User:TomTom/xrdtest

From Dustloop Wiki

A WIP rework of Leo's combo page

Basic 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

Normal Combos

Gatlings into SweepGatlings into a knockdown
Very Easy


... > 2D
An essential combo to learn for instances where f.S will come out instead of c.S due to distance or keeping a same-side knockdown.

Gatlings into Rekka seriesWorks against any grounded opponent.
Very Easy


... > c.S > 5H > 236S~236H~214S
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

Byrnhildr (Backturn) Combos

Brynhildr ComboGatlings into a knockdown
Very Easy


bt.K > bt.P > bt.S > 236S~236H~214S
An essential combo to learn for instances where f.S will come out instead of c.S due to distance or keeping a same-side knockdown.


Midscreen Parry ComboGatlings into a knockdown
Very Easy


bt.D, Dash bt.S > bt.H
An essential combo to learn for instances where f.S will come out instead of c.S due to distance or keeping a same-side knockdown.

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

Air Hit 6H CornerWorks against any grounded opponent.
Very Easy


6{H} (air hit), bt.P > bt.S > bt.214S, c.S > j.K > j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

Corner Parry RouteWorks against any grounded opponent.
Very Easy


bt.D, bt.214H, dash c.S > j.K > j.S > jc > j.K > j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

Corner Parry RouteWorks against any grounded opponent.
Very Easy


bt.D, superjump j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

Metered Combos

Rekka RRCWorks against any grounded opponent.
Very Easy


... > c.S > 5H > 236S~236H~214S > RRC > 6H > j.K > j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

H Eisen RRCWorks against any grounded opponent.
Very Easy


... > c.S > 5H > dl.[2]8H RRC > j.D (whiff) > 6H, Dash 5K > c.S > j.K > j.K > j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.


Backturn Super Corner ComboWorks against any grounded opponent.
Very Easy


... > bt.632146S, 6H > 236H, c.S > j.K > j.K > j.H > j.236H
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.

The knockdown you get from the rekka series gives you a chance to setup a dash up ([4]6H) multi-hit projectile for oki or a meaty button.

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

Crouch Confirms

Crouch Confirm BnBMaximize your damage
Easy


Starter > c.S > f.S > (2S) > 5H > 236S~236H~214S
On crouching hit, f.S will now combo into 5H allowing for more damage. You may have to omit 2S if you are too far out.


6K linkDish out those links
Medium


Starter > c.S > 6K, 5P > f.S > 5H > 236S~236H~214S
A basic combo for crouching opponents.


Corner 5K > 6PTake all you can get
Medium


5K > 6P > dl.236H, Dash c.S > jc > j.K > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.


bt.H StarterDish out those links
Medium


bt.H, bt.S > bt.H, bt.S > 236S~236H~214S
A basic combo for crouching opponents.

5D Combos

5D6An Overhead
Medium


5D6 > 2H > 2H > c.S > jc > delay j.H land 5K > c.S > f.S > 5H > 236S > 236H > 214S
A basic combo for crouching opponents.

5D9An Overhead again
Easy


5D9 > j.H > j.H > j.K > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.

Guts Crushing

5D9 Guts crushGets the job done
Very Easy


Grounded RRC > 5D9, j.PxN > j.S > jc > j.PxN > j.S > j.H
A decent guts crush route when the corner isn't available. Throw in as many j.Ps as possible before using j.S to jump cancel into another string of j.Ps. However, this route doesn't lead into a air knockdown.

Corner Guts CrushWhere Leo Shines
Very Easy


Grounded RRC > 5D6, c.S > f.S > 2H > 4[6]H, Dash 5P > 5K > c.S > 5H > 236S~236H~214S
A great way to kill an opponent below 15%. This route can be used during any grounded RRC like Siegesparade RRC for example. Even if it doesn't kill, the route leads into a hard knockdown allowing for a meaty attack.

Gold IK

Counter Hit Combos

Character Specific Reference

Standing bt.H routes

Route Characters
2P > 5K > delay c.S > 6K, 2P > 5K > 2H > 236S~236H~214S  CH,  El,  FA,  KU,  PO
5K > c.S > 6K, 2P > 5K > 2H > 236S~236H~214S  AN,  JA

Standing 6K routes

These characters have wide hurtboxes which make standing 6K links possible

Route Characters
2P > 5K > delay c.S > 6K, 2P > 5K > 2H > 236S~236H~214S  CH,  El,  FA,  KU,  PO
5K > c.S > 6K, 2P > 5K > 2H > 236S~236H~214S  AN,  JA

bt.D parry routes

Optimized midscreen parry routes

Route Characters
bt.D, 214H, Dash 5K > c.S > jc > j.K > j.S (1) > jc > j.K > j.H > j.236H  BK,  DI,  EL,  IN,  JA,  JC,  MA,  MI
bt.D, 214H, Dash 5K > c.S > jc > j.K > jc > j.K > j.H > j.236H  RA
bt.D, 236H, bt.P > jc > j.S (1) > jc > j.K > j.H > j.236H  AX,  FA,  SO,  VE
bt.D, 236H, bt.P > jc > j.S (1) > jc > j.H > j.236H  AN,  SI,  SL
bt.D, 236H, bt.P > bt.S > bt.H/bt.214S  CH,  RV,  ZA
bt.D, 236H, bt.S > bt.H/bt.214S  KY
bt.D, Dash bt.K > bt.S > bt.H/bt.214S  KU,  PO
bt.D, Dash bt.K > bt.P > bt.S > bt.H/bt.214S  BE
bt.D, Dash bt.S > bt.H/bt.214S  JO,  LE
 FA You can do both hits of j.S for additional damage

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 c.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.

Combo Structure

Enders