Ling Xiaoyu Thread

Can you link up the videos in question?

Here are the ones I watched:

[media=youtube]v6MGZXPfblU[/media]
[media=youtube]p3xbufX7Mh4[/media]

There are plenty more of his Xiaoyu out on youtube but I haven’t watched them all.

cr.HP xx AOP > HK Flower Power Tag Cancel into crossup seems like a mind-fuck. Especially if you cross up and then cross up again.

There is something odd about that crossup, I forgot what it is. There is a video about it in the Xiayou video thread, but I can’t look right now. In order to trick them you cannot just jump over them and such, you have to use jabs or shorts to interrupt them when Xiao isn’t hitting them or something along those lines.

You know what would be sick would be using a character who can quickly go from side to side, so like Ibuki could do her dash to crossup or Dhalsim could use his teleport to do it.

THAT would be fun to mess around with.

It is :slight_smile:

If you time it wrong they will autoblock though, I have NO IDEA why it happens.

edit, autoblock on hit I mean… through the hit stun, it is really weird.

With Chun, stand next to them and use M or H Hazanshu lol, because you go right over them and they never suspect it lol because it looks identical as L, and then they’ll block high, allowing you to go in for a low hit ;D I didn’t do it much today, but I did it a few times online, and when I didn’t mess up, it worked :smiley:

Has anyone been messing with her AOP cancels much? She can hit cr.hp xx AOP downforward, downforward into another cr.hp.
Its a great frame trap and combos into its self on hit.
You can even do the same for cr.mk, but you have to hit downback, downback if you are on the left side, since f.mk takes priority. You can hit like 3-4 cr.mks (doesnt combo though I don’t think) in a row if your good enough. It’ll really put your opponent on their toes when looking for highs and low.

Edit- i feel like i should really do a video, but all i have is a crappy camera :c

If all you have is that camera, record your TV, as long as we can get a basic idea of what is happening on the screen lol, someone can try to replicate it with their camera (given the camera is good).

On the topic of your subject, yes, you can link 2 cr.:hp: together one after the other, but I find it to be somewhat unreliable online since the timing is kind of fast I find. Though it is helpful to do st.:lp:, cr.:hp:, AOP cancel, cr.:hp:

However, I did not know you can cancel her cr.:mk: that is cool to know, but I can’t see it being very practical. Considering you can cancel her cr.:hk, cr.:hp:, and cr.:mk: into itself over and over, her AOP cancels are really powerful, see if you can find any use for chaining the cr.:mk: over and over.

well, canceling cr.:mk: is so good bcuz its her only good low normal, and being able to essentially “rapid fire” it is a big, big plus if u can manage to do it consistently. She can actually do like 5+ in a row on block, which is crazy. I’ll try to upload something tonight :stuck_out_tongue:

i just tested around with it a little more, and she can get jabbed out of the cr.mks loop though… :c

5 on block is pretty crazy considering she stays within range, that is the shocking part. However, on block it is -9 adv. frames, that is really bad considering many jabs in this game are under that, so pretty much any character can do an ABC Launcher combo on her in between each cr.:mk: which sets up big damage, so I think the cr.:mk: cancel is too risky :frowning:

Looking at the frame data, if you cancel on the first active frame of cr.MK into Phoenix which takes 8 frames, you have roughly three frames to go into the next one. Probably around 6 or 7 if it hits. And at the end of the pressure string, you probably have the option to go into Wave Creast, leaving you at both -3 and at a safe distance back.

I also checked the frame data for to see if the opponent can do anything during cr.HP > AOP > HK Flower Power. I think it’s a frame trap, but I don’t think the other versions allow for DP mashing so long as you tag in. Otherwise, I can’t say for certain it combos because it might be a super tight link.

Good God, this girl is turning into a Kung-Fu El Fuerte before my eyes with these technical pressure strings, mixups, loops, and shit. It’s starting to become clear why her normals aren’t Chun-Li tier.

[media=youtube]8hpsMB2_cTQ[/media]
this is what the cr.mk’s look like…
I also threw in the damage difference on two cr.hp instead of one during a basic punish combo too :stuck_out_tongue:

that looks sexy as hell

but why dose my combos seem to get harder on a daily basis

For the record, cancling cr.mk into aop>stance cancel is amazing for pressuring. cr.mk moves you forward so it keeps you in there if someone is blocking. cr.mk is amazing in general for giving people a reason to block low sgainst ling. Everyone is usually so afraid of the overhead they forget about the low mk. doing a stand jab after cr.mk>aop>stance cancel is a really good frame trap that can pretty much lead back into itself.

There is still one huge, possibly ruining flaw. If this is used and gets predictable, the opponent can throw a random launcher which has an invincible hitbox on the bottom, surpassing any cr.mk, and setting her up for punish. You have I be extremely careful with the string and I wouldn’t recommend doing anymore than 3 at most, because they may see another one coming.

P.S. How fast is the cr.hp link or the mk links? Let’s say compared to the breakdance loop?

You know, this string was the kind thing I was looking for last week when Iwas suggesting we look for strings to bait out launchers. Perhaps a good idea would be to mixup standing jabs and this.

True. If you constantly mixup between jabs, cr.mks, cyanides, and shooting stars, this could be really useful. I was under the impression that you’d be using this only is succession after itself, not mixing up. Guess I can’t think out of the box xP.

When you’ve had to think out of the box for as long as I have, it’s easier to notice these kind of things. What we need to check is if any of these may double as frame traps. And so you get the idea, be aware that mixups are made not by pure randomness as many will tell you, but by conditioning the opponent and then the randomness kicks in.

I have a long way to go lol but when I’m online, I get really nervous and tend to forget about conditioning them, which ultimately hurts my game. How would you go about conditioning them?

i usually start w/ the infamous st.jabs since people are usually afraid of that. That for the most part gets ppl online to stop pressing soo many button.
If i ever get pushed out by pokes that st.jab cant figght against, like vs. Chun Li or other infamous poke chars (i hate vs. Vega), i always try shooting star and then jab pressure.