Leixia Q&A/General Strategy Thread

I tested it out in training mode a few days back. CH AA BE with the last hit blocked is 49 damage. So you get an extra 9 damage (AAB does 40).


Voldo is nowhere near Leixia-level of difficulty. He has less safety, but in return he gets damaging 50-50s.
I know I.brang voldo in but lets not compare lexia to other characters.

BTW voldos more threatening 50/50s can be disabled very easily if you know the match up. He doesnt have much to work with because of that. He more mind game oriented imo
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No more voldo talk or comparing leixia to characters please
 
Please explain, i know nothing of viola. Please give me examples in relation to how leixa can compete with guard burst of viola's that way your reply will be slightly on topic. Everyone seems to be lost with viola. I need advice from a viola player....im desperate to know their thoughts.

Oh, I'd be glad to - I love comparing characters I play. :P

On the whole, Leixia's guard pressure is decent. But that's just it - it's just decent. On the whole, her guard pressure relies on many disjointed instances of connecting via mix-ups. She doesn't really have any viable moves that grant frame advantage on block (aB feints are easy to react to if your opponent is familiar with Leixia). If her opponent is on the ground her guard pressure gets a lot better in that regard - you can try and trick them with 44K into AA, or 33BB them (best done on characters who can't block punish it when spaced well). In fact, on paper Leixia's guard pressure isn't even that impressive - still slightly better than average, but if your opponent knows Leixia's frames well, they can put a stop to a lot of her pressure quite quickly.

Compare this to, say, Viola. Suppose she's just blocked a move that's -9 or so on block - not enough to punish with anything, but long enough to set up 6B+K. If the move doesn't have much pushback and she's pretty close, she can then lock you in place with 3A or AA. Either you eat the damage (which with 3A set-up in particular is downright nasty), or you can keep blocking, in which case she'll throw a 3B at you. Whilst normally you could 6KK this, the 6B+K means that not only is it safe, but she has the advantage, and can keep piling on pressure.

In effect, proper 6B+K set-ups can essentially make almost any of Viola's moves + frames on block. For that reason alone, I think that Viola's guard pressure is pretty darn awesome.
 
Thank you for telling me your thoughts on leixia! (now I know were to start)

Oh, I'd be glad to - I love comparing characters I play. :P

Compare this to, say, Viola. Suppose she's just blocked a move that's -9 or so on block - not enough to punish with anything, but long enough to set up 6B+K. If the move doesn't have much pushback and she's pretty close, she can then lock you in place with 3A or AA. Either you eat the damage (which with 3A set-up in particular is downright nasty), or you can keep blocking, in which case she'll throw a 3B at you. Whilst normally you could 6KK this, the 6B+K means that not only is it safe, but she has the advantage, and can keep piling on pressure.

In effect, proper 6B+K set-ups can essentially make almost any of Viola's moves + frames on block. For that reason alone, I think that Viola's guard pressure is pretty darn awesome.

We can have a PM discussion in order to save the sanity of this thread. Thank you for your thoughts!
Right now I am at school and im on my phone. Expect a reply tomorrow. I dont feel like wasting 2 hours with texting...
 
This discussion is seriously tiring me. Leixia is shit, we all get it. But I'm not going to stop playing her because I enjoy her style. I can simply save a pocket Mitsu for tourneys since he has the tools to play mostly the same as her anyways. (Seriously, look at his frame data. It will make you straight up angry.) The only thing he lacks is aGIs; he has absolutely none.

So, again, yes, Leixia is shit. We all get it. So how about we start trying to do something about it? I'll repeat my question from the last page. We know that our opponents have no reason to respect our offensive capabilities unless they are Leixia as well. Can we punish them somehow for this? Mayhaps using aGIs? I'm trying to get 22_88B+K more integrated into my playstyle. It does impact all mid and high horizontals and non-thrust verticals. That's not a bad chunk of moves. And it follows directly into 22_88A, B, and K (not guaranteed). If you use B, that's a free 50 damage (combo into 6A+B), which as we know is chump change, but it's less insignifcant in the context that you get it because they attacked you.
 
i just tested this out, leixia can 4A+B AGI mitsurugi's 4B on reaction and get a punish that way.
its fairly easy and should be your anti 4b tech from now on.
i implore you guys to check this out ASAP!
also if you predict 4b leixia 66bb will kill it instantly and net you a CH 64 damage,providing you 33bb after it.
 
So, again, yes, Leixia is shit. We all get it. So how about we start trying to do something about it? I'll repeat my question from the last page. We know that our opponents have no reason to respect our offensive capabilities unless they are Leixia as well. Can we punish them somehow for this? Mayhaps using aGIs? I'm trying to get 22_88B+K more integrated into my playstyle. It does impact all mid nd high horizontals and non-thrust verticals. That's not a bad chunk of moves. And it follows directly into 22_88A, B, and K (not guaranteed). If you use B, that's a free 50 damage (combo into 6A+B), which as we know is chump change, but it's less insignifcant in the context that you get it because they attacked you.

Im also liking 4A+B because window is very early. The timing is JG timing. This means you are immune to mix ups that will bait he GI and that you can kill the string if you see the hit coming. Its good for wall combos and I think 4A+B 3B is a xombo
 
I'm still working on JG timing, so I prefer 22_88B+K whenever I can use it, because it's got a big aGI window. Does anyone know exactly what the window is for it?
 
3A is low risk low reward....how is that bad?

22K has been the same speed since SC3 when it was 11K and it still hit.....

11A is solid as fuck if you can't see the potential in that you are as bad as I thought

FYI 1K isn't meant to mix them up....its a step kill....you stop at 1K....you threaten with the second hit and 44B you get them hesitating. pseudo safe stepkilling lows <3 You really aren't helping your case with the whole "my basics don't suck thing" with that argument

Read my above post I meant 11A


whore twirl is also amazing
 
So since people like to let Leixia players guard burst them when their gauge is in the danger zone, what's stopping y'all from mixing between lows and throws and take the guard burst when you need it? I noticed 3AA and 4A doesn't break guard so if you think they are gonna duck you have those to fall back on and they are both safe from what I can tell.

I just started out maining her a week ago so I'm unsure what other mids she has that doesnt break guard but basically if your opponent is content with standing still then use this to your advantage. Get some grab attempts and 2K in. Don't just break the guard because they tell you too.

The mix up between 3AA/3A~Grab is working for me at the moment. Sometimes the pushback on 3A puts them out of grab range so I sometimes go with 3A~2K
 
So since people like to let Leixia players guard burst them when their gauge is in the danger zone, what's stopping y'all from mixing between lows and throws and take the guard burst when you need it?
Because:
1) Her lows are either very slow or do little damage.
2) Are reverse mixups on hit, so you'll trade a bit of damage for loss of initiative.

I noticed 3AA and 4A doesn't break guard so if you think they are gonna duck you have those to fall back on and they are both safe from what I can tell.
They are still mids. They don't guard break, inflict little damage and do not guard burst. So why use them before moves with better frames? They're mid stepkillers and 3AA TCs, I'll give you that.

So you're telling us to... mix-up between not-guard bursty mids and lows? Doesn't sound very legit to me.

I just started out maining her a week ago so I'm unsure what other mids she has that doesnt break guard but basically if your opponent is content with standing still then use this to your advantage.
AA, BB, 6KK (unsafe). Probably a bunch of others.

The mix up between 3AA/3A~Grab is working for me at the moment. Sometimes the pushback on 3A puts them out of grab range so I sometimes go with 3A~2K
Because your opponents are special needs children? That works maybe once or so a match.
 


What I really don't understand of you guys is why you keep slamming the other side down so much for sharing his tricks with Leixia and what strengths of Leixia he thinks could be threathening, instead of trying to understand his opinion. That's what learning is about, so you can possibly incorporate some new gameplay into your own.

Whenever I see a post stating a negative aspect of Leixia by, say Kalas or ZeroEffect, it's a respectable post about one of her weaknesses. Indubitably it is as important to know your character's weaknesses as it is to know your character's strengths. Your posts, however, go too far with stating Leixia's weaknesses. Saying "NO IT SUCKS BECAUSE OF THIS" to everything, that could be, if only very maybe, a potential tool, won't help anyone. Instead other than fighting your opponent, you will also have to fight against your own character.

No personal feelings, but I can't help disliking this kind of attitude.
 
I was a bit unclear in my last post. Leixia's stepkillers are average. 3A+B alone cannot elevate it above average.

Fair enough.


I'd say most of them. More than half. 3/4ths. Leixia's lows are generally safer and slightly faster, but they inflict almost no damage, do not mix-up with anything except the semi-mixup between 22K and 22kA and do not combo, even on CH.

I'd readily sacrifice safety and some speed for combos and high damage.

How many viable lows are there that combo? Personally, I'm fine with Leixia's low damage lows.

Though when it comes to Leixia being low tier, I don't think everyone realises that this isn't saying that Leixia herself is bad. It's just saying that >50% of the cast is better. In previous SC installments, a 'low risk but low damage' arsenal of moves would get you places. But in SCV, you have characters who are low-risk AND have a much higher damage output, so simply having a lot of safe tools won't cut it.



I don't think that's going to happen. Apparently Daishi Odashima (director of SCV) mains her and Project Soul aren't exactly listening to credible people when it comes to what to patch. They completely ignore random whiffing issues and instead nerfed Leixia very little reason, made Viola Top Tier, nerfed Tira into infinity and left Mitsurugi, Nightmare and the Alexandras relatively untouched.

Making 22K not knockdown unless on CH. Really? Clearly they're taking cues from idiots.

I was saying that Viola was top tier before the patch. People were too quick to say 'urgh, such horrid damage' (which soon proved to be untrue)
 
Here's a nifty trick I found to extend wall combo damage.

After the final wall hit, go straight into CH6KK, then do 66 A+G_B+G as soon as you see her leg fully parallel to the ground. If they tech, you get a guaranteed throw attempt that can add 45-63 more damage, depending on which throw, and if B+G gets another wall hit.

If you read them as rolling or standing up, just use FC3B or 66K instead.

The highest "combo" I managed to do with this was was 190. Inputs looked like this:
(aGI)4A+B, W!, 4A+B, W!, AA BE, 6KK, 66, B+G, W!, 3B.

It's fun to use against mash-happy nightmares too, since throws can't be aGI'd.
 
@Fallen So preserving the danger zone of the guard meter and using the "Stand there and let it break" mentality to land some throws and pokes is not a viable tactic? Any damage is good damage but all you seem too want is every single attack to combo into 8 moves in a row.

Do you wanna lose to that laggy (only you felt) Aeon 66A because you couldn't block it while QSing? lol. Get your skills up before you try to tear apart a tactic or at least let me see you use a successful one since your so masterful with Leixia.
 
@Fallen So preserving the danger zone of the guard meter and using the "Stand there and let it break" mentality to land some throws and pokes is not a viable tactic? Any damage is good damage but all you seem too want is every single attack to combo into 8 moves in a row.
I didn't say that. I just don't think there's really any reason not to guard break when you can. Why save the guard break? Break it, inflict damage and start wearing down their guard again, hoping for another guard break before the match is over.

If you wait too long because you want to "threaten" them with a guard break, it might rebuild. I didn't say "your" tactic wasn't viable. I just feel it's "whatever" in the grand scheme of things. Either you seize the guard break for guaranteed damage or you keep the threat there, which isn't really that much of a threat, so it's basically just saving the guard break for later, which, while useful in some situations (such as when they're at really low health at the end of a round), isn't always the best round (such as when they're got plenty of health at the beginning or middle of a match and you might be able to guard break them once more if you guard break them at that moment).

You were also suggesting we mix-up with slower, less damaging moves with less reach because it preserved the guard break for later.
 
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