GGST/Leo Whitefang/Combos

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Leo Whitefang


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

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • Leo specific notation: bt.X = During Brynhildr Stance.
5P/2P/5K/2K Starters
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
5P (> 5P > 5P) > 236S Anywhere 49; 60; 69 All [1] Very Easy The mash-out. Use more or less 5P depending on distance for a max of three. Video ??
5P (or 2P) > 6P > 236S Anywhere 66 All [2] Very Easy Two 5Ps are possible at point-blank range, but you may be better served going for a throw. Video ??
5K (or 2K) > 2D > 236S (or 236H) Anywhere 82 (65) All [2] Easy After 2D, whiff 236H for a meaty bt.K or bt.S. 24038 Video ??
5K > 6K > [2]8H Anywhere 107 All [4] Medium You can cancel 6K into [2]8H later than you think in order to get enough charge. 24034 Video ??
5K > 6K > [2]8H(3) RRC > whiff j.P > j.S > 66 > 5K > 214[S] Anywhere 166 All [4] Hard You can cancel 6K into [2]8H later than you think in order to get enough charge. 14182 ??
5K > 6K > [2]8H(2) RRC > j.S, j.S > 66 > 5K > 66 > c.S > 5H > 2S > 5H > 5[H]S > WS > 66 > 214[S] Anywhere 212 All [3] Hard Corner to corner combo 14185 ??
5K (or 2K) > 6K > 236S > 66RRC > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] > WS > bt.214H Corner / Near Corner 174 (146) All [3] Medium Wall break corner(ish) combo starting with 5 or 2k Video ??
c.S/f.S Starters
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
c.S > f.S > 5H > 236S Anywhere 123 All [1] Very Easy Video ??
c.S > 5H > f.S > 5H > 236S Anywhere 145 All [1] Very Easy Leo's ideal B&B from c.S. 236S will whiff if c.S is done too far. Video ??
c.S > 2H > 214[S] > bt.632146S Anywhere 207 All [4] Hard If your overdrive input is too late, it will only do 190 damage instead of 207. Video ??
c.S > 2H > 214[S], bt.S > bt.H, bt.214[S] > WS > bt.214H (or bt.632146S) Corner 205 (229) All [2] Easy Relatively easy combo to pull off and is a good route to wall break. Some characters, like Sol, need a micro walk before the 2nd 214S. Video ??
c.S > 5H > f.S > 5H > 236S > 66.RRC > (9)j > j.D, dl.2S > 5H > dl.2S > 5H > WS > 6H (or 632146H) Midscreen 209 (227) All [3] Medium B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less 5H > f.S or 2S > 5H links. You will need to time your 2S inputs to when your opponent wall bounces. Video ??
c.S > 5H > f.S > 5H > 236S > 66.RRC > 66 66 c.S > 2H > 214[S] > WS > bt.214H (or bt.632146S) Midscreen 216 (240) All [3] Medium Higher damage midscreen RC conversion to wall break. Video ??
c.S > 5H > f.S > 632146H (WB) Anywhere 177 (210) All [2] Easy B&B hitconfirm to 632146H. Video ??
f.S (> 5H) > 236S Anywhere 63 (90) All [1] Very Easy If your opponent is too far away, 5H will not connect. Video ??
5H/2H Combos
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
6H, 2S, 214[S] Midscreen 113 All [1] Very Easy Meterless midscreen combo from 6H that results in good oki. ??
6H, 2S, 5H, 2S, 5H, 2S, 5H, 214[S], bt.214H Corner 218 All [4] Hard Meterless corner combo from 6H that goes into loops and wallbreaks. ??
CH 5H > 236H, bt.S > bt.H > 22 > 66 2H > 214[S] Midscreen 162 All [3] Medium Meterless midscreen combo that results in a meaty backturned attack. Video ??
CH 2H > 2S(whiff), 66 5K > 9jc > j.S(2) > airdash > j.S > c.S > 5H > dl.2S > 214[S] > WS > bt.214H Near Corner 237 (246) All [3] Medium High damage ending corner counterhit punish 9095 ??
CH 2H > [4]6H > 66 c.S > 5H > dl.5S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) Corner 248 (269) All [3] Medium Higher damage corner counterhit punish Video ??
CH 2H > 236S (whiff), 5K > jc j.S(2) > adc j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) Midscreen 237 (257) All [5] Very Hard Midscreen to corner, against heavyweights you must do 2S (whiff) > 66 5K instead of 236S (whiff). The timing/spacing is also tighter on heavyweights. Heavyweights / All but heavyweights ??
Brynhildr Stance Starters
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
bt.K ( > bt.P ( > bt.K)) > bt.S > bt.H > bt.214[H] Anywhere 81 (109) ((111)) Anyone [1] Very Easy BnB brynhildr combo from bt.K. Add the bt.P and bt.K fillers depending on how close you are. You can also replace bt.214[H] with bt.214[S] for less damage in exchange for better oki midscreen. Video ??
bt.H, bt.S > bt.214[S] Anywhere 85 Anyone [1] Very Easy BnB brynhildr combo from bt.H. Video ??
bt.K > bt.S > bt.H 22 > 66 > c.S > 2S > 214[S] Anywhere 92 Anyone [4] Hard BnB brynhildr combo that 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 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. 39204 Video ??
bt.S > bt.H 22 > 66 > c.S > 2H > 214[S] Anywhere 123 Anyone [3] Medium BnB brynhildr variation beginning with bt.S. Timing is a bit more forgiving. Video ??
bt.H 22 > 66 > c.S > 2H > 214[S] Anywhere 109 Anyone [3] Medium BnB brynhildr variation beginning with bt.H. Timing is a bit more forgiving. Video ??
Jump Starters
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
j.S(2) > 66 > j.S(2), c.S > 5H > 2S > 5H > 214[S] > WS bt.214H Airborne Corner 200 Anyone [4] Hard Full wallbreak combo conversion for a high up j.S. Punish jumps in the corner. Dash cancel the first j.S early on to land the second j.S. Video ??
Dust Combos
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
5[D], j.H > j.S > jc > j.S > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 208 All but Ky [1] Very Easy Easy almost universal route. j.S(2) whiffs on Ky Video ??
5[D], j.H > j.P > j.H > jc > j.H > j.P > j.H > j.H (Finishing Blow) Anywhere 206 All [2] Easy Easy, completely universal route. Video ??
5[D], j.H > j.S > jc > j.H > dl.j.H > jc > j.H > j.H (Finishing Blow) Anywhere 207 All but Chipp [3] Medium Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. Video ??
5[D], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow) Midscreen 214 All but Chipp, Faust, I-No, Jack-O [4] Hard Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. Video ??
5[D], j.H > j.S > jc > j.H > j.P > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 211 All [4] Hard Max damage and completely universal. Slight delay on initial j.H is needed for some characters such as Faust. Video ??
CH 2[D] > 2K > 214S Anywhere 100 All [3] Medium Counter hit 2[D] into 4 way mixup. Timing for 2K is tight to avoid an OTG hit. Doesn't work with Max range 2D Video ??
CH 2[D] > 2K > 214[S] > bt.S > bt.H > 236H Anywhere 138 All [4] Hard Even tighter timing on 2K gives a backturn combo Video ??
CH 2[D] > [2]K > [2]8HS > 66RRC > j.S > 66 > j.S > c.S > 236S > WS Midscreen 170 + WS ?? [4] Hard Slightly Delay the first j.S so the RRC can pop them up into the air a little ??
Special Starters
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
[2]8H(2) or [2]8S(2) > 22.RRC > 66 > whiff 5K > microwalk> c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] (WS) > bt.214H Corner 177 Everyone [4] Hard Back in corner Eisensturm conversion into Brynhildr. Can delay the 214[S] to not wall splat and keep the corner. Video ??
[2]8H(3) > 22.RRC > 66 > microwalk > c.S > 5H > dl. 2S > 5H > dl. 2S > 5[H]S (WS) > 66 > 214[S] Corner 196 Everyone [4] Hard Back in corner Eisensturm conversion into Brynhildr using all hits of Eisensturm. Video ??
[2]8H(2) or [2]8S(2) > 22.RRC > 236H > microwalk > bt.S > bt.H 22 > 66 > 2S > 214[S] Midscreen 107 Everyone [3] Medium Wakeup Eisensturm conversion into Brynhildr. Also works from non-CH Eisensturm if you RC the 1st hit. 18648 Video ??
[2]8H(3) > 22.RRC > microwalk > 2H > 236H or 214[S] Midscreen 115 or 122 Everyone [4] Hard 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. ??
632146H(5) > 66.RRC (or 66.PRC) > dl.2H > 214[S], bt.S > bt.H > WS > bt.214H Midscreen 246 (276) Everyone [3] Medium Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in 2H as your opponent is falling down, but the damage is worth it. ??

Combo Theory

General Confirms

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.

Stance Combos

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.Sc.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.Hc.S > 5H > loop
    • Turn any successful air-to-air by the corner into a high damage threat
  • CH 6K > 214S, c.S > 5H > loop
    • Confirm from a successful 6K frametrap
  • CH 2D, c.S > 5H > loop
    • Easy punish starter that can be done from a fairly flexible area of ranges.
  • CH 2H > 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.
  • 2S > 5H > 214[S] > (wallstick), bt.214H/bt.632146S
    • Highest damage ender. At some bounce heights you may be able to include one more 2S before the 214[S] to squeeze in a couple more points of damage, but for stability's sake this should generally be omitted.
  • 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.
  • 214[S]
    • 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.

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Leo Whitefang