< GGST | Leo Whitefang
(Restored deleted Dust combos and cleaned up various combos (combining + adding colors). Please don't remove combos.) |
m (→Combo List: Made the low version an alternate for consistency.) |
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| | {{clr|1|5P}} (> {{clr|1|5P}} > {{clr|1|5P}}) > {{clr|3|236S}} || Anywhere || 49; 60; 69 || 9%; 11%; 13% || All || [1] {{clr|1|Very Easy}} || The mash-out. Use more or less {{clr|1|5P}} depending on distance for a max of three. | | | {{clr|1|5P}} (> {{clr|1|5P}} > {{clr|1|5P}}) > {{clr|3|236S}} || Anywhere || 49; 60; 69 || 9%; 11%; 13% || All || [1] {{clr|1|Very Easy}} || The mash-out. Use more or less {{clr|1|5P}} depending on distance for a max of three. | ||
|- | |- | ||
| | {{clr|1| | | | {{clr|1|5P}} (or {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 66 || 15% || All || [2] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} (or {{clr|4|236H}}) || Anywhere || 82 || 16% || All || [2] {{clr|2|Easy}} || The timing for {{clr|3|236S}} can be a bit weird at first. {{clr|4|236H}} can be used with the same timing to forsake damage in exchange for meaty {{clr|3|bt.S}}. | | | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} (or {{clr|4|236H}}) || Anywhere || 82 || 16% || All || [2] {{clr|2|Easy}} || The timing for {{clr|3|236S}} can be a bit weird at first. {{clr|4|236H}} can be used with the same timing to forsake damage in exchange for meaty {{clr|3|bt.S}}. |
Revision as of 06:04, 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. Use more or less 5P depending on distance for a max of three. |
5P (or 2P) > 6P > 236S | Anywhere | 66 | 15% | All | [2] Very Easy | |
5K > 2D > 236S (or 236H) | 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 (or 2K) > 6K > 236S | Anywhere | 79 (63) | 16% | All | [3] Very Easy | Easier than above with 3 less damage and 1 pixel less of Tension. Also has a low version. |
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. Sacrifices damage 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], j.H > j.S > jc > j.S > j.H > jc > j.H > j.H (Finishing Blow) | 198 | 18% | All | [1] Very Easy | |
5[D], j.H > j.P > j.H > jc > j.H > j.K > j.H > j.H (Finishing Blow) | 202 | 20% | All | [2] Easy | |
5[D], j.H > j.S > jc > j.H > dl.j.H > jc > 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], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow) | 214 | 20% | All | [4] Hard | Currently max damage universally. Timing is extremely tight to fit the Finishing Blow in. |
5[D], j.K > j.P > j.H > j > j.P > j.H > j > j.S > j.H > j.H (Finishing Blow) | 192 | 19% | All | [1] Easy | Timing is tight on this one, but the damage is worth it. |
5[D], j.H > j.P > j.H > jc > j.K > j.H > jc. > j.H > j.H (Finishing Blow) | 201 | 21% | All | [3] Medium | Tighter timing, higher damage. Make sure to jump cancel the j.Hs instead of just jumping after them. |
Combo | Position | Works on: | Difficulty | Notes | |
---|---|---|---|---|---|
[1] Very Easy | |||||
[2] Easy | |||||
[3] Medium | |||||
[4] Hard | |||||
[5] Very Hard |