GG_Aleph

GGS Discord Leo's combos

Jun 14th, 2021 (edited)
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  1. Leo Whitefang's day "Idunno" super optimal combos by the GGST discord
  2.  
  3. Game Version 1.14
  4.  
  5.  
  6. This is not meant to be an exhaustive combo list, but rather a curated one. It is therefore a subjective list of the combos that I, GG Aleph, and the #leo-lounge consider to be the most optimal, whether for damage, consistency or setup.
  7.  
  8.  
  9. All combos in this list were executed on Sol except for the homing jump ones(more info in notes)
  10.  
  11. All combos currently displayed are doable on a normal hit except when explicitly mentioned
  12.  
  13.  
  14. Know some kingly combos we don't? Tag @GG_Aleph at #leo-lounge in the GGS discord server:
  15. https://discord.gg/Xfzd7mkamF
  16.  
  17.  
  18. 0.1 Notes
  19. 1.1 Front turned meterless
  20. 1.2 Front turned 50%
  21. 1.3 Front turned 100%
  22. 2.1 Back turned meterless
  23. 2.2 Back turned 50%
  24. 3.1 Homing jump
  25. 4.1 Jump in combos
  26. 4.2 Air to air combos
  27.  
  28.  
  29. 0.1 Notes
  30.  
  31. *Combo IDs on combo maker are presented as (PSN/PC). I'm not adding the super simple ones, just press the buttons.
  32.  
  33. *I removed backturned normals followups to combos that ended in 214[S] as of 2/10/21, since as the meta developed it's pretty much a consensus that it's not worth trading the HKD for that bit of extra damsge
  34. *[2]8H>236S can be switched to [2]8H>236H for a whiff crossup into stance at the cost of some damage
  35. *In the (2S>5H) loops there's a delay between each (2S>5H) sequence
  36. *Any combos with 22 on the string are stance canceled combos. You should input the 22 immediately after the normal before
  37. *I swear every time I come to these homing jump combos they seem to get more complicated. What combos are gonna connect are dependent on your position in the screen, the opponent's weight class AND their hurtboxes. So you'll have to figure out what works on whom and where. That said, I have added an easy to perform one that works universally at the cost of some damage.
  38. *It is best to always break the wall with a super when playing Leo to keep backturned pressure after the transition. Personally, I wouldn't do the RRC combos ending in wallbreak unless I have 100 meter
  39.  
  40.  
  41. 1.1 Front turned meterless
  42.  
  43.  
  44. cS>2H>214[S]
  45. Anywhere on screen
  46.  
  47. cS>2H/5H>[2]8H>236S
  48. Anywhere on screen
  49.  
  50. cS>2H>214[S]>microwalk>bS>bH>236S>XX
  51. 1/4 screen from the wall, wallbreaks
  52.  
  53. cS>2H>fS>5H>214[S]>bS>bH>XX
  54. Corner only, wallbreaks
  55.  
  56. fS>6H>214[S]>bS>bH>214H
  57. Anywhere
  58. **COUNTER HIT**
  59. (17932/)
  60.  
  61. 5H>fS>6H>214[S]
  62. Anywhere
  63. **COUNTER HIT**
  64.  
  65. 6H>214[S]>bS>bH>214H
  66. Anywhere
  67.  
  68. 5K>6K>[2]8H>236S
  69. Anywhere on screen
  70.  
  71. 6P>[2]8H>236S
  72. Anywhere on screen
  73. Timing to avoid a blue beat is a bit tight
  74.  
  75. 2D>cS/2S>214[S]>bS>bH>214H>XX
  76. Midscreen
  77. **COUNTER HIT**
  78. (17942/)
  79.  
  80. 2D>2S>[2]8H>236S
  81. Anywhere
  82. Significantly easier timing than the previous combo, less damage
  83. **COUNTER HIT**
  84.  
  85.  
  86. 1.2 Front turned 50%
  87.  
  88.  
  89. cS>2H>[2]8H>fRRC/RRC>jD>c.S>(5H>5S)looped till wallsplat>XX
  90. Corner, wallbreaks
  91. Aim for the fast red roman cancel, the jD will whiff on a normal one
  92.  
  93. cS>5H>[2]8H>fRRC>jD>(2S>5H)looped till wallsplat>XX
  94. Midscreen, wallbreaks
  95. There's a delay between each (2S>5H) sequence
  96.  
  97. cS>2H>214[S]>microwalk>bS>bH>632146S
  98. Anywhere
  99.  
  100. cS>2H>214[S]>microwalk>bS>bH>214[H]632146S
  101. About 1/3 screen from the wall, wallbreaks
  102.  
  103. cS>2H>214[S]>bS>632146S
  104. Anywhere
  105. Does a bit more damage than the previous combo(and a significant amount more than the one before), wallbreaks at about 1/4 of the screen
  106.  
  107. cS>2H>fS>5H>214[S]>632146S
  108. Corner only
  109. Might be my favorite combo from this list, simple and effective
  110.  
  111. 6P>[2]8H>RRC>214[S]>bH
  112. Anywhere
  113. Gets into back stance from an antiair without crossing up
  114.  
  115. 5H>fS>6H>214[S]>bS>bH>632146S
  116. Anywhere
  117. **COUNTER HIT**
  118. (17935/)
  119.  
  120. 5H>236H>bS>bH>bS>bH>XX
  121. Cornered, wall breaks
  122. **COUNTER HIT**
  123.  
  124. 5K>6K>236S>RRC>66>2H>214[H]>bS>bH>XX
  125. Midscreen, wall breaks
  126.  
  127. 5K>6K>236S>66PRC>cS>(2S>5H)looped till wallsplat>XX
  128. Midscreen, wall breaks
  129. **COUNTER HIT**
  130.  
  131. 5K>6K>[2]8H>fRRC>jD>(2S>5H)looped till wallsplat>XX
  132. Midscreen, wall breaks
  133. Ideally done with a fRRC, will also work with a normal RRC or even a PRC
  134.  
  135. 2D>cS/2S>214[S]>bS>bH>632146S
  136. Midscreen, wall breaks
  137. **COUNTER HIT**
  138.  
  139. 6D>udRRC>jD>(2S>5H)looped until wall splat>XX
  140. Corner
  141. udRRC=up drift red roman cancel
  142.  
  143. [2]8S>66RRC>cS>5H(2S>5H)x2>66>214S
  144. Cornered, wall breaks
  145. **NORMAL HIT ONLY**
  146.  
  147. [2]8S>22RRC>66>(2S>5H)looped until wall splat>XX
  148. Cornered, wall breaks
  149. **COUNTER HIT**
  150.  
  151. [2]8S>66FRC>j.S>(one hit)jc>j.K>j.D>c.S>5H>2S>5H>66214S
  152. Cornered, wall breaks
  153. Probably the hardest combo currently in this list
  154.  
  155. [2]8H>22RRC>(ground66)>c.S>5H>dl2S>5H>dl2S>5[H]S>236H
  156. Cornered, wall breaks
  157. **Not tested on Sol**
  158.  
  159. 1.3 Front turned 100%
  160.  
  161. xx>632146H(5)>66PRC>214[S]>bS>bH>214H
  162. Anywhere
  163. Nice reversal option for when you have a full bar
  164.  
  165. 632146H(5)>66PRC>cS>5H>(2S>5H)looped until wall splat>XX
  166. Midscreen ONLY
  167.  
  168. 2.1 Back turned meterless
  169.  
  170.  
  171. ***You can remove the bK or the bK>bS from the start of the following combos***
  172.  
  173. bK>bS>bH>214[S]
  174. Anywhere
  175.  
  176. bK>bS>bH>22>66>2S>2H>214[S]
  177. Anywhere
  178. Train it a lot if you want to use it in matches
  179.  
  180. bK>bS>bH>214H
  181. Anywhere
  182. Great corner carry
  183.  
  184. bK>bS>bH>22>66cS>2S>5[H]>gS>236H>XX
  185. Midscreen, wallbreaks
  186.  
  187. bH>214H>5H>(2S>5H)looped till wallsplat>XX
  188. Corner, wallbreaks
  189.  
  190.  
  191. ***You can remove the bK from the start of the following combos***
  192.  
  193. bK>bS>bH>236H
  194. Not on corner lol
  195. Useful for switching sides
  196.  
  197.  
  198. 2.2 Back turned 50%
  199.  
  200.  
  201. bS>bH>214[H]>632146S
  202. Midscreen, wallbreaks
  203. It's simple but does more damage than longer combos ending on 632146S due to scaling, add bK in the beginning for mix
  204.  
  205. bH>[4]6S>66PRC>cS>(2S>5H)looped till wallsplat>XX
  206. Midscreen, wallbreaks
  207. Much harder than the previous one but can start from bH on normal hit
  208.  
  209. 214K>88RRC>jD>(2S>5H)looped until wall splat>XX
  210. Corner
  211. udRRC=up drift red roman cancel
  212.  
  213.  
  214. 3.1 Homing jump
  215.  
  216.  
  217. 5[D]8>jH>jS(both hits)>jc>jH>dljH>jc>jHH
  218.  
  219. 5[D]8>jH>jS(both hits)>jc>jS(one hit)>jH>jK>jc>jHH
  220. If you're struggling with the delay on the previous one
  221.  
  222. 5[D]>dljD>jS(both hits)>jc(7)>jH>jS(both hits) >jc(8)>jHH
  223. You can do a jump cancel(9) before the whole string on some characters on whom this would not work. Really flashy.
  224.  
  225. 5[D]>j.H>j.S >jc >jH>j.K>j.H>jc>j.H>j.HH
  226. Works better from cornered to midscreen
  227.  
  228. 5[D]>j.H>j.S>jc>j.H>j.K>j.HH
  229. Works better from midscreen to corner
  230.  
  231. 5[D]>j.H>j.K>jc>j.H>j.K>j.H>jc>j.H>j.HH
  232. Works best in corner
  233.  
  234. 5[D]>jH>jS(both hits)>jc>jK>jH>jc>jHH
  235. **UNIVERSAL** also really easy to do, just hit the last jH as you're jump cancelling, not after
  236.  
  237.  
  238. 4.1 Jump in combos
  239.  
  240.  
  241. jS>cS>fS>5H>236S
  242. Anywhere
  243. Whiffs on crouching opponents
  244.  
  245. jK>cS>2H>236H
  246. Anywhere
  247. Whiffs on standing opponents at IAD height
  248.  
  249. jK>2K>2D
  250. Anywhere
  251. Whiffs on standing opponents at IAD height, follow this by a 236H whiff
  252.  
  253.  
  254. 4.2 Air to air combos
  255.  
  256.  
  257. jK>cS>236H
  258. Anywhere
  259.  
  260. jK>665K>214[S]
  261.  
  262. jS>665K>6K>236S
  263. Anywhere
  264.  
  265. jS>66jS>665K>214[S]
  266. Anywhere
  267.  
  268. jS>66jS>cS>5H>(2S>5H)looped until wallsplat>XX
  269. About a third of the screen away from the corner
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