Leixia Combo Discussion

Other than what Hyrul just said, and 2 others, what else does she have?

Well, let's see:
3B ~ 6A+B is only a combo against 10 characters
6BA (AT) ~ 6KK is only a combo against 13 characters
6BA (AT) doesn't combo into anything 5 characters
6BA (AT) ~ 6BA is a combo against the rest
44[A] ~ 6BA randomly whiffs against 3 characters
CH 1A ~ AA BE-combo doesn't work against 8 characters, and against the rest only at closerange
2K/3B-mixup after a CE doesn't work against 8 characters
88kAAK is not a NC against Ezio

That's what I can think of at the moment, pretty sure there's more.
 
How much does Ivy have anyways? I never really paid attention unless it was NH 3B combos.
A lot. Ivy has tons of character specific stuff but after reading Kalas' post I'm not sure anymore who has more lol. Check the character specific stuff thread in the Ivy's SA.
 
FC 3B, 99BB is a pretty sweet combo for 70 damage.

It worked on Asta and Ivy. Unfortunately, I tested on some horrible match-up opponents (Mitsu, α Pat, Pyrrha Ω etc.) and it didn't work on any of them. Still, might help make some match-ups more bearable. If any hard working soul wants to test on whole cast, would be appreciated. Otherwise I'll prob do it over the next couple of days.

So I tested it out just now.. and I must say it was a good attempt, Hyrul.
Unfortunately this only works on Ivy, Asta, Raph, Maxi(sometimes on random side turned hit), Zwei(BT), Voldo(BT), Cerv(BT), Mitsu(BT), and Algol. Of that list, the relaible ones are Algol, Raph, and Asta, with Voldo coming in under them. Ivy doesn't get hit if she was doing something like stepping, backdash, or any move that turns her body. Asta gets hit almost for free, and Algol only works from the front. Raph can punish 33BB with ease if you mistime it, so there's that too.

This combo is hard to pull off. Not input wise, but the timing. The other issue is that at far range, the 2nd hit of 33BB can be teched. The good news is, if you can somehow condition your opponent to roll or something after FC 3b (ie: using 44K afterward) this will be very rewarding as grounded damage.
 
I'm having a lot of trouble reproducing FC3B 33BB, even on the big guys...

Does training mode not register it as a combo? I can seem to get it to connect with both post-recovery guard and if they tech, but the game claims it doesn't connect.

Also, OH BOY, DIFFICULT CHARACTER SPECIFIC COMBOS. But I suppose I should be grateful for having a 70 damage no-meter combo at all. Many thanks for finding this.
 
I'm having a lot of trouble reproducing FC3B 33BB, even on the big guys...

Does training mode not register it as a combo? I can seem to get it to connect with both post-recovery guard and if they tech, but the game claims it doesn't connect.

Training mode doesn't register it as a combo, but I had the dummy do it on me and i couldn't get out of it with the characters mentioned
 
I am amazed that 3B 6A+B works on 9 characters. And ones like A Pat no less. I mean 46 damage isnt much, but its better than 41 :p
 
I am amazed that 3B 6A+B works on 9 characters. And ones like A Pat no less. I mean 46 damage isnt much, but its better than 41 :p
I don't know if it works at every angle though. Most of the time it only works on the front like with NM. But you also have to consider the matchup. Do you want to take the extra 5 dmg and put Alpha farther away from you? Or do you want him to have to guess on wakeup?
 
I don't know if it works at every angle though. Most of the time it only works on the front like with NM. But you also have to consider the matchup. Do you want to take the extra 5 dmg and put Alpha farther away from you? Or do you want him to have to guess on wakeup?

I dont know, I feel like I should take all the damage I can get. I guess it depends on the player. My strategy against A Pat is usually to space him out anyway.
 
http://8wayrun.com/media/scv-short-multi-character-combo-video.4608/

Did anyone else see that CH 8B+K ~ AA BE connects at tip range?

I didn't think anyone else had tried this yet, lol. I saw this accidentally when testing out some BT mixups off 8B+K instead of always using BT B+K followup. (...was gonna save this surprise for ep 7... damn college)

But yeah, this is the best she's going to get as far as reverse ROs. It must be far range hit, and it must be CH. So unfortunately, there isn't a whole lot of setups for it. But if you break guard with 22B or 66B (probably some other mid range break as well) you should get it for free... 1 BE 98 dmg, RO possible.

I only did it on Leixia. And it apparently works on Ivy in the vid. Maybe Oreo (or someone else) can test it out on the rest of the cast for me while I'm tied up on school stuff. I have a feeling it might be character specific.
 
I haven't tested on everyone, but I couldn't find any character-specific stuff here until now.

Yeah, I think it's a really good tool post-GB at tip range. It deals (almost) as much damage as 66BB CE, but only with one BE, and it gives RO and W! as you mentioned.


So post GB we have:

8B+K ~ BT B+K ~ 33BB = 69-71dmg ---> 0 BE, no RO or wallsplat
1A ~ AA BE ~ 3B ~ 3B+K = 97dmg (at close range after a handful of moves, but never on the Pyrrha's, Leixia, Viola, Hilde, Algol and Alpha) ---> 1 BE, possibility for RO forward and wallsplat
8B+K ~ G ~ AA BE ~ 3B ~ 3B+K = 100dmg (at tip range) ---> 1 BE, possibilty for RO backward and wallsplat
44[A] ~ AA BE ~ 3B ~ 3B+K = 100dmg (after 44K, 1B+K, WS K) ---> 1 BE, possibility for RO forward and wallsplat
66BB ~ CE = 101dmg ---> 2 BEs, no RO or wallsplat, but works at every range against everyone



And some wall combos post-GB:

1A ~ AA BE ~ 3B ~ W! ~ 4A+B ~ W! ~ 6BA ~ 6BA/6KK = 149dmg (170dmg with CE at the end)
44[A] ~ AA BE ~ 3B ~ W! ~ 4A+B ~ W! ~ 6BA ~ 6BA/6KK = 153dmg (174dmg with CE at the end)
8B+K ~ G ~ AA BE ~ 3B ~ W! ~ 4A+B ~ W! ~ 6BA ~ 6BA/6KK = 158dmg (179dmg with CE at the end)

Without CE, they all require 1 BE.
In my opinion, if there is no wall nearby and you don't know if 44[A] or 1A ~ AA BE will hit your opponent, go for safe 101dmg with 66BB CE.
If you know something else will connect or you have a wall behind your opponent or yourself, try to go for a wall combo.
 
It deals (almost) as much damage as 66BB CE, but only with one BE, and it gives RO and W! as you mentioned.

It may not matter much, but there is a slight decrease in dmg when you guard burst vs straight up landing a CH combo.

Even though post-burst combos are meant to give your followups CH properties, (ie: NCCs are now guaranteed, stun effects, etc), they only do NH dmg. Like, CH 66BB~CE does 101 dmg normally, but it only does 99 dmg after burst.
 
Yeah. The combos are easier to test in training mode doing it your way. Just interesting that they're a few points lower in actual use.
 
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