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====Ending the Loop==== | ====Ending the Loop==== | ||
With a maximum of four {{clr|3|2S}} > {{clr|4|5H}} loops before wallstick, subtract one loop from the combo if you would like to count out exactly how many you can get. | With a maximum of four {{clr|3|2S}} > {{clr|4|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. | ||
* {{clr|3|2S}} > {{clr|4|5H}} > (wallstick) > {{clr|4|236H}}/{{clr|4|632146H}} | * {{clr|3|2S}} > {{clr|4|5H}} > (wallstick) > {{clr|4|236H}}/{{clr|4|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 {{clr|3|214[S]}} enders. | ** 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 {{clr|3|214[S]}} enders. |
Revision as of 18:12, 2 July 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 | 145 | 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 > dl.2S > 5H > dl.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. |
c.S > 5H > f.S > 632146H (WB) | Anywhere | 177 (210) | 15% (16%) -50% | All | [2] Easy | B&B hitconfirm to 632146H. If you're at midscreen or closer, this wall breaks, leading to a better outcome than above (1 more damage and hard knockdown for equal or less meter) for less effort. |
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. |
CH 2H > 2S(whiff), 66 c.S > 5H > dl.2S > 5H > dl.2S > 5H > 214[S], bt.214H (or bt.632146S) | Corner | 226 (246) | 43% (39% -50%) | All | [3] Medium | High damage corner counterhit punish |
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(1) > 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. |
CH 2[D] > 2K > 214S | 100 | 17% | All | [3] Medium | Counter hit 2D into 4 way mixup. Timing for 2K is tight to avoid an OTG hit. Doesn't work with Max range 2D |
CH 2[D] > 2K > 214S > bt.S > bt.H > 236H | 138 | 32% | All | [4] Hard | Even tighter timing on 2K gives a backturn combo |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146H(5) > 66.RRC (or 66.PRC) > dl.2H > 214[S] > bt.S > bt.H > WS > bt.214H | Midscreen | 246 (276) | 2% -100% | 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 tip of the 2H as your opponent is falling down, but the damage is worth it. |
Combo | Position | Works on: | Difficulty | Notes | |
---|---|---|---|---|---|
[1] Very Easy | |||||
[2] Easy | |||||
[3] Medium | |||||
[4] Hard | |||||
[5] Very Hard |
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.
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.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
- 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/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.
- c.S > 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.
- c.S > 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.