GGST/Leo Whitefang/Combos

From Dustloop Wiki
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo Theory

Overall Ideas

In general, the main idea for Leo's combos is to secure a knockdown and get himself into backturn stance. When spending meter on Roman Cancel extensions for his combos, it is almost always advisable to route using a Fast RC to save meter and incur a lesser meter penalty.

Meterless Confirms

Without meter and without a counterhit, Leo is normally limited in how he can combo. In these situations, you will usually end up having to end the combo in 236S for a soft knockdown ender, letting you run up for a simple meaty to continue pressure. Off some starters, such as 5K/2K or c.S, you can instead route into [2]8H for a hard knockdown and the opportunity to whiff 236H to begin backturn pressure.

Leo's available meterless, non-CH and comboable launchers are:

  • 2H: The most practical of the available options, as it is possible to combo into from S buttons (though these combos are generally not optimal). At 12 frames is also somewhat viable to hit raw as a punish.
  • 6H: The least useful option available. Cannot be comboed into without a CH, and has a painfully slow 28 frame startup.
  • 214S: Similarly impractical to 6H as a starter, but can be comboed into from 2H. Mostly useful as combo filler.

2S 5H Loops

These consist of multiple iterations of 2S > 5H against an airborne opponent near the corner, bouncing the opponent against the wall repeatedly. When close to the corner, the 2S can be substituted with a f.S to squeeze out a little more damage. The amount of loops you will be able to do depends on spacing and wall damage, so you'll only be able to get three loops at most (assuming you started it after just a single attack). Though these aren't always optimal for Leo, they are his easiest corner combo to route into and a staple of his combo game.

2S 5H LoopsYour most important combo.

Starter > (2S > 5H) xN > Ender

Starting the Loop

The conditions for starting the loop are not particularly strict - all that is required is for the opponent to be airborne and close enough for the corner for 5H to wallbounce. Practically, it is usually best to use c.S as a stablizing normal to confirm into the loops, though this varies by starter. Some of the most practical starters include:

  • anything > 236S > 66.RRC~c.S > 5H > loop
    • Lowest damage but the simplest setup into the route. Can be done with a regular RRC instead of a fast RRC to make it easier or if the spacing is poor.
  • bt.H > 22, 66 c.S > 5H > loop
    • Simple way to confirm into loops from any hit in backturn. With higher combo scaling may be necessary to instead pick up the combo with 66 2S.
  • air-to-air j.S or j.Hc.S > 5H > loop
    • Turn any successful air-to-air by the corner into a high damage threat
  • CH 6K > 214S, c.S > 5H > loop
    • Can be done from any counterhit near the corner, but mainly useful off 6K.
  • CH S button > 6H > loop
    • Counterhit confirm from any counterhit S button.
  • CH 5H, (66 c.S / 66 2S) > 5H > loop
    • Higher damage counterhit confirm off 5H.
  • CH 2D, c.S > 5H > loop
    • Easy punish starter that can be done from a fairly flexible area of ranges.

Ending the Loop

With a maximum of four 2S > 5H loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get.

  • 2S > 5H > (wallstick) > 66 214S or 632146H
    • The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around some damage compared to backturned enders.
  • 5[H] > [H]S > 236H > (wallstick) > 214S or 632146H
    • Useful at distances where comboing into 214[S] is impractical.
  • 5H > [H]S > whiff 214[S] > (wallstick), 632146S
    • More optimal than the above combo if you want to end with super wallbreak.
  • 2S > 5H > 214[S] > (wallstick), bt.214H/bt.632146S
    • Highest damage ender. At some bounce heights you may be able to include one more 2S before the 214[S] to squeeze in a couple more points of damage, but for stability's sake this should generally be omitted.
  • 5H > dl.214[S]
    • Makes sure the opponent does not touch the wall, so that the combo can be reset into okizeme even when otherwise it would have been forced to wallbreak. Plus enough to hit meaty bt.H, so allows for a strong high/low/throw mixup.

j.S Routing

Generally more damaging than 2S 5H loops, but harder to combo into. 5K acts to stabilise these combos normally,

j.S Routes

Starter (> 5K > jc) > j.S > adc > j.S > Ender

Practical starters include:

  • CH 2H > whiff 236S, 5K > jc j.S(2) > adc > j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H/bt.632146S
    • On heavyweights, instead whiff 2S then do 66 5K.

Flashkick FRC Routes

While often the most specific to route into, these offer Leo's highest damage routes and best okizeme at minimal meter cost. Only work when started from aproximately roundstart distance; if you get a flashkick from further away it is more advisable to simply take the hard knockdown. Only works off combos into flashkick, as the extension will whiff if done from a raw flashkick.

Flashkick BnB FRC Extension

starter > [2]8H > 66PRC~whiff j.P, j.S land (66) c.S > 5H > ender
Will only work if they are close enough to the corner after the flashkick.

The two options for ending the combo are:

  • > 2S > 214[S] > (wallstick) > bt.214H or bt.632146S
    • High damage wallbreak ender that grants positive bonus but sacrifices potential okizeme.
  • > dl.214[S]
    • Ender for okizeme, but sacrifices damage and positive bonus. Plus enough to hit meaty bt.H, so allows for a strong high/low/throw mixup.

The most practical routes into this are:

  • 5K > 6K > [2]8H > extension
    • Extension off the 5K BnB.
  • 66 c.S > 5H > [2]8H > extension
    • Very high damage route from a non-CH c.S. Needs dash momentum to act consistently, or otherwise the second hit of Eisensturm will whiff, losing damage and consistency.

H Boom Routes

By far the best corner combos available meterless, and deal respectable damage even when compared to metered options. You will most often be hitting these as a DP punish or similar due to the nature of the starters.

Practical starters include:

  • CH 2H > [4]6H, 9 j.s > adc > j.s, land c.S > 214[S] > bt.214H/bt.632146S
    • Optimal CH 2H starter using a j.S route.
  • CH c.S > 6H > [4]6H, 2S > 5H > 2S 5H loops
    • Similar to the above but works off of a CH c.S starter instead, at the cost of slightly lower damage.
  • anything > 66RRC > [4]6H > 66 c.S > 5H > 2S 5H loops
    • Fairly high damage RC corner conversion that is easy to convert into off any starter. However, uses a lot of meter compared to other options available.

Backturn Combos

Backturn combos are mostly predicated around resetting into further backturn pressure in order to keep the blender going.

bt.K BnB

bt.K > bt.S > bt.H > 22, 66 5K > 236H whiff
Resets into a soft knockdown for a bt.K meaty.

bt.H BnB

(bt.S >) bt.H > 22, 66 2S > 2H > 236H
Resets into a soft kockdown. Requires a dash forward in order to meaty with bt.K.

When near the corner, it is also possible to instead begin 2S 5H loops off backturn combos after stance cancelling bt.H.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible.
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic P ConfirmBasic combo for taking your turn back.
45-76 Damage
Very Easy

(5P/2P) xN (> 6P) > 236S
A very simple combo, primarily used when taking your turn back out of your opponent's pressure or off of low-commital buttons in neutral.

The amount of P normals you can fit in before the 236S is dependent on spacing; the further out, the fewer you can get.

Basic K ConfirmConverts into a hard knockdown for better OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
50-63 Damage
Very Easy

(5K/2K) > 2D
A staple combo for every character. Ending in 2D means that Leo has the chance to apply stronger okizeme; he can charge H Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuard:
Total 73F
for stronger pressure than a basic meaty.

Alternative basic K ConfirmTake them to the corner.
63-79 Damage
Very Easy

(5K/2K) > 6K > 236S
Sacrifices the okizeme potential of the above combo but instead has greater corner carry and damage.

Basic c.S Confirm
145 Damage
Very Easy

c.S > 5H > f.S (> 5H) > 236S
The final 5H may whiff if spaced too far away.

Basic f.S Confirm
63-90 Damage
Very Easy

f.s (> 5H) > 236S
Very basic hitconfirm that is also mostly safe on block. Allows you to convert stray hits in neutral into something more substantial.

Simple Counterhit ConfirmMake them regret pressing that button.
Very Easy

CH (6P / 6K / f.S / 5H) > 236H
An easy, consistent and universal way to get into backturn and begin applying pressure.

Basic 2H Punish
150 Damage

2H > 214[S], bt.S > bt.H > bt.214H
Consistent punish combo with respectable damage and corner carry. Ends in backturn state if you hold H, allowing for you to dash in and begin applying pressure on their wakeup.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

2S 5H LoopsYour most important combo.

Starter > (2S > 5H) xN > Ender
Your Bread and Butter. Key corner loop that can be routed into from almost anything - quite often begun with c.S instead of 2S in order for a more stable combo and to increase damage, or with 5H when further away from the corner.

See here for more information.

K Flashkick BnBYour second most important combo.
84-107 Damage

(5K/2K) > 6K > [2]8H
A vital combo for getting into backturn, and one of the most reliable ways to get into it. By whiffing 236H immediately after recovering from flashkick, Leo will recover just in time to meaty with bt.K and get backturn pressure started.

j.S Routes

Starter (> 5K > jc) > j.S > adc > j.S > Ender
Higher damage than 2S 5H routes, but generally harder to route into.

Important ways to route into this are off CH 2H, air hit 5K and as a combo extension using 88RRC 66 j.S.

Corner CH 2H Punish

CH 2H > [4]6H, 9 j.s > adc > j.s, land c.S > 214[S] (> bt.214H / bt.632146S)
Most useful as a DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish in the corner.

CH 2D BnBOh, they were pressing buttons in neutral?

CH 2D, 2K > 214[S] , bt.S > bt.H > bt.214H (> bt.632146S)
Big CH combo from 2D, and an important one to know. The bt.S link will not work on heavyweights, meaning you have to end the combo prematurely on them.

When close enough to the corner, you can replace bt.214H with 22 66 5[H] > S for a meterless wallstick.

bt.K BnB

bt.K > bt.S > bt.H > 22, 66 5K > 236H whiff
Resets into a soft knockdown for a bt.K meaty.

bt.H BnB

(bt.S >) bt.H > 22, 66 2S > 2H > 236H
Resets into a soft kockdown. Requires a dash forward in order to meaty with bt.K.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Flashkick BnB FRC Extension

(5K/2K) > 6K > [2]8H > dl.66PRC~j.P whiff, j.S land c.S > 5H > 214[S] > WS > bt.214H
Will only work if they are close enough to the corner after the flashkick.

Optimised 2D BnB

CH 2D, c.S > dc~214[S] , (bt.K >) bt.S > bt.H > bt.214H (> bt.632146S)
Optimized version of the CH 2D combo above, but requires you to be closer to the opponent after the 2D. Allows for the bt.S link to be replaced with one into bt.K, allowing the combo to work on heavyweights.

CH 2D Backturn Confirm
Very Hard

CH [2]D, 66 5P > [2]8H
More accurately written as [2]D, ]2[66 5P~8H. Allows a whiffed 236H after the knockdown in order to transition into backturn okizeme.

Notes for performing the combo:

  • 2 must be held right up until inputting the dash.
  • The dash must be input using the dash macro - with a manual dash you will lose the held charge before being able to input the flashkick.
  • The 8H input should be immediately input after the 5P.

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • Leo specific notation: bt.X = During Brynhildr Stance.

5P/2P/5K/2K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P (> 5P > 5P) > 236S Anywhere 49; 60; 69 All [1] Very Easy The mash-out. Use more or less 5P depending on distance for a max of three. Video ??
5P (or 2P) > 6P > 236S Anywhere 66 All [2] Very Easy Two 5Ps are possible at point-blank range, but you may be better served going for a throw. Video ??
5K (or 2K) > 2D > 236S (or 236H) Anywhere 82 (65) All [2] Easy After 2D, whiff 236H for a meaty bt.K or bt.S. Video 24038 ??
5K > 6K > [2]8H Anywhere 107 All [4] Medium You can cancel 6K into [2]8H later than you think in order to get enough charge. Video 24034 ??
5K > 6K > [2]8H(3) RRC > whiff j.P > j.S > 66 > 5K > 214[S] Anywhere 166 All [4] Hard You can cancel 6K into [2]8H later than you think in order to get enough charge. 14182 ??
5K > 6K > [2]8H(2) RRC > j.S, j.S > 66 > 5K > 66 > c.S > 5H > 2S > 5H > 5[H]S > WS > 66 > 214[S] Anywhere 212 All [3] Hard Corner to corner combo 14185 ??
5K (or 2K) > 6K > 236S > 66RRC > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] > WS > bt.214H Corner / Near Corner 174 (146) All [3] Medium Wall break corner(ish) combo starting with 5 or 2k Video ??

c.S/f.S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 5H > 236S Anywhere 123 All [1] Very Easy Video ??
c.S > 5H > f.S > 5H > 236S Anywhere 145 All [1] Very Easy Leo's ideal B&B from c.S. 236S will whiff if c.S is done too far. Video ??
c.S > 2H > 214[S] > bt.632146S Anywhere 207 All [4] Hard If your overdrive input is too late, it will only do 190 damage instead of 207. Video ??
c.S > 2H > 214[S], bt.S > bt.H, bt.214[S] > WS > bt.214H (or bt.632146S) Corner 205 (229) All [2] Easy Relatively easy combo to pull off and is a good route to wall break. Some characters, like Sol, need a micro walk before the 2nd 214S. Video ??
c.S > 5H > f.S > 5H > 236S > 66.RRC > (9)j > j.D, dl.2S > 5H > dl.2S > 5H > WS > 6H (or 632146H) Midscreen 209 (227) All [3] Medium B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less 5H > f.S or 2S > 5H links. You will need to time your 2S inputs to when your opponent wall bounces. Video ??
c.S > 5H > f.S > 5H > 236S > 66.RRC > 66 66 c.S > 2H > 214[S] > WS > bt.214H (or bt.632146S) Midscreen 216 (240) All [3] Medium Higher damage midscreen RC conversion to wall break. Video ??
c.S > 5H > f.S > 632146H (WB) Anywhere 177 (210) All [2] Easy B&B hitconfirm to 632146H. Video ??
f.S (> 5H) > 236S Anywhere 63 (90) All [1] Very Easy If your opponent is too far away, 5H will not connect. Video ??

H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H, 2S, 214[S] Midscreen 113 All [1] Very Easy Meterless midscreen combo from 6H that results in good oki. ??
6H, 2S, 5H, 2S, 5H, 2S, 5H, 214[S], bt.214H Corner 218 All [4] Hard Meterless corner combo from 6H that goes into loops and wallbreaks. ??
CH 5H > 236H, bt.S > bt.H > 22 > 66 2H > 214[S] Midscreen 162 All [3] Medium Meterless midscreen combo that results in a meaty backturned attack. Video ??
CH 2H > 2S(whiff), 66 5K > 9jc > j.S(2) > airdash > j.S > c.S > 5H > dl.2S > 214[S] > WS > bt.214H Near Corner 237 (246) All [3] Medium High damage ending corner counterhit punish 9095 ??
CH 2H > [4]6H > 66 c.S > 5H > dl.5S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) Corner 248 (269) All [3] Medium Higher damage corner counterhit punish Video ??
CH 2H > 236S (whiff), 5K > jc j.S(2) > adc j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) Midscreen 237 (257) All [5] Very Hard Midscreen to corner, against heavyweights you must do 2S (whiff) > 66 5K instead of 236S (whiff). The timing/spacing is also tighter on heavyweights. Heavyweights / All but heavyweights ??

Brynhildr Stance Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
bt.K ( > bt.P ( > bt.K)) > bt.S > bt.H > bt.214[H] Anywhere 81 (109) ((111)) Anyone [1] Very Easy BnB brynhildr combo from bt.K. Add the bt.P and bt.K fillers depending on how close you are. You can also replace bt.214[H] with bt.214[S] for less damage in exchange for a closer soft knockdown midscreen. Video ??
bt.H, bt.S > bt.214[S] Anywhere 85 Anyone [1] Very Easy BnB brynhildr combo from bt.H. Video ??
bt.K > bt.S > bt.H 22 > 66 > c.S > 2S > 214[S] Anywhere 92 Anyone [4] Hard BnB brynhildr combo that sacrifices okizeme for higher damage. 22 cancel early on during bt.H in order to ready your fingers for the 66 after. The timing on this one is strict. If you're whiffing the c.S , you're either dashing or slashing too late. If you're hitting with f.S instead of c.S, delay your S a bit longer. Video 39204 ??
bt.S > bt.H 22 > 66 > c.S > 2H > 214[S] Anywhere 123 Anyone [3] Medium BnB brynhildr variation beginning with bt.S. Timing is a bit more forgiving. Video ??
bt.H 22 > 66 > c.S > 2H > 214[S] Anywhere 109 Anyone [3] Medium BnB brynhildr variation beginning with bt.H. Timing is a bit more forgiving. Video ??
(bt.K > ) (bt.S > ) bt.H 22 > 66 > 5K > whiff 236H Anywhere 73 Anyone [2] Easy Lower damage combo with better oki midscreen. Sets up a meaty bt.K or a delayed bt.H. ??

Air Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.S(2) > 66 > j.S(2), c.S > 5H > 2S > 5H > 214[S] > WS bt.214H Airborne Corner 200 Anyone [4] Hard Full wallbreak combo conversion for a high up j.S. Punish jumps in the corner. Dash cancel the first j.S early on to land the second j.S. Video ??

Dust Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D], j.H > j.S > jc > j.S > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 208 (198 effectively on Ky) All [1] Very Easy Easy universal route. The second hit of second j.S whiffs on Ky. Video ??
5[D], j.H > j.P > j.H > jc > j.H > j.P > j.H > j.H (Finishing Blow) Anywhere 206 All [2] Easy Easy, completely universal route. Video ??
5[D], j.H > j.S > jc > j.H > dl.j.H > jc > j.H > j.H (Finishing Blow) Anywhere 207 All but Chipp [3] Medium Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. Video ??
5[D], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow) Midscreen 214 All but Chipp, Faust, I-No, Jack-O [4] Hard Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. Video ??
5[D], j.H > j.S > jc > j.H > j.P > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 211 All but Ky [4] Hard Max damage and completely universal. Slight delay on initial j.H is needed for some characters such as Faust. Video ??
CH 2[D] > 2K > 214S Anywhere 100 All [3] Medium Counter hit 2[D] into backturn midscreen. Timing for 2K is tight to avoid an OTG hit. Doesn't work with Max range 2D Video 1.18
CH 2[D] > 2K > 214[S] > bt.S > bt.H > 236H Anywhere 138 All [4] Hard Even tighter timing on 2K gives a backturn combo Video 1.18
CH 2[D] > 2K > 214[S] > bt.S > bt.H 22 > 66 > 5[H] > dl.S > WS, 66 > 214S Near Corner 185 Midweights and Lightweights [4] Hard With meter, you can cancel [H]S into 214[S] and link into bt.632146s to cash out for extra damage and a hard knockdown after wallbreak. If you don't want to wallbreak, you can instead cancel 5H into 214[S] for a soft knockdown reset in the corner to apply backturn oki. 1.18
CH 2[D] > [2]K > [2]8HS > 66RRC > j.S > 66 > j.S > c.S > 236S > WS Midscreen 190 + WS All [4] Hard Slightly Delay the first j.S so the RRC can pop them up into the air a little 84105 1.18

Special Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[2]8H(2) or [2]8S(2) > 22.RRC > 66 > whiff 5K > microwalk> c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] (WS) > bt.214H Corner 165 Everyone [4] Hard Back in corner Eisensturm conversion into Brynhildr. Can delay the 214[S] to not wall splat and keep the corner. Video 1.18
[2]8H(3) > 22.RRC > 66 > microwalk > c.S > 5H > dl. 2S > 5H > dl. 2S > 5[H]S (WS) > 66 > 214[S] Corner 177 Everyone [4] Hard Back in corner Eisensturm conversion into Brynhildr using all hits of Eisensturm. Video 1.18
[2]8H(2) or [2]8S(2) > 22.RRC > 236H (whiff) > microwalk > bt.S > bt.H 22 > 66 > 2S > 214[S] Midscreen 96 Everyone [3] Medium Wakeup Eisensturm conversion into Brynhildr. Video 18648 1.18
[2]8H(2) or [2]8S(2) > 22.RRC > 236H (whiff) > microwalk > bt.S > bt.H > 236H/bt.214[H] Midscreen 86/94 Everyone [3] Medium Wakeup Eisensturm conversion into Brynhildr. 1.18
[2]8H(3) > 22.RRC > microwalk > 2H > 236H/214[S] Midscreen 105/99 Everyone [4] Hard Eisensturm conversion into Brynhildr. 214[S] is better damage but 236H can side switch, which may be more valuable if you were able to Eisensturm them out of their corner pressure. 1.18
632146H(5) > 66.RRC (or 66.PRC) > dl.2H > 214[S], bt.S > bt.H > WS > bt.214H Midscreen 246 (276) Everyone [3] Medium Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in 2H as your opponent is falling down, but the damage is worth it. 1.18


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