Ling Xiaoyu Thread

Okay, I’m sure I’m a bit late on this or someone may have known about this, but I found something sort of cool.
I don’t think anyone has used the Flower Power move in a match, but just yesterday, I think I may have found a use for it. After either Cyanide or EX Fortune Cookie -> MP Hakkesho, you can do a cr. HK xx Phoenix xx LK Flower Power. From either of those options, you can tag cancel and continue the combo with your partner. Granted, I can continue the combo with Juri, but I’m sure it works with everyone else, too.
Someone please correct me if I’m wrong in any way.

HK Flower Power is usually used for it’s lengthy duration. If the opponent blocks it, tag in, cross up/etc while they’re blocking Xiaoyu and try to open them up with the generous amount of time it provides. I’ve never seen it used in combos though, because usually there is a better combo available.

I don’t think this is true at all, I have always felt that hitting MP Hakkesho after Cyanide is much easier than going straight into the raw sweep loop, maybe because it gives you extra time to hit-confirm? I don’t know.

I understand what you are saying, since obviously MP Hakkesho has far longer startup than cr.HK, but it just doesn’t feel like the case for me.

Also, I just looked at the frame data and it says cr.HK can be blocked standing or crouching. Anyone know if this is true?

Ya its not a low and I think u feel that way cuz the juggle properties are weird and u have to time it right but sometimes especially wit lag or when ur not sure it will hit a walk up sweep is easier and doesn’t leave u open if u miss it

Maybe it is a matter of preference but I went into training and you definitely have more time for M Hakkesho. Unless for the sweep, you can hit them, then there is a period where you can’t hit them, and then there is a period where you can hit them again? I’m not sure, but with M Hakkesho you could almost wait until they hit the ground after the bounce while with the sweep, they can’t even be halfway to the ground or you’ll miss it.

Ya juggling is weird. There’s a period where u can hit then can’t then can and if u think about it the hakkesho has a long startup so anytime u could hit the hakkesho u could walk up and sweep

No, I think the Hakkesho hits because the hitbox is lower to the ground, or is generally bigger. Not to mention I think the hitbox moves when she flaps her arms as opposed to the sweep where she literally puts her feet in one stop, and takes them away from that same spot. I’ll practice in a bit, but from what I’ve always done, Hakkesho is more reliable. I’ll get back here after I check out this mysterious disappearing and reappearing hitbox.

EDIT: Okay, I checked some stuff out:

  1. Her cr.:hk: can be blocked high or low, it doesn’t matter, I think it is because she hits them around their waist area (depending on the character) so they can block it either way

  2. King D., you are right about her sweep thing. Both form are quite easy to hit, but I think M Hakkesho is a bit more forgiving besides its extra damage here is how they work.

M Hakkesho:

  • after you hit Cyanide you can use M Hakkesho at pretty much any point as long as it is soon afterwards she will most likely pick them up sometime between her arms flapping upwards because the hitbox moves gradually upwards, hitting them no matter where they are. The only problem is if you start it to late, the startup will cause it to miss completely.

Cr.:hk: (sweep):

  • If you do it DIRECTLY after the Cyanide, it will hit, but the timing it tight
  • If you don’t do it directly afterwards, when they are around half way through the fall to the ground, it will whiff
  • If you wait until they are close to the ground again, it will somehow pick them up again, I honestly have no idea how that works out, which means if you walk forward you have time to hit them this way, so this is very easy to hit as well if you get it down correctly
  • Sadly this does less damage in the end (at least pre-patch it does)

Probably old already but aop map sweep on reaction seems to beat those who abuse of air tatsumaki in the crossup range since aop make your hitbox smaller and you catch them in their landing recovery. If you have 2 bar to spare, ex map sweep switch cancel bnb of your choice on standing opponent.

That’s something I gotta remember. I was playing against a guy I know yesterday who was playing Hugo. Moving around and what not worked. We need to seriously be looking at Xiaoyu’s evasive game. As I’ve said before, I think she’s this game’s El Fuerte (except done right) who is a very nontraditional character in playstyle. As such, we cannot approach footsies with her like we’d approach with Ryu, Ken, Chun-Li, Cammy, etc.

For example, we should be looking to use California Rolls and Back Layouts as pseudo-walljumps.

If you have a bar to spare, I’ve been doing after the breakdance xx RD, California Roll, EX Turn of Fortune when they get up. Besides grapplers (ex. Hugo), this has pretty much always worked at catching them since I don’t think anyone really knows she has super armor. As for how to face Hugo, I saw this video recently that someone did on how to fight against n00b Hugos, and I’ve been applying it and it has worked really well. I can’t find the video but I know it was on Eventhubs and I think the main page of Shoryuken (not sure).

Basically you have to stay a safe distance away from him and when he jumps in you have to use cr.:hk:, I don’t think his body gets past her sweep, which is nice to get a breakdance loop since you’ll scare the Hugo into avoiding jumping in. As for the super armor move, I always backdash my way out of there, her backdash hurtbox is at her feet, so the only move Hugos really do that hits that is his sweep, which can’t be combo’d after. Besides that, I would just make my way in with Shooting Star, and after shooting star I always do one of 3 options:

  1. Immediately jump afterwards in which case they can’t react fast enough to do their Backbreaker air grab
  2. Cyanide (at first, when this gets predictable, stop)
  3. Cr.:mk: (I find this is successful since they are so paranoid about blocking Cyanide, they don’t dare risk blocking low)

I don’t know if this is common knowledge, but against Hugo, Xaioyu’s Lk phoenix talon will hit with all three hits when hugo is blocking. This leaves her at +3 and works at good ranges. It makes the match so easy since anything that Hugo does leaves him at disadvantage. He blocks, then you are at +3. If he jumps then he will get hit. If he attacks then he’ll get hit, since lk phoenix talon has 5 frame startup and first 5 frames are invulnerable.

Since its multi hitting, it can even beat monster lariat.

Wtf lmao

If u see hugo charge up use ex chargeing star
Bait the lariat and punish on block, its -7
And punish splash with aa sweep its really easy to anti air

Use just reg aop to go under air tatsu then use the lbow

Due to shooting star slow startup, if they release their lariat early enough it can trade or even absorb your first hit and beat you out of the air before the others kick are active.

Another scenario that isn’t as bad as trading, and IDK how this happened, maybe I didn’t use light IDK, but I went right over him as he charged forward and I wasn’t able to dash to catch up to him after he was done…making that whole bout pointless xP. So for Hugo, I think it is really safe if you can cross him up, go for cr.:hp: xx AOP xx Phoenix Talon/Flower Power, then you can tag cancel if it is blocked, kind of tricky if you ask me.


Let’s say we’re looking at drastic changes for the game, namely how the juggle system works. What would you change for Xiaoyu to make her better, especially under the assumption that Phoenix Breakdance gets nerfed. Here’s what I’d change:

  1. Flower Power and Back Layout are overheads.
  2. California Roll goes under high and mid projectiles (i.e. Tiger Shots)
  3. Less recovery on Cyclone left.
  4. Make Hakkesho useful.

I hope they don’t change her at all I love how she plays in here and back layout is and oh and sagats low fb has terrible recovery ex shooting star is easy to beat fb spammers especially considering u get a loop off it

  1. Make EX Hakkesho re-stand the opponent on first hit, it is way to hard to only hit the second hit and generally you have to use 2 ex bars (tag cancel into Xiao’s EX) which is never worth it
  2. Make Xiaoyu’s SA do most of the damage on the cutscene hit, making it a viable mid-juggle SA.
  3. Cyclone Left should have faster startup and possible 1 hit of super armor in EX mode, making it at least a little bit useful.

Sadly, if they change the juggle system of the game, Xiaoyu’s breakdance loop will definitely change, if not be nearly removed completely (hopefully not), but lets hope it doesn’t get THAT drastic.

Ya I fear they might too but some of the things they were asking for was insane. I didn’t konow japan had soo many idiots someone wants to juggle like raven with ryus dp WTF! Why does dhaslim do no dmg WTF?! If they do change it imma be pised cuz xiao has no wakeup game at all she has to has some balancing aspect which is her dmg

That comment on the That’s So Raven combo had to do with how it made no sense that Ryu couldn’t juggle his DP’s like Raven can his cr.HP’s.

And this may sound blasphemous, but I hope Xiaoyu gets more damaging outputs beyond her breakdance. I’ve never been big on infinites. Oddly enough, loops are rather difficult for me compared to a varied combo.

Do you guys know CAPCOM at all? They’ll never change whole juggle system in balance patch. It’ll be something minor, just to fix her infinite combo.