https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=TomTom&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T22:03:26ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GBVSR/Lowain/Data&diff=442406GBVSR/Lowain/Data2024-01-18T07:04:14Z<p>TomTom: /* 214H */</p>
<hr />
<div>{{MFlag}}<br />
==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Lowain<br />
|health =16,000<br />
|prejump =4f<br />
|backdash =22f<br />
|portrait =GBVSR_Lowain_Portrait.png<br />
|icon =GBVSR_Lowain_Icon.png<br />
|umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.L |name=<br />
|damage=600 |level=1 |attribute= |guard=Mid<br />
|startup=5 |active=3 |recovery=6 |onBlock={{Adv-GBVSR|P|+4}} |onHit={{Adv-GBVSR|VP|+8}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_cL.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.M |name=<br />
|damage=600, 300, 200 |level=2 |attribute= |guard=Mid<br />
|startup=6 |active=2,2,4 |recovery=15 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_cM.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.H |name=<br />
|damage=1000, 500 |level=4 |attribute= |guard=Mid<br />
|startup=10 |active=4(3)2 |recovery=21 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_cH.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.XX |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=9 |active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3}} |onHit={{Adv-GBVSR|P|+1}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVS |character=Lowain |type=normal<br />
|input=c.XXX |name=<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.XX6M |name=<br />
|damage=1000|level=3 |attribute=|guard=Low<br />
|startup=12 |active=3 |recovery=16 |onBlock={{Adv-GBVSR|M|-4}} |onHit=KD {{Adv-GBVSR|VP|+30}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=c.XX6H |name=<br />
|damage=1000 |level=3 |attribute=|guard=High<br />
|startup=18 |active=3 |recovery=22 |onBlock={{Adv-GBVSR|M|-4}} |onHit={{Adv-GBVSR|P|+1}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=f.L |name=<br />
|damage=600 |level=1 |attribute= |guard=Mid<br />
|startup=6 |active=3 |recovery=9 |onBlock={{Adv-GBVSR|P|+1}} |onHit={{Adv-GBVSR|P|+5}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_fL.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=f.M |name=<br />
|damage=900 |level=2 |attribute= |guard=Mid<br />
|startup=9 |active=3 |recovery=18 |onBlock={{Adv-GBVSR|VM|-6}} |onHit={{Adv-GBVSR|M|-2}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_fM.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=f.H |name=<br />
|damage=1300 |level=3 |attribute= |guard=Mid<br />
|startup=11 |active=6 |recovery=18 |onBlock={{Adv-GBVSR|VM|-7}} |onHit={{Adv-GBVSR|M|-3}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_fH.png<br />
|hitboxes=<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute= |guard=Low<br />
|startup=6 |active=3 |recovery=10 |onBlock={{Adv-GBVSR|M|-2 }} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_2L.png<br />
|hitboxes=<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=2M |name=<br />
|damage=900 |level=2 |attribute= |guard=Mid<br />
|startup=8 |active=5 |recovery=15 |onBlock={{Adv-GBVSR|VM|-5 }} |onHit=-1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_2M.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=2H |name=<br />
|damage=1300 |level=3 |attribute= |guard=Mid<br />
|startup=11 |active=4 |recovery=24 |onBlock={{Adv-GBVSR|VM|-11}} |onHit={{Adv-GBVSR|VM|-7}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_2H.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=2U |name=<br />
|damage=1000 |level=2 |attribute= |guard=Low<br />
|startup=9 |active=9 |recovery=17 |onBlock={{Adv-GBVSR|VM|-11}} |onHit=HKD {{Adv-GBVSR|VP|+44}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_2U.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=66L |name=<br />
|damage=600 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=3 |recovery=10 |onBlock={{Adv-GBVSR|P|+2}} |onHit={{Adv-GBVSR|VP|+6}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_66L.png<br />
|hitboxes=GBVSR_Lowain_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=66M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Low<br />
|startup=12 |active=4 |recovery=21 |onBlock={{Adv-GBVSR|VM|-8}} |onHit=KD {{Adv-GBVSR|VP|+24}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_66M.png<br />
|hitboxes=GBVSR_Lowain_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=66H |name=<br />
|damage=1200 |level=2 |attribute=|guard=Mid<br />
|startup=29 |active=5 |recovery=16 |onBlock={{Adv-GBVSR|VM|-2}} |onHit=KD {{Adv-GBVSR|VP|+30}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_66H.png<br />
|hitboxes=GBVSR_Lowain_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=j.L |name=<br />
|damage=600 |level=1 |attribute= |guard=High/Air<br />
|startup=5 |active=Until L |recovery=Until L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_jL.png<br />
|hitboxes=<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=j.M |name=<br />
|damage=700 |level=1 |attribute= |guard=High/Air<br />
|startup=8 |active=3 |recovery=Until L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_jM.png<br />
|hitboxes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=j.H |name=<br />
|damage=1000 |level=2 |attribute= |guard=High/Air<br />
|startup=9 |active=6 |recovery=Until L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_jH.png<br />
|hitboxes=<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Lowain |type=normal<br />
|input=j.U |name=<br />
|damage=350×N (up to 1750) |level=2 |attribute= |guard=High/Air x2, All<br />
|startup=12 |active=2(3)2(3)… |recovery=Until L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_jU.png<br />
|caption=Neco Arc j.C<br />
|hitboxes=<br />
}}<br />
<br />
==Unique Mechanics==<br />
===5U===<br />
{{MoveData-GBVSR |character=Lowain |type=unique<br />
|input=5U |name=Don't Mind If I Do<br />
|damage= |level= |attribute= |guard=<br />
|startup=39 |active= |recovery=Total 44 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_5U.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Lowain |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 4 |attribute= |guard=Throw<br />
|startup=4 |active=3 |recovery=26 |onBlock=- |onHit=HKD {{Adv-GBVSR|VP|+44}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_Throw.png\GBVS_Lowain_BackThrow.png<br />
|hitboxes=<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Lowain |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute= |guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock=- |onHit=HKD {{Adv-GBVSR|VP|+47}}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_AirThrow.png<br />
|hitboxes=<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Lowain |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVSR_Lowain_RagingStrike.png<br />
|hitboxes=GBVS_Lowain_5MH_Hitbox_1.png\GBVS_Lowain_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Lowain |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_RagingChain.png<br />
|hitboxes=GBVSR_Lowain_6MH_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Lowain |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_BraveCounter.png<br />
|hitboxes=GBVSR_Lowain_BC_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
===236L===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=236L |name=L Sammy & Tommy<br />
|damage=700 |level=2 |attribute= |guard=Low/Air<br />
|startup=21 |active= |recovery=Total 34 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_236X.png\GBVS_Lowain_236X_Diagram.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 60F (Easy)\Easy Input Damage 600\<br />
}}<br />
<br />
===236M===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=236M |name=M Sammy & Tommy<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=39 |active= |recovery=Total 34 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_236X.png\GBVS_Lowain_236X_Diagram.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 60F (Easy)\Easy Input Damage 600\<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=236H |name=H Sammy & Tommy<br />
|damage=700×2 |level=2 |attribute= |guard=Low/Air, All<br />
|startup=21 |active= |recovery=Total 29 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_236X.png\GBVS_Lowain_236X_Diagram.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Easy Input Damage 600×2\<br />
}}<br />
<br />
===214L===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=214L |name=L Awesome Sauce<br />
|damage=800 |level=2 |attribute= |guard=Mid<br />
|startup=19 |active=10 |recovery=9 |onBlock={{Adv-GBVSR|M|-4 }} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_214L.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===214M===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=214M |name=M Awesome Sauce<br />
|damage=500×2 |level=2 |attribute= |guard=Mid<br />
|startup=17 |active=4(6)2 |recovery=21 |onBlock={{Adv-GBVSR|VM|-8 }} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_214L.png\GBVS_Lowain_214M.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===214H===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=214H |name=H Awesome Sauce<br />
|damage=400×2, 300 |level=4 |attribute= |guard=Mid<br />
|startup=15 |active=4(6)2(8)2 |recovery=21 |onBlock={{Adv-GBVSR|M|-5 }} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_214L.png\GBVS_Lowain_214M.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 3\<br />
}}<br />
<br />
===623L===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=623L |name=L Come at Me, Bro!<br />
|damage=1200 |level=4 |attribute= |guard=Unblockable<br />
|startup= |active= |recovery=Total 30 |onBlock=KD |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=4~22 Catch High<br />
|images=GBVS_Lowain_623L.png<br />
|caption={{Clr|1|623L}}<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\<br />
}}<br />
<br />
===623M===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=623M |name=M Come at Me, Bro!<br />
|damage=1200 |level=4 |attribute= |guard=Unblockable<br />
|startup= |active= |recovery=Total 30 |onBlock=KD |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~19 Catch Low<br />
|images=GBVS_Lowain_623M.png<br />
|caption={{Clr|2|623M}}<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=623H |name=H Come at Me, Bro!<br />
|damage=1200 |level=4 |attribute= |guard=Unblockable<br />
|startup= |active= |recovery=Total 26 |onBlock=HKD |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~26 Catch All<br />
|images=GBVS_Lowain_623H.png<br />
|caption={{Clr|3|623H}}<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\<br />
}}<br />
<br />
===22L===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=22L |name=L Magnificent Tool of Destruction<br />
|damage=400×2 |level=2 |attribute= |guard=All<br />
|startup=38 |active= |recovery=Total 34 |onBlock={{Adv-GBVSR|VP|+48 }} |onHit={{Adv-GBVSR|VP|+53 }}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_22L.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 300×2\<br />
}}<br />
<br />
===22M===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=22M |name=M Magnificent Tool of Destruction<br />
|damage=800 |level=2 |attribute= |guard=All<br />
|startup=47 |active= |recovery=Total 34 |onBlock={{Adv-GBVSR|VP|+35 }} |onHit={{Adv-GBVSR|VP|+52 }}<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_22M.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 700\<br />
}}<br />
<br />
===22H===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=22H |name=H Magnificent Tool of Destruction<br />
|damage=170×6 |level=2 |attribute= |guard=All<br />
|startup=38 |active= |recovery=Total 34 |onBlock={{Adv-GBVSR|VP|+41 }} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_22H.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Easy Input Damage 120×6\<br />
}}<br />
<br />
==Ultimate Skills==<br />
===236U===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=236U |name=Ultimate Sammy & Tommy<br />
|damage=400x5 |level=2 |attribute= |guard=Mid<br />
|startup=14 |active= |recovery= |onBlock=+17 |onHit=HKD [+85]<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_236U.png<br />
|hitboxes=GBVSR_Lowain_236U_Hitbox.png<br />
}}<br />
<br />
===623U===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=623U |name=Ultimate Come at Me, Bro!<br />
|damage=700x2, 600 |level=2 |attribute= |guard=Midx2, Low<br />
|startup=8 |active= |recovery= |onBlock=-26 |onHit=HKD [+34]<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_623U.png<br />
|hitboxes=GBVSR_Lowain_623U_Hitbox.png<br />
}}<br />
<br />
===214U===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=214U |name=Ultimate Awesome Sauce<br />
|damage=500x4 |level=2 |attribute= |guard=Mid<br />
|startup=11 |active= |recovery= |onBlock=-6 |onHit=HKD [+62]<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_214U.png<br />
|hitboxes=GBVSR_Lowain_214U_Hitbox.png<br />
}}<br />
<br />
===214U (Lucky)===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=l.214U |name=Ultimate Awesome Sauce (Lucky)<br />
|damage=500x3, 1000 |level=2 |attribute= |guard=Mid<br />
|startup=11 |active= |recovery= |onBlock=-6 |onHit=HKD [+65]<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_214U.png<br />
|hitboxes=GBVSR_Lowain_214U_Hitbox.png<br />
}}<br />
<br />
===22U===<br />
{{MoveData-GBVSR |character=Lowain |type=special<br />
|input=22U |name=Ultimate Magnificent Tool of Destruction<br />
|damage=50x1~50, 10x51~End, 1000 |level=2 |attribute= |guard=Mid<br />
|startup=17 |active= |recovery= |onBlock=+29~+211 |OnHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Lowain_22U.png<br />
|hitboxes=GBVSR_Lowain_22U_Hitbox.png<br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H |name=Human! Pyramid! Attack!<br />
|damage= |level= |attribute= |guard=<br />
|startup=5+14 |active= |recovery= |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln= 1~ ALL<br />
|images=GBVS_Lowain_236236H.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
===236236H L===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H L |name=It's Lit, Bros<br />
|damage=200×3 |level=1 |attribute= |guard=Mid<br />
|startup=8 |active=3,3,3 |recovery=16 |onBlock=-6 |onHit=-2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_5L.png<br />
|hitboxes=<br />
}}<br />
===236236H M===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H M |name=Definitely Don't Try This at Home<br />
|damage=700 |level=4 |attribute= |guard=Mid<br />
|startup=9 |active=6 |recovery=15 |onBlock=-2 |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_5M.png<br />
|hitboxes=<br />
}}<br />
===236236H H===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H H |name=Flex On 'Em<br />
|damage=800 |level=4 |attribute= |guard=High<br />
|startup=19 |active=3 |recovery=12 |onBlock=+1 |onHit=+9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_5H.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
===236236H U===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H U |name=Catch 'Em Slippin'<br />
|damage=900 |level=4 |attribute= |guard=Low<br />
|startup=23 |active=5 |recovery=21 |onBlock=-7 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_5U.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
===236236H G===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H G |name=Totally Rad Juke<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 29 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_5G.png<br />
|hitboxes=<br />
}}<br />
<br />
===236236H 236U===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236H 236U |name=Moment of Truth<br />
|damage=1500 |level=4 |attribute= |guard=Mid<br />
|startup=14 |active=10 |recovery=33 |onBlock=-6 |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_HPA_236U.png<br />
|hitboxes=<br />
|notes=Clash Level: 25 (Technical) 20 (Easy)\Easy Input Damage 1400\<br />
}}<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236U |name=Try This on for Size!<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 31 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~2 ALL<br />
|images=GBVS_Lowain_236236U.png<br />
|caption=<br />
|hitboxes=<br />
}}<br />
===236236U L===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236U L |name=Earth Pillar<br />
|damage=600×3 |level=4 |attribute= |guard=All<br />
|startup=18 |active=9,9,9 |recovery=20 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_Yggdrasil_5L.png<br />
|hitboxes=<br />
|notes=Clash Level: 8<br />
}}<br />
<br />
===236236U M===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236U M |name=Axis Mundi<br />
|damage=1500 |level=4 |attribute= |guard=All<br />
|startup=22-69 |active= |recovery=Total 55~102 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_Yggdrasil_5M.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Clash Level: 8<br />
}}<br />
<br />
===236236U H===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236U H |name=Nether Veil<br />
|damage=1800 |level=4 |attribute= |guard=Unblockable<br />
|startup=30 |active=3 |recovery=15 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_Yggdrasil_5H.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Clash Level: 8<br />
}}<br />
<br />
===236236U U===<br />
{{MoveData-GBVSR |character=Lowain |type=super<br />
|input=236236U U |name=Luminox Genesi<br />
|damage=1300, 200×5 |level=4 |attribute= |guard=All<br />
|startup=45 |active=20 |recovery=20 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Lowain_Yggdrasil_5U.png<br />
|caption=<br />
|hitboxes=<br />
|notes=Clash Level: 8<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Lowain&diff=428636GBVSR/Lowain2023-12-16T23:12:49Z<p>TomTom: /* {{clr|4|2U}} */ typo fix</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Lowain is an oddball character who makes use of a large bag of funny gags and weird moves to befuddle his opponent. He relies on his [[GBVSR/Lowain##Magnificent Tool of Destruction|Katapillar (or Katbot)]] and his fellow [[GBVSR/Lowain##Sammy & Tommy|Brofams (Bros)]] to control neutral and set up mixups, all the while healing himself and building SB Gauge with [[GBVSR/Lowain##Don't Mind If I Do|Don't Mind If I Do]] in a wacky hit-and-run playstyle.<br />
<br />
Lowain also makes liberal use of meter, sporting a [[GBVSR/Lowain##Ultimate Sammy & Tommy|fullscreen projectile]] to deal with zoners, a [[GBVSR/Lowain##Ultimate Magnificent Tool of Destruction|full corner-to-corner hit-confirm]] and an [[GBVSR/Lowain##Ultimate Come at Me, Bro!|invincible reversal]] to supplement his poor defense. With full meter, he can bring about the ultimate gimmick, the [[GBVSR/Lowain##Human! Pyramid! Attack!|Human Pyramid Attack (HPA)]], or call upon the notorious [[GBVSR/Lowain##Try This on for Size!|Yggdrasil (Yggy)]] to finish off unprepared opponents.<br />
<br />
That said, Lowain can fall short on defense and, without strong game sense from the player, can falter against opponents who understand his tricks well. In addition, Lowain is not a combo or damage-heavy character, meaning that players must exercise fair knowledge of setups for him to work well.<br />
<br />
If this peculiar style of play appeals to you, Lowain and his Bros might just make your day.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ReasonsToPick<br />
|intro= {{Character Label|GBVSR|Lowain|label=Lowain}} is a gimmicky character who summons allies to attack for him.<br />
|pickMe=<br />
* A very dynamic and active playstyle<br />
* Playing into gimmicks and improvising <br />
* Frustrating the opponent<br />
<br />
|avoidMe=<br />
* Relying on meter for defense<br />
* An esoteric moveset<br />
* Low immediate reward from combos<br />
<br />
}}<br />
</div><br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Pressure tool. Can go directly into a combo or use links to do frame traps.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Vital normal for Lowain. Used after 214U to connect and every range, as a situational anti-air and as a pressure/combo tool after 66L. Any of the 3 hits can be canceled <br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Combo starter/Juggle tool. Can be a situational anti air too if they are close.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack. Special cancelable.<br />
<br />
----<br />
'''c.XXX'''<br />
*Special cancelable.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. Knocks down on counter hit allowing for oki of choice.<br />
<br />
On normal hit, Lowain can set up a reversal-safe {{clr|1|2S}}.<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Knocks down on counter hit allowing for oki of choice.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Hit confirm button and fast poke. It’s used in link combos and for pressure. Rather stubby though.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Neutral whiff punish/poke. Has fairly long reach Can cancel into specials for additional pressure. At max range you can cancel into {{clr|1|214L}} to become even or + on block (usually about +1).<br />
<br />
Also used in combos to link into Awesome Sauce (214X).<br />
}}<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Okay whiff punish tool but rather unremarkable everywhere else due to its poor range.<br />
<br />
}}<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Lowain's mixup tool for his 236X oki.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Neutral whiff punish/poke. A mid that has pretty long reach. Can also use it as a pressure tool to keep people on their toes. Can cancel into specials. Important to use in tandem with 66L.<br />
<br />
Can low profile a lot of moves.<br />
}}<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Rather small anti air that leads into big punishes on hit. Has good vertical range but not much horizontal range in front of him which makes some jump in arcs a bit awkward to anti-air. Facilitates a lot of optimal air juggle combos with {{clr|3|2H}} > {{clr|1|214L}}. Use it to combo into HPA.<br />
}}<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Advancing, low profile sweep that leads to oki. Very hard to punish due to it being spaceable and special cancelable on both block and hit.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
THE universal pressure button. Use with c.M, f.L and 2M.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Lowain slides along the ground like a penguin, similarly to Elsam, for a low attack. Only scores a hard knockdown for oki on counter hit, but the soft knockdown allows Lowain to place down {{clr|1|2S}}, reversal-safe. Regardless, unless covered by rockets or bros, this move is extremely risky to throw out.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Lowain pulls an El Fuerte and performs a body slam over the opponent, similarly to Tomoi. Hits mid and crosses up, which is not particularly handy considering the existence of the Block button. <br />
However, it is -2 on block, which is not punishable AND and it can bait throws since it propels Lowain into the air. If you counter hit someone with this, depending on the angle, you can combo into the first hit on c.H or, at every angle, f.M.<br />
On normal hit, Lowain can place down {{clr|1|2S}}, reversal-safe.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Lowain’s foot sticks out until he lands. Great air to air button, though it can be crouched. Once used, it's active during your whole jump, which makes it easy to anti-air.<br />
<br />
The range makes it good to wall an opponent trying to jump over {{clr|3|22H}} rockets.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Crossup tool. Be wary of the range though since it's pretty short.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Air to ground attack. Has more range than {{clr|2|j.M}} so you can also use it air to air situations or mix up the timing on your jumping attacks.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Multihitting happy feet attack. Good for mixups/pressure since every hit counts as an overhead. It also changes the trajectory of your jump a little bit due to increased floatiness. Note that it can only hit an opponent up to 5 times before the active frames are forced to run out.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Don't Mind If I Do</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Lowain skillfully cooks up a random food item that restores either his health or meter. This ridiculous move enables Lowain to leisurely spend meter and mount a comeback if he needs to heal. <br />
<br />
He can make use of it during Katbot oki, from fullscreen, canceled from a successful sweep, or during Ultimate Katbot.<br />
<br />
Health: Corn (5%), Meat (10%), Spaghetti (20%)<br />
<br />
Meter: Salad (8%), Parfait (30%)<br />
<br />
Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw is Lowain's best throw. Gives him enough time to set up oki, at +44 advantage. <br />
<br />
His back throw is less good, but still allows him to set a summon up, at +36 advantage. <br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Typical air throw. This throw also has an interesting property where if you air throw an opponent into a summon, the summon will hit them during the throw animation and damage them, and also condemn your knockdown.<br />
}}<br />
<br />
===Raging Strike===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
<br />
Important for Lowain since he is reliant on 214X for combos. Hitting this allows him to set up summons and eat, too.<br />
}}<br />
<br />
===Raging Chain===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
<br />
Good for carrying them to the corner where Lowain's pressure shines, but also allows him time to cycle his 214X cooldown.<br />
}}<br />
<br />
===Brave Counter===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Sammy & Tommy</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile moves (for some reason). Calls in Sammy/Elsam or Tommy/Tomoi depending on the button you press.<br />
<br />
This is the key move for setting up mix. The slide hits low and Lowain is able to move around before it hits allowing him to setup a jump in overhead to hit his opponent just when or around when Elsam slides. The brofams are very susceptible to active hitboxes. Any hitbox will hit a brofam and their attack will be negated. However, on hit, the brofams will soak up 1 hit of a projectile. Brofams will continue to attack even if Lowain is hit or blocking which makes some trade situations possible. The brofams' attacks come out faster the closer Lowain is to the edge of the screen, which you can exploit as a jumpscare reversal sometimes.<br />
<br />
The brofams will despawn when performing either of Lowain's supers. <br />
----<br />
;L Version<br />
* Elsam slides in with a low-hitting attack.<br />
* Can be used for both mix and a launcher to be followed up by 2H or c.H.<br />
----<br />
;M Version<br />
* Tomoi jumps in and splashes on the foe for a mid attack.<br />
* The delay is useful for covering Lowain's approach, an empty jump 2L, throw, or even Raging Strike<br />
----<br />
;H Version<br />
* Calls both at the same time. Good after the opponent air recovers in the corner since it allows for a 50/50.<br />
}}<br />
<br />
===<big>Come at Me, Bro!</big>===<br />
{{Micon|4}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Lowain's parry. Note that he cannot parry unblockable attacks. His parry is also a guard point type parry which means your opponent can cancel the attack that triggers the parry if they are able to. An aware opponent can protect themselves by cancelling their normals into spotdodge, DP, sba, or ssba to avoid the parry followup. If they spotdodge, Lowain is left negative but not punishable.<br />
<br />
He can also combo off of his parries near the corner. You can only combo from parry if they land a high jump in for his L and H parries. M Parry will always give you a chance to follow up if you land it near the corner.<br />
<br />
Good for dealing with 66L since the attacker cannot cancel it into anything.<br />
----<br />
;L Parry<br />
* Counters highs and mids.<br />
----<br />
;M Parry<br />
* Counters low hits only.<br />
----<br />
;H Parry<br />
* Counters everything but throws.<br />
}}<br />
<br />
===<big>Awesome Sauce</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Lowain catapults himself across the stage, with style. This is your major combo extender/ender. All versions become airborne after startup allowing you to go over some low hitting attacks<br />
----<br />
;L Version<br />
* Slow start-up. <br />
This is plus on block if spaced/Meaty (up to +5) and in general is unpunishable from any range. <br />
----<br />
;M Version<br />
* Fast start-up and good damage. <br />
Your primary resourceless combo ender. <br />
----<br />
;H Version<br />
* Wallbounces in the corner.<br />
Extremely important for extending combos due to the wallbounce in the corner, but can be used for corner carry and jumpscare mobility option if you're crazy.<br />
}}<br />
<br />
===<big>Magnificent Tool of Destruction</big>===<br />
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Summons the mighty (and imaginary) Lady Katapillar (or Katbot) into battle. One of your major sources of neutral and THE major source of okizeme. Listed startup is how long it takes Katapillar to actually do the attack. Lowain can act 34F after inputting the move. The Katerpillar is very susceptible to active hitboxes. Any hitbox will hit Katerpillar and her attack will be negated. Katerpillar will continue to attack even if Lowain is hit or blocking which makes some trade situations possible.<br />
----<br />
{{Clr|1|22L}} Performs advancing rocket punches.<br />
<br />
This is the one you'll be using for oki 80% of the time.<br />
----<br />
{{Clr|2|22M}} Fires an Aether Beam at slightly upward angle.<br />
* Opponent can duck under it at max range. <br />
Excellent for zoning and to answer your opponent's projectiles. <br />
----<br />
{{Clr|3|22H}} Fires a salvo of rockets<br />
<br />
What neutral? Zones the opponent and allows Lowain to approach, eat, or ring up his bros. Can be used in tandem with with 236U for a great source of chip damage and zoning.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Sammy & Tommy</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Sends the boys across the screen in a flaming wheel of cool. The sheer force and power of Sammy and Tommy with some Skybound Gauge behind them is enough to facetank most opposing fireballs, giving it a similar utility to most of the cast's Ultimate fireballs.<br />
*Cannot be used if either bro is already on the screen.<br />
}}<br />
<br />
===<big>Ultimate Come at Me, Bro!</big>===<br />
{{Micon|4}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Lowain's only real reversal outside of SSBA. Invul on startup, Lowain launches a pair of rising strikes before following up with a dive. The dive is a low.<br />
*Grants 2SL oki upon connecting the dive.<br />
}}<br />
<br />
===<big>Ultimate Awesome Sauce</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A faster version of Awesome Sauce. Deals an extra hit, but also has a significantly shallower launch angle, with the hard knockdown leaving the opponent much closer to Lowain than any other version. Floorbounces, so can be comboed out of midscreen.<br />
}}<br />
<br />
===<big>Ultimate Magnificent Tool of Destruction</big>===<br />
{{Micon|16}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
Summons a Katapillar with a pair of drills equipped, that quickly advances forwards across the ground. If it connects with an opponent on hit or on block, it'll repeatedly hit them and keep them in either hitstun or blockstun until colliding with the edge of the screen or the corner. Because of this, Lowain can chase the Katapillar down to ensure he gets the maximum amount of hits and corner carry.<br />
<br />
The final hit also crumples and combo limits, giving Lowain enough time to either eat a few items or eat once and set up a bro.<br />
<br />
*Lowain cannot summon another bot while this one is onscreen.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Human! Pyramid! Attack!</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Unleashes the final form of the Lowain Bros. Enters Pyramid Stance after invulnerable startup, granting Lowain boosted movement speed and a new set of attacks for a short time, but rendering him unable to block, only spotdodge. That said, Lowain has unlimited armor and is completely immune to throws of all kinds during HPA. Note that if your HP drops to zero Lowain will die and, if the HPA timer runs out, his bros will desert him and he will turn back to normal. <br />
<br />
Can be used to end corner combos, mix up the opponent or to chip them out. <br />
<br />
Relevantly, Lowain earns 1 Bravery Point when activating this move and subtracts one from the opponent when connecting his 236U HPA ender.<br />
<br />
<br />
}}<br />
<br />
===<big>Totally Rad Juke</big>===<br />
{{InputBadge|Pyramid > G}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H G<br />
|description=<br />
Dodges incoming attacks from the foe. The bros can't block while in HPA, so use this skill to avoid taking damage.<br />
}}<br />
<br />
===<big>It's Lit, Bros</big>===<br />
{{InputBadge|Pyramid > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H L<br />
|description=<br />
Performs a three-hit flurry of slashes. This skill deals a considerable amount of chip damage when blocked. It's fairly unsafe on block allowing your opponent to punish with some damage before you're able to act again.<br />
<br />
Can combo from the move below, "fireworks," into 236U.<br />
}}<br />
<br />
===<big>Definitely Don't Try This at Home</big>===<br />
{{InputBadge|Pyramid > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H M<br />
|description=<br />
Ignites fireworks toward the sky. This skill doesn't have much horizontal reach, but easily catches foes trying to jump in. Easily juggles into itself multiple times on airborne opponents.<br />
<br />
===<big>Flex On 'Em</big>===<br />
{{InputBadge|Pyramid > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H H<br />
|description=<br />
Performs a swift overhead attack. Is considerably plus on block making it usable for frame traps if they block it.<br />
}}<br />
<br />
===<big>Catch 'Em Slippin'</big>===<br />
{{InputBadge|Pyramid > U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H U<br />
|description=<br />
Performs a low sliding attack that sends the opponent flying high. Can be followed up with Definitely Don't Try This at Home, the fireworks, upon connecting. <br />
}}<br />
<br />
===<big>Moment of Truth</big>===<br />
{{InputBadge|Pyramid > {{clr|4|236U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H 236U<br />
|description=<br />
Perform a powerful rush attack that can be canceled from any skill used during HPA. It'll also disband the pyramid. <br />
<br />
The rush attack will cause Guard Crush if blocked, which can be used to checkmate low health opponents via 22H > HPA > 236U.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Try This on for Size!</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Summons (an imaginary) Yggdrasil into battle in place of Lowain for a time period (a gauge will show up under Lowain's health bar). Also comes with her own moves (see below). Attacks hitting Yggdrasil have 50% of their damage reduced, and she can't be knocked out. Her skills deal big damage at just about any range, so give her a call when it's about time to finish off the opponent. All of her attacks can be spotdodged individually or avoided. When the timer runs out Lowain has punishable recovery frames. Make sure you finish them off or you push them far enough to avoid being punished.<br />
<br />
Yggdrasil can be controlled to move back and fourth slowly, which can be used to fence your opponent in.<br />
<br />
Slightly less useful against experienced players (you still get ridiculous chip damage) However, Lowain disappears when this move goes active. So it can be used as a get-out-of-jail-free card if you're in a pinch since it does have frame 1 invincibility. <br />
<br />
Grants Lowain 1 Bravery Point on usage.<br />
<br />
}}<br />
<br />
===<big>Earth Pillar</big>===<br />
{{InputBadge|Yggdrasil > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U L<br />
|description=<br />
Erects three rock pillars from the ground. Their placement can be adjusted by holding 6 or 4 when pressing the button.<br />
}}<br />
<br />
===<big>Axis Mundi</big>===<br />
{{InputBadge|Yggdrasil > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U M<br />
|description=<br />
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down, which will cause the sphere to travel slower, allowing for lava and lightning setups.<br />
}}<br />
<br />
===<big>Nether Veil</big>===<br />
{{InputBadge|Yggdrasil > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U H<br />
|description=<br />
Carpets the entire ground in lava. Unblockable!<br />
<br />
Takes away 1 Bravery Point from the opponent.<br />
}}<br />
===<big>Luminox Genesi</big>===<br />
{{InputBadge|Yggdrasil > U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U U<br />
|description=<br />
Projectile. Generates a massive column that pulls the foe in and hits multiple times. Deals plenty of chip damage.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Lowain}}<br />
{{GBVSRweapons|Size=120|Character=Lowain}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lowain|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters]]</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424289User:TomTom/xrdtest2023-12-11T01:32:18Z<p>TomTom: /* Character Specific Reference */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
}}<br />
<tabber><br />
Corner Low Wallsplat =<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
Corner High Wallsplat =<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, superjump j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Corner 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing bt.H routes===<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424287User:TomTom/xrdtest2023-12-11T00:46:47Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
}}<br />
<tabber><br />
Corner Low Wallsplat =<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
Corner High Wallsplat =<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, superjump j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Corner 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424199User:TomTom/xrdtest2023-12-10T21:50:08Z<p>TomTom: /* Crouch Confirms */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Corner 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424197User:TomTom/xrdtest2023-12-10T21:47:36Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424196User:TomTom/xrdtest2023-12-10T21:47:01Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
{{TheoryBox<br />
| Title = Corner Parry Route<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424195User:TomTom/xrdtest2023-12-10T21:45:18Z<p>TomTom: /* Crouch Confirms */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5K > 6P<br />
| Oneliner = Take all you can get<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=424194User:TomTom/xrdtest2023-12-10T21:43:11Z<p>TomTom: /* Guts Crushing */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<tabber><br />
Midscreen 5D9 Guts crush =<br />
{{TheoryBox<br />
| Title = 5D9 Guts crush<br />
| Oneliner = Gets the job done<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H <br />
| content =<br />
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.<br />
}}<br />
|-|<br />
Corner 5D6 Guts crush =<br />
{{TheoryBox<br />
| Title = Corner Guts Crush<br />
| Oneliner = Where Leo Shines<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S<br />
| content =<br />
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.<br />
}}<br />
</tabber><br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422476User:TomTom/xrdtest2023-12-07T00:05:33Z<p>TomTom: /* Specialized Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Guts Crushing===<br />
<br />
===Gold IK===<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422475User:TomTom/xrdtest2023-12-07T00:05:01Z<p>TomTom: /* Specialized Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Guts Crushing===<br />
<br />
===Gold IK===<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422036User:TomTom/xrdtest2023-12-03T23:40:16Z<p>TomTom: /* Combo List */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422030User:TomTom/xrdtest2023-12-03T23:04:59Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
{{TheoryBox<br />
| Title = Air Hit 6H Corner<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = 6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422028User:TomTom/xrdtest2023-12-03T23:01:16Z<p>TomTom: /* Metered Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
====Metered Combos====<br />
<tabber><br />
Rekka RRC =<br />
{{TheoryBox<br />
| Title = Rekka RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
|-|<br />
H Eisen RRC=<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422027User:TomTom/xrdtest2023-12-03T22:58:15Z<p>TomTom: /* Metered Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
====Metered Combos====<br />
<tabber><br />
H Eisen =<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422026User:TomTom/xrdtest2023-12-03T22:55:47Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
====Metered Combos====<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422025User:TomTom/xrdtest2023-12-03T22:54:31Z<p>TomTom: /* Crouch Confirms */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=422024User:TomTom/xrdtest2023-12-03T22:46:02Z<p>TomTom: /* Character Specific Reference */ Added new table</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > Ender<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===Standing {{clr|2|6K}} routes===<br />
These characters have wide hurtboxes which make standing {{clr|2|6K}} links possible<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| {{clr|1|2P}} > {{clr|2|5K}} > delay {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Elphelt|label=El}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|6K}}, {{clr|1|2P}} > {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}<br />
|}<br />
<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=422009GGXRD-R2/Leo Whitefang2023-12-03T21:54:56Z<p>TomTom: /* {{clr|2|5K}} */</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average {{clr|2|5K}}, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap {{clr|1|2P}} or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's {{clr|5|5D}} animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=422008GGXRD-R2/Leo Whitefang2023-12-03T21:52:51Z<p>TomTom: /* Dead Angle Attack */</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap {{clr|1|2P}} or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's {{clr|5|5D}} animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=422007GGXRD-R2/Leo Whitefang2023-12-03T21:50:21Z<p>TomTom: /* {{clr|4|6H}} */</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap {{clr|1|2P}} or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's 5D animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=422006GGXRD-R2/Leo Whitefang2023-12-03T21:49:12Z<p>TomTom: /* Kaltes Gestöber Erst */ removed outdated info</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap {{clr|1|2P}} or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|.S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's 5D animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=421889GGXRD-R2/Leo Whitefang2023-12-03T05:48:08Z<p>TomTom: /* {{clr|3|c.S}} */</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap {{clr|1|2P}} or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|.S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's 5D animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. If Zweit goes behind the opponent, the attack needs to be blocked as a crossup. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=421888GGXRD-R2/Leo Whitefang2023-12-03T05:47:30Z<p>TomTom: /* {{clr|3|c.S}} */ fixed MMC preview</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input=236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap 2P or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|.S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's 5D animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. If Zweit goes behind the opponent, the attack needs to be blocked as a crossup. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420815User:TomTom/xrdtest2023-11-25T22:25:18Z<p>TomTom: /* Combo Structure */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > Ender<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
====Enders====</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420764User:TomTom/xrdtest2023-11-25T06:04:39Z<p>TomTom: /* Combos off Backturn Super */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > Ender<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420763User:TomTom/xrdtest2023-11-25T06:04:07Z<p>TomTom: /* 5D Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > Ender<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420762User:TomTom/xrdtest2023-11-25T06:03:30Z<p>TomTom: /* Crouch Confirms */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = bt.H Starter<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.H, bt.S > bt.H, bt.S > Ender<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420761User:TomTom/xrdtest2023-11-25T05:56:29Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Super Corner Combo<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H <br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420760User:TomTom/xrdtest2023-11-25T05:53:46Z<p>TomTom: /* Byrnhildr (Backturn) Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420572User:TomTom/xrdtest2023-11-23T01:14:02Z<p>TomTom: /* Byrnhildr (Backturn) Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.D, Dash bt.S > bt.H<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420564User:TomTom/xrdtest2023-11-22T23:50:14Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = H Eisen RRC<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420563User:TomTom/xrdtest2023-11-22T23:46:28Z<p>TomTom: /* Normal Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
<tabber><br />
Gatlings into 2D =<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
|-|<br />
Gatlings into Rekka =<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
</tabber><br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=420562User:TomTom/xrdtest2023-11-22T23:44:09Z<p>TomTom: /* What Each Button Does */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=418101User:TomTom/xrdtest2023-11-07T21:10:11Z<p>TomTom: /* bt.{{clr|5|D}} parry routes */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}<br />
|-<br />
| | bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Leo_Whitefang&diff=417401GGXRD-R2/Leo Whitefang2023-11-02T20:09:34Z<p>TomTom: /* Graviert Würde */</p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually {{clr|2|bt.K}}, {{clr|3|bt.S}}, or {{clr|4|bt.H}}) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.<br />
<br />
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes ({{clr|3|f.S}}, {{clr|4|5H}}) are also slow, and {{clr|3|f.S}} has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ({{clr|3|[4]6S}}/{{clr|4|H}}) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.<br />
<br />
Leo's air normals aren't great, with the notable exception of {{clr|2|j.K}} as a jump-in. {{clr|3|j.S}} is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade ({{clr|4|j.236H}}) for a guaranteed knockdown that starts backturn pressure.<br />
<br />
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: {{clr|2|5K}} is advancing and plus on block, {{clr|3|2S}} is a plus on block low, and he can cancel almost any ground button into his first rekka ({{clr|3|236S}}) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash ({{clr|4|236H}}) to start backturn pressure early and potentially score a sweet counter hit. {{clr|2|6K}}, {{clr|2|bt.K}}, and {{clr|1|bt.P}} are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ({{clr|3|[2]8S}}/{{clr|4|H}}) - like many of his other special moves, he gets to continue his offense if it connects.<br />
<br />
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#2P|2P]] (5F), [[#5K|5K]] (8F)<br />
| reversal = [[#Eisen Sturm|[2]8S/H]] (5/8F)<br>[[#Leidenschaft Dirigent|632146H]] (10+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.<br />
|pros=<br />
*'''The Offense of a King''': High damage and lots of health allow Leo to take a beating and dish one out. Upon knocking his opponent down, Leo's up-close pressure game can increase RISC quickly and open up even the most defensive opponents. His numerous plus frame moves and great reward on landing hits make him into a freight train once he gets going.<br />
*'''The Defense of a King''': {{clr|4|H}} Eisen Sturm is the most active reversal in the game, has an easy input to perform while in blockstun, and knocks the opponent down on hit for a reset to neutral. It even beats certain crossups!<br />
*'''No Throws for You''': Leo's pressure is centered around the fact that many of his Brynhildr Stance normals are '''throw invulnerable'''. This means that opponents often cannot throw him at all, and must gamble on high-stakes options like reversals or else sit there and take the heat. <br />
*'''Loopable Gameplan''': All of Leo's BnB enders either put the opponent in Knockdown and him in backturn, or else put him in a highly favorable position over his opponent. He has several good meaty options to support this. <br />
*'''Easy Knockdowns''': Leo can start his okizeme from virtually any hit thanks to his rekkas and reversal, making a comeback all the more possible.<br />
*'''Meter Burn''': All of Leo's super options are good, with {{MiniMoveCard|input=Stance 632146S|label=Stahl Wirbel}} arguably being the best projectile super in the game. Leo also has good Projectile YRC to help cover him on the ground. <br />
|cons=<br />
*'''Lockout:''' One of the worst characters in the game for dealing with zoning. Leo must make several high-committal decisions to get in, or else push forward with dashblocking.<br />
*'''Hates the Air:''' Leo's anti airs are poor for dealing with most airborne opponents. While his {{clr|1|6P}} has a decent hitbox, it has weird properties that make it vulnerable to multi-hit anti airs or cancelling a jump-in with a special. <br />
*'''Large and Heavy:''' Large hurtbox that makes him vulnerable to counterpokes and easy to combo. His 4f jump startup paired with a very low {{keyword|IAD}} height can make escaping some pressure difficult.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[#Brynhildr Stance Moves|Backturn Stance]]<br />
|content=<center>[[File:GGXRD_Leo_BrynhildrStance.png|150px]]</center><br />
Several of Leo's normal and special moves put him into Brynhildr stance, or Backturn as it is commonly referred to. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including: Extremely fast walk speed, a crossup dash, a [[#bt.H|fast plus on block overhead]], two throw invuln moves, an [[#bt.D|invulnerable counter]], an [[#Blitzschlag|unblockable]], and a [[#Stahl Wirbel|0f projectile super]].<br />
<br />
Leo can still perform his usual special moves in backturn stance, or cancel out of it by pressing 22. Leo's gameplan focuses on getting into backturn stance and using it to apply pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
}}<br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GGXRD-R2/Leo_Whitefang/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GGXRD-R2/Leo_Whitefang/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 7<br />
}}<br />
Good horizontal and vertical range for a jab. Has use as an occasional anti-air. <br />
<br />
It has better range and damage than {{clr|1|2P}}, but is slightly slower. Hits low enough to reach crouching opponents, but is negative on block, so generally a gatling to {{clr|2|5K}} or {{clr|3|c.S}} is recommended.<br />
*Can whiff cancel into {{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}} from frame 12<br />
*Hit confirming {{clr|1|5P}} at max range will cause {{clr|2|5K}} to Whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A good medium range advancing poke. <br />
<br />
Leo lunges forwards with frame advantage on block. Slower than average for a {{clr|2|5K}}, but the foot invincibility, range, combo options, and safety of {{clr|2|5K}} make it a good move to throw out during pressure. On hit, should nearly always be gatlinged into {{clr|3|c.S}}; if you delay the {{clr|S|S}} input slightly, you can usually combo into {{clr|3|c.S}} instead of {{clr|3|f.S}}, which is better for Leo's combos and offense.<br />
<br />
Because its a bit slower than the average 5K, Leo relies on jabs instead of {{clr|2|5K}} to beat the opponent's fast moves. While it is foot invincible to beat low pokes or low {{keyword|abare}}, the opponent can still throw Leo out of {{clr|2|5K}} if used too close to them.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
Combo filler and scramble tool. Leo's fastest throw OS.<br />
<br />
On ground hit, combos to {{clr|4|5H}}, {{clr|2|6K}}, and {{MMC|input-236S|label=Rekka}}. On air hit, jump cancel {{clr|2|j.K}} or {{clr|3|j.S}} starts an air combo. On block, the frame advantage can be used to frame trap 2P or tick throw.<br />
<br />
{{clr|S|c.S}} is only 2f slower than Leo's fastest normal, and starts large damage combos on counter-hit, making it a high-reward choice in scramble situations.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S,f.S~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Leo's primary mid-range poke. <br />
<br />
On normal standing hit, only combos to {{clr|5|2D}}, {{clr|4|2H}}, and {{MMC|input=632146H|label=Leidenschaft Dirigen}} without Roman Cancel. On crouching or counter hit, combos to {{clr|2|6K}}, {{clr|4|5H}}, and {{MMC|input=236S|label=Erst}}.<br />
<br />
Leo can transition into block pressure with gatlings to {{clr|3|2S}}, {{clr|2|6K}}, {{clr|4|6H}}, or {{clr|4|5H}}. Blocked {{clr|3|f.S}} > whiff {{clr|3|2S}} reduces total frame disadvantage to -6 on block, which gives Leo an option for pressure resets by leveraging the threat of {{clr|3|f.S}} > {{clr|4|5H}} to vary his strings.<br />
<br />
Besides guard point, {{clr|3|f.S}} also cancels to {{clr|4|5H}} and {{clr|H|6H}} ''even on whiff'' which makes whiff punishing Leo's {{clr|3|f.S}} difficult.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, , {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|3|f.S}}~{{clr|1|P}}<br />
Leo's {{clr|3|f.S}} cancels its recovery into Guard stance, automatically blocking mids and highs. Guard Point doesn't work against throws, lows, unblockables, Overdrives, and Instant Kills. Leo is in Counterhit state during entire move, making it punishable against characters with long reaching lows.<br />
<br />
Leo can use this guard point to {{keyword|option select}} during blockstrings to make his grounded combos {{tt|burst safe|ex. inputting {{clr|S|c.S}} > {{clr|S|f.S}}~[{{clr|P|P}}]~{{clr|D|2D}}~{{clr|H|6HH}} while keeping {{clr|P|P}} held will combo {{clr|S|f.S}} into {{clr|D|2D}} on hit while guard pointing a burst after {{clr|S|f.S}}, then punishing the burst with {{clr|H|6H}}}}.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation or from 27F onwards on whiff. Leo still goes through hitstop.<br />
*[P] can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H,5H~P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Huge range poke that combos into a knockdown on normal hit.<br />
<br />
Vacuums both on block and hit. Has use as an anti-air, hits behind him, and leads to huge damage on counter-hit. Inputting {{clr|4|H}}(or holding) on 24~26F causes Leo to transition to Brynhildr stance.<br />
*Backturn transition starts from frame 27.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
----<br />
;{{clr|4|5H}}~{{clr|1|P}} <br />
<br />
Leo's {{clr|H|5H}} transition into Guard stance, automatically blocking mids and highs while still being vulnerable to lows.<br />
<br />
Guard Point doesn't work against Overdrives and Instant Kills and Leo is in Counterhit state during entire move, making it risky against characters with long reaching lows.<br />
*Can cancel into {{clr|4|5H}}/{{clr|4|6H}}/{{clr|4|2H}} upon Guard Point activation and from 27F onwards on whiff.<br />
*Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after letting go of the button.<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Standard slow overhead Dust attack. Safe on block and has a good amount of range.<br />
<br />
Leo's only overhead outside of stance. Useful combo extension tool from RC against grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
An unusual {{clr|P|6P}} that is armored instead of being upper body invincible.<br />
<br />
As an armor move, be wary that multihit buttons can usually beat Leo's {{clr|1|6P}}, alongside fast jump-ins that are capable of hitting the armor and land blocking due to {{clr|1|6P}}'s slow startup. As such, it's usually better to use this move pre-emptively to call out and tank through linear ground approaches such as Slayer's {{MMC|input=236P|chara=Slayer|label=Mappa Punch}} or May's {{MMC|chara=May|input=[4]6S|label=Dolphins}}.<br />
<br />
Unlike regular {{clr|P|6P}}s It is inadvisable to counterpoke with, as the opponent can special cancel off the hit on armor before it becomes active, pulling back their hurtbox and likely causing {{clr|1|6P}} to whiff. However, {{clr|1|6P}}'s active frames appear 2f after hitstop if it successfully armors through a move, allowing it to beat ''some'' multihit normals with extended hurtboxes.<br />
<br />
On normal hit, {{clr|P|6P}} can usually combo into {{clr|4|236H}}, but can whiff on opponents that get hit too high. You can delay {{clr|4|236H}} a tiny amount to try to offset this, although it's not always possible. It's one of Leo's better punish buttons.<br />
*Blows the opponent back on both air and ground hit. <br />
*Unlike similar armor such as Potemkin's {{MMC|input=[4]6H|chara=Potemkin|label=Hammerfall}}, you '''can not''' yrc when your armor is triggered, but the opponent still can.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Advancing plus on block normal for hit confirms, meaties, and pressure resets.<br />
<br />
The throw invincibility and frame advantage also makes {{clr|2|6K}} a strong meaty. {{clr|2|6K}} is important for Leo's pressure, but is risky to do outside of setups and blockstrings. Often used to hit-confirm off {{clr|3|c.S}} and to pressure off {{clr|3|2S}} or f.S since it leads to a knockdown but isn't as risky as {{clr|4|5H}}.<br />
<br />
In neutral, dashing {{clr|2|6K}} can be YRC'd to safely cover significant distance.<br />
*Combos to {{clr|3|236S}} rekka.<br />
*On counter-hit, staggers the opponent. Combos to {{clr|2|5K}}.<br />
*On crouching opponents, {{clr|3|f.S}} > {{clr|2|6K}} > {{clr|1|5P}} combos at a distance, allowing Leo to extend combos.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Slow advancing haymaker with frame advantage on block and high reward on hit.<br />
<br />
Has use as a frame trap from {{clr|H|5H}} and an option to call out jumping after a blocked {{clr|S|f.S}}. While it is damaging starter, it can be interrupted since it's so slow, which makes it telegraphed as Leo can only gatling into it from those two normals and {{clr|K|2K}}. However, the opponent will usually need to challenge with a mid or high due to the move's foot invincibility. If the opponent respects {{clr|H|6H}}, Leo can safely transition into Brynhildr stance by holding {{clr|H|H}}.<br />
*On grounded hit, {{clr|1|5P}} and {{clr|1|2P}} combo. On counter-hit, {{clr|2|5K}} combos.<br />
*On air hit, ground bounces. Can follow up with {{clr|4|236H}} or dash {{clr|2|5K}} for a combo midscreen. Follow up with (hold {{clr|H|H}}) > bt.{{clr|S|.S}} > bt.{{clr|3|214S}} in the corner.<br />
*Inputting {{clr|H|H}} (or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Leo's fastest normal. <br />
<br />
Occasionally used to start chains in blockstrings. Useful for tick throws after canceling heavy moves. (ex {{clr|H|6H}}>RRC>Dash>{{clr|P|2P}}>Microwalk>Throw)<br />
*Can cancel into {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}} even on whiff from frame 9.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Leo's fastest low attack in normal stance.<br />
<br />
A standard low kick used to start combos. Has great range for a {{clr|K|2K}} and a large hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's best low starter albeit with fairly poor range for a {{clr|S|2S}}.<br />
<br />
Has significant frame advantage on block and the ability to gatling to {{clr|4|2H}} for a combo. At close range, you can link a {{clr|1|2P}} into a confirm as well. Since it's also a low profile move, it can be used to avoid many narrow pokes, like Johnny {{clr|3|f.S}} or Jack-O {{clr|3|f.S}}.<br />
<br />
Can occasionally be useful against characters that like to crossup grounded as it hits on both sides of Leo.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 26<br />
}}<br />
Combo filler and occasional high commitment anti-air.<br />
<br />
Used for comboing into rekkas when slightly outside {{clr|3|c.S}} range on standing opponents. Fast enough to combo from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|2S}}. On block, its poor horizontal range and lack of good gatling options makes it very situational for any use during pressure. On ground counter hit {{clr|4|2H}}, it floats the opponent up and is completely untechable, making it Leo's best meterless starter when a counter hit is guaranteed such as in punish scenarios.<br />
<br />
While it has slow startup, it is a high reward anti-air with lots of active frames which is excellent at calling out predictable air approaches. <br />
*Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Slow low attack that has throw and low invincibility throughout its active frames. <br />
<br />
At max range from {{clr|3|2S}} or {{clr|3|f.S}} versus standing opponents, {{clr|5|2D}} is generally the best way to end a combo into knockdown since {{clr|4|5H}} won't combo. {{clr|5|2D}} also has decent range and can go underneath moves like Elphelt's {{clr|4|5H}}, but does not low profile like most sweeps and is not special cancellable. Can be used as a surprise low after {{clr|4|5H}}, {{clr|4|2H}}, {{clr|3|c.S}}, {{clr|3|f.S}} or {{clr|3|2S}} to catch someone attempting a defensive throw or jump out. <br />
<br />
{{clr|5|2D}} is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked. If an opponent tends to immediately take their turn after blocking 2D, Leo can take a risk and call out their mash attempt with flash kick.<br />
*Can be RRC'd for a significant combo on hit.<br />
*In the unlikely event of an air CH, can follow up the combo with dashing {{clr|2|5K}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
Downward angled air jab that is chainable on whiff.<br />
<br />
Not a great air-to-air because it doesn't hit above Leo, but useful in scramble situations if the opponent is beneath him for a low-commitment confirm into an air combo.<br />
*{{clr|1|j.P}} chains are burst safe when used properly.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 14<br />
|recovery = 21<br />
}}<br />
Leo's best jumping attack against opponents beneath him. <br />
<br />
Leo's shallow jump height makes {{clr|2|j.K}} a serious midrange threat. {{clr|2|j.K}} is Leo's preferred jump-in thanks to its incredibly long active frames. However, the large hurtbox and long startup on this move makes it easy to consistently anti-air on reaction for most characters. It's generally good to use {{clr|2|j.K}} early in a jump to mitigate its long startup time.<br />
<br />
{{clr|2|j.K}} generally leads to better damage in combos than {{clr|3|j.S}} due to {{clr|2|j.K}} only hitting once.<br />
*On block or hit, can be jump cancelled for combos or pressure.<br />
*Can crossup on occasion, mostly against large characters.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 13<br />
|offset = 3<br />
|inactive = 1<br />
}}<br />
A two-hit uppercut. Leo's best jumping attack against opponents above him.<br />
<br />
While hitting above him makes it a great move for air-to-air, the tiny range of the first hit requires precise timing to beat out the opponent's moves. Typically, using {{clr|2|j.K}} in combos instead of {{clr|3|j.S}} will lead to more damage as {{clr|2|j.K}} does more damage per hit, whereas {{clr|3|j.S}} will combo more consistently. The can be said of scramble situations; {{clr|3|j.S}} can be more reliable compared to {{clr|2|j.K}} as {{clr|3|j.S}} is 3 frames faster. <br />
*Leo can cancel into other air normals between the two hits.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Leo's farthest reaching and most disjointed air attack. <br />
<br />
Mostly used as air combo filler to end a combo by cancelling into {{MMC|input=j.236H|label=Siegesparade}}, but can be a strong air-to-air poke thanks to its large disjointed hitbox. Has occasional use as an IAD punish or ranged jump in, but will whiff against crouching opponents unless done very close to the ground.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Multi-hitting Divekick-style attack that halts Leo's air momentum before rapidly descending towards the ground at an angle.<br />
<br />
While it can be used for limited mobility purposes, it's mostly used as an anti-anti air mess with Leo's air timing in order to to get in on the opponent. Has some use in air combos by cancelling into Siegsparade, using its high untechability frames to convert into a combo, or simply landing faster from a certain height. As a movement tool, YRC'ing {{clr|5|j.D}} later into its animation preserves the momentum from {{clr|5|j.D}} while immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. It can also situationally be used to escape the corner after a superjump.<br />
<br />
The lower from the ground Leo is while using {{clr|5|j.D}}, the fewer times it will hit - he generally cannot confirm into a combo if it hits high or all three hits connect. When {{clr|5|j.D}} is performed low to the ground and only one hit connects, Leo can be up to +6 on block and combo on normal hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Leo automatically transitions into Brynhildr stance at the end of a successful throw and gives him plenty of time to set up offense/okizeme.<br />
<br />
Can combo with RC or a high RISC forced counter-hit.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard air throw. Requires RRC to combo from. Gets you an IAD safejump midscreen, and either backturn or projectile oki in the corner, depending on what you want.<br />
<br />
Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters, or even outright impossible depending on the situation, making air throw a less viable defensive tool.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
Uses Leo's 5D animation and hitbox.<br />
<br />
Fairly easy to low profile and relatively slow startup. Useful in a pinch, but consider spending the 50 Tension on {{clr|H|H}} Eisen RC instead.<br />
<br />
Gives backturn oki with microdash {{clr|4|236H}}. Finnicky depending on the opponent's wakeup speed and strangely inconsistent on counterhit, but is an option.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 63<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Attack just like everyone else, can be used defensively to interrupt the opponent.<br />
<br />
Can be jump cancelled into from {{clr|3|f.S}} for weird pressure strings.<br />
*Uncharged combos to {{clr|4|6H}} in corner<br />
*Can be used in combos to steal Burst gauge from the opponent. Useful points: after {{MMC|input=stance 632146S|imageNumber=2|label=Stahlwirbel}}, after {{MMC|input=[2]8H|label={{clr|4|H}} Eisen}} RC {{clr|5|j.D}} whiff, after {{clr|5|bt.D}} in corner and after {{clr|5|5D}}6 in corner<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Graviert Würde</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S,[4]6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6S &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 10<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>S Fireball</small> <br />
|startup = 10<br />
|isProjectile = true<br />
|active = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[4]6H &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 38<br />
}}<br />
Leo's charge projectile. Great for harassing the opponent from a distance, covering approaches with YRC, and maintaining frame advantage in pressure.<br />
----<br />
;{{clr|S|[4]6S}}<br />
Leo's {{clr|S|S}} fireball is a fast moving two-hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into {{clr|4|5H}} using the YRC flash. {{clr|S|S}} fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however. Coupled with YRC, it's a potent pressure reset.<br />
----<br />
;{{clr|H|[4]6H}}<br />
The {{clr|H|H}} version moves very slowly, has longer startup, and is twice as large. It can function as an offensive shield for Leo, covering his approach. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball, enabling several mixups or extended pressure sequences while also being safe to reversals with a proper setup. Unlike the faster {{clr|S|S}} version, {{clr|H|H}} version disappears if Leo is hit.<br />
<br />
Both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.<br />
}}<br />
<br />
===<big>Eisen Sturm</big>===<br />
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[2]8S,[2]8H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 14<br />
|recovery = 26<br />
|specialRecovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 20<br />
|recovery = 30<br />
|specialRecovery = 12<br />
|offset = 14<br />
|inactive = 11<br />
}}<br />
A very fast startup but highly unsafe invincible reversal. Cannot be PRC'd.<br />
----<br />
;{{clr|S|[2]8S}}<br />
While the {{clr|3|S}} version does have invincible startup and is and faster than the {{clr|H|H}} version, the invincibility frames will run out right before the move is active, which causes {{clr|3|S}} Eisen Sturm to trade or lose against other active attacks. This can be useful to trade with some projectiles, like Zato's {{MMC|input=Eddie ]K[|chara=Zato-1|label=Mawaru}} and Elphelt's {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}.<br />
<br />
Outside of reversal situations, the {{clr|3|S}} version be used as an early anti air. If the second hit counter-hits, Leo can dash up {{clr|2|5K}} for an air combo.<br />
*The first hit of {{clr|3|S}} Eisen is a hard knockdown, always.<br />
----<br />
;{{clr|H|[2]8H}}<br />
The {{clr|4|H}} version of Eisen Sturm is the most invincible meterless reversal in the game at a whopping 13f. The charge input also makes it simple to execute for interrupting many pressure sequences. <br />
<br />
Outside of reversal situations, {{clr|4|H}} Eisen Sturm is a strong anti-air, but is extremely unsafe on block. As a combo tool, RCing first hit keeps Leo grounded, whereas RCing the second hit leaves him airborne for powerful combos.<br />
<br />
All three hits of {{clr|4|H}} Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.<br />
*If the third hit of {{clr|4|H}} Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Erst</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236S > 236H,236S > 236H > 214S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Leo's rekka style attack series. <br />
<br />
Typically used to confirm hits into combos while transitioning into Brynhildr stance. On standing opponents, only combos from {{clr|3|c.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|2|6K}}. <br />
<br />
{{clr|S|236S}} is safe on block, but slightly negative. <br />
----<br />
;{{clr|H|236H}} Zweit<br />
Follow-up to Kaltes Gestöber Erst. Only combos consistently against grounded opponents.<br />
<br />
Depending on spacing, Leo will usually cross over and go behind the opponent. Going behind the opponent puts Leo in Brynhildr stance automatically. If Zweit goes behind the opponent, the attack needs to be blocked as a crossup. Zweit will typically crossup at most ranges except the furthest, especially if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.<br />
*If the opponent instant blocks Zweit, it can be unsafe.<br />
*If the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.<br />
----<br />
;{{clr|S|214S}} Dritt<br />
Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance on use.<br />
Dritt is unsafe on block, but can be safer from farther away because it hits late in the active frames, and some characters' fast normals may not reach.<br />
<br />
Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Zweit</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
The raw version of Zweit. Crosses over the opponent and automatically puts Leo in Brynhildr stance so long as it passes through.<br />
<br />
While it shares some properties of the followup version, it has different startup and recovery despite sharing the same input. Raw Zweit is typically used as a cross up attack, combo tool, and risky approach option. Its plus on block nature makes it very rewarding even if the opponent manages to block the crossup as Leo will be in his powerful Brynhildr stance. If the opponent is expecting it however, Leo can always be thrown as he passes through them, which makes abusing {{clr|4|236H}} risky in pressure. <br />
<br />
On hit, Zweit requires RRC or a counter-hit to continue with a combo against grounded opponents. In combos, it is used to juggle aerial opponents and even combo off {{MMC|input=Stance 632146S|imageNumber=2|label=backturned super}} from midscreen. However, such followups from Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up, but is consistent with practice. If Leo hits an airborne opponent from behind, bt.{{clr|S|S}} will combo.<br />
*Can low profile some attacks. <br />
}}<br />
<br />
===<big>Siegesparade</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236H<br />
|description=<br />
Leo's typical air combo ender. Combos from {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|4|j.H}}, but only at medium levels of proration.<br />
<br />
On hit, brings the opponent all the way down to the ground and Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not exactly knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand). The third hit can be roman cancelled for a limited value combo extension, but it's usually better to save the meter and go for pressure. It also has limited use as a crossup tool (as it hits both sides) or to change his air momentum to hit enemies beneath him, though this is very risky due to full counterhit recovery while being unsafe on block and highly punishable on whiff.<br />
<br />
Leo can also {{keyword|option select}} to be burst safe at the end of air combos by using a delayed RRC input (ex. {{clr|H|j.236[H]}}~{{clr|K|K}}+{{clr|S|S}}) as Siegesparade locks Leo out of RRC if it successfully hits.<br />
<br />
Siegesparade has a lot of different properties depending on how it hits:<br />
*If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. <br />
*The third hit of Siegesparade will only activate if the second hit connects. <br />
*If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come out.<br />
*If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects! <br />
}}<br />
<br />
==Brynhildr Stance Moves==<br />
===<big>Brynhildr Stance</big>===<br />
{{InputBadge|{{clr|4|5[H]}}\{{clr|4|6[H]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 66,Stance 44,Stance 22|versioned=name<br />
|description=<br />
Leo's unique mechanic, Brynhildr stance, or Backturn as it is commonly referred to. <br />
<br />
Leo's gameplan primarily focuses on getting into stance safely and using it to apply devastating pressure and mixups. Any combo he lands in backturn stance can set him up for more backturn okizeme, and most characters will be forced to take huge risks to escape.<br />
<br />
During stance, each of Leo's normals are modified (notated as bt.{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}). Additionally, Leo cannot throw, cannot Blitz, cannot {{tt|enter IK mode|the input will register as a Roman Cancel}} cannot jump (except with {{clr|P|bt.P}} jump cancel) or block. His walk speed is dramatically increased and his forward and back dashes are replaced by a fast stepdash that can pass through opponents in either direction.<br />
<br />
Jump cancelling, using any RC, getting hit, or using any specials/overdrives other than a {{clr|H|236H}} that crosses up will exit backturn stance. Leo can also manually exit stance in neutral by pressing 22.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="5"{{!}}Stance transition data<br />
{{!}}-<br />
! Attack !! Frame Data !! Result<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|5[H]}} {{!}}{{!}} -3 {{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked {{clr|H|6[H]}}{{!}}{{!}} -3{{!}}{{!}} Safe<br />
{{!}}-<br />
{{!}}Throw{{!}}{{!}}+54{{!}}{{!}}Okizeme<br />
{{!}}-<br />
{{!}}Blocked {{clr|S|236S}}->{{clr|H|236H}}{{!}}{{!}} -3{{!}}{{!}}Safe<br />
{{!}}-<br />
{{!}}Blocked raw {{clr|H|236H}}{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}}{{!}}{{clr|H|j.236H}} hit{{!}}{{!}} +2{{!}}{{!}}Pressure<br />
{{!}}-<br />
{{!}} Blocked {{clr|H|632146[H]}} {{!}}{{!}}-18{{!}}{{!}}Punishable<br />
{{!}}-<br />
{{!)}}<br />
*Leo can enter Backturn by holding {{clr|H|H}} while pressing {{clr|H|5H}}, {{clr|H|6H}}, or {{clr|H|632146H}} on block or whiff, landing a throw, or by crossing up with {{clr|H|236H}}<br />
*All special moves and overdrives are still available during backturn.<br />
*The last frame Leo spends performing a backturned backdash can be canceled into any action except front or back walk.<br />
*Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.<br />
}}<br />
<br />
===<big>{{clr|1|bt.P}}</big>===<br />
{{InputBadge|{{clr|1|P}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Leo's stance jab.<br />
<br />
Low recovery, large hitbox, and small hurtbox make {{clr|1|bt.P}} a strong anti-air, similar to most characters' {{clr|P|6P}}, except much faster and with less recovery. In combos, it is usually gatlinged into from {{clr|2|bt.K}} to increase damage and give time to hit-confirm, and also continue pressure if blocked.<br />
*Jump cancellable on hit or block.<br />
*Jump cancelling will exit Brynhildr stance.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|bt.K}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|2|bt.K}}</big>===<br />
{{InputBadge|{{clr|2|K}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. <br />
<br />
Frame advantage and speed make it a very good pressure option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close and makes for an excellent meaty and mixup tool.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|bt.P}}, {{clr|3|bt.S}}, {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|3|bt.S}}</big>===<br />
{{InputBadge|{{clr|3|S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Combo and footsies tool. <br />
<br />
Stance mixups typically lead to {{clr|3|bt.S}} > rekkas on hit or block for safety. Great range and a solid disjoint. Leo can safely use {{clr|3|bt.S}} as a poke and convert into rekkas at midrange.<br />
<br />
Even though it cannot go into {{clr|2|bt.K}}, it's still useful in blockstrings to punish mashing or to catch backdashes midscreen. Using two {{clr|S|bt.S}} in a row on block can be a good option to counterhit mash attempts.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|bt.H}}, {{clr|5|bt.D}}<br />
}}<br />
<br />
===<big>{{clr|4|bt.H}}</big>===<br />
{{InputBadge|{{clr|4|H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Leo's stance overhead. Extremely plus on block and highly rewarding on hit.<br />
<br />
An above average speed standing overhead used for mixups and pressure. Leads to absurd damage in the corner with tension. While it has slow startup that makes it interruptible in pressure, it's fairly disjointed and will beat out stubbier {{keyword|abare}} options. <br />
<br />
It's also great at catching jump-out attempts as the first active frame is above and in front of Leo. An opponent hit airborne will plummet to the ground, scoring a knockdown. If they are daring enough to press a button while airborne, {{clr|H|bt.H}} ground bounces on counterhit, giving Leo a followup combo. On normal grounded hit, links to {{clr|3|bt.S}} > rekkas for a combo as well. <br />
*Is *not* throw invincible<br />
*Due to the movement of the hitbox, it will often hit on frame 20 against most crouching opponents<br />
}}<br />
<br />
===<big>Kahn Schild</big>===<br />
{{InputBadge|{{clr|5|D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance D<br />
|description=<br />
Leo's infamous backturned parry and a critical component of his backturn mindgames.<br />
<br />
An insanely active callout tool for anyone daring to press against Leo's pressure in backturn stance. It's also useful for anti-zoning as it can reflect opponent's projectiles. If activated within range of the opponent, the counterattack followup is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during {{clr|5|bt.D}}, Faust gets countered.<br />
<br />
During stance offense, {{clr|5|bt.D}} is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. The parry is also a very {{tt|potent option select|Plinking bt.D in such a way that bt.D will only come out if a button whiffs. For example, the most common application is in the string meaty bt.K, bt.P~D, bt.K, bt.S~D. The plink input must be done to OS correctly otherwise Leo will simply gatling into bt.D}} as it will beat Bursts, Overdrives, invincible {{keyword|DP}}s, and occasionally certain Dead Angles, which is especially useful as Leo can't block during backturn. However, Leo can be thrown or counterhit punished on whiff, making {{clr|5|bt.D}} risky. The OS is not without fault either as it can be called out by wakeup backdash.<br />
<br />
When countering a Strike from a distance that exceeds the followup's range, the opponent is rejected for 60F. Leo can combo reject into {{clr|3|bt.S}} or {{clr|3|632146S}}, depending on range.<br />
<br />
Upon a successfuly parry, the counterattack followup leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are particularily strong.<br />
<br />
*Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish {{clr|D|bt.D}}.<br />
*Counters from 3-20F. Is in counterhit state during recovery.<br />
*Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up {{clr|5|bt.D}}.<br />
*Can only YRC the first portion of the move, which means the window to catch with {{clr|D|bt.D}} YRC is fairly small. It's possible to {{clr|5|bt.D}} YRC and get hit during YRC startup.<br />
----<br />
Counters everything except throws and moves considered 'unblockable':<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Unblockable Attacks'''<br />
{{!}}-<br />
! Character !! Move<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}} {{MMC|chara=Faust|input=214H|label=Hack n' Slash}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt|label=Elphelt}}{{!}}{{!}} {{MMC|chara=Elphelt Valentine|input=236S|label=Charged Sniper Rifle shot}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=214S Level 1|label=Mist Finer with Baccus Sigh}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Potemkin|label=Potemkin}}{{!}}{{!}}{{MMC|input=236S|chara=Potemkin|label=Slidehead shockwave|hitboxMode=true|imageNumber=2}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Slayer|label=Slayer}}{{!}}{{!}}{{MMC|chara=Slayer|input=632146P|label=Undertow}} <br />
{{!}}-<br />
{{!)}}<br />
<br />
Moves that stagger on block (such as Leo {{clr|H|bt.214H}} and Kum Charged Falcon Dive (Reverse)) can be countered by {{clr|D|bt.D}} even though they are colloquially referred to as 'unblockables')<br />
----<br />
;Projectile Interactions<br />
If a projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough, such as by ducking under the reflected projectile with a low profile move.<br />
<br />
{{(!}}class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}{{!}}{{!}}{{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, {{MMC|chara=I-No|input=214K|label=HCL}}, {{MMC|chara=I-No|input=j.214S|label=VCL}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}{{MMC|chara=Jack-O|input=j.D|label=j.D}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} {{tt|[1]|Cannot reflect the Grinder versions}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}{{!}}{{!}}{{MMC|input=236S|chara=Kum Haehyun|label=Blue Tuning Orb}} {{tt|[1]|both versions, but Kum can still control them}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}{{!}}{{!}}{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}}, {{MMC|chara=Leo Whitefang|input=[4]6H|label=Graviert Würde}} ({{tt|Notes|Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|May|label=May}}{{!}}{{!}}{{MMC|chara=May|input=214P|label=Beach Ball}} ({{tt|All versions|May can still jump off of a reflected beachball}})<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius projectile}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236P|label=Needle}} (All versions)<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}{{!}}{{!}}{{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}{{!}}{{!}}{{MMC|chara=Venom|input=[4]6S Level 0|label=Venom Balls}} (all versions) <br />
{{!}}-<br />
{{!)}}<br />
<br />
Note that multi-hitting projectiles, such as Ky's {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}, Haehyun's {{MMC|input=236H|chara=Kum Haehyun|label=Red Tuning Orb}}, and Leo's own {{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde}} (both versions), will only reflect 1 hit from these moves. The sole exception to this is I-No's {{MMC|chara=I-No|input=214P|label=Antidepressent Scale}}, as it's multi-hitting nature is dependent on distance traveled, and Leo's parry does not effect this nature, therefore making the move multi-hit the more it travels along the screen.<br />
<br />
If a the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of {{clr|D|bt.D}} instead. This allows Leo to 'chain' {{clr|D|bt.D}}s during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. <br />
<br />
{{(!}} class="mw-collapsible mw-collapsed wikitable stripe" <br />
! colspan="2"{{!}}'''Non reflectable Projectiles'''<br />
{{!}}-<br />
! Character !! Moves<br />
{{!}}-<br />
{{!}} '''All Characters'''{{!}}{{!}} Every Overdrive<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Answer|label=Answer}}{{!}}{{!}}{{MMC|chara=Answer|input=236S|label=Cards}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Axl Low|label=Axl Low}}{{!}}{{!}}{{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}{{!}}{{!}}{{MMC|chara=Baiken|input=236K|label=Tatami}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Bedman|label=Bedman}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp Zanuff}}{{!}}{{!}}{{MMC|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Dizzy|label=Dizzy}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt Valentine}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Faust|label=Faust}}{{!}}{{!}}All projectiles<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Jack-O|label=Jack-O}}{{!}}{{!}}Minion attacks and {{MMC|chara=Jack-O|input=Ghost 5P/K/S|label=Toss}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Johnny|label=Johnny}}{{!}}{{!}}{{MMC|chara=Johnny|input=236H|label=Coin}} and {{MMC|chara=Johnny|input=623K > K|label=Zweihander}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}{{!}}{{!}}{{MMC|chara=Ky Kiske|input=j.D|label=j.D}}, {{MMC|chara=Ky Kiske|input=236S Grinder|label=Fortified Stun Edge}}, {{MMC|chara=Ky Kiske|input=236H Grinder|label=Fortified CSE}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}{{!}}{{!}}{{MMC|chara=Millia Rage|input=236S|label=Disc}}, {{MMC|chara=Millia Rage|input=j.214S|label=Pin}} <br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}{{!}}{{!}}All sword attacks<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}{{!}}{{!}}{{MMC|chara=Raven|input=236H level 0-2|label=Orb}}<br />
{{!}}-<br />
{{!}}{{Character Label|GGXRD-R2|Zato-1|label=Zato-1}}{{!}}{{!}}All Eddie attacks<br />
{{!}}-<br />
{{!)}}<br />
<br />
If these projectiles hit the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will be hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from bt.D if Leo reflects a projectile next to the opponent.<br />
}}<br />
<br />
===<big>Kaltes Gestöber Dritt</big>===<br />
{{InputBadge|{{clr|3|214S}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 5<br />
|recovery = 21<br />
}}<br />
Exits Brynhildr stance on use.<br />
<br />
High damage and absurd amount of untechability, coupled with it's corner carry makes {{clr|3|bt.214S}} a highly useful combo option in stance, despite exiting it. Can be linked into normals in the corner if the opponent high enough.<br />
*Causes ground tumble on counterhit. This is unique to the stance version only.<br />
}}<br />
<br />
===<big>Blitzschlag</big>===<br />
{{InputBadge|{{clr|4|214H}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
A risky but rewarding overhead option to open up defensive opponents.<br />
<br />
Staggers/Guard crushes opponents blocking standing. Leo can RC during this stagger to get a heavily prorated "unblockable" combo starter. Opponent's not expecting to mash may also be left getting hit by a combo starter. Leo's hurtbox shrinks quite a bit during the move, allowing him to low profile some attacks while Blitzchlag is active.<br />
<br />
Can be comboed into from {{clr|5|bt.D}} in the corner against everyone, or even midscreen against lightweights.<br />
*Upon hit, ground bounces the opponent (lands face down).<br />
*Exits Brynhildr stance on use<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Stahl Wirbel</big>===<br />
{{InputBadge|{{clr|3|632146S}} or {{clr|5|632146D}} during Brynhildr Stance}}<br />
{{GGXRD-R2 Move Card<br />
|input=Stance 632146S<br />
|description=<br />
Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast startup and travel speed, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing combo damage in backturned as he can easily confirm Stahlwirbel and follow up with a full air combo. <br />
<br />
Due to its ludicrously fast startup and travel speed, it cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away. While it does travel fast, it is not instant from full screen. Its hitbox is also very tall but it is possible to avoid at super jump heights.<br />
<br />
On counter hit, sends the opponent on the longest untechable air launch in the game. The counterhit launch is actually inconvenient for Leo because he can't chase the opponent faster than they fly midscreen whereas he could on normal hit, and in the corner it takes up valuable combo timer seconds.<br />
*Projectile lasts until it goes out of screen.<br />
}}<br />
<br />
===<big>Leidenschaft Dirigent</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|inactive2 = 15<br />
|active3 = 11<br />
|inactive4 = 14<br />
|active5 = 8<br />
|inactive6 = 10<br />
|active7 = 8<br />
|inactive8 = 36<br />
|active9 = 11<br />
|recovery = 28<br />
|specialRecovery = 13<br />
}}<br />
Invincible super typically used as a reversal option.<br />
<br />
This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance thanks to the forward momentum it has throughout, which can be used to escape many otherwise strong oki setups. Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.<br />
<br />
As good as this super is as a reversal, do keep in mind that Leo already has a strong meterless reversal and that it might be a better usage of meter to RC that instead if the opponent is close enough.<br />
<br />
It is possible to low profile the first hit of this super with moves like Jack-O {{clr|2|2K}} or Sol {{clr|5|2D}}. In reversal situations, {{clr|4|H}} Eisen is a better option versus low profiling moves.<br />
*Inputting or holding {{clr|4|H}} while landing causes transition to Brynhildr stance (same recovery time).<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Windrad des Weltraum</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Uses the animation of his Kaltes Gestöber Erst.<br />
<br />
In Hellfire, Leo can combo into IK from bt.{{clr|D|D}} RC, bt.{{clr|D|D}} hit in the corner, counterhit Stahwirbel in corner, CH {{clr|4|2H}}, CH bt.{{clr|3|214S}} in corner, & {{clr|5|5D}}6 in corner. Can be optimal when the opponent could burst a normal combo.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=417079User:TomTom/xrdtest2023-10-30T18:05:52Z<p>TomTom: /* Basic Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
====Normal Combos====<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
====Byrnhildr (Backturn) Combos====<br />
{{TheoryBox<br />
| Title = Brynhildr Combo<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = bt.K > bt.P > bt.S > 236S~236H~214S<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=417078User:TomTom/xrdtest2023-10-30T18:01:35Z<p>TomTom: /* Crouch Confirms */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=417077User:TomTom/xrdtest2023-10-30T18:00:26Z<p>TomTom: /* Anti-Air and Air-to-Air Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=416739User:TomTom/xrdtest2023-10-28T19:30:38Z<p>TomTom: /* 5D Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=416700User:TomTom/xrdtest2023-10-28T15:01:09Z<p>TomTom: /* Character Specific Reference */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=416699User:TomTom/xrdtest2023-10-28T14:58:19Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Universal Parry Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=416698User:TomTom/xrdtest2023-10-28T14:57:07Z<p>TomTom: /* 5D Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
<tabber><br />
5D6 Corner =<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
5D9=<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=416697User:TomTom/xrdtest2023-10-28T14:55:20Z<p>TomTom: /* Anti-Air and Air-to-Air Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=414646User:TomTom/xrdtest2023-10-16T22:34:08Z<p>TomTom: /* Basic Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance or keeping a same-side knockdown.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
These combos are for airborne opponents<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=414645User:TomTom/xrdtest2023-10-16T22:31:21Z<p>TomTom: /* Basic Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance. A {{clr|5|2D}} knockdown gives you an opportunity to whiff {{clr|4|5[H]}} to start backturn pressure for oki.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
These combos are for airborne opponents<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=414626User:TomTom/xrdtest2023-10-16T21:53:46Z<p>TomTom: </p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance. A {{clr|5|2D}} knockdown gives you an opportunity to whiff {{clr|4|5[H]}} to start backturn pressure for oki.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
These combos are for airborne opponents<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=GGACR/Order-Sol/Data&diff=347909GGACR/Order-Sol/Data2022-11-28T04:17:47Z<p>TomTom: /* c.S */ Added 2nd hitbox of HOS c.S</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Order-Sol<br />
|image=GGACR_Order-Sol_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/24-order-sol/<br />
|okizeme=yes<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Order-Sol<br />
|ex=true<br />
|okizeme=false<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=ordersol&versions=AC%2BR<br />
}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGACR-character<br />
|name=Order-Sol<br />
|defense=0.96<br />
|guts=2<br />
|stunResistance=60<br />
|guardBalance=1<br />
|prejump=3F<br />
|backdash=16F (1~>8F invuln)<br />
|weight=Heavyweight (x0.98)<br />
|wakeupFaceUp=53F<br />
|wakeupFaceDown=49F<br />
|umo=Low Jump Height<br />
|portrait=GGAC_Order-Sol_Portrait.png<br />
|icon=GGACR_Order-Sol_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=5P |name=<br />
|damage=10 |gbp=3 |gbm=8 |prorate=80%<br />
|level=1 |guard=Mid |invuln= |cancel=CSJR |tension=1.44 <br />
|startup=4 |active=3 |recovery=4 |onBlock=+3 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_OSol_5P.png<br />
|caption=Jab your way in<br />
|hitboxes=GGXXACPR_Order-Sol_5P-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=5K |name=<br />
|damage=14 |gbp=6 |gbm=7 |prorate=90%<br />
|level=2 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=3 |active=3 |recovery=9 |onBlock=0 |onHit=<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=12<br />
|images=GGAC_OSol_5K.png<br />
|hitboxes=GGXXACPR_Order-Sol_5K-1-Hitbox.png;GGXXACPR_Order-Sol_5K-2-Hitbox.png<br />
|hitboxCaption=Frame 3\Frames 4-5<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=c.S |name=<br />
|damage=32 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=5 |active=3 |recovery=14 |onBlock=-3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_cS.png<br />
|caption=The beginning of the end<br />
|hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png;GGXXACPR_Order-Sol_cS-2-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=f.S |name=<br />
|damage=28 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=10 |active=2 |recovery=15 |onBlock=-3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_fS.png<br />
|hitboxes=GGXXACPR_Order-Sol_fS-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=5H |name=<br />
|damage=47 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln= |cancel=SJR |tension=3.84 <br />
|startup=14 |active=2 |recovery=16 |onBlock=+1 |onHit=<br />
|blockstun=18|groundHit=19|airHit=20|hitstop=15<br />
|images=GGAC_OSol_5H.png<br />
|hitboxes=GGXXACPR_Order-Sol_5H-2-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=5D |name=<br />
|damage=20 |gbp=8 |gbm=20 |prorate=<br />
|level=3 |guard=High |invuln= |cancel=R |tension=2.64 <br />
|startup=24 |active=3 |recovery=18 |onBlock=-7 |onHit=<br />
|blockstun=13|groundHit=Launch 48|airHit=14|hitstop=13<br />
|images=GGAC_OSol_5D.png<br />
|caption=The laziest kick in the world<br />
|hitboxes=GGXXACPR_Order-Sol_5D-Hitbox.png<br />
|notes=Order Sol is in CH state from 1~33F<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=6P |name=<br />
|damage=32 |gbp=10 |gbm=7 |prorate=90%<br />
|level=3 |guard=Mid |invuln=1~17F, 28~31F Upper Body<br/>18~27F Above Knees |cancel=R |tension=2.64 <br />
|startup=20 |active=3 |recovery=9 |onBlock=+2 |onHit=<br />
|blockstun=13|groundHit=Stagger 30|airHit=14|hitstop=0<br />
|images=GGAC_OSol_6P.png<br />
|caption=Staggers like a gut punch should<br />
|hitboxes=GGXXACPR_Order-Sol_6P-Hitbox.png<br />
|notes=Active frames nullifies projectiles;Staggers on normal hit for max 30F<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=6K |name=<br />
|damage=30 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=1~21F Throw |cancel=SR |tension=2.64 <br />
|startup=12 |active=10 |recovery=7 |onBlock=-3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_6K.png<br />
|caption=Staggers like a gut kick should<br />
|hitboxes=GGXXACPR_Order-Sol_6K-1-Hitbox.png;GGXXACPR_Order-Sol_6K-2-Hitbox.png;GGXXACPR_Order-Sol_6K-3-Hitbox.png<br />
|hitxCaption=Frames 12-14\Frames 15-18\Frames 19-20<br />
|notes=Staggers on ground CH (max 37F)<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=6H |name=<br />
|damage=70 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln= |cancel=R |tension=3.84 <br />
|startup=17 |active=1 |recovery=24 |onBlock=-6 |onHit=<br />
|blockstun=18|groundHit=Stagger 45|airHit=50|hitstop=15<br />
|images=GGAC_OSol_6H.png<br />
|caption=PAIN<br />
|hitboxes=GGXXACPR_Order-Sol_6H-Hitbox.png<br />
|notes=Slams down opponent on air hit;Order Sol is in CH state during move;Dizzy modifier x1.5;Staggers on normal hit for max 45F <br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=2P |name=<br />
|damage=8 |gbp=3 |gbm=8 |prorate=80%<br />
|level=1 |guard=Mid |invuln= |cancel=CSR |tension=1.44 <br />
|startup=4 |active=4 |recovery=5 |onBlock=+1 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_OSol_2P.png<br />
|hitboxes=GGXXACPR_Order-Sol_2P-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=2K |name=<br />
|damage=12 |gbp=3 |gbm=8 |prorate=70%<br />
|level=1 |guard=Low |invuln= |cancel=SR |tension=1.44 <br />
|startup=5 |active=4 |recovery=6 |onBlock=0 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_OSol_2K.png<br />
|hitboxes=GGXXACPR_Order-Sol_2K-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=2S |name=<br />
|damage=24 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SR |tension=2.64 <br />
|startup=6 |active=3 |recovery=12 |onBlock=-1 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_2S.png<br />
|caption=Your real spacing tool<br />
|hitboxes=GGXXACPR_Order-Sol_2S-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=2H |name=<br />
|damage=32 |gbp=11 |gbm=6 |prorate=90%<br />
|level=4 |guard=High |invuln=11~22F Lower Body<br/>17~26F Throw |cancel=R |tension=3.84 <br />
|startup=23 |active=4 |recovery=13 |onBlock=0 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_OSol_2H.png<br />
|hitboxes=GGXXACPR_Order-Sol_2H-Hitbox.png<br />
|notes=Ground bounces on CH (untechable for 90F)<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=2D |name=<br />
|damage=28 |gbp=11 |gbm=6 |prorate=Forced 90%<br />
|level=4 |guard=Low |invuln=6~21F Low Profile |cancel=SR |tension=3.84 <br />
|startup=9 |active=4 |recovery=14 |onBlock=-1 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_OSol_2D.png<br />
|hitboxes=GGXXACPR_Order-Sol_2D-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=j.P |name=<br />
|damage=11 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=High/Air |invuln= |cancel=CSR |tension=1.44 <br />
|startup=4 |active=6 |recovery=4 |onBlock= |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_OSol_jP.png<br />
|caption=Mash<br />
|hitboxes=GGXXACPR_Order-Sol_jP-1-Hitbox.png;GGXXACPR_Order-Sol_jP-2-Hitbox.png<br />
|hitboxCaption=Frames 4-6\Frames 7-9<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=j.K |name=<br />
|damage=16 |gbp=5 |gbm=7 |prorate=<br />
|level=2 |guard=High/Air |invuln= |cancel=SJR |tension=2.64 <br />
|startup=5 |active=8 |recovery=10 |onBlock= |onHit=<br />
|blockstun=11|groundHit=12|airHit=12|hitstop=12<br />
|images=GGAC_OSol_jK.png<br />
|caption=Rising Air-to-Air and combo tool<br />
|hitboxes=GGXXACPR_Order-Sol_jK-1-Hitbox.png;GGXXACPR_Order-Sol_jK-2-Hitbox.png<br />
|hitboxCaption=Frames 5-8\Frames 9-12<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=j.S |name=<br />
|damage=26 |gbp=8 |gbm=7 |prorate=Forced 90%<br />
|level=3 |guard=High/Air |invuln= |cancel=SJR |tension=2.64 <br />
|startup=8 |active=6 |recovery=14 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_jS.png<br />
|caption=Combos or Cross-ups,<br>take your pick<br />
|hitboxes=GGXXACPR_Order-Sol_jS-1-Hitbox.png;GGXXACPR_Order-Sol_jS-2-Hitbox.png<br />
|hitboxCaption=Frames 8-10\Frames 11-13<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=j.H |name=<br />
|damage=34 |gbp=11 |gbm=6 |prorate=90%<br />
|level=4 |guard=High/Air |invuln= |cancel=SR |tension=3.84 <br />
|startup=9 |active=6 |recovery=13 |onBlock= |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_OSol_jH.png<br />
|hitboxes=GGXXACPR_Order-Sol_jH-1-Hitbox.png;GGXXACPR_Order-Sol_jH-2-Hitbox.png<br />
|hitboxCaption=Frames 9-12\Frames 13-14<br />
|notes=Slides on CH (untechable for 68F, slides for 25F)<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=normal<br />
|input=j.D |name=<br />
|damage=42 |gbp=11 |gbm=10 |prorate=Forced 90%<br />
|level=4 |guard=High/Air |invuln= |cancel=SJR |tension=3.84 <br />
|startup=13 |active=4 |recovery=7+5 after landing |onBlock= |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=22|hitstop=14<br />
|images=GGAC_OSol_jD.png |caption=Dustloops are your first order of business in the corner<br />
|hitboxes=GGXXACPR_Order-Sol_jD-Hitbox.png<br />
|notes=Wall bounces on CH (untechable for 52F)<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGACR |chara=Order-Sol |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=60 |gbp= |gbm=6 |prorate=Forced 40%<br />
|level= |guard=43 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=40 + WStick 30|airHit=|hitstop=<br />
|images=GGAC_OSol_throw.png<br />
|hitboxes=<br />
|notes=When the wall stick occurs, Order-Sol can move 18F before the opponent<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGACR |chara=Order-Sol |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=60 |gbp= |gbm=6,7 |prorate=Forced 50%<br />
|level= |guard=88 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=60|hitstop=<br />
|images=GGAC_OSol_airthrow.png<br />
|hitboxes=<br />
|notes=Floats higher on CH (untechable for 120F);Dizzy modifier x1.5<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGACR |chara=Order-Sol |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |gbp=10 |gbm=7 |prorate=50%<br />
|level=3 |guard=All |invuln=1~9F All<br/>10~23F Throw |cancel=R |tension=0.52 <br />
|startup=5 |active=5 |recovery=17 |onBlock=-8 |onHit=<br />
|blockstun=13|groundHit=Down|airHit=14|hitstop=13<br />
|images=GGAC_OSol_cS.png<br />
|hitboxes=GGXXACPR_Order-Sol_cS-1-Hitbox.png;GGXXACPR_Order-Sol_cS-2-Hitbox.png<br />
|hitboxCaption=Frames 5-7\Frames 8-9<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===236P Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236P Lv1 |name=Blockhead Buster Lv 1<br />
|damage=10, 16 |gbp=0 |gbm=4×2 |prorate=<br />
|level=4, 3 |guard=All |invuln= |cancel=R |tension=2.00/1.20 <br />
|startup=12 |active=2,8 |recovery=Total 42 |onBlock=-2 |onHit=<br />
|blockstun=16, 13|groundHit=17, 14|airHit=16, 20|hitstop=0, 13<br />
|images=GGAC_OSol_236P.png<br />
|hitboxes=GGACR_OSol_236P_Hitbox_1.png;GGACR_OSol_236P_Hitbox_2.png;GGACR_OSol_236P_Hitbox_3.png<br />
|hitboxCaption=Physical hit\First projectile active\Level 1 max size<br />
|notes=2nd hit staggers on hit (max 35F) if 1st hit connects;2nd hit is considered a projectile and can pass through other projectiles;Can cancel into Action Charge from 26F onwards<br />
}}<br />
<br />
===236P Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236P Lv2 |name=Blockhead Buster Lv 2<br />
|damage=10, 12×2 |gbp=0 |gbm=4×3 |prorate=<br />
|level=4, 5×2 |guard=All |invuln= |cancel=R |tension=2.00/0, 1.20×2 <br />
|startup=12 |active=2,6,6 |recovery=Total 42 |onBlock=+14 |onHit=<br />
|blockstun=16, 18×2|groundHit=17, 19, Launch|airHit=16, 18, 45 + WStick 30|hitstop=0, 15×2<br />
|images=GGAC_OSol_236P2.png<br />
|caption=Hang 'em up on the wall<br />
|hitboxes=GGACR_OSol_236P_Hitbox_4.png<br />
|hitboxCaption=Level 2 max size<br />
|notes=2nd hit staggers on hit (max 35F) if 1st hit connects;;2nd and 3rd hits are considered projectiles and can pass through other projectiles;2nd and 3rd hits are guranteed to appear after 14F;Can cancel into Action Charge from 26F onwards;Charge Gauge starts draining on 2F;See note ※3<br />
}}<br />
<br />
===236P Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236P Lv3 |name=Blockhead Buster Lv 3<br />
|damage=10, 12×3 |gbp=0 |gbm=4, 2×3 |prorate=<br />
|level=4, 5×3 |guard=All |invuln= |cancel=R |tension=2.00/- <br />
|startup=12 |active=2,12(8)12(8)12 |recovery=Total 42 |onBlock=+37 |onHit=<br />
|blockstun=16, 18×3|groundHit=17, 19×3|airHit=16, 20×3|hitstop=0, 7×3<br />
|images=GGAC_OSol_236P3.png<br />
|caption=Absurdly Advantageous<br />
|hitboxes=GGACR_OSol_236P_Hitbox_5.png<br />
|hitboxCaption=Level 3 max size<br />
|notes=2nd-4th hits stagger opponent on hit (max 45F) if 1st hit connects;2nd-4th hits are considered projectiles and can pass through other projectiles;2nd-4th hits are guranteed to appear after 14F;Can cancel into Action Charge from 26F onwards;Charge Gauge starts draining on 2F;See note ※3<br />
}}<br />
<br />
===214S Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=214S Lv1 |name=Gun Blaze Lv 1<br />
|damage=40 |gbp=0 |gbm=6 |prorate=85%<br />
|level=4 |guard=All |invuln=1~4F Above Knees<br/>5~16F Above Feet<br/>17~19F Low Profile |cancel=F |tension=3.00/1.20 <br />
|startup=23 |active=14 |recovery=Total 44 |onBlock=+9 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=40|hitstop=14|frcWindow=27~28F<br />
|images=GGAC_OSol_214S.png<br />
|caption=Crossup City<br />
|hitboxes=GGACR_OSol_214S_Hitbox.png<br />
|hitboxCaption=Hitbox size scales with sprite<br />
|notes=Can pass through opponent 1~30F;Flames can pass through other projectiles;Can cancel into Action Charge from 33F onwards<br />
}}<br />
<br />
===214S Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=214S Lv2 |name=Gun Blaze Lv 2<br />
|damage=30×2 |gbp=0 |gbm=6×2 |prorate=85%<br />
|level=4 |guard=All |invuln=1~4F Above Knees<br/>5~24F Above Feet<br/>25~27F Low Profile |cancel=F |tension=3.00/1.20×2 <br />
|startup=23 |active=14(2)14 |recovery=Total 50 |onBlock=+12 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=60, 40|hitstop=14|frcWindow=35~36F<br />
|images=GGAC_OSol_214S2.png<br />
|caption=Crossup State<br />
|hitboxes=GGACR_OSol_214S_Hitbox.png<br />
|hitboxCaption=Hitbox size scales with sprite<br />
|notes=Can pass through opponent 1~38F;Flames guranteed to appear after 13F;Flames can pass through other projectiles;Can cancel into Action Charge from 41F onwards;Charge Gauge starts draining on 12F;See note ※3<br />
}}<br />
<br />
===214S Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=214S Lv3 |name=Gun Blaze Lv 3<br />
|damage=30×3 |gbp=0 |gbm=4×3 |prorate=<br />
|level=4 |guard=All |invuln=1~4F Above Knees<br/>5~30F Above Feet<br/>31~33F Low Profile |cancel=F |tension=3.00/1.20×3 <br />
|startup=17 |active=14(2),18,24 |recovery=Total 53 |onBlock=+16 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=60×2, 50|hitstop=14|frcWindow=41~42F<br />
|images=GGAC_OSol_214S3.png<br />
|caption=Crossup Country<br />
|hitboxes=GGACR_OSol_214S_Hitbox.png<br />
|hitboxCaption=Hitbox size scales with sprite<br />
|notes=Can pass through opponent 1~44F;Flames guranteed to appear after 13F;Flames can pass through other projectiles;3rd flame appears 17F after 2nd flame;Can cancel into Action Charge from 47F onwards;Charge Gauge starts draining on 12F;See note ※3<br />
}}<br />
<br />
===623H Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=623H Lv1 |name=Storm Viper Lv 1<br />
|damage=25×2 |gbp=10×2 |gbm=7×2 |prorate=<br />
|level=3 |guard=Mid |invuln=1~12F All |cancel=R |tension=2.00/4.80×2 <br />
|startup=12 |active=8,3 |recovery=22+8 after landing |onBlock=-19 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=24|hitstop=13<br />
|images=GGAC_OSol_623H.png<br />
|hitboxes=GGACR_OSol_623H_Hitbox_1.png;GGACR_OSol_623H_Hitbox_2.png<br />
|hitboxCaption=1st hit\2nd hit<br />
|notes=Order Sol is airborne from 12F onwards;Can cancel into Air Action Charge from 37F until 1F before landing;See note ※2<br />
}}<br />
<br />
===623H Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=623H Lv2 |name=Storm Viper Lv 2<br />
|damage=30×3 |gbp=10×3 |gbm=7×3 |prorate=<br />
|level=3 |guard=Mid |invuln=1~12F All |cancel=R |tension=2.00/4.80×3 <br />
|startup=10 |active=8,3(3)3 |recovery=22+8 after landing |onBlock=-26 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=24×2, 40|hitstop=13<br />
|images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;<br />
|hitboxes=GGACR_OSol_623H_Hitbox_3.png<br />
|hitboxCaption=3rd hit<br />
|notes=Order Sol is airborne from 10F onwards;Can cancel into Air Action Charge from 44F until 1F before landing;Charge Gauge starts draining on 17F;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===623H Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=623H Lv3 |name=Storm Viper Lv 3<br />
|damage=25×4 |gbp=10×4 |gbm=7×4 |prorate=100%×3, Forced 90%<br />
|level=3 |guard=Mid |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90 <br />
|startup=8 |active=8,3(3)3(22)7 |recovery=4+8 after landing |onBlock=-3 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=24×2, 40, 60 + GBounce 10|hitstop=13<br />
|images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png<br />
|hitboxes=GGACR_OSol_623H_Hitbox_4.png;GGACR_OSol_623H_Hitbox_5.png;GGACR_OSol_623H_Hitbox_6.png<br />
|hitboxCaption=4th hit (Frames ??)\4th hit (Frames ??)\4th hit (Frames ??)<br />
|notes=Order Sol is airborne from 8F onwards;Can cancel into Action Charge from 3F after landing onwards;Charge Gauge starts draining on 27F;4th hit ignores OTG;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===j.623H Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.623H Lv1 |name=Air Storm Viper Lv 1<br />
|damage=25×2 |gbp=10×2 |gbm=7×2 |prorate=<br />
|level=3 |guard=All |invuln=1~8F All |cancel=R |tension=2.00/4.80×2 <br />
|startup=8 |active=8,3 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=24|hitstop=13<br />
|images=GGAC_OSol_623H.png<br />
|hitboxes=<br />
|notes=Can cancel into Air Action Charge from 33F until 1F before landing;See notes ※1, ※2<br />
}}<br />
<br />
===j.623H Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.623H Lv2 |name=Air Storm Viper Lv 2<br />
|damage=30×3 |gbp=10×3 |gbm=7×3 |prorate=<br />
|level=3 |guard=All |invuln=1~10F All |cancel=R |tension=2.00/4.80×3 <br />
|startup=8 |active=8,3(3)3 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=24×2, 45|hitstop=13<br />
|images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png<br />
|hitboxes=<br />
|notes=Can cancel into Air Action Charge from 42F until 1F before landing;Charge Gauge starts draining on 17F;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===j.623H Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.623H Lv3 |name=Air Storm Viper Lv 3<br />
|damage=25×4 |gbp=10×4 |gbm=7×4 |prorate=100%×3, Forced 90%<br />
|level=3 |guard=All |invuln=1~14F All |cancel=R |tension=2.00/4.80×3, 2.90 <br />
|startup=8 |active=8,3(3)3(24)7 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=50, 40×2, 60 + GBounce 10|hitstop=13<br />
|images=GGAC_OSol_623H.png;GGAC_OSol_623H2.png;GGAC_OSol_623H3.png<br />
|hitboxes=<br />
|notes=Can cancel into Air Action Charge from 64F until 1F before landing;Can cancel into Action Charge from 3F after landing onwards;Charge Gauge starts draining on 27F;4th hit ignores OTG;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===236K Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236K Lv1 |name=Bandit Revolver Prototype Lv 1<br />
|damage=24 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln=1~7F Feet |cancel=RF |tension=-/4.80 <br />
|startup=22 |active=3 |recovery=6+6 after landing |onBlock=-1 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13|frcWindow=16~17F<br />
|images=GGAC_OSol_236K.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png<br />
|hitboxCaption=First hit<br />
|notes=Order Sol is airborne from 8F onwards;Can cancel into Action Charge from 3F after landing onwards;See notes ※1,※2 <br />
}}<br />
<br />
===236K Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236K Lv2 |name=Bandit Revolver Prototype Lv 2<br />
|damage=26, 28 |gbp=8, 11 |gbm=7, 9 |prorate=80%<br />
|level=3, 4 |guard=High/Air, High |invuln=1~6F Feet |cancel=RF |tension=-/4.80×2 <br />
|startup=20 |active=3(9)3 |recovery=9+4 after landing |onBlock=+1 |onHit=<br />
|blockstun=13, 16|groundHit=14, Launch|airHit=14, 35 + Slide 19|hitstop=13|frcWindow=14~15F<br />
|images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png<br />
|hitboxCaption=First hit\Second hit (Level 2)<br />
|notes=Order Sol is airborne from 7F onwards;Can cancel into Action Charge from 3F after landing onwards;Charge Gauge starts draining on 12F;See notes ※1,※2 <br />
}}<br />
<br />
===236K Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236K Lv3 |name=Bandit Revolver Prototype Lv 3<br />
|damage=30, 42 |gbp=8, 15 |gbm=7, 9 |prorate=85%<br />
|level=3,5 |guard=High/Air, High |invuln=1~5F Feet |cancel=RF |tension=-/4.80×2 <br />
|startup=18 |active=3(8)4 |recovery=8+2 after landing |onBlock=+5 |onHit=<br />
|blockstun=13, 18|groundHit=14, Launch|airHit=14, 60 + WBounce|hitstop=13|frcWindow=12~13F<br />
|images=GGAC_OSol_236K.png;GGAC_OSol_236K3.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png<br />
|hitboxCaption=First hit\Second hit (Level 3)<br />
|notes=Order Sol is airborne from 6F onwards;Can cancel into Action Charge after the move ends;Charge Gauge starts draining on 16F;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===j.236K Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.236K Lv1 |name=Air Bandit Revolver Prototype Lv 1<br />
|damage=24 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=High/Air |invuln= |cancel=R |tension=-/4.80 <br />
|startup=19 |active=3 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_OSol_236K.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png<br />
|hitboxCaption=First hit<br />
|notes=Can cancel into Air Action Charge from 29F until 1F before landing;See notes ※1, ※2<br />
}}<br />
<br />
===j.236K Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.236K Lv2 |name=Air Bandit Revolver Prototype Lv 2<br />
|damage=26, 28 |gbp=11×2 |gbm=6, 9 |prorate=<br />
|level=4 |guard=High/Air, High |invuln= |cancel=R |tension=-/4.80×2 <br />
|startup=19 |active=3(9)3 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=16|groundHit=17, Down|airHit=16, 37|hitstop=14<br />
|images=GGAC_OSol_236K.png;GGAC_OSol_236K2.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_2.png<br />
|hitboxCaption=First hit\Second hit (Level 2)<br />
|notes=Can cancel into Air Action Charge from 40F until 1F before landing;Charge Gauge starts draining on 22F;Untechable for 37F;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===j.236K Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=j.236K Lv3 |name=Air Bandit Revolver Prototype Lv 3<br />
|damage=30, 42 |gbp=11, 15 |gbm=6, 9 |prorate=85%<br />
|level=4, 5 |guard=High/Air, High |invuln= |cancel=R |tension=-/4.80×2 <br />
|startup=19 |active=3(8)4 |recovery=Until landing+8 |onBlock= |onHit=<br />
|blockstun=16, 18|groundHit=17, Launch|airHit=16, 60 + WBounce|hitstop=<br />
|images=GGAC_OSol_236K.png;GGAC_OSol_236K3.png<br />
|hitboxes=GGACR_OSol_236K_Hitbox_1.png;GGACR_OSol_236K_Hitbox_3.png<br />
|hitboxCaption=First hit\Second hit (Level 3)<br />
|notes=Can cancel into Air Action Charge from 40F until 1F before landing;Charge gauge starts draining on 27F;See notes ※1, ※2, ※3<br />
}}<br />
<br />
===236S Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236S Lv1 |name=Rock It Lv 1<br />
|damage=30 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=R |tension=1.50/2.40 <br />
|startup=16 |active=16 |recovery=10 |onBlock=+3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_OSol_236S.png<br />
|hitboxes=GGACR_OSol_236S_Hitbox_1.png<br />
|hitboxCaption=Level 1<br />
|notes=Enters recovery on hit or block (rest of active frames are skipped);Slides on CH (untechable for 40F, slides for 20F)<br />
}}<br />
<br />
===236S Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236S Lv2 |name=Rock It Lv 2<br />
|damage=30×2 |gbp=10, 20 |gbm=7, 6 |prorate=<br />
|level=3, 5 |guard=Mid |invuln= |cancel=R |tension=1.50/3.60, 2.40 <br />
|startup=12 |active=17(10)3 |recovery=12 |onBlock=+4 |onHit=<br />
|blockstun=13, 18|groundHit=14, Down|airHit=14, 40|hitstop=13, 15<br />
|images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png<br />
|hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png<br />
|hitboxCaption=First hit (Level 2/3)\Second hit<br />
|notes=<br />
}}<br />
<br />
===236S Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=236S Lv3 |name=Rock It Lv 3<br />
|damage=30, 25, 20 |gbp=10, 20×2 |gbm=7, 6×2 |prorate=<br />
|level=3, 5×2 |guard=Mid |invuln= |cancel=R×2, JR |tension=1.50/4.80, 3.60×2 <br />
|startup=8 |active=15(10)3(15)4 |recovery=19 |onBlock=-4 |onHit=<br />
|blockstun=13, 18×2|groundHit=14, Launch×2|airHit=14, 40 + GBounce 10, 45|hitstop=13, 15×2<br />
|images=GGAC_OSol_236S.png;GGAC_OSol_236S2.png;GGAC_OSol_236S3.png<br />
|hitboxes=GGACR_OSol_236S_Hitbox_2.png;GGACR_OSol_236S_Hitbox_3.png;GGACR_OSol_236S_Hitbox_4.png<br />
|hitboxCaption=First hit (Level 2/3)\Second hit\Third hit<br />
|notes=1st hit's active frames are cut short on hit or block (proceeds to 2nd hit);Can cancel into Action Charge from 11th frame of recovery onwards;Charge Gauge starts draining on 20F;2nd and 3rd hit ignore OTG<br />
}}<br />
<br />
===214[D]===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=214[D] |name=Charge<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln= |cancel= |tension= <br />
|startup=13~ |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|images=GGAC_OSol_214D.png<br />
|caption=Exhibit A: "What defines a character"<br />
|hitboxes=<br />
|notes=Can be canceled into Charge Burst from 2F onwards;Charge rate increases the longer button is held;From empty charge to completely fill each level: Lv 1 = 62F, Lv 2 = 93F, Full = 116F;2F after letting go of button, Order Sol performs a recovery animation (total 8F);Fastest possible charge is 13F long<br />
}}<br />
<br />
===214[D] > H===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=214[D] > H |name=Charge Burst<br />
|damage=10 |gbp=0 |gbm=7 |prorate=<br />
|level=2 |guard=All |invuln=1~28F All |cancel= |tension=-/1.20 <br />
|startup=19 |active=4 |recovery=35 |onBlock=-10 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=43|hitstop=12<br />
|images=GGAC_OSol_214DH.png<br />
|hitboxes=GGACR_OSol_214DH_Hitbox_1.png;GGACR_OSol_214DH_Hitbox_2.png<br />
|hitboxCaption=Minimum size\Maximum size<br />
|notes=Order Sol is in CH state during move;Order Sol is crouching from 44F onwards;Custom blockstun<br />
}}<br />
<br />
===Special > D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=Special > D |name=Action Charge<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln= |cancel=F |tension= <br />
|startup= |active= |recovery=Total 30 |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=7~12F<br />
|images=GGAC_OSol_actcharge.png<br />
|caption=Condense your moves into charge<br />
|hitboxes=<br />
|notes=Order Sol is in CH state during move;Charge Gauge is increased by 0.8 of a level on 5F<br />
}}<br />
<br />
===Special > j.D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=special<br />
|input=Special > j.D |name=Air Action Charge<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln= |cancel=F |tension= <br />
|startup= |active= |recovery=Until Landing+8 |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=|frcWindow=13~18F<br />
|images=GGAC_OSol_actchargeair.png<br />
|caption=Pretty much the same but in the air<br />
|hitboxes=<br />
|notes=Charge Gauge is increased by 0.8 of a level on 11F;See notes ※1, ※2<br />
}}<br />
<br />
==Force Breaks==<br />
===41236D===<br />
{{MoveData-GGACR |chara=Order-Sol |type=forcebreak<br />
|input=41236D |name=Fafnir<br />
|damage=70 |gbp=15 |gbm=6 |prorate=<br />
|level=5 |guard=Low |invuln=1~11F Lower Body |cancel=R |tension= <br />
|startup=10 |active=2 |recovery=23 |onBlock=-6 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=40|hitstop=15<br />
|images=GGAC_OSol_236D.png<br />
|hitboxes=GGACR_OSol_41236D_Hitbox.png<br />
|notes=Ground bounces on CH;Cannot be canceled into<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146H Lv1 |name=Tyrant Rave ver. Omega Lv 1<br />
|damage=80 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=1~15F All<br/>16~30F Throw |cancel=R |tension= <br />
|startup=5+10 |active=13 |recovery=18 |onBlock=-12 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=60|hitstop=15<br />
|images=GGAC_OSol_632146H.png<br />
|hitboxes=GGACR_OSol_632146H_Hitbox_1.png;GGACR_OSol_632146H_Hitbox_2.png;GGACR_OSol_632146H_Hitbox_3.png;GGACR_OSol_632146H_Hitbox_4.png;GGACR_OSol_632146H_Hitbox_5.png<br />
|notes=Dizzy modifier x0.25;Chip damage x1.5<br />
}}<br />
<br />
===632146H Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146H Lv2 |name=Tyrant Rave ver. Omega Lv 2<br />
|damage=50, 60 |gbp=20×2 |gbm=6×2 |prorate=100%, Forced 75%<br />
|level=5 |guard=Mid |invuln=1~19F All<br/>20~33F Throw |cancel=R |tension= <br />
|startup=4+9 |active=13(13+3)16 |recovery=16 |onBlock=-13 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=60, 60 + WBounce|hitstop=15<br />
|images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png<br />
|hitboxes=GGACR_OSol_632146H_Hitbox_6.png;GGACR_OSol_632146H_Hitbox_7.png;GGACR_OSol_632146H_Hitbox_8.png;GGACR_OSol_632146H_Hitbox_9.png;GGACR_OSol_632146H_Hitbox_10.png<br />
|notes=Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 17F;See note ※3<br />
}}<br />
<br />
===632146H Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146H Lv3 |name=Tyrant Rave ver. Omega Lv 3<br />
|damage=50, 60, 128 |gbp=20×3 |gbm=6×3 |prorate=<br />
|level=5 |guard=Mid |invuln=1~23F All<br/>24~31F Throw |cancel=R |tension= <br />
|startup=3+8 |active=13(13+3)16(5+5)22 |recovery=26 |onBlock=-25 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=60×2, 95|hitstop=15<br />
|images=GGAC_OSol_632146H.png;GGAC_OSol_632146H2.png;GGAC_OSol_632146H3.png<br />
|hitboxes=GGACR_OSol_632146H_Hitbox_11.png;GGACR_OSol_632146H_Hitbox_12.png;GGACR_OSol_632146H_Hitbox_13.png;GGACR_OSol_632146H_Hitbox_14.png;GGACR_OSol_632146H_Hitbox_15.png<br />
|notes=3rd hit destroys projectiles;Dizzy modifier x0.25;Chip damage x1.5;Charge Gauge starts draining on 36F;See note ※3<br />
}}<br />
<br />
===632146P Lv1===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146P Lv1 |name=Savage Fang Lv 1<br />
|damage=60 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=All |invuln=1~3F Strike |cancel= |tension= <br />
|startup=3+2 |active=6 |recovery=27 |onBlock=-13 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=40|hitstop=6<br />
|images=GGAC_OSol_632146P.png<br />
|hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png<br />
|hitboxCaption=Level 1/2 minimum size\Level 1/2 max size<br />
|notes=Blows away opponent on hit;Chip damage x2;Flame can pass through projectiles<br />
}}<br />
<br />
===632146P Lv2===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146P Lv2 |name=Savage Fang Lv 2<br />
|damage=40×3 |gbp=10×3 |gbm=7×3 |prorate=<br />
|level=3 |guard=All |invuln=1~3F Strike |cancel= |tension= <br />
|startup=3+0 |active=6(4)6(4)6 |recovery=7 |onBlock=+7 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=40|hitstop=6<br />
|images=GGAC_OSol_632146P2.png<br />
|hitboxes=GGACR_OSol_632146P_Hitbox_1.png;GGACR_OSol_632146P_Hitbox_2.png<br />
|hitboxCaption=Level 1/2 minimum size\Level 1/2 max size<br />
|notes=Blows away opponent on hit;Opponent cannot move from superflash until 4F after 1st hit;Chip damage x2;Flame can pass through projectiles;Charge Gauge starts draining 12F after superflash;See note ※3<br />
}}<br />
<br />
===632146P Lv3===<br />
{{MoveData-GGACR |chara=Order-Sol |type=super<br />
|input=632146P Lv3 |name=Savage Fang Lv 3<br />
|damage=60×5 |gbp=20×5 |gbm=6×5 |prorate=Forced 80%<br />
|level=5 |guard=All |invuln=1~3F Strike |cancel= |tension= <br />
|startup=3+1 |active=3×3 |recovery=28 |onBlock=+6 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=45|hitstop=<br />
|images=GGAC_OSol_632146P3.png<br />
|hitboxes=GGACR_OSol_632146P_Hitbox_3.png;GGACR_OSol_632146P_Hitbox_4.png;GGACR_OSol_632146P_Hitbox_5.png<br />
|notes=Floats and blows opponent away on hit;Chip damage x2;Flame can pass through projectiles;Charge Gauge starts draining 44F after superflash;Ignores OTG;See note ※3<br />
}}<br />
<br />
==Instant Kill==<br />
===632146S===<br />
{{MoveData-GGACR |chara=Order-Sol |type=instantkill<br />
|input=632146S |name=Dragon Install Morbid World<br />
|damage=30, 20×8, 230 |gbp=20 |gbm=6, 4×8, 7 |prorate=<br />
|level=5, 3×6, 5×2, 3 |guard=All |invuln= |cancel=R |tension= <br />
|startup=7+1 |active=3 |recovery=68 |onBlock=-50 |onHit=<br />
|blockstun=18|groundHit=Stagger 125|airHit=100|hitstop=15<br />
|images=GGAC_OSol_632146S.png;GGAC_OSol_632146H3.png;GGAC_OSol_632146S2.png<br />
|hitboxes=GGACR_OSol_632146S_Hitbox.png<br />
|notes=Full input: P,K,S,H,D,K,S, 632146H;2nd hit onwards ignores OTG;10th hit blows back opponent: Untechable for 95F, Dizzy modifier x0.25, Chip damage x1.5;Order Sol is in CH state during move;If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F);Will perform instant kill if opponent has 50 or less health before final hit;Charge Gauge starts draining on 1F;See note ※3<br />
}}<br />
<br />
==Charge Cancel==<br />
<section begin="Charge Cancel" /><br />
{| class="mw-collapsible mw-collapsed wikitable sortable stripe" style="margin: 1em auto 1em auto;text-align: center"<br />
!colspan="3"|Charge Cancel Advantage &nbsp;<br />
|-<br />
! Level !! Normals !! On Block<br />
|-<br />
| 1 || {{Clr|1|5P}}, {{Clr|1|2P}}, {{Clr|2|2K}} || -4<br />
|-<br />
| 2 || {{Clr|2|5K}} || -2<br />
|-<br />
| 3 || {{Clr|2|6K}}, {{Clr|3|c.S}}, {{Clr|3|f.S}}, {{Clr|3|2S}} || 0<br />
|-<br />
| 4 || {{Clr|5|2D}} || +3<br />
|-<br />
| 5 || {{Clr|4|5H}} || +5<br />
|}<br />
<section end="Charge Cancel" /><br />
<br />
==Category==<br />
{{#lst:GGACR/Navigation}}</div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/sandbox1&diff=345698User:TomTom/sandbox12022-11-23T01:20:51Z<p>TomTom: Wiping Page</p>
<hr />
<div></div>TomTomhttps://www.dustloop.com/wiki/index.php?title=User:TomTom/xrdtest&diff=344890User:TomTom/xrdtest2022-11-20T03:17:51Z<p>TomTom: /* Core Combos */</p>
<hr />
<div>A WIP rework of Leo's combo page <br />
<br />
===Basic Combos===<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Gatlings into Sweep<br />
| Oneliner = Gatlings into a knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}<br />
| content =<br />
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance. A {{clr|5|2D}} knockdown gives you an opportunity to whiff {{clr|4|5[H]}} to start backturn pressure for oki.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Gatlings into Rekka series<br />
| Oneliner = Works against any grounded opponent.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreCombo1<br />
| Video =<br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.<br />
<br />
The knockdown you get from the rekka series gives you a chance to setup a dash up ({{clr|H|[4]6H}}) multi-hit projectile for oki or a meaty button.<br />
}}<br />
<br />
===Core Combos===<br />
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''<br />
*Work against most characters of a selected weight or hurt box type<br />
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character<br />
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen RRC BnB<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = ... > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}} > RRC > Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A good way to cash out 50 meter with more damage midscreen that leads into a restand.<br />
<br />
You have plenty of time to dash up and hit 5K after the RRC. If you did more than 2 5P/2Ps at the start of the combo you have to do the alternate route {{clr|2|j.K}} > {{clr|2|j.K}} > {{clr|4|j.236H}} after jump canceling {{clr|3|c.S}}.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Backturn Combo<br />
| Oneliner = Works against any grounded opponents<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt{{clr|2|K}} > bt.{{clr|3|S}} > {{clr|3|236S}}~{{clr|4|236H}}~{{clr|3|214S}}<br />
| content =<br />
The common combo in backturn stance off backturn pressure. Use the bt.{{clr|1|P}} reverse gatling to give yourself time to confirm the hit or continue pressure.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Midscreen Shield Combo<br />
| Oneliner = Make them regret mashing<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreCombo3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = bt.{{clr|5|D}}, 66 bt.{{clr|3|S}} > bt.{{clr|4|H}}<br />
| content =<br />
After catching them with bt.{{clr|5|D}}, you can do a simple combo that ends in a knockdown and go for left/right mixups. There are optimized shield routes available in the Character Specific Reference section.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===Crouch Confirms===<br />
{{TheoryBox<br />
| Title = Crouch Confirm BnB<br />
| Oneliner = Maximize your damage<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
Thanks to the extra frame of hitstun {{clr|3|f.S}} and {{clr|3|2S}} will now combo into {{clr|4|5H}} allowing for more damage.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 6K link<br />
| Oneliner = Dish out those links<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|6K}}, {{clr|1|5P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Anti-Air and Air-to-Air Combos===<br />
These combos are for airborne opponents<br />
<tabber><br />
5P AA =<br />
{{TheoryBox<br />
| Title = 5P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|5P}} > jc > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
6P AA =<br />
{{TheoryBox<br />
| Title = 6P AA Option<br />
| Oneliner = Not too great reward, but gets the job done<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (CH) {{clr|1|6P}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
|-|<br />
Backturn AA =<br />
{{TheoryBox<br />
| Title = Backturn AA options<br />
| Oneliner = Decent reward <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|1|bt.P}} > jc > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
</tabber><br />
<br />
===5D Combos===<br />
Leo has decent 5D combos, with high damage in the corner<br />
{{TheoryBox<br />
| Title = 5D6<br />
| Oneliner = An Overhead<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}6 > {{clr|4|2H}} > {{clr|4|2H}} > {{clr|3|c.S}} > jc > delay {{clr|4|j.H}} land {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = 5D9<br />
| Oneliner = An Overhead again<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = SpecializedCombo2<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}}9 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}}<br />
| content =<br />
A basic combo for crouching opponents.<br />
}}<br />
<br />
===Combos off Backturn Super===<br />
<br />
<br />
===Counter Hit Combos===<br />
<br />
==Character Specific Reference==<br />
Tables for character specific routes<br />
===bt.{{clr|5|D}} parry routes===<br />
Optimized midscreen parry routes<br />
{| class="wikitable"<br />
|-<br />
! Route !! Characters<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|214H}}, Dash {{clr|2|5K}} > {{clr|3|c.S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Baiken|label=BK}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Faust|label=FA}}, {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Venom|label=VE}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > jc > {{clr|3|j.S}} (1) > jc > {{clr|4|j.H}} > {{clr|4|j.236H}} || {{CLabel|GGXRD-R2|Answer|label=AN}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Raven|label=RV}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}<br />
|-<br />
| bt.{{clr|5|D}}, {{clr|4|236H}}, bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Ky|label=KY}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Kum|label=KU}}, {{CLabel|GGXRD-R2|Potemkin|label=PO}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|2|K}} > bt.{{clr|1|P}} > bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Bedman|label=BE}}<br />
|-<br />
| bt.{{clr|5|D}}, Dash bt.{{clr|3|S}} > bt.{{clr|4|H}}/bt.{{clr|3|214S}} || {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}<br />
|-<br />
| {{CLabel|GGXRD-R2|Faust|label=FA}} || You can do both hits of {{clr|3|j.S}} for additional damage<br />
|}<br />
<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
==Combo Theory==<br />
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.<br />
<br />
Grounded Combo Theory:<br />
<br />
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.<br />
<br />
The "juicy" normal to get to is c.S because that does a good amount of damage through his 5H.<br />
<br />
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.<br />
<br />
Juggle Theory:<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
===Combo Structure===<br />
===What Each Button Does===</div>TomTom