Leixia Q&A/General Strategy Thread

What do you guys think about 22_88A? With its INSANE range, I think it could be in her top 10.

I can't tell if you were being sarcastic or not, but 22A is definitely on my Top 3 "Least-used-Leixia-moves"-list. :) I honestly don't know what to do with this move. I prefer 44A any day, because it can be buffered (22A is just too slow with QS), it has a TC, it gives a combo and it has about the same range.

I imagine that if Mitsu had Leixia's 22A, Namco would have given it had a CH-combo, 40dmg on neutral and 60dmg with clean hit.
 
I can't tell if you were being sarcastic or not, but 22A is definitely on my Top 3 "Least-used-Leixia-moves"-list. :) I honestly don't know what to do with this move. I prefer 44A any day, because it can be buffered (22A is just too slow with QS), it has a TC, it gives a combo and it has about the same range.

I imagine that if Mitsu had Leixia's 22A, Namco would have given it had a CH-combo, 40dmg on neutral and 60dmg with clean hit.
I'm being 100% serious. I used to dislike it too but damn, it sometimes seems like it has Aeon 66A range. I've tried it in training and it doesn't seem as good as I'm saying it is, but in battle I hit people from twice 44A's range. Not really sure why but this move is awesome. And yeah. Mitsu's would be broke af.
 
I can't tell if you were being sarcastic or not, but 22A is definitely on my Top 3 "Least-used-Leixia-moves"-list. :)

LOL, yeah I'd imagine it comes in after K+G and just before "SUPER!"

In honesty, I do use this move often. But again, everyone and their mother has a running TC move to get in so it's mainly used as a "hey stop trying to step 66B" move.
 
So I was testing out a particular Elysium combo/tech trap which involved Leixia's 66AA. FC 3B is known to combo after 66AA on a nontech and is i19 just like Elysium's CE, so her CE should combo off this, right? Well, to my surprise, it did not (though it does catch techs which avoid FC 3B). I decided to break out my capture device for some training mode freeze framing. Ignore the blue box... that was me trying to dismiss the pause screen box through menu navigation so it wouldn't obscure the frozen screenshots as much.

vlcsnap-2013-02-12-06h43m35s205.png
This is the frame FC 3B will hit standing targets normally, at i19. Note that damage is counted on the frame an attack connects, but the victim doesn't go into any damage animations on this frame.

vlcsnap-2013-02-12-06h45m37s144.png
This is the first frame FC3B will hit a downed target, like they will be if they don't tech 66AA. This is just a single frame earlier in the attack. Note that the position of the sword and its trail aren't as far forward as the above picture.

vlcsnap-2013-02-12-07h21m45s65.png
This same frame will *not* hit a standing target, not even giants like Astaroth at positions where it very clearly looks like it would hit. Note the position of the sword and its trail - it's identical to the downed hit picture but the standing target has not taken damage yet.

tl;dr this pretty much singles out the fact that FC 3B is actually i18 on downed targets, but is i19 against any standing one. I didn't see a note of this or anything in her frame data table so I'm not sure if this is already known or logged somewhere.
 
this pretty much singles out the fact that FC 3B is actually i18 on downed targets, but is i19 against any standing one. I didn't see a note of this or anything in her frame data table so I'm not sure if this is already known or logged somewhere.

Hm, makes sense. It's an upward swinging attack. I can see how it would take a frame extra to hit a standing target, as the sword has farther to go to make contact.
 
Yeah, I know it makes general sense in that there are a lot of moves with different impact frames depending on spacing (like Leixia's 6KK which affects some punishes). I just found it particularly interesting because it's that 1 frame that makes FC 3B register a combo off 66AA because anything i19 is blockable if you don't tech. That and I was disappointed that Elysium's CE doesn't combo off 66AA, but usually everyone techs into it because they're accustomed to avoiding FC 3B...
 
The only way I know to do it is just to hold guard and then crouch, and as you're releasing both press b. I don't know if there's a faster method than that. so I guess the notation would be something like: [g], 2, release g+ 5+b BE

about combos only thing I can think of is do it a lil slower maybe. I rarely use it in combos and the only one I can think of is off of bt b+k. there I make sure I'm fully crouched and then do ws b BE. anyway, good luck!
 
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Thanks and that's exactly what I'm having trouble with BT B+K into the BE, most of the time my opponent does ukemi out of it. But thanks, I'll try it slower. :)
They can always ukemi it. After BT B+K hits, immediately input 44 [ A ] instead. If they keep using ukemi now, you will be happy :)
 
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Keep in mind that some characters under certain circumstances can tech and not get hit by the 44[A] tech trap after BT B+K (I can't name any specifics but it can happen). In this situation you can substitute 44[A] with 2B+K to cover absolutely every possible tech (as well as be a bit safer if they play dead) and get the same combo opportunities, albeit with less damage. But when it comes to the difference between ringing them out with AA BE off a 44[A] that can possibly miss or 2B+K that can't, damage doesn't matter.
 
So, I've been loving using 3B, AAB[BE], any grab.
At the minute, it's been extremely useful, as most of my opponents aren't expecting to be automatically stood up, meaning it catches them off guard and, most of the time, stands them up facing away, meaning I can get in that lovely back-grab.

I was wondering, however, how useful this is going to be (in general) as I start fighting better opponents? At the minute I'm a C5, but I'm typcially fighting B ranks, and while I'm aware it's impossible to account for every single player, I was wondering if it as worth relying on this, or dropping it before it becomes habitual.

I figure it's viability is going to run out soon, as my future opponents will utilise options that my current adversaries seem to be lacking, and I'd like to be prepared.

Thanks in advance for anyone who can make sense of that.
 
are you using it as a wall combo? cause straight 3b into aab BE doesn't really work, they can air control it very easily in most, if not all directions I think. if you're trying to just combo them into a soft knockdown then maybe 4k may work. It should leave them close enough to you that you can move in for a grab.

Throws on wake up is a decent tool for any character honestly, so I say go for it. just make sure you condition them to not stay on the ground with mids like fc3b or 33b,(b), or 66k
 
are you using it as a wall combo? cause straight 3b into aab BE doesn't really work, they can air control it very easily in most, if not all directions I think. if you're trying to just combo them into a soft knockdown then maybe 4k may work. It should leave them close enough to you that you can move in for a grab.

Throws on wake up is a decent tool for any character honestly, so I say go for it. just make sure you condition them to not stay on the ground with mids like fc3b or 33b,(b), or 66k

Nah, I was using it standardly, though the air control doesn't matter so much as they still hit the ground in time for the quake to stand them straight up facing away without their input, allowing for that all important back grab which only 2 (I think) characters can break.

In a wall combo, I neglect the BG and go for something with a little more whallop and wall splat.

4K is a nice idea though, I hadn't really used it much myself, so thanks for that :D

Conditioning is something I used a lot as Cervantes, so I've been keeping them on their toes with Leixia too, but I appreciate the tips nontheless.
 
oh, the quake ender after the brave edge. it might work once or twice but after awhile people will probably start looking for it. still, people get hit by raw bombs so, anything can work if it's disguised enough. If they are getting hit by the quake stun, I'd probably go for gauranteed damage. since throws can be broken. maybe another aa BE or just plain ole 3b.
 
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