I’m getting the gist of what CapcomDawg is trying to say, but I only wish he could elaborate more on his statement.
Tonight balance patch should be coming out on psn, are you all excited for the rebalanced Xiaoyu!?!?!?
Btw its not a complete roster rebalance.
^ I’ll wait until I see if they buffed anything on her or if they just nerfed her, which would be really idiotic <_<
I’m very curious to see what they will have done to her. And what’s this about it not being a complete rebalance?
The changes only seem to be the ones announced at evo, so you can expect Kaz being the best now that the other being nerfed aswell as maybe Chun. https://twitter.com/CapcomDawg/status/229987504277823488
Apparently heard they nerfed her super LOL.
Xaioyu appears to have lost a lot damage, and has no buffs… I can’t believe it. She is terrible now. You can’t even do 2x cr HK x Phoenix talon.
Best combo I found after little testing from launcher is: cr hk x mp hakkesho x cr hk.
After the overhead you can do lp hakkesho x 2 x cr hk. That’s it.
Did they boost Xiaoyu’s juggle potential like they said they were or did they leave that out on purpose? So far from what I’m seeing I’m having to use very basic combos that I was using when I first picked up Xiaoyu. This is very disappointing. The best I have is Mp Hakkesho, Cr. HK, Cr. HP x HPT (320 damage) ugh back to the basic combos from overheads.
the interesting change is that you can now connect hakkesho as part of a juggle and still hit cr.HK after. so for example you can do:
overhead -> cr.HK xx stance cancel, cr.HP xx M hakkesho, cr.HK = 336 damage
her bnb off st.jab confirms actually increased in damage because of this:
jab, jab, cr.MK xx wave crest, far st.MK, cr.HP xx M hakkesho, cr.HK = 305 damage
i think the important thing for xiaoyu players now is getting comfortable with her fierce feint fierce. you can do stuff like cr.fierce xx stance cancel (x2) -> launcher (for a full 100 damage unscaled launcher). if you’re in the corner, you can do fierce feint fierce xx wavecrest, fierce feint fierce (x3) xx M hakkesho, cr.HK for some pretty good damage
hopefully there’s more to explore, but yeah. i don’t think the cr.HK nerf will cripple xiaoyu too much. she still hits pretty hard. most of my vega/xiaoyu team combos only suffered a 20~ damage decrease which is not so bad.
After hitting training a lil, I think that her hakkesho (all version) increases juggle point by 2, making overhead -> hakkesho -> cr.HP -> phoenix talon possible.
Her cr.HK’s juggle potential is staying at 6, but each hit adds juggle point by 2, making overhead -> cr.HK -> cr.HK -> phoenix talon impossible.
From launcher I can go cr.HP xx LP hakkesho -> cr.HK -> cr.HK xx BT stance and go for rolls or some other stuff.
Isn’t there a two Hakkesho limit now. If you do the second without tagging, it becomes a hard knockdown?
When I get home today, I’m checking this out.
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You can do overhead -> hakkesho -> hakkesho -> cr.HK like alexlkd mentioned above. You can also do overhead -> hakkesho -> cr.HP xx hakkesho -> cr.HK.
EDIT: In the corner, you can do overhead -> (cr.HP xx stance cancel)*2 -> cr.HP xx MP hakkesho -> cr.HK for 380 damage. It requires a bit more practice than cr.HK stance cancel loop imo.
Can you check to see if EX Hakkesho has any use in a juggle now?
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No. It didn’t change as far as I could see (2nd hit still whiffs on airborne opponents during juggles).
I cannot test it right now, but aside from the noted changes (cr.HK, non-EX hakkesho) she doesn’t seem to have any other noticeable change. The specials I didn’t test yet are BT stance roll and Back Layout.
Off a launcher, LP Hakkesho, C.HP, Hakkesho, C.HK (Or QCF LP) is the most damage I think she can get (396 total with a raw launcher opening). Probably more in the corner though with C.HP cancels?
Really liking the changes in any case. I’m glad I can do more damage on her hit confirms compared to before, even if her maximum damage output off overheads/anti airs was weakened (Still plenty of damage on them).
Considering she’s like one of the only chars w/o a reversal iirc only one in the game. No health, below average footsies and now a little above average dmg… salty, i hella hope we can find some other way of getting dmg or she gets way better footsies or something cuz right now she isn’t that good
I agree 100%. I can still manage wins but they’re not nearly as graceful or effortless as before. I thought she was meant to be a high risk - high reward character. Right now all I’m seeing is high risk- average reward at best. I really thought they were going to make it so you could Phoenix Talon after 3 Cr. HK’s at least but they totally destroyed the loop. I don’t mean to sound like a whiner or anything but I really thought they were going to increase her juggle potential. Right now I’m seeing no increase at all, just a decrease.
Even though you can’t do 3 Cr. HKs into Phoenix Talon, it’s not as bad as it may seem. She can actually loop 4 C.HKs off an anti air even though they said she could only loop 3, for a total of 315 damage (versus 357 damage from 3 C.HKs into Phoenix Talon) which is still great. It was stated earlier her hit confirm combos went up in damage due to the buff to her Hakkesho. An overhead combo of 3 C.HKs into Phoenix Talon would do 365 damage, but right now she can get 346 off Overhead, Hakkesho, C.HP, Hakkesho, C.HK which pushes them much closer to the corner and gives you an untechable knockdown ender (and as Street11 pointed out, in the corner she can do 380 damage!). Those two things are more than worth the 19 damage loss, but it does make it tougher/more restricted to tag in and do combos off C.HK than Phoenix Talon.
At least the requirements for the breakdance has gone down greatly. And I really am loving the much needed buff on Hakkesho.
What are your thoughts on the new characters? Do you think Xiaoyu will benefit from any of them greatly. I get the feeling Sakura’s going to be a popular pick around here along with Alisa (who I gave a Rin Kagamine color). Personally, I love Sakura, Alisa, Lei, and Elena.
Xiaoyu’s team synergy has gone down considering she cannot use any switch cancelable followup after a Cr. HK loop. She won’t be benefiting a team nearly as much as she was before. That is very important stuff and I’m sorry I left that part of my statement out since it is the biggest reason why I’m disappointed in the changes. I will stick with Xiaoyu, but the changes hold more negatives than positives.
Well, that’s the thing. There’s more to Xiao than just the loop. Things like tagging out with Hakkesho, since her partner gets the ground bounce, or even using it following a tag is what I think is going to help a lot. Honestly, I think it’s time we started looking for resets in the form of solo rests and tag resets. For example, Storming Flower also lands a soft knockdown which is ripe picking for a mixup.