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

Overview

In general, the main idea for Leo's combos is to secure a knockdown and get himself safely into backturn stance. Leo's ability to do this without Tension, Burst, or a Counter Hit requires specific starters. Moves that directly combo into 214[S] such as 5H or 2H will work, and hard knockdowns from moves such as [2]8H or 2D can allow Leo to whiff 236H and then lay down a bt.K meaty to begin pressure.

Leo can also enter backturn from any medium or large Counter Hit, using the added advantage to combo directly into 214[S] or 236H. This is true of 6P, 6K, and all his S and H normals. 214[S] is typically the preferable button to go into, as off many starters, it will link into a backturn juggle using bt.S > bt.H for more damage.

Finally, Leo can also use either meter to enter backturn off any hit by using Tension or Burst using the following easy combos:

  • (starter) > RRC > 2H > 214[S]
  • (starter) > 236D > 2H > 214[S]

However, this usually occurs off scaled starters and thus tends to do very little damage. Consider saving meter for corner carry and bigger damage.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic P ConfirmBasic combo for taking your turn back.
45-76 Damage
Very Easy


(5P/2P) xN (> 6P) > 236S
A very simple combo, primarily used when taking your turn back out of your opponent's pressure or off of non-commital buttons in neutral.

The amount of P normals you can fit in before the 236S is dependent on spacing; the further out, the fewer you can get.


Basic K ConfirmTake them to the corner.
63-79 Damage
Very Easy


(5K/2K) > 6K > 236S
Basic kick confirm with solid corner carry and damage. Unlike most characters, Leo’s 2D is unsafe on block and thus is typically not used after his 5K/2K.


Basic c.S Confirm
127 Damage
Very Easy


c.S > 2S > 5H > 214[S]
Basic, easy-to-confirm combo that leads into backturn pressure.


Basic f.S Confirm
63-90 Damage
Very Easy


f.s (> 5H) > 236S
Very basic hit confirm which is also mostly safe on block. Allows conversion of stray hits in neutral into something more substantial.


Simple Counterhit Combo
Easy


CH (6P / 6K / f.S / 5H) > 236H
A consistent and universal way to get into backturn and begin applying pressure. While easily performed, confirming the counterhit into 236H may require some practice, as it can be thrown on regular hit or block.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

2S 5H LoopsYour most important combo.
Easy

Starter > (2S > 5H) xN > Ender
Leo's Bread and Butter. Key corner loop that can be routed into from almost anything provided the opponent is airborne. Begins with …c.S > 5H, or with …5H when further away from the corner.

See here for more information.

K Flashkick BnBYour second most important combo.
84-107 Damage
Medium

(5K/2K) > 6K > [2]8H
A vital combo for getting into backturn, and one of the most reliable ways to get into it. By whiffing 236H immediately after recovering from flashkick, Leo will recover just in time to meaty with bt.K and get backturn pressure started.

See the section under combo theory for tips on learning this combo.


Anti-Air 5P Starter
81-116 Damage
Easy

5P ▷ 66 c.S > 214[S] ( > bt.S > bt.H > 214[H])
An important way of entering backturn pressure against an airborne opponent. Can extend into a backturn juggle as notated if the opponent is high enough on the initial 5P, or go into wall loops after c.S in the corner.


c.S BnB
166 Damage
Medium

c.S > 2H > 214[S], microwalk bt.S > bt.H > 214[H]
An all-purpose combo that works anywhere on the screen. It is primarily used when c.S happens to hit at the start of pressure or as a punish on a baited burst.


CH 2D BnBOh, they were pressing buttons in neutral?
143-208 Damage
Medium

CH 2D, 2K > 214[S] , bt.S > bt.H
Big CH combo from 2D, and an important one to know, with two notable variations.

  • If the opponent is far away, Leo can choose to end the combo after 214[S] for better okizeme.
  • If the opponent is close enough to the corner on the initial hit, Leo can follow up bt.H with 214[H] > 236S for a meterless wallsplat.


Midscreen DP Punish
223 Damage
Hard

CH 2H > 2S(whiff), 66 9 > j.S(2) > airdash > j.S > 66 > c.S > 5H > dl.2S > 214[S] > WS > 214H
Leo’s consistent non-corner DP punish that works from about halfscreen. A meterless j.S route with big damage and meter gain.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Flashkick BnB FRC Extension
184-225 Damage
Hard

(5K/2K) > 6K > [2]8H > dl.66PRC~j.P whiff, j.S land c.S > 5H > 2S > 214[S] > WS > 214H
FRC corner route off Leo's kicks, best used to finish off an opponent or to loop Positive Bonus. A bit stricter off 2K due to the higher gravity scaling.

Optimised 2D BnB
155-215 Damage
Hard

CH 2D, c.S > DC~214[S], bt.S > bt.H > 214H (> 236S)
Optimized version of the CH 2D combo, but requires you to be closer to the opponent after the 2D. The c.S gives much better damage, and the kara dash cancel grants extra carry and ensures that 214H will never whiff, though is not always needed. Use 236S for a meterless wallstick if close enough to the corner, or break the wall with 632146S for slightly more damage and a super wallbreak.


Corner DP Punish
241 Damage
Hard

CH c.S > 6H > [4]6H2S > 5H > 2S > 5H > 214[S] > 214H
Optimized DP punish against an opponent near the corner. Immediately hold [4] after pressing 6H to ready the projectile's charge in time to combo.


Kara Dash Cancel 214[S]
92-107 Damage
Very Hard

(bt.K > bt.S >) bt.H 22 66 c.S > DC~214[S]
An optimized version of the 214[S] backturn oki loop, putting Leo closer to the opponent with greater corner carry. Often impractical off bt.K starters; it is best used after hitting bt.H or bt.S meaties.

______

Combo List

  • Leo specific notation: bt.X = During Brynhildr Stance.
  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists. Many combos can be done with variable starters and enders given enough familiarity.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

5P/2P Starters

5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P/2P (> 5P > 5P) > 236S Anywhere 47-69 All [1] Very Easy The mash-out. Use more or less P buttons depending on distance for a max of three. Video 1.33
AA 5P, > 66 c.S > 214[S] ( > bt.S > bt.H > 214[H]) Anywhere 81-116 All [1] Very Easy Anti-air conversion allowing a backturn combo. 1.33
66 2P > 2P > [2]8H Anywhere 76 All [3] Medium With dash momentum, 2P can lead into backturn pressure, but be extremely careful! It is quite spacing sensitive, requires a confirm, and if [2]8H whiffs, the round may be over - your opponent will have a full second to come up with some creative Counter Hit punish to kill you with. 1.33
CH 5P/2P, > c.S > 5H > 214[S] Anywhere 100, 96 All [2] Easy The added hitstun of a Counter Hit allows P buttons to link into c.S, granting backturn pressure. It's primarily used when 5P hits at the start of pressure. 1.33
CH 5P/2P, > 2K > 6K > [2]8H Anywhere 95, 91 All [3] Medium On CH, linking into 2K is also possible and also leads into backturn. 2K is a common follow up after 5P pressure to punish throw tech attempts, making this combo valuable to have on hand. See the section labelled 'K Flashkick BnB' under Combo Theory for an explanation as to how to perform this combo, as it’s tricky without the right approach. 1.33

5K/2K Starters

5K/2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 6K > 236S Anywhere 79, 63 All [1] Very Easy A very simple confirm off Leo’s K buttons. It is safe on block and gives some follow-up pressure. 24038
(PC)
1.33
5K/2K > 2D, > whiff 236H Anywhere 63, 50 All [2] Easy 2D is unsafe on block - do not use this unless it is a guaranteed punish. Easy way for Leo to enter backturn off 5K or 2K by whiffing 236H for a meaty bt.K. Video 24038
(PC)
1.33
5K/2K > 6K > 236S > 66RRC > 66 c.S > 5H > dl. 2S > 5H > 214[S] > WS > bt.214H Corner / Near Corner 196, 163 All [2] Easy Basic RRC extension into wall loops. Video 1.33
5K/2K > 6K > [2]8H Anywhere 107, 84 All [3] Medium See the section labelled 'K Flashkick BnB' under Combo Theory for an explanation as to how to perform this combo, as it’s tricky if you don’t know the correct way of going about it. Video 24034
(PC)
1.33
5K/2K > 6K > [2]8H(3) 22FRC~whiff j.H > 66 > 2S > 5H > dl. 2S > 5H > 214[S] > WS > 214H Halfscreen 213, 173 All but Anji [4] Hard A basic FRC extension to route into a wallbreak from the K BnB, working from about halfscreen. When starting the wall loops at closer spacings spacings, you can dash c.S instead of 2S for slightly more damage. 1.33
(5K/2K) > 6K > [2]8H > 66FRC~j.D > adc > j.S > land > c.S > (f.S) > 5H > dl. 2S > 214[S] > WS > 214H ⅓ screen 223, 185 All [4] Hard More advanced FRC extension. Works a little closer to the corner than halfscreen. In the corner, the combo will do less damage unless you use 44FRC, but 66FRC is needed elsewhere for more stability. 1.33
(5K/2K) > 6K > [2]8H > 66FRC~j.P whiff, j.S > land > 66 c.S > (f.S) > 5H > dl. 2S > 214[S] > WS > 214H Corner 225, 185 All [4] Hard Corner FRC extension. Adding the f.S makes the combo less stable but is optimal for damage; the combo does 1-2 less damage without it. 1.33

6P Starters

6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6P > 214[S] Anywhere 84 All [1] Very Easy Simple way to get into backturn which works on most grounded and anti-air hits if opponent is not spaced particularly far away. Can substitute 236H for 214[S] to sideswitch, though it deals less damage and has worse okizeme. 1.33
CH 6P > 236D > 2H > 214[S] > bt.S > bt.H > 214H > 236S > WS > 214S Halfscreen 150 All [2] Easy Basic 6P conversion into a wallbreak using Wild Assault. Can also be used off anti-air 6Ps at similar spacings. 1.33
CH 6P > 236[D] > 2H > 214[S] > 2S > 5H > dl. 214[S] > WS > 214H Halfscreen 177 All [3] Medium Optimized version of the above combo which only works on grounded hits. The charged Wild Assault makes it a bit trickier to confirm. 1.33

c.S Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > (2S) > 5H > 214[S] Anywhere 127 All [1] Very Easy Extremely basic BnB that gets into backturn. Be sure not to press 214[S] if the other hits don’t connect, as it is punishable on block. 1.33
c.S > 2H > 214[S], microwalk bt.S > bt.H > 214[H] (> ender) Anywhere 166 All [2] Easy The c.S BnB, working anywhere, dealing good damage, and giving good okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. It is relatively simple, but requires confirming a c.S hit into 2H. Use it to punish a blocked burst, punish some very negative moves such as Stun Dipper, or when it happens to hit at the start of pressure. If opponent is in the corner once 214[H] hits, you can use different enders: link a 236S to wallsplat or 632146S for a super wallbreak. 1.33
66 c.S > 2H > 214S, 66 c.S > 5H > dl. 2S > 5H > 214[S] > WS > 214H 2/3 screen 221 All [4] Hard Optimized version of the c.S BnB which deals more damage. Opponent must in the corner, or at least be somewhat close it (around roundstart distance). 1.33
CH c.S > 6H > 214[S] > bt.S > bt.H > 214[H] (> 236S WS > 214[S]) Anywhere (halfscreen) 172, 217 All [3] Medium Solid combo for punishing grounded guaranteed Counter Hits, such as on throws. If 214[H] hits the opponent when they’re in the corner, follow up with 236S for a meterless wallsplat. 1.33
CH AA c.S > DC, > 66 5K > 9jc > j.S > adc > j.S > 66 c.S > f.S > 5H > 2S > 214[S], WS > 214H Halfscreen 233 All [4] Hard Optimal midscreen combo typically used as a DP punish. Requires the opponent to be airborne on the initial c.S, which can make it awkward to hit, but if you mistime it you can always combo into other c.S routes and still get solid damage. Video 1.33
CH c.S > 6H > [4]6H, > 66 c.S > 5H > 2S > 5H > 214[S] > 214H Halfscreen 244 All [4] Hard Optimal corner DP punish. Immediately hold back after pressing 6H in time to combo - the window is more lenient than you might think, but it needs to be done preemptively. Video 1.33

f.S Starters

f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 5H > 236S Anywhere 90 All [1] Very Easy Basic f.S conversion that requires no hit confirmation. 1.33
CH f.S (> 5H) > 236H Anywhere 69 (96) All [2] Easy BnB CH f.S confirm to get into backturn. If f.S hits a crouching opponent, the extra frame of hitstun means 5H can be added for slightly more damage, but this is never necessary. 1.33
66 f.S > 5H > 214[S] Anywhere 102 All [3] Medium Basic f.S combo to get into backturn. Executing it is easy, but confirming it is difficult - it requires a two-hit confirm as 214[S] is unsafe on block and only works at closer ranges with dash momentum. Unlike the 2S version, you should not default to doing this on a hit. 1.33
f.S > 5H > 236D > 2H > 214[S] > bt.S > bt.H > 214[H] Anywhere 121 All [2] Easy Generic Wild Assault confirm off stray hits. Generally worth spending to convert off f.S if Leo doesn’t have Tension, especially if it will lead to a wallbreak. 1.33
f.S (> 5H) > 236[S] > 66RRC > 2H > 214[S], > bt.S > bt.H > 214[H] Anywhere 154-162 All [2] Easy Easy metered route from stray hits which converts into backturn pressure. 1.33
f.S (> 5H) > 236S > 66RRC > 66 9 > j.S > adc > j.S > land > 66 c.S (> f.S > 5H > dl. 2S > 214[S] > WS > 214[H] Halfscreen 213-214 All [3] Medium j.S route from stray hits, doing much more damage than the above route, though it has to be halfscreen. The combo is far less stable with the initial 5H, and the wall loop f.S should be excluded if this is the case. Additionally, you can delay the final 214[S] to reset into backturn corner okizeme instead of wallsplatting. 1.33
CH f.S > 6H > 214[S] > bt.S > bt.H > 214[H] (> 236S WS > 214[S]) Anywhere (halfscreen) 201 All [3] Medium Counter hit conversion, with the difficulty mainly lying in confirming into the combo rather than actually performing it. A simple OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. to hit it consistently without dropping non-CHs is 5H -> (slight delay) 6H. Will wallstick early if done in the corner, resulting in slightly less damage. 1.33

2S Starters

2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2S > 5H > f.S > 236S Anywhere 100 All [1] Very Easy Basic 2S conversion that requires no hit confirmation. 1.33
2S > 5H > 214[S] Anywhere 96 All [2] Easy Basic 2S combo to get into backturn, though it requires a two-hit confirm as 214[S] is unsafe on block. Against some characters, it is also possible to pick up off the the 214[S] launch with a bt.K. 1.33
CH 2S > 6H > 214[S] > bt.S > bt.H > 214[H] (> 236S WS > 214[S]) Anywhere (halfscreen) 198 All [3] Medium Counter hit conversion, with the difficulty mainly lying in confirming into the combo rather than actually performing it. A simple OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. to hit consistently without dropping non-CHs is 5H -> (slight delay) 6H. Will wallsplat early if done in the corner, resulting in slightly less damage. 1.33
CH 2S > 6H > 214S > c.S > 5H > dl > 2S > 214[S] > WS > 214[H] Corner 198 All [3] Medium Corner version of the above combo to avoid earlier wallsticks. 1.33

5H Starters

5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H (> f.S) > 236S Anywhere 92 All [1] Very Easy Very simple confirm off 5H that allows Leo to continue offence afterwards. 1.33
5H > 214[S], > bt.S > bt.H > 214[H] Anywhere 139 All [2] Easy Simple combo off 5H that leads into backturn, but is nearly impossible to confirm. Best used as a distant punish starter. 1.33
CH 5H > 236H, bt.S > bt.H > (214[H] or 236H) Anywhere 144, 134 All [3] Medium Meterless midscreen combo from counterhit 5H. At farther spacings, can substitute bt.P for bt.S to deal slightly more damage. Choose between 214[H] or 236H as enders depending on screen positioning. 1.33
CH 5H > 214S, > 66 c.S > 5H > dl. 2S > 5[H] > 214[S] > WS > 214H Corner 203 All [3] Medium Corner CH 5H punish. 1.33
CH 5H > 214[S], > bt.S > bt.H > 22 66 > 2S > 5H > dl. S > 236H > WS > 214[S] Halfscreen 189 All [3] Medium Requires somewhat close spacing on the initial 5H. If you are too late to press S (the guard stance attack), 236H will OTG and no wallsplat will occur. 1.33
CH 5H > f.S > 6H > 214[S], > bt.S > bt.H > 22 66 > 2S > 5H > dl. S > 214[H] (> 236S > WS > 214[S]) Anywhere (Halfscreen) 166, 207 All [4] Hard Leo’s best midscreen 5H combo, but it only works against opponents very close to him. 1.33
CH 5H > 236S, > 66 5K > 6K > 214[S] Anywhere 137 All [4] Hard A meterless conversion even on the furthest 5H counterhits. The microdash before 5K is very tight. 1.33
5H > f.S > 236D > 2H > 214[S] > bt.S > bt.H > 214[H] Anywhere 123 All [2] Easy Generic Wild Assault confirm off stray hits, same as with f.S. It’s generally worth spending burst to convert off 5H if Leo doesn’t have Tension, especially if it will lead to a wallbreak. 1.33
5H (> f.S) > 236S > 66RRC > 2H > 214[S], > bt.S > bt.H > 214[H] Anywhere 154-162 All [2] Easy Easy metered route from stray hits which converts into backturn pressure. 1.33
5H > (> f.S) > 236S > 66RRC > 9 > j.S > adc > j.S > land > 66 c.S > 5H > dl. 2S > 214[S] > WS > 214H Halfscreen 216-221 All [3] Medium 5H j.S route used to maximize damage via Tension. Be sure to jump forward (using 9) instead of straight up. 1.33

2D Starters

2D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > 2K > 214[S] > bt.S > bt.H ( > 214[H]) Anywhere 138-143 All [3] Medium 2K must be timed well, or else it will OTG and the combo will drop. Exclude the 214[H] if the opponent isn’t hit close, as it may whiff and leave you open for a punish otherwise. Video 1.33
CH 2D > 66 > 2K > 214[S] Anywhere 100 All [3] Medium A variation of the above combo when Leo is very far away from the opponent on the initial hit. The dash 2K must be timed well. 1.33
CH 2D > 66 2K > 214[S] > bt.S > bt.H 22 > 66 > 5[H] > dl.S > WS, 66 > 214S Halfscreen 185 Everyone [4] Hard With meter, you can cancel [H]S into 214[S] and link into bt.632146s to cash out for extra damage and a hard knockdown after wallbreak. If you don't want to wallbreak, you can instead cancel 5H into 214[S] for a soft knockdown reset in the corner to apply backturn oki. 1.33
CH 2D, c.S > DC~214[S], bt.S > bt.H > 214H (> 236S > WS > 214S] ) Halfscreen 155-215 Everyone [4] Hard Optimized version of the CH 2D combo, but requires you to be closer to the opponent after the 2D. The c.S gives much better damage, and the kara dash cancel grants extra carry and ensures that 214H will never whiff, though it is not always needed. Use 236S for a meterless wallstick if close enough to the corner, or break the wall with 632146S for slightly more damage and a super wallbreak. 1.33

Other Normal Starters

Misc Normal Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H > 2S(whiff), 66 9 > j.S > airdash > j.S > c.S > 5H > dl.2S > 214[S] > WS > 214H Halfscreen 223 All [4] Hard Leo’s strongest counterhit combo that works even on grounded opponents, making it his best throw punish. It also works as a great DP punish, though there are c.S routes that do slightly more damage. Whiff 2S to cut the recovery of 2H and give enough time to dash jump into j.S. 9095
(PC)
1.33
Anti Air CH 2H > whiff 236H > 632146S, > 66 > c.S 5H > dl. f.S > 5H > dl. 2S > 5H > 214[S] > WS > 214H (or bt.632146S Back in corner 288 (307) All [5] Very Hard Leo's highest damage combo, though it’s completely impractical. 1.33
CH 6K > 214[S], > bt.S > bt.H > 214[H] Anywhere 130 All [2] Easy Basic CH 6K confirm. It should look familiar if you’ve been reading the other combos. 1.33
CH 6K > 214S, > c.S > 5H > dl. 2S > 5H > dl. 2S > 214[S] > WS > 214H Anywhere 192 All [3] Medium Corner CH 6K confirm. 1.33
CH [H]S/[S]H > 66 5K > 6K > 214[S] Anywhere 95 All [2] Easy Simple way to get into backturn off a guardpoint CH. 1.33
CH [H]S/[S]H > 66 2S/c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S} > WS > 214H Corner 162, 168 All [2] Easy Wall loops that start from a guardpoint CH. At awkward spacings, you can start the loops with 2S instead of c.S - the combo will still work, it will just do slightly less damage. 1.33

5D/Throw Starters

5D/Throw
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
RISC CH 5D, > 66 9 > j.S > airdash > j.S > 66 c.S > 5H (> dl.2S > 214[S] > WS > 214H) Halfscreen-Corner 252-283 All [4] Hard Max RISC combo that takes advantage of a unique trait of 5D: it launches on this type of counterhit. If hit in the corner (which is likely), the opponent will wallsplat after 5H, at which point a wallbreak with 214[S] should be used. 1.33
5D > 66FRC~2H > 214[S], > bt.S > bt.H > 214[H] Anywhere 107 All [2] Easy RRC midscreen overhead combo. An effective way to finish off an opponent at low life. 1.33
5D > 66RRC > [4]6H > 66 c.S > 5H > dl. 2S > 5H > dl. 2S > 214[S] > WS > 214H Corner 165 All [3] Medium RRC corner overhead combo. An effective way to finish off an opponent at low life. 1.33
4/6D > 66RRC > 66 2H > 214[S], > bt.S > bt.H > 214[H] Anywhere 126 All [2] Easy Throw combo used to finish someone off. Do not use if it will not kill, as Leo’s throw okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. is very strong and not worth taking slightly more damage on. 1.33
4/6D > FRC~[4]6H > 66 c.S > 5H > dl. 2S > 5H > 214[S] > WS > 214H Corner 174 All [4] Hard Stylish corner throw combo used to finish someone off. Hold back during the RRC, then press 6H during the FRC window. Do not use if it will not kill, as Leo’s throw okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. is very strong and not worth taking slightly more damage on. 1.33
5[D], j.H > j.S > 9jc > j.K > j.H > 9jc > j.H > j.H (Finishing Blow) Anywhere 204 All [1] Very Easy Completely universal route, requiring no adjustments for any characters. Make sure each jump cancel is done with 9 (up-forward). 1.33
5[D], j.H > j.P > j.H > 9jc > j.H > j.P > j.H > 9jc > j.H > j.H (Finishing Blow) Anywhere 209 All but Faust [3] Medium Almost universal route. Make sure not to delay any actions, or else the finishing blow will not have time to hit. Video 1.33
5[D], j.H > j.S > jc > j.H > j.P > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 211 All but Ky [4] Hard Near universal combo. Slight delay on initial j.H is needed for some characters such as Faust. Video 1.33
5[D], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow) Midscreen 214 All but Chipp, Faust, I-No, Jack-O [4] Hard Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. Video 1.33

Brynhildr Stance Starters

Backturn Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(bt.K > bt.S) > bt.H > 214[H] Anywhere 81 Anyone [1] Very Easy Basic brynhildr combo from bt.K, with good corner carry and fine enough oki. 1.33
bt.K > bt.K > bt.S > bt.H > 236H Anywhere 82 Anyone [2] Easy Combo used to maintain backturn oki off two bt.Ks; 214[H] would whiff due to the increased gravity scaling. 1.33
bt.H, bt.S > bt.H > 236H Anywhere 93 Anyone [1] Very Easy Basic brynhildr combo from bt.H that results in a sideswitch. 1.33
(bt.K) > bt.S > bt.H 22 > 66 > c.S > 214[S] Anywhere 92 Anyone [3] Medium BnB brynhildr combo for looping oki. bt.K or bt.S can be used as the starter. 22 early during bt.H in order to ready your fingers for the 66 after. The timing on this one is somewhat strict. If c.S whiffs, you're either dashing or slashing too late. If f.S comes out, delay the S a bit longer. 1.33
bt.S (trade) > 66 > 5K > 6K > [2]8H > (236H whiff) Anywhere 113 (Sol) SO, CH* [3] Medium Combo from bt.S frame trap against 3F normals that leaves you with the same okizeme as [Flashkick BnB].
*Technically works against anyone, but it's probably only happening against those two.
177744
(PC)
1.33
bt.H 22 66 > c.S > 214[S], bt.K > 66 Anywhere 100 All but Chipp, Ramlethal, I-no, Millia [3] Medium BnB brynhildr variation beginning with bt.H that gives dash cancel oki. 1.33
CH bt.S > 22 66 > c.S > 2H > 214[S] > bt.S > bt.H > 214[H], 236S WS, 66 214S Halfscreen 195 Anyone [3] Medium Works from halfscreen or closer to corner. Farther away from corner, CH bt.S is best confirmed into 214[K] for extremely strong okizeme. Omit the c.S and go directly into 2H if Leo is spaced too far away from the opponent. 1.33
CH AA bt.S > 22 66 9 > j.S > airdash > j.S > 66 c.S > 5H > dl.2S > 214[S] > WS > 214H Halfscreen 207 Anyone [4] Hard Backturn DP punish utilizing a j.S route. 1.33
CH bt.P, microwalk bt.P > bt.H > 214[H] Anywhere 114 Anyone [2] Easy Basic bt.P anti-air confirm. 1.33
CH bt.P > 22 66 > c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S} > WS > 214H Corner 201 Anyone [2] Easy Corner bt.P anti-air confirm. 1.33
CH 214[H], > 214H, > 5H > dl. f.S > 5H > dl. 2S > 5H > dl. 2S > 214[S] > WS, 214[H] Near Corner 253 Anyone [4] Hard Leo's highest damage meterless combo. It is relatively impractical to hit, but can occasionally be used if someone is too slow to mash against 214[H] during corner blockstrings or as a backturn DP punish. Can be made slightly easier by substituting f.S for 2S, or omitting the final 2S before the 214[S]. 1.33

Reversal > RRC Starters

Reversal > RRC Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[2]8S(2) > 22RRC > 66 2H > 214[S] > bt.S > bt.H > 214[H] Anywhere 117 Everyone [2] Easy Wakeup Eisensturm conversion into Brynhildr. 1.33
[2]8S(2) > 22RRC > 66 > dl. c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] (WS) > bt.214H Corner 165 Everyone [3] Medium Back in corner Eisensturm conversion into Brynhildr. 1.33
[2]8S(2) > 22FRC > whiff 5K > 66 c.S > (DC~)214[S] > dl. 214[H] Midscreen 84 Everyone [4] Hard FRC midscreen route to get backturn pressure of an Eisensturm, making it less meter-intensive in exchange for slightly less damage. Can do a dash cancel kara to make the oki slightly better. 1.33
632146H(5) > 66RRC > dl. 66 > c.S > 5H > dl. f.S > 5H > dl. 2S > 5H > 214[S] > WS > 214H Halfscreen 276 Everyone [3] Medium Massively damaging Tension dump from Leo's reversal super. Be sure to time the 66RRC right as the fifth hit goes off. 1.33
632146H(5) > 66RRC > dl. 66 2H > 214[S], bt.S > bt.H > 214H, > 236S > WS > 214S Fullscreen 259-270 Everyone [4] Hard Reversal overdrive fullscreen combo. Does slightly more damage the further Leo is from the opposing corner. If you mistime the dash, 2H will send the opponent the wrong way, so be sure to practice the timing. 1.33

Other Special Starters

Other Special Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S > 66RRC > 66 2H > 214[S} > bt.S > bt.H > 214[H] Anywhere 138 Everyone [2] Easy Simple RRC route from a frametrap 236S. This route also works off a front-hit 236H. 1.33
236S > 66RRC > 9 > j.S > adc > j.S ▷ 66 c.S > 5H > dl. 2S > 214[S] > WS > 214H Halfscreen 199 Everyone [3] Medium j.S route from a frametrap 236S. This route also works off a front-hit 236H. 1.33
236S > FRRC~6H > [4]6H > 2S > 5H > dl. 2S > 5H > 214[S] > WS > 214H Corner 204 Everyone [4] Hard Optimal FRC corner route from a frametrap 236S. 1.33
236H > 88RRC > land > 66 > dl. c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] > WS > 214H Corner 192 Everyone [3] Medium 236H RRC route used to finish off an opponent. After hitting a cross-up in the corner, this combo will re-swap you to break the wall. 1.33
214S > 2H > 214[S] > microwalk bt.S > bt.H > 214[H] Midscreen 182 Everyone [3] Medium Frametrap starter that will combo on a hit or on a trade. Near the corner, route into 214S instead of 214[S] to go into higher damage wall loops. Video 1.33

Combo Theory

2S 5H Loops (Wall Loops)

Leo’s staple corner combo. These consist of multiple iterations of 2S > 5H against an airborne opponent near the corner, bouncing the opponent against the wall repeatedly. They’re used in a rhythm: 2S > 5H, then a slight delay, then 2S > 5H again, and so on. The amount of loops you will be able to do depends on spacing and wall damage, with three loops at most (assuming they were started after just a single attack). These are Leo’s easiest corner combos to route into, and even when they are not optimal, the damage difference between them and the optimal routes is small.


2S 5H LoopsYour most important combo.
Easy

Starter > (2S > 5H) xN > Ender

Starting the Loop

The conditions for starting the loop are not particularly strict - all that is required is for the opponent to be airborne and close enough for the corner for 5H to wallbounce. Practically, it is usually best to use c.S as a stabilizing normal to confirm into the loops, though this varies by starter. Some of the most practical starters include:

  • c.S > 2H > 214S, > 2S > loop
  • bt.H > 22 > 5H > loop
  • air-to-air j.Sc.S > 5H > loop

Ending the Loop

The most common ender, due to its ease and good damage, is:

  • 2S > 5H > 214[S] > (wallstick), 214H/bt.632146S

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.

If Leo wishes to take backturn okizeme instead of breaking the wall, he can delay the 214[S] after the final 5H. This is plus enough for a bt.H meaty, making it a good idea in scenarios where one more combo will end the round, but wallbreaking immediately will not.

To determine the amount of wall loops possible, start at four 2S > 5H before wallstick, then subtract one loop from the combo per every two attacks done before the loop began. Once you’re used to wall loops, you’ll start to get a feel for this rather than having to count it out.


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K Flashkick BnB

Due to the strength of Leo’s kicks in neutral, his ablity to meterlessly confirm them into Backturn pressure is a huge asset. However, it requires mid-combo charges, which can be difficult to understand.

It is also possible to combo from other buttons into flashkick in this way - for example, CH 5P > 6K > [2]8H. However, this is rather niche in application, as [2]8H is often outclassed by other combo enders such as 214[S] - there are very few combo situations where [2]8H is the best Leo can get.

K Flashkick BnBYour second most important combo.
84-107 Damage
Medium

(5K/2K) > 6K > [2]8H
Step-by-step, the way to do this combo is:

  • Press 2K/5K.
  • With only a very slight delay after pressing 2K/5K, press 6K, then immediately hold down ([2]). Do not wait for 2K/5K to hit before pressing 6K - you want to buffer it as much as possible.
  • Shortly after 6K hits, input 8H. Do not press 8H immediately after pressing 6K - wait for it to hit visually, and then press it.

Essentially, the extra charge time comes from pressing 6K early and 8H late. If you’re practicing the combo and struggling to get [2]8H to come out, try two things. First, buffer 6K earlier - press it almost immediately after try pressing 2K/5K. Second, delay 8H much later after 6K (even if it doesn’t combo) and then slowly reduce the charge time until it does combo. It’s a bit unintuitive to grasp at first, but once the timing is in muscle memory, it’s a fairly lenient combo.


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Backturn Vortex

Backturn combos are mostly predicated around resetting into further backturn pressure in order to keep the blender going all the way to the corner. Once there, Leo can then cash out for big damage using his wall loops or backturn super.

Backturn Combo EndersKeep the vortex going!
Medium

(bt.K > bt.S >) bt.H > Ender
Ender options include:

  • 22 66 > c.S > 214[S]
    • All-purpose oki tool that resets into a 50/50 meaty of either bt.K or bt.H.
    • Can substitute 2S in place of c.S for reliability at longer distances at the cost of worse damage and oki.
  • 214[H]
    • Grants massive corner carry, but poor oki. However, if the opponent is somewhat close to the corner already, this will give oki similar to 214[S], making it a better option.
    • Can be used to cash out damage by linking into 632146S.
  • 236H
    • Forces a sideswitch that resets into bt.K/bt.H oki.
  • 22 66 5K > 236H (whiff)
    • Forces a sideswitch. Does not grant bt.K/bt.H oki, but leaves Leo closer to the opponent than raw 236H.


Off bt.K > bt.K > bt.S > bt.H, the additional gravity scaling means Leo’s options are more limited. He can only use the 236H/ whiff 236H routes.

When near the corner, Leo's backturn loops will start to wallstick the opponent mid-combo, and thus, he must instead try to maximize damage. Off the bt.H groundbounce, Leo can stance cancel to begin 2S 5H loops. Alternatively, he can combo it directly into 632146S for massive damage but less meter gain - best used when Leo has meter and the wall is already close to broken.


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BnB Wild Assault Extension

Leo’s Wild Assault (notated 236D or WA) gives him notable forward momentum, translating to high corner carry and a subsequent wallbreak in almost any situation. It works off most starters from anywhere on the screen.


Wild Assault ExtensionTake them to the wall!
Variable

Starter > 236D > 2H > 214[S] > bt.S > bt.H > (Ender)
The video shown is one of the harder extensions for the sake of example. Ender options include:

  • 236S, usually the safest ender if Leo is very close to the wall already.
  • 22 > 66 5K > 6K > 236S, used when slightly more corner carry is needed.
  • 214H, for slightly more damage if bt.S or bt.H wallsplats.

Any normal can act as a starter, but common places to use the extension are as follows:

  • …(backturn string) > bt.H > 22 > 66 5K > 6K > 236D...
  • f.S > 5H > 236D...
  • Round Start 6P > 236D...


Due to increased gravity scaling at the start of the combo, the following starters drop after bt.S, meaning their corner carry is far more limited.

  • 2K > 6K > 236D...
  • 6P > 236D...
  • 5P/2P > 6P > 236D...
  • 2S > 5H > 236D...

In these cases, it is usually better to route into an alternate combo instead.


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j.S Routing

Leo’s best way to use meter to increase damage at halfscreen, leading to his most damaging combos. These routes also show up in many of Leo's DP punishes, where the air hit allows Leo to convert into them off a few starters.


j.S Routes
Medium

Starter > RRC > j.S > adc > j.S > Wall Loops

In order for j.S routes to work properly, Leo must be about halfscreen from the corner and gravity scaling must be low. Generally, this means Leo can only hit opponents twice before RRCing; to be exact, Combo Decay must be at 15 or lower.

j.S routes are a great damage confirm off 236S frametraps or stray 5H or f.S hits. They can also be used off some meterless starters - primarily CH 2H, but they also work on bt.S, 5K, or even c.S if they hit an airborne opponent.

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