Leixia Q&A/General Strategy Thread

I had some time between classes so I decided to screw around in training and this is what I found. After her aB moves connect (6aB. 44aB. 4a+bB. Etc) you can 44[A] (as most people already know) and go into her normal AA BE combos and what not from there. However, if u don't want to risk either whiffing the 44[A] as it will whiff i u do it too soon, or you don't want to be negative if they don't tech, you can dash forward (6) and then 2B+K. There are some instances where you will not only get the quake stun, but the actual hit on the opponent as well, leading into massive damage that doesn't scale as badly as the 44[A] version. The input, however, is ridiculously strict to get the double hit (DH) though. I initially found some problems when a character tech'd left. However, after testing on more characters, I found that it might have been just my imagination. Here's what I found.

Algol - will DH front, back, and right techs with ~6. Will DH left tech with a left step.
Cervy - will DH all techs with ~6
Ivy - will DH front, and right techs with ~6. Will DH left tech with left step. No DH for back tech only ground stun.
Pyrrha - same as Ivy
NM - Will DH all techs with ~6. The back tech is weird though.
Tira - will DH all techs with ~6.

As I was testing it on Tira, I was able to land 1-2 DH's when she tech'd left, but other than those two I couldn't get any. My theory is that you can DH all techs with ~6 but the input is so strict that it's extremely difficult.

I'll try to get a video up later explaining what I mean by a strict input.
 
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In other news, I went to training mode on a pre-patched system the other day, and I realized a weird nerf to 1B+K in that it used to force crouch on block. It's not unsafe at all... so I wonder what the logic was behind that change.
 

So here it is, i recorded it monday and was planning to talk about how its done and what not but i was so exhausted that i didnt feel like it. I was trying to use this in an actual game and its fairly hard to hit confirm considering you have to move right after you hit them.
 
God damn that's a lot of damage. Seems to confirm what I was saying about unblockable 2B+K at some ranges/timing. If there was a way she could implement that into her oki after some knockdowns she could start getting some crazy free damage against opponents who get up.
Dead trap options are a must as well. 33BB is the obvious go-to but there are other things to consider as well. FC 3bB force blocks perhaps.
 
Seems to confirm what I was saying about unblockable 2B+K at some ranges/timing. .

I believe it will only (sometimes) be unblockable if the opponent is standing/stand-guarding. I haven't done any tests to see if it will DH (Double Hit) a crouching opponent, but I have not been able to land a DH on a crouch-guarding opponent; in my experience it will either only ground stun (which they block) or hit them like a normal GB move.
 
I believe it will only (sometimes) be unblockable if the opponent is standing/stand-guarding. I haven't done any tests to see if it will DH (Double Hit) a crouching opponent, but I have not been able to land a DH on a crouch-guarding opponent; in my experience it will either only ground stun (which they block) or hit them like a normal GB move.

Well after looking at it, if this is a tech trap, they shouldn't be able to duck in time. (Of course if they stay down none of this applies anyway) But the damage is worth trying for it at least
 
I've been playing around with fitting her aGIs into her movement, and honestly, 22B+K is just a few frames short of being retarded, lol. Most of the time people can't react to the whiffed aGIs, especially 44B+K since it covers backdashes. And it can make people think about how to approach.

Note: This is not meant to be gamebreaking, just another way to think
 
That's cheap.

Can you combo 9K off the air GI to increase the RO distance or would that just be counterproductive?

Also this makes me pretty thankful that I'm lazy enough to just JG 11AA instead of jumping.
 
Nice video!

Another cool trick with 11AAG is the cancel into WS B or WS B BE. Those moves will step quite a few TJ in the game. Also worth mentioning that WS B is faster than WS B BE (I just found out by accident). Some TJ are safe to 11AAG WSB, but only if they commit to the TJ from the very first frame possible. Not sure, if that is some realistic in battle.


Can you combo 9K off the air GI to increase the RO distance or would that just be counterproductive?
9K is possible, but be careful, because if Leixia is close to the edge and you 9K she will jump out first!
 
That's cheap.

Can you combo 9K off the air GI to increase the RO distance or would that just be counterproductive?

Also this makes me pretty thankful that I'm lazy enough to just JG 11AA instead of jumping.

Both 9K and 6A+B will work. Doesn't add a lot of distance, but it's something. I guess JG is an ok answer, but it really doesn't matter much in the end. Even if NM CEs it, she still has time to step.

Nice video!

Another cool trick with 11AAG is the cancel into WS B or WS B BE. Those moves will step quite a few TJ in the game. Also worth mentioning that WS B is faster than WS B BE (I just found out by accident). Some TJ are safe to 11AAG WSB, but only if they commit to the TJ from the very first frame possible. Not sure, if that is some realistic in battle.

Yeah WS B/BE or 44B+K are some of my favorite options, but most players commit to jumps even when I don't do the 2nd hit. So I'll do 11A~WS B without needing to G cancel.

9K is possible, but be careful, because if Leixia is close to the edge and you 9K she will jump out first!

And well... yes... that.

You can wall combo off it too, and they're BT on the wall. It's a lot of meter to spend since you need at least a full bar for the GI, and for AA BE, but again, just something else to add.
 
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So I was screwin around during casuals last week, and I was playing some Lei after I had previously played some Yoshi. Because I always RCC after his IMCF, it has kinda become second nature to me to hit 4 after doing a move that leaves me crouched (unless I think the opponent is gonna attack low/step/etc.) So I was playing a Nightmare and I 3B+K'd (which he blocked) - hit 4 - and 3B+K'd again (which hit him as he stepped). I was wondering if the block stun from 3B+K can be used to link another 3B+K in order to avoid highs and catch step? Haven't had time to test (Finals Week) but thought I'd at least throw it out there.
 
it won't catch step if he times it right. but i practice 3b+k 4 3b+k a lot. it's extremely useful for zoning and especially ro pressure. 3b+k has a small but still very useful backstep.

btw as the prev discussion was about air GI: your best option is 669 BB after air gi. it adds 42 damage on top of the damage value of your opponent's arrack. so e.g. vs nightmare 44k we are talking 100 damage. incidentally this also leads me to believe that 663 A_B or whatever is slightly faster than 33 B etc as 99B won't combo after the air gi.

against very high launches (e.g. after gi against algol jump bubble) i think 3b+k k is a combo
 
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