I read the Brady guide and have been reading this thread, and I still couldn’t work out how to play Xiaoyu:( I understand she has good up close mix up with that overhead, but what you suppose to do to get in? Her normals are really bad, and her pokes are among the worst I have seen in the game. And according to the frame data she can’t combo off her low without an ex bar, also her hp seems to whiff all the time while trying to combo from s.lp, you have to be at point blank range to do anything and most of her stuff gets stuffed by scrubs mashing on their 3 fram jabs, what are you suppose to do about that?
The only way I know of is if you double tap down twice.
On a related note, you can transition from Rain Dance or AOP into any of her non-stance special moves by tiger knee’ing the motion of the special move. For example, you can essentially do Fortune Cookie (QCF+HP) from RDS by doing QCF,UF+HP.
I use a lot cr mk cancel to shooting star (+3), after you can mix up:
-mp, aop, P
-mp, aop, lk (-2) / ex lk (-1)
-mp, aop, flower power mk(-2)/hk(0)
-mp, aop, phoenix talon lk (-3)/ex(-3)
-mp, rain dance, mitrust lk/mk/hk (-2)
-mp, rain dance, throw
-mp, rain dance, dcf lk, ex dark and sturmy, turn of…
-mp, cyanide
-mp, fortune cookie (2nd hit :0), RD mix up (ex dark and stormy is godlike!!!)
Basic mix up :
shooting star, mp:
-cyanide
-double swap lk
Punish full screen fireball with ex qcb KK
Play here very defense mode because you can punish jump with good damage!
I haven’t found a good reversal with her… I played a person that just kept jumping in crossover when I was Ling (think of Zangief vs anybody in SF4 that didn’t have a good reversal)… I was starting just to do qcf+4 or 5 to get away, but I didn’t really like that too much… shrugs
Any idea for nice low confirmalbe option?
Didn’t realize every character has a super jump in this, makes me wonder why they gave her that huge jump when there’s super jump wish she had a normal jump arc.
For the people who asked about comboing from her low, she can cancel her cr.mk with a stance change for a combo. You don’t really have enough time to hit confirm from this, though, unless you hit it after a jab. So, combo examples:
- :lp:,:d::mk:
:3k:, :p::p::d:, etc. is a good hit confirm, although hitting the Dark & Stormy is pretty tight. This works from both versions of her s.lp, but the Dark & Stormy may whiff if you are too far.
- :d::mk::3p:,:p:, etc. is a safer option if you aren’t hit confirming from anything. Relatively safe on block and not difficult to do, although you probably won’t do a lot of damage unless they are in the corner or you spend some meter.
I originally got into Xiaoyu because of the Flower Power mixup where you tag her out after the HK version, but I’ve learned that that’s not actually very good, since they only have to block Xiaoyu even if your tag’d character jumps over, and they will auto-block lows and overheads, too. Does anyone think that, eventually, it will be feasible to jump over someone while Xiaoyu is doing this and consistently land an attack on the other side during the 1 frame where they aren’t in blockstun? Is that even possible?
Yeah, I think the game has an auto-block system just like SF4, as long as a player is in blockstun, any further attacks as part of a true blockstring will continue to get blocked even if the player lets go of the stick completely. Doesn’t matter which side you’re hitting from.
The only real way out of it, as far as I can see, is to find a move that isn’t a true blockstring and then try to tag in soon enough to do a crossup or a high/low mixup, and time it so the move lands exactly when blockstun ends. Theoretically possible, but in practice probably very hard to do.
Yeah, Xiaoyu’s HK Flower Power is not a true blockstring, as there are gaps between each rep, but I very much doubt that the gap is any more than 1 frame (considering I had a very hard time even doing a reversal through it). That said, IF you were good enough to land an attack on the other side of the opponent during that gap, it would be ludicrously difficult to block.
Most characters’ super jump is garbage. Like 1 frame difference. The only ones with a reasonably noticeable difference are juri, bob, marduk (lol) and yoshimitsu in flea stance. The arc changes on some of them too, haven’t tested that extensively.
Any good idea to deal with Poisons chicken wing feels like she gets in free on xiao with it also how would you deal with cammy dive kick on wake up and jab pressure.
Feel like we need a match up thread lol.
So does Xiaoyu have a decent reversal at all?
Chicken wing lol? Do you mean the one where she flips over you and if it connects she can grab? That can be blocked high so just notice when she does it and go high afterwards, however, that move’s light version is safe on block so don’t go for a punish because I’m assuming the Poison player will expect a punish that she can instead punish.
Yeah it basically is a beefed up chicken wing which she can combo off like Fei Long’s, their all plus frames on block so she can do whatever she wants if you block so was looking for something to stuff it on reaction.
Only EX goes through fireballs though.
Xiaoyu doesn’t have fireballs so don’t see why you mentioned that?
Because… nevermind.
I can’t get myself to do more then her overhead combo (not the loop) and cross rush done in online matches.
Sigh, I need more training. Time to crank out the CPU.
Getting a little tired of Rolentos Rekkas -_- … I guess the best thing to do is to alpha counter (f+3+6) immediately… Also, anybody got some tech for Zangiefs Lariat?.. Damn, I remember when df+1 was a good move …
Rolentos Rekkas are frustrating but you’re right to think alpha counter. If you know you’re going to be facing a Rolento it can be a good idea to switch to a gem set that gives you more meter on block of normals & specials activation. Then you just block his safe shit until you have a couple of bars. Once you have two bars you can alpha counter and tag into a decent combo that will be more damaging than his chip up to that point.