GG_Aleph

GG Aleph's Tech Support - Leo

Jul 2nd, 2021 (edited)
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  1. GG Aleph's Tech Support - Leo
  2.  
  3. Game version 1.05
  4.  
  5. ***\/READ THIS\/***
  6. Hi, I'm GG Aleph, I am NOT any kind of pro gamer(and I'm never gonna be one with my execution lol) and this is, as a matter of fact, the first fighting game I ever played with people other than my siblings. That said, I tried to make this document as didactic as I can to ease the burden of learning all this tech while giving you ideas to come out with your own. I recommend that you DO NOT try to implement all of this in your gameplay at once, instead focus on one new thing per session to make your trajectory more pleasant and ensure you're learning.
  7.  
  8. THIS IS NOT A BEGINNER'S INTRO GUIDE TO THE CHARACTER
  9. If you're looking to get started up with Leo I recommend his page at dustloop and Bismark's primer guide: https://docs.google.com/document/d/1bqJrBwmBZMrFxcyXGrHojfUVptOq-7pemgBAHBOK0KI/edit .
  10. Also, here's the link to the Leo combo document I manage: https://pastebin.com/hqZfsEGY
  11.  
  12. Did this document help you? Give me a shoutout in #Leo-lounge at https://discord.gg/C8WJuYPz !
  13.  
  14. I intend on eventually uploading video examples for some of the stuff I write here about, but no promises for now.
  15.  
  16.  
  17. 1.Mixups and frametraps
  18. 2.Meter usage
  19. 3.Okizeme
  20.  
  21.  
  22. 1.Mixups and frametraps
  23.  
  24.  
  25. In this session I'll describe what I call the 5K vortex and some other minor stuff. I will be deliberately skipping backstance mix since I believe you should aim at making it as unpredictable as you can and that the best way to do so is coming up with your own mix.
  26.  
  27. *5K Vortex
  28. 5K is a very powerful tool in Leo's arsenal as it's an advancing move and it can be cancelled into a plethora of options. I'll be going into how to apply it(besides landing the move in neutral) in the other sections.
  29.  
  30. |--->5[D] - Overhead
  31. |--->2D - Low
  32. 5K->-|--->66D - Tick Throw
  33. |--->6K>[2]8H - Frame Trap
  34. |--->236H - Crossup
  35.  
  36. So what is the idea here? Whys is it a vortex? Three of those options guarantee a hard knockdown which will lead into [4]6H oki which will then lead back into this powerful mix. If you're not looping this mix, though, you can still cash out big, as 4 of these options lead into backstance outside the corner(and the tick throw will get you back turned anywhere) and the other one leads into a dust combo for big damage. It doesn't matter if the 5K hit or was blocked, you can still do all of these options nonetheless.
  37. You can also do all of this from cS for better damage but cS is not an advancing move and it will leave you at a smaller block advantage than 5K, so I recommend you stick with 5K for most of the time. When you do get close enough for cS, however...
  38.  
  39. *cS>2H mix
  40. You can do this.
  41. |--->fS>5H... - Blockstring
  42. cS>2H->-|--->214S - Frame Trap
  43. |--->236H - Crossup
  44. So this is a high risk high reward mixup. Both the frametrap and crossup options will get you backturned with great oki options to follow through but are very risky. The frame trap leaves you -8 on block and the crossup can he thrown so you need to leverage their use. Your usual blockstring, however, is very safe, cranks up the RISC gauge and can lead into the 5K vortex if you have the meter for it(more on that in the Meter section). Since cS>2H is your best combo starter, knowing these options can be very useful.
  45.  
  46.  
  47. 2.Meter usage
  48.  
  49.  
  50. 3.Okizeme
  51.  
  52.  
  53. We'll start by our options from front stance
  54.  
  55. *2D>6S>5H
  56.  
  57. *[4]66H
  58. The big use for this is when you score the HKD in the corner, when you're not able to run through to get into stance, but it can be used on any HKD anywhere on screen. Leads to the 5K mixup vortex.
  59.  
  60. 236S>665H
  61. Out of corner
  62.  
  63. Grounded 236S>5K>cS
  64. Corner
  65.  
  66. *236H whiff>bS
  67. This is what we'll go for most of the time. It can be done from almost any HKD(some times [2]8H will connect a bit too far) and it'll put you in backstance while meatying the wakeup. Feel free to change the bS for the option select(more on that below) or even to meaty with the 236H itself if you feel confident in your timing.
  68.  
  69. *236H hit>236H
  70. This is a very risky oki option but an incredible conditioning tool if you can master the tight timing for it. The idea here is that by doing this consecutively the opponent will be more wary of throwing you, which will allow you to run wild on them. When they eventually start blocking instead of mashing throw you'll have the frame advantage, so just hit them with that unpredictable backturned mix.
  71.  
  72. *236H hit>214H
  73. One of your three options for an easy guard break meaty. Simply end a string in 236H, wait just a tiny bit(I use Leo turning back to neutral for a visual cue, playing on PS4) and do the 214H. It'll give you plenty of time to dash in and if you land a hit during the guard break animation it won't prorate the rest of your combo.
  74.  
  75. *bH OTG>214H
  76. Hit as soon as hitstun ends
  77.  
  78. *bK OTG>214H
  79. The other option for an easy 214H meaty is to hit your opponent with a bK OTG and wait a bit for the 214H. You'll have to a while with this in the training room to get the timing down, but it's much easier than meatying it raw.
  80.  
  81. *bK OTG>66bH
  82.  
  83. *bH>214[S]>(66)*3>bS (framekill)
  84. This is my favorite Oki option. Simply do a backturned string ending in 214[S](can't use 2H in the string), dash three times in any direction and do the bS. If done perfectly you'll hit them with late active frames, meaning you'll get a betterframe advantage if you don't cancel it into anything(which you should not be doing). Be aware this only works when bH is the move that launches the opponent, so any string that has a 2H, for example, won't let you do this.
  85.  
  86. -Not working as of 1.05 due to increased input buffer*bK>bP>bD (option select)
  87. An option select for reversals. Can also be used out of oki situations. To do it, just input those three buttons in sequence really fast, you need to hit the bD before the bP comes out. If the bK hits or is blocked the bP will come out, otherwise the bD will be prioritized and come out. Moves done on the opponent's invulnerable frames don't hit any hurtboxes and are therefore whiffs, making your parry activate.
  88.  
  89. *Super wallbreak>2366H
  90. What's that? You don't want to wallbreak because you'll lose the backstance? You won't! After breaking the wall with a super(won't work with a normal wallbreak) delay a 2366H(notice there's a dash in the notation for this) and you'll meaty them with the 236H while crossing through to your backstance. You'll have to experiment with the timing on this in training mode as well. Can also be input with the dash macro as 236(dash)H.
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