Ling Xiaoyu Thread

So, I recently just got the game, and rather like Xiaoyu in TTT2, and at the very least enjoy playing her at a basic level.

Thing is, I would want to use her with Asuka, and reading around, people seem to recommend not using Xiaoyu on point (Not going to use Asuka on point, she seems even worse). Is she really that lackluster on point? Also, how is she in general in version 2013 after the changes in your opinion?

I’ve been using her on point since launch. I ran Xiaoyu/Asuka when I first started but that team shared similar weaknesses so I had to drop Asuka for Lili not too long after. Asuka has gained some pretty substantial buffs to her pressure and her f+lk anti-air is pretty much unbeatable unless you cross her up. If you’re willing to invest the time and energy of finding ways around opponents or players with extremely strong neutral game/footsies they’ll do fine. Xiaoyu’s damage as a point character and the lack of scaling that her team switch combos do, can be pretty ideal if your partner tends to scale combo damage down rather quickly.

In 2013, she feels much improved. Her crouching normals have been buffed so their startups make more sense as short range poking tools. Her st. hp also got a startup reduction so that is seeing a lot more use in combos as it still does the solid 90 damage vs 80 damage of a cr. hp. Her overhead is still plenty good as a footsie tool and maintains the low crush property on frame 8 making it ideal for punishing cr. mk attempts from your opponent. She has overall easier links and her ability to deal with fireballs from far range (ex shooting star) or mid/close range (ex hakkesho) makes her a lot better equipped as a point. Pre-patch I was considering switching my team order but when I played Xiaoyu against a few of my friends (who are very strong footsies types) I wasn’t disappointed at all. She was able to handle her own without nearly as many issues compared to 2012.

I don’t know how I never noticed it but xiao’s st.lk is a really good whiff punisher

Wow, great post, helps a lot. I think I will keep trying out Xiaoyu/Asuka then. I have considered using Lili too, but I think I will actually use her for my other team of Lili/Heihachi.

Had no idea that they improved upon her low normals in 2013, I could see that helping quite a bit since I hear her footsies are rather lackluster in general, and faster lows would fix a lot of that.

Has Xiaoyu always been able to raw launch during her stances? I had never noticed this until yesterday, so I was wondering if it was something given to her during the patch.

<blockquote class=“Quote” rel=“Hbk 00”>Has Xiaoyu always been able to raw launch during her stances? I had never noticed this until yesterday, so I was wondering if it was something given to her during the patch. </blockquote>

Yes. She was always able to do launcher, switch partner, throw and Pandora during her stances.

Hmm, fair enough, I knew about the rest of it, just never knew about the raw launching from her stance, not sure how I missed that before.

Maybe cuz it has limitations on its usage. Launching from her Phoenix stance is very risky considering there are a lot of standing low moves in this game, and she deals enough damage by herself and into a hard knockdown that there are few reasons to go for heavy attack -> stance cancel -> launcher (unless the partner deals huge damage from launcher). While it is useful to get her out, you cannot link stance cancel -> launcher from a medium attack, enabling the player to use it in only a few occasions.

I’m not sure if this has been discovered yet, and it’s definitely not anything crazy, but im pretty sure the 1st 3 hits of shooting star dont take away from the juggle counter.  Meaning if you tag combo into it, you can do a whole juggle combo (st.HP xx Hakkesho> St.HP > ender) after you land. like I said its nothing too substantial, but its some free damage and it looks cool.<br>

I’m having a rather difficult time grasping the mechanics of this game with Xiaoyu. What are some basic buttons I should be pressing for the neutral game? What are the optimal combos (for oki, damage, etc) when coming in with her? Does playing Ogre/Xiaoyu make sense as a team?<div><br></div><div>Please help.</div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a rel=“nofollow” href=“http://forums.shoryuken.com/profile/42344/Oathkeeper89”>Oathkeeper89</a> said:</div>
<div class=“QuoteText”>I’m having a rather difficult time grasping the
mechanics of this game with Xiaoyu. What are some basic buttons I
should be pressing for the neutral game? What are the optimal combos
(for oki, damage, etc) when coming in with her? Does playing Ogre/Xiaoyu
make sense as a team?<div><br></div><div>Please help.</div></div>
</blockquote>

I’m by no means a xiaoyu master but her LPs and <span class=“skimwords-unlinked”>cr.LK</span> are good for pressure, her far <span class=“skimwords-unlinked”>st.MP</span> and <span class=“skimwords-unlinked”>cr.MK</span>
both have decent range and can be cancelled into phoenix stance >
wave crest for a good combo starter thats pretty safe on block too.<br><br>Her
overhead is obviously very good, it beats lows and nets incredible
damage but its pretty unsafe so you can’t really just throw it out
there.<br><br>Her <span class=“skimwords-unlinked”>cr.MP</span> is
apparently pretty good for pressure and combos too but I haven’t used it
too much since the patch so I can’t tell you much about it <span class=“Emoticon Emoticon7”></span><br><br><span class=“skimwords-unlinked”>cr.HK</span> is an amazing anti-air and it can lead to good damage if you do <span class=“skimwords-unlinked”>cr.HK</span>> cancel into phoenix> j.HK> <span class=“skimwords-unlinked”>st.HP</span>> cancel into raindance> lk Mistrust<br><br><span class=“skimwords-unlinked”>far.HK</span> is pretty neat for long range footsies but it has quite the startup so I don’t think its a move you can just throw out either.<br><br>Her
shooting star (qcf.K) is pretty useful for pressure but I wouldn’t
recommend using them at long range very often as they can get beat out
pretty easily<br><br>as for combos for when she’s coming in, I find her best ones are <span class=“skimwords-unlinked”>qcb.LP</span>> <span class=“skimwords-unlinked”>st.HP</span>> <span class=“skimwords-unlinked”>qcb.MP</span>> <span class=“skimwords-unlinked”>cr.HK</span>
and then cancel into raindance and do LK Cali roll to roll past them,
MK roll back, and then HK Back layout will cross them up and beat or
trade shoryukens<br><br>If you don’t have time to do <span class=“skimwords-unlinked”>qcb.LP</span> when coming in, you can do <span class=“skimwords-unlinked”>st.HP</span>> <span class=“skimwords-unlinked”>qcb.MP</span>> <span class=“skimwords-unlinked”>st.HP>raindance>LK</span> Mistrust and then do some fun roll stuff to mix them up if you desire<br><br>This
isn’t nearly half of the stuff Xiaoyu can do, but these are all pretty
basic things I wish I had known when I started using her.  She’s a VERY
complicated character with an incredible amount of options, so it’ll
take quite the commitment to get to know her, but your reward will be
the most damaging mixup character in the game.<br><br>As for using her
with Ogre, I don’t really know what to tell you since I don’t use him,
but I don’t see a problem with it.  What Xiaoyu lacks are options on
wakeup and ways to get across the screen which are both things Ogre does
exceptionally so I can see it working out. Good luck with learning her <br><br>ok idk whats going on with the posting but im not doing this lol<span class=“Emoticon Emoticon1”></span>

fuk me sideways<br>

Uh well I’ve been using ogre/xiaoyu since like 2 weeks after the game came out and yes its an optimal team. Recently found out a top jap player stole my team lol forgot which one tho (momochi?)

Her mixup is good but her footsies are pretty awful. Far hk is a good button now (+3) but it whiffs on crouchers.
Don’t use back layout like ever. Too risky. Cali roll is insane now. Jab jab pressure quick California cross up into the kick into the punch move switch cancel is a super fast crossup for 600 damage 1 meter.
Her crouch jab is 3 frames always start with it
Overhead isn’t punishable it just stops your pressure unless you think they’re scared. Its only like -1.

A very good move I’ve started using more recently is the qcb hk in phoenix stance

It’s 0 on block so you can continue pressure after, they often will try to mash or jump or stop blocking and get counterhit into knockdown, you can switch off of it if you need for the high low mixup
The only issue with it is alpha counter.

Learn your antiair combo off cr hk. She sucks without it. Learn when to use your two best ex moves (ex divekick and ex hakkesho)

I like cancel into lk divejick after cr hk, cyanide back to the same side for the corner Oki.
Also learn when theyl mash to absorb with phoenix stance PP armor. It’s very good

Never realized but whiffing light version of mistrust builds meter really fast.<br>

Anyone have any uses for qcf mp and qcf hp? They seem pretty weak the both od them
The ex one is good for combos off of empty jump low and the lp one is for combo enders for more damage/gem activation but the hp and mp just seem mostly shitty

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/18034/ataconazi">ataconazi</a> said:</div>
<div class=“QuoteText”>Anyone have any uses for qcf mp and qcf hp? They seem pretty weak the both od them<br>
The ex one is good for combos off of empty jump low and the lp one is for combo enders for more damage/gem activation but the hp and mp just seem mostly shitty</div>
</blockquote>

Sometimes from a far.mk->st.lp i like to do qcf hp but only to the part where you end in backstance, then go for a california roll +kick reset.<div>A bit risky, but can pay off for good damage (most likely 400-500 just from reset if you have one bar for tag).</div>

Yeah that’s really all it is is stupid slow resets…useless basically

Does anyone know how to combo off of counter hit cyclone kick (California roll then kick)
For some dumb reason capcom made it bounce lower than regular hit making dark and stormy whiff for you to get full punished…

So last night I figured out that our girl can go into Pandora from literally every hit confirm

Examples: cyanide, hp > mp hakkesho, Pandora, immediate super
Jab hit confirm into phoenix, p launch,mp > mp hakkesho, Pandora, immediate super

Etcetc
This is really good and will usually at least give you 500. So if you have no meter and no hope, here it is

And I posted a vid with the instant crossup California roll into 720 dmg pandora combo with 2 bars, combo is godlike

Question about Xiaoyu…what’s the trick to not getting stuck in Phoenix Stance when doing cr.mk and buffering into Phoenix Stance? Sometimes it seems like I don’t get stuck in the stance if I whiff cr.mk, other times I do…do I just need to press the buttons quickly after doing cr.mk? Or is there some other way to avoid the auto-transition into Phoenix Stance if you whiff a normal.