Yeah, I know. She has very good long combos, at least that’s how I use her. And, she’s also technical, which is another apparently one of my fighting likes. Learning a character that’s very hard to win with, it’s rewarding when you win with a technical character. Still, that’s what she does best, and I don’t mind that she might have lost one thing that makes her great. To me, she’s still very fun to play with and I don’t plan on dropping her anytime soon.
My problem with Xiaoyu and I think what many people don’t understand (many non-Xiao players just say to nerf the breakdance loops because it is cheap) is that I really don’t know how Capcom can go about the breakdance loop. Think about it, the breakdance loop shouldn’t be nerfed because that is detrimentally harming Xiaoyu as a character considering her big damage source is all of a sudden gone. However, at the same time, the breakdance loop is such an easy way to get big damage that people are suggesting they make it harder to pull off. The question remains though, how do they make it harder to pull off? They can’t make her stance cancels take more frames in order to make the links tighter because her stances are so important to her whole gameplay. You wouldn’t just make the breakdance harder, you’d make everything she can do harder. Do they make the cr.:hk: more frames possibly to make it more difficult. That is hurting her because the cr.:hk: is a really good anti-air seeing as it isn’t always easy to cancel the AOP into Phoenix Talon when someone does a short jump like Rufus’ dive kick. They shouldn’t make the cr.:hk: loop juggle less because that too is nerfing the damage.
This is just a question for Xiao players who know more about her and don’t just preach “NERF IT!” If you were Capcom, how or would you patch it? I’m just curious. I got into this discussion against a friend of mine yesterday who thinks the combo is way to easy to get to do so much damage.
Xiaoyu’s a terribad character even with the cr.hk loop, so if they took it out it would be funny.
well even if they removed the stance cancel it would still be posible to do the cadc loop
if they just nerf it and leave her like that im prob going to be done with this game
That is true, the CADC is harder than the AOP cancel. However, she could become the Gen of this game. Never great but constantly nerfed anyways…
Any big damaging combo’s without metre? all I’ve got is - J.hp, Cr.hp, raindance: turn of fortune, phoenix: wave crest, S.mp, phoenix talon (the upkicks) does 400’ish… anyway I just want to have other options combo wise that do a good amount of damage without metre, if anyone could help (:
The best damage Xiaoyu is relies in her breakdance combo. Can deal 447 or so…
:f::mk:, :qcb::mp:, into this loop:
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Not sure if slowpoke, but I discovered soon after the infinite was found that it isn’t even corner specific. You can corner carry from full screen with 5 reps and then go into either the CADC or SCC loop/SCC loop x3>Launcher.
The infinite isn’t even very difficult it seems, you can time it after her voice clip.
Yeah, it can bring you full screen, I don’t think any of the infinite in this game are corner specific (at least the normal ones). However, today Capcom said they did have a patch for all the infinites, but they are waiting for approval from Microsoft and Sony, who have no reason to deny the patch. So I’m guessing the infinites will be gone within 2 weeks.
Yeah I have done it multiple times online, gotten up to 5 reps before on XBL.
A few things I have discovered:
Off of cyanide>M hakkesho you can CADC sweep fives times into qcf>lp(I think it’s called fortune?)
You can interchange the CADC and SCC loop and still get 6 sweeps everytime, and you can even CADC>sweep twice, SCC sweep and still get the launcher.
The reason that works is because the game doesn’t care how you get into a move, the only thing that subtracts from the opponent’s juggle count is how many times you hit them with a certain move. So yes, you can interchange them, that was known lol but it is good you found out The SCC loop is easier than the CADC loop, so many people stick to just the SCC loop since it is more reliable considering it is easier.
Ni hao, everyone, I was messing in training mode and I got a new combo for you guys.
cr.LP (x2), cr.MK > AOP > HK Double Map Sweep - 172
Alternatively, you can do LK Double Map Sweep as a block string as you’re left at -2. This combo requires a one frame link between the cr.LP and the cr.MK. You can also end the combo instead with Phoenix Talon but it’s very spacing dependent. If you’re too far out, following landing the cr.MK, go for the sweep.
Also, you can use the cr.MK > DMS combo as a footsies tool and a quick sweep since it’s Xiaoyu’s only low hitting sweep. IMO, it’s imperative that Xiaoyu gets a knockdown whenever she can so try using this when you can.
On the topic of her loop, I think it’s fine as it is. There are way stupider things in this game than her breakdance. To me, difficulty in execution isn’t a factor. Rather, it’s the risk:reward ratio to getting that opening. She struggles to get in when it comes to any character with an anti-air that deals a lot of damage (i.e. Juri) or causes a knockdown (King, Asuka). And when she gets in, people know she’s gonna want to do Cyanide to start her loop, and a 22 frame startup isn’t very helpful either. Unfortunately, I’ve yet to find a way to get into the loop from a low which would change things drastically.
U can do it after phx elbow in corner and qcb pp which u can chain from a low into
The only thing I can do from midscreen requires a bar and I have to practice it more.
cr.:mk:, AOP, Wave Crest, st.:mk: xx cr.:hk:, EX CADC, breakdance loop. Does good damage, but once again, takes a bar.
An easier option is any cr. attack that isn’t heavy, chain into heavy, then do EX Fortune Cookie for the wall bounce into M Hakkesho into breakdance. Once again, requires a bar.
Speaking of Hakkesho, cr.HP > MP Hakkesho (tag on first hit) lets me combo into King’s Knee, but the timing is strict. I’d say no more than three frames of leniency.
And thanks for the advice, kupo. I’ll have to try that when I have some time, kupo.
You can in the corner or off a switch cancel x2.
Corner: cr. jab>st. strong>fortune cookie>dark and stormy>turn of fortune>wavecrest>SCC sweep loop. Use EX fortune cookie for chain-confirms.
Switch cancel is self explanatory, with Cammy I do it off her uppercut; and I get a little over 500 damage for 2 meters If I land a raw EX uppercut with Cammy. Plus it’s safe(I think).
U can cr.mk aop wave crest, loop in corner also
It seem the only way to get the breakdance loop midscreen requires at least one bar. You can try or attempt corner carrying them depending on where you are, but corner carrying them isn’t smart damage-wise as I’ve tried bringing them to the corner using one bar and the breakdance loop gets scaled so badly it almost isn’t worth it I find.
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Got 7 reps!- Xbox Live.