User:TomTom/xrdtest: Difference between revisions

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{{MFlag|cleanup}} <!-- Combo notation lacks ">"s. -->
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center>
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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| game=GGXRD-R2
| game=GGXRD-R2
| additional=
| additional=
:'''Eisen Sturm''' = [2]{{clr|3|8S}}/H
:'''Eisen Sturm''' = [2]8S/H}}
}}
<br style="clear:both;"/>
 
==Combo List==
==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.
*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.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Basic Combos==
|+ {{clr|1|2P}} starter
===<span style="visibility:hidden;font-size:0">The Bread and Butter Combo</span>===
|-
{{BeginnerComboDef}}
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
{{TheoryBox
|-
| Title      = The BnB Combo
| {{clr|1|2P}} ({{clr|1|2P}}) {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}  || Midscreen  || 117 (111) || Everyone || {{clr|2|Easy}} || 
| Oneliner  = Simple normals into knockdown
|-
| Difficulty = {{clr|1|Very Easy}}
| {{clr|1|2P}} ({{clr|1|2P}}) {{clr|2|5K}} {{clr|3|f.S}} {{clr|5|2D}}  || Midscreen  || 61~ (63~) || Everyone || {{clr|2|Easy}} || Used to knock down when {{clr|3|c.S}} isn't possible because of range.
| Anchor    = BeginnerCombo1
|-
| Video      = TomTom Leo Whitefang Beginner BnB.mp4
| {{clr|1|2P}} {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|6K}} {{clr|1|2P}} {{clr|2|5K}} {{clr|4|2H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 125 || Leo, Elphelt, Potemkin || <span style="color:Green">[3] medium |
| Size      = 256x192
|}
| Recipe    = {{clr|1|5P}}/{{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}
| content    =
An easy combo that ends in a side switch and hard knockdown to setup {{keyword|okizeme}}.
}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<span style="visibility:hidden;font-size:0">Basic Croucher Bread and Butter Combo</span>===
|+ {{clr|2|5K}} starter
{{TheoryBox
|-
| Title      = Basic Croucher Combo
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| Oneliner  = Crouching only combo
|-
| Difficulty = {{clr|1|Very Easy}}
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}  || Midscreen  || 137 || Everyone || {{clr|2|Easy}} || 
| Anchor    = BeginnerCombo2
|-
| Video      = TomTom Leo Whitefang Croucher Beginner BnB.mp4
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|3|f.S}} ({{clr|3|2S}}) {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} ||Midscreen|| 154 (164) || Everyone ||{{clr|2|Easy}}||Crouching Only
| Size      = 256x192
|-
| Recipe    = {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|6K}} {{clr|1|5P}} {{clr|2|5K}} {{clr|3|c.S}} {{clr|3|f.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}||Midscreen|| 171 || Everyone ||{{clr|2|Easy}}||Crouching Only
| content    =
|-
A basic combo for crouching opponents.
| {{clr|2|5K}} {{clr|3|f.S}} {{clr|5|2D}}  || Midscreen  || 67 || Everyone || {{clr|2|Easy}} ||  Used to knock down beyond {{clr|3|c.S}} range
}}
|-
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} [2]{{clr|4|8H}}(2) RC ({{clr|5|j.D}} whiff) {{clr|4|6H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen  || 225 || Everyone || <span style="color:Green">[3] medium|| 
|-
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} [2]{{clr|4|8H}}(2) RC ({{clr|5|j.D}} whiff) 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|4|j.236H}} || Corner|| 240 || Everyone || <span style="color:Green">[3] medium||
|-
| {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|6K}} {{clr|1|2P}} {{clr|2|5K}} {{clr|4|2H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}  || Midscreen  || 150 || Leo, Elphelt, Potemkin || <span style="color:Green">[3] medium ||
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===<span style="visibility:hidden;font-size:0">The Backturn Bread and Butter Combo</span>===
|+ {{clr|2|6K}} starter
{{TheoryBox
|-
| Title      = The Backturn BnB Combo
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| Oneliner  = Backturn combo into knockdown.
|-
| Difficulty = {{clr|1|Very Easy}}
| {{clr|2|6K}} (CH) microdash {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}  || Midscreen  || 153 || Everyone || {{clr|2|Easy}} || 
| Anchor    = BeginnerCombo2
|-
| Video      = TomTom Leo Whitefang Backturn Beginner BnB.mp4
| {{clr|2|6K}} {{clr|1|5P}} {{clr|2|5K}} {{clr|3|c.S}} {{clr|3|f.S}} ({{clr|3|2S}}) {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 161 || Everyone || {{clr|2|Easy}} ||  Crouching opponents only
| Size      = 256x192
|-
| Recipe    = {{clr|2|bt.K}} > {{clr|1|bt.P}} > {{clr|2|bt.K}} > {{clr|3|bt.S}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}}
| {{clr|2|6K}} {{clr|1|2P}} {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 147 || Leo, Elphelt, Potemkin, Sin, Chipp || {{clr|2|Easy}} ||
| content    =
|-
A combo in backturn that gets a hard knockdown to setup {{keyword|okizeme}}. You can also chose to end your combo with {{clr|3|bt.214S}} instead of the rekka series to get a same side knockdown.
| {{clr|2|6K}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}  || Midscreen  || 101 || Everyone || {{clr|2|Easy}} || 
}}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Meterless Combos==
|+ {{clr|4|2H}} starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| CH {{clr|4|2H}} {{clr|4|6H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}}  || Midscreen  || 212 || Everyone || {{clr|2|Easy}} ||
|-
| CH {{clr|4|2H}} 6(H) bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}}  || Corner || 247 || Everyone || {{clr|2|Easy}} ||
|-
| {{clr|4|2H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen || 115 || Everyone || {{clr|2|Easy}} ||
|-
| CH {{clr|4|2H}} (delayed {{clr|3|236S}} whiff) {{clr|5|j.D}} {{clr|4|6H}} {{clr|4|236H}} dash {{clr|2|5K}} {{clr|3|c.S}} (JI) SJ {{clr|2|j.K}} {{clr|3|j.S}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}}  || || || Everyone || <span style="color:Green">[3] medium ||
|}


==={{clr|1|5P}}/{{clr|1|2P}} Starter===
<tabber>
Simple = <div></div>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|1|6P}}  starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| {{clr|1|6P}} {{clr|4|236H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 162 ||  Everyone || {{clr|2|Easy}} ||
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| AA {{clr|1|6P}} dl{{clr|4|236H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 162 || Everyone || {{clr|2|Easy}} || clS is range-specific
|-
| AA {{clr|1|6P}} dl{{clr|4|236H}} 69 {{clr|1|j.P}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 162 || Everyone || {{clr|2|Medium}} ||
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|5|5D}} starter
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| {{clr|1|5P}}/{{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}} || Everywhere || ??? || Everyone || Easy || N/A. ||
|-
|-
| {{clr|5|5D}}9 {{clr|4|j.H}} {{clr|4|j.H}} {{clr|2|j.K}} {{clr|3|j.S}}(2) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 127 || Everyone || {{clr|2|Easy}} ||
| {{clr|1|5P}}/{{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|f.S}} > {{clr|5|2D}} || Everywhere || ??? || Everyone || Easy || Alternative route for instances where c.S isn't possible due to range. ||  
|-
| {{clr|5|5D}}9 {{clr|4|j.H}} {{clr|4|j.H}} {{clr|2|j.K}} {{clr|3|j.S}}(2) d{{clr|2|j.K}} {{clr|3|j.S}}(1) {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 129 || Sol, Bedman, Faust, Johnny, Kum, Leo, Ky?, Potemkin|| {{clr|2|Easy}} ||
|-
| {{clr|5|5D}}6 {{clr|4|2H}} {{clr|4|2H}} {{clr|3|c.S}} {{clr|4|j.H}} {{clr|3|c.S}} f.s {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} ||Corner||  || Midweights and heavyweights, not Zato || {{clr|2|Easy}} ||
|-
| {{clr|5|5D}}6 {{clr|4|2H}} {{clr|4|2H}} {{clr|3|c.S}} {{clr|4|j.H}} {{clr|2|5K}} {{clr|3|c.S}} f.s {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Corner ||  || Everyone || {{clr|2|Easy}} ||
|-
| Anything grounded RC {{clr|5|5D}}6 {{clr|4|2H}} {{clr|4|5H}} [4]{{clr|4|6H}} microdash {{clr|1|5P}} {{clr|2|5K}} {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Corner|| ||Everyone||<span style="color:Green">[3] medium||
|-
| Anything grounded {{clr|3|c.S}} {{clr|3|f.S}} {{clr|4|5H}} dash {{clr|3|c.S}} {{clr|3|f.S}} {{clr|4|5H}} {{clr|4|236H}} {{clr|4|236H}} {{clr|3|214S}}|| Corner || || Everyone || {{clr|2|Easy}} ||
|-
| Anything grounded RC {{clr|5|5D}}6 {{clr|1|2P}} {{clr|3|2S}} {{clr|3|2S}} IK mode > IK || Corner|| DESTROY || Everyone -Faust || <span style="color:Green">[3] medium ||
|}
|}
 
|-|
Advanced = <div></div>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ H Eisen RC Starter
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| H Eisen (2) RC {{clr|5|j.D}} (whiff) {{clr|4|6H}} {{clr|4|236H}} 66 {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen|| || Everyone || {{clr|2|Easy}}||
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}} || Everywhere || ??? || Everyone || Easy || N/A. ||
|-
| H Eisen (2) RC {{clr|5|j.D}} (whiff) 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Corner|| || Everyone || <span style="color:Green">[3] medium||
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|3|c.S}} starter
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| {{clr|1|5P}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|4|236H}} > {{clr|3|214S}} || Everywhere || ??? || Everyone || Easy || N/A. ||
|-
| {{clr|3|c.S}} {{clr|4|5H}} H Eisen || Midscreen|| 148 || ~18% || Everyone || {{clr|2|Easy}}||
|-
| {{clr|3|c.S}} {{clr|4|5H}} {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen|| 136 || ~18% || Everyone || {{clr|2|Easy}}||
|-
| {{clr|3|c.S}} {{clr|4|5H}} H Eisen (2) RC {{clr|5|j.D}} (whiff) {{clr|4|6H}} {{clr|4|236H}} 66 {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen|| 245 || -~22% || Everyone || <span style="color:Green">[3] medium||
|-
| {{clr|3|c.S}} {{clr|4|5H}} H Eisen (2) RC {{clr|5|j.D}} (whiff) H Eisen (2) RC {{clr|5|j.D}} (whiff) 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Corner||  ||  || Everyone || <span style="color:Green">[3] medium||
|}
|}
</tabber>


==Brynhildr Combos==
==={{clr|2|5K}} Starter===


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|3|c.S}} Starter===
|+ bt.K starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| bt.K bt.P bt.K bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen || 93 || Everyone || {{clr|2|Easy}} || More lows and stagger points
|-
| bt.K bt.S bt.H bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen || 100 || Everyone || {{clr|2|Easy}} || More damage less mixup
|-
| bt.K bt.P bt.K bt.P bt.K bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen || 102 || Everyone || {{clr|2|Easy}} ||
|-
| bt.K bt.S bt.{{clr|3|632146S}} 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} ^ {{clr|2|j.K}} ^ {{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}}  || Corner|| 206 || Everyone? || <span style="color:Green">[3] medium||
|-
| bt.K bt.S {{clr|3|632146S}} {{clr|4|2366H}} microdash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} ({{clr|3|j.S}}(1)) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen ||  || || <span style="color:Green">[3] medium||
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|4|5H}} Starter===
|+ bt.D starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| bt.D dash bt.S bt.H || Midscreen|| 91 || Everyone || {{clr|2|Easy}} ||
|-
| bt.D  {{clr|4|236H}} bt.P bt.S bt.H || Midscreen||  || Sol, Faust, Zato, Raven, Chipp, Venom, Slayer, Axl|| {{clr|2|Easy}} ||
|-
| bt.D {{clr|4|236H}} bt.P {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen||  || || {{clr|2|Easy}} ||
|-
| bt.D bt.{{clr|4|214H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen|| ||Dizzy, Elphelt, I-No, Jack-O, Jam, May, Millia, Ramlethal || {{clr|2|Easy}} ||
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|5|5D}} Starter===
|+ bt.H starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| bt.H bt.S bt.H bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 145 ||  Everyone || {{clr|2|Easy}} || Overhead meterless combo
|-
| bt.H bt.P bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 130 || Small crouching characters - Jam, Millia, Sol, Ky, Faust, ??  || {{clr|2|Easy}} || bt.H must hit late for bt.P to combo.
|-
| bt.H bt.S bt.H bt.S bt.{{clr|3|214S}} || Midscreen  || 135 ||  Everyone || {{clr|2|Easy}} || Used to push the opponent into the corner
|-
| bt.H bt.{{clr|3|632146S}} 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Corner || 263 || Everyone || <span style="color:Green">[3] medium||
|-
| bt.H bt.S bt.H bt.{{clr|3|632146S}} 6[H] bt.s bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|4|j.236H}} || Corner || 246 || || <span style="color:Green">[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.{{clr|3|632146S}} 6[H] bt.s bt.{{clr|3|214S}} {{clr|1|2P}} [2]{{clr|4|8H}} || Corner || 235 || || <span style="color:Green">[3] medium||
|-
| bt.H {{clr|3|632146S}} {{clr|4|2366H}} microdash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} ({{clr|3|j.S}}(1)) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen ||  || || {{clr|4|Hard}}||
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Brynhildr (Backturn) Combos==
|+ bt.S starter
|-
! Combo !! Position !! Damage !!  Works on: !! Difficulty !! Notes
|-
| bt.S bt.H bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 139 ||  Everyone || {{clr|2|Easy}} ||
|-
| CH bt.S bt.{{clr|4|214H}} microdash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen  || 206 || Everyone || {{clr|2|Easy}} ||
|-
| CH bt.S bt.{{clr|4|214H}} microdash {{clr|2|5K}} {{clr|3|c.S}} (JI) s{{clr|2|j.K}} {{clr|3|j.S}}(2) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen  ||  || Everyone || {{clr|2|Easy}} ||
|-
| CH bt.S bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}} || Midscreen  || 119 || Everyone || {{clr|2|Easy}} ||
|-
| bt.S bt.{{clr|3|214S}} RC dash {{clr|4|6H}} microdash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen  || 200 || Everyone || {{clr|2|Easy}} || Use RC when too far to convert with super.
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|1|bt.P}} Starter===
|+ bt.P starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| AA bt.P b.S bt.H || Midscreen || 81 ||  ||{{clr|2|Easy}}||
|-
| AA bt.P {{clr|3|j.S}}(2) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen || 144 || ||{{clr|2|Easy}}||
|-
| bt.P bt.K bt.P bt.K bt.S {{clr|3|236S}} {{clr|4|236H}} {{clr|3|214S}}||Midscreen|| 139 || Everyone ||{{clr|2|Easy}}||
|-
| AA bt.P bt.S bt.{{clr|3|632146S}} 6[H] bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} ||Corner|| 260 || Potemkin, Sol ||<span style="color:Green">[3] medium||
|-
| CH AA bt.P bt.{{clr|3|214H}} dash {{clr|2|5K}} {{clr|1|c.S}} (JI) {{clr|3|j.K}} {{clr|3|j.S}}(2) dj.{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} ||Midscreen|| 210 || ||<span style="color:Green">[3] medium||
|}


==Throw Combos==
==={{clr|2|bt.K}} Starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Ground Throw starter
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| Throw RC {{clr|4|6H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen|| 138 || Everyone || {{clr|2|Easy}} ||
|-
| CH Throw bt.P bt.S bt.H || Midscreen|| 117 || Everyone || {{clr|2|Easy}} || Requires 64 RISC
|-
| CH Throw bt.P {{clr|3|j.S}}(2) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}}  || Midscreen|| 187 ||  Everyone || {{clr|2|Easy}} || Requires 64 RISC
|-
| CH Throw CH bt.S bt.{{clr|4|214H}} dash {{clr|2|5K}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Midscreen|| 245 ||  Everyone || {{clr|2|Easy}} || Requires 72 RISC
|-
| CH Throw bt.P bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) d{{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Corner ||  ||  middle weights || {{clr|2|Easy}} || Requires 64 RISC
|-
| CH Throw bt.P bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|4|j.H}} {{clr|4|j.236H}} || Corner || 228 || Everyone || {{clr|2|Easy}} || Requires 64 RISC
|-
| CH Throw CH bt.S CH bt.{{clr|3|214S}} 6[H] bt.P bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} [2]{{clr|4|8H}} || Corner ||  ||  || {{clr|2|Easy}} || Used to push the opponent into the corner
|-
| Throw RC 6[H] bt.P bt.S bt.{{clr|3|214S}} {{clr|3|c.S}} {{clr|2|j.K}} {{clr|3|j.S}}(1) dj.k {{clr|4|j.H}} {{clr|4|j.236H}} || Corner || 161 || Everyone || <span style="color:Green">[3] medium ||
|}


==Combo Theory==
==={{clr|3|bt.S}} Starter===
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''':
==={{clr|4|bt.H}} Starter===


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.
==={{clr|5|bt.D}} Parry Starter===
 
The "juicy" normal to get to is {{clr|3|c.S}} because that does a good amount of damage through his {{clr|4|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: {{clr|2|6K}} > {{clr|1|5P}}, and {{clr|3|f.S}} (or {{clr|3|2S}}) > {{clr|4|5H}}. The difference in damage is dramatic.
 
'''Juggle Theory''':
 
Leo's most rewarding combo tool is {{clr|4|6H}} because of its ground bounce and high damage value. In any optimal juggle situation, you would never pass up a {{clr|4|6H}}.
 
Most of Leo's combos can end in an air juggle into the restand {{clr|4|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 {{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|4|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 {{clr|4|j.H}} {{clr|5|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 {{clr|2|j.K}} will always lead to more damage than {{clr|3|j.S}} with 1 or 2 hits. {{clr|2|j.K}} {{clr|3|j.S}}(1) will lead to higher damage than either {{clr|2|j.K}} or {{clr|3|j.S}} alone. Every Leo air combo should usually end in {{clr|4|j.H}} because {{clr|4|j.H}} has the highest damage but no combo options besides ending in {{clr|4|j.236H}}.
 
Side note about ground bounces in Xrd: Ground bounces will bounce the opponent higher when the opponent starts higher. A {{clr|4|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 {{clr|4|6H}} timings being used on different characters. For example, against light characters, the goal should be to hit {{clr|4|6H}} fairly late so that they don't bounce high above you. However, for Potemkin, if you delay the {{clr|4|6H}} then the followup combo will need to start with {{clr|1|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==
 
==Navigation==
<center>{{Character Label|GGXRD-R2|Leo Whitefang|42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGXRD-R2/Navigation}}

Revision as of 23:36, 23 June 2022

 Leo Whitefang
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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Eisen Sturm = [2]8S/H
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1


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.

Basic Combos

The Bread and Butter Combo

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

The BnB ComboSimple normals into knockdown
Very Easy

5P/2P > 5K > c.S > 5H > 236S > 236H > 214S
An easy combo that ends in a side switch and hard knockdown to setup 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..

Basic Croucher Bread and Butter Combo

Basic Croucher ComboCrouching only combo
Very Easy

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

The Backturn Bread and Butter Combo

The Backturn BnB ComboBackturn combo into knockdown.
Very Easy

bt.K > bt.P > bt.K > bt.S > 236S > 236H > 214S
A combo in backturn that gets a hard knockdown to setup 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.. You can also chose to end your combo with bt.214S instead of the rekka series to get a same side knockdown.

Meterless Combos

5P/2P Starter

Combo Position Damage Works on: Difficulty Notes Video
5P/2P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.
5P/2P > 5K > f.S > 2D Everywhere ??? Everyone Easy Alternative route for instances where c.S isn't possible due to range.
Combo Position Damage Works on: Difficulty Notes Video
5P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.
5P > 5K > c.S > 5H > 236S > 236H > 214S Everywhere ??? Everyone Easy N/A.

5K Starter

c.S Starter

5H Starter

5D Starter

Brynhildr (Backturn) Combos

bt.P Starter

bt.K Starter

bt.S Starter

bt.H Starter

bt.D Parry Starter