Leixia CE Interrupts

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ZeroEffect317

[13] Hero
Looking at Reptile's semi-recent post about Leixia's CE interrupting Viola's SET 44A BE string coupled with my own research got me thinking... Just how many strings can she interrupt and punish with her CE?

Viola
- SET 44A BE (Interrupts after blocking 2nd hit. She moves away from the orb attack and punishes)

ZWEI
- 66A+B (Interrupts after 1st hit. Punish is guaranteed always, as she moves away from EIN even on fastest release)
- 4A/4{A} (Punish is 100% Guaranteed because Leixia moves away from EIN on fastest release, and 4A by itself is -16.)

Mitsurugi
- 3B BE (Interrupts after 1st hit. Punishes 3B on it's own AND she moves away from the 2nd hit on BE)
- 2KB (Punishes the low and interrupts the 2nd hit. Also works on BE version. Great to close a round with)
- 33BB/66BB (delay only)
*Works as a punish on 33B by itself, and between hits if he delays the 2nd hit at all. If he commits right away, he will hit you, but at least this forces him to take that risk.

Ezio
- 66BB/66B BE
You can punish the first hit with CE, but if Ezio does the 2nd part you'll both whiff each other... So at least you're not risking anything by throwing it out there.

Patroklos
- 236 AB/(JS AB) (Interrupts after 1st hit. Punishes 236A on it's own AND she moves away from the 2nd hit. Timing can be a bit difficult, but doable)

Pyrrha
- 236AA (Interrupts after 1st hit. Punishes 236A on it's own AND she moves away from the 2nd hit. Also works for BE version.)

Astaroth
- 4KK/4K~Crouch Throw (Interrupts after 1st stomp is completed. Delay doesn't matter. Punishes 1st stomp by itself as well)

Natsu
- 2KK (Interrupts after 1st kick. Punishes 1st kick on it's own AND moves away from 2nd hit)

Ivy
- 22{B}B series (Punishes 22{B} by itself and interrupts the followups.)

Tira
- GS 4B JF series (Punish is 100% guaranteed as 4b is -12 and it interrupts the followups. Timing can be a bit tough)

Aeon
- Rising AB (Punish is 100% guaranteed as WR A is -12 and Leixia steps the B part of the string.)
- 66B~SW K/SW BE (Punishes 66B by itself while also beating SW K and SW BE. It will lose to SW BE Cancel, but may be worth noting anyway)
- 44A~SW K/SW BE (Same as 66B)

Xiba
- 33AA (Punishes the low and interrupts the followups. Also works on BE version.)
- REM AK (Punishes REM A by itself and interrupts the followup. Delay doesn't matter.)
- 66KB (Punishes 66K by itself and interrupts the followups.)
- FC A+B (Interrupts between hits)
- 6B+K (Interrupts between 1st and 2nd poke. Only works up close)

Algol
- 6AAB (Interrupts between 2nd and 3rd hits. Punishes 6AA and she moves away from 3rd hit)
- 6BBB (Interrupts between 2nd hit and bubble. If you block 2nd hit, CE is guaranteed)


UPDATED: If any of you know of more strings like this, put them in here!
 
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ZeroEffect317

[13] Hero
Another thing, whichever ones the rest of you might find, make sure the string in question is still unsafe if they don't finish. Not very useful if the opponent doesn't have to commit to it in the first place.
 
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ZeroEffect317

[13] Hero
Anyway. I can't test this now but also see if it works on Algol's 4AB, its again one of those situations where it punishes the first hit by itself too.
Yeah I'll look into it, I honestly don't even know what move that is.

EDIT: Blegh... so it turns out this only works if Algol delays the B at the latest possible moment, or if he doesn't do it at all. However, she can interrupt Algol's 6AAB string (provided you don't duck and actually block the 2nd high).
 
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ZeroEffect317

[13] Hero
Couple more. Not quite as reliable:
Mitsurugi
- 33BB/66BB (delay only)
*Works as a punish on 33B by itself, and between hits if he delays the 2nd hit at all. If he commits right away, he will hit you, but at least this forces him to take that risk.

Ezio's 66BB/66B BE is an odd move, since you can punish the first hit with CE, but if Ezio does the 2nd part you'll both whiff each other... So at least you're not risking anything by throwing it out there.
 

HolyCarp

[14] Master
Interesting thread. I use some CE interrupts with Omega, I'd imagine most of these will all apply to Leixia too but you may need to test them...

Ivy 22(B) - punishes 22(B) by itself and interrupts the followups.
ZWEI 4(A) - it even punishes empty 4A.
Mitsu 2KB - pretty useful if you expect him to end a round with 2KB, though I think 6KK will also interrupt the string.
Algol 6BBB - if you don't duck the second hit, just say "fuck you, physics" and CE through the bubble.
 
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ZeroEffect317

[13] Hero
Interesting thread. I use some CE interrupts with Omega, I'd imagine most of these will all apply to Leixia too but you may need to test them...

Ivy 22(B) - punishes 22(B) by itself and interrupts the followups.
ZWEI 4(A) - it even punishes empty 4A.
Mitsu 2KB - pretty useful if you expect him to end a round with 2KB, though I think 6KK will also interrupt the string.
Algol 6BBB - if you don't duck the second hit, just say "fuck you, physics" and CE through the bubble.
Good suggestions. I'll test them tomorrow sometime. And you're right, Mits 2KB will be interrupted by 6KK so it's great to close a round with.
 

Blueboyb

[11] Champion
I'd like to add to the list.

ZWEI:

4a (Punish is 100% Guaranteed because Leixia moves away from EIN and 4a by itself is -16.

Tira:

GS 4B JF series (Punish is 100% guaranteed as 4b is -12 and it interrupts the followups.

Aeon:

66b (Punish is 100% guaranteed as it punishes 66b by itself while also beating SW K)

WR AB (Punish is 100% guaranteed as WR A is -12 and Leixia steps the B part of the string. That's right this string sucks against Leixia!)

44a (Same as 66b. Also 44a is punishable on NH by CE. SW K will interrupt you however.

I'll probably test some more strings tomorrow. I'll update this post if I find anything.
 
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ZeroEffect317

[13] Hero
Well I tested some of these myself. Ivy 22{B} and Mitsu 2KB both work easily. I will say that Zwei 4{A}, while possible, seems really tough to do in real fights. (At least for me.) I'll add it to the list anyway since it does work.

I didn't realize Aeon was that unsafe on 44A NH though.
 
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ZeroEffect317

[13] Hero
Wow. Why the hell didn't I think of Xiba strings? lol. I use him and yet it never even crossed my mind.
I think 66KB gives a way better punish by stepping. (step into 44{A}). But REM A/AK makes perfect sense.

6B+K (up close only)
EDIT: Where do you do CE during 6B+K? between the first two hits?
 
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ZeroEffect317

[13] Hero
Holy crap Zwei is screwed in this MU, why should Leixia do anything but dump meter into CE?
Well she won't always have it. She can still get out-zoned, and B+K is still a problem since it tracks and has the convenient property of making Zwei immune to any CH.

Having said that though, if Zwei finds himself in a round 5 where she has 2 CEs, That would be a pretty bad situation for him.
 
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ZeroEffect317

[13] Hero
Characters like Siegfried, Nightmare and Maxi are mostly stance based. Maxi in particular can be a bit hard to figure out since he has side evades.

Also, can someone test any of these strings for me?
Yoshi
- 3AB/3A BE (has a delay)
- 66A BE
- 6KK
- FC 1KK series

Zwei
- 3AA (has a delay)

Omega
- 11AA (has delay)

Alpha
- FC 3B:B
 

Heaton

A Soul in the Purgatory
I bring you the gift of PAIN.

Siegfried

SBH = Base Hold (B+K)
SCH = Chief Hold (2*8B+K)
SSH = Side Hold (4B+K)
SRSH = Reverse Side Hold (6B+K)

AA(B) ~ SBH - Kills completely. Second hit is duckable on reaction.
(A) ~ SSH - Kills completely.
ag(A)*iag(A) ~ SSH - Kills completely.
6(A) ~ SSH - Kills completely, but will whiff at tip range.
4(A) ~ SRSH - Kills completely.
WR (A) - Kills completely.
BBA4*BB(A)4 ~ SCH - Kills completely. Visually confirm he didn't do BBK first though.
(B) ~ SBH - Kills completely.
3(B) ~ SCH - Kills completely
2(B) ~ SBH - Kills completely.
WR (B) ~ SCH - Kills completely.
A+B ~ SSH - Sometime the third hit will whiff on Leixia, giving you enough frames to KILL COMPLETELY.
A+BA - Between second and third hit.
2(A+B) ~ SBH - Kills completely, but will whiff at tip range.
44(A) ~ SRSH - Kills completely.
11(B) ~ SCH - Kills completely.
44BB - Interrupts and punishes.
44(B) ~ SBH - Kills completely.
44B(B) ~ SCH - Kills completely.
22K(A) ~ SCH - Kills completely.
22k(A) ~ SCH - Kills completely.
22kA2A - Interrupts, but no punish on the first hit.
22Ka2A - Interrupts and punishes first hit, but leaves you open to other string variations.
66k(BE) - If he does any variation of SCH K, you both mutually whiff. If he does just SCH K, you eat BT SCH B and whatever wall/ring out combos apply
SCH A*SCH (A) ~ SSH - Holy shit, kills the non-stance string and the stance entrance version. This is pretty big, and funny since she's being bisected by a sword during the freeze.
SSH A*SSH AA*SSH (A) ~ SRSH - Kills completely.
SSHBBB*SSH BB(B) ~ SCH - Kills completely. To interrupt, do CE between first and second hit.
SRSH (K) ~ SBH - Kills completely, but so does FC 3B.
 
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ZeroEffect317

[13] Hero
1.) 22Ka2A - Interrupts and punishes first hit, but leaves you open to other string variations.
2.) SSHBBB*SSH BB(B) ~ SCH - Kills completely. To interrupt, do CE between first and second hit.
3.) SRSH (K) ~ SBH - Kills completely, but so does FC 3B.
1. What other string variations are there? I thought 22Ka2A was the stutter low that only goes into a 2nd low. Maybe I'm getting the input wrong... and the JF version is safe on block right?

2. This is a really nice find for me, since I don't have to try to wait for the 2nd and 3rd hits before doing anything.

3. Can he evade with SCH stance? I know he could avoid launch punishment in SC4 this way.
 

Heaton

A Soul in the Purgatory
1. What other string variations are there? I thought 22Ka2A was the stutter low that only goes into a 2nd low. Maybe I'm getting the input wrong... and the JF version is safe on block right?
All variations:

22KA - No interrupt, duckable
22KAA - No interrupt, duckable
22KAAB - Interrupt between second and third, punish
22K(A) ~ SCH - Duck, interrupt on block.
22KA(A) - Have to duck to interrupt
22KA2A - Interrupt between second and third hit
22KA2AA - Interrupt between second and third, third and fourth hit
22kA - NOTHING
22kAA - No interrupt, duckable
22kAAB - Interrupt between second and third, punish
22kA2A - Interrupt between first and second hit
22kA2AA - Interrupt between first and second, second and third hits
22Ka2A - Interrupt and punish
22Ka2AA - Interrupt anywhere and punish
22ka2A - Punish
22ka2AA - Interrupt
22KK - NOTHING

22KK is the only one you really have to look out for. It's -15 on block though.

2. This is a really nice find for me, since I don't have to try to wait for the 2nd and 3rd hits before doing anything.
AAB works too.

3. Can he evade with SCH stance? I know he could avoid launch punishment in SC4 this way.
Nope. Definitely couldn't do it in SC4 either.
 
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ZeroEffect317

[13] Hero
Ah I see, the single hit low I was talking about was 22ka2A (double slide input) and not 22Ka2A... Makes sense.

Nope. Definitely couldn't do it in SC4 either.
I know in 4, if Talim tried to punish blocked SRSH {K} with a 236B launch, he could only avoid it by sidestepping with SCH stance switch and punishing her whiff. Granted, Talim's 236B was about 5 frames slower than Leixia's FC 3B is in this game, so maybe that's why.