GGXRD-R2/Leo Whitefang/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGXRD D Prompt.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Eisen Sturm = [2]8S/H
AN = GGXRD-R2 Answer Icon.png Answer
AX = GGXRD-R2 Axl Low Icon.png Axl Low
BA = GGXRD-R2 Baiken Icon.png Baiken
BE = GGXRD-R2 Bedman Icon.png Bedman
CH = GGXRD-R2 Chipp Zanuff Icon.png Chipp Zanuff
DI = GGXRD-R2 Dizzy Icon.png Dizzy
EL = GGXRD-R2 Elphelt Valentine Icon.png Elphelt
FA = GGXRD-R2 Faust Icon.png Faust
IN = GGXRD-R2 I-No Icon.png I-No
JA = GGXRD-R2 Jam Kuradoberi Icon.png Jam
JC = GGXRD-R2 Jack-O Icon.png Jack-O
JO = GGXRD-R2 Johnny Icon.png Johnny
KU = GGXRD-R2 Kum Haehyun Icon.png Kum Haehyun
KY = GGXRD-R2 Ky Kiske Icon.png Ky Kiske
LE = GGXRD-R2 Leo Whitefang Icon.png Leo
MA = GGXRD-R2 May Icon.png May
MI = GGXRD-R2 Millia Rage Icon.png Millia
PO = GGXRD-R2 Potemkin Icon.png Potemkin
RA = GGXRD-R2 Ramlethal Valentine Icon.png Ramlethal
RV = GGXRD-R2 Raven Icon.png Raven
SI = GGXRD-R2 Sin Kiske Icon.png Sin Kiske
SL = GGXRD-R2 Slayer Icon.png Slayer
SO = GGXRD-R2 Sol Badguy Icon.png Sol Badguy
VE = GGXRD-R2 Venom Icon.png Venom
ZT = GGXRD-R2 Zato-1 Icon.png Zato-1

Combo List[edit]

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
2P starter
Combo Position Damage Works on: Difficulty Notes
2P (2P) 5K c.S 5H 236S 236H 214S Midscreen 117 (111) Everyone Easy
2P (2P) 5K f.S 2D Midscreen 61~ (63~) Everyone Easy Used to knock down when c.S isn't possible because of range.
2P 5K c.S 6K 2P 5K 2H 236S 236H 214S Midscreen 125 Leo, Elphelt, Potemkin [3] medium
5K starter
Combo Position Damage Works on: Difficulty Notes
5K c.S 5H 236S 236H 214S Midscreen 137 Everyone Easy
5K c.S f.S (2S) 5H 236S 236H 214S Midscreen 154 (164) Everyone Easy Crouching Only
5K c.S 6K 5P 5K c.S f.S 5H 236S 236H 214S Midscreen 171 Everyone Easy Crouching Only
5K f.S 2D Midscreen 67 Everyone Easy Used to knock down beyond c.S range
5K c.S 5H [2]8H(2) RC (j.D whiff) 6H dash 5K c.S j.K dj.K j.H j.236H Midscreen 225 Everyone [3] medium
5K c.S 5H [2]8H(2) RC (j.D whiff) 6[H] bt.S bt.214S c.S j.K j.236H Corner 240 Everyone [3] medium
5K c.S 6K 2P 5K 2H 236S 236H 214S Midscreen 150 Leo, Elphelt, Potemkin [3] medium
6K starter
Combo Position Damage Works on: Difficulty Notes
6K (CH) microdash 5K c.S 5H 236S 236H 214S Midscreen 153 Everyone Easy
6K 5P 5K c.S f.S (2S) 5H 236S 236H 214S Midscreen 161 Everyone Easy Crouching opponents only
6K 2P 5K c.S 5H 236S 236H 214S Midscreen 147 Leo, Elphelt, Potemkin, Sin, Chipp Easy
6K 236S 236H 214S Midscreen 101 Everyone Easy
2H starter
Combo Position Damage Works on: Difficulty Notes
CH 2H 6H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 212 Everyone Easy
CH 2H 6(H) bt.S bt.214S c.S j.K dj.K j.H j.236H Corner 247 Everyone Easy
2H 236S 236H 214S Midscreen 115 Everyone Easy
CH 2H (delayed 236S whiff) j.D 6H 236H dash 5K c.S (JI) SJ j.K j.S dj.K j.H j.236H Everyone [3] medium
6P starter
Combo Position Damage Works on: Difficulty Notes
6P 236H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 162 Everyone Easy
AA 6P dl236H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 162 Everyone Easy clS is range-specific
AA 6P dl236H 69 j.P j.K j.S(1) dj.K j.H j.236H Midscreen 162 Everyone Medium
5D starter
Combo Position Damage Works on: Difficulty Notes
5D9 j.H j.H j.K j.S(2) dj.K j.H j.236H Midscreen 127 Everyone Easy
5D9 j.H j.H j.K j.S(2) dj.K j.S(1) j.H j.236H Midscreen 129 Sol, Bedman, Faust, Johnny, Kum, Leo, Ky?, Potemkin Easy
5D6 2H 2H c.S j.H c.S f.s 5H 236S 236H 214S Corner Midweights and heavyweights, not Zato Easy
5D6 2H 2H c.S j.H 5K c.S f.s 5H 236S 236H 214S Corner Everyone Easy
Anything grounded RC 5D6 2H 5H [4]6H microdash 5P 5K c.S 5H 236S 236H 214S Corner Everyone [3] medium
Anything grounded c.S f.S 5H dash c.S f.S 5H 236H 236H 214S Corner Everyone Easy
Anything grounded RC 5D6 2P 2S 2S IK mode > IK Corner DESTROY Everyone -Faust [3] medium
H Eisen RC Starter
Combo Position Damage Works on: Difficulty Notes
H Eisen (2) RC j.D (whiff) 6H 236H 66 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen Everyone Easy
H Eisen (2) RC j.D (whiff) 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H Corner Everyone [3] medium
c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S 5H H Eisen Midscreen 148 ~18% Everyone Easy
c.S 5H 236S 236H 214S Midscreen 136 ~18% Everyone Easy
c.S 5H H Eisen (2) RC j.D (whiff) 6H 236H 66 5K c.S j.K dj.K j.H j.236H Midscreen 245 -~22% Everyone [3] medium
c.S 5H H Eisen (2) RC j.D (whiff) H Eisen (2) RC j.D (whiff) 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H Corner Everyone [3] medium

Brynhildr Combos[edit]

bt.K starter
Combo Position Damage Works on: Difficulty Notes
bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 93 Everyone Easy More lows and stagger points
bt.K bt.S bt.H bt.S 236S 236H 214S Midscreen 100 Everyone Easy More damage less mixup
bt.K bt.P bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 102 Everyone Easy
bt.K bt.S bt.632146S 6[H] bt.S bt.214S c.S ^ j.K ^ j.K j.H j.236H Corner 206 Everyone? [3] medium
bt.K bt.S 632146S 2366H microdash 5K c.S j.K (j.S(1)) dj.K j.H j.236H Midscreen [3] medium
bt.D starter
Combo Position Damage Works on: Difficulty Notes
bt.D dash bt.S bt.H Midscreen 91 Everyone Easy
bt.D 236H 236H bt.P bt.S bt.H Midscreen Sol, Faust, Zato, Raven, Chipp, Venom, Slayer, Axl Easy
bt.D 236H bt.P j.S(1) dj.K j.H j.236H Midscreen Easy
bt.D bt.214H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen Dizzy, Elphelt, I-No, Jack-O, Jam, May, Millia, Ramlethal Easy
bt.H starter
Combo Position Damage Works on: Difficulty Notes
bt.H bt.S bt.H bt.S 236S 236H 214S Midscreen 145 Everyone Easy Overhead meterless combo
bt.H bt.P bt.S 236S 236H 214S Midscreen 130 Small crouching characters - Jam, Millia, Sol, Ky, Faust, ?? Easy bt.H must hit late for bt.P to combo.
bt.H bt.S bt.H bt.S bt.214S Midscreen 135 Everyone Easy Used to push the opponent into the corner
bt.H bt.632146S 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H Corner 263 Everyone [3] medium
bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S c.S j.K j.236H Corner 246 [3] medium Fewer hits pre-super does more damage overall, but you can gain the meter for OD with extra hits.
bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S 2P [2]8H Corner 235 [3] medium
bt.H 632146S 2366H microdash 5K c.S j.K (j.S(1)) dj.K j.H j.236H Midscreen Hard
bt.S starter
Combo Position Damage Works on: Difficulty Notes
bt.S bt.H bt.S 236S 236H 214S Midscreen 139 Everyone Easy
CH bt.S bt.214H microdash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 206 Everyone Easy
CH bt.S bt.214H microdash 5K c.S (JI) sj.K j.S(2) dj.K j.H j.236H Midscreen Everyone Easy
CH bt.S bt.S 236S 236H 214S Midscreen 119 Everyone Easy
bt.S bt.214S RC dash 6H microdash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 200 Everyone Easy Use RC when too far to convert with super.
bt.P starter
Combo Position Damage Works on: Difficulty Notes
AA bt.P b.S bt.H Midscreen 81 Easy
AA bt.P j.S(2) dj.K j.H j.236H Midscreen 144 Easy
bt.P bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 139 Everyone Easy
AA bt.P bt.S bt.632146S 6[H] bt.S bt.214S c.S j.K j.H j.236H Corner 260 Potemkin, Sol [3] medium
CH AA bt.P bt.214H dash 5K c.S (JI) j.K j.S(2) dj.j.K j.H j.236H Midscreen 210 [3] medium

Throw Combos[edit]

Ground Throw starter
Combo Position Damage Works on: Difficulty Notes
Throw RC 6H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 138 Everyone Easy
CH Throw bt.P bt.S bt.H Midscreen 117 Everyone Easy Requires 64 RISC
CH Throw bt.P j.S(2) dj.K j.H j.236H Midscreen 187 Everyone Easy Requires 64 RISC
CH Throw CH bt.S bt.214H dash 5K c.S j.K j.S(1) dj.K j.H j.236H Midscreen 245 Everyone Easy Requires 72 RISC
CH Throw bt.P bt.S bt.214S c.S j.K j.S(1) dj.K j.H j.236H Corner middle weights Easy Requires 64 RISC
CH Throw bt.P bt.S bt.214S c.S j.K j.H j.236H Corner 228 Everyone Easy Requires 64 RISC
CH Throw CH bt.S CH bt.214S 6[H] bt.P bt.S bt.214S c.S [2]8H Corner Easy Used to push the opponent into the corner
Throw RC 6[H] bt.P bt.S bt.214S c.S j.K j.S(1) dj.k j.H j.236H Corner 161 Everyone [3] medium

Combo Theory[edit]

Leo has two different stances: Normal, and Brynhildr. While Brynhildr has useful combo extension/combo starter/ground combo tools, Brynhildr's juggle ending options are very lackluster.

Grounded Combo Theory:

The main goal of any Leo combo is to get a knockdown or Siegesparade restand. The secondary goal is to do as much damage as possible while not jeopardizing or reducing the quality of the knockdown It's not always possible to end in a meterless knockdown if Leo is too far away, but compared to most Guilty Gear characters Leo excels at obtaining maximum reward off every hit.

The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.

Leo has hugely rewarding meterless combos against crouching characters. Crouching opponents experience one more frame of hitstun than standing opponents. Leo gains two great combo routes against crouching opponents: 6K > 5P, and f.S (or 2S) > 5H. The difference in damage is dramatic.

Juggle Theory:

Leo's most rewarding combo tool is 6H because of its ground bounce and high damage value. In any optimal juggle situation, you would never pass up a 6H.

Most of Leo's combos can end in an air juggle into the restand j.236H Siegesparade move. Some Leo players prefer to take the Siegesparade restand, but others dislike it depending on matchup because of the inability to block afterwards. An alternative is to end combos with H Eisen which gives a hard knockdown but doesn't allow for any setups besides general meaty attacks. H Eisen combos also do the most damage, but the difference is generally less than 5 points.

In some combo routes H Eisen knockdown will be possible but an air combo into Siegesparade will fail because the combo was too long. While Xrd uses actual combo time and not number of hits to deteriorate combo hitstun, generally j.K/j.S/j.H > j.236H only works at around 10 to 11 hits on the combo counter. When Siegesparade is not possible, some Leo players will end with j.H j.D (which will not combo) to allow the opponent to tech high in the air and tech chase. That guessing game has its own problems, especially since the opponent can choose when, which way, and whether to air tech at all.

Except in very short combos (5 hits or less) or with RISC bar, Leo's j.K will always lead to more damage than j.S with 1 or 2 hits. j.K j.S(1) will lead to higher damage than either j.K or j.S alone. Every Leo air combo should usually end in j.H because j.H has the highest damage but no combo options besides ending in j.236H.

Side note about ground bounces in Xrd: Ground bounces will bounce the opponent higher when the opponent starts higher. A 6H that hits an opponent high up will bounce the opponent higher than one that hits an opponent right before they land on the ground. A lot of combo confusion stems from different 6H timings being used on different characters. For example, against light characters, the goal should be to hit 6H fairly late so that they don't bounce high above you. However, for Potemkin, if you delay the 6H then the followup combo will need to start with 2P and may no longer lead to a good knockdown. On a "high" ground bounce, it is possible to negate part of it by hitting the opponent right after they bounce.

While you can adjust Leo's combos to be easier and less character specific, you give up damage to do so. In my opinion, Leo's potential only really shows when his hits lead to the monstrous damage of which he is capable.

Video Examples[edit]

Navigation[edit]


Guilty Gear Xrd REV 2e
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