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ZeroEffect317
[13] Hero
Compiling a list of Leixia's Guard Burst moves. I feel like this is very key to her game due to her lack of fast lows.
*UPDATED FOR LATEST PATCH*
Key: old data~Current data
-If previous number is YELLOW, the move was stronger before the patch and got NERFED.
-If previous number is RED, the move was weaker before the patch and got BUFFED.
- If previous number is Normal Color, there was NO CHANGE to that move.
Breaks in more than 13
15~15 - 1A (Safe)
15~15 - 1K (Safe)
15~15 - WS K (Safe)
Breaks in 13
13~13 - 1B (Safe)
13~13 - 66B (Safe)
13~13 - 22_88kA (Unsafe)
13~13 - FC A+B (Safe)
Breaks in 12
12.5~12.5 - 1KK (Safe; crushes on 1st hit only)
12.5~12.5 - 6B+K (Safe; crushes on 1st hit only)
12~12 - 3B (Unsafe)
12~12 - 22_88B (Unsafe)
12~12 - 3B+K (Safe)
12~12 - 1B+K (Safe)
11~12 - 6A+B (Safe)
Breaks in 11
20~11.5 - A+B (Unsafe; crushes on 1st hit only)
11~11 - 4B (both hits) (Safe)
11~11 - FC 3BB (advantage on block)
10~11 - FC 3B (Unsafe to -10 only)
Breaks in 10
10.5~10.5 - 22_88kA,A (Unsafe) (crushes on 1st hit only)
10~10 - 9B+K (Safe)
10~10 - Critical Edge (Unsafe; costs meter)
Breaks in less than 10
9~9 - 44K (Safe)
8~9 - 3B+KK (2nd hit only) (Safe)
8.5~8.5 - 66BB (both hits) (Safe, but 2nd hit can be stepped/GIed; crushes on 1st hit only)
8~8 - 44B (Unsafe)
8~8 - WS B (Unsafe)
8~8 - 2B+K (advantage on block; *AA is still guaranteed)
8~8 - AA(BE) (Safe; costs meter; last hit can be stepped or GIed; crushes on last hit only)
7.5~7.5- 44[A] (both hits) (Safe on block, but 2nd hit can be ducked; crushes on 1st hit only)
13~7.5 - {A+B} (both hits) (Unsafe, 2nd hit can be stepped; crushes on either hit)
7~7 - 6BaB (2nd hit only) (Advantage on block; but slow and interruptible)
7~7 - 44aB (Advantage on block; but slow and interruptible)
6 and a third - 4BB (Safe on block; but can be GIed; stepped either side; crushes on 1st & last hit)
6~6- 6BaB (both hits) (Advantage on block; but slow and interruptible)
6~6 - AA(BE)K (point blank; costs meter; advantage on block, can be GIed and interruptible)
6~6 - 22_88kA,A,K (Safe) (crushes on 1st and last hit)
5~5 - 66BbB (Advantage on block; but can be stepped either side/interrupted)
5~5 - 4BbK (Advantage on block; but can be stepped either side/interrupted. crushes on 1st & last hit. AA is still guaranteed)
There's probably some moves missing, but I tried to only include up to 13. Anything more than that is useless for Guard Burst purposes in my opinion.
You can't break guard with certain moves. They will eventually bring the gauge down to zero but never actually crush. After 10 33BBs, their gauge is as red as possible, but more 33BBs won't do it. Other examples are 2B, 6B, 4A, 2A+B, and 3A+B.
*POST GUARD BURST OPTIONS:
- 8B+K, BT B+K, 33BB - 71 dmg (all guaranteed)
- 8B+K, BT B+K, WS B(BE), BT B+K - 85 dmg (Opponent can tech before WS B(BE) hits)
- 8B+K, BT B+K, 2B+K(Quake), *Tech Trap* AA(BE), 3B, 1B - 114 dmg (tech traps all directions; nothing if they lie there)
- 8B+K, BT B+K, 2B+K(Quake), *Tech Trap* AA(BE), 3B, 3B+K - 123 dmg (tech traps all directions; nothing if they lie there)
*POST GUARD BURST OPTION (with CE available):
- 66BB, CE - 95 dmg
*No reason to use anything else midscreen after breaking with something besides 1B+K, WS K, or 44K.
*44[A] GUARD BURST SETUPS:
*Specific Guard Bursts grant you 44[A] as a followup combo.
- 44[A], AA(BE), 3B, 3B+K - 96 dmg (best for damage, and flip followup pending)
- 44[A], AA(BE), 3B, 1B - 93 dmg (best for wakeup game)
*Moves that give the "faster" Burst recovery are: 44K, WS K, second hit of 3B+KK and 1B+K.
- WS K is the fastest move but are mostly linear.
- 1B+K evades linear moves. A bit faster than 44K
- 44K breaks the fastest
*You generally want to make these three moves your go-to guard burst moves, as they give you a guaranteed 44[A]. Easily her best option. They're all safe, so you don't have to become as predictable with the same move all the time.
*UPDATED FOR LATEST PATCH*
Key: old data~Current data
-If previous number is YELLOW, the move was stronger before the patch and got NERFED.
-If previous number is RED, the move was weaker before the patch and got BUFFED.
- If previous number is Normal Color, there was NO CHANGE to that move.
Breaks in more than 13
15~15 - 1A (Safe)
15~15 - 1K (Safe)
15~15 - WS K (Safe)
Breaks in 13
13~13 - 1B (Safe)
13~13 - 66B (Safe)
13~13 - 22_88kA (Unsafe)
13~13 - FC A+B (Safe)
Breaks in 12
12.5~12.5 - 1KK (Safe; crushes on 1st hit only)
12.5~12.5 - 6B+K (Safe; crushes on 1st hit only)
12~12 - 3B (Unsafe)
12~12 - 22_88B (Unsafe)
12~12 - 3B+K (Safe)
12~12 - 1B+K (Safe)
11~12 - 6A+B (Safe)
Breaks in 11
20~11.5 - A+B (Unsafe; crushes on 1st hit only)
11~11 - 4B (both hits) (Safe)
11~11 - FC 3BB (advantage on block)
10~11 - FC 3B (Unsafe to -10 only)
Breaks in 10
10.5~10.5 - 22_88kA,A (Unsafe) (crushes on 1st hit only)
10~10 - 9B+K (Safe)
10~10 - Critical Edge (Unsafe; costs meter)
Breaks in less than 10
9~9 - 44K (Safe)
8~9 - 3B+KK (2nd hit only) (Safe)
8.5~8.5 - 66BB (both hits) (Safe, but 2nd hit can be stepped/GIed; crushes on 1st hit only)
8~8 - 44B (Unsafe)
8~8 - WS B (Unsafe)
8~8 - 2B+K (advantage on block; *AA is still guaranteed)
8~8 - AA(BE) (Safe; costs meter; last hit can be stepped or GIed; crushes on last hit only)
7.5~7.5- 44[A] (both hits) (Safe on block, but 2nd hit can be ducked; crushes on 1st hit only)
13~7.5 - {A+B} (both hits) (Unsafe, 2nd hit can be stepped; crushes on either hit)
7~7 - 6BaB (2nd hit only) (Advantage on block; but slow and interruptible)
7~7 - 44aB (Advantage on block; but slow and interruptible)
6 and a third - 4BB (Safe on block; but can be GIed; stepped either side; crushes on 1st & last hit)
6~6- 6BaB (both hits) (Advantage on block; but slow and interruptible)
6~6 - AA(BE)K (point blank; costs meter; advantage on block, can be GIed and interruptible)
6~6 - 22_88kA,A,K (Safe) (crushes on 1st and last hit)
5~5 - 66BbB (Advantage on block; but can be stepped either side/interrupted)
5~5 - 4BbK (Advantage on block; but can be stepped either side/interrupted. crushes on 1st & last hit. AA is still guaranteed)
There's probably some moves missing, but I tried to only include up to 13. Anything more than that is useless for Guard Burst purposes in my opinion.
You can't break guard with certain moves. They will eventually bring the gauge down to zero but never actually crush. After 10 33BBs, their gauge is as red as possible, but more 33BBs won't do it. Other examples are 2B, 6B, 4A, 2A+B, and 3A+B.
**PATCH 1.02 CHANGES**
- 9B doesn't Guard Crush anymore; patch severely nerfed its gauge dmg (25+ blocks)
- 33B (1st hit) no longer Guard Crushes, After 10 33BBs, any other GC move breaks
- 6KK doesn't Guard Crush anymore. After 11 6KKs, any other GC move breaks
- 66K doesn't Guard Crush anymore. Takes about 18~19 blocks just to get them red
- 4A+B doesn't Guard Crush anymore. After 10 4A+Bs (both hits) any other GC move breaks
- WS B(BE) doesn't Guard Crush at all anymore; patch severely nerfed gauge dmg (12 blocks just to get them red; used to break in 7)
- 44{A} has been reduced in speed by a few frames. This renders most of her GC moves useless now for setting up 44{A} combos. Moves affected are: 1A, 44A, 1B, 1K, 22kA, and 3B+K,K(2nd hit). You still get 44{A} combos off of: 44K, WS K, and 1B+K GCs
*POST GUARD BURST OPTIONS:
- 8B+K, BT B+K, 33BB - 71 dmg (all guaranteed)
- 8B+K, BT B+K, WS B(BE), BT B+K - 85 dmg (Opponent can tech before WS B(BE) hits)
- 8B+K, BT B+K, 2B+K(Quake), *Tech Trap* AA(BE), 3B, 1B - 114 dmg (tech traps all directions; nothing if they lie there)
- 8B+K, BT B+K, 2B+K(Quake), *Tech Trap* AA(BE), 3B, 3B+K - 123 dmg (tech traps all directions; nothing if they lie there)
*POST GUARD BURST OPTION (with CE available):
- 66BB, CE - 95 dmg
*No reason to use anything else midscreen after breaking with something besides 1B+K, WS K, or 44K.
*44[A] GUARD BURST SETUPS:
*Specific Guard Bursts grant you 44[A] as a followup combo.
- 44[A], AA(BE), 3B, 3B+K - 96 dmg (best for damage, and flip followup pending)
- 44[A], AA(BE), 3B, 1B - 93 dmg (best for wakeup game)
*Moves that give the "faster" Burst recovery are: 44K, WS K, second hit of 3B+KK and 1B+K.
- WS K is the fastest move but are mostly linear.
- 1B+K evades linear moves. A bit faster than 44K
- 44K breaks the fastest
*You generally want to make these three moves your go-to guard burst moves, as they give you a guaranteed 44[A]. Easily her best option. They're all safe, so you don't have to become as predictable with the same move all the time.