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- Leo Whitefang's day "Idunno" super optimal combos by the GGST discord
- Game Version 1.14
- 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.
- All combos in this list were executed on Sol except for the homing jump ones(more info in notes)
- All combos currently displayed are doable on a normal hit except when explicitly mentioned
- Know some kingly combos we don't? Tag @GG_Aleph at #leo-lounge in the GGS discord server:
- https://discord.gg/Xfzd7mkamF
- 0.1 Notes
- 1.1 Front turned meterless
- 1.2 Front turned 50%
- 1.3 Front turned 100%
- 2.1 Back turned meterless
- 2.2 Back turned 50%
- 3.1 Homing jump
- 4.1 Jump in combos
- 4.2 Air to air combos
- 0.1 Notes
- *Combo IDs on combo maker are presented as (PSN/PC). I'm not adding the super simple ones, just press the buttons.
- *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
- *[2]8H>236S can be switched to [2]8H>236H for a whiff crossup into stance at the cost of some damage
- *In the (2S>5H) loops there's a delay between each (2S>5H) sequence
- *Any combos with 22 on the string are stance canceled combos. You should input the 22 immediately after the normal before
- *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.
- *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
- 1.1 Front turned meterless
- cS>2H>214[S]
- Anywhere on screen
- cS>2H/5H>[2]8H>236S
- Anywhere on screen
- cS>2H>214[S]>microwalk>bS>bH>236S>XX
- 1/4 screen from the wall, wallbreaks
- cS>2H>fS>5H>214[S]>bS>bH>XX
- Corner only, wallbreaks
- fS>6H>214[S]>bS>bH>214H
- Anywhere
- **COUNTER HIT**
- (17932/)
- 5H>fS>6H>214[S]
- Anywhere
- **COUNTER HIT**
- 6H>214[S]>bS>bH>214H
- Anywhere
- 5K>6K>[2]8H>236S
- Anywhere on screen
- 6P>[2]8H>236S
- Anywhere on screen
- Timing to avoid a blue beat is a bit tight
- 2D>cS/2S>214[S]>bS>bH>214H>XX
- Midscreen
- **COUNTER HIT**
- (17942/)
- 2D>2S>[2]8H>236S
- Anywhere
- Significantly easier timing than the previous combo, less damage
- **COUNTER HIT**
- 1.2 Front turned 50%
- cS>2H>[2]8H>fRRC/RRC>jD>c.S>(5H>5S)looped till wallsplat>XX
- Corner, wallbreaks
- Aim for the fast red roman cancel, the jD will whiff on a normal one
- cS>5H>[2]8H>fRRC>jD>(2S>5H)looped till wallsplat>XX
- Midscreen, wallbreaks
- There's a delay between each (2S>5H) sequence
- cS>2H>214[S]>microwalk>bS>bH>632146S
- Anywhere
- cS>2H>214[S]>microwalk>bS>bH>214[H]632146S
- About 1/3 screen from the wall, wallbreaks
- cS>2H>214[S]>bS>632146S
- Anywhere
- 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
- cS>2H>fS>5H>214[S]>632146S
- Corner only
- Might be my favorite combo from this list, simple and effective
- 6P>[2]8H>RRC>214[S]>bH
- Anywhere
- Gets into back stance from an antiair without crossing up
- 5H>fS>6H>214[S]>bS>bH>632146S
- Anywhere
- **COUNTER HIT**
- (17935/)
- 5H>236H>bS>bH>bS>bH>XX
- Cornered, wall breaks
- **COUNTER HIT**
- 5K>6K>236S>RRC>66>2H>214[H]>bS>bH>XX
- Midscreen, wall breaks
- 5K>6K>236S>66PRC>cS>(2S>5H)looped till wallsplat>XX
- Midscreen, wall breaks
- **COUNTER HIT**
- 5K>6K>[2]8H>fRRC>jD>(2S>5H)looped till wallsplat>XX
- Midscreen, wall breaks
- Ideally done with a fRRC, will also work with a normal RRC or even a PRC
- 2D>cS/2S>214[S]>bS>bH>632146S
- Midscreen, wall breaks
- **COUNTER HIT**
- 6D>udRRC>jD>(2S>5H)looped until wall splat>XX
- Corner
- udRRC=up drift red roman cancel
- [2]8S>66RRC>cS>5H(2S>5H)x2>66>214S
- Cornered, wall breaks
- **NORMAL HIT ONLY**
- [2]8S>22RRC>66>(2S>5H)looped until wall splat>XX
- Cornered, wall breaks
- **COUNTER HIT**
- [2]8S>66FRC>j.S>(one hit)jc>j.K>j.D>c.S>5H>2S>5H>66214S
- Cornered, wall breaks
- Probably the hardest combo currently in this list
- [2]8H>22RRC>(ground66)>c.S>5H>dl2S>5H>dl2S>5[H]S>236H
- Cornered, wall breaks
- **Not tested on Sol**
- 1.3 Front turned 100%
- xx>632146H(5)>66PRC>214[S]>bS>bH>214H
- Anywhere
- Nice reversal option for when you have a full bar
- 632146H(5)>66PRC>cS>5H>(2S>5H)looped until wall splat>XX
- Midscreen ONLY
- 2.1 Back turned meterless
- ***You can remove the bK or the bK>bS from the start of the following combos***
- bK>bS>bH>214[S]
- Anywhere
- bK>bS>bH>22>66>2S>2H>214[S]
- Anywhere
- Train it a lot if you want to use it in matches
- bK>bS>bH>214H
- Anywhere
- Great corner carry
- bK>bS>bH>22>66cS>2S>5[H]>gS>236H>XX
- Midscreen, wallbreaks
- bH>214H>5H>(2S>5H)looped till wallsplat>XX
- Corner, wallbreaks
- ***You can remove the bK from the start of the following combos***
- bK>bS>bH>236H
- Not on corner lol
- Useful for switching sides
- 2.2 Back turned 50%
- bS>bH>214[H]>632146S
- Midscreen, wallbreaks
- It's simple but does more damage than longer combos ending on 632146S due to scaling, add bK in the beginning for mix
- bH>[4]6S>66PRC>cS>(2S>5H)looped till wallsplat>XX
- Midscreen, wallbreaks
- Much harder than the previous one but can start from bH on normal hit
- 214K>88RRC>jD>(2S>5H)looped until wall splat>XX
- Corner
- udRRC=up drift red roman cancel
- 3.1 Homing jump
- 5[D]8>jH>jS(both hits)>jc>jH>dljH>jc>jHH
- 5[D]8>jH>jS(both hits)>jc>jS(one hit)>jH>jK>jc>jHH
- If you're struggling with the delay on the previous one
- 5[D]>dljD>jS(both hits)>jc(7)>jH>jS(both hits) >jc(8)>jHH
- You can do a jump cancel(9) before the whole string on some characters on whom this would not work. Really flashy.
- 5[D]>j.H>j.S >jc >jH>j.K>j.H>jc>j.H>j.HH
- Works better from cornered to midscreen
- 5[D]>j.H>j.S>jc>j.H>j.K>j.HH
- Works better from midscreen to corner
- 5[D]>j.H>j.K>jc>j.H>j.K>j.H>jc>j.H>j.HH
- Works best in corner
- 5[D]>jH>jS(both hits)>jc>jK>jH>jc>jHH
- **UNIVERSAL** also really easy to do, just hit the last jH as you're jump cancelling, not after
- 4.1 Jump in combos
- jS>cS>fS>5H>236S
- Anywhere
- Whiffs on crouching opponents
- jK>cS>2H>236H
- Anywhere
- Whiffs on standing opponents at IAD height
- jK>2K>2D
- Anywhere
- Whiffs on standing opponents at IAD height, follow this by a 236H whiff
- 4.2 Air to air combos
- jK>cS>236H
- Anywhere
- jK>665K>214[S]
- jS>665K>6K>236S
- Anywhere
- jS>66jS>665K>214[S]
- Anywhere
- jS>66jS>cS>5H>(2S>5H)looped until wallsplat>XX
- About a third of the screen away from the corner
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