Leixia Q&A/General Strategy Thread

I checked up on what I did wrong and it turns out Ukemi builds 10/120 meter, not 12/120.

Leixia 44K builds 1 bar in 8 hits, which is 15/120.
40% of 15 is 6.
It takes 7.5 hits of 44K and subsequent Ukemis to build 1 bar, which is 16.
Subtracting the 6 from being hit by 44K yields 10 meter per Ukemi. So rather than it building 12/120, which is 1/10th, it builds 10/120, which is 1/12th. Unless I messed up again. ¯\_(ツ)_/¯
 
I checked up on what I did wrong and it turns out Ukemi builds 10/120 meter, not 12/120.

Leixia 44K builds 1 bar in 8 hits, which is 15/120.
40% of 15 is 6.
It takes 7.5 hits of 44K and subsequent Ukemis to build 1 bar, which is 16.
Subtracting the 6 from being hit by 44K yields 10 meter per Ukemi. So rather than it building 12/120, which is 1/10th, it builds 10/120, which is 1/12th. Unless I messed up again. ¯\_(ツ)_/¯

I mean at the end of the day the exact amount isn't all that important, just whether it appears to be a lot or a little. Appreciate the effort of chacking it though.
 
I checked up on what I did wrong and it turns out Ukemi builds 10/120 meter, not 12/120.

Leixia 44K builds 1 bar in 8 hits, which is 15/120.
40% of 15 is 6.
It takes 7.5 hits of 44K and subsequent Ukemis to build 1 bar, which is 16.
Subtracting the 6 from being hit by 44K yields 10 meter per Ukemi. So rather than it building 12/120, which is 1/10th, it builds 10/120, which is 1/12th. Unless I messed up again. ¯\_(ツ)_/¯
Since I've started to tech lately, I've noticed my defensive game has improved a little bit just for that. (Though I'm still trying to shake the habit of rolling when it turns out I can't tech.) And getting meter just for teching makes it even better.
 
I've been meaning to experiment with teching back a lot more, just have trouble remembering to try that in the heat of battle, especially against characters like Nightmare and Patroklos where not standing straight back up seems like certain death.
 
I've been meaning to experiment with teching back a lot more, just have trouble remembering to try that in the heat of battle, especially against characters like Nightmare and Patroklos where not standing straight back up seems like certain death.
Actually... teching against NM is generally death. Patroklos not so much.
 
Apparently CH 66BB into 44K is a tech/ground trap on NM.

It hits on the ground, unrollable, and only techable to the right. Don't know if this is anything special since people will usually do 33BB. but since some characters like NM make the 2nd hit of 33BB whiff sometimes, this might be of some use.

So if they tech wrong it's 64 dmg plus the free 3B for 79. (3B also tech traps after 44K). If they lie there it's a force block. And if they don't block it's an extra 30 dmg grounded.

I'm testing it out on smaller chars. So far it doesn't work on Viola if she techs to the side


EDIT: I should mention that this is fairly hard to time given that pressing back too soon will give ou 66BB4 aGI instead of 44K. You have to time it as soon as she's done recovering from 66BB.
 
I went to the wiki to see what 88/22B+K GIs, but I don't even see the move there. Am I missing it? Also, if someone could give me the GI frames and what it GIs, thanks in advance.
 
Never mind, I didn't think to look below the ABKs. On that note, though, does anyone use that? It looks nice, GIing i12-i26 after a blocked 2a. I think only aPat's CE beats that out.
 
I've been trying to work more GIs into my active combat vocabulary, but it still hasn't paid off much. It's a good transition into what would normally be 22_88K or 22_88kAAB/K in any case.
 
I was wrong on the i12 beating out so much. I forgot most AAs are i11. Also, the step apparently isn't bufferable, so that adds some frames too it.

It does seem to be frame perfect, though, with 44B+K. It worked when I did A, -6 on block, against Pyrrah's BB, i14, since the GI on 44B+K starts on 8. No delay at all there.

Maybe the step is 2 frames, so using 88/22B+K is effectively the same as 44B+K? I'm going to test that later.
 
Algol! What do you do about Algol? Seems to me that the one thing Leixia has going for her in that matchup is a better variety of good moves, but Algol's zoning and his ability to kill step at close range really seem to restrict her options. Even against really awful players who just attack and never block it seems like all I can do is 66K without getting hit out of my attack or beaten down while stepping.
 
What do you guys think about 22_88A? With its INSANE range, I think it could be in her top 10.

If every freakin character didn't have a strong advancing TC move, then yeah I'd put it there, lol.

Algol! What do you do about Algol? Seems to me that the one thing Leixia has going for her in that matchup is a better variety of good moves, but Algol's zoning and his ability to kill step at close range really seem to restrict her options. Even against really awful players who just attack and never block it seems like all I can do is 66K without getting hit out of my attack or beaten down while stepping.

What moves are you having trouble with specifically? If he's backstepping a lot 66BB will help with that. Most of his stepkillers are either high, or somewhat slow so it depends on what he's using.
 
What moves are you having trouble with specifically? If he's backstepping a lot 66BB will help with that. Most of his stepkillers are either high, or somewhat slow so it depends on what he's using.
I'd have to go into the lab with Algol to find out specifically which moves they are. But, most Algol players seem to be good at getting a bubble between me and them, meaning I'll have to get around it quickly to attack, then cutting me down with what looks like a horizontal scissor attack with both swords or what looks kind of like a punch.
 
I'd have to go into the lab with Algol to find out specifically which moves they are. But, most Algol players seem to be good at getting a bubble between me and them, meaning I'll have to get around it quickly to attack, then cutting me down with what looks like a horizontal scissor attack with both swords or what looks kind of like a punch.
Sounds like you're describing 6BBB into 3AA. I'm not sure what the punch you're describing is, unless it's A+G. Anyways, 6BBB is a high/high/s-mid string where the 3rd hit only comes out when the 2nd is blocked or hits. If the first hit lands on NH you're jailed into the 2nd hit on block so the bubble will come out regardless. However if you block the first hit you should duck the 2nd and punish with FC 3B. Once 6BBB is removed, Algol loses a major portion of the offense that makes rushdown Algol so successful online. For the sake of Algol players everywhere, please make them stop relying on 6BBB so they're forced to actually learn the character.

Edit: Also, 3AA is -14 on block. 6KK/CE punishable. Second hit is easily JGable as well (4A+B aGIable?) for launch punishes.
 
I'd have to go into the lab with Algol to find out specifically which moves they are. But, most Algol players seem to be good at getting a bubble between me and them, meaning I'll have to get around it quickly to attack, then cutting me down with what looks like a horizontal scissor attack with both swords or what looks kind of like a punch.

You mean this move right? If so I made a vid on some stuff you can do some time ago.
 
Sounds like you're describing 6BBB into 3AA.

You mean this move right?
Why, yes, actually, that's exactly what I meant. That and then either 3AA or 33_99A when I try to get around the stupid bubble.

Anyways, 6BBB is a high/high/s-mid string where the 3rd hit only comes out when the 2nd is blocked or hits. If the first hit lands on NH you're jailed into the 2nd hit on block so the bubble will come out regardless. However if you block the first hit you should duck the 2nd and punish with FC 3B. Once 6BBB is removed, Algol loses a major portion of the offense that makes rushdown Algol so successful online. For the sake of Algol players everywhere, please make them stop relying on 6BBB so they're forced to actually learn the character.
What about B+K under the first hit (if you accurately predict that's what the Algol player will do) and WRB? Ideally with brave edge for added fun. But would the second hit catch you while you're executing the attack?
 
I think B+K is a frame 1 TC (it could be used to evade throw CEs prior to 1.02), so it might work. Can't be sure without testing it though.
 
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