GGST/Leo Whitefang/Combos

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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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
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 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.
c.S/f.S Starters
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. Some characters, like Sol, need a micro walk before the 2nd 214S.
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.
5H/2H Combos
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
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
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
Special Starters
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 middle of the blades in 2H as your opponent is falling down, but the damage is worth it.
These combos need a total DMG value on them
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.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/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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