Leixia Q&A/General Strategy Thread

How does Lex fair against Nightmare and Ivy? Any strategies people should be aware of?
Pretty poorly. Both characters can play keepaway against her (Ivy particularly well). Not unwinnable though.

Leixia has a lot of TCs that can be tough on Nightmare. Assuming you read the backdashes and punish accordingly, moves like 3A+B, 4A, 3AA, WR A, 1A, FC 3B, and 44A are great. NSS and GS should both lose to WR A and 44A (haven't tested, just kind of going off knowledge--be sure to experiment in training to find your best options). Be sure to keep a mental note of the NM player's habits. A lot of Nightmares like to do 3A mid-field to prevent run up attacks, keeping the threat of the second hit to avoid punishment. You don't have to play by their rules. If they do single 3A, punish it with iFC 3B. If they start doing 3AA, fantastic. You can either JG the second hit for another iFC 3B punish, or backdash the second hit at tip range and maybe get a 44(A) punish (not sure on that one). Your main focus in this matchup is to not whiff. 66B when necessary to kill backdashes but be careful with the second hit. Run up iFC 3B or 66K tend to be safer bets.

Against Ivy, use 66K to shut down 3B and 214B as much as possible, as these are her main keepout tools, and be sure to punish 214B with 6KK or CE (because fuck that move). Holding guard is suicide against Ivy, and ducking while holding guard is also suicide but slightly less so. Try to keep her in a range where 3A+B and 66K are a threat, but outside of the range where she can easily grab you (grabs are much more telegraphed when the opponent runs up, especially CS. Beware of run up 1B BE though).

I'm pretty tired right now so this post is probably a bit rambly. I'll read over it later and see if it makes sense and fix accordingly.
 
66K into a side throw 50/50 near the edge for a ringout is pretty fun. If they try to duck after getting hit by 66K I just keep doing 66K, so they don't try to duck out by the time they're near the edge.
 
Why go for another 66K at the edge? Why not go for a 3B which is a forced block after 66K on hit except for Mitsu and ring outs/wallsplats if they duck or interrupt?
Once they are too scared to try something else after being hit by 66K, you can go for throws or frames traps or guard burst heavy moves.
 
Alright, so, I've been doing a lot of WR A+B, B into WR B because, well, it's been working and getting quite a lot of ringouts. Are these shenanigans an amateur move I should try not to make a habit of, though?
 
If it works, do it. It's great that WR A+B B is safe and a forced block after WR A+B on hit. Any move that leaves you in FC on hit/block should make your opponent worry about WR B (BE). It's also good option to bait a JG.

Anyway, I don't know if anybody knows, but I recently found that against Pyrrhas and Omegas you can do 4A with Leixia to avoid their B+KB/2B+KB/FC1BB-mixup (so you do it after the first hit on block), because it'll sidestep the follow-up leaving you at +8 and them in BT. And if they block your 4A, you're still at -2. 4A will also beat their attempts to sidestep, or backstep if they decide not to finish the string.
 
Anyway, I don't know if anybody knows, but I recently found that against Pyrrhas and Omegas you can do 4A with Leixia to avoid their B+KB/2B+KB/FC1BB-mixup (so you do it after the first hit on block), because it'll sidestep the follow-up leaving you at +8 and them in BT. And if they block your 4A, you're still at -2. 4A will also beat their attempts to sidestep, or backstep if they decide not to finish the string.

Yo... good find. Does this work on Omega's BE versions too?
 
Sorry if this was asked already, but I would like to know what are the best attacks to use on an opponent after just guarding?
 
He's asking if they can ukemi out of it regardless of how fast the WR B BE is inputted. The answer is no, if the iWR B BE is done properly the combo can't be ukemied out of.
 
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