Ling Xiaoyu Thread

cr.MK xx Fortune Cookie is not bad. Then combo into Turn of Fortune > Wave Crest. If you’re in the corner, cr.HK loop, if not, f.st.MP xx AOP Phoenix Talon.

At close range cr.mk xx wave crest is probably your best safe poke. At long range … lol, uh, maybe st.mp xx double map sweep?

I can see capcom screwing up Hakkesho to fix the infinite seeing as Capcom track record with fixing infinite is to screw the move itself :confused:

Well, like we were just saying, the only real use for it at the moment is as an opener for cr.hk loops. I can’t see much harm coming out of fixing her infinite.

not in sf4 they didn’t
although there are at least 3 infinites in sf4 right now that surived 3 major balance changes

Some of her highest meterless damage combos came from cyanide. Losing cr.hk loop is signficant. Smart players are not going to duck against her like ever. I guess cr.mk wheel of fortune into wave crest isn’t so bad damage wise. But not sure if you get the best positioning out of. Ending it with Phoenix talons pushes them way back

Lets just say they do patch it ,ill use examples how Capcom has “fixed” the infinite. Vanilla SF4 Fei Long had a chicken wing infinite, Capcom fixed it by making the move come out a lot slower although they did fix it properly in super lol. Amaterasu had an infinite with her paper move they slowed down that moves start up to prevent infinite, i’d like Capcom to fix the infinite without screwing around with the moves properties its a lazy way to fix the problem.

Actually, Xiaoyu moves with Hakkesho and she can bring you to the corner since this move has the same properties in the corner or not, so this infinite works anywhere and will actually bring the opponent to the corner <_<

The thing is, this isn’t the first infinite to be discovered in SFxT. The first one was I believe this one with Kazuya:

[media=youtube]abcUaHBEeuA[/media]

and that one involves multiple moves, but it only works on big characters, which is still an infinite nonetheless. Considering Xiaoyu’s infinite is already a 1 frame link as it is and extremely difficult to hit, there is a high possibility they will never patch out her infinite ala Chun’s infinites in SF4 which never got patched…ever…throughout any version as Desk was able to repeatedly find new ways to do it, Capcom just gave up I presume.

Which ones are you talking about? The only ones I know of are the Chun infinite and RSF (but that was deliberate).

Abel Step Kick infinite

Abel has one aswell, unless i missed something

Early SFxT Japanese Blog Tier List

Source: http://blog.livedoor.jp/mateapple/archives/5988308.html

Out of these tiers: S A+++A+ A B C D

Xiao is listed at the bottom of B. I know, I know, early tier list means nothing. Just thought I’d share.

I think Xiao definitely still has a lot of potential.

That infinite thingy, is it just chaining 214 MP or is it involving some kind of stance canceling ?

they put Ibuki above Xiao?? i completely disagee >:c

On the subject of EX Back Layout

Its also a good move against Claws who try to do the high wall jumping move he does (Flying Barcelona Attack ), since it interrupts him on his way to the other wall it counts as a counter hit you can easily combo after. You end in Rain Dance after the back layout (since the throw animation didn’t happen) so remember that.

I find a good tactic concerning projectile characters and EX Back Layout is to stay in Phoenix stance to duck under the projectiles and then waiting for another projectile to be thrown and canceling phoenix stance into instant EX Back Layout with QCB+3k~2k

If you do a back throw with Xiaoyu and then your opponent rolls forward after the knockdown you can use EX Backlayout and it will cross them up on their wake up.

>>If the opponent Shoryukens after the roll the Ex Backlayout will grab them, or you land safely and make them whiff the shoryuken. In the case of most whiffed fierce shoryukens I find it hard to get to the opponent in time to punish so I’d recommend Roundhouse shooting star (dive kick)

This is not 100% safe, I have seen it trade- mostly with Ryu’s MP shoryuken but not often

Is it true? AOP 214 K doesn’t count as overhead?

Flower Power is not an overhead. You are correct.

We really should just call these moves by their names. Maybe I’m the only one who prefers combo notations with written move names, though.

Easy to say after you play the character for a while (maybe) but for a new player, to see all those names when you hardly remember the move list (not to say the actual names) is quite a pain.

this isnt a true one frame link. this game still has the special move buffer from sf4. it allows you to input specials when your character is in recovery and stores the input for however many frames the buffer window is. then you can increase your chances of hitting the window by double tapping mp

i consider myself maybe slightly above average with execution, and i can get 8 or 9 reps consistently after about 15 min of trying it in training mode. its pretty simple

also, you can tag cancel into it if your point character has a move that bounds and gives xiao a chance to get in. and also yes it works fully mid screen