I would prefer if they made her breakdance have a maximum of 4 reps instead of 6 at very least. Then instead of the fourth hit you could do Rising Talon as an ender. Half the C.HKs makes it look half as lame, in my opinion. Would nerf the damage a bit too, which I think is warranted. The usual juggle limit is four anyway, I believe?
If you only want 4, then you should only do 4 online lol xP Nobody is making you do 6. Also, nerfing it would be detrimental to Xiaoyu as that is pretty much her only way of getting big damage. People think it is so cheap, but then you have to remember, outside of that Xiaoyu really doesn’t have any way to do damage. It shouldn’t be nerfed, maybe more difficult to get or perform, but not nerfed.
I was only answering your question above, where you asked how we may go about patching the loop if we were Capcom. I feel this is the easiest way. It also doesn’t nerf the damage so much that it suddenly turns her into a low damage character. She’d only lose about 20-40 damage on any combo involving the breakdance.
I also do believe the loop is only going to slow the overall progress of Xiaoyu players all around. It turns her into a one trick pony, with everyone’s goal being “I need to land the loop!” via them being in the corner, off an overhead, anti air, partner’s launcher, etc. People won’t explore her as much. Capcom generally dislikes that sort of thing, which is why I won’t be surprised if it does get nerfed somehow.
When you mentioned the fear of Xiaoyu becoming the Gen of this game, getting nerfed constantly, one of the biggest nerfs he got was his S.MK into hands loop being 90ish% removed. He became boring to watch because that ended up being his main abusable tool, so everyone made their play revolve around it. Say what you will, but Xiaoyu’s loop is not at all entertaining to watch, and I imagine it’s definitely not fun to get hit by :P.
The only fun thing about it is all the rage mail I get over it, really.
Ahoy! So I just decided to pick up Xiaoyu last night. Still getting used to her a bit but she’s definitely fun. I’m running Xiaoyu/Kaz but ANYWAYS, no need for this introduction…
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What is the reason for doing the stance cancel c.hk loops vs the dash cancel?
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what’s the secret to the stance cancel loop? Do I just crouch x2 after I phoenix?
edit: also, is aop phoenix stance? Sorry, just a little confused when trying to read through these posts :\
1: The reason is only because it is easier to do. If you can do the dash cancel version consistently then that will not only build your more meter, but allow you to alter your positioning if you need to.
2: C. HK, Cancel that into AoP (Which is Art of Phoenix, so yes, Phoenix Stance), then crouch x2 to go back to neutral stance. Repeat.
Interesting. Idk, I can’t land the aop cancels to save my life, but i’m getting much better at the dash cancel version :\ My only gripe is if I try to do the dash cancel loop in the corner, sometimes I’ll dash under them and it’ll mess up my inputs. Just gotta grind out both versions
1millionquestions ._.
What is the ideal Xiaoyu combo after a launcher? I’ve just been doing c.fierce xx HPT (correct name? >_> )
thanks in advanced, much appreciated
Dat Breakdance. Try to do as many as you can.
Also, if you wanna make things miserable for your opponent, substitute the last of your cr.HKs for a Storming Flower which will cause them to tech.
She is only a one trick pony to those who refuse to learn anything she can do outside of that. Taking away 2 reps of her breakdance loop still leaves it as her most viable option to get damage, so taking the damage away isn’t really making her any less of a “one-trick pony” to those who use her solely for that reason. In order to stop her from being a one-trick pony, they would have to nerf the loop to only 3 reps to make it equivalent to her other options, in which case it would do significantly less damage. Also, when I first saw the loop, I found it very fun to watch. When I’ve seen Chris G use it in streams, alot of people in the crowd cheer and count the reps, so I guess defining if it is or isn’t fun is based on interpretation.
I guess it depends on how much you use the breakdance loop in one match, and if the opponent doesn’t learn, that is kind of their fault xP
I don’t think the loop will impede our progress with Xiaoyu. It’s a matter of having the right people around to remind them to look for other options. Like, I’m looking at her other stance canceling combo options for outside of that situation.
as most of you are aware, xiaoyu can no longer combo into her loop after otg hakkesho. here’s the damage report:
before patch
overhead -> qcb+M -> cr.HK x 6 = 447 damage
after patch
overhead -> cr.HK x 6 = 410 damage
it’s not that big of a deal i guess. you’re still getting the same great damage off launchers -> xiaoyu, which is all i really ask from her in the first place
it is a big deal when you think about it. at least before patch if you got the overhead outside max range you can follow up with qcb+m into breakdance loop since qcb +m brings you closer to the opponent… now at max range cr. HK will whiff unless your are practically touching the opponent… man fuck this game
Actually at max range u could still walk up and cr.hk
As King D. said, the timing is weird on doing cr.:hk: after Cyanide, but after you do Cyanide you can hit cr.:hk: if you do it immediately afterwards. Then there is a period where you can no longer hit the opponent, about half way through their descent. Once they are close to the ground again though you can pick them back with up with the cr.:hk:. If you do the Cyanide at max range, walk towards them and then pick them back up during the second active period.
I’m officially done with SFxT after the patch. They could have just removed the infinite without making the special useless. Xiaoyu has a lot of tools but to me most of them are useless. They take her Mp Hakkesho which is one way to extend combos and make it one of her other useless moves
Really? I’ve tried that and just can’t seem to hit it. Back to the lab I go
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Its weird but I think that’s how all bounds work in this game cuz I first figured it out with hwo but aftrer a while you’ll get used to it and won’t really have to think about it
updated my bnb last night. please let me know if there’s any way i can tweak it further! using non-optimized combos is a pretty big pet peeve of mine
old meterless bnb:
jab, jab, cr.mk xx wavecrest, far st.mp xx upkicks = 268 damage
new bnb + launch ender variant:
- jab, jab, cr.mk xx wavecrest, far st.mk, cr.mk xx upkicks = 283 damage
- jab, jab, cr.mk xx wavecrest, far st.mk, cr.hp xx phoenix stance, launcher = 278 damage
notes
- i’ve never had the third hit of upkicks whiff with this combo like it did with the old st.mp xx upkicks combo which is great. i still use the old bnb for switch cancel combos to reduce damage scaling though
- really like that xiaoyu can end her regular bnb into launcher, because now her two main sources of damage (overhead -> cr.hk loop, cr.mk xx wavecrest) both lead to safe and meterless tagouts. i’m starting to think she is one of the best “supporting anchor” characters in the game
I know you can combo cr.:hp: instead of cr.:mk: after a jab, but I’m not sure if Wave Crest will whiff, I don’t think it will. In which case I think you could use that for more damage. If the wave crest whiffs though, you could always go in to wave crest by doing.
jab, jab, cr.:hp: xx Fortune Cookie, :p:, :p:, AOP stance, Wave Crest, (insert which ever ender you want).
cr.hp after 2 jabs is really inconsistent for me
i mean i could do it off one jab but that’d just mean giving up hit confirms along with xiaoyu’s stand jab pressure
If you want a hard knockdown, you could alter your bnb to this:
jab, jab, cr.mk xx wavecrest, far st.mk, cr.lp, far st.mk, breakdance x3 = 286 damage
Or for a little more damage, if you can confirm early on you’ve hit:
jab, jab, cr.mk xx Raindance, Change of Fortune, wavecrest, <ender of choice>
As for wavecrest, st.mp to upkicks, two factors influence whether the last hit of upkicks whiffs: going into upkicks from too far away or doing it when the opponent is too high. It seems to work consistently if you walk foward after the wavecrest and hit them late in their descent with st.mp, then let them drop a little lower before doing upkicks.