< GGST | Leo Whitefang
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 |
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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 |
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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 | |
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[1] Very Easy | |||||
[2] Easy | |||||
[3] Medium | |||||
[4] Hard | |||||
[5] Very Hard |