Combo Notation Guide | |||||||||
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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.
# | 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. |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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. |
# | 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 |
# | 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 |
# | 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.