Lexy's Guard Burst Data

Now that I'm looking at it, they killed most of my favorite guard crush moves e_e Wasn't part of leixia's whole concept (aside from being a watered down X) to make guard crushes for her mediocre 70ish damage 8B+K combo or something? I hardly ever get them now. I need to make a list like percentage-wise how much they do. Then I can sort of add them up in my head. They really hit WR B BE lol. Didn't realize the guard crushing on it was slammed that hard.


Edit: So I think what would help is knowing what the guard crush gauge colors signify. Like, does yellow mean you've reached 50% for example. It would give me an idea of what hits I should be shooting for to score the guard crush and minuscule, albeit free damage. And also knowing what makes the opponent's gauge recover and how much it recovers from whatever action would be helpful.
 
Once they are yellow, you need a 66B B (or bB) to get them to the critical point where the next hit breaks.

When they hit flashing red, use a move that won't break, such as 66K or 3A A. This will make their red bar "pulse" briefly. Now is the moment of truth. Go for a 44K if you can (yields higher damage 44[A], AA BE, 3B, 1B_9K combo), or just keep throwing them and going low till you get them to crouch into a launcher. If you manage to do this, you can use 3B+K, K for a force block that will break and still yields the better 44[A] combo.

Better yet, use moves with very high pushback such as 4K, 6A+B and 66A A to scare them backward into a wall, then break with whatever you want for a nice 4A+B (3x), 3A+B, 2K combo (technically the 2K isn't guaranteed, but your opponent has be be either very stupid or have some major balls to block low after a wall combo like that).
 
I have issues when trying to save a guard break until they're in a more favorable position or until the next round because then it ends up recovering to yellow then I have trouble getting it down again sometimes. Idk.
 
It's tough, I know. It sucks to lose your momentum when they are red, but it's still the best time to make them take huge risks because many players will do ANYTHING to avoid the break, which can play to your advantage when you see it coming. Times like these I like to do a little frame trap then just sit there for a second. Characters like Nightmare, Xiba, Dampierre, and Maxi seem to love mashing out here and handing me free damage.

Finding the right balance between pressuring them and letting them impale themselves on you is probably the biggest trick to making her pre-break game work. Once you find the sweet spot, you can roll over them and still keep major damage saved up for later.
 
I just found something on my laptop I noticed for her some weeks ago, and I think I haven't shared with you guys.

Post guard burst, you can also go for a CH 1A ~ AA BE ~ 3B ~ 3B+K/1B/6A+B combo (about 95dmg), but not always.

If there is no wall:
- the combo is guaranteed if you perform a guard burst with 3B, 44B, 44K, 6A+B, 2B+K or 8B+K at closerange
- it doesn't work against Viola, Leixia, the Pyrrhas, Voldo, Hilde and Algol

If there is a wall:
- the combo can be guaranteed after every other move that guard bursts (like FC 3B) depending on how far your opponent is pushed away (unless the move recovers crouch like the feints, you can't do 1A fast enough)
- works against the whole cast, but less reliable against the mentionend characters

That means that you can do
CH 1A ~ AA BE ~ 3B W! ~ 4A+B W! ~ 6BA ~ CE for 172dmg post guard burst,
under the condition that CH 1A ~ AA BE connects.

If 1A was like five frames faster you could use it as REAL CH-fisher for highs...


And another combo I'd put to "post guard burst combos" is:
CH 66BB ~ CE = 101dmg
No conditions, no matter with which attack you do a guard burst, at which distance or against which character.
 
Ya I posted that in the combo thread. I saw it and was like OMG THIS IS AMAZING then I realized the inconsistency. I pulled it on algol @_@ Not sure if fluke.
 
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And another combo I'd put to "post guard burst combos" is:
CH 66BB ~ CE = 101dmg
No conditions, no matter with which attack you do a guard burst, at which distance or against which character.

I will update that post with the 66BB combo. Don't know why I didn't do it up till now.

- 1A combo doesn't work against Viola, Leixia, the Pyrrhas, Voldo, Hilde and Algol

Aw dammit man...
 
Wait... you can CH 1A into combos after 3B and FC3B?! Like, always?! Also, why doesn't the 1A combo work against the aforementioned characters?
 
Yes, after a guard burst CH 1A ~ AA BE ~ 3B is free, but ONLY after breaking the guard with one of the aforementioned moves and NOT against the aforementioned characters.

Why doesn't it work? Because the characters have crappy, weird hitboxes, that's why.
 
I like how when I posted this guard burst combo it was like "Ya bro this doesn't work all that well." and now it's like "WHOA U SRS??"
Shoulda posted it in this threat /salty

Doesn't work on aPat either btw @_@ I tried 3 times in a match. Lost for it lol.
 
Ya, but it's a combo available only when breaking with 44K/1B+K/WR K/AA BE and you need to have them facing a wall.


I also just randomly figured out that 8B+K - BT K - 33BB doesn't do as much as 1A - 3A+B - FC 3B <_> 69 damage vs 75. Weird. Though the second one is techable in one solitary direction (Left?) I highly doubt they'll be getting it right. 6 damage can win a round /crybabykills
 
I also just randomly figured out that 8B+K - BT K - 33BB doesn't do as much as 1A - 3A+B - FC 3B <_> 69 damage vs 75. Weird. Though the second one is techable in one solitary direction (Left?) I highly doubt they'll be getting it right. 6 damage can win a round /crybabykills
8B+K - BT K can lead to CE and iWR B BE, though. Crybaby almost never kills because of the Guts system. 2 damage >_>'.
 
8B+K - BT K can lead to CE and iWR B BE, though. Crybaby almost never kills because of the Guts system. 2 damage >_>'.
I mean meterless, of course. WR B BE is also techable. But then you have that beautiful 44[A] tech trap that no one falls for. I swear I've tried BT K - CE and it whiffed. Or I'm remembering wrong.

And I know @_@ Reverse Raeg. Need some of that to combat trolls. But nevertheless the crybaby comment wasn't meant to be taken literally. Just saying a little extra damage can get you a kill is all.
 
I have to start ending the 8B+K BT K combo with CE, so much more damage.

Also I was wondering what moves people think are the most viable to use to try and break the opponents guard gauge. I rely a lot on 66BbB but I do so knowing that it is easily steppable and interruptible. FC 3BB is only good to use on a knockdown and even then some people dont block it and just take the hit. I like AA BE K just because I can condition them to block by going into another AA after the BE, and the next time using the quake.

What are the best situation's to use 44K in? It has great guard burst properties but it is so slow. Is it mainly a punishing move, or a spacing move?
 
I have to start ending the 8B+K BT K combo with CE, so much more damage.

What are the best situation's to use 44K in? It has great guard burst properties but it is so slow. Is it mainly a punishing move, or a spacing move?

CH 8B+K ~ BT B+K ~ CE is not a combo, the CE does not connect.

About 44K:
It's not a punishing move because it's way too slow, but it's a good spacing tool. I personally use it in situations where I force my opponent to block a 3B or 33BB, but do a 44K instead. This way, they have to take the guard damage, I stay it +0 and can continue my offense and the next time they might try to roll away from 44K which will make them eat 3B or 33BB ground damage.
Despite it being slow, linear and weak (in terms of damage), it's still a good spacing tool imo.
 
CH 8B+K ~ BT B+K ~ CE is not a combo, the CE does not connect.

About 44K:
It's not a punishing move because it's way too slow, but it's a good spacing tool. I personally use it in situations where I force my opponent to block a 3B or 33BB, but do a 44K instead. This way, they have to take the guard damage, I stay it +0 and can continue my offense and the next time they might try to roll away from 44K which will make them eat 3B or 33BB ground damage.
Despite it being slow, linear and weak (in terms of damage), it's still a good spacing tool imo.

Didnt know. I guess ill just use that CH 1A combo you posted a while ago.
 
Do we have a thread for setups to force a block with these moves?

Because I just found something interesting, if it's not already around somewhere. Our A+G can't be teched, and if you follow up with 66BB they're forced to block/take it when the stand up. The only way to avoid it is to stay down or roll, which is sort of counter intuitive. I can't even get a GI off.

EDIT: They also have to get up BT. Oh, and you still can GI the second hit. And step it...
 
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A+G can't be teched, and if you follow up with 66BB they're forced to block/take it when the stand up. The only way to avoid it is to stay down or roll, which is sort of counter intuitive. I can't even get a GI off.

EDIT: They also have to get up BT. Oh, and you still can GI the second hit. And step it...

Yeah we can use this thread for force block stuff. As I've been going through, though it seems that she really doesn't have a whole lot of scary force blocks since there's almost always a way out of them. 33BB has problems with catching rolls to one side. That's a pain since you have to find something else to make them stand up.

The A+G thing is workable I guess. Does 3B hit them from there if they roll?
 
It's out of 3B range. You have time to run up and 33BB, which will catch everything but rolling backward and also force a block if they stand up.

Still working on trying to find something that catches them rolling backwards. But if you get A+G with your back to the wall/edge, they can't do that at least. And the A+G gets you out of danger too.

EDIT: A well timed 66K seems to catch every direction.

Oh, and this whole thing is pointless in dittos because crybaby.

EDIT AGAIN: There's not a lot of combo opportunity after a wallsplat from B+G, but you can force them to block 2B+K if you do it after the splat. Seems better than the 9 damage from 3b. You at least get a free AA when the block, which is more than 9 itself.
 
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