Leixia Q&A/General Strategy Thread

So uh, if there's anyone who still reads this SA. Here's a good post GI setup I'm trying to start applying. When you have CE especially, you might wanna go for:
- iFC 3B~CE = 80 something dmg (beats no GI)
- iFC 3BB~CE = 100 something dmg (beats whiffed GI; hits low - for those who like to buffer JG)

Both look identical at the beginning so it's really hard to guess. Without CE, you still get the meterless combo for 50+ each.

I was using 44A/44aB/44{A} as the mixup, but really there's not much reason to reGI 44A... it's only 30 dmg.

I like it. I'll give that a try next time I'm working GI's on a good player that knows not to always re-GI.
 
Yeah I was just trying to figure out how to get more mileage out of FC 3BB~CE since it's not really much of a hit confirm and thought of this.

The only bad part is that they can just step out of the anti GI whiff option. You have to test your opponent's tendencies before using FC3bB.

44[A] combos are still better in terms of damage, but require you to risk everything on your opponent committing to an immediate re-GI attempt.

Also, for iFC3B to connect guaranteed after a GI, the actual parry must take place towards the later frames of the active GI animation. If you GI them on the first frame, iFC3B won't be a guaranteed attack.
 
The only bad part is that they can just step out of the anti GI whiff option. You have to test your opponent's tendencies before using FC3bB.

44[A] combos are still better in terms of damage, but require you to risk everything on your opponent committing to an immediate re-GI attempt.

Also, for iFC3B to connect guaranteed after a GI, the actual parry must take place towards the later frames of the active GI animation. If you GI them on the first frame, iFC3B won't be a guaranteed attack.
I'm not worried about them stepping. It's still a gamble since they risk getting launched for not GI-ing. I'll have to test the early GI thing. Even so, I find people are more likely to reGI after an early frame one just cause of the suddenness of it.

If not, well you did gauge damage

44{A} is great, not saying never try it. It's just not as easy to trick people with visually since 44A by itself isn't as strong as it should be, imo.
 
It looks like you can sandwich in 6A between 3B -> CE and 4A between FC 3B (close hit) -> CE. They have negligible endlag and they can't seem to escape it with any kind of AC unless either of those launchers hit at/near tipper range. The extra damage is tiny but then again it is Leixia we're talking about here.
 
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It looks like you can sandwich in 6A between 3B -> CE and 4A between FC 3B (close hit) -> CE. They have negligible endlag and they can't seem to escape it with any kind of AC unless either of those launchers hit at/near tipper range. The extra damage is tiny but then again it is Leixia we're talking about here.
Good find. In my testing though, they were able to escape by ACing back right.

You can also combo 66K after 6A unless they AC in any back direction. Far less consistent to be useful.
 
Oops, good catch on the back right AC. Somehow I totally missed that direction. For all other ACs you can expect that extra attack to add 3 damage to the combo.

The reason I was even trying this at all was because Elysium needs those hits to time her CE (where AC doesn't matter) as they hit the ground with Leixia's launchers. Then I used Leixia herself and saw it wound up being a bit of extra damage to her launcher CE combos. Risking missing that CE if they're aware of that is certainly not worth wasting that precious meter for just +3 damage, though.
 
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A couple other things I was meaning to mention but forgot:

1. How on earth do you land CH 66BB 33_99BB fully against Astaroth with any consistency? Even when 66BB connects at the closest range 33_99BB seems to just barely get the second it. For any farther hit Astaroth's sheer size seems to make it impossible to run in as close as you need to before he can tech away.

2. There appears to be a very, very specific range where 2B+K will BA a standing opponent and get the quake effect simultaneously, with the BA making the quake guaranteed. I was messing with Aeon as a testing dummy and was surprised when I got a guard burst animation that wasn't slowed down and immediately went into quake stun. Large guard damage and a quake stun at the same time is... interesting.
 
A couple other things I was meaning to mention but forgot:

1. How on earth do you land CH 66BB 33_99BB fully against Astaroth with any consistency? Even when 66BB connects at the closest range 33_99BB seems to just barely get the second it. For any farther hit Astaroth's sheer size seems to make it impossible to run in as close as you need to before he can tech away.

2. There appears to be a very, very specific range where 2B+K will BA a standing opponent and get the quake effect simultaneously, with the BA making the quake guaranteed. I was messing with Aeon as a testing dummy and was surprised when I got a guard burst animation that wasn't slowed down and immediately went into quake stun. Large guard damage and a quake stun at the same time is... interesting.

I never noticed this on Astaroth, I've either hit it or I didn't. Sometimes it whiffs on NM or near walls against a lot of characters.

As for 2B+K, there is a sweet spot, yes, but all of this can be avoided by the opponent crouching since 2B+K is Special Mid.
 
I mean when you go in to 33_99B after they fall from 66BB, the second hit of 33_99BB routinely whiffs on Astaroth. Getting the first hit is easy enough, it's getting close enough for both to hit that's the issue I can't seem to get around. Even when 66BB hits at point blank range I have to dash in for a full 33_99BB.

http://tinyurl.com/kzzezs4
Here's a youtube timestamp of what I'm referring to after doing some searching.

It's also noticeable on Nightmare but to a much smaller degree.
 
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Yeah, there's not really much you can do about it. But if your opponent keeps teching you can go for a tech trap after CH 66BB.
Run up and 22/88B will catch all backtechs and also sidetechs depending on your timing and 2B+K will catch all sidetechs and give you a meter boost, if you hit Asta on the ground.
 
http://tinyurl.com/kzzezs4
Here's a youtube timestamp of what I'm referring to after doing some searching.
It's also noticeable on Nightmare but to a much smaller degree.
Wow, how bout that... every youtube match I land 66BB~663BB vs Asta, it does indeed whiff... anyway there's a bit more time to land 663BB than you'd think, but the timing is pretty tight. I guess you can still do 33B into a mixup instead after they (inevitably) tech.
*66BB~33B... 66K/661A/662B/66THROW etc

Run up and 22/88B will catch all backtechs and also sidetechs depending on your timing and 2B+K will catch all sidetechs and give you a meter boost, if you hit Asta on the ground.

There's that too. You could also do 44K to catch all techs but left, and does a chunk of grounded damage. Practice the timing so you don't get CH 66BB4 aGI
 
Yeah it doesn't catch all AC, but this gives me another idea.

Well, here's my idea. It seems that if you do FC 3B~44K, you can stop all rolls except one side; forcing a block or take damage setup. However, when you do FC 3B~6A~44K they can no longer roll to that side. Doesn't feel like you can JG in time either.

They should be able to roll the other way, but basically, the direction they have to roll changes whether you do 6A or not. (It may work with 6B too, not sure yet.) AC doesn't put them far enough away to escape 44K. So I dunno, tool around with that maybe.
 
Here's a little strategy I use to fish out 4A+B's. Whenever you have that period where you and your opponent are far away from each other (generally one or both of you are stepping in one or more directions), and then one (or both) of you decide to go on the offensive. As I am stepping in one direction (holding either 8 or 2) I will wait until my opponent tries to attack me (generally with a step catcher such as 66A) I will quickly throw out a 4A+B and get some decent damage.

EX: Whenever I face a Patroklos, I literally just stand there and wait for him to attack me with either 66A or 66B and 4A+B.

I'll see if I can get some in game usage out of this and post it in a video.
 
IKR? The timing for that move is ridiculously strict, but it's a great tool for her. That is IF you are good at getting the timing.
I'll see if I can get some in game usage out of this and post it in a video.

I'll film some matches later today with some other set ups/string breakers/easy "on reaction" moves that 4A+B shuts down
 
Yeah it's a decent idea. Now, if only 4A+B had a longer GI window so you don't get CH'd for being a frame off...

And you could also use 22_88B+K for for this and get a launch combo.

4A+B is one of Leixia's best whiff punishes besides being an aGI that beats out character's strings.

22_88B+K is always garbage in any SC game, especially in SCV because Leixia's sidestep is really good in this game thanks to the Quick Step.

The 22_88kA series is awesome and yes I'm aware of it character specific issues if you step to certain character's right.
 
22_88B+K is always garbage in any SC game, especially in SCV because Leixia's sidestep is really good in this game thanks to the Quick Step.


I disagree. It's not a good move as a part of strings but the aGI window on it is huge. It's actually pretty handy when you're at mid-long range playing footsies/chicken with the opponent. If they start swinging in with horizontals to catch you stepping, 22B+K is a handy way to stop them.

The fact that it also sidesteps certain verticals is just gravy.
 
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