Xiaoyu Crouching HP
Advantage on hit reduced by 1 frame (now -5 on hit).
Damage changed from 90 to 80.
Hitbox increased.
Active frames on hitbox changed from 4 to 5 frames. Phoenix Talon
3rd hit no longer hits crouching opponents. Crouching MP
No changes.
So far this is the rest of the changes Xiaoyu is getting for 2013. It looks to me like they want her to do less damage overall (for whatever reason who knows?)
To my knowledge phoenix talon 3rd hit never hit crouchers in the first place unless they were huge like Hugo or Jack. I’m guessing the hitbox increase on Cr. :hp: is to reduce the chance of it whiffing when using it to confirm combos.
Overall I’m rather disappointed in these final changes because cr :mp: getting no changes means it’s a very worthless normal unlike what the last patch notes were saying. I have no clue why decided to go back on their change but I’m hoping there’s some system changes that really help her out. They basically want to make Xiaoyu into a purely assistance character and not a standalone character. Granted, I understand this is a team game and whatnot but I still like being able to play her on point and at least separate myself from the crowd of other Xiaoyu players. I’ll stick with her in 2013 but I cannot help but be negative at the changes because they don’t look like much more than fluff or nerfs on paper.o_O
Actually, the cr.MP change applies to Jin, not Xiaoyu. In fact, all the changes listed under her after the Phoenix Talon nerf applies to Jin. So really, she just got a minor nerf on Phoenix Talon and a buff-nerf on her cr.HP. Given all her other changes, she should be fine.
I didn’t know that was a Jin change, damn those translations were terrible! :eek: That’s good news, I’d like to be able to use cr. :mp: and see what kind of use it can have in a real match situation.
Yeah, something was changed with Jin’s with the previous notes so they might have reverted it. At first, I was really confused as to what the heck her Median Line Destruction was.
Yeah I had to look at the frame data chart under Jin’s moves to look at what median line destruction was as well lol. I just didn’t really pay attention to Jin’s last changes because I personally don’t use the character.
Well, when I saw the Median Line Destruction change under Xiaoyu, I already knew the change was for Jin, cr.mp was the one that got me confused at first, taking away the cr.mp changes from her would be retarded.
I just wished they made her lows (or at least cr.lk) a lil safer. oh well, she got a 3-frame jab now so that pretty nice. She should be alright come 2013.
Cr. :lk: being reduced from 6f to 4f startup is great. I honestly was scared to death to do a cr. :lk: for fear I’d get stuffed outright when facing anyone with a 3framer. This will help her up close mixup game for sure.
I just wished her Cr. :hk: got a slight hitbox change or something to make it more reliable to use as an anti-air against Mishima jump :hk:. I still don’t know what to make of the Ex Hakkesho buff either. I’m no good at theory fighter so I’ll just wait patiently until I can test it all out myself.
How Hard is Xiaoyu to play execution wise? The stance cancels had me wondering. Is it anything like steves stances? I can do those corner shenanigans deftly with him but is it the same in any way?
Really wanna pick her up.
She looks way too fun to play for me not to give her a shot.
She’s not too difficult to play once you get used to the timing of her stance cancels. There’s a few combos that require some execution but not 100% necessary to play her and win. Learning how to cancel Cl. :hp: and cr. :hk: into itself is about the most execution heavy it gets. As for the Steve comparison, I have no clue because I’ve never touched him in this game. She’s definitely not commonly used because her neutral game is lacking and she requires to take quite a bit of risks if she’s put at neutral.
Watch Tatsu’s re-optimized BnB’s for 1.06 video if you need to know combos. If you have questions about execution feel free to ask. I really can’t say too much because I don’t know what level of skill you’re at and how much you know about Xiaoyu in general.
Ok im liking her very much so far. I cant believe i waited this long to try her out. (I picked her literally two times since i got the game, last night and 5 minutes later when i bought her outfit)
As in my progress i can consistently do those combos that Tatsu showcased. I like the stances and all that ish idk why. Kinda makes me feel better than I really am when I do that crazy corner stuff.
Songi what are some good combos to use when I wanna sryle on some fools? I just wanna know for down the road and im a little more comfortable with Xiaoyu.
There is now a complete change list from capcom japan website (Source: http://www.capcom.co.jp/sfxtk/system_update.html). Hopefully this will clear up some confusion on what changes she actually has, especially since her newest changes were mixed up with Jin’s:
cl.st.HP - Start-up 11f->6f
far st.HK - Recovery reduced by 14 (on block +3)
cr.LP - Start-up 4f->3f
cr.LK - Start-up 6f->4f
cr.MP - 2nd hit has more forward movement, recovery on hit reduced by 1 (on hit +6), slightly reduced pushback on hit
cr.HP - Advantage on hit reduced by 1 (on hit -5F), damage 90->80, larger hitbox, active frames 4->5F
cr.HK - Damage 90->75
nj/dj.MP - Added hitbox on the hand behind her
nj.HK - Damage 60+40(100)->70+60(130)
dj.HK - Damage 60+40(100->60+50(110)
Cyclone Left - Floats higher on hit, auto-corrects when California Roll passed through opponent, damage 120->80
EX Hakkesho - Movement distance same as MP Hakkesho, start-up 33F->22F, 1~16f invincibility, damage 50+50+30+30(160)->402+202(120)
Dark & Stormy - 3rd hit damage 30->80
f+MK - Blockstun reduced by 5F (on block -2), opponent cannot quick recover when hit with this move in the air
Cross Arts - 2nd part damage 280->270
Throws - Damage 120->130
Meter gain changes:
Fortune - whiff 10->15/hit 20->40
Fortune 2nd hit - whiff 5->/hit 20->30
Fortune Cookie - whiff 10->15
Fortune Cookie 2nd hit - whiff 5->10/hit 10->20
Fortune Cookie 3rd hit - whiff 5->10/hit 10->30
LK Double Map Sweep - hit 40->30
MK Double Map Sweep - hit 20+40(60)->20+10(30)
HK Double Map Sweep - hit 203(60)->153(45)
Phoenix Talon - hit 203(60)->103+20(50)
Dark & Stormy - whiff 10->15
Turn of Fortune - whiff 15->10
Cyclone Left - whiff 5->15
Back Layout - hit 102(20)->352(70)
Hakkesho - whiff 15->0/hit 202(40)->302(60)
Phoenix Talon - 3rd hit does not hit crouchers
Back Layout - Cannot quick recover on hit (= hard knockdown)
I doubt Capcom will add more changes, so this will likely be the final list.
…So I’ve been finding myself messing with her far standing HP more and more as something to use on a rising opponent. As far as I can tell, it’s her normal which has the most active frames. Not sure if it will get changed in the 2013 update but here’s it’s frame data: 8 active, 17 recovery, neutral on hit and -5 on block. Since there are 8 active frames, the idea is to get the last active frame to be the first frame that meets your opponent. Correct me if I’m wrong but If done correctly, theoretically you’ll be around +7 on hit and +2 on block. I uploaded a proof of concept.[media=youtube]6CQuIbTnkHY[/media]
Wow, pretty cool. That move reminds me of the Yun and Yang’s special palm move. It would have been cool if they gave that a wall bounce or crumple on counter hit. Still is an interesting wakeup option.