Leixia Q&A/General Strategy Thread

Previous patches also nerfed 6KK and ws2 BE. 22_88K KND seemed fair as that was a slow move.
Leixia needs to work much more just to get minor damage in while out characters such as Pat or Asta can just make one good guess for way more damage for similar risk.

The 6KK nerf was pretty significant in many matchups. Mostly because it forced crouch on hit (Natsu) and didn't give pushback like it does now (Ivy).

However, I don't think Asta is too much better off even with great damage on his side. Asta has a terrible time punishing otherwise launchable moves on block or JG. Leixia can just 6KK, CE, or AA most unsafe moves in the game. Asta is also sorta slow so he's easier to frame trap than others. It's true Asta does hit hard and you can end a match quickly if you guess right. But getting offense started with him against someone who can JG reliably or who has great auto-step/TC moves (Pyrrha 22B, Natsu 22A, etc) isn't easy.
 
Hey guys, I found something and I don't know, if you already know.

Let's have a look at a post-CH-3A+B situation for Leixia. What can she do?

CH3A+B ~ FC3B (49dmg)
- At close range, this is a completely normal NCC against Leixia, Natsu, Ezio, Raphael, Tira, Algol, Ivy and Xiba.
- In corners or next to walls it is a NCC against everyone.
- At midrange, this is NOT a NCC, because everyone can tech it to their right side (Leixia's left), and at closerange everyone who wasn't mentioned earlier can even do so.
- If you delay FC3B a little bit (after a CH3A+B at closerange), it'll still hit back techers and even launch them. CH 3A+B ~ delayed FC3B ~ 3B+K/6A+B/CE will do 84/88/120dmg respectively. But this works only at closerange and never on Yoshi and ironically on herself!

CH3A+B ~ 66K (47dmg)
- At close range, this is a completely normal NCC against Aeon, Algol, Raphael and Viola.
- At midrange, this is NOT a NCC, because everyone can tech it to their left side (Leixia's right), and at closerange everyone else can.

So, both options hit back techers and rollers and they cover both one side.
Oh, and if they tech FC3B/66K correctly, they still can't punish it, both are safe on whiff in this case. (Unless you do the released version of FC3B obviously or you do it from too far away)
 
cool! I think ws A tech traps at a certain distance too. been awhile since I've actually tested so I might be mis remembering
 
Yeah, WS A is a techtrap (53dmg) against left techers (to Leixia's right). So the same side that FC3B covers.

I personally would always go for FC3B, because it does about the same damage, it covers the same side and it hits grounded.
 
So if they tech right, they'll still avoid the FC 3B, and if they tech left, they still avoid 66K. I guess if you delay it long enough you can force them to block FC 3B which is still not a bad choice. I normally do CH 3A+B~2K, since it always combos. and then go into some other setup.

To be honest, I've never had anyone back tech after getting hit with CH 3A+B, but I suppose there's no harm in the extra knowledge.
 
Man, Leixia's 4A+B really does need to have a bigger aGI window or something. Tired of getting hit with horizontals I 100% knew were coming. Even when it looks like it's timed correctly, sometimes it just doesn't work.
 
Man, Leixia's 4A+B really does need to have a bigger aGI window or something. Tired of getting hit with horizontals I 100% knew were coming. Even when it looks like it's timed correctly, sometimes it just doesn't work.
That would be really nice. Why not make it like Pyrrha's A+B window? Leixia's already does lower damage.


I also wish 22_88 B+K was mapped to just 2_8 A+K, so we don't have to use it from 8WR. Same thing with 44B+K
 
That would be really nice. Why not make it like Pyrrha's A+B window? Leixia's already does lower damage.


I also wish 22_88 B+K was mapped to just 2_8 A+K, so we don't have to use it from 8WR. Same thing with 44B+K

I usually don't have any problem with 44B+K. It does what it's supposed to do. 22B+K I also think is fine since in this game you're gonna be moving around a lot anyway at neutral range.
 
X's/Leixia's 4A+B has traditionally had a tiny, but near instant (2-4?) aGI window, going as far back as SCII from my experience.

How do people fit any of the 3 feints in today's game? Everyone knows how to kill 6BA/6BaB in one option these days it appears.
 
X's/Leixia's 4A+B has traditionally had a tiny, but near instant (2-4?) aGI window, going as far back as SCII from my experience.

How do people fit any of the 3 feints in today's game? Everyone knows how to kill 6BA/6BaB in one option these days it appears.

6B (hit) into feint
4A+BB vs people who JG/GI 2nd hit
44aB is riskiest, but also the only one not attached to a string.
 
6B (hit) into feint
4A+BB vs people who JG/GI 2nd hit
44aB is riskiest, but also the only one not attached to a string.

I typically use 44aB after I land 44A, 3B for the 2nd or 3rd time. If you follow up with another 44A to stuff wakeup attacks/ducking/stepping, they will often freeze up long enough that the feint can land.

That being said, players with great reflexes that are familiar with Leixia's animations will still be able to JG or step the feint on reaction.
 
When Raph goes in SE, 4A+B beats both SE A and SE B for about 100 damage with meter.

The timing is what I would call very hard but achievable with practice.
 
Useful tips against Viola:

- 44B+K aGI's SET BBB 100% of the time but with strict timing. It sometime leaves you out of range for a 3B though so you have to use 6A+B or CE instead.

- CE seems to punish 44A BE 100% of the time. You block the two first hits, then input CE before the orb comes at you. Leixia will then sidestep it in her CE animation and hit Viola before she can block.

Edit: If anyone's interested, you can expect to see my Leixia at Summer Jam.
 
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How do people fit any of the 3 feints in today's game? Everyone knows how to kill 6BA/6BaB in one option these days it appears.

6BaB is ok for after a launcher if your opponent stands up.
4a+bB is good for mixing up your opponent with 4A+B which is a NC.
44aB is ok after a Post GI.
66BbB (Guard Break Only) is better than all the faints put together because it also breaks in 7 blocks, +9 on guard, add moves like 4B, 3B, 66B, 3B+K, & 6A+B it'll break in 4.3 - 5 blocks.
 
So uh, if there's anyone who still reads this SA. Here's a good post GI setup I'm trying to start applying. When you have CE especially, you might wanna go for:
- iFC 3B~CE = 80 something dmg (beats no GI)
- iFC 3BB~CE = 100 something dmg (beats whiffed GI; hits low - for those who like to buffer JG)

Both look identical at the beginning so it's really hard to guess. Without CE, you still get the meterless combo for 50+ each.

I was using 44A/44aB/44{A} as the mixup, but really there's not much reason to reGI 44A... it's only 30 dmg.
 
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