Leixia Q&A/General Strategy Thread

O shi-! Kayane mad!

I've been saying I think her damage needs a boost. They should probably buff wrB BE too...not completely stupid like it was before but not completely useless like it is now.
 
One thing that's important to remember about guard pressure is that it isn't effective solely because it lets you get a free combo. There's also the psychological effect of having your guard flashing red.

Think about it. You're on the ground, you've got a red gauge, and Leixia is spamming 3B. What are you going to do about it?
1) Double roll
2) Block and eat the measly damage
3) Eat it OTG and then roll backwards

Problem?

Not to sound too much like a hypocrite, but imo AA BE makes Leixia's AA the best AA in the game
On counterhit. And it's still only 49 damage (I think), which, while good for an AA, still takes half a bar and CH to get off. Plus, the last hit is blockable, is +0 on hit (i.e. it's anybody's mix-up) and if you opt for the quakestun, the opponent can just jump (unless I'm misremembering frames). There are some people who can get that much damage off a single AA (or BB) on CH without meter. Theirs are just slightly slower.
 
Well, I'd advice you not to do AA BE against a Nightmare player able to CE any option after AA BE (B or B+K), Keev does that to me everytime. Calmed me down.
 
O shi-! Kayane mad!

I've been saying I think her damage needs a boost. They should probably buff wrB BE too...not completely stupid like it was before but not completely useless like it is now.

I'm curious to know how come you're in Leixia thread XD If it was you playing that weak Leixia vs Something Unique in the room after MLG then...STOP PLAYING HER !!!! Haha joking ;)
 
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O shi-! Kayane mad!

I've been saying I think her damage needs a boost. They should probably buff wrB BE too...not completely stupid like it was before but not completely useless like it is now.

WS B BE should do the damage it did before, regardless whether it hits while evading verticals or not. I didn't get the idea of rewarding the opponent by doing less damage because he just didn't block at all! Where's the sense in that?

To me, the way Namco nerfed WS B BE shows that they don't really know how to balance moves. It wasn't so annoying pre-patch because it dealt so "much" damage, but because of the vertical invisibility frames starting at frame 1 (and even that wasn't broken). So what did Namco do? Evasive frame start later, less damage while evading, much less damage for simply hitting, smaller auto GI window, if the auto GI actually hits the damage counts as "simply hitting" so it gets scaled and additionally they nerfed the damage of the only follow up possible (BT B+K).
That's not what I call a balance patch... well, so be it.
 
I'm curious to know how come you're in Leixia thread XD If it was you playing that weak Leixia vs Something Unique in the room after MLG then...STOP PLAYING HER !!!! Haha joking ;)

I won with that weak Leixia though! And I put 3b guard break pressure into action!




Yeah, I do agree. I think Leixia does need something to put fear into her opponents for more mindgames, but...like I said...I think prepatch wrB BE was the single best and stupidest attack in the game.
 
And I remember you did a combo such as 3B, 3B or something like that...too hard to watch that for me.. XD
 
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WR B isn't useless but they nerfed it real hard. It's not invincible to Verticals any more (e.g. Xiba's verticals wills till hit you if they track far enough). It's just a normal sidestep.

I get that they thought WR B BE and 22K were annoying to fight against (this isn't a guess, this is what Utoh told me in Vegas). But if they're gonna nerf the two best moves of an average character, they need to buff elsewhere, not nerf frames, damage, and guard burst as well.

Post has gone now? But Nightmare cannot CE Leixia's AA BE if you hit him on CH. Maybe you hit him from distance so the 4th hit whiffed
 
So our opponents don't respect our offensive capabilities at all. That much is thoroughly evident. Is there any way we can take advantage of this?
 
1) Double roll
2) Block and eat the measly damage
3) Eat it OTG and then roll backwards

Problem?

Option 2 leads to more than 'measly' damage, and option 3 means they eat minor damage and they still have a critical Soul Gauge. And if you correctly predict option 1...


Viola has poor SG game.....it would make sense for her to have more damage output post guard burst....

She really doesn't.
 
None of that matters. I want to see why she's so low tier. We could both spend all day saying this, that, and whatever else. People said Mits was low tier when the game first came out (when I already thought he was the best in the game) so please forgive that I don't go by word of mouth. She fast and evasive and, unlike X, she has a good bb, has the fastest meter gain in the game, has stepkill second only to Natsu, has three of the best launchers in the game (two of which OTG), has really good pokes, and GBs really well - I don't understand how she could possibly be bad.

Also, I wasn't even referring to wr B BE, which was dumb as hell prepatch. Beyond that, I promise, if Thugish does drop her (he likes Viola, apparently) and Mick drops her, I will play Leixia in tournaments as the only reason I didn't play her before was because Thugish was playing her and I really don't like having the same main character as my brothers.

Its mostly fundamental issues. Things like 22kAAB_K being interruptible before the third hit on block (this is an NC btw), and her AA BE's last hit being GI-able on hit or counter hit (meaning you have to combo into it). Leixia's main options for starting combos are exceptionally interruptible and require a great deal of foresight and planning to make them work.

Her best combo start is 1A, but 1A happens to be somewhat slow. If a player did a basic AA and you predicted that and successfully did 1A, for example, you would not get the counter hit and you would've only did around 20 damage for a successful guess and high evade. Her other combo starter, 44A, is tremendously useful as step-kill and can be faked into her aB feints. So its rather useful. Unfortunately, its also easy to interrupt. All her aB feints are also easy to interrupt. So most of the time, Leixia has to contend fighting constantly at disadvantage (however slight it might be), or risk a highly interruptible feint in a positive +2 on block or a 50 to 70 damage combo. That 50 damage is rather easily replicated by doing 22kAAK, or AAB on ch. So there's a lot of risk for somewhat little reward.

The other combo starts are her quake steps and fakes. They're extremely gimmicky, although AA BE K has the potential combo reset leading to 121+ damage for 100% meter - provided you're not interrupted during the quake step animation.

There are other issues. You can't really force a 50/50 guess with her WS game, post 6KK or any options that leave in crouch, hit or block. Basically, a player can simply mash out an AA or BB and interrupt most of her WS game. Whether it be WS B or its BE, WS A+B, FC3B or FC A+B. Though WS K and WS A are actually pretty solid and are actually difficult for a lot of players to deal with, still those two options are kinda limiting.


Leixia, for what its worth, isn't really that bad off. I don't think you can find a character that has a step-kill BE that impacts at 11 frames like Leixia's. Were the entire AA BE combo guaranteed off a counter hit, it'd be pretty powerful (easily 60+ damage). Its just that, many of her tools and options, while good, just won't work against players who know Leixia well. As much as you want to mind-screw your opponent with her vast set of options, she's easy to shut down and force on the defensive (which is dangerous for her). She doesn't have the best options for backdash punishing (short of a steppable 66K). Her lows are kinda shoddy outside of WS A+B. And its really difficult to nail combos against strong opponents. She's not the worst character ever - no where near there, in fact - but she requires a ton of successful reads for not a whole lot of damage and some rather risky play that just doesn't reward as much as it should. Sure, 75 damage 12 frame punisher for 100% meter. Cervy and Alpha would be jealous, if they didn't have meterless 90+ damage combos that require the same effort and reads that Leixia needs. Poor Leixia doesn't have a meterless combo that does more than 75. And that combo requires a counter hit off an i27-29 frame move.

Finally, against the top tiered characters, she's not actually that badly disadvantaged. Her real bad match-ups are against the mid-tiered cast.
 
She really doesn't.

Please explain, i know nothing of viola. Please give me examples in relation to how leixa can compete with guard burst of viola's that way your reply will be slightly on topic. Everyone seems to be lost with viola. I need advice from a viola player....im desperate to know their thoughts.
 
You only do it on CH. No point in doing it randomly

CH AA(BE) = 4 hits, last hit is blocked, uses meter, about 50 dmg, neutral on hit...
CH AAB = 3 hits, all guaranteed, total of 41 dmg, meterless, advantage on hit...

Where's the true benefit of the BE? Is it really worth doing at all since it's basically half a bar for a extra 10 or so dmg? That's why I think it should be combos only.
 
CH AA(BE) = 4 hits, last hit is blocked, uses meter, about 50 dmg, neutral on hit...
CH AAB = 3 hits, all guaranteed, total of 41 dmg, meterless, advantage on hit...

Where's the true benefit of the BE? Is it really worth doing at all since it's basically half a bar for a extra 10 or so dmg? That's why I think it should be combos only.
I tested it out in training mode a few days back. CH AA BE with the last hit blocked is 49 damage. So you get an extra 9 damage (AAB does 40).

Yeah when I use voldo its hard if they know the match up. I mean whats the point of a challenge in competition?
Voldo is nowhere near Leixia-level of difficulty. He has less safety, but in return he gets damaging 50-50s.
 
oh i see, well im sure everyone knows the mitsu match up, doesn't stop him running train on people.
there a difference between a challenge and out right torture.
i dont think you can draw comparison, based on match up knowledge.
knowing the match up with zwei ,voldo just means come up with new tech.
im not sure leixia has the same flexibility in her move set.
so its nearly impossible to win with her vs someone with equal skill and match up knowledge.
playing this version of leixia at any notable tourney, is just playing with the handicapped function enabled.

Question: what moves do you use? Give me a list.
 
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