... > 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.
A WIP rework of Leo's combo page
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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... > 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.
... > 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.
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.
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 balance potency with consistency. They:
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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.
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.
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.
... > 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.
... > 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.
... > 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 are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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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.
Starter > c.S > 6K, 5P > f.S > 5H > 236S~236H~214S
A basic combo for crouching opponents.
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, bt.S > bt.H, bt.S > 236S~236H~214S
A basic combo for crouching opponents.
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.
5D9 > j.H > j.H > j.K > j.S > jc > j.K > j.H > j.236H
A basic combo for crouching opponents.
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.
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.
Route | Characters |
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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 |
These characters have wide hurtboxes which make standing 6K links possible
Route | Characters |
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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 |
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 |
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.