The GI starts on frame 3 IIRC. The tech crouch is closer to the actual attack hitting, which is 10+ frames later.
At least I think so, judging frames without fancy testing is rather touchy...
13 frames to break IIRC. That's a pretty tall order purely on reaction. You do get better at it when you start to notice the way most players shuffle up a step to close distance with you before they do it.
Ideally you should be mashing A or B, not both. Hopefully you can guess which throw...
Well, my Leixia matchup information is largely colored by my experience with SC2 Xaing, so a few things might be off...
Leixia -> First off, A,A,B without the counterhit is unsafe. You can cram in a 6A if you're on point, or a kick at the very least for a punish. 3B would only work in the...
Her actual combos? No you can't air control out of those. They wouldn't technically be combos if you could.
One of her combos on her move list is a good example if you're not familiar with her at all. Basically if she hits you with one of the moves where she pulls the orb back to her, you...
It's character specific. I suspect everyone will have something that can deal with it, but a lot of people's 2As will get hit by the knee. Voldo for example has to use his 4K to stop it, as his leg is strangely unhittable by the knee. His 2A is too slow, as are most of his moves.
But he can...
Legit.
Though you will get stabbed in the face by Natsu, Cervy, and Yoshimitsu before you can get SCH K out there. At the very least.
It's still just too good not to use. And it leads right into SCH B, which is one of his best moves. You just have to be careful.
You can always bust out the...
This could be an artifact from SC4. You couldn't execute a critical finish from a stance for whatever reason. I've always guessed that the code has an algorithm to decide what move you've accomplished when you press any given button and I've gathered that each stance gets its own algorithm...
My first thought would be that you're hitting the G too late, past the cancel window. I haven't tested SC5 extensively there, but the most versatile incarnation of agA, back in SC2, allowed you to cancel the first A nearly up to its impact frames. Subsequent games have reduced the cancel window...
One trick you can use is if you see Mitsu drop into his 1A low slash, you can counter by dropping into SBH. That way you'll parry the slash and if he changes it to the guard crush B you can use SBH K for a quick knockdown. I'm still struggling to fully capitalize on that, but when in doubt you...
Defense. Sieg's punishes suck against Natsu's safer strings. You need to wait for her to do something more punishable before jumping in. Look for 1A, the blockable bomb, 4B, poorly timed windrolls, and bad possession cancels to flip momentum. You're going to have to learn to jump the unblockable...
That's better than I've got for that move. I only use it when I screw up the input for 22_88 BB. It was useful in SC4 for a huge damage combo off of a close range 44A crumple stun, but I haven't managed to get that work yet.
A few things to try:
-If she's stepping left, agA or 22_88A. Both should cover that side.
-If you find your 3B whiffing and you've been stepped, 2_8B+K, then press guard or B. That should step and realign you with Pyrrha. Though it likely won't work if she AAs or has already stabbed you by...
That's pretty normal, particularly on counter hit. The additional hit stun can basically keep you taking hits until you block something. I think it was Cassandra's AA string in SC4 Sieg couldn't interrupt on counter hit, so if you mashed a quick high attack, the Cas player could just hit AA...
6K. I miss it too. Sadly it's Nightmare's shindig now, so we ain't getting it back. But it was high, so there was a bit of baggage there. Mid-interrupts are SC gold...