B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less 5H > f.S or 2S > 5H links. You will need to time your 2S inputs to when your opponent wall bounces.
Yes, this is a Wall Breaker combo for when you're backed up against a corner. The timing is especially tight between 236H and bt.S, but thankfully it's before spending any meter. Remember you change directions in between the first 236H and the second 236H, so adjust your inputs accordingly!
BnB brynhildr combo that maintains backturn and ends close to the grounded opponent. 22 cancel early on during bt.H in order to ready your fingers for the 66 after. The timing on this one is extremely strict. If you're whiffing the c.S , you're either dashing or slashing too late. If you're hitting with f.S instead of c.S, delay your S a bit longer.
Eisensturm conversion into Brynhildr. The 214[S] is better damage and better oki (hard vs. soft knockdown) but 236H can side switch, which may be more valuable if you were able to Eisensturm them out of their corner pressure.
Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in 2H as your opponent is falling down, but the damage is worth it.
Leo can confirm pretty much anything, including 5P and 2P, into 236S for a quick soft knockdown ender. Adding damage is generally tacking on as much filler as possible before finishing in 236S for a ground ender or either 214[S] or 236H for an air ender, depending on distance and height.
Leo can also confirm counter hit pokes ( 6P, 6K, f.S, 5H) into 236H raw for a side switch into Brynhildr. In the case of f.S and 5H, a filler hit of the reverse beat button may be possible before 236H, but mind the distance from your opponent.
Generally bt.S is the stabilizing confirm normal for stance, which can then combo into bt.H for additional damage and a low launch, which generally enables 236H for a midscreen ender or 214[H] for the corner.
Corner 2S 5H Loop
Leo's highest-damage routes come from doing multiple iterations of 2S > 5H against an airborne opponent in the corner, which bounces the opponent against the wall repeatedly. Each iteration adds about 700 wall damage, so you'll only be able to get three loops at the most (assuming you started it after just a single attack), but including the wallbreak, you'll still often achieve somewhere within the realm of 200 damage.
Starting the Loop
Leo can set up the loop in the following relatively practical ways:
anything > 236S > 66.RRC~ c.S > 5H > loop
Lowest damage but most generic setup into the route
anything > RRC, iad j.S ▷ c.S > 5H > loop
Even lower damage than the above RRC extension, especially with the RRC shockwave further lowering loop potential, but much easier execution if you're uncomfortable with using Fast RC.
air-to-air j.S or j.H ▷ c.S > 5H > loop
Turn any successful air-to-air by the corner into a high damage threat
CH6K > 214S, c.S > 5H > loop
Confirm from a successful 6K frametrap
CH2D, c.S > 5H > loop
Easy punish starter that can be done from a fairly flexible area of ranges.
CH2H > 2S(whiff), 66 c.S > 5H > loop
High damage punish starter.
Ending the Loop
With a maximum of four 2S > 5H loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get.
2S > 5H > (wallstick) > 236H or 632146H
The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around 10-20 damage compared to 214[S] enders.
Highest damage ender. At some bounce heights you may be able to include one more 2S before the 214[S] to squeeze in a couple more points of damage, but for stability's sake this should generally be omitted.
2S > 5H > 236H
Takes the opponent out of the corner and sets up soft knockdown stance oki. Use this if you really don't want to break the wall and would rather put your back to the corner to begin oki than return to starting positions.
You can also just end with an especially early Turbulenz for hard knockdown stance oki without taking your opponent out of the corner. The damage potential from this will be limited since wall damage still remains, but if you just needed one more confirm to close out the round, this might be more worth it than wallbreaking with the initial route.