Ling Xiaoyu Thread

Mid range is where Xiao has the most trouble. fs.mp and fs.mk are her best tools for getting closer. fs.mp is unsafe unless you cancel it into a stance (followup with wave crest or double map sweep) but fs.mk is +1 on block, so if you can land that, feel free to go in to jab strings. Shooting star is also a good tool to get in, it’s completely safe on block, but it can be stuffed in the air if they’re looking for it.

I wouldn’t put time into learning that infinite lmao, so far, I’ll make a list of all the people who now have infinites, regardless of how impractical:

Xiaoyu
Kazuya
Kuro
Steve
Pacman

That is a ridiculous amount of infinites in the game. If you hadn’t heard, DLC pricing and release times were announced today, and Capcom said they noted all the infinites in the games and were going to look into fixing them. So, unless you want to learn the infinite just to say “I can do it now!” I wouldn’t try it because it is probably going to get patched out soon, how? IDK, but I hope whatever Capcom does doesn’t screw up Hakkesho completely.

To get in, unless she is tagged in, she can get in with bar, if you do EX Back Layout, it tracks the opponent and it can be cancelled, which the opponent can’t see coming, and then you can land right next to the opponent and go for a grab, once they are on the ground, you can set up some opportunities. Also on the topic of getting in, EX California Roll can go past both the opponent and physical moves which can set up some big damage too.

Just as a note on infinites, given how the various infinites have worked, I am 100% sure that many more exist.

They really need to impose hard limits on certain juggles, mainly ground bounces. Also, Gems, dem speed gems are gonna power alot of stupid Combo BS.

Xiayou neutral game sucks. You may as well tag her in later, her neutral game is too muck of a liability

Well, I do have her in second, but sometimes things happen. Tagging her in gives her a shot without neutral but it doesn’t gaurentee she won’t have to deal with it, and given how unsafe tagging is in this game, I still think you should have a plan for neutral. I mean, I can get by with Asuka’s neutral, and Xiaoyu’s is definitely better than that, I’m just trying to get a feel for what moves and tactics I should be looking for or applying (thanks Kupo and venfayth).

Also, regarding broken things, I’m pretty sure we’ll be seeing more Jin glitch-kick setups too.

I don’t know about Asuka, but Xiayou neutral game is gimmicky at best. You’re only going to get away with so many back layouts. But honestly I would rather play someone with a more solid neutral game first, get the life lead, and then force someone to come to Xiayou. She’s good at Turtling and evading. And she can turn her AA cr.hk into a juggle and mixups potential. But there is no reason why anyone with a strong neutral game would risk anything against xiayou besides just outfootsying her and holding their life lead. I may have a different mentality as Im more or less a very conservative and safe player and won’t take many risk. Maybe if you play her riskier she may work but I generally don’t have that mindset.

MP and HP Hakkesho will probably be redone where they contribute to the juggle limit like the LP version.

I’m still unsure about her mid-range game, but it’s still too early to say a whole lot.

And I was honestly surprised by the speed gem Steve infinite. Does the improved walk speed make it possible for him to do that infinite?

tbh with xiayou , if im not doing standing jab pressure , im looking for a chance to back layout or dive kick in to do it

Can someone explain to me what’s so good about her EX Back Layout attack? Seems like EX Dive kick does the same thing only leading to more damage

I think her mid range is pretty good as long as you got good footsies. Since you can cancel s.mp (which you should do most of the time) into stances her game becomes really effective.

s.mp xx phoenix stance xx elbow is a great tool and it gives you a full combo after (you can tag in your partner for more dmg after upkicks) + its safe on block.

Upclose she really shines though, standing jabs into loads of high/low/frametrap/throw mixups.

Btw the thing that Chris G does with her qcb+hk out of phoenix stance into tag is all gimmicks, you can hold downback (even if lets say hwoarang does high/lows and jumps over you) and you’ll block everything. Just keep blocking and don’t let your stick go to neutral/press a button until Xiao leaves.

people who have better buttons than xiao (read: most of the cast) will DESTROY her at mid range. st.mp and st.mk have really nasty startup times, they’re only safe once they actually hit or are blocked. you really have to play the player not the character when you’re playing footsies as xiao.

@criminalupper - ex dive kick is slightly slower, back layout will reach them just a few frames faster. if they’re used to you using one or the other when you’re at a long range, the appearance of using the other one could throw them off, iunno. in most cases ex shooting star is better, because it has huge followup potential since you can go into her breakdance.

You’re not supposed to tell the secret to her Phoenix stance gimmicks! lol
Anyway… FlyingVe, you’re replacing Asuka with Xiaoyu now, so it’ll be Juri/Xiao. You were such a role model to everyone who followed that team. lol Do you mind adding me on LIVE?

It’s only safe if the opponent is standing.

can xiaoyu not punish tag cancelled dp’s? Ive tried everything and get beat by jab lol

Really? Its -3 on block and the pushback creates enough space for most (I think all) 3 frame normals to whiff.

My honest opinion is that it’s easiest to do what Tatsu suggested earlier, tag into Xiaoyu during combos, do a beefy combo with her sweep juggle, then tag back out. I’d only put Xiaoyu in if you took a shit ton of damage on your point character early on and need to recover it.

Yes Xiaoyu has very good options up close, but getting into that range (outside of a tag cancel) is so hard for her when her best normals still suck and her air approach options are easy to read and counter.

Against any decent opponent, shenanigans are only going to work for so long.

THAT SAID…
I am positive there is a way to get more frame advantage on Shooting Star by spacing it so that Xiaoyu hits once with Shooting Star and then lands on the ground. I don’t know what the exact frame advantage is but it’s enough to reactively land cr.LK. If it’s blocked, theoretically you would have even more than +3 frames, potentially allowing for more mixups.

Still out of town, will tinker with it in the lab when I get home tomorrow.

Yeah i was able to get a st hp to connect after the single hit dive kick.

Also tips on how to punish tag cancels with xiao plz!

Yes, if you try some of the trials, like Ibuki’s I know, you have to walk forward after a j.:hp: after her EX kicks-up-in-the-air move to get the cr.:lp: to hit. So for Steve, his normal walk speed doesn’t get him close enough to execute his move, with a speed gem though, it does.

It’s only -3 if the last hit hits, on most crouchers it’ll whiff making it a very easy punish.

Been playing with Xiaoyu/Ogre combo today. I’ve lost about 80% of my matches. It is pretty pathetic. I feel Xiao just gets eaten alive by pokes and her mid range is terribad. The only thing I’ve had reasonable success with at getting in, is standing light punch chain/mixups, but even then I feel at a loss because a well timed crouching jab or SRK/DP will stuff her medium kick overhead.

I am simply at a loss as how to really effectively “get in” with Xiao – when people like Chris G just seem to be up in someone’s face all the time.

Tips greatly appreciated =(

Ogre feels … “awkward” but not bad paired with Xiao. He has a really good tag combo for Xiao with hunting hawk -> c.mk -> command throw. He also has the best GTFO me move in the game.