Ling Xiaoyu Thread

Well, everyone can dish out the same amount of damage in half the time you could in Street Fighter IV. I feel bad for Toro though.

Why do you feel bad for Toro?

when ling is finished being put together she’s gonna be a monster

I she is this games viper

I say this game’s non-sucky Fuerte, but the core of Viper and Fuerte’s playstyles are very similar.

I’m rather amazed at how much we’ve found in the last two weeks.

@Iyokuu
He has only 600 health.

honestly i play on pad too but i actually find the cadcing harder then stance canceling because you have to go from back to forward so fast and I guess i have the stance changing down because i played viper and the stance changing reminds me of feinting but don’t give up! then again i’m only learning her to avoid mirror matches so i can’t talk

it’s obvi i agree with this :slight_smile:

PHHH she can be jabbed out of everything…and does no damage , her normals suck and anybodys anythin trades with her and she cant stay in,all anyone has to do is mash any button and she is shut down…she makes great training room fun until someone presses a button and its all shutdown

I have to agree, her normals aren’t that great.

But here’s a tip for you people out there when fishing for a hit and good practice in general.

Take st.:mp: for example. You want to O-S into AOP-Crest a lot.

It should be done like this st.:mp:~:d:+:p::p::p:, (pause), :p:. That way, if you whiff, you don’t get put into AOP when you don’t want to.

The rhythm should be something like a fast 1-2-and-a-3. The numbers would be where you press the buttons. Personally, I hold back after AOP input to guard. You could technically do a backdash, but I personally want to maintain footspeed and not lose ground when I can. I also double tap the :p: input after AOP to make sure. You want to time that :p: at the tail end of the recovery frames of st.:mp:, so you still get crest if you hit and don’t get st.:hp: if you whiff. Because there’s a possibility of st.:hp: whiffing, might as well use st.:lp: since that’s less punishable on whiff.

She can also stay in AOP and reaction :qcf:+:lk:, but in a fast paced fighter like Jump fighter x divekicks, blocking may be the best option at times.

edit: did a little more testing, and when you whiff st.:mp:~AOP, cr.:mk:~AOP, cr.:lk:, cr.:lp:, and st.:lp:~AOP you don’t go into AOP. With the rest of her ground normals, no matter how fast ~AOP is done, you go into AOP. This makes me think that st.:mp:, cr.:mk:, and st.:lp: are reserved for poking and counter-poking. This could be nifty.

yer but almost all mixups n close pressure in the game can be, that’s what frame traps are for

I suck ass with her and once I see this problem arise I shut it down n trap the hell out of them , once they are trained then , then you can go nuts

I don’t agree with no damage, allmost 500 of a overhead is bad damage?

everyone see her over heads coming , everything comes out slow…in this game everything can counter her it feels like… only time she seems dangerous is when she is in her backwards stance…to bad if she get touched it reverses her, i wish i could just fight in that stance or any time i get knocked down in it she stayed in it tell i changed it, i mean i love her , everything about her,but her moves seem to have no priority or she needs some priority and start up frames , her dive kicks get blocked like crazy, take her online give her a test drive and watch her get donkey kicked around the whole match or hit confirm then go into your beastly combo and watch your opponent press a sweep or mash anything in the middle of it and watch her get stuffed , why they can do it to her more then anyone else i dont know…everyone can stuff her ,everything she has gets stuffed … Her jump in sucks and her footsies suck and her round house is a disaster and seems more like a medium kick and her medium kick seems like it should be the round house…I hope im wrong…Just everything she has is telegraphed…her qcf dive kick from the ground move thing is slow as shit and everyone sees it coming.

But yes its a grand thing when you bust a qcf combo into her rainy or whatever her backwards stances is then keep it going till she gos in to her crouch stance AOF stance to finish it off…its to do any of the things,You needed to do it with her normal and footsies and how these system lets moves get stuffed and how almost all normal is allowed to stuff special moves especially hers… once i get MY achievement for rank c online , i will switch her back to my anchor wit juri and pray the brady guide shines some light on her or hope that someday she will pay out like i was a sakura player in sf4 and each patch or new edition she rised higher up the the tier list…But i was a sakura player in sf iterations before that…i just think she will be a low tier warrior

it feels like yes , but anybody else’s setups have the same issue , try it even command grabs

her dive kick gets blocked ,who wouldn’t block it , that’s not why its useful though

footsies are not just range , look at her walk speed., she don’t have the greatest but , its workable

I.don’t have some of the issues you got except her sweep

her overheard isn’t the fastest but people get hit by slower all the time and most importantly its plus 3

we could be playing her very differently though

My question is how are you getting in , with her normals and little limbs with no reach to poke and prode and try and work your way in…what her best bet for jumping in with what normal? cuz her normals have me lost… im not a pro, but i grew up with sf2 in the arcades and i might not be a 1 frame link master but it tought me to be a poke footsing son of a bitch and she just does not seem to have much to work with for shenanigans

Use Falcon kick of course

If she’s like Viper then I probably won’t play her until I actually do get my arcade stick. I love playing Xiaoyu until I get stuffed by everything without even pulling off one to two moves. It just really seems difficult for me on pad, but I would love to know how you relate stance canceling to feinting from Viper. I know how to do that, so maybe it will help.

hmm well if you’re going to change to stick for sure then i understand holding off until you get it.
the reason i think it’s similar to viper feinting is because with viper you can’t visual confirm when you should hit 3p you just have to buffer in for right after
well i apply that to every button i push with xiao, s.mp/s.hp/cl.mk/c.mk is always followed by d+3p p exactly like option.iv is saying

so with viper you’d do j.hk c.hp, qcb+hp, 3p, c.hp then ender
and with xiaoyu i go j.hk c.hp, d+3p, c.hp ender
both character cancel the recovery frames of their attacks that’s how i think of it :slight_smile:

i like using whiff s.mk into c.lp, s.mp just outside it’s hit range, shooting star canceled into normal stance, i don’t use it but california roll should be applicable here if i jump in i use j.hk although i don’t really like that approach but if they can’t aa then i’ll throw that in to. I haven’t really played anyone that tried to lame me out though, i’ve played a solid ryu though and i wasn’t thinking how do i get at all, i also play a pretty patient wait and bait kind of game so maybe that’s why shrugs
but i do have issues with her stubby limbs when it comes to punishing things that are negative frames because of push back and not being able to reach, that’s pretty annoying

That makes sense to me! Hm… I don’t wanna push her back a whole month until I get this stick though. Dammit… Shoulda got it on PS3 instead. lol Hm… More practice is required. if Xiao is my Viper then this will take much dedicated practice. Maybe pairing her with Nina will help…

Any good setups of doing flower power for tag cancel mixups since nothing combos into it.

Please help me with mashers lol. I get stuffed all the time too. Any reliable frame traps you guys are working on?

okay so how do you AOP cancel from the st.jab -> st.jab -> cr.hp xx AOP -> P

i can do the jabs into cr.hp all day long, but the AOP has never come out for me.

Your timing may be off as I can pull that one consistently. Just don’t move your stick when doing cr.HP so the motion buffer is done for you.

BTW, did you guys know EX Turn of Fortune can be linked into any version of Flower Power? Looks like I have a way to tag combo into King’s loop.

Sounds like you’re chaining the second jab into cr.hp. It’s a one frame link and you’ve got to wait a little after the second jab.