??? I didn’t know this. Is it the first kick that crosses up or the second? I tried, but I always tried using the first kick since timing the second seemed weird to use it to hit a grounded target.
I throw HK out early in case they try to air to air (hurt box is excellent for it at outside average cr. MK range) so its timed so the second hit will connect on the way down. The second hit crosses up.
1st hit only crosses up the 2nd hit kick doesn’t come out anyways since your close to the ground by the time that activates, its still better than JLK because of higher damage and hitstun also can link into ST HP unlike JLK.
I prefer j.LK. Crossup is more consistent and works in the corner if timed late
The 2nd hit of j.HK can crossup also. Tight timing though, only tested it on Ryu and Rog
Sorry, noob question:
How do you cancel out of Phoenix Stance? I see people chaining her cr.HK while standing still by canceling it out of AOP and then doing another cr.HK and then cancelling in and out of AOP etc. etc.
The only way I have found to cancel out of AOP is to input 22. So how do I chain the cr.HK’s together when standing still?
Like in this video:
[media=youtube]M7ynHMZNk04[/media]
In corner JHP can cross up just as easily as JLK.
Oh man, just finished watching Big Two with Chris G using Xaiyou and Hwo. It’s gettin me pretty depressed for this game. I mainly just hate how prevalent timer scamming is. However, I wanted to ask about her repeat kick juggles. I know this is a heated question, but do you guys think it should stay or go? I’m not even talking about from a balance perspective, but more from a quality of gameplay perspective. This game is kinda dumb when your best option is just to repeat one move over and over on a juggle rather than using a variety of her attacks.
My solution would be to make cr. hk only jump cancellable. That way its only use is off of anti air. Or you could make it jump and special cancellable but not stance cancellable. That would at least make her cr. hk loop harder to do since you would have to special dash cancel it which is harder than just doin her pheonix cancels. I just hate seeing that loop done over and over, makes the game feel stupid.
“They should remove it because it’s not flashy enough for stream monsters” isn’t a very good reason to remove it. Loops such as this have been a part of fighting games for a long time.
It seems to still be negative even when it’s meaty. Plus you’re still in “please rape me” stance afterwards. I don’t see much use for the regular version of the move outside of maybe using it to move around in certain situations, and possibly for gimmicky crossup setups that she might have with it.
If you raw tag against Xiaoyu is EX qcf+k, loop kicks guaranteed?
480 damage is sick for a raw tag punish
one thing I’ve been doing is linking c.hp off a counter hit jab its much much easier
I’ve found that, when on the left, it’s easiest to cancel out of Phoenix with 33 and for Rain dance, 11.
The inputs for the loop (even though I’ve yet to get it down yet), is (3HK > 3PPP > 3)x6 at max.
Is there a vid or a visual aid in how fast I need to do the (3HK > 3PPP > 3) loop?
why can i get jump hp to cross up only in rain dance stance
this is so weird
I think it should stay since it isn’t broken, it isn’t an extremely easy tactic that any noob can walk in and do, like anything else in the game, it takes practice, and once you get good at it, you have earned it, and it is one of her only big sources of damage. I’m not really sure if this is a heated question, because I think most here would agree that it would stay. From the output, Xiaoyu is only things going against her, she seemed like a low damage output, low health, high risk, bad pokes character, and then this was discovered and it gives her easily her best tactic yet. It isn’t like 450 damage is some other-wordly cheap amount of damage for a meterless combo (look at Hugo, who can pull 600 or so), so to me, if Capcom patched it out, it would only solidify that Xiaoyu, like Gen in SF4 who constantly got downgraded, that she was meant to be only all right at best -__-
I am super sick of cr. HK trading as an antiair so I’m back to LK talon xx tag antiair. Still 450 damage, just costs 1 meter and 0 chance of trade
If you got your opponent in the corner and do a foward throw immediately walk foward slightly and whiff an overhead if they try rolling they will roll backwards staying the corner, if they dont roll they stay in the corner, you can setup some good mixups with this, not sure if anyone knew this but its new to me.
Yo, is Xiao’s c.MK/s.MK and c.HK/s.HK safe on block?
Check the frame data thread.
Oh! thanks a lot yo.
By overhead, you mean her Cyanide? Because I know that when she uses that on a down opponent, she goes over them and appears on their opposite side.