Ling Xiaoyu Combo Thread

This happens if you dash cancel too fast. You need to wait a little bit before you sweep someone mid air. As for CADC vs neutral stance changing i find it almost similar in terms of execution. So far I think the CADC version might end up being better because it has a chance to put your opponent into the corner if you do it mid screen. Also the way I have been doing the neutral cancel version is by doing a double fireball motion instead of down down. I find this to be a little more reliable. Anyone else find other methods to make it easier and more reliable?

I cannot get the timing down for the stance cancel, surprisingly, I find the CADC much more reliable for me (and that is still next to not reliable at all, but with practice I know I can get there). The infinite is really impractical online, because one frame links (at least for me) are extremely difficult if not borderline impossible when there is some lag, even if next to nothing. Still I think infinites would be cheap online, some guy was using Toro’s infinite online today and he was ridiculously cheap -__- oh well, noobs will be noobs.

The cr.hk loops after overhead, how many reps is possible?

6

Can anyone help me with the timing of her standing lp combos ? anyway to time it precisely?

Practice practice practice practice practice.

There really is no other way ;/

Wow, just succeeded the breakdance loop using the AOP cancel, it infinity easier then the CADC.
First I’ve tried the AOP version with d d, and couldn’t really pull it off, then i tried the CADC version, but couldn’t really get it consistently.
Now, after Orikasa post, I did the AOP loop with df, df ( actually always with 3, not matter the side, aka right hand side) and i’ve pulled it off to the level i can actually count on it in a real match!

Now just to figure out that minor detail of picking 2nd character…

Hey guys. Just started the game and wanted to pick up Xiaoyu, because I find the character interesting and I love the way she says “hi hi hi” when you pick her lol. I’ve read through most of this thread and I watched the 40+ min on the front of srk, but I have a couple of questions regarding her combos. I’m used to using Gief, T-Hawk, and now Hugo, and King, so all this combo/stance nonsense is a little overwhelming >_<

  1. Any simple bnb that I can use for starters?
  2. A punish combo for whiffs and raw tags?
  3. And lastly a combo after my partner does a boost combo/tag launcher?

Simple BNBs in this game are boost combo, unless you are up for some 1 frame links, you can go for stuff like this:

AOP - Art of Phoenix
RD - Rain Dance

No Meter

  1. confirm
    lp - lp mp hp hp (boost)
    If you really want to go technical - lp, lp cr.mk 2+:3p:(), :p: (**), mp, 2+:3p:(), 236+hk (Phoenix Talon)
    (1 frame link for c.lp, 2 fram for far lp, but the AOP hit might not connect)

  2. overhead (f.mk) 214+mp,
    –> Pick&Play - mp, 2+:3p:(*), 236+hk (Phoenix Talon)
    –> True Ling player - Breakdance loop

3.punish
j.hp, c.hp, 236+hp (RD), :p::p:(), 2 (AOP), :p: (), mp, 2+:3p:(), 236+hk (Phoenix Talon)
[Bracket are for the stance you should end in]

  1. Pick&Play - mp, 2+:3p:(*), 236+hk (Phoenix Talon)
    True Ling player - Breakdance loop

1 Meter

  1. Basically the same as without meter, just you can cancel into EX 236 :2p:, here basically you have 2 options:
    a. --> 236 :2p: (RD), :p::p:(), 2 (AOP), :p: (), mp, 2+:3p:(), 236+hk (Phoenix Talon).
    b. --> 236 :2p:, :p:,:p: (****), 214+mp (optional, i personally drop it), breakdance loop. (more damage, cooler)

  2. no better option with meter beside tagging the last cr.hk to your partner.

  3. same as ‘1’ - j.hp c.hp 236 :2p:, etc…

  4. same as ‘2’

2 meter
No need, breakdance loop does more damage then her combos into super… (for easy mode, you can connect super anywhere instead of Breakdance loop)

  • down + 3 punches, goes to AOP stance.
    ** any punch from AOP stance will launch, you can piano it.
    *** You end in RD (Rain Dance, she turn her back to the opponent) after 236+hp first hit (don’t get more) then you can piano (careful not to hit 2 for EX) the punch and after she started the attack, add the 2nd punch for the AOP ender (hold down to finally end up in AOP)

Breakdance loop.

[cr.hk 2+:3p: (aop), 2, 2(natural)] x6

Breakdown:
There are 2 version of it, CADC and AOP cancel, I do the AOP version so I will explain it here, you can read on the CADC version around here somewhere.
Of course, you can read on the AOP (and probably better summaries) also from the threads here, but if I already dragged you this far…

Breakdance loop is all about getting max of 6 cr.hk in juggle. In this version, we take advantage that cr.hk can be canceled to AOP stance, which can be canceled to natural stance pretty fast.
Canceling the cr.hk to AOP is regular normal to special cancel, no difficulties here. The tricky part is to cancel the AOP into natural stance fast enough so you get the next cr.hk fast enough. Note that for the cancel you need to return to natural stance.
There are many methods for archiving the cancel,** I personally use DF, DF**( I actually do 3, means always to the right hand side) for the AOP cancel, then hold the 2nd d/f to complete the next cr.hk


That probably most of it, I guess that means we should rearrange the thread’s front page =P

Thanks GeFan! Yah, you should put this in the front or in a beginner’s thread for Xiaoyu or something.
Yeah I read about the breakdance, I saw Chris G do it and immediately headed over here to find out how to do it. Well time to go practice! Thanks again!

I’m having some trouble getting more then 3 reps while doing the AOP breakdance, got any tips? Do I need to delay it after 3 reps?

How is it failing?

Do you go into double map sweep? Then you’re not leaving enough time between changing into AOP and cancellling it.
Are you going into a quick combo? Then you’re trying to cancel into AOP at the same time as doing the sweep.
Are you whiffing the sweep after the opponent has landed? Then you’re leaving too big a gap between cancel and sweep.
Are you whiffing the sweep before the opponent has landed? Then your loop is a little quick and as you’re hitting them a little earlier each time they are getting bounced up a little higher and higher until you miss.

You guys are really calling it the “breakdance”? lol. Anything wrong with just calling it the c.HK loop?

Can someone tell me what this means? PP~PP
heck? isn’t P = Punch, so…

I don’t know the context here but PP generally means EX, so if you :d::df::f:PP~PP that means ex fortune cookie into ex dark n stormy. Generally comma is used instead of “~”.

Don’t be a hater.

It was originally called the cr.:hk: loop, but then someone suggested breakdance, and it just worked…

Mmm breakdance.

I don’t know about you guys, but one of my friends calls the breakdance bullshit when I land 6 sweeps on him. Or GDLK when we go online and play 2’s together.

Definitely noticed that doing d/b or d/f to cancel out of AOP is much easier than doing d. Don’t exactly know why… I haven’t tried the AOP breakdance much yet since I can consistently do the CADC breakdance, but I’m wondering if that means we can simplify our inputs even more. Instead of doing cr.HK xx AOP d/f d/f, cr.hk; can we do cr.HK xx AOP d/f d/f+hk instead? I’ll test it out later. In the middle or writing 2 large reports. T__T

This is what I do. I just hit :db::db:, hold the direction, then hit HK.

The loop should be called ROFLoop, or just ROFL (Rolling on floor looping)

Question about the stance cancel loop.

im not good enough yet to do this but is it possible to abc into the loop then phoenix talon the last hit and switch cancel into a combo ?