Djangoknight
[10] Knight
it does combo on counter hit o.oXiba 33*99 AaA+B+K: All hits should be a combo, on counterhit at the minimum.
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it does combo on counter hit o.oXiba 33*99 AaA+B+K: All hits should be a combo, on counterhit at the minimum.
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.
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 can't help that see that this in response to my post. You misunderstand completely. I have merely voted against 32). I have left the other options open. At the moment I am indifferent against Leixia. I can support buffs but I think buffing damage is not the way to go. Tbh from all that i have read, there has not been much negative Leixia response :I
Your post quoted a few wall combo numbers randomly, including 2 that don't even work, then claimed that these numbers were all the justification you needed to reject giving Leixia a damage buff. There are MANY characters with wall combos that do similar or even greater damage than what Leixia can pull off.
You have to understand, most of the combos I listed are her MAX damage combos. Setting these up is similar to setting up on of Astaroth's max damage wall sequences. You must be at a specific angle (in this case, as close to perpendicular to the wall as possible) to make 4A+B or 44[A], AA BE-based sequences connect. As soon as you go off axis by more than 20 degrees or so, you'll lose one or more wall hits and completely ruin the combo.
The lowest damage character in the game has a few nasty combos when she backs you up against the wall at just the right spot - this is hardly overpowered, and not a good reason to deny her buffs. There are PLENTY of places she can be buffed that will produce minimal impact on wall combos. WR B BE, Throws, every single A-based move except 44[A], and almost every single B-based move except 3B, FC3B, 66B(B_bB). I could go on for days listing out moves that don't have any real effect on wall combo damage.
Even if her launchers (namely 3B and FC3B) get a little buff in the 5-10 damage range, this won't do too much to her wall combos when scaling kicks in. You'll see increases of no more than 10 damage overall at the end of the combo. "General damage increase" doesn't necessarily imply flat damage increases across the board. It can mean changes to a number of individual moves that result in a general damage increase.
I always test with ukemi. It definitely works. Its timing is strict vs sides but it definitely works. Try it on Voldo or Nm. Those are the two that I know it works on. So yes it is a combo.iWR B BE is still techable to the side, and is by no means guaranteed.
You have combos that only work in specific conditions? Against set amount of characters? Boo fucking hoo. Welcome to the club. However this discussion is meaningless as i more or less support your cause. Sorry i cannot discuss leixia, i only know how to fight against her..
I always test with ukemi. It definitely works. Its timing is strict vs sides but it definitely works. Try it on Voldo or Nm. Those are the two that I know it works on. So yes it is a combo.
I have done both me teching vs recorded and com teching vs me. If it hits a few times, do it faster. If it doesn't hit, also do it faster.Did you test it with a dummy Ukemi, or by recording the combo with Leixia, using it on yourself, and teching that way?
I've just spent 20 minutes training against Voldo and Nightmare using this method, and I absolutely cannot produce a timing for WR B BE that isn't techable no matter how many times I try. I tried several different setups and combos to see if a 1 vs 2 wallhits made a difference, and still nothing. Teching to one side sometimes gets partially hit by WE B BE, but never gets picked off the ground. The other side evades entirely.
If there is truly a way to make it untechable, I cannot reproduce it. If possible, please post a video clearly demonstrating that you are teching to the side against a recorded Leixia.
I have done both me teching vs recorded and com teching vs me. If it hits a few times, do it faster. If it doesn't hit, also do it faster.
I can't do a video until the 17th since I'm on vacation right now.
I never was never complaining about the difficulty of the combos. You're missing the point here. You claim that a few of her potential wall combos justify keeping her as weak as she is. Everyone has combos that do a lot of damage when the right conditions are met. The difference is that most of those characters do decent (or more than decent) damage outside of those strict scenarios. Outside of these combos, Leixia doesn't even come close on damage.
No tricks really. Mash A+B+K if you're getting WR B.Is there something you're doing to get her out of BT and into FC tbat's faster than just holding G till the end of the BT B+K animation, then quickly inputting 25bA+B+K (release G after the 2)?
If timed too early, I get BB or FC B instead.
...I am ok with Leixia buffs, but not with damage buffs. How will she stay weaker, if she gets buffs?...
Maybe the top Leixia players could have come up with something better than a "general damage buff".
Ps. can someone test the mitsu combo i posted? What happens in that one? I like mitsu hitting chars hard : ]
Second ps. I had a suggestion buffing the mitsu unblockable, it was fully ignored. Less sympathy from me.
No tricks really. Mash A+B+K if you're getting WR B.
Stuff about Raph
Why are buffs to moves that don't affect wall combos still a bad thing? I don't see why her damage can't go up in other areas. Your original argument against her buffs was solely justified by how high her wall combos can go. You still have yet to make any attempt to address this point. The line highlighted in pink speaks for itself.
The top Leixia players did come up with something better than a general damage buff. Those who constructed the community vote options did not list all these changes, in favor of a more general statement that is open to interpretation. Once again I say, general damage buff does not automatically mean a flat damage increase to all moves across the board. It implies an increase in damage to certain specific moves for that character which result in an overall increase in damage in general.
The point of #32 is to get the community's opinion on IF Leixia should receive some kind of damage buff, without specifically pointing to WHERE these buffs should go. This would most likely be determined at a later date when a general consensus is reached. If you're simply against any kind of damage buff whatsoever for any reason, then that's your opinion, but based on your previous posts, your argument hinges on her wall combo damage. If you have other reasons to oppose a damage increase, then feel free to post them here to clarify your argument.
Why would Mitsu's unblockable get buffed? He's already a top tier character with fantastic damage and versatility. Why would my lack of response to a Mitsu suggestion have anything to do with your "sympathy" for my argument on buffing Leixia? The line highlighted in pink once again speaks for itself.
it does combo on counter hit o.o
I tried very hard to remain objective in listing a "by-design" approach to show just how a character has intended areas of strengths and weaknesses, and how severe they are in when actually played. How am I being sour grapes? I don't recall ever falsely pretending that I don't care or don't want buffs due to my main ending up being low tier, nor did I ever excuse my losses for saying the game hasn't treated my character fair enough. I don't know why you're trying to call me out, and especially in the context of being a sore loser.Don't be so sour grapes on your own character.
Changing anyone's damage will eventually reach a balance as long as you tweak it in the right direction. In Raph's case, if you only buff damage and nothing else (no bug fixes, no frame changes) then he'd approach mitsurugi damage and that is another step towards homogeneity. It is a faster but a lazier way to fix things if you disregard everything else. CH only benefits his pokes and not his combo starters (at least thats where I categorize 1K and prepK).[/quote]The only real problem he has is damage output. His real issue that you can't really work around is damage output and still requiring a CH for any real damage...... which is really a case for his damage being too low anyways.
This post helps no one and contributes nothingThis thread is hilarious! First someone says Pyrrha Omega needs buffs and now this argument about Leixia I refuse to join. Leixia arguments go nowhere, there is no convincing a Leixia player even if you play Leixia yourself (not saying I do). Well, let the hilarity continue.
On Topic: Sieg needs at least 50 meterless damage off of 3B (both knees) instead of the current 39. 39 damage of off your launcher is pretty sad don't you think?