Leixia Punishment Guide

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?
The numbers are directions, and each one is like reading the numbers on a keypad.
7 8 9
4 5 6
1 2 3

Take 5 as being neutral, and trace the direction to get to the rest of the numbers. (Ex: Going down from 5 gives you 2, so 2 is the down button)
 
Could any of the moderators group all the character-specific lists in the first post please? Would be better not to look up the whole thread everytime.
 

Could any of the moderators group all the character-specific lists in the first post please? Would be better not to look up the whole thread everytime.
I'm already working on that. I'll have a separate completed punishment chart stickied with everything we found in this thread.

Request: How to punish Viola.

(And punishes for Hilde, Voldo and Yoshimitsu are missing too.)

Already did the testing for those characters as well, just have to copy/paste them in the thread.
 
I already did Hilde & Yoshi before.

6AKA_6AKB
1B+K after 6A avoids anything
JG the K and 6KK/CE to punish/interrupt anything
punish 6AKA with 6KK
punish 6AKB with 6B/CE

3A
only +2 on block post-patch, so don't be too afraid if you block it

1A
punish with 6KK

6BBB
auto GI 4A+B or duck FC 3B last hit
punish 6BB or 6BBB with CE, but CE doesn't interrupt between the 2nd and 3rd B

3BA_3BB
4A between the hits to beat anything
otherwise, punish 3BB with 6KK, and duck or 4A+B auto GI 3BA

1B
punish with 6KK

4B
punish with 3B

1KK
punish 1K with FC 3B
WS B (BE) if you block the first K
punish 1KK with 6KK

4KK
6KK/BB after 4K punishes and interrupts follow-up

A+B_[A+B]
punish normal version with 6KK
auto GI 4A+B against charged version (delay a little)
---> she can't do early releases, either the quick version or fully charged, so it's reactable

2A+B
punish with 6KK

2B+K
punish with FC 3B

22AA
duck and FC 3B or auto GI 4A+B

11A
punish with 6KK

44A
punish with 6KK

A-charges
C1 A & C2 A or both negative on block, we play SCV now, not SCIV
C3 A - 4A+B between the hits (delay a little), always guaranteed, she has to do the 2nd hit

B-charges
C1 B - punish with AA
C2 B - it's -16, but you can only punish with CE due to pushback
C3 B - JG'able but difficult, otherwise safe due to pushback

3B BE
1B+K or QS left between the hits
JG 3B

66B BE
JG 3B
auto GI 4A+B (delay a little)
interrupt with CE

CE
punish with 3B

3AB_3AB delayed_3A BE
punish any version with 6KK
auto GI 4A+B against normal and BE-version
auto GI 4A+B delayed against delayed version, 1B+K against delayed version

1AAAAA_4AAAAA
punish with 3B

214A
punish with 6KK

3B
punish with 6KK

1B and any non-UB-version
punish with 6KK

6KK
interrupt and punish with 3B

6B+KBBB
duck 2nd/3rd hit FC 3B

9B+KK_[K]
1B+K between the hits beats anything

FC 3K
punish with FC 3B

FC 1K(KKKK)
punish each with FC 3B

66A
punish with AA

66A BE
auto GI 4A+B (delay a little)
1B+K or 22_88B

22A
punish with 6KK

33BB+K-series
CE/BB/6KK after the 2nd hit beat anything (CE does 87dmg if Yoshi continues with A+B cause it will hit him on CH and from behind)

22B
punish with 6KK (only at closerange)

11B
punish with 6KK

66A+B2B
punish with FC 3B
(and 66A+B is only -7 on block unlike Mitsu's)

66B+K-series
3B+K/CE after the first hit beats anything
(BB and 6KK work as well but if he does 66B+KA+B the second hit won't connect)

Flea A
punish with 6KK

Flea K ~ Dragonfly
punish with 3B

Flea [K]
punish with FC 3B (groundhit)

Flea 66
punish with 6KK on hit!
punish with FC 3B on block

Indian A
punish with 6KK

Indian B
reactable because of the Guard Break effect, just 22B

Indian 6A+BK
punish with 1B or 3B on hit!
punish with 33BB (QS doesn't matter) on block

Dragonfly K
punish with FC 3B

Dragonfly A (on block)
interrupt anything with CE

Super Dragonfly KK (fail)
hit him with 33BB

CE
punish with FC 3B
 
At first I edited it in the post above, but I think this "Easter Egg" deserves an own.

Unlike SC4, where you couldn't jump over shit with 9K, in SC5 the TJ activates really early. So, we have an i17 TJ.
There are several moves/strings in the game where we now can use 9K to punish the move itself and interrupt the quick low-follow-up.

We can 9K carelessly (to punish and interrupt) after (on block of course):
Siegfrieds WS A
Siegfrieds 1A/SRSH 1A
Raphaels A+B
Pyrrhas 236A
Ivys 6B8 or 6KB
Ivys A+B

Maybe I forgot some, don't know.
 
About Viola, there are a number of situations where, when she has the orb out, she can use 6B+K to make a lot of her unsafe moves safe. This makes it so that you have to keep blocking since the orb hits separately behind you while Viola is attacking.
 
Yep.

Voldo:
Front Stance
aB,B,B
Best Punish: 6KK

3A
Best Punish: 6KK

1A (to Blind Stance)
Best Punish: 6KK

66A
Best Punish: 6KK

22_88A
Best Punish: CE

Rising A,A
Best Punish: 6KK

Jump A (to Death Roll)/Jump A~2_8 (to Mantis Crawl)
Best Punish: 2K
Punishes and stops all Mantis Crawl options

3B,B
Best Punish: (Just Guard 2nd hit only, 3B) or CE

2B,B
Best Punish: Quickstep 2nd hit and 22B
*JG 2nd hit grants you a 3B punish.

1B
Best Punish: 6KK
*Fails at max range

4B,A (to Blind Stance)
Best Punish: Duck 2nd hit and WS K
*Even if Voldo does the 3rd hit, WS K will TC.

4B,A,A
Best Punish: Duck 2nd OR 3rd hit and WS K
*FC 3B will work if you're fast enough, but if you're not, the 3rd hit may still hit you. You can also 4A+B aGI the 3rd hit.

FC 3B
Best Punish: 6KK
*Fails at max range. At far range only the 1st kick will hit

33_66_99B(BE)
Best Punish: 4A+B Auto GI 2nd elbow

Rising {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups Including DR transition. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.

Rising B,B/ Rising B,B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups. JG grants you 3B punish

3K
Best Punish: AA
*Only works if your back is to the wall

11_77K
Best Punish: 66K
*6KK works on closer range blocks

44K
Best Punish: 3B (hits Voldo grounded)

A+B/A+B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups.

6A+B/6{A+B}
Best Punish: 6KK
*Voldo can alter how many attacks he does, but all are punishable by 6KK.

2A+B
Best Punish: 6KK

66A+B,K
Best Punish: CE

66A+B,K
Best Punish: Duck 2nd hit and FC 3B

44A+B
Best Punish: 6KK

FC 3A+B(Dive)
Best Punish: Duck on reaction and FC 3B
*This is extremely hard if you aren't expecting it at all.

FC 3{A+B}(Unblockable Dive)
Best Punish: Duck on reaction and FC 3B
*This is much easier to do with the delay

B+K
Best Punish: AA
*AA punishes and interrupts the 2nd hit if he does {B+K}

{B+K}
Best Punish: Quickstep 2nd to the right and 22B
*You can quickstep to both sides, but right is easier. AA between hits also works if you're quick enough

Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range

Slide
Best Punish: FC 3B


Blind Stance
BS 6A,B,B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time

BS 8WR B
Best Punish: 6KK
*Careful of BS 8WR B,K 2nd hit

BS 8WR B,K
Best Punish: 6KK

BS 6B,B
Best Punish: (Just Guard 3rd hit only, 3B)
*String jails so you can't move or GI between hits

BS 6B,6B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time

BS 8B (Slips)
Best Punish: 6KK
*Punishes and interrupts the K followup.

BS 8WR K (Butt Bump)
Best Punish: 6B
*If you use 6KK, only one kick hits

BS 8B,K (Slips)
Best Punish: FC 3B (hits Voldo grounded)
*6KK between hits will interrupt, but FC 3B does more dmg.

BS 8K
Best Punish: 6KK
*Punishes and interrupts the A followup

BS 8K,A
Best Punish: Duck 2nd hit and FC 3B (hits Voldo grounded)
*6KK between hits will interrupt the A followup

BS A+B
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing

BS A+B (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.

BS A+B:G
Best Punish: 6KK
*Similar timing to BS A+B.

BS 2A+B
Best Punish: FC 3B

BS B+K(aGI - all mid weapon attacks)
Best Punish: Duck on reaction and FC 3B
*You have to know the animation it to duck on reaction, but it's worth it.

Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range

Mantis Crawl Stance
MC A (Feet towards)
Best Punish: 4A+B Auto GI on reaction
*You have a lot of time to react to the extra startup, because the move hits behind Voldo first. Doesn't work as well on Head Towards version. Safe otherwise

MC B (Feet towards)
Best Punish: FC 3B
*Doesn't work as well against Head Towards version because he hits behind him last.

MC A+B (Head towards)
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing

MC A+B (Head towards) (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.

MC A+B:G (Head towards)
Best Punish: 6KK
*Similar timing to MC A+B.

MC a+b2 (Head towards)(Rolling explosion)
Best Punish: 2K (hits Voldo grounded)

MC 6,6 (Head towards) (Crawl Dash)
Best Punish: FC 3B
*If done right away it'll even stop the Death Roll transition

Death Roll Stance (aka LandFish Stance)
DR A/LF A
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat max charge version

DR/LF B
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat BE version

DR/LF B+K (Backstroke)
Best Punish: CE
*If done right away, it hits Voldo as he's getting up. It whiffs if he just lies there, so use 3B if that happens

Caliostro Rush Stance
CR A,A
Best Punish: 6KK
*Same as Front turned Rising A,A

CR {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.

CR B,B/CR B,B3(to Caliostro Rush)
Best Punish: 6KK
*Same as Front turned Rising BB

CR K
Best Punish: (Just Guard only, 6KK)

CR A+B(Slide)
Best Punish: FC 3B

Blind Caliostro Rush Stance
BCR A+B (Low Mule Kick)
Best Punish: FC 3B (hits Voldo grounded)
 
I'd like to add something out of gratitude for the Leixia peeps contributing.

Freebie of lulz(well for you Leixia users or anyone else for that matter). If you aren't in point blank range of Yoshi's CE, you can GI it. Basically wait until he spins at you then interrupt with a GI.

If you're stingy with your meter Leixia users, 9K to interrupt his spin, but wait until he spins at you.


Pocky Yoshi pouts haha.

Edit: You can 9K his CE at point blank range. Wait until he spins at you.
 
Normally you'd just block it for the FC 3B dmg. But this is great for when you can't afford blocking it with your gauge flashing red.

Np. Imho as a Yoshi player, the CE has some weaknesses. When I heard Kalas(iirc) saying us Leixias can 9K over certain low attacks, I was like gotta test my theory and lo and behold, Leixia has a good 9K to TJ his CE.

In general, you'd probably see us Yoshis use the CE only as a whiff punisher(chance to exploit maybe) or GI then CE(same here).

But a stray Yoshi CE as of now should not scare you Leixias no more. Though remember to call the failed CE "a pouting spin" haha.
 
I'd like to, but I'm already behind on two projects for SC.
One is my frame trap guide, and the other is a video on Option-Selects.
There was a punishment guide I had written up. But then I discovered the problem of SET 6B+K screwing with frames so I never actually posted it. I'll probably have to redo it eventually.
 
Tip against Viola:

- crybaby
- crybaby more
- if you have a huge lifelead, put yourself on the ground with 1[A] and crybaby
- duck 2nd hit of her 66AA or 4A+B it
- GI the 2nd hit of her 44A BE, Leixia can't step it
- never get hit by anything, especially not the orb
- and crybaby
 
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