Ling Xiaoyu Thread

Dawgtanian said a while back that her sweep loop was going to be kept. The MP Hakkesho loop was a genuine infinite. The breakdance is not since it has a built in limit.

Right, but what I mean is, currently, MP Hakkesho doesn’t count against the juggle limit which is why it allows itself to be looped infinitely.

Once they make it add to the juggle counter (especially because you’re using a move with a bound after Cyanide which is already a bound), I have worries that it will reduce the number of reps you can do of the breakdance loop afterwards.

Again, I hope I am wrong, but I’m just saying I have a feeling that’s what’s gonna happen.

At least doing the breakdance following Cyanide is doable, even if it’s annoying.

I went and tried out st.HP and it’s rather hard to find when to use this. I’ll give it more use though in case I discover something by accident. Meanwhile, I’ll see if I can find any applications of the Hakkesho’s following tag ins which is what I assume it’s for.

Easy question for those who might know off the top of their head or are on the game now, how much damage is it if you do the breakdance right after Cyanide without the MP Hakkesho? I think what Snake said is right that the MP Hakkesho will probably count against the counter and considering 2 :hk:s do more damage than 1 Hakkesho, it would be smarter to use them unless you want to attempt and corner carry them.

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I also found that aop goes under kens air tatsu most the time

So you can’t jump cancel out of a stance and into a regular stance special move with the expert input gem on, correct? Makes sense that it wouldn’t work, but just making sure it’s not just me fucking up.

I’m having a nightmare of a time with xaioyu breakdance. If I’m correct the inputs are.

3hk xx 3p, 3,3 (hold) then restart.

I have the rhythm down but heres my hypothesis on my problem. I’m using am octgate and I can’t get clean df/db inputs. They seem to roll around. Instead of just 33 I’m getting like 2336 or 3263.

So I switched to cadc which I actually like doing more. Looks freaking cool and travels. Problem is in the corner off tags I can cross under and I get flower power. Since it’s a lot tighter to do my inputs are.

2hk~mk xx 236 lp (hold) 6,6 (release)

Problem is 4 layered. Plinks can fail am I get mk. Sometimes I negative edge the 236lp. Sometimes my hand slips and hits the mp and get ex. Lastly… It’s tighter to hit that hk.

Anyone have suggestions for this?

I had the privilege to be at Civil War and watch Ling do work. My voice is still cracking from all of the loud animalistic noises I made whenever the Xiaoyu Breakdance combos started. With NYChrisG pulling her strings, that girl is a savage beast and I was living vicariously through her viciousness. DIG IN, BABY!

Seems like you’re making things much harder than they need to be.

I’ve played on an octo-gate before and it shouldn’t be much different, you just gotta get used to hitting downback or downforward.

Played a bunch of casuals at the arcade yesterday.

Notes for myself:

  • Need to get better at “block-confirming” Fortune Cookie (following up with 2nd hit if it gets blocked to leave Xiaoyu at 0 rather than at -7 from 1st hit).
  • Gotta work on hit-confirming jabs into boost combos for free launcher and character change.
  • Learning CADC sweep loop would be nice, but first I gotta get SCC sweep loop down and be able to do it in high-pressure situations. I can do it in casuals fine, but in tournaments I drop it.
  • Figure out more setups to catch people pressing buttons, and mix up in more different ways.
  • Learn to stop down-backing sometimes after Shooting Star gets blocked, so that I end in Rain Dance rather than end in Neutral.

Question: Does Xiaoyu have any moves that are throw-immune? I know like EX Mistrust has full body invulnerability, but can it be thrown during startup? What about EX Dark & Stormy / Turn of Fortune?

I ask because basically I’ve been using California Roll and Back Layout to set up crossups or fake crossups, then throwing my opponent as soon as possible. If I can condition them to throw, then I’ll need a throw-immune response to when their initial reaction is to throw.

Hey snake, thanks for the response. Quick story I think you have a video up on youtube with Juri with like a 3 fireball combo video. One day on the Juri sf4 boards i’m like "Why is my fuzzy guard thread not stickied…I made a really good video that has gotten a lot of hits…what other juri video made by a player has gotten this many views? Bam, saw this video and flipped a table.

Moving on…:3.

Thanks again for your response. I’m hoping my execution gets better on the octgate. Its pretty good now, much better than a square (ugh I hate that thing…i Know, im a fraud…heh). Maybe my stick is too loose but I actually cannot go to downback/downforward. Even if i just go to neutral to 3 or 1, I always get extra inputs.

From the Ling research I’ve done the stance changes are much easier to do by going 1 or 3, instead of 2. (I dont know why). Even if I make a very clean motion for it and do it slower (because we really have a lot of time for the loop), she sometimes doesn’t stance cancel.

So I agree, maybe I have to get used to it. However, I do think its a mechanical problem with my setup. I would prefer to be able to do both because I really like to be able to corner with it and do phoenix in the corner (to avoid cross ups).

I’m long winded, I know. I really enjoy the character and I want to get this down to maximize the amount of damage I can do.

So if anyone has suggestions, let me know.

Yes, I did actually create that video back when Super was first released, and I thought I’d be switching mains from Chun to Juri (I still sub her, sorta kinda not really), and was trying to mess around with Juri tech. Then I discovered that Juri suffers from the same bad matchups that Chun does (and then some) and switched back lol.

Anyway, I think… maybe, that doing :d::df: will still register the input, or :f::df: might work as well. So if you did either of those inputs twice the game might still count it.

Cyanide blows up throws and crouch techs bad idk any others maybe aop is too low to get thrown. And I’ve tried doing stance cancel loop with 1 and I could never get it consistenly so I use 3. It sounds like ur having some of the probs I had wit scc loop, I basically was doing the inputs without goin to neutral a lot especially when I was suprised I hit it so make sure u move ur stick up enough and that u hit those corners in the same spot everytime. Playin online helps cuz sometimes it will be laggyy and u have to think about everytiny detail of ur inputs in order to not get punished and sometimes u even have to over compensate by like triple tappin and things. And I started out doing the cadc loop but when u add in lag or very high pressure situations it was like I was guarenteed to fail and xio basically became useless to my team

You can cut out the second 3 input and it might give you an easier time.

Anywho, I’ve been messing around and I got this tag combo.

cr.MK/st.MP > Rain Dance > Dark and Stormy > Tag on second hit

I use this with King to get around 431 damage. You could also do Mistrust (x3) > Tag and get 435 but it’s corner only and requires good juggling on the Mistrusts.

I don’t know if this will help the combo anymore if you do it in a corner, but try it out and tell me. I did this combo when I first found it because it looked EXTREMELY flashy, but I pretty much gave it up after I found her breakdance combo works in corners lol xP Not to mention this one is kind of strict.

In corner (I’ll use what you did to start, though I always did her Bnb instead):

cr.MK/st.MP > Rain Dance > Mistrust > stance cancel > cr.LP > cr.HP > Rain Dance > Mistrust

If you can try canceling into King I guess on the second Mistrust, it might not be half bad and I always thought it looked really cool lol xP

You know how you can jump-cancel a stance into another move by tiger-kneeing the motion?

Like, in Phoenix Stance, doing :qcf::uf: + HP to get another Fortune Cookie even though you’re stanced?

Is it possible to do this with Cyanide? I tried but I wasn’t sure if my timing was bad or if it’s actually impossible.

I don’t think it is doable. Your best bet would be to stance cancel and hold 3MK.

Whoa, wait, what do yhou mean I can cut the second 3? Are you saying I can use the first 3 from the initial kick? Can you go into this a bit more?

I’m sorry, I meant to say was that you should be able to do 3PPP > 3 instead of 3PPP > 3 > 3. Sorry if I set you up for disappointment.

No lol. You’re saying change my rhythm. I cut the 3ppp out by doing ppp as fast as I can after 3hk.

My inputs would be then.

3hk, 3ppp, 3?