Leixia Q&A/General Strategy Thread

4A+B is a good whiffpunisher? The whiffing move must have huge recovery frames for that to work. It's not only its slowness, but also its poor range on the first hit. 22B is a lot easier to apply. 4A+B has its uses (wallcombos, auto GI, RO), but not as a whiffpunisher, at least not for me, and not if you have 22B or FC3B.

And I don't think her 22B+K auto GI has ever been more useful than in SC5. It didn't even give you anything in SC3 and SC4 (I'm not sure about SC1+2, but I'm pretty sure it didn't give you a free launcher). I'm still not a great fan of 22B+K (because you lose frames during the QS), but still, it's more useful than ever.
 
aGI's not being reGIable is what makes 22_88B+K much stronger in this game compared to others.

Is it wrong to have a personal preference for 33_99BB to whiff punish after step? I seem to find myself stepping right back into strings with 22_88B more often than I would expect.
 
I seem to find myself stepping right back into strings with 22_88B more often than I would expect.
This is me. I always do this when I've stepped a move and want to whiff punish, but I normally just run straight back into it with 22B.
 
Is it wrong to have a personal preference for 33_99BB to whiff punish after step? I seem to find myself stepping right back into strings with 22_88B more often than I would expect.
Nope, not at all. I use 33BB more than I should... just cause it's easier than doing 223698B to get 22B to go in the same direction. But it still gives up potential damage.
 
4A+B is a good whiffpunisher? The whiffing move must have huge recovery frames for that to work. It's not only its slowness, but also its poor range on the first hit. 22B is a lot easier to apply.
lol, I was gonna bring this up to him, but then I figured why even bother...
 
Who here wants to teach me how to play this character (And by play, I mean be the best)? I do have a cookie or two lying around here somewhere...
 
... I'm lazy :p. I'm not the best by any means anyway. if you wanna get better there's a shit ton of information here where you can piece together anything ya wanna know, and everyone here is friendly enough to answer questions for you, or direct you where you can find it if given enough time.
 
... I'm lazy :p. I'm not the best by any means anyway. if you wanna get better there's a shit ton of information here where you can piece together anything ya wanna know, and everyone here is friendly enough to answer questions for you, or direct you where you can find it if given enough time.
I don't main Mitsurugi to learn things on my own Kappa
 
Well, if anyone even reads this stuff anymore, I've been very high on 3B+K lately after playing vs Natsu. Mostly due to observing how Natsu players use 66B.

If you use it as an advancing TC thrust, (similar to the way Natsu uses 66B), it beats a lot of options to stop you from coming in with an attack. It's not as simple as Natsu 66B since you can't do it straight from 8-way run, but it's at least safer and hurts the guard as well.

Of course, as a bonus, it also beats most aGIs (Pat/Pyrrha/Omega A+B, Cerv A+B, Xiba REM, etc)



...still wish it clean hit....
 
If you use it as an advancing TC thrust, (similar to the way Natsu uses 66B), it beats a lot of options to stop you from coming in with an attack.

I still find that I'm getting hit by a lot of high's even though I know it TC's. so either my timing is off or the frame in which it TC's is too late to TC certain moves

Examples:
-I try to 3B+K viola's AAB (or similar orb retrieving moves) and I still get hit.
-Using it to get out of Maxi Strings (still get hit)
-ASTY GRABS (God help us all)
-etc.

Also - Anyone find any practical use for the slight backwards movement she has at the start of the move? I've been able to avoid shallow verticals but I never really put much thought into it until writing this post up. Looks like I've got some more stuff to test in training mode.
 
I still find that I'm getting hit by a lot of high's even though I know it TC's. so either my timing is off or the frame in which it TC's is too late to TC certain moves

The TC isn't instant so that's why it won't beat strings like that. 3B+K's back evade seems to work ok vs Sieg Chief Hold transitions.
 
The TC isn't instant so that's why it won't beat strings like that. 3B+K's back evade seems to work ok vs Sieg Chief Hold transitions.
I'll have to test that out this weekend.

44[A] is my personal favorite TC. Sure it doesn't interrupt many strings, but its ability to act as a high-reward counter to throws and carelessly thrown AA's is super valuable considering the rest of Lexy's damage.

As for 3B+K, I like to use 3K, backstep, 3B+K as a general spacing trap when people start getting antsy about retaliating.
 
Getting better against people who do pretty much nothing but backstep and fish for whiffs when I play Astaroth and Siegfried, but this style of play still kills me when I play Leixia. You can charge in for 66AA, 66BB, 66K or a throw but even those get backstepped a lot if you deploy at maximum range, while trying to move in even closer opens you to a run counter hit. So, what's the best way to deal with that?

I'm also doing better against some of the space control specialists like Nightmare and Cervantes, but that Xiba matchup, which I understand other Leixia players don't even consider that hard, is still killing me. I just can't get in on him.
 
So, what's the best way to deal with that?
66B. All day. Best backstep killer she has. 66BB, CE is a ~100 damage punish for one backstep. If they are even halfway intelligent, they WILL try to sidestep you eventually. This is when you can go back to throws, 22A, 44A, and 11A. If they don't sidestep, enjoy your free guard crushes. They'll suffer the consequences when you land 120+ damage break combos.

If they are legitimately backstepping 66B, you're way too far away to be going in aggressively. Forward step, unlike sidestep and backstep, can be interrupted by G at ANY TIME. Use this technique to advance into your sweet spot when they are constantly retreating. 6 5 [G] 6 5 [G] 6 5 [G] is the general idea here. You can guard cancel out of a forward run, but I find that individual steps work better.

If you're out of range of throws, there's basically no "punish" for careful forward movement. Be patient, take a few steps in, and force them to play your game. Even if they are super backsteppy, all it takes is patient placement of 2 or 3 punishes to take off 80% life.
 
I'm also doing better against some of the space control specialists like Nightmare and Cervantes, but that Xiba matchup, which I understand other Leixia players don't even consider that hard, is still killing me. I just can't get in on him.

Adding to what Seditious said... Maybe keep in mind what kind of attacks the person/character favors using to "run counter" with.
- If they're mashing a BB or some vertical, you can try running up and side stepping.
- If it's high, you can step forward and 3B+K.
- If it's a horizonal mid, you can try stepping forward and then back to bait their swing, or JG/GI etc.
What Seditious said is the safest and most reliable strat, however.

As for Xiba, I guess you'd have to be more specific as to what moves are killing you. You should be able to apply whatever you're doing vs NM and Cerv to Xiba. He has some damaging stepkillers, but he's also pretty unsafe on a lot of them. AA you can duck the 2nd hit, 6A is AA punishable (whether he kicks you or not), and Ankle throws are 6KK punishable. His WS A is a solid move, but it's far less damaging than the others. The Matchup doesn't really favor either character, imo.
 
Whoops, I just realized I posted that message in the wrong thread....

Alright, I'm going to use forward step into guard really aggressively rather than actually running in. If they move forward rather than back to try to throw me out of guard, I should be able to get in AAB/AaBE counter hit pretty easily, right?

I don't know Xiba's moves all that way but it's a lot of moves that seem to keep me constantly out and on the defensive like AAK, 3AB, 1A, 22AB. 4B+K and 6B+K keep pushing me back too. I've improved against Cervantes and Nightmare mostly by playing more patiently at first and then more aggressively once I have an opening. I just don't seem to get those openings as much against Xiba.
 
If they move forward rather than back to try to throw me out of guard, I should be able to get in AAB/AaBE counter hit pretty easily, right?

CH AAB is a great option *if* you have a good read on them. I don't recommend using meter on AA BE unless it's in a guaranteed combo like after 44[A] or a wall splat.

Max range 3B is solid as well; it's hard to punish, and has TC frames.

3B+K is safe and has good range + TC frames. Fun shenanigans with the followup kick and cancel


If you're feeling ballsy, walk up to them and go for a "psychic" 44[A] combo. If they use a high attack, you're landing a 100+ damage combo with huge ring out / wall combo potential. If you guess wrong, you get Counter Hit, but if they are using annoying pokes and defensive moves, you probably won't get hurt too bad. Just be careful to only use this when you're sure of their response.


If they get smart and start blocking after you step in, then it's time to go for throws, lows, and guard crushers like 6B+K, 4B, and 4BB.
 
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