Ling Xiaoyu Thread

After five minutes in the lab I managed 9 reps. It’s HARD but my advice to stick users would be to just tap MP so you get the negative edge input too.

it is hard ,I love how marlinpie says is easy as hell lmao, we aint all execution nuts man

It looks like MP Hakkesho, doesn’t take long enough to start up for it to be HP Hakkesho imo.

Also, that combo is even dumber than the cr.HK loop. That makes me sad.

I disagree, not only does it eat up time but Hakkesho does 100 damage each time, so after even a few reps you’re looking at 400+ damage.

I don’t think you’ll find anything dumber than an infinite <_< Can’t wait until people get this combo down and Capcom is too lazy to patch it. Can I hear an “Xiaoyu skyrockets to the top of overused characters because people are going to try to spam this, regardless if they can get it or not”

EDIT:

Depending on if you tag her in or not, you can get at least 700 damage with this combo…

Yeah okay, see, you do this, until you miss (likely on the first two or three reps on average), and they jab you into full damage combo during the wiff recovery.

If you can hit it every time it’s great. Otherwise SCC cr. HK loops will be better. Besides, if you have execution that godly there are much more interesting things you can do with your talents.

Is it possible to quick-stand from a ground bounce? I didn’t think it was, in which case you’d recover before they stood up anyway.

I think this is true, from when I played online, when I whiffed a Hakkesho, I wasn’t ever punished because they weren’t able to get back up and react fast enough.

I take back what I said, tested the recovery wrong, she can block just before the slow wakeup finishes but also I didn’t think about how you can follow it up with cr. HK loops after 2-3 reps if you don’t feel confident with your execution.

Hopefully this’ll get patched soon. Really didn’t want her to get this kind of attention, this just makes it more likely they’ll patch out cr. HK loops as well.

Hopefully not before my local SFxT tourney tonight! =P

Also I’m pretty sure the cr.HK loop is here to stay, because it at least has a juggle limit.

What they will probably do is cause Hakkesho to count against your juggle counter, meaning you won’t be able to rep as many cr.HK after, but the loop itself I am almost positive will stay.

Her cr.hk loops aren’t anywhere near as broken. They really only give her similar damage to other high-end characters, as crazy as that sounds. I wouldn’t be surprised if they just stopped hakkesho from having its own ground bounce when used on someone already in a ground bounce state. I don’t even know that it’s intended to in the first place (it doesn’t say it has one in the guide book)

they won’t patch out the c.hk loop , half the cast can already do a similar style combo already cadc seems as important as fadc

in short lean that first , it will have lots more legs on it

For those wondering about the numbers involved:
:f::mk::d::db::b::mp: = 150
:f::mk::d::db::b::mp::d::db::b::mp: = 230
:f::mk::d::db::b::mp::d::db::b::mp::d::db::b::mp: = 300
:f::mk::d::db::b::mp::d::db::b::mp::d::db::b::mp::d::db::b::mp: = 360
4 loops (5 hakkeshos) is 400
5 loops (6 hakkeshos) is 430
6 loops (7 hakkeshos) is 450
and every loop after is 10 more.

I think juggles and bounds have different limitations. Bounds are low to the ground so Capcom assumed they could only be followed up a limited amount of times. They didn’t code a bound limit into the game and it shows with this infinite. With that said the easiest way would be to increase hakkesho startup. The only solution would be to add a bound limitation, but I doubt they will since very few can take advantage of it. Anyway this looks like a corner only infinite and its not exactly easy for ling to get you into the corner. She can be tagged in I guess. But I wouldn’t get to use to this because its going to go. I just hope they keep her other stuff like her charge cancelling loop. But if they slow down this move she will invariably get less reps

It would make sense for it to bound though, in Tekken it has always counted as a bound.

Don’t you think it’s bizarre it only gets a bound if you use it on a bounded target though? Just give the move itself a bound and make it whiff on bounded targets and it’s solved.

Actually that’s how it was in Tekken as well. If you did it on a standing opponent, your opponent stays standing even if they get hit by it. If you do it to them in a juggle state, it bounds. Obviously it doesn’t bound x ∞ but it does also only bound on a juggle in Tekken.

I think the way it is now is fine; they don’t need to change frames, they just need to make it count against your juggle limit. Considering Xiaoyu’s shitty approach options and lousy footsies, she needs it. Even with the infinite I don’t think she’s anywhere near top tier.

I honestly haven’t found a use for Hakkesho anywhere in her game plan, heh. That’s as a SF player coming in to this, though.

Outside of being an opener to the cr.HK loop and more recently this infinite, I agree. I’d never use it in footsies or as a punish.

Sigh guess we need to figure out more nigh damaging combos off lows because no one is going to duck against xiayou now. And her lows are shiitay