Ling Xiaoyu Thread

Oh you can also do HK. Kazegiri instead of st.Hk with Ibuki.

You should check if you can tag cancel her last cr.hk, I did it with Jin and Sagat, but their juggles start of cr.mp, not sure if Ibuki can slide s.hk in there.

I hope they don’t remove infinites.

I want to see Xiaoyu’s overhead lead to an infinite that wins a tournament.

I noticed yesterday that AOP stance ducks under Rufus’ Messiah Kick sometimes. I dunno how reliable it is though. I was playing against someone who would block string into Messiah Kick hoping I’d stick out a poke, so he was usually far enough away that the first hit wouldn’t connect and I would just go into AOP, let him go over me, and punish.

It would be nice if Xiao won a tournament but I think the only one who could is Chris G and MarlinPie but I don’t think they will use infinites to win.

And why is there so many issues with infinites now?

I think people are just angry because their characters don’t have infinites. If every character in the game had an infinite, I think we could just call it balanced and move on with our lives.

Didn’t everyone in MvC2 have an infinite? My problem with infinites is that they’re degenerate in tactics. Assuming you can do it consistently, there’s no reason not to pull of the infinite when they’re available.

And making all the Hakkeshos contribute to the juggle limit probably wouldn’t change things too much. You can still do the Breakdance following an overhead or a from a partner’s ground bounce move.

Tested out something quick in the lab again. We got something against Hugo and his Back Breaker reversal. After a knockdown, do a vertical jump and do j.HP right after the peak of your jump. It stuffs every single version except the EX version. I wonder if we can bait that one out. I’m assuming you can use a similar tactic against any other non-invincible anti-air. The key is to do it as late as possible.

It’s not even enough to convince me that she’s any good.

I don’t see any reason not to. Seems better in almost every way.

And the game hasn’t even been out 2 weeks yet. Very few people are gonna be 100% with things like this at this point.

Not sure if this has been posted/known or will help anyway but I’d figure I would contribute anyway.

Shooting Star’s wiff into Rain Dance stance can be cancelled via a dash as you’re landing, leaving Xiao in neutral and able to block (after the dash animation). I know it works on back dashing, I would imagine it works the same with forward (but I have never dared to dash forward after it lol).

I’ve been having success jumping over fireballs with shooting star and then back dashing to avoid sweeps/srks.

You don’t even need to bait that, Hugo players will easily spam that move until they don’t think they can do it anymore, and that is a large part of his wakeup game, so taking that out of the picture really limits him O_o All you have to do to bait it is after an untechable knockdown, jump once and then do it again, the Hugo will almost always try to do his Backbreaker grab, and if you can stuff it once or twice, the Hugo player may be more skeptical on using it for the duration of the match which is great.

what do you guys do after a blocked back layout?

Get ready for round 2.

Die.

Sorry if this has been answered. I saw a vid of Kiryu’s Xaiyou where he does the crouch hk loops a bunch of times (4 or 5), but it looks like he doesn’t even dash forward. Is there some secret to this or does cr hk recover quick enough to where you don’t need to CADC to keep it going assuming you catch the opponent high enough with it?

I posted this in the Xiaoyu Combo Thread, but I’ll take this opportunity to add a bit more.

As you may know, you cannot cancel Phoenix Stance directly into sweep. So after you go into Phoenix Stance, double tap down to cancel out of the stance. I suggest double tapping d/b or d/f because it’s easier to cancel out of the stance for some reason. Anyway, you’ll return to neutral so then you can hit cr.HK. If you apply it as an cr.HK anti-air…:

Cancel sweep into Phoenix Stance.
-> Cr.HK xx Cr.PPP

Cancel Phoenix Stance into neutral/standing/crouching.
-> [Down/Back, Down/Back] or [Down/Forward, Down/Forward]

Sweep.
-> Cr.HK

Repeat. Hope this clears things up.

Oh, and it’s possible to double tap and hold your 2nd input and hit cr.hk. This way, you only have to do 2 d/b inputs instead of 3 for the cr.hk.

Far st.hp is a pretty damn good meaty. I don’t know what the frame situation is exactly, but on hit I was able to link into cr.mk so it’s at least +6. st.lp would probably be a more reliable option. You get considerable frame advantage on block as well, and it’s probably not too hard to get it to trade with reversals that don’t have a ton of invincibility.

so is it always -6? or is it just -6 against certain characters? i was thinking there might be some situations where you could have advantage since you might not always hit on the first active frame out of ten since its weird move. i dont really understand how blockstun works with jump in type things.

Messing around with the game, looking for an anchor and holy crap… Xiaoyu’s idle animation stole my heart

Didn’t know her JHK can cross up and has pretty decent cross up hitbox might use it instead of JLK

Yea, that definitely clears it up. Thanks.