Leixia Combo Discussion

anyone know what the best combo to do after stunning them with 2B+K quake. if i have bar (which is the only time i do it) without a wall i do AA BE, 3B, and several follow-ups after that.

You're already using it. AA(BE), 3B, 3B+K is the best combo for post quake stun, does about 96 dmg. You can also sacrifice a couple points of damage using 1B as the ender, so you have much better wakeup options afterwards.
 
Either 2B+K AA BE 3B 3B+K_CE (With meter) or 2B+K 6BA (Throw) 6KK
oh yeah that's another thing that threw me for a loop was that counter throw. 6BA. on the A. is there nothing that directly transitions directly after that. in SC2 xianghua had it and it would do a quick soul charge. in SC4 there would be an extra hit directly afterwards because there was no soul charge. don't tell me in this game you get absolutely nothing after that grab. and thank you all for you feed back by the way.
 
So... try these combos out...

FC3bB, iWS B BE, BT B+K
1A (ch), iWS B BE, BT B+K

As a note, like the "8B+K (ch) BT B+K to iWS B BE", these combos aren't guaranteed as the opponent can tech them before they connect. However, they might be somewhat practical to use if you can catch your opponent off-guard or they simply like to roll around a lot.
 
With the 8B+K BT B+K iWS B BE you can train them to tech then catch it with 2B+K for delicious quake stun... any solid options from these? Can't test myself atm.
 
I tested her 6BA CH 6KK agains the whole roster. (with 44[A] 6BA 6KK and 6BA [2nd hit] CH 6KK)

It only works on Leixia, Natsu, Pyrrha, Aeon, Cervantes, Xiba, Mitsurugi (only with 44[A], 6BA on it's own doesn't), Maxi, Yoshimitsu, Dampierre, Voldo and Pyrrha Omega.

Against Nightmare it's really weird. After 44[A], 6BA hits on CH but no attack throw connects, if only the 2nd hit of 6BA hits, 6KK is guaranteed. Really strange.
Same for Siegfried and Astaroth. It's really random if 6BA connects after 44[A].

You can use another 6BA instead of 6KK, but it's (again) character-dependant whether the A whiffs or not. In case you don't know if 6KK connects, go for 6BA, there's no damage difference.
 
I tested her 6BA CH 6KK agains the whole roster. (with 44[A] 6BA 6KK and 6BA [2nd hit] CH 6KK)

It only works on Leixia, Natsu, Pyrrha, Aeon, Cervantes, Xiba, Mitsurugi (only with 44[A], 6BA on it's own doesn't), Maxi, Yoshimitsu, Dampierre, Voldo and Pyrrha Omega.

Against Nightmare it's really weird. After 44[A], 6BA hits on CH but no attack throw connects, if only the 2nd hit of 6BA hits, 6KK is guaranteed. Really strange.
Same for Siegfried and Astaroth. It's really random if 6BA connects after 44[A].

You can use another 6BA instead of 6KK, but it's (again) character-dependant whether the A whiffs or not. In case you don't know if 6KK connects, go for 6BA, there's no damage difference.

Awesome. I was going to test this stuff this weekend, but thanks for saving me the work, Kalas. I think it works on Ezio as well.
 
CH 66BB will combo into CE for around 80 or 90+ I think. I forgot the number, but that is a very useful find since I tend to get CH 66BB a good amount of the time.

You can also do this after a far range CH 1A. CH 1A, 66BB, CE or CH 1A, 66BB, 33BB are both solid.
There's also CH 1A (any range), A+B, 9K, for about 66 I think. and it leaves you close to them for wakeup.
 
I tested her 6BA CH 6KK agains the whole roster. (with 44[A] 6BA 6KK and 6BA [2nd hit] CH 6KK)

It only works on Leixia, Natsu, Pyrrha, Aeon, Cervantes, Xiba, Mitsurugi (only with 44[A], 6BA on it's own doesn't), Maxi, Yoshimitsu, Dampierre, Voldo and Pyrrha Omega.

Against Nightmare it's really weird. After 44[A], 6BA hits on CH but no attack throw connects, if only the 2nd hit of 6BA hits, 6KK is guaranteed. Really strange.
Same for Siegfried and Astaroth. It's really random if 6BA connects after 44[A].

You can use another 6BA instead of 6KK, but it's (again) character-dependant whether the A whiffs or not. In case you don't know if 6KK connects, go for 6BA, there's no damage difference.

The 6BA combo works on everyone if you stun them (and are in range) if you use 44[A] or 1A (ch). 6KK follow up after 6BA is guaranteed as well on every character.
 
Are you sure? Because my friend's Ivy blocks it 100% of the time. And I don't have a single issue doing it to his Natsu or Pyrrha.
 
The 6BA combo works on everyone if you stun them (and are in range) if you use 44[A] or 1A (ch). 6KK follow up after 6BA is guaranteed as well on every character.

Well I don't know what to respond. Either we play different versions of the game or you're wrong. I tested it all yesterday, it definitely doesn't work on the characters I didn't mention (like Ivy).
Speaking of Ivy, you don't get anything guaranteed after 6BA attack throw because even 6B afterwards whiffs.... Well, since you can always avoid her CE, I think it's fair. :P
 
@Windstar - Kalas is right on this one. It doesn't work on Ivy at all. You can tell on training mode because it'll tell you the combo is over before 6KK even comes out.
 
You can also do this after a far range CH 1A. CH 1A, 66BB, CE or CH 1A, 66BB, 33BB are both solid.
Unfortunately CH 1A into 66BB is also char- and angle-dependantr. I've just tried it against Xiba and it only works if you hit him on his right side. I'm too lazy to check every character and angle now, but I'm afraid it won't be very useful in matches.
But your second combo (1A A+B 9K) seems pretty good! At closerange I'd go for 1A 3A+B FC 3B, but at midrange 1A A+B 9K seems to be the better option, since the FC 3B follow-up can be teched to the sides at midrange. Good find!
 
Situational guard breaking (or general CH 44[A]) wall combo:

GB with 1A, 1B, 9B, 44B, 44K, 1K, or any of the other "fast" recovery moves listed in the Guard Break sticky.

"Fast" 44[A]-able GB as above, GB!, 44[A], AA BE, 3B, W!, 4A+B, W!, 4A+B, 3A+B. 147 damage, .5 bars of meter


@ Kalas and Zero

My favorite CH 1A follow up is 3A+B, FC3B. It does 69 damage. Works on everyone, but the FC3B can whiff at max range. Mixing FC 3bB in there every once in a while isn't bad either, resulting in 53 damage. FC3bB (hit), 6KK for 63 more damage, totals to 106.

For some characters, CH 6BA, 6BA works as a suitable replacement for 6KK due to being 1 frame faster and hitting with a different hitbox.


@Myst

After 2B+K quake, here are your best options:

With no meter: 6BA, 6KK_6BA (character dependent)

With .5 Bars: AA BE, 3B, 1B



With 1.5: AA BE, 3B, CE


@Windstar

Both of these combos you listed appear character specific. I cannot get either to fully connect on Yoshimitsu

FC3bB, iWS B BE, BT B+K
1A (ch), iWS B BE, BT B+K
 
I don't think 3B 4K CE works. At least not if the opponent Air Controls away from you. That's what I'm assuming the computer's doing since every single time I try to pull the combo off against a computer of at least B-level on Quick Battle, the CE will whiff.
 
I don't think 3B 4K CE works. At least not if the opponent Air Controls away from you. That's what I'm assuming the computer's doing since every single time I try to pull the combo off against a computer of at least B-level on Quick Battle, the CE will whiff.

This is correct. 4K CE works. 3B CE works, but 3B 4K and 4K 3B do not follow up into CE.

After a 3B, try 1B or 3B+K instead.
 
When is AA BE (6KK) guaranteed? I used to think it always was on quakestun after 2B+K, but sometimes they can block it. Is my timing off? Or is it simply not guaranteed?
 
@Fallen: As long as you are in range, AA BE is guaranteed off of a quakestun, provided you start the AA right away. Perhaps you're playing online and are inputting the move after you see the quakestun recovery end?

Typically after a CH AA BE, I like to do 3B, 1B, as it does the same damage (69), but leaves me in a better position for wakeup. I can't Ukemi after the 1B, no matter how many times I try, whereas it is easy to Ukemi after 6KK.

That being said, 6KK can be used to set up a tech trap if your opponent is tech happy. An immediate FC2A hits Left, Right, and Forward techs, but it only adds 10 damage or so. Can't find anything to catch back tech. If the FC2A *does* hit, you're at +8, giving you enough time to use FC3B (high/low mixup launcher), WR A(step kill), WR K(frame trap), FC2K (high/low low hit), or 6B+K(guard damage + force crouch). You can use slower moves like WR A+B here as well, just be aware that they can be interrupted if your opponent wants to mash something out.

Now compare this to the untechable 1B knockdown that lets you set up 22K_22kA/2K/FC3B/44A/throws/etc.

A smart opponent will just back tech the first setup every time and reset the pressure for free.




Just tested and confirmed: 4B+K, 33BB. Timing for 33BB is tight.
 
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