Leixia Combo Discussion

I've been trying out some wall combos off of 3B+K; some people get stressed out with their backs to the wall and a tech crouch move is just what the doctor ordered to counter all those "safe" AAs. But nothing seems to be very reliable... it's all based on distance and such. If you're right up against the wall, I can get 3B+K W! FC 3B W! AA BE 3B, but sometimes the FC 3B doesn't launch, and the AA BE is very timing dependent...

Having similar issues with 44B W! stuff.

3B seems like the only thing I can do from B+G right now.

Maybe it's not worth pursuing, but I'd like to have more options available that 4A+B and 4K for wallsplat.
 
What do you mean by the B after BE, is that a BT B or a mistake?

Also, Ugg, have you tested whether the CE can pick up off the ground from any other KDs or stuns? Might be possible since it combos into itself, I'll try it out later myself anyway.

I mean: BT B sorry, just the back turned B, after comes CE: to make the combo easy!
 
Not sure if these were posted, didn't see a few of them in the combo thread.

44(A) 6BA 6KK - good damage for no meter use.

44(A) AA(BE) 3b wallsplat 4A+B wallsplat AA(BE) - extremely damaging. though hard to get off.
 
Try tapping G once instead of iWR B BE for a while. Get the exact timing of when she first turns around.
Practice making your iWR input as fast and clean as possible, then put them together. You're better off timing it too late than seeing nothing come out at all. Work your way backwards, slowly, until you can't do it any earlier.

I had trouble with that one for a while, and I still whiff it online a lot.



Here's an FC3B wall combo requiring no meter: FC3B, W!, 1A, 3B, W!, 3A+B, 3B ~102 Dmg

Also, Di_Pl, you never added CH 1A, 3A+B, FC3B in the combo thread. It does more damage than the 1A, 3B variants.
 
Not sure if these were posted, didn't see a few of them in the combo thread.

44(A) 6BA 6KK - good damage for no meter use.

44(A) AA(BE) 3b wallsplat 4A+B wallsplat AA(BE) - extremely damaging. though hard to get off.

Posted and the wall combo I've experimented with and I'm not liking it all that much. The main issue is that the opponent instantly recovers after that combo and any further damage stops. Its 150 damage even, but would prefer to end it some other way after the 4A+B wallsplat (maybe 33BB)
 
Posted and the wall combo I've experimented with and I'm not liking it all that much. The main issue is that the opponent instantly recovers after that combo and any further damage stops. Its 150 damage even, but would prefer to end it some other way after the 4A+B wallsplat (maybe 33BB)
you could do 3B 3B+K as well I Think
 
What is the best punish on a lying down stunned opponent? For example if I knock them down with the Quake stun move (2 B+K)
 
What is the best punish on a lying down stunned opponent? For example if I knock them down with the Quake stun move (2 B+K)

If you're talking about the actual mid hit of 2B+K, then I think 3B is your best followup afterwards.
 
I don't know if this has been said yet (or if it's even a combo) but WR A, CE does more damage than 3B, CE and CE is guaranteed after WR A.
 
I don't know if this has been said yet (or if it's even a combo) but WR A, CE does more damage than 3B, CE and CE is guaranteed after WR A.

CE is only guaranteed off of a CH WR A, and it does 85 damage. If we're talking in terms about her crouching game, then FC3B, CE does 83 damage, and that's with or without CH (88 damage with CH.)

Still, though, I suppose it's nice to know.
 
If you're talking about the actual mid hit of 2B+K, then I think 3B is your best followup afterwards.

Can also try 33BB.

As far as her CE is concerned, it does straight up 70 damage. So if you're going to use it, you probably want to make sure you hit off something that's going to push its damage pretty high. Leixia has a few meterless combos that already can beat the base damage of her CE, but if you need to really punish something, spending a full bar doesn't really hurt, does it?

EDIT: As far as combos are concerned I found a new one.

1A (ch) 3B+K: Following the 3B+K, you can tech trap the opponent with the K follow up for about 80-ish damage on the combo. However, it looks like you can tech (facing left) upwards to dodge the attack. Other tech options don't appear to work.
 
Not sure if this is useful/has been posted, but if your opponent fails to air-directional-influence (sorry I'm newbie don't know terminology), you can launch with either 22_88B or 3B into BB, AA BE, 3B+K, K for about 125 damage. This works in training mode as a full combo chain.
 
Not sure if this is useful/has been posted, but if your opponent fails to air-directional-influence (sorry I'm newbie don't know terminology), you can launch with either 22_88B or 3B into BB, AA BE, 3B+K, K for about 125 damage. This works in training mode as a full combo chain.

Yeah, that's pretty useless and not even close to viable. 99% of time it will be ACed by skilled/experienced players (Unless your facing scrubs or the CPU on easy difficuty, lol).
 
Although it is implicit in some of what has been said before 6BA (CH on 2nd hit) > CE combos, does little over 100. Also in a lot of places where 3B is used as a combo ender, you can get 1 or 2 more damage by doing 66K if the combo allows. For example I've seen WR B BE > BT B+K > 66K work on several characters for 2 more damage than 3B ender. Might build less gauge though, I haven't checked.
 
anyone know what the best combo to do after stunning them with 2B+K quake. if i have bar (which is the only time i do it) without a wall i do AA BE, 3B, and several follow-ups after that. A+B, CE, 33BB. and that's if i don't have a wall facing their back.
 
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