I’m not Ogre player so I sadly cannot even fathom where to begin helping you with him. I actually am not a fan of Ogre, to me he feels like a clunky, over-the-top boss type character who doesn’t carry much weight in the meta-game.
As for getting in with Xiaoyu. If you notice the way Chris G tends to play her, he often will have Hwaorang start a combo, andthen tag Xiaoyu in, that way, when the opponent wakes up she is close in. It is safe to start with Xiaoyu as long as you aren’t up against a projectile or poke-heavy person because those are Xiaoyu’s biggest problems, because with great pokes (Chun) or people with projectiles at the start of the match, when no meter is available. Once Xiaoyu is in, it is up to you to stay there and keep the opponent on their toes, however prior to that, Xiaoyu’s best pokes remain her far st.:mk: and st.:mp: but they are no otherworldly poke that you can go spamming with no fear of being hit. Once you are in decent range, it is smart to try pressuring the opponent with her st.:lp: which is very handy for keeping a consistent pressure.
Honestly, I think Xiaoyu relies on having a partner that can either:
Get in for her
Cover her weaknesses
I think in both of those categories, I think Ogre would fall short (once again, I have no interest in Ogre, so if you need more understanding on him, go look at the Ogre threads xP)
I can’t really agree with that Cover her weaknesses thing, I mean, it’s not marvel, you won’t play her and use 2nd character assist to cover areas Ling can’t. You mean it (probably) as 2nd character that can do better against Ling’s weaker match ups. But you really don’t want to get to the point when your 1st character struggled, and Ling just can’t make it. But i’m generally against counter picking in the first place ( last tournament I’ve went with Dudley against sim, instead of switching to Chun…).
Anyway, I find her c.mk buffer :qcf::2p: is nice for those footsies war, considering that ling has no other use for meter, so you can spare the EX block from time to time. of course if your partner is heavy meter user to then let him deal with it when he is in. Only problem that it may not connect on max range.
I don’t know that yet. It’s an ongoing experiment, but before I can really conduct it I have to get fully comfortable with Xiaoyu. However, the more I learn, the less I think she fills that role.
Plus, I like the flexibility that you can get out of stance based characters like her. It’s the same reason I’m working on Jin.
As for XBL, that’s up to you, you can send me a friend Request whenever. I’m far from a master at this game yet or anything.
I wouldn’t consider learning much from Chris G, he is quite a good player, but most of he community is way below his level, so he can get a way with a lot.
I don’t understand why the Japanese players prefer to go for the CADC loop and drop it due direction change, and not for the AOP loop. Maybe I saw an old match, but I really don’t understand some of his decisions combo wise.
Technically the CADC loop sets up better options for you of you do it right. The ability to put someone in the corner in one combo is dangerous considering Xiaoyu’s pressure game.
Another note I forgot to mention, I don’t know if every character is like this, but in the corner you can control which side you land on off a jump-in. If your opponent is in the corner and you jump in, as long as you hit the wall during your jump you can create an ambiguous crossup situation. Press LK just at the right time and I’m pretty sure you can hit from behind and land in front. Hit it slightly later and you can hit from behind and land in the corner.
This may or may not actually be useful, I’m not sure.
I think it’s fair, she’s a character of extremes. Great damage, great mix up vs low life, bad neutral. She makes an ideal tag in partner and I’m having decent success with her and Yoshimitsu at the moment.
Go verse a couple Hugos, you’ll be fine dealing that damage considering it still is only a fraction of his life, a fraction he can deal back to you easily.
I don’t know why, but it’s easier to cancel out of Phoenix with 33 and Rain Dance with 11. And in a cool way, do the Rain Dance canceling quick enough and Cyanide looks seamless. At least that will make her mixups scarier with those stances.
BTW, assuming that the upcoming patch will impose the juggling limit on the MP and HP Hakkesho, don’t forget to practice your overhead followup to exclude it.
Also loving that a proper Ibuki read to combo into her cl.HK > JC > j.HK will tag into the Xiaoyu Breakdance. Don’t have the loop down yet, but I can hit with the first breakdance which is good enough of a test.
@Kuma I have set that up the Breakdance with that Ibuki combo which I got off of Tag canceling off of Phoenix Talon. Lots of damage was had and flashiness as well!
optimized ibuki - xiaoyu transition combos that I know of:
any setup into grounded launcher or kazegiri tag > cr. HK, cr. HK, cr. HK…
any setup into grounded launcher or talon (2nd hit) tag, st. HK, jf. HK, kazegiri.
I was in training mode when I did it but I didnt get down the damage when I did it and when I did it in a match they ended up dying after about 3 reps of the Breakdance. I also tried to make it as practical as possible.
The inputs are: As Xiao j.hp cr. hp cancel into phoenix H.wavecrest st.mp cancel into phoenix hk. Phoenix talon tag cancel st. hk sjc. hk st. hk tag cancel Breakdance
Hope this helps =D