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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
2P (2P) 5K c.S 5H 236S 236H 214S | Midscreen | 117 (111) | Everyone | Easy | https://youtu.be/46JsPs_MkpA | |
2P (2P) 5K f.S 2D | Midscreen | 61~ (63~) | Everyone | Easy | Used to knock down when c.S isn't possible because of range. | https://youtu.be/Hblh1BXsNss |
2P 5K c.S 6K 2P 5K 2H 236S 236H 214S | Midscreen | 125 | Leo, Elphelt, Potemkin | Medium | https://youtu.be/cwXTt5h1shU |
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
5K c.S 5H 236S 236H 214S | Midscreen | 137 | Everyone | Easy | - | https://youtu.be/Tr_HA8ILcB0 |
5K c.S f.S (2S) 5H 236S 236H 214S | Midscreen | 154 (164) | Everyone | Easy | Crouching Only | https://youtu.be/uxbR8WWViag |
5K c.S 6K 5P 5K c.S f.S 5H 236S 236H 214S | Midscreen | 171 | Everyone | Easy | Crouching Only | https://youtu.be/0ktFpckTM5I |
5K 6P dl236H 69 j.P j.K j.S(1) dj.K j.H j.236H | Midscreen | 164 | Everyone | Medium | Crouching Only | https://youtu.be/q5hxTdzKuLs |
5K f.S 2D | Midscreen | 67 | Everyone | Easy | Used to knock down beyond c.S range | https://youtu.be/_O4EZAjKU8o |
5K c.S 5H [2]8H(2) RC (j.D whiff) 6H dash 5K c.S j.K dj.K j.H j.236H | Midscreen | 225 | Everyone | Medium | - | https://youtu.be/a87vEabqPI0 |
5K c.S 5H [2]8H(2) RC (j.D whiff) 6[H] bt.S bt.214S c.S j.K j.236H | Corner | 240 | Everyone | Medium | - | https://youtu.be/a7B3659bm6g |
5K c.S 6K 2P 5K 2H 236S 236H 214S | Midscreen | 150 | Leo, Elphelt, Potemkin, Chipp, Faust, Bedman, Jam, Kum, Answer | Medium | Sometimes Requires Dash Momentum | https://youtu.be/9AukCqpuUgo |
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
6K (CH) microdash 5K c.S 5H 236S 236H 214S | Midscreen | 153 | Everyone | Easy | https://youtu.be/_1Mos4Kw1Uk | |
6K 5P 5K c.S f.S (2S) 5H 236S 236H 214S | Midscreen | 161 | Everyone | Easy | Crouching opponents only | https://youtu.be/-qTliQyu62Q |
6K 2P 5K c.S 5H 236S 236H 214S | Midscreen | 147 | Leo, Elphelt, Potemkin, Sin, Chipp | Easy | https://youtu.be/qv-xl8q0ctY | |
6K 236S 236H 214S | Midscreen | 101 | Everyone | Easy | https://youtu.be/26knF8dWjVY |
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
CH 2H whiff 5D 6H dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 212 | Everyone | Easy | https://youtu.be/zx8gASCKt6Q | |
CH 2H 6(H) bt.S bt.214S c.S j.K dj.K j.H j.236H | Corner | 247 | Everyone | Easy | https://youtu.be/FTqSxLbCBe0 | |
2H 236S 236H 214S | Midscreen | 115 | Everyone | Easy | https://youtu.be/wakFO6e4CTM | |
CH 2H (delayed 236S whiff) j.D 6H 236H dash 5K c.S (JI) SJ j.K j.S dj.K j.H j.236H | Everyone | Medium |
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
CH 6P dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 147 | Everyone | Easy | https://youtu.be/7hc7fnELkFo | |
6P 236H dash 5K c.S j.K (j.S(1)) dj.K j.H j.236H | Midscreen | 152 (162) | Everyone | Medium | https://youtu.be/TbCwkB0B360 | |
AA 6P dl236H dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 162 | Everyone | Medium | clS is range-specific | |
6P dl236H 69 j.P j.K j.S(1) dj.K j.H j.236H | Midscreen | 141 | Everyone | Medium | https://youtu.be/Tpn0OaoUcAA |
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
5D9 j.H j.H j.K j.S(2) dj.K j.H j.236H | Midscreen | 127 | Everyone | Easy | https://youtu.be/bsx4UHe-qio | |
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 | ||
5D6 2H 2H c.S j.H c.S f.s 5H 236S 236H 214S | Corner | Midweights and heavyweights, not Zato | Easy | |||
5D6 2H 2H c.S j.H 5K c.S f.s 5H 236S 236H 214S | Corner | 153 | Everyone | Easy | https://youtu.be/hDDZe7sLzog | |
Anything grounded RC 5D6 2H 5H [4]6H microdash 5P 5K c.S 5H 236S 236H 214S | Corner | Everyone | Medium | |||
Anything grounded c.S f.S 5H dash c.S f.S 5H 236H 236H 214S | Corner | Everyone | Easy | |||
Anything grounded RC 5D6 2P 2S 2S IK mode > IK | Corner | DESTROY | Everyone -Faust | Medium |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
H Eisen (2) RC j.D (whiff) 6H 236H 66 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | Everyone | Easy | ||
H Eisen (2) RC j.D (whiff) 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H | Corner | Everyone | Medium |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S 5H H Eisen | Midscreen | 148 | ~18% | Everyone | Easy | |
c.S 5H 236S 236H 214S | Midscreen | 136 | ~18% | Everyone | Easy | |
c.S 5H H Eisen (2) RC j.D (whiff) 6H 236H 66 5K c.S j.K dj.K j.H j.236H | Midscreen | 245 | -~22% | Everyone | Medium | |
c.S 5H H Eisen (2) RC j.D (whiff) H Eisen (2) RC j.D (whiff) 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H | Corner | Everyone | Medium |
Brynhildr Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Videos |
---|---|---|---|---|---|---|
bt.K bt.P bt.K bt.S 236S 236H 214S | Midscreen | 93 | Everyone | Easy | More lows and stagger points | https://youtu.be/frkW6obpUvM |
bt.K bt.S bt.H bt.S 236S 236H 214S | Midscreen | 100 | Everyone | Easy | More damage less mixup | |
bt.K bt.P bt.K bt.P bt.K bt.S 236S 236H 214S | Midscreen | 102 | Everyone | Easy | ||
bt.K bt.S bt.632146S 6[H] bt.S bt.214S c.S ^ j.K ^ j.K j.H j.236H | Corner | 206 | Everyone? | [3] medium | ||
bt.K bt.S 632146S 2366H microdash 5K c.S j.K (j.S(1)) dj.K j.H j.236H | Midscreen | [3] medium |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
bt.D dash bt.S bt.H | Midscreen | 91 | Everyone | Easy | Optimal for Johnny and Leo |
bt.D 236H bt.P bt.S bt.H | Midscreen | Sol, Faust, Zato, Raven, Chipp, Venom, Slayer, Axl | Easy | ||
bt.D 236H bt.P j.S(1) dj.K j.H j.236H | Midscreen | Easy | |||
bt.D bt.214H dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | Dizzy, Elphelt, I-No, Jack-O, Jam, May, Millia, Ramlethal | Easy | ||
bt.D dash bt.K bt.S bt.H | Midscreen | Potemkin, Kum | Easy | ||
bt.D dash bt.K bt.P bt.S bt.H | Midscreen | 104 | Bedman | Easy |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
bt.H bt.S bt.H bt.S 236S 236H 214S | Midscreen | 145 | Everyone | Easy | Overhead meterless combo |
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. |
bt.H bt.S bt.H bt.S bt.214S | Midscreen | 135 | Everyone | Easy | Used to push the opponent into the corner |
bt.H bt.632146S 6[H] bt.S bt.214S c.S j.K dj.K j.H j.236H | Corner | 263 | Everyone | [3] medium | |
bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S c.S j.K j.236H | Corner | 246 | [3] medium | Fewer hits pre-super does more damage overall, but you can gain the meter for OD with extra hits. | |
bt.H bt.S bt.H bt.632146S 6[H] bt.s bt.214S 2P [2]8H | Corner | 235 | [3] medium | ||
bt.H 632146S 2366H microdash 5K c.S j.K (j.S(1)) dj.K j.H j.236H | Midscreen | Hard |
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
bt.S bt.H bt.S 236S 236H 214S | Midscreen | 139 | Everyone | Easy | |
CH bt.S bt.214H microdash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 206 | Everyone | Easy | |
CH bt.S bt.214H microdash 5K c.S (JI) sj.K j.S(2) dj.K j.H j.236H | Midscreen | Everyone | Easy | ||
CH bt.S bt.S 236S 236H 214S | Midscreen | 119 | Everyone | Easy | |
bt.S bt.214S RC dash 6H microdash 5K c.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 | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
AA bt.P b.S bt.H | Midscreen | 81 | Easy | ||
AA bt.P j.S(2) dj.K j.H j.236H | Midscreen | 144 | Easy | ||
bt.P bt.K bt.P bt.K bt.S 236S 236H 214S | Midscreen | 139 | Everyone | Easy | |
AA bt.P bt.S bt.632146S 6[H] bt.S bt.214S c.S j.K j.H j.236H | Corner | 260 | Potemkin, Sol | [3] medium | |
CH AA bt.P bt.214H dash 5K c.S (JI) j.K j.S(2) dj.j.K j.H j.236H | Midscreen | 210 | [3] medium |
Throw Combos
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Throw RC 6H dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 138 | Everyone | Easy | |
CH Throw bt.P bt.S bt.H | Midscreen | 117 | Everyone | Easy | Requires 64 RISC |
CH Throw bt.P j.S(2) dj.K j.H j.236H | Midscreen | 187 | Everyone | Easy | Requires 64 RISC |
CH Throw CH bt.S bt.214H dash 5K c.S j.K j.S(1) dj.K j.H j.236H | Midscreen | 245 | Everyone | Easy | Requires 72 RISC |
CH Throw bt.P bt.S bt.214S c.S j.K j.S(1) dj.K j.H j.236H | Corner | 248 | middle weights | Easy | Requires 64 RISC |
CH Throw bt.P bt.S bt.214S c.S j.K j.H j.236H | Corner | 228 | Everyone | Easy | Requires 64 RISC |
CH Throw CH bt.S CH bt.214S 6[H] bt.P bt.S bt.214S [2]8H | Midscreen | 274 | Tested on Sol | Medium | Requires 89 RISC. Fantastic corner carry. |
Throw RC 6[H] bt.P bt.S bt.214S c.S j.K j.S(1) dj.k j.H j.236H | Corner | 161 | Everyone | [3] medium |
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.
Video Examples
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Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
• Medal of Millionaire •