Ling Xiaoyu Thread

Backdash, She got the best in the game…

Tier list based on match ups might not be accurate, as it is 2v2, so some characters benefit more from the system (lets say sagat get much stronger combo when combine with a good juggler) while other less (Steve does a lot of damage on hit, so he doesn’t actually benefit from the point position of 2v2)

I don’t think you can really mix up with her, at least offline, my regular opponent can see it 10/10 in mixup situation (f.mk), but this move is great for other uses such as catching backdash, or even hitting whiffed jump ins.
Maybe you can create some better timing mixup if you do something like jab, crouch natural cr.mk to combo. With this you might catch people reacting to her rising. The idea here imo is to fake her f.mk animation almost the same way Ryu used to fake hadukens.

I use Chun, who also has good pokes and I have to agree. Chun can’t pull off breakdance damage, so most of the time, I do find myself fishing out pokes to go straight to Xiaoyu. However, it really isn’t any different than having any other big damage combos, which ends up just trying to combo into their big damage moves.

I get what you mean, and I try to do it, though I’m still practicing Xiaoyu as I am way to aggressive, and I get hit by all sorts of wakeups lol Sometimes when I realize it, I will do a high hit, crouch, cyanide. Or the opposite, it is all about programming your opponent to think you always hit high or low and then faking them out. I think it gives her another easy mixup.

Quick question, if I connect raw Launcher with my second character and bring Xiaoyu in, how many times can I connect with cr.HK before it drops? I would guess it’s like 3 reps but I’m not sure. I just want to be on the safe side since if my point character has enough life to continue, I’d rather tag them back in after a sweep than keep trying to play with Xiaoyu.

You get 6 reps.

I’m starting to wonder if defending with Xiaoyu isn’t so much standard blocking but counter attacking and evading with back dashes and evasive moves from the stances.

From what I’ve seen and from what I think works best, I don’t even rely on evasive moves from the stances (besides Phoenix Talon for specific jump ins). Her backdash is great and I try to do it all the time (when I remember it) after I get up if they try to do a mixup by jumping over me. As for standard blocking, yeah, I can’t say anything against that, just waiting for a time to counterattack.

Tried some stuff out in Training Mode but I haven’t had time to really test it, but this could be something for a followup from a sweep.

cr.HK > Rain Dance > HK California Roll > Throw or LK Back Layout (land in front) or MK Back Layout (land in back and MIGHT crossup, not sure here) or EX Turn of Fortune.

Try this out and let me know what you think.

how do you do her c.rh loop?

You cancel cr.HK into Phoenix Stance, then tap :df::df: or :db::db: to unstance, and repeat. For some reason using :d::d: doesn’t work as well as with a diagonal.

Alternately if you’re an execution maniac you can CADC her cr.HK into her charge move (Hakkesho, which is HCB+P), then dash cancel into another Sweep and repeat. That has the potential to corner carry, but getting the motion for it consistently (considering you have to go :hcb: :f::f: in a short amount of time) is tough. That’s some KOF shit right there.

I’ll learn both when i play tomorrow thanks snakeaes.

Good luck getting them both lol, the CADC loop is pretty difficult to get consistently. If you are good at execution though (Desk), you should get it no problem. However, I still see top Xiaoyu players in PSN dropping the CADC loop in an attempt to corner carry (top being over 8,000 BP).

i’ll get it trust me

Relative to most of the combos people are doing in SFxT now, the CADC loop is tough. Relative to a lot of the things people can consistently do in other FGs, it ain’t shit.

Probably because of my RSF experience, I find it easier to do the CADC version instead of the Phoenix version.

Everything in this game is easy.

Ive been tryin out stuff after loops too. im doin after the loops cancelling into raindance then doin like a instant overhead d/f,d/f,d/f+MK when they wake up if they dont roll. the theory being that raindance would bait out a wakeup attack and it seems to beat all wakeup attacks and trades with DP. I havent been able to tes it against a human tho.

play point xiayou against a gief fronted team

:tup:

Omg, just finished an all nighter playin. Went from 2500 to like 5200. Played either Nina/Hwo or Nina/Xia. Won like 90% of the games. Main thing I noticed: Poking around here and there don’t mean anything. Scoring big damage off of any of your confirms is what counts. Having good synergy for continuing combos during switches is really strong.I think a lot of the street fighter side is really gimped compared to the tekken side. Mainly because the street fighter side doesn’t have overheads that lead to combos. Seriously, I’m just demolishing these people and I’m using such basic strategies. Both Xai and Nina have some of the scariest overheads in this game, as does Hwo. Breakdance workin like a charm, saved my butt a few times:P

I think Xiaoyu demolishes Gief, actually. She is so positive on block on her hit-confirms that you can backdash to victory all day after getting in with 2nd hit of Fortune Cookie or with Shooting Star.

The only uphill battle in the Xiaoyu/Gief matchup is having to overcome the health advantage, which, with the sweep loop, is not always that bad.

yer but you back dash away and now you have to get in again and he can anti air shooting star all day