Balance Patch Discussion

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WR B BE can be side tech'ed after BT B+K. 2B+K works as a tech trap here, but it's hardly guaranteed.

1A is also rather unreliable with followups that are high attacks. You have to be at just the right range and angle, plus certain character's hit boxes create further inconsistencies.
 
WR B BE can be side tech'ed after BT B+K. 2B+K works as a tech trap here, but it's hardly guaranteed.

1A is also rather unreliable with followups that are high attacks. You have to be at just the right range and angle, plus certain character's hit boxes create further inconsistencies.
No it actually works. It has to be quite fast though to connect. Might be character specific though. Not exactly sure.

I have never had a high whiff after a CH 1A for me. Ever.
 
I'll test it out for myself when I get home from work tonight.

While the damage on the combos you mentioned is quite impressive for Leixia, the requirements for them are fairly unrealistic for a real match. Landing a raw 44[A] is hard enough, let alone with your opponent in BT. It's more reasonable after a guard crush, but now you've got more requirements for the combo than there are for someone running for president.

You'll need a guard crush activated by one of the moves that allows 44[A] to connect,enough meter to complete the whole thing, and start off at just the right angle and distance so that neither the forward motion of AA BE, nor the repeated wall hits move the opponent parallel to the wall (thus breaking the combo).

Try landing CH1A straight into AA BE at a few different spacings and angles. You'll whiff far more often than you'd feel comfortable with to be confident in a tournament match. I can't recall testing CH1A into 4K, so I can't comment on that particular high attack.
 
I forgot to mention one other thing I think should be fixed about Sieg. After a SCH K BE the third hit of A+B will whiff against most characters. I want it so that the third hit will not whiff so I can have an option to take the positioning of iagA or the damage of A+B followed by a shitty mix up. The whiff happens more often when you do 22k(A), SCH K BE, A+B.
 
Okay, so I tested those two combos of yours, Oreo. Sadly, I have to call BS on them both. Yes, they both work on paper, and it is physically possible to make them happen in the game (WR B BE is still techable, by the way), but the spacing, angle, and wall placement required to do either of them is completely unrealistic for a real tournament match.

194 damage: vs BT'ed opponent, 44[A]. AA BE. 3B(w!). 1A. A+B(w!). 8B+K. BT B+K. iWR B BE. BT B+K. CE.​

For this one, there are several problems. Firstly, landing 44[A] on BT is insanely hard except against Voldo. Secondly, 1A does NOT connect after 3B W! unless the 3B is at a very specific spacing that causes the opponent to wallsplat higher up on the wall than usual. If the 3B goes off while the opponent is actually close to/touching the wall, 1A will NEVER connect. Thirdly, how the hell are you going to set up 44[A] so that your opponent is automatically standing at that magical spot for 3B after AA BE? Finally, iWR B BE is side techable after BT B+K.


187 damage: CH 1A. 4K(w!). 44[A]. AA BE. 3B(w!). 8B+K. BT B+K. iWR B BE. BT B+K. CE.​

CH1A, 4K, W!, 44[A], AA BE, 3B, W! definitely works. the 8B+K afterward does not. Again, setting up 8B+K off of 3B requires perfect spacing that simply isn't going to be viable in a real fight. iWR B BE is still techable to the side, and is by no means guaranteed.

MYTH: BUSTED


Here are some practical alternates that have significantly lower damage, but actually work.

*Optional tech trap attempt

Highest meterless wall combo:
4A+B, W!, 4A+B, W!, 66BB, 33_99BB 110-112 damage
Variant with better setup for followup tech trap: 4A+B, W!, 4A+B, W!, 66BB, 1B, (66 A+G_B+G)* ~105 w/o throw​

Highest 25% meter wall combo:
44[A], AA BE, 3B, W!, 4A+B, W!, 6BA (AT), 6BA_6KK(character specific), (66 A+G_B+G)* ~151 damage w/o throw
Realistic variant without 44[A] startup: 4K, W!, 44[A], AA BE, 3B, W!, 4B B (opponent left standing next to the wall at a 4 frame disadvantage) ~122 Damage​
Highest possible damage wall combo without ridiculous spacing:
44[A], AA BE, 3B, W!, 4A+B, W!, 6BA (AT), CE - 170 damage

Oh, wait... wasn't this one posted earlier by TiZ?


Leixia's wall damage is good, but not as good as you would have us believe.
 
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No meter combos don't seem to have that high damage in general or have unlikely to hit starters. Anyway if you buff general damage, wall combos go up too.. you can't have only the other.
 
No meter combos don't seem to have that high damage in general or have unlikely to hit starters. Anyway if you buff general damage, wall combos go up too.. you can't have only the other.
Patsuka: 111 dmg combo ( 33B, 2143B:B JF Twister, JF Twister);
Cervantes: 113 dmg (Three iGDR) (Not sure);
With meter, Leixia biggest combo does only 95 dmg (After Guard Crush - 66BB ~ CE) ;

Wall damage buff it's not a big deal: Mitsurugi can do a 170 combo and Pyrrha can do a 150 dmg combo (4B, 66BBE, W!, 6B+K, W!, 66B+KAB, G, CE) with a wall. We're not asking for a big Leixia buff, btw.
 
I surrender. This community will never understand that Leixia is not a good or an average or even an slightly under-average character.
I'm so tired of explaining this to multiple guys here, I give up. Keep hating an her.

Let's win tourneys with that safe, pokey, guard burst whore already.
 
I surrender. This community will never understand that Leixia is not a good or an average or even an slightly under-average character.
I'm so tired of explaining this to multiple guys here, I give up. Keep hating an her.

Let's win tourneys with that safe, pokey, guard burst whore already.
Kalas I just feel alot of people just don't know how to fight against her, like me I don't know when to always step 66BB. Something like that...but I chose to not comment on her because my Anti lexia is not up to date.
 
Meh i am fine with leixia getting some buffs. I am just saying comparing anyone to top tiers doesn't mean anything as anyone would look weak compared to them.
I could probably justify a super buff for sieg if i would compare him to chars like alpha or cervantes but it shouldn't be the goal to make every char as retarded as them.

I think for comparing you should always take someone like a mid tier char and leixia has kind of a problem there, since the majority of low risk chars happen to be at least high tier and are very strong. That leaves probably only raph for a proper comparison and we know that he is too weak.
 
Leixia's problem is that her game is based around moves that are inherently low risk, low reward. In a more defense-oriented fighting game, that would be great, but since SCV is more offensive in nature, and many characters get better damage than Leixia does without being overtly risky in the process. Consequently, she is still viable, since she does still have the tools necessary to win - she just has to hit you with them twice as much as many higher tier characters do.

Slight damage buffs to 3B, FC 3B and 3B+K would be a great start. 22_88K should go back to pre-patch status, WS B BE should get its old evasion back (but keep damage at current levels to make it fair). Oh, and make AA BE fully combo on CH. That way she could get AA BE, 3B, 3B+K off a guard break.
 
Xiba 33*99 AaA+B+K: All hits should be a combo, on counterhit at the minimum.

I'm not a fan of fighting Xiba, but it seems like total bullshit to me that he has the option of spending half a bar on this move...and having half the hits be blocked/jumped/countered even if the first two are counterhits when he uses the move well
facepalmm.gif


EDIT: I iz teh sto0pid. That, or I really should only play when I'm not half-asleep. Probably more the former.
 
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