< GGST | Leo Whitefang
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| | {{clr|5|5[D]}}8, {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > jc.9 > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 202 || 20% || All || [2] {{clr|2|Easy}} || | | | {{clr|5|5[D]}}8, {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > jc.9 > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 202 || 20% || All || [2] {{clr|2|Easy}} || | ||
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| | {{clr|5|5[D]}}8, {{clr|4|j.H}} > {{clr|3|j.S}} > jc.9 > {{clr|4|j.H}} > dl {{clr|4|j.H}} > jc.9 > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 207 || 19% || All || [ | | | {{clr|5|5[D]}}8, {{clr|4|j.H}} > {{clr|3|j.S}} > jc.9 > {{clr|4|j.H}} > dl {{clr|4|j.H}} > jc.9 > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 207 || 19% || All || [3] {{clr|3|Medium}} || Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. | ||
|- | |||
| | {{clr|5|5[D]}}8, {{clr|4|j.H}} > {{clr|3|j.S}} > jc.9 > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > jc.9 > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 214 || 20% || All || [4] {{clr|4|Hard}} || Possibly max damage universal. Timing is extremely tight to fit the Finishing Blow in. | |||
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Revision as of 01:06, 30 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Ky.
- Leo specific notation: bt.X = During Brynhildr Stance.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P (> 5P > 5P) > 236S | Anywhere | 49; 60; 69 | 9%; 11%; 13% | All | [1] Very Easy | The mash-out. Add more 5P depending on distance for a max of three. |
2P > 6P > 236S | Anywhere | 66 | 15% | All | [2] Very Easy | Can work off of 5P as well. |
5K > 2D > 236S | Anywhere | 82 | 16% | All | [2] Easy | The timing for 236S can be a bit weird at first. 236H can be used with the same timing to forsake damage in exchange for meaty bt.S. |
5K > 6K > 236S | Anywhere | 79 | 16% | All | [3] Very Easy | Easier than above with 3 less damage and 1 pixel less of Tension. |
2K > 6K > 236S | Anywhere | 63 | 16% | All | [3] Very Easy | Low version of the above. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > f.S > 5H > 236S | Anywhere | 123 | 21% | All | [1] Very Easy | |
c.S > 5H > f.S > 5H > 236S | Anywhere | 146 | 28% | All | [1] Very Easy | Leo's ideal B&B from c.S. |
c.S > 2H > dl.f.S | Anywhere | 103 | 14% | All | [1] Very Easy | Launches opponent almost a full screen away. Good for creating space between you and your opponent. |
c.S > 2H > 214[S] > bt.214H | Anywhere | 153 | 24% | All | [3] Medium | Make sure to delay your input in between 214S and 214H, or else the game might register 5H instead. |
c.S > 2H > 214[S] > bt.632146S | Anywhere | 207 | 18% -50% | All | [4] Hard | If your overdrive input is too late, it will only do 190 damage instead of 207. |
c.S > 2H > 214[S] > bt.S, bt.H, bt.214[S] > WS > bt.214H (or bt.632146S) | Corner | 205 (229) | 37% (32% -50%) | All | [2] Easy | Relatively easy combo to pull off and is a good route to wall break. |
c.S > 5H > f.S > 5H > 236S > 66.RRC > j > j.D > 2S > 5H > 2S > 5H > WS > 6H (or 632146H) | Midscreen | 209 (227) | 28% -50% (2% -100%) | 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. |
f.S (> 5H) > 236S | Anywhere | 63 (90) | 11% (16%) | All | [1] Very Easy | If your opponent is too far away, 5H will not connect. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > 236H > bt.S > bt.H > 236H > RRC > 2H > WS > 5H (or 632146H) | Back to Corner | 192 (204) | 30% -50% (-100%) | All | [5] Very Hard | 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! |
2H > 236H > bt.S > bt.H > bt.S > bt.H > WS > bt.214H (or bt.632146S) | Back to Corner | 196 (215) | 30% -50% | All | [5] Very Hard | Meterless version of above combo. Super can be used for hard knockdown after wall break. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5[D]8, j.H > j.S > jc.9 > j.S(1) > j.H > jc.9 > j.H > j.H (Finishing Blow) | 198 | 18% | All | [1] Very Easy | |
5[D]8, j.H > j.P > j.H > jc.9 > j.H > j.K > j.H > j.H (Finishing Blow) | 202 | 20% | All | [2] Easy | |
5[D]8, j.H > j.S > jc.9 > j.H > dl j.H > jc.9 > j.H > j.H (Finishing Blow) | 207 | 19% | All | [3] Medium | Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. |
5[D]8, j.H > j.S > jc.9 > j.H > j.K > j.H > jc.9 > j.H > j.H (Finishing Blow) | 214 | 20% | All | [4] Hard | Possibly max damage universal. Timing is extremely tight to fit the Finishing Blow in. |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |