Ling Xiaoyu Combo Thread

sick like the plagueeee

Xiaoyu really is a one trick pony. The breakdance is really powerful and useful. Toobad I can’t do it x 6 very often online :(. If they nerf it shes pretty much done.

Ya I already feel like she’s not that amazing she really needs better footsies considering that she has no health or reversal

Only if they nerf her without buffing her at all (which would be idiotic, she isn’t THAT good that she needs to only be nerfed). Xiaoyu is an example of a character who is only a one trick pony because of how much damage the breakdance does. If they nerfed the breakdance loop but increased damage on her other combos she could make her way back up to where she is now. However, as it stands, her loop far exceeds any other source of damage that she can do post-launcher or when the character is in a juggle state, so it would be stupid for players to take the flashy route when the breakdance is staring them in the face with a nice big damage output.

Here’s what I have in mind based off the GD discussed changes.
[LIST]
[]Mashable cr.LP
[
]Do something with cr.MP
[]Decrease startup on f.st.HP
[
]Invincibility against high projectiles and standing attacks on Hakkesho’s moving frames and increase the frame advantage from +1 to +4.
[]EX Hakkesho’s invincible on startup, or at least part of it.
[
]California Roll is like Abel’s roll (might be too much)
[]Cyclone Left auto corrects.
[
]Back Layout is an overhead.
[]Flower Power is an overhead and/or decrease startup.
[
]Stance recovery can be canceled into her stance moves - Allows way more combo potential.
[/LIST]

The stuff I cut out I pretty much agree with, I just have a few questions on this stuff because I’ve always wondered:

[LIST]
[]for cr.MP, what could they honestly do with it? The move itself lacks range, damage, and combo potential so I honestly don’t even know what they could do with the move at this point? What do others think they could do with it?
[
]the startup for f.st.HP is poor, but I think they could also make it crumple on counter as it seems the only times I can ever hit it are getting meatys on wakeup rarely.
[*]I think that might be a bit too much, doesn’t Abel’s roll go through projectiles, or am I hallucinating when I think I see that happen?
[/LIST]

I hope they give st.mp a lot more reach its already really slow she should at least have range on it

[LIST]
[]OTG?
[
]I think a faster startup would help her footsies a lot, and much more so than adding a crumple property on counter.
[*]I’m pretty sure it goes through projectiles.
[/LIST]

I think an OTG would be a bit much. Although I never actually saw it that way, it looks like it could be an OTG, I think that might be too good because that would make combos after her breakdance loop possible if you tag in while she is performing the move. If you had 2 bars, I think it would be possible to get in 2 full breakdance loops (full being 6 reps). For example, something like:

Cyanide > breakdance loop > cr.MP (tag cancel into Chun lets say since I know what you could do with her), back MK TC (tag cancel), breakdance loop.

Also, I think a faster startup would help her more so as well, but I can’t see Capcom doing that since they seem hell bent on making her moves useless lol, I think it would at least help if it crumpled.

Lastly, just making sure, yeah, I think that would be a bit much because that would make Xiao the projectile monster when in RD because she can not only reflect them, but also just roll past them.

Wait, California Roll goes through projectiles?

No, it’s hypothetical. I mentioned a list of potential buffs like California Roll having projectile invincibility and even said that’d be too much.

Oh okay just checking. Wasn’t aware we were still talking about the hypothetical situation lol.

Not sure if this was posted.

After EX WC, she can walk forward for several frames and do cr.HK to connect it to any character. After that, at least one CADC is necessary to combo with further cr.HKs. It is difficult at first, but once you get the hang of it it’s not so bad.

I happened to find this at the worst timing possible. Too bad this will no longer be useful seeing how she lost 3 cr.HK loops. A tag cancel combo from a PT will do much more damage now :(.

So yeah, the Xiao nerf kinda sucked, I thought she should have kept at least 4, but it’s not a big deal.

It’s just like 115 less damage, I will still rock Xiaoyu definitely; though it makes Cammy uppercut into YA YA YA YA YA YA a little less potent.
What are the Cyanide BnB’s you guys are doing now? I still go with the 3 reps for the untechable knockdown, but I can get ~40 more damage off of:

Cyanide>sweep>CADC>fierce>SCC>Talon

The only thing that really annoyed me was they took out the cute little launcher you could sneak in at the end. I had some shenanigans in the corner when I would tag back into Cammy and make them do the wrong roll input and wake-up in the corner. And I perfected CADCs for the corner carry combo. Ugh. At least I got them for the smaller corner push now.

Also Tatsu you didn’t drop her did you? ;_;

I mainly using Talon for tag-cancelling for now and Hakkesho for solo combos.

Like I’m doing her overhead in mp,Hakkesho, then st,hp into another one, which I sometimes like to use to carry my opponent to the corner if I am midscreen or else I use the lp version, then end with cr,HK from there and then she can safely tag out if is she in danger.

And don’t fear, Tatsu hasn’t dropped her. He actually won a tournament at the Capcom 25th anniversary event with her just recently.

Ah. I figured out you can still get a launcher if you only do one sweep. I think the rule might be after the 2nd sweep in the SCC loop you can only sweep again, no other move will hit.

Ay what’s the maximum dmg xia can get in the corner off tag or tagging into your partner

Off a switch cancel into Xiao I think:

sweep>CADC>fierce>AoP>SCC>Talon

is the most damaging, although I could be wrong. I think the SCC loop is probably better though because of the untechable knockdown.

I think what happened to her cr.HK is that it actually kept its juggle point of 6, but now raises the juggle counter by 2 instead of 1 for each hit.
That would explain a lot why some stuff does and doesn’t work.
I haven’t tested enough to confirm this, but it seems to be close to that at least.

In the corner u could do cr.fp scc x3 then cancel the last into talon if u plan on tagging again. If not u could cr.fp scc x3 then cancel into mp hakkesho then finish with cr.hk