I switched to Ken Xiaoyu just cause kens tatsu into xiaoyu overhead is so damn sick.
Ya I just started using that team and its really easy to get hits in with ken then u switch to xio averaging about 400+ off of everyhit
I hope you mean every combo lol, if you did over 400 damage for just one hit, you’d kill Hugo in a ABC Launcher chain O_o just saying for future clarification.
Lol edited
I’ve been switching my original team around to King/Xiaoyu and I’ve been pretty satisfied with the results so far. I’m a mixup heavy player so King on point with decent tootsies options and defensive options works great for me.
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I’ve been seeing some combos that allow Xiaoyu to tag cancel off her breakdance combo, partner comes in and does a combo, and tags Xiaoyu back in allowing her to do another breakdance combo.
Does anyone know if this is possible with Chun/Xiaoyu? I’ve been tinkering with it but haven’t found anything yet.
My question is if it’s even worth the two bars to do two breakdances? If we do a Cyanide and Happniess combo,
You get 410 damage with your next attack being scaled at 30%. To do a tag and somehow tag back into the loop doesn’t seem like it’s worth the additional meter. Assuming it takes only one move to juggle high enough and go back into her loop, you’re looking at probably a 50-60ish increase in damage for only two bars.
I’ve been looking for something like that and from what I got, I think Kuma is right. To start, I usually do 3 reps of Xiao’s breakdance into Phoenix Talon, cancel into Chun :mk: TC and then when they are up in the air I retag to Xiao and do as many breakdance reps as I can (they fall out before 6 though, I think 4) and the combo doesn’t do nearly as much damage as I would have hoped (I don’t think it even reached 600).
If you want to find things to use with Chun I think it is best to first figure out what moves Chun has that can keep them up long enough to get in Xiao’s breakdance. The only moves I can think of are SBK or her :mk: TC.
Sometimes that diffrence will push u past the 500 mark which means that if they’re hit again they’re dead. Also when u switch I think they keep more recoverable life so the faster u could kill that char the better
What is probably the smarter thing to do is to make the first tag count. Doing the loop into King’s cr.MK > HP RJB gives me 462 while the EX version gets me 476.
EDIT: Try substituting the last rep for a Wave Crest.
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Won’t the Wave Crest whiff if you use it after 5 cr.:hk:s?
Maybe. I don’t know since I can’t get that many reps yet. I said it as a suggestion.
Na u can’t the best way to get dmg from breakdance is to dp after the third rep and cancel into ur chars jumping move
Anyone here tried using cammy/xiaoyu as a team. sounds like fun, but having trouble deciding which of the 2 goes where, concept of point and anchor completely in this compared to UMVC 3. Also, is Xiao better as anchor or point?
Anchor, she has a terrible ground game.
playing xiao on point while juri on anchor while i’m pretty sure it’s the other way around, she got any reversals? i’m pretty there’s one but does it cost meter or no? and any good standard combo for tagging juri in?
Xiaoyu’s ex hakkesho is her reversal, and her combos ending in hk phoenix talon are generally her best if you want to switch cancel.
Except EX Hakkesho is NOT a reliable reversal. The invincibility only lasts til the 15th frame and the start-up is real bad, therefore it can be stuffed by mashing jabs on her wake-up.
It’s also punishable at -6 so no, I don’t see it as a solid reversal.
It’s definitely not a great reversal, I agree with that, but it’s still a reversal that can sometimes get you out of annoying situations. It’s still nice to have somewhat of a reversal even if it can get stuffed.