GGXRD-R/Leo Whitefang/Combos

From Dustloop Wiki
Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
bt. = "backturned" or Brynhildr stance. Leo has a stance where he faces away from the opponent and gains unique attacks while losing the ability to block.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input. For example "5[H]" that means to hold the H button to transition to backturned stance after 5H.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Jumps are not noted but should be easy to tell when to jump based on context. For example, when the combo says cl.S j.K dj.K, that's a jump cancel on the cl.S into a j.K, which is also jump cancelled into another j.K. Assume all jumps are forward jumps unless noted.
2P starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 2P (2P) 5K cl.S 5H 236S 236H 214S Midscreen 117 (111) Everyone Easy
2 2P 5K cl.S 6K 2P 5K 2H 236S 236H 214S Midscreen 125 Leo, Elphelt, Potemkin Medium
3 2P (2P) 5K f.S 2D Midscreen 61~ (63~) Everyone Easy Used to knock down when cl.S isn't possible because of range.
5K starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 5K cl.S 5H 236S 236H 214S Midscreen 137 Everyone Easy
2 5K cl.S 6K 2P 5K 2H 236S 236H 214S Midscreen 150 Leo, Elphelt, Potemkin Medium
3 5K cl.S f.S (2S) 5H 236S 236H 214S Midscreen 154 (164) Everyone Easy Crouching Only
4 5K cl.S 6K 5P 5K cl.S f.S 5H 236S 236H 214S Midscreen 171 Everyone Easy Crouching Only
5 5K 6P cl.S 5H 236S 236H 214S Midscreen 145 Everyone Easy Does not work at all ranges
6 5K f.S 2D Midscreen 67 Everyone Easy Used to knock down beyond cl.S range
7 5K cl.S 5H [2]8H(2) RC (j.D whiff) 6H dash 5K cl.S j.K dj.K j.H j.236H Midscreen 225 Everyone Medium
8 5K cl.S 5H [2]8H(2) RC (j.D whiff) 6[H] bt.S bt.214S cl.S j.K j.236H Corner 240 Everyone Medium
6K starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 6K (CH) microdash 5K cl.S 5H 236S 236H 214S Midscreen 153 Everyone Easy
2 6K 5P 5K cl.S f.S (2S) 5H 236S 236H 214S Midscreen 161 Everyone Easy Crouching opponents only
3 6K 2P 5K cl.S 5H 236S 236H 214S Midscreen 147 Leo,Elphelt, Potemkin, Sin,Chipp, ?? Easy
4 6K 236S 236H 214S Midscreen 101 Everyone Easy
2H starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 CH 2H 6H dash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 212 Everyone Easy
2 CH 2H 6(H) bt.S bt.214S cl.S j.K dj.K j.H j.236H Corner 247 Everyone Easy
3 CH 2H (delayed 236S whiff) j.D 6H 236H dash 5K 6P cl.S (JI) SJ j.K j.S dj.K j.H j.236H Everyone Hard Need to check if this combos - might have to drop 6P.
4 2H 236S 236H 214S Midscreen 115 Everyone Easy
6P starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 6P cl.S 5H 236S 236H 214S Midscreen 121 Everyone Easy
2 CH 6P (5H) 236S 236H 214S Midscreen 81 (106) Everyone Easy
3 AA 6P j.S(2) dj.K j.H j.236H Midscreen 116 Everyone Easy
4 AA CH 6P 6H dash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 157 Everyone Easy
5 AA CH 6P 6[H] bt.P bt.S bt.214S cl.S j.K dj.K j.H j.236H Corner 192 Everyone Medium
5D starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 5D9 j.H j.H j.K j.S(2) dj.K j.H j.236H Midscreen 127 Everyone Easy
2 5D9 j.H j.H j.K j.S(2) dj.K j.S(1) j.H j.236H Midscreen 129 Sol, Bedman, Faust, Johnny, Kum, Leo, Ky?, Potemkin Easy
3 5D6 6H 6[H] bt.S bt.214S cl.S j.K j.H j.236H Corner Lightweights only? Milia Easy
4 5D6 6H 6[H] bt.K bt.S bt.214S cl.S j.K j.236H Corner 145 Bedman, Johnny, Kum, Leo, Sol, Potemkin? Easy
5 5D6 6H 6[H] bt.P bt.S bt.214S cl.S j.K j.236H Corner 152 Everyone but Bedman, Potemkin? Easy
6 Anything grounded RC 5D6 2H 5H [4]6H microdash 5P 5K cl.S 5H 236H 236H 214S Corner Everyone Medium
7 Anything grounded cl.S f.S 5H dash cl.S f.S 5H 236H 236H 214S Corner Everyone Easy
8 Anything grounded RC 5D6 2P 2S 2S IK mode > IK Corner Everyone Medium
bt.K starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 93 Everyone Easy More lows and stagger points
2 bt.K bt.S bt.H bt.S 236S 236H 214S Midscreen 100 Everyone Easy More damage less mixup
3 bt.K bt.P bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 102 Sol, ?? Easy
4 bt.K bt.S bt.632146S 6[H] bt.S bt.214S cl.S ^ j.K ^ j.K j.H j.236H Corner 206 Everyone? Medium
5 bt.K bt.S 632146S 2366H microdash 5K cl.S j.K (j.S(1)) dj.K j.H j.236H Midscreen Hard
bt.P starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 AA bt.P b.S bt.H Midscreen 81 Easy
2 AA bt.P j.S(2) dj.K j.H j.236H Midscreen 144 Easy
3 AA bt.P bt.S bt.632146S 6[H] bt.S bt.214S cl.S j.K j.H j.236H Corner 260 Potemkin, Sol, ??? Medium
4 CH AA bt.P bt.214S dash 5K 6P (JI) cl.S sj.K j.S(2) dj.K j.H j.236H Midscreen Medium Hard to confirm CH
5 bt.P bt.K bt.P bt.K bt.S 236S 236H 214S Midscreen 139 Everyone Easy
bt.S starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 bt.S bt.H bt.S 236S 236H 214S Midscreen 139 Everyone Easy
2 CH bt.S bt.214H microdash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 206 Everyone Easy
3 CH bt.S bt.214H microdash 5K cl.S (JI) sj.K j.S(2) dj.K j.H j.236H Midscreen Everyone Easy
4 CH bt.S bt.S 236S 236H 214S Midscreen 119 Everyone Easy
5 bt.S bt.214S RC dash 6H microdash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 200 Everyone Easy Use RC when too far to convert with super.
bt.H starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 bt.H bt.S bt.H bt.S 236S 236H 214S Midscreen 145 Everyone Easy Overhead meterless combo
2 bt.H bt.P bt.S 236S 236H 214S Midscreen 130 Small crouching characters - Jam, Millia, Sol, Ky, Faust, ?? Easy bt.H must hit late for bt.P to combo.
3 bt.H 632146S 2366H microdash 5K cl.S j.K (j.S(1)) dj.K j.H j.236H Midscreen Hard
4 bt.H bt.632146S 6[H] bt.S bt.214S cl.S j.K dj.K j.H j.236H Corner 263 Everyone Medium
5 bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S cl.S j.K j.236H Corner 246 Medium Fewer hits pre-super does more damage overall, but you can gain the meter for OD with extra hits.
6 bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S 2P [2]8H Corner 235 Medium
7 bt.H bt.S bt.H bt.S bt.214S Midscreen 135 Everyone Easy Used to push the opponent into the corner
bt.D starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 bt.D dash bt.S bt.H Midscreen 91 Everyone Easy
2 bt.D 236H 236H bt.P bt.S bt.H Midscreen Sol, Faust, Zato, Raven, Chipp, Venom, Slayer, Axl Easy
3 bt.D 236H bt.P j.S(1) dj.K j.H j.236H Midscreen ?? Easy
4 bt.D bt.214H dash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen Dizzy, Elphelt, I-No, Jack-O, Jam, May, Millia, Ramlethal Easy
Ground Throw starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 Throw RC 6H dash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 138 Everyone Easy
2 Throw RC 6[H] bt.P bt.S bt.214S cl.S j.K j.S(1) dj.k j.H j.236H Corner 161 Everyone Medium
1 CH Throw bt.P bt.S bt.H Midscreen 117 Everyone Easy Requires 64 RISC
2 CH Throw bt.P j.S(2) dj.K j.H j.236H Midscreen 187 Everyone Easy Requires 64 RISC
3 CH Throw CH bt.S bt.214H dash 5K cl.S j.K j.S(1) dj.K j.H j.236H Midscreen 245 Everyone Easy Requires 72 RISC
4 CH Throw bt.P bt.S bt.214S cl.S j.K j.S(1) dj.K j.H j.236H Corner Medium weight Easy Requires 64 RISC
5 CH Throw bt.P bt.S bt.214S cl.S j.K j.H j.236H Corner 228 Everyone Easy Requires 64 RISC
6 CH Throw CH bt.S CH bt.214S 6[H] bt.P bt.S bt.214S cl.S [2]8H Corner Easy Used to push the opponent into the corner

Combo Theory

Leo has two different stances: Normal, and Brynhildr. While Brynhildr has useful combo extension/combo starter/ground combo tools, Brynhildr's juggle ending options are very lackluster.

Grounded Combo Theory:

The main goal of any Leo combo is to get a knockdown or Siegesparade restand. The secondary goal is to do as much damage as possible while not jeopardizing or reducing the quality of the knockdown It's not always possible to end in a meterless knockdown if Leo is too far away, but compared to most Guilty Gear characters Leo excels at obtaining maximum reward off every hit.

The "juicy" normal to get to is cl.S because that does a good amount of damage through his 5H.

Leo has hugely rewarding meterless combos against crouching characters. Crouching opponents experience one more frame of hitstun than standing opponents. Leo gains two great combo routes against crouching opponents: 6K > 5P, and f.S (or 2S) > 5H. The difference in damage is dramatic.

Juggle Theory:

Leo's most rewarding combo tool is 6H because of its ground bounce and high damage value. In any optimal juggle situation, you would never pass up a 6H.

Most of Leo's combos can end in an air juggle into the restand j.236H Siegesparade move. Some Leo players prefer to take the Siegesparade restand, but others dislike it depending on matchup because of the inability to block afterwards. An alternative is to end combos with H Eisen which gives a hard knockdown but doesn't allow for any setups besides general meaty attacks. H Eisen combos also do the most damage, but the difference is generally less than 5 points.

In some combo routes H Eisen knockdown will be possible but an air combo into Siegesparade will fail because the combo was too long. While Xrd uses actual combo time and not number of hits to deteriorate combo hitstun, generally j.K/j.S/j.H > j.236H only works at around 10 to 11 hits on the combo counter. When Siegesparade is not possible, some Leo players will end with j.H j.D (which will not combo) to allow the opponent to tech high in the air and tech chase. That guessing game has its own problems, especially since the opponent can choose when, which way, and whether to air tech at all.

Except in very short combos (5 hits or less) or with RISC bar, Leo's j.K will always lead to more damage than j.S with 1 or 2 hits. j.K j.S(1) will lead to higher damage than either j.K or j.S alone. Every Leo air combo should usually end in j.H because j.H has the highest damage but no combo options besides ending in j.236H.

Side note about ground bounces in Xrd: Ground bounces will bounce the opponent higher when the opponent starts higher. A 6H that hits an opponent high up will bounce the opponent higher than one that hits an opponent right before they land on the ground. A lot of combo confusion stems from different 6H timings being used on different characters. For example, against light characters, the goal should be to hit 6H fairly late so that they don't bounce high above you. However, for Potemkin, if you delay the 6H then the followup combo will need to start with 2P and may no longer lead to a good knockdown. On a "high" ground bounce, it is possible to negate part of it by hitting the opponent right after they bounce.

While you can adjust Leo's combos to be easier and less character specific, you give up damage to do so. In my opinion, Leo's potential only really shows when his hits lead to the monstrous damage of which he is capable.

Video Examples


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc