I think we’re all trying to see her as a SF char, and what most people dont realize is that tekken chars are completely different. Its gonna take a while before people start figuring out what to do with Tekken chars, because they clearly arent your typical “cr.mk xx fireball” characters.
Well, we all know she has potential, every character undeniably does. However, considering this is a 2D game made by Capcom, in the end, it will come down to poking, pressure, zoning, keepaway, etc. because that is a Capcom game’s nature. The Tekken characters will no doubt me more lenient to the rule, and they may apply to a couple options, never completely being great at one, but not being terrible at another at the same time. Given what we have with her, we are just curious to see what might be the best possible way to play her. I have heard from many great Tekken Xiaoyu players that Xiaoyu is best when she is kept moving in the Tekken games, that is why I keep suggesting the like in this game, because it seems that she is very tricky and if she keeps moving around, I wouldn’t know what to do against her. I don’t think we trying to type-cast her just yet though but I know what you mean that we shouldn’t be viewing these characters like SF characters, because they aren’t made to be (go look at Kazuya’s Mist Step…WTF is that??? I was mind blown when I saw that for the first time xP)
I think the whole idea of thinking of them as SF characters or whatever is rather silly. I like to look at each character on their own, trying to embrace what makes them unique.
i’m sorry if you guys have this info up already but i didnt see it, some things of note.
F+MK is a tech jump launcer, overhead, and PLUS ON BLOCK!!!
AOP
AOP+P can be linked into from any normal medium onward, buffer the AOP during the hit then press P. this launcer is relatively safe, the only thing i seen punish it is Julia’s super which is 1 frame.
doesn’t go under fireballs right away
QCF+K seems to be a great anti air, however dont do it if they jump in from too close you can get behind it with relative ease
does anyon know how to cancel out of RDS quickly? the fastest ways i can get out of it is AOP double crouching or jumping.
Sadly, I think these might be the only way to get out of RD considering one puts in AOP, one puts in you the air, and the normal cancel which is :d::d: puts her in a normal stance. However, all moves in RD (that attack) do a knockdown (Mistrust, Dark and Stormy, Back Layout, and Cyclone Left). So if you go into RD, make sure you are there to link into a combo and then you can revert while they are down.
I can help trying things out, but don’t expect too much because currently I’m stuck with playing the 360 version using a shitty pad, so my execution is far from optimal right now.
Playing evading game is pretty hard in 2D as most of her game in Tekken involves triple side step using her stances. It’s a bit shenanigans style, but the player i remember most from Tekken playing her, was implying high risk/reward game with some crazy mixups. I’m not sure this type of game will fit here since the little poke which suppose to stop her in Tekken, here can lead to some serious damage.
(In tekken the pokes weren’t doing that much damage, and you risk whiffing and getting hit by fate evasive launcher).
Nevertheless, I’m a bit troubled she is turning to be a technical character, which might be annoying at game where most of the cast ain’t…
Elf was high risk/ low reward, pretty inefficient way to do things… In Tekken ling could play ether high risk/high reward game, or more solid game (which was moderate at best). I think that capcom tried somehow to imitate that in the current game, but this ain’t Tekken, so we will have to see how it goes. Her sort of degeneracy in her normal stance leads me to believe (or more of a wishful thinking) her natural game should involve her stances, and not only form combos or close range mixups.
IMO I think Xiaoyu can manage just finein the footsie game. I really like her st. jab, cr. jab, st. roundhouse (knocksdown) and st strong(has great range), in addition she has an overhead you can combo off of.
It will be useful to mix up some of her pokes with dive kicks and overheads as well as changing to the back stance quickly and perhaps going for her back layout throw.
I don’t have the guide yet cause it didn’t ship on time so I can’t tell whether her dive kicks or overhead are safe on block yet. Also going into her phoenix stance and than uppercutting really isn’t too bad, it feels like one smooth motion to me, but I haven’t really played around with it too much in game to see how well of an anti air it is. .
some of the pokes I really didn’t like were her st. mk and her cr. short seems awkardly slow her sweep is below average as well
In addition you can do st. jabx2 and connect with a cr. Fierce and go into the strong fortune cookies or ex fortune cookies but I think the jab into cr. fierce is either a 1 or 2 frame link (I couldn’t do it consistently unless I Plinked or double tapped).
anyway, I am really liking this character and think she is extremely fun to use… she is definitely a viable character and has a lot of tools: A DP, divekick, overhead, nice quick jab, O and I am LOVING her movement, nice quick character with great dashes!
so far I think she is a mixup type character
EDIT: I also think stance changing will be a big part of her game, what y’all think?
EDIT2: I just noticed the st. jab to cr. fierce is a chain, not difficult to do
Be careful, Phoenix talon can whiff a lot against certain air moves with certain trajectories, like Rufus’ dive kick. You can hit him out, but it sometimes whiffs.