Leixia Punishment Guide

Let's have a look at the broken siblings...

vs Alpha-Patroklos

agB_ag:B
punish with 3B

6AA
4A+B between the hits
or punish with 6KK

1AA_1A:A
4A+B between the hits, doesn't matter if which version he performs
or punish with 3B

2143aB_2143a:B
punish with 3B, I have no idea what else you could use as a powerful punisher since the damage output is a joke

bA
punish with 3B

FC3B:B_FC3B:B BE
4A+B between the hits or QS into 22B

6K
punish with 6KK or at least AA (blockstun is very short, so you have to be in time for 6KK)

1K
punish with 6KK

2A+B
punish with 6KK

FC3A+B
punish with 6KK

B+K
punish with 6KK

BT B+K:B
QS into 22B
or 1B+K between the hits

22AA
4A+B between the hits
or duck and FC3B

11A
punish with 6KK

22BA
4A+B between the hits
or duck and FC3B

11K
punish with 6KK

44B+K
punish with 6B

2A BE
punish with 3B

CE
punish with 3B


vs Pyrrha-Omega

1A_1AA
WR B after the first hit evades the second A (don't do WR B BE, it won't launch because of hitbox problems!)
or punish with FC3B if she stops after the first A (hard to confirm)

4AA_4AB
interrupt with AAB or AA BE

4[A]A_4[A]B
crouchable on reaction, punish with FC3B
punish 4AB and 4[A]B if you block it with 3B

6BB
4A+B between the hits

3B
punish with 3B

2BB_FC1BB_B+KB (and the BE versions)
4A+B between the hits
QS into 22B
if you block it, punish with 3B

1K
punish with 6KK (or 4K for wallsplats/RO)

4K
punish with 6KK

WR A+B
punish with AA

2B+KBBB
punish with 6KK

66A
punish with AA

11AA_11A[A]
if you get hit by the first attack: 4A+B, it will counter the earliest release, but slightly charged version will hit you
if you block the first attack: WR B BE will take care of every option
if you block the second attack: punish with 6KK (or 4K for wallsplats/RO)

33B
punish with 6KK

44B
punish with 6KK

66K
punish with 6KK

44K
punish with 6KK (or 4K for wallsplats/RO)

66B+KA_66B+KAB_(and the NSS version)
4A+B between the first two hits
or duck the second hit and FC3B

NS A_NS B_NSS A_DNS A
punish with 6KK (or 4K for wallsplats/RO)

NS K
punish with 6KK

DNS B
punish with 6KK (not on max. range)

6B BE
QS into 22B
or Just Guard (quite easy on this one) and 3B

CE
punish with 3B
 
Better than ducking, Natsu's 66B BE can be very easily aGI'd with 4A+B. If she uses this outside a combo she's asking for a whipping.

I want to make a more conclusive list of what we can auto-GI but I haven't had a lot of time... might start working on that next week.

I also want to add that almost anything on these lists with a bigger punish than AA (And some with only AA) can be punished with CE too.

And if it's the last round or something and you have two meters, that can mean a CE-CE for a cool guaranteed ~140 damage.
 
Some more...

for Nightmare
Nightmare:
A,A,B
Best Punish: duck 2nd hit FC 3B
*you can sidestep 3rd hit and 22B, or 4A+B aGI the 2nd hit for guaranteed launch at any range

A,2A,A
Best Punish: 6KK
*you can also jump 3rd hit with 9B

6A
Best Punish: 6KK

2A/FC A
Best Punish: 6KK
*from crouch since Nightmare's 2A hits low

3A,A
Best Punish: 3B
*Fails at max range. You can also 4A+B aGI the 2nd hit for guaranteed launch at any range

3A,2A
Best Punish: 6KK

1A/1A6 (to Grim Stride)
Best Punish: WS A
*6KK won't work reliably since GS A aGIs vertical weapon attacks and kicks.

4A
Best Punish: Duck and FC 3B
*You can JG it also and get 3B, but it's a fairly react-able high

33A6 (to Grim Stride)
Best Punish: AAB or AA(BE) to interrupt stance
*2A works as well. Does not punish 33A by itself.

22A,A
Best Punish: 4A+B aGI the 2nd hit
*You get 6B if you block both hits. If he goes in GS, 4A+B beats all except GS A

22A,a6(to Grim Stride)
Best Punish: 2A (3B on prediction only)
*3B is better, but you have to predict a GS transition

B,B
Best Punish: Quickstep 2nd hit and 22B

6B/6{B} (to Night Side Stance)
Best Punish: AA or AA(BE)
*beats NSS followups as well. 3B is the best option to punish stance transition, but timing can be rough when you're not expecting it.

3B/3{B} (to Night Side Stance)
Best Punish: 6KK
*WS K for Safety, but it's range dependent

1B
Best Punish: 6KK
*Fails at max range. 66K travels a little farther, but harder to do

4B,B/4B,{B} (to Night Side Stance)
Best Punish: WS B or WS B(BE) to evade 2nd hit
*Stuffs NSS followups as well

66B
Best Punish: (Just Guard only, 3B)

33B
Best Punish: delayed 6KK
*3B will lose to 33B(BE), and GS A will trade if he goes into stance. You can actually wait a bit to see if he does BE or GS and use 6KK if he doesn't.

33B(BE)
Best Punish: 6KK
*Fails at tip range only. You can step 2nd hit to Nightmare's back and 22B, or 44B+K aGI the 2nd hit

22_88B
Best Punish: (Just Guard only, 3B)

11_77{B}(to Night Side Stance)
Best Punish: delayed FC A
*Stuffs all followups from NSS. Does not punish 11B by itself, but forces a Jump move or GI to beat it.

FC 3B
Best Punish: 3B

Rising B/Rising {B} (to Night Side Stance)
Best Punish: 3B
*stuffs all NSS and NSS to GS followups as well

4K,K/4K(BE)
Best Punish: Duck 2nd hit and FC 3B

2K(Stomp)
Best Punish: 6KK
*FC B for safety

66K/66K6(to Grim Stride)
Best Punish: AA or AA(BE)
*Stuffs all GS followups as well. 2A works the same. 6A works pretty well, but loses to empty GS~WS move

Rising K
Best Punish: 6KK

A+B
Best Punish: 3B

2A+B
Best Punish: 6KK
*2A+B forces crouch on block

2B+K
Best Punish: 2A
*That's all you get without JG. JG grants you 3B on both this and the BE version

66A+B
Best Punish: 6KK

66B+K
Best Punish: (Just Guard only, 3B)
*You only have to JG the 1st hit, JGs the rest automatically

Grim Stride Stance
*Most GS transitions can be interrupted with an immediate 2A or even AA. If you have the meter, you can use AA(BE) to punish this stance as well*

GS A
Best Punish: 6KK
*4K for safety, as well as wallsplat or RO

GS K
Best Punish: delayed 3B
*You can actually wait a bit to see if he does the BE before using it. delayed 6KK works too.

GS K(BE)
Best Punish: Duck and FC 3B

Night Side Stance
NSS A
Best Punish: 3B
*Stuffs all NSS and GS followups, but fails at max range. You can also 4A+B aGI the NSS A on reaction

NSS K
Best Punish: 6KK
*BB for safety

NSS A+B
Best Punish: 6KK
*Fails at tip range. BB for safety in close

Critical Edge
Best Punish: Sidestep 44[A]

Slide
Best Punish: FC 3B

for Tira
Tira:
Jolly Stance
JS A,A
Best Punish: Duck 2nd hit and FC 3B

JS 6A,B
Best Punish: 9K after blocking 1st hit
*Doesn't punish 6A by itself. 9B works too, but 9K tracks slightly if Tira tries stepping after 6A on block.

JS 2A,B
Best Punish: 6KK
*if you have meter and you block the 1st hit, you can get a free WS B(BE)

JS 1A
Best Punish: FC A
*6B works too, but you want the frame advantage from FC A.

JS 33_66_99A,A
Best Punish: 3B

JS 11_44_77A/11_44_77A,A
Best Punish: AA
*AA punishes 44A and interrupts the Mid followup. Loses to the low followup only.

JS 11_44_77A,2A
Best Punish: 6B
*Fails at max range. you can also 9B over the low. JG grants you FC 3B

JS Rising A
Best Punish: AA
*Fails at max range

JS Jump A
Best Punish: AA

JS 3B
Best Punish: AA
*Fails at far range

JS 66B(BE)
Best Punish: step 2nd hit to Tira's back side and 3B
*Only works if you block it outside close range. Too close, and Tira will still hit you

JS 44B
Best Punish: (Just Guard only 3B)
*You can even get iFC 3B if you're quick. Safe if you don't JG

JS 11_77B
Best Punish: 6KK

JS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well

JS Jump B
Best Punish: 6KK
*Same as Rising B

JS 1K
Best Punish: FC 3B

JS 236K
Best Punish: FC 3B
*Does not punish the BE version

JS Jump K
Best Punish: AA

JS 4B+K/JS 4B+K,B
Best Punish: AA
*AA will interrupt the followup as well

JS BT B+K,B
Best Punish: 6KK
*Punishes the move and beats the aGI


Gloomy Stance
GS A,A
Best Punish: Duck 2nd hit and FC 3B

GS 3A,A/3A,A(BE)
Best Punish: Duck AFTER 2nd part and FC 3B
*You have to wait a bit longer to punish the BE. First 2 hits are mids. Be careful of ducking too soon.

GS 1A
Best Punish: FC A
*Same as JS 1A

GS Rising A
Best Punish: AA
*Fails at max range

GS Jump A
Best Punish: AA

GS 6B
Best Punish: AA
*Point blank range only

GS 3B
Best Punish: AA
*Fails at max range. 6B hits from a little farther out

GS 4B;B:B
Best Punish: 3B
*You can also step to Tira's back side between the 1st two hits, but it's a bit hard to do on reaction 100%

GS 22_88B
Best Punish: (Just Guard only, 3B)

GS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well

GS Jump B
Best Punish: 6KK
*Same as GS Rising B

GS 1K
Best Punish: 6KK

GS 4K
Best Punish: AA

GS 236K
Best Punish: FC 3B
*Does not punish the BE version

GS Jump K
Best Punish: AA

GS 2A+B
Best Punish: (Just Guard only, 3B)

Updraft Stance
UD A
Best Punish: AA
*JG grants you a 3B punish. A little tricky to time it though

UD B
Best Punish: Air GI (4A+B+K)
*Air GI by itself does 40 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 60~80 dmg

UD K (Mid and Low version)
Best Punish: 6KK
*3B will punish the mid version easily, but for the sake of consistency 6KK will punish both

Critical Edge
Best Punish: 3B
*CE is tough to buffer since you still have to block all the hits. 3B as soon as she stops.

Slide
Best Punish: FC 3B

for Z.W.E.I.
Z.W.E.I:
[A]
Best Punish: Duck 2nd hit and FC A
*Easiest option. ZWEI recovers extremely fast from this. FC 3B and 6KK both have to be right away

6A
Best Punish: FC 3B

3A,A
Best Punish: Duck 2nd hit and FC 3B
*Careful of BE version as it hits mid and stuns

3A(BE)
Best Punish: 6KK
*You cannot step or aGI in between

1A
Best Punish: FC 3B

4A
Best Punish: 6KK
*Careful of 4[A] 2nd hit.

4[A]
Best Punish: Quickstep and BB or 3B
*ZWEI can act on his own while Ein is out. He recovers pretty quick if just blocks. 3B will force him to either guard or use Ein right away.

4[A]Max Charge
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt.

22_88A
Best Punish: 3B

11_44_77A
Best Punish: 6KK

{B} (Ein)
Best Punish: Quickstep 2nd hit and BB

3B
Best Punish: 6KK

1{B}(Ein)
Best Punish: 1A

*1A will interrupt all followups for CH, and forces a block. Only loses to a specifically delayed EIN release, which isn't a lot of damage. (Credit goes to Kalas for finding this.)

4B
Best Punish: 6KK

66B,A
Best Punish: Duck and FC 3B

33_99B
Best Punish: 6B
*AA works too but is range dependent. 6B always hits

22_88B,B
Best Punish: 6KK
*4K works too, but it's nearly impossible to RO/Wallsplat with.

11_44_77B
Best Punish: Use AAB to interrupt
*This guarantees a GB if you block ZWEI first, or gives him free KND if you block EIN first. You can step them both on reaction, or interrupt with a fast attack. He is completely vulnerable while Ein is out.

4K,B
Best Punish: 6KK

1K(BE)
Best Punish: Quickstep to ZWEI's back side and BB
*ZWEI recovers extremely quick if he guards afterwards.

22_88K
Best Punish: AA
*Point Blank range only. Farther out, 66K is a force block.

11_77K
Best Punish: 6KK

A+B
Best Punish: 6KK
*Fails at max range

4A+B
Best Punish: 3B

4[A+B]
Best Punish: FC 3B
*for some reason it's more unsafe than the regular one

8A+B
Best Punish: AA

66[A+B]
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt. 3B might work to force his hand.

6B+K
Best Punish: 3B between hits
*only works if ZWEI does anything other than guard while EIN is out. He is safe if he guards.

6B+K,A
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt

6B+K,B
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt

66B+K
Best Punish: 3B
*If you do it right away you can get a free Back Throw as well

Knife Fiend Stance
KF A
Best Punish: 6KK
*You can also duck and use FC 3B, but this will be difficult to duck on reaction if used while EIN is out.

KF B
Best Punish: (Just guard only, 3B)
*This will be very difficult to JG if used while EIN is out

Critical Edge
Best Punish: Run in 66AA or CE
*If you want to save the meter, run in 66AA will do. Neither of these work farther than mid range due to pushout.

Slide
Best Punish: FC 3B
 
for Ezio
Ezio Auditore:
6A,B,B
Best Punish: Duck 2nd hit and FC 3B

1A
Best Punish: 6KK

4A,B,2_8B
Best Punish: Duck 2nd hit and FC 3B
*Stops followup roll as well

33_66_99A,B,2_8B
Best Punish: 3B after 1st block
*3B will not punish 66A by itself, You can also 2A as well if you're unsure of timing

22_88A,A
Best Punish: 3B
*This move jails, so you cannot GI or 4A+B aGI in between hits.

44A
Best Punish: 6B
*AA fails at max range. 6B will hit from all ranges

11_77A
Best Punish: 3B

B,B
Best Punish: (Just Guard only, 3B)

B,B(BE)
Best Punish: Step 3rd hit and 3B
*You can also 44B+K aGI the 3rd hit

4B
Best Punish: 3B
*You can also 4A+B aGI the move to hit him where 3B won't normally reach.

33_66_99B,B/33_66_99B,B(BE)
Best Punish: Quickstep 2nd hit to Ezio's back side and 22B

11_77B
Best Punish: (Just Guard only, 3B)
*You can step to Ezio's back side and 22B, or even 44B+K aGI. No Air GI on this move.

Rising B,B
Best Punish: CE or Step 2nd hit to Ezio's back side 22B
*You can't reach with 3B unless you JG the 2nd hit

Jump B
Best Punish: 6KK

6K2(Stomp)
Best Punish: FC 3B
*6KK works too if you're a bit late on timing

11_77K
Best Punish: 6KK

A+B/A+B,2_8B
Best Punish: 2A
*Stops all sideroll followups as well

33_66_99A+B
Best Punish: (Just Guard only, 3B)
*You can also Air GI this move for good damage (38 dmg)

2B+K
Best Punish: FC 3B
*Close block only

4B+K
Best Punish: Duck and FC 3B
*You can mostly react to the animation of Ezio's arm extending

Critical Edge
Best Punish: 6KK or CE
*His CE forces crouch so 3B/FC 3B doesn't work. If you don't want to burn meter, 6KK is the best you get

Slide
Best Punish: FC 3B
 
for Mitsu
Mitsurugi:
1A
Best Punish: 6KK
*You can also use FC A for consistency with 1aB

1aB
Best Punish: interrupt with FC A after ducking
*If you use the same timing as you would to punish 1A, it should interrupt 100% of the time

44A
Best Punish: 6KK
*fails at far range

11_77A
Best Punish: 6KK

bA
Best Punish: 6KK

3B
Best Punish: 6KK
*Careful of 3B(BE) 2nd hit

3B(BE)
Best Punish: quickstep 2nd hit and 22B

4B
Best Punish: (Just Guard only, 3B)

236B
Best Punish: 6KK
*Will not punish max charge 236B

33_66_99B,B
Best Punish: 3B

11_77B,A
Best Punish: Duck 2nd hit and FC 3B
*Stops anything after the 2nd hit as well.

11_77B,A,B/11_77B,A6 (to Mist)
Best Punish: interrupt 3rd hit with 6KK
*If you don't duck the 2nd hit, 6KK interrupts both the 3rd attack and stance. 2A will also work for safety

FC 1B,B
Best Punish: 3B between hits
*doesn't punish FC 1B by itself

kB
Best Punish: 6KK

2K,B/2K,B(BE)//2K,B6 (to Mist)
Best Punish: 3B

2K,B (on hit)
Best Punish: 6KK
*Even beats MST transition

4K,B
Best Punish: (Just Guard 2nd hit only, 3B)

A+B
Best Punish: (Just Guard only, 3B)

22_33_66_88_99A+B
Best Punish: (Just Guard only, 3B)
*You're still safe if he cancels it

Jump A+B
Best Punish: sidestep and 22B
*You can also use 22kA,A,K. JG gives you nothing and you don't get an Air GI

B+K
Best Punish: 3B

Mist Stance
*Mist transitions on block can generally be beaten with a 2A or another good TC move like 3B

MST A
Best Punish: Duck and FC 3B

MST K,B
Best Punish: 6KK

MST B+K/MST B,B+K
Best Punish: 3B
*Interrupts next stance attack

Full Moon Death Stance
FMD B
Best Punish: (Just Guard only, 3B)

Critical Edge
Best Punish: 3B or CE
*If you don't want to burn the meter, 3B will do.

Slide
Best Punish: FC 3B


for Astaroth
Astaroth:
A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AB string

A,B
Best Punish: Quickstep to Astaroths back side between hits (step left) and 22B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AA string

6A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit.

3A
Best Punish: AA
*Fails at tip range only

2A
Best Punish: 6KK

1A,A
Best Punish: Jump over (9G) 2nd hit, then 3B

1A,B
Best Punish: Quickstep and 2B+K
*If you don't have meter you can step and 2kA,A,K

214A
Best Punish: 6B

214A,A,A,A,A,A
Best Punish: 6KK if last hit is blocked

9A
Best Punish: 6B

33_66_99A,B
Best Punish: Step 2nd hit on reaction and 22B
*same for 66A,{B} UB.

22_88A,A
Best Punish: AA
*Close block only

B,B
Best Punish: Quickstep to Astaroth's front (step right) and 22B

B,b6
Best Punish: Quickstep to Astaroth's front (step right) and 22B

3B
Best Punish: 6KK

3{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series

1B,B
Best Punish: 3B

4{B}
Best Punish: (Just Guard only, 3B)
*You can also step and 22B if your reaction is on point

9B
Best Punish: FC A

66B
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series

33_99B
Best Punish: 6KK
*Same as 3B

33_99{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
*Same as 3{B}

6K
Best Punish: 6KK

3K,A
Best Punish: Duck 2nd hit and FC 3B
*You can also 4A+B aGI the 2nd hit

3K,[A]
Best Punish: (Just Guard only, 3B)
*You can also 4A+B aGI the 2nd hit. Delayed timing from 3KA

1K,A
Best Punish: Stay crouched after 1st block and FC 3B
*Even if 1K hits NH, you can 3B under the high. You can also 2A to interrupt the high on block.

4K,K/4K,Crouch Throw
Best Punish: Block 1st part and WS B or WS B(BE)
*Rising B will evade both options

33_66_99K(Bullrush)(BE)
Best Punish: 1B+K between hits
*JG grants you a 3B punish. You can also step the 2nd hit and 3B, but timing is tough

FC 3K
Best Punish: AA
*2nd A whiffs. Better to force a mixup afterwards

Rising K,A
Best Punish: 6KK after the 1st block
*Punishes RIsing K by itself

A+B/2A+B
Best Punish: 6KK at close range; Safe at far range
*If you're to far out, 6A+B is uninterruptible and unsteppable

3A+B
Best Punish: 6K
*2nd hit of 6KK will whiff. Use 3B to force a mixup

4A+B
Best Punish: 3B
*Works on every version except max charge

4[A+B]Max charge
Best Punish: Interrupt with AAB on reaction

6B+K/6[B+K]
Best Punish: AA

4B+K
Best Punish: 9B or step on reaction

9B+K/9[B+K]
Best Punish: Step on reaction and 22B

Critical Edge
Best Punish: B+K under it and FC 3B
*You can also mash out 4A to get under it. Do these during the freeze frame

Slide
Best Punish: FC 3B

for Aeon
Aeon:
3A
Best Punish: 6KK

1A
Best Punish: 6KK

33_66_99A
Best Punish: 6B

22_88A
Best Punish: 3B
*careful of 22A,B 2nd hit

22_88A,B
Best Punish: 6KK

11_44_77A/11_44_77[A] (to Sand Winger)
Best Punish: 6KK
*3B works, but 6KK is better for waiting to see if Aeon attacks from flight. 6KK also punishes 4[A] if he doesn't

Rising A,B
Best Punish: 6KK

B,B,B
Best Punish: Step 2nd hit and 3B
*you can do this for the 3rd hit as well

6B,B
Best Punish: Duck 2nd hit and FC 3B

6B(BE)
Best Punish: Quickstep final hit and 22B

3B
Best Punish: 6KK
*Fails at far range

1B
Best Punish: AA
*Fails at far range. Doesn't work on BE version

66B (to Sand Winger)
Best Punish: 3B

33_99B
Best Punish: 6KK

11_77B
Best Punish: 6KK

44B,A/4B,A,A
Best Punish: Duck 2nd hit and FC 3B
*3rd hit is also a high

Rising B
Best Punish: 6B
*Close to mid range block only

1K(Stomp)
Best Punish: 6KK

66K
Best Punish: 6KK

11_77K
Best Punish: FC 3B

44K
Best Punish: 6KK

Rising K
Best Punish: 6B

B+K
Best Punish: Duck and FC 3B
*Not easy to do this on reaction 100%, but if you can, use this

4B+K
Best Punish: 33BB
*Hits Aeon grounded

8B+K (to Sand WInger)
Best Punish: 6A+B
*This will beat his fire breath BE from stance, and goes underneath the dive unless blocked at tip range. Also has better reach than FC 3B

Sand Winger Stance
*You can pretty much quickstep everything in stance, but the dive has some tracking to Aeon's front side (his right; your left) He has to burn meter to stay in the air, so once you step, get ready to punish him as he comes down from the fire move, or if he dives down at you.

SW K (Dive)
Best Punish: FC 3B ~6A+B
*Dive knocksback too far to get 3B+K to combo after launch. You can force a mixup instead, but 6A+B gives the most guaranteed damage

SW (BE)/SW (BE)G (Fire Breath)
Best Punish: Quickstep and iFC 3B as he lands
*You want to time FC 3B just as he lands, so you get the re-launch for the most damage.

Critical Edge
Best Punish: 3B or CE
*3B has to be done as soon as you block it. Once he uncurls, he's safe.

Slide
Best Punish: FC 3B
 
Some adjustments for Pyrrha in the OP...

3B, 66K, and 1K can be punished with 4K like you said, but they can also be punished with 6KK, which is probably better in most situations (barring RO/Wallsplat). 4K leads to a CE, but CE itself will punish anything that 4K will, will do more damage, and can combo into itself if you have meter.

-30 would indeed get you better things (If you have meter, 4A+B CE, otherwise FC 3B 6A+B) but her CE is only -30 on JG. Fortunately it's still -17 on regular guard so the 3B still works.

I can't get 6KK to hit after blocking her 2K/FC K even when I buffer it, are you sure about that? 2A works though.

I feel like it should be mentioned that WR A+B, 6B+K, 33K, 44K, and B+K are some of the AA punishes that we can punish with CE too.

So is WR B+K; and CE will cover some of those spacings that AA won't.
Timing is -tight- on some of those CE punishes though.

2B+KBBB can be punished with 4A+B CE if you have meter and block the first hit, otherwise FC 3B punishes great, including on NH if they keep going and you block.

You can interrupt the second hit of 11AA with 44B if you block the first hit.

44K variations can all be punished by running underneath after blocking the 44K and using BT B+K, or even using B+K to go under if you feel like being stylish. If you BT B+K 33BB, it does more damage than just using 33BB to stuff the second half (which also works) even though you don't get the CH. You'll still get the CH on the BT B+K if they're silly enough to do the 44KAB after you run under. Also, 8B+K will beat both options and will counterhit the 44KA and lead to 8B+K BT B+K WR B BE BT B+K. Does piddly damage against 44KB though.

Should probably mention that 6B+KA can be punished with 6KK in case you block the whole thing by accident.

236AA can be hopped with 8K on reaction I think.

236B and 236:B can be punished with 6KK

Haven't looked at anything not mentioned in the OP or where you can GI strings or anything yet.

EDIT:
AK can be GI'd on the second hit.

The second hit of 1AA can be aGI'd with 4A+B, or GI'd regularly between any of the hits. Same goes for the BE version. You can also jump the last hit of the BE with 8K. All of this also goes for 4AAA

4AB can be GI'd between hits, or sidestepped in either direction.

BK can be ducked on reaction of GI'd.

2BB, B+KB can be stepped to Pyrrha's left, GI'd or aGI'd with 4A+B

6BK can be hopped or GI'd.

3KK can be stepped between hits or GI'd.

8[B+K] can be crossed-under with B+K or forward dash, then punished on landing with BT B+K if you were close enough to Pyrrha to get out of quake range.

66B BE can be stepped to Pyrrha's right or GI'd

All 44K strings can be GI'd after the jump

The last hit of 66B+KAB can be sidestepped, and the second hit can be aGI'd with 4A+B, but not regular GI'd. Third hit -can- be GI'd.

236AA's second hit can also be punished with 44B or GI'd. The third hit of the BE version can also be GI'd.
 
Thanks for all your work ZeroEffect!

I have checked your punishment lists and have same additions/corrections that you could add.

Concerning Nightmare:
  • I'd rather punish his NSS [A] and WR (B) with 3B+K. It beats every option. 3B is good, too, but sometimes it loses to NSS b:A (especially when delayed, it's a little random but b:A can hit you during 3B). 3B+K works at any range and delay.
  • You forgot about Flapjack (FC 2A+G_2B+G). Punish it with 6KK.
Concerning Mitsurugi:
  • You can punish bA better with 3B at any range.
  • You can aGI the 2nd hit of his 11BA with 4A+B instead of FC 3B, too.
Concerning Astaroth:
  • I know there are strong tools to beat 1AA and 1AB, but if you're lazy (or can't react fast enough in a match), you can just do 9B or 9K and beat every option, but for less damage.
  • You can also punish 66B on block with 6KK.
  • Against 3KA and 3K[A] you can 3B between the hits. Beats everything because of the TC.
Concerning Siegfried:
  • 1A_1AA You can punish both with 6KK, but have to be careful for the follow-up. If you're a lazy man like me, you can do 9K to punish 1A and jump over the 2nd hit.
  • 1B I'd definitely mention 4K as a punishment tool here, since it's mostly used by Siegfried players for a wallsplat or a RO. With 4K you are the one who gets it.
  • Against 66K BE you can 1B+K to avoid everything (including SCH transition)
  • Only do WR B (BE) against 22BB if you see the 2nd hit coming. Otherwise not only SCH B, but also a simple SCH A will hit you.
  • You can avoid the last hit of SSH BBB with WR B (BE) as well.
  • Flapjack punishment just like Nightmare.
  • And you forgot one of his most unsafe moves - WR AA. Punish with FC3B.
I'm going to contribute some more Anti-Strats for Siegfried and Algol in the Matchup-Threads since I've played Sacharja a lot in the last days.

Go Go Leixia Forum!
 
Nightmare;
-I knew about the whiffing issue with NSS b:A, but I didn't even think about 3B+K vs stance, since I just assumed it would whiff at range; Good find. And yeah, I'll add Flapjack to the list.

Mitsu;
-So 3B does punish bA. Good job. I could've sworn I tested it, but I probably was too tired and got a bit lazy there, lol.
- I don't like the aGI vs 11BA personally, because 11B and 1B look exactly the same. It's extremely tough to react to the A using 4A+B.

Astaroth;
- Asta's 1A series... I think I avoided posting the 9K/9B punish because it failed at the range where Asta would be using this most.
- I didn't know 66B was unsafe. What I have for 66B is actually a typo, and I'm sure i meant 44B. You can't step 66B on reaction.
- Good find on 3KA series. does 3B punish 3K on it's own?

Siegfried;
- I forgot to post that up about 9k over the 1AA 2nd hit. I have it written down but it was added after I posted.
- Does 4k punish his 1B at all ranges? If so, that's a great find.
- 66K(BE) is unsafe on block, so I saw no need to post an evasion punish. Actually, you can use AA to stop stance and punish. AA trades with Knee.
- WS B should still beat out SCH A if done right away. If not, maybe I tested wrong.
- SSH BBB find I will add.
- lol, I dunno how I missed that move, but I will add that too

I'm going to contribute some more Anti-Strats for Siegfried and Algol in the Matchup-Threads since I've played Sacharja a lot in the last days.

Sure, go for it.
 
I don't like the aGI vs 11BA personally, because 11B and 1B look exactly the same. It's extremely tough to react to the A using 4A+B.
You're right, I guess duck into FC3B is the better option here. But generally I think that aGI'ing highs with 4A+B is more worth it than in SC4, because 4A+B combo does more damage than FC 3B. Well, if I were able to duck and FC3B that move always in a match, I'd already be happy enough lol.

- Asta's 1A series... I think I avoided posting the 9K/9B punish because it failed at the range where Asta would be using this most.
You're right, my bad. Of course it doesn't work at tiprange.

Good find on 3KA series. does 3B punish 3K on it's own?
No, it doesn't. However, Asta gets no reliable whiffpunishment if he steps 3B after his 3K (which is hard and needs to be done immediately). He gets 4B, 6K or Bullrush for <30dmg, but no 22B BE, so nothing to be too afraid of. Defintely worth it if the Asta players desperately tries to go for a RO.

Does 4k punish 1B at all ranges? If so, that's a great find.
No it doesn't, but neither does 6KK. I only mentioned 4K here, because when you block 1B, it's very likely there's a wall/RO behind Siegfried.

66K(BE) is unsafe on block, so i saw no need to post an evasion punish. Can he enter SCH from that BE?
Yes, he can. Otherwise that would be the worst BE-move in the game I guess. :) 66K [A+B+K] enters Chief Hold. So I added 1B+K to avoid any SCH K interrupts, even though Leixia could handle them.

WS B should still beat out SCH A if done right away. If not, maybe I tested wrong.
Only WR B BE beats SCH A if released with a slight delay with the aGI.
 
Ok. Yeah you were right about Sieg's BE. I revised it by having AA punish, since at worst it'll trade with the knee and beat everything else. And you're right about the 22B4 transition. You should be able to tell if he goes into stance or not though and still use WS B/BE.
 
Similar adjustments to Cervantes

3A, 4aB, 4aBB, BBB, 6k, can be punished with 6KK instead of 4K; usually the better option unless you want ringout

You can use 3B+K for ring outs when punishing 1AB which I think goes a little farther than 4K, I'll have to test. 4K for wallsplat though so you can follow up properly. Near as I can tell there are no better options for punishing it damage wise than 3B -> whatever. Thought 66BB would work but it's not an NC.

The third hit of BBB can be stepped to either side, or aGI'd with 44B+K very easily.
EDIT: All of a sudden I can't seem to step it to Cerv's right... I know I did before though.

6BB can be stepped to either side or aGI's with 4A+B.

4KK can be stepped to Cerv's left.

Things not done:

A+B can be hit with AA easily after you see the green for free, 6KK if you're fast.

3A+B - 6KK
4A+B - 3B, can be GI'd or aGI'd with 4A+B on reaction. Punish is better unless you're close to break since he's in the air, though it's hilarious to watch him fly off.
8A+B - 3B
WR A+B - 6KK, step the last hit in either direction, GI it or aGI it with 4A+B

B+K - can be hit with AA easily after you see the green, 6kk or even 3B if you're fast.
2B+K - 6KK,
2[B+K] - 6KK
4B+K - 6KK
9B+K - 2A
WR B+K - 4A+B -> CE_66K, lol -44+

66A - AA
33_99A - AA, or just duck it when you see the green and FC 3B.
22_88A - 6KK

22_88B - CE only unless your back is to a wall
11_77B - FC 3B
44B - 6KK
8B - CE only

22_88K - GIable after you see the green
11_77K - 6KK

44A+B - CE only unless against a wall. You can get a single A sometimes if you're very close.

iGDR - 3B
DC A - Duck on reaction to the lightning, FC 3B
DC B - 6KK
DC K - 6KK
DC B+K - Step to either side on reaction, GI, or aGI with 44B+K (Timing is kinda hard)

6B BE - 6KK, GI the second hit, aGI the second hit with 4A+B, sidestep second hit in either direction to make him ring himself out at a great distance. They'd best not be using this on your guard.
22_88A BE - Sidestep the second hit in either direction, GI, or aGI with 4A+B. This works even if you're hit by the first hit, and they can't delay the yellow flash.
WR A+B BE - Sidestep last hit either direction, GI, aGI with 4A+B


If you JG 6B+K you can get him with 6B if you're in range lol Maybe I'll work on some JG punishments next time.

33_99A can be JG'd and punished with 6KK...
DC A can be punished with JG 6KK...

Anything punishable with 6KK can be punished with 4K for ringout/wallsplat if you're in range, or CE for damage or CE CE. Most punishable things, actually, can be punished with CE.

Seeable thrusts are hilarious with Leixia. 4A+B all day.
 
1{B}
Best Punish: Duck 2nd hit and FC A

I've tried that in training mode today and IIRC Leixia can 1A every option after having blocked the first B. 1A will always hit on CH (TC frames start very early at 6th frame)
Maybe someone else could re-check that, but if it's always possible to get ZWEI out of one of his main strings with CH 1A it will be awesomely awesome!
 
I've tried that in training mode today and IIRC Leixia can 1A every option after having blocked the first B. 1A will always hit on CH (TC frames start very early at 6th frame)
Maybe someone else could re-check that, but if it's always possible to get ZWEI out of one of his main strings with CH 1A it will be awesomely awesome!

Yeah I checked 1A and 3B to TC his EIN attack and interrupt. I know that he can just hold EIN, block the 1A, and use EIN to punish. It's hardly any damage of course, but I think that's why I settled for 2A. I tried to figure out something that couldn't be countered. Honestly though, it's probably better to use your idea as the reward is much better. I'll update it next time I get a chance.
 
Yeah I checked 1A and 3B to TC his EIN attack and interrupt. I know that he can just hold EIN, block the 1A, and use EIN to punish. It's hardly any damage of course, but I think that's why I settled for 2A. I tried to figure out something that couldn't be countered. Honestly though, it's probably better to use your idea as the reward is much better. I'll update it next time I get a chance.

Are you sure he can really use EIN to punish? 1A ends in TC and EIN hits high in that string.

I think that if ZWEI releases EIN instantly he will be able to block 1A because it's probably too slow.
 
Yeah he can, the timing is weird but it's possible. I actually just tried it again just now and I couldn't block EIN. But still, it's really unlikely that this will happen consistently. So 1A is a very good anti-1B tool.

EDIT: Added the 1{B} punish change in the Zwei punishment list. credit goes to Kalas for discovery.
 
Added some punishment stuff for Maxi:

Maxi:
A,A~Right Cross
Best Punish: 6KK
*Punishes and interrupts everything from Right Cross including aGI

6A~Right Outer
Best Punish: AA
*Fails at max range. This punishes 6A and interrupts stance. At far range, backstep is recommended

3A~Left Inner
Best Punish: Backstep after blocking and 3B
*You can also 3A+B to beat stance, but timing is tough and it loses to aGI. 44B may work well

4A~Behind Lower
Best Punish: 6BA or CE
*6BA Punishes and beats all except BL A. If you read BL A, you can whiff punish with FC 3B. CE beats all.

22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI

FC 3A/3A,A/3A,A,A~Right Outer
Best Punish: WS K
*Punishes on block and beats stance. Maxi can alter the duration of this move, but you can still punish with WS K

22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI

11_77A~Behind Lower
Best Punish: FC 3B
*This punishes and beats all stance options including aGI.

11_77A~Behind Lower (on hit)
Best Punish: 6{A}
*Punishes and beats all options from BL. Trades whiffs with BL A, but leaves you at advantage from Hou Lee

44A
Best Punish: 6KK

B,B~Left Outer
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own

3B
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own

1B~Right Outer
Best Punish: 6A+B after blocking 1B
*Doesn't punish 1B by itself. Beats RO A/RO K series and aGI. Loses to RO B, but his combo whiffs due to off axis

66B~Left Inner
Best Punish: WS K or WS B/WS B(BE)
*Both punish 66B and beat stance. Rising B only loses to a delayed pure loop aGI, whereas Rising K doesn't.

33_99B~Behind Lower
Best Punish: 6KK
*Doesn't punish 33B by itself but beats all stance options. hit confirm the first kick if you can

22_88{B}~Left Outer
Best Punish: WS A
*Punishes and beats all stance options including aGI

11_77B
Best Punish: 6KK
*4K for walls/RO

44B~Right Outer
Best Punish: 6A+B or sidestep 22B
*Neither punishes 44B itself. 6A+B trades whiffs with RO K. loses to RO B, but doesn't give a combo. Sidestep beats all except RO A

Rising B(Backhand)
Best Punish: 3B

Jump B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI

2K
Best Punish: 6KK
*You can also punish with 9K, which will also TJ the 2nd hit of 2KB

2K,B
Best Punish: 6KK
*As mentioned you can also 9K between hits, but timing is more difficult

236K/236K,G
Best Punish: 6KK
*Maxi can alter the duration of this move, but it's always punishable by 6KK if you're on point with it

11_44_77K
Best Punish: (Just Guard only, 3B)
*this is advantage on block for Maxi otherwise

Rising K,K
Best Punish: Duck 2nd kick and FC 3B
*On close block you can use AA between hits, since it punishes the flrst kick and interrupts the 2nd

A+B
Best Punish: 3B
*6KK works as well from most ranges

A+B,G~Right Cross
Best Punish: 6KK
*Punishes and beats all stance options including aGI

2A+B
Best Punish: FC 3B
*You can also do 4A+B from crouch if you react quickly.

4A+B
Best Punish: CE or (Just guard 2nd hit only, 3B)
*If you have the meter it's best to just go for the CE.

Jump A+B
Best Punish: Air GI
*Air GI by itself does 52 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 70~90 dmg

B+K
Best Punish: 6B
*Careful of the followup hits of B+K:B;B:B;A

B+K:B;B;B:A
Best Punish: 3B
*Punishes and beats out the RO followups including aGI

Rising B+K~Behind Lower
Best Punish: 6KK
*Close to mid range only. Sometimes only one kick will hit.

Dealing with Maxi Stance Options
*The general mindset for dealing with Maxi stances, is that you can either interrupt his next option, or you can backstep and whiff punish him for it. Maxi has some decent highs from certain stances, so sometimes a 2A or 2K (or some other good TC move) is all you need to quickly poke him out of his frame trap options and force him to play more defensive minded. At other times, it's best not to engage him at all and just bait a whiff. (or use 44B to evade.)


Right Cross Stance
RC A,B
Best Punish: 4A+B Auto GI the 2nd hit
*Also works on BE version, but make sure you get timing down. 1B+K between hits also works

RC B~Left Outer
Best Punish: 6KK
*Stops all followups including aGI. WS B/(BE) also works, but loses to aGI and far range sweep.

RC K
Best Punish: FC 3B
*Careful of RC KK second hit.

RC K,K
Best Punish: WS B/WS B(BE) between hits
*Won't punish RC K itself, and you can't wait and see if he does it. You have to commit. BE version is safe if you're wrong.

Right Outer Stance
RO B~Right Cross
Best Punish: 6KK
*Stops all followups including aGI.

RO K,A
Best Punish: 6KK
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.

RO K,K
Best Punish: 1B+K between hits
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.

Left Outer Stance
LO A
Best Punish: 9K on reaction or JG 2A
*Leaves Maxi in crouch if he doesn't finish the string. If you JG~2A it will interrupt K followup as well.

LO B,K
Best Punish: Duck 2nd hit and FC 3B
*If you block both hits, you are still at slight advantage.

LO K
Best Punish: FC A
*Fails at max range

Left Inner Stance
LI A/LI A(BE)(Backhand)
Best Punish: 6A+B
*If you're timing is on point, you can actually get an iFC 3B to punish also. 3B works too, but fails at far range

LI B~Left Inner
Best Punish: 66K
*An Immediate 66K will punish and beat all stance options including aGI

LI {B}~Left Inner
Best Punish: Step on reaction and 22B
*Don't block the full GB. It gives Maxi a free LI A. Possibly 44B+K aGI on reaction. Even if he delays, you backstep away anyway.

Behind Lower Stance
BL A (Retreating move)
Best Punish: 3B or CE
*3B fails at far range block. CE reaches farther out thought it's harder to buffer.

BL B,B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI

BL K,K/BL K(BE)
Best Punish: Block first hit and WS A or WS K
*Both punish BL K itself, and beat followups. WS K for frames. If he does the BE, he'll jump WS K, but not WS A

Critical Edge
Best Punish: 6A+B or CE
*JG the last hit grants you 3B, but for the risk it's not really worth it. Only use 6A+B if you don't have meter. 3B will work if your near a wall

Slide
Best Punish: FC 3B
 
Great stuff for the 3B vs Asta 3K find. I would still recommend using FC3B against strings like Mitsu 11AB because you can more easily whiff-confirm and sometimes even get CH damage if he continues.
 
Ok, hate to be the n00b here, but I'm unfamiliar with the terminology, and I can't find a place on the forums that really explains it. I, of course know what A, B, and K mean...but what are the numbers in the move notation? Directions, I assume. Can someone key me in?
 
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