Kalas
[13] Hero
In this thread we will gather all information about this useful Auto-GI including some basic facts, its properties for countering moves and set-ups.
1. Basic Facts
Speed: i25
Block: -10
Hit: Knockdown + RO
Damage: 40
Guard Burst Damage: doesn't break opponent's guard, but flashes red in 9
JG on 2nd hit: -17
Combo:
2. Auto-GI-Properties
Active window: 3-7
Counters: all high, mid and s-low horizontals + all high and mid vertical stabs
3. Usefulness
3.1. countering strings
Despite having a very tiny active frame window for an Auto-GI, Leixia's 4A+B is still very useful. Due to being active very early, you can counter a lot of strings that are uninterruptable and unsteppable. Generally, this move is excellent against strings, but very bad in the 'open field' because you can't counter single horizontals/stabs on reaction at the 7th frame.
Additionally you always get 56 guaranteed damage without spending any meter, making it one of Leixia's strongest Normal Hit Combos. That's even more than you would get with 3B, 22B or FC3B which is why (imo) it is worth to counter high-strings with it, too. Not to mention that 4A+B gives wallsplats (the strongest ones for Leixia) and RO's over fences as well. Furthermore, it replaces JG in a lot of situations. Assuming you would get a JG down, you get a free launcher at maximum which does less damage than 4A+B + Combo.
Last but not least: 4A+B does huge Guard Burst damage (breaks in 8).
3.2. other applications
Besides its use against strings, 4A+B can also be used when you expect your opponent to interrupt you with AA or 2A (of course there are other interrupts, but AA's and 2A's are the most generic).
In my opinion, there are two general set-ups for this.
a) attacks that leave you in FC
4. List of counter'able strings
The following list shows all strings that can be countered with 4A+B.
Example:
AA (the underlined letter stands for the countered hit)
immediate or delayed (stands for the time when to release 4A+B after having blocked the hit before), SS, FC (stands for other ways to counter certain strings, note that these mostly only guarantee a launcher that does less damage than 4A+B)
- for BT Moves I have not added a note for timing, because it depends on the set-up
5. List of 1-hit-moves that can be countered on reaction
Mitsurugis 4B (cancel into Mist possible)
Xibas 4B
Xibas 4B+K (cancel into Rememberance possible)
6. 4A+BB-feint
Speed: i25
Block: +5
Hit: stun
Damage: 20, 25 with clean hit
Guard Burst Damage: breaks in 5
JG on 2nd hit: -17
Combo:
Applications:
In my opinion, the feint should be used very sparingly. Otherwise you'll eat strong whiffpunishers. The fact that you can step and interrupt it easily is very obvious and even though it's a perfect move IF the opponents gets hit by it or blocks it, it's risky still. If you want to use it you have to find set-ups in which your opponent is very likely to block/get hit by it.
In a corner and/or against walls you can use the feint in 4A+B W!-combos to make your opponent block it which will likely happen if he tends to hold G during a combo.
If your opponent has an Auto-GI which he uses constantly against the second hit of 4A+B (e.g. Pyrrha's A+B), you can make them whiff with the feint.
Also, if your opponent tries to JG the second hit of 4A+B, you can use the feint to play against his rhythm and make him block it.
- Discuss, add, comment please. This shouldn't be a "Kalas-tells-you-something-thread", but a collection of a lot of different sorts of advice. :)
1. Basic Facts
Speed: i25
Block: -10
Hit: Knockdown + RO
Damage: 40
Guard Burst Damage: doesn't break opponent's guard, but flashes red in 9
JG on 2nd hit: -17
Combo:
- 4A+B 66K (56dmg)
- 4A+B CE (97dmg)
- 4A+B CE CE (157dmg)
- + W!-Combos
2. Auto-GI-Properties
Active window: 3-7
Counters: all high, mid and s-low horizontals + all high and mid vertical stabs
3. Usefulness
3.1. countering strings
Despite having a very tiny active frame window for an Auto-GI, Leixia's 4A+B is still very useful. Due to being active very early, you can counter a lot of strings that are uninterruptable and unsteppable. Generally, this move is excellent against strings, but very bad in the 'open field' because you can't counter single horizontals/stabs on reaction at the 7th frame.
Additionally you always get 56 guaranteed damage without spending any meter, making it one of Leixia's strongest Normal Hit Combos. That's even more than you would get with 3B, 22B or FC3B which is why (imo) it is worth to counter high-strings with it, too. Not to mention that 4A+B gives wallsplats (the strongest ones for Leixia) and RO's over fences as well. Furthermore, it replaces JG in a lot of situations. Assuming you would get a JG down, you get a free launcher at maximum which does less damage than 4A+B + Combo.
Last but not least: 4A+B does huge Guard Burst damage (breaks in 8).
3.2. other applications
Besides its use against strings, 4A+B can also be used when you expect your opponent to interrupt you with AA or 2A (of course there are other interrupts, but AA's and 2A's are the most generic).
In my opinion, there are two general set-ups for this.
a) attacks that leave you in FC
- reason: In FC, you have the possibility to put pressure on your opponent via WR B (BE) easily. So your opponent is likely to interrupt you with fast horizontals (e.g. 2A). Of course he can still step, but Leixia has answers to people stepping after every move the leaves her in FC.
- examples (on block): 2A, 3A, 1B, 66AA, 3A+B, WR A+BB, 22kAAB - (on hit): 2K, 11A
- reason: When your opponent is forced into FC after having blocked a certain safe move, chances are he will try to interrupt you with FC 2A in order to prevent you from stepping or interrupting him with 2A or AA.
- examples: 6B+K, 3B+KK (after launchers), 44K, WR A+BB. 22kAAB
4. List of counter'able strings
The following list shows all strings that can be countered with 4A+B.
Example:
AA (the underlined letter stands for the countered hit)
immediate or delayed (stands for the time when to release 4A+B after having blocked the hit before), SS, FC (stands for other ways to counter certain strings, note that these mostly only guarantee a launcher that does less damage than 4A+B)
- for BT Moves I have not added a note for timing, because it depends on the set-up
- 6BB
immediate, FC
- 44BAA
delayed (first), immediate (second), FC
immediate, FC
- 44BAA
delayed (first), immediate (second), FC
- 3AA
immediate
- 4BA
delayed
- BT A+B
immediate
- 4BA
delayed
- BT A+B
- 6AA
immediate
- 1AA, 1A:A
immediate
- FC 3B:B, FC 3B:B BE
delayed, QS left or 1B+K
- 22AA
immediate, FC
- 22BA
immediate, FC
immediate
- 1AA, 1A:A
immediate
- FC 3B:B, FC 3B:B BE
delayed, QS left or 1B+K
- 22AA
immediate, FC
- 22BA
immediate, FC
- AA
delayed, FC
- AB
delayed, SS, 1B+K
- 6AA
immediate, FC
- BB6
delayed, QS right
- 3KA, 3K[A] and 3[K][A]
delayed, FC or interrupt
- 3[K]A
immediate, FC
- 1KA
delayed, FC (highly recommended to do FC)
- BT B+K
delayed, FC
- AB
delayed, SS, 1B+K
- 6AA
immediate, FC
- BB6
delayed, QS right
- 3KA, 3K[A] and 3[K][A]
delayed, FC or interrupt
- 3[K]A
immediate, FC
- 1KA
delayed, FC (highly recommended to do FC)
- BT B+K
- 6BB
delayed, SS or 1B+K
- WR A+B (last hit)
delayed, SS or 1B+K
- 6B BE (last hit) and WR A+B BE (last hit)
delayed, SS or 1B+K
- 22A BE (second hit)
delayed, SS or 1B+K
- BT B+K
delayed, SS or 1B+K
- WR A+B (last hit)
delayed, SS or 1B+K
- 6B BE (last hit) and WR A+B BE (last hit)
delayed, SS or 1B+K
- 22A BE (second hit)
delayed, SS or 1B+K
- BT B+K
- 3AA
delayed
- 3BB
delayed, QS left or 1B+K
- BT B+K
delayed
- 3BB
delayed, QS left or 1B+K
- BT B+K
- 6ABB
immediate, FC
- 4AB
delayed, SS or FC
- WR BB
delayed, QS right
- 66AB
delayed, SS or FC
immediate, FC
- 4AB
delayed, SS or FC
- WR BB
delayed, QS right
- 66AB
delayed, SS or FC
- 6BBB
immediate, FC
- 3BA
immediate, FC
- [A+B] (second hit)
delayed, SS or 1B+K
- 22AA
immediate, FC
- C3 A (second hit)
slightly delayed
- 66B BE (second hit)
slightly delayed, QS left or 1B+K
- BT B+K
immediate, FC
- 3BA
immediate, FC
- [A+B] (second hit)
delayed, SS or 1B+K
- 22AA
immediate, FC
- C3 A (second hit)
slightly delayed
- 66B BE (second hit)
slightly delayed, QS left or 1B+K
- BT B+K
- AA and [A] (second hit)
immediate, FC
- 4A+BB
delayed, depending on range QS and 1B+K
- WR A+BA
immediate, FC
- 66[A] (second hit)
delayed
- 1B BE (second hit)
delayed, QS right
- 22B BE (second hit)
delayed
immediate, FC
- 4A+BB
delayed, depending on range QS and 1B+K
- WR A+BA
immediate, FC
- 66[A] (second hit)
delayed
- 1B BE (second hit)
delayed, QS right
- 22B BE (second hit)
delayed
- 6BA
delayed, FC
- 3AA
delayed
- 66AA
immediate
- 22kAA (the second hit)
slightly delayed
delayed, FC
- 3AA
delayed
- 66AA
immediate
- 22kAA (the second hit)
slightly delayed
- 22AA
delayed, 1B+K
- RC AB and RC AB BE
immediate or delayed (depending on Maxi releasing it delayed or not), 1B+K
- BT B+K
delayed, 1B+K
- RC AB and RC AB BE
immediate or delayed (depending on Maxi releasing it delayed or not), 1B+K
- BT B+K
- 11BAB
immediate, FC
- MIST BB+K
slightly delayed, QS right
- MIST KB
immediate, FC
immediate, FC
- MIST BB+K
slightly delayed, QS right
- MIST KB
immediate, FC
- WR AAA, 2KA Distorted Breeze KA
delayed (airborne opponent, only first hit connects)
- PO A:6 (second hit)
immediate, FC
- 66B BE (second hit)
immediate, FC
delayed (airborne opponent, only first hit connects)
- PO A:6 (second hit)
immediate, FC
- 66B BE (second hit)
immediate, FC
- AAB
immediate, FC
- 3AA
immediate
- 22AA
immediate
immediate, FC
- 3AA
immediate
- 22AA
immediate
- 6BBB (only when delayed)
delayed, SS, 1B+K
- WR KA
immediate
- 22AA
immediate, FC
- 22A[A]
delayed, FC
- 1B BE (second hit)
immediate
- 236B BE (second hit)
delayed, QS right
delayed, SS, 1B+K
- WR KA
immediate
- 22AA
immediate, FC
- 22A[A]
delayed, FC
- 1B BE (second hit)
immediate
- 236B BE (second hit)
delayed, QS right
- 1AA
delayed
- 4AAA
immediate
- 2BB, FC1BB and B+KB
delayed, SS or 1B+K
- 11AA (first one hits you)
immediate
- 11AA and 11A[A]
delayed, interrupt
- 66B+KAB and ASS BAB
immediate or delayed (depending on Pyrrha releasing it delayed or not), FC
- 4AAA BE (first yellow hit)
immediate
delayed
- 4AAA
immediate
- 2BB, FC1BB and B+KB
delayed, SS or 1B+K
- 11AA (first one hits you)
immediate
- 11AA and 11A[A]
delayed, interrupt
- 66B+KAB and ASS BAB
immediate or delayed (depending on Pyrrha releasing it delayed or not), FC
- 4AAA BE (first yellow hit)
immediate
- 1AA
slightly delayed
- 4AA, 4AB and 4[A]A
slightly delayed, FC
- 4[A]B
immediate
- 6BB
immediate, 1B+K
- 2BB, FC1BB and B+KB with BE or without
delayed, SS or 1B+K
- 11AA (first one hits you)
immediate
- 11AA
delayed, interrupt
- 66B+KAB and NSS BAB
immediate or delayed (depending on Pyrrha Omega releasing it delayed or not), FC
slightly delayed
- 4AA, 4AB and 4[A]A
slightly delayed, FC
- 4[A]B
immediate
- 6BB
immediate, 1B+K
- 2BB, FC1BB and B+KB with BE or without
delayed, SS or 1B+K
- 11AA (first one hits you)
immediate
- 11AA
delayed, interrupt
- 66B+KAB and NSS BAB
immediate or delayed (depending on Pyrrha Omega releasing it delayed or not), FC
- 6AB and Prep AB
immediate, FC
- 6BBB and Prep BBB
delayed, SS or 1B+K
- 6BB BE (first yellow hit) and Prep BB BE
delayed
- BT B+K
immediate, FC
- 6BBB and Prep BBB
delayed, SS or 1B+K
- 6BB BE (first yellow hit) and Prep BB BE
delayed
- BT B+K
- AAB
slightly delayed, FC
- 22KAAB
immediate, FC
- 22kAA
immediate, FC
- SCH A (second hit)
delayed
slightly delayed, FC
- 22KAAB
immediate, FC
- 22kAA
immediate, FC
- SCH A (second hit)
delayed
- GS 3AA (second hit) and GS 3AA BE
slightly delayed
- JS 66AA
immediate
- JS 44AA
delayed
slightly delayed
- JS 66AA
immediate
- JS 44AA
delayed
note that you can't counter the Orb
- 66AAB
slightly delayed, FC
- 66AAB
slightly delayed, FC
- 4BAA
immediate, FC
- 66B BE (second hit)
immediate, QS right or 1B+K
immediate, FC
- 66B BE (second hit)
immediate, QS right or 1B+K
- AAB
immediate, FC
- 3AB
slightly delayed, FC
- 6B+K (second hit)
immediate
- 66BBB - hit will whiff!
immediate, QS right
immediate, FC
- 3AB
slightly delayed, FC
- 6B+K (second hit)
immediate
- 66BBB - hit will whiff!
immediate, QS right
- 3AB and 3AB BE
immediate
- 66A BE (second hit)
delayed, SS or 1B+K
immediate
- 66A BE (second hit)
delayed, SS or 1B+K
note that you can't counter E.I.N.'s attacks
- 3AA
delayed, FC
- 6B+KA
immediate, FC
- 66BA
immediate, FC
- 22BB
delayed, SS, 1B+K
- BT B+K
- 3AA
delayed, FC
- 6B+KA
immediate, FC
- 66BA
immediate, FC
- 22BB
delayed, SS, 1B+K
- BT B+K
5. List of 1-hit-moves that can be countered on reaction
Mitsurugis 4B (cancel into Mist possible)
Xibas 4B
Xibas 4B+K (cancel into Rememberance possible)
6. 4A+BB-feint
Speed: i25
Block: +5
Hit: stun
Damage: 20, 25 with clean hit
Guard Burst Damage: breaks in 5
JG on 2nd hit: -17
Combo:
- feint 33BB (53dmg, 56 with clean hit)
- feint WS B BE, BT B+K, 3B (70dmg, 76 with clean hit)
- can be sidestepped easily in either direction even if one got hit by the first attack
- if the first hit was blocked it can be interrupted with ~i25 moves
- if the first hit hit it can be interrupted with ~i15 moves
Applications:
In my opinion, the feint should be used very sparingly. Otherwise you'll eat strong whiffpunishers. The fact that you can step and interrupt it easily is very obvious and even though it's a perfect move IF the opponents gets hit by it or blocks it, it's risky still. If you want to use it you have to find set-ups in which your opponent is very likely to block/get hit by it.
In a corner and/or against walls you can use the feint in 4A+B W!-combos to make your opponent block it which will likely happen if he tends to hold G during a combo.
If your opponent has an Auto-GI which he uses constantly against the second hit of 4A+B (e.g. Pyrrha's A+B), you can make them whiff with the feint.
Also, if your opponent tries to JG the second hit of 4A+B, you can use the feint to play against his rhythm and make him block it.
- Discuss, add, comment please. This shouldn't be a "Kalas-tells-you-something-thread", but a collection of a lot of different sorts of advice. :)