

 

 

 

low attacks 

 

2K probably his best low option other then his stance

 

2S Not that great IMO because I think his 2K have better speed

 

2D slow animation and too obvious. IMO only good for combos.

 

BT 5K. I believe this is fastest low. But the range is not as good as his regular 2K I think

 

 

 

overhead.

 

j.K His best jump-in attack, his j.S and his j.HS have bad hitbox below his body. if j.K hits on a crouching foe, you can combo into j236H for a stance mix-up. On a deep jump-in on standing foe, you can j.KSP, land, and 5P into combo although this is very spacing dependant. (But I just go to his jK, j236H land into stance mix-ups)

 

BT 5H. Mix this and his stance 5K for decent mix-up.

 

 

 

 

cross-up

 

236H This doesn't cross-up when the foe is in corner. If the foe is in corner, do a 5H into 236H and it'll pull the foe towards you out of corner for a cross-up. Also, the YRC frame is huge on this. You can 236H, wait until you are behind him, then YRC into 2K for silly mix-ups.

 

BT ground dash. He can go behind the foe on his stance dash. But he is not invincible during his dash at all. Also cannot go behind foe when they are in corner.

 

j.D pretty difficult but you can angle it so it cross-up on his dive attack.

 

j236H slow but this animation does hit behind him.

 

 

 

Unblockable 

 

BT 214H, Launches when hit and staggers when blocked. although obvious but you can definitely make people afraid of pushing buttons and go for this.

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You can set up some 50/50's with backdash > YRC > j.S (followed by 5K > 5S > 5HS > Rekkas leads into 113 damage) or land 2K and 5P/c.S > JC > j.D > YRC > j.P/K/S/Airdasher into normals or land 2K. For example, 5P > j.D YRC > j.K > 5K > c.S > 5HS > Rekkas nets 121 damage

The one with the most potential would be the second one as it allows to combo from certain heights (haven't tested enough, but j.K seems to be the most reliable) or just from airdashing into normals (only works from certain distances) and going for a 50/50 during the air gatlings (such as j.K > j.S > j.HS(whiff) > 2K or after j.S > gatling into j.P.

j.D YRC can lead into some amazing mix up potential, can't wait to see what's discovered over time.

.

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Not at the console to test, but apparently bt.214H can be air-FD'd?

Yes it can but it's ground to air hitbox is so sad that you're more likely to just jump over it instead of actually block it in the air.

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Can someone tell me what's happening here?

 

http://youtu.be/479g3KUeJ-k

 

66 > 5K > cS > 5H > 236H

 

5H > 236H is not supposed to link, I would think(?)

For some reason it gets shortened...?

 

I don't know if this would be any useful or have any other applications.

 

It links super easily when combo'd into. Just tried it.

 

 

How does his P link from 6K exactly? I did it without too much trouble in the challenge but now in training mode can't get it at all.

 

Also for what reasons should you alternate your air combos? Im talking about stuff like jS(2) djS(2) jH 236H versus  jKS(1) djKS(1) jH 236H versus jK jK jH 236H? 

Is there one go-to route from combos and otherwise adjust based on the height when AAing?

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How does his P link from 6K exactly? I did it without too much trouble in the challenge but now in training mode can't get it at all.

Only works on crouching or CH.

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Also for what reasons should you alternate your air combos? Im talking about stuff like jS(2) djS(2) jH 236H versus  jKS(1) djKS(1) jH 236H versus jK jK jH 236H? 

Is there one go-to route from combos and otherwise adjust based on the height when AAing?

 

The most consistent for me seems to be jS(2) > djS(1) > jH > j236H. (Venom kept teching out of cS > jK for some reason...) jS is 3 frames faster than jK, so that should help when untech time gets low.

The only issue is in the corner, when the pushback starts stacking up...

 

It seems to me that "optimizing" any air combo isn't really worth it, since we're talking about peanuts, maybe 6-10 damage difference at max (usually much less).

Better to land in BT stance at advantage than have them tech out to play neutral again.

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Can someone tell me what's happening here?

 

http://youtu.be/479g3KUeJ-k

 

66 > 5K > cS > 5H > 236H

 

5H > 236H is not supposed to link, I would think(?)

For some reason it gets shortened...?

 

I don't know if this would be any useful or have any other applications.

That's interesting.

By right a raw 236H would be 24 frame start up, which is probably what happened during 5H>236H. Since 5H is a lvl 4 attack and would give 19 hitstun(probably lower due to hitstun scaling), it is true, it isn't possible.

However, there is another version of 236H listed in frame data that only has an 11 frame start up. I assumed before, that this version only comes out when done out of 236S, but maybe it works differently than what we thought of prior to this. Maybe it depends on how far away from the opponent you are, or how fast he crosses over the opponent?

 

In the first combo, Leo is pretty far away from the opponent, while in the second one, he is pretty close.

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It seems to me that "optimizing" any air combo isn't really worth it, since we're talking about peanuts, maybe 6-10 damage difference at max (usually much less).

Better to land in BT stance at advantage than have them tech out to play neutral again.

Considering how short and straight-forward most of his combos are I would think 5 damage would be worth it from a consistent situation? When catching a falling opponent or AAing I'll definitely go for the guaranteed route, but it seems like nobody has worked out what's universal from various combo strings yet either (or at least hasn't posted it), so I'll go with your recommendation and start with jS(2), though I'm fairly sure jK is a little stronger than jS(1) so I'll do djKH afterward. 

 

 

As for the 236H comboing from 5H it really just seems as straight forward as did you combo 5H from anything? If so you can get 236H out without the first part of the rekka. I doubt it would be useful unless the recovery is also different (which it doesn't seem to be) - maybe it will catch one opponent by surprise so you can try to press D or K before they comprehend what happened.

Every time I end the rekka with 236H I have always gotten hit first by my opponent thus far and sort of lost faith in using that option.

I'm still not even sure how to go about using raw 236H except YRCing it on oki because I always get that stuffed too.

(Granted I've only played like 15 Leo matches.)

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Friend of mine found out that after rekka series RRC, you can IAD j.D>66>5K>c.S>j.K>dj.K>j.H>j.236H

Rekka3>RRC>IAD j.D>66>5K>c.S>j.K>dj.K>j.H>j.236H does 165 while without IAD j.D, you get 154

 

However, Tomo's extension does the most, 169.

 

Btw,  on crouching, 5K>c.S>f.S>5H combos.

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Saw this while watching a set on Youtube.

 

In the corner:

 

Rekka123 or Throw > RC > 6H, cS > jK > djK > jH > j236H

 

http://youtu.be/5y048k9oyDo

 

The untech time from 6H seems to "stabilize" them in the corner, making your followups somewhat more consistent.

This exact thing is PERFECTLY consistent midscreen, you just need to dash before 6C and after it for spacing. EDIT (And throw in a 5K for most characters before c.S I believe)

 

Longer confirms wont allow the double jump so if it was a 3/4 hit string before rekkas, just do j.K j.HS xx 236HS

 

Also, in the corner you could probably do a Dorito combo, will test right now and see.

 

EDIT: yep

 

throw xx RRC

6[HS]

S xx 214S

2P c.S

9

j.K

9

j.K j.HS xx 236HS

 

EDIT 2:

Midscreen throw you can do a full:

 

throw xx RRC

66

6HS

66

5K c.S

j.K j.S(2)

9

j.K j.HS xx  236HS

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What are you guys doing after BT Stance D wallsplat?
When it's a high wall splat I'm cancelling the stance and doing a 6[HS] > combo or high jump air combo
When it's low you usually don't have time to cancel it, so you must try to do something like S > 214S> 2P S > aircombo

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When it's low you have time to do:

BT 214HS > c.S > j.K > j.S(1) > dj.K > dj.HS > 236HS (179 damage and it resets to BT corner pressure)

BT S (walk forward a bit to be at the proper range, you want to hit them before they touch the ground) > 214S > (2P if they're too close to the ground) c.S > j.K > j.HS > 236HS (171 damage and it resets to BT corner pressure)

 

Or with 50 meter:

BT S > 632146S > 6[H] > S > 214S > c.S > j.K > j.HS > 236HS  (238 damage and it resets to BT corner pressure)

 

The most important part about the last two combos is to get the BT S > 214S to hit at the maximum possible height, otherwise you'll have to add a 2P before the c.S and you won't be able to finish the combo with j.236HS due to proration.

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For a bit more damage than what S.D mentioned but for basically the same thing, I do

 

stance D

walk forward a bit

S xx 214S

5K c.S         (You can land the 5K even after a ground counter)

j.K

9

j.K j.HS xx 236HS

 

 

If you could cancel stance and get 6[HS] from a higher splat, do that, because you could do the exact same thing for more damage.

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Yeah that actually does 178 damage and it's a bit easier than the second one, the first one I posted is super easy (It does practically the same damage... one more point of extra damage shouldn't even count) though, mostly because you can do the 214HS really early or really late and still do the combo jump cancel part of the combo.

 

A small note about the 50 meter one, you have to wait a little bit before the overdrive, if they're too high you won't be able to do the follow ups.

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By no means a typical combo but if you have 100 meter to burn and got a reversal super you can do 632146H RC last hit jD 6H 66 5KS jKH j236H.

EDIT: Actually nevermind, with the forced RC proration this does way less damage than simply walking forward post-RC, 6H as black screen fades, and the rest.

 

By the way, as a general tip for anyone who keeps having 66 5K become 66 6K, try doing 66 4K. If you can remember to hold back after the dash it will keep the 6K from coming out every time.

 

I'm still having to practice timing off the dorito corner combo and just in general my djK seem to come out too late. Leo definitely has simple combos but they are not braindead.

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