Street Fighter X Tekken/Xiaoyu: Difference between revisions

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{{SFxTCharacterHeader|Xiaoyu|xiaoyu|
{{SFxTCharacterHeader|Xiaoyu|xiaoyu|
TBW
Anchor
|
|
TBW}}
Don’t let her small size fool you: Ling Xiaoyu is a character who can bring the pain in a hurry and ensure
that she stays in an opponent’s face at all times to keep them on the defensive. With a lethal high-low
game where both options are safe and lead to big damage, Xiaoyu has little difficulty creating openings to
deliver hits. What makes this even more devastating is that Xiaoyu can easily get a hard knockdown on
opponents where she can lock them down through clever use of her Rain Dance stance, rolling over the
opponent’s fallen body again and again and preventing them from rolling away from her pressure. If they
decide to stand up regularly, Xiaoyu can go right back to the high-low games, catch them California Roll’s
followup K for a full juggle, use EX Back Layout (qcb+KK from Rain Dance) for a hard knockdown now
that keeping them pinned with corpse hopping keeps them from rolling out of range, or just throw them
and remain in optimal position to pressure them. This can make her especially dangerous in the corner,
where she can hop over them at will and throw them when they try to roll away only to not go anywhere.
While she is not completely helpless defensively thanks to being able to combo off of an air crushing
cr.HK, her buttons and tactics are really only good while up close. Therefore it’s best to place her as an
anchor character so that her approach can be covered by another character more equipped for
encroaching on an opponent’s territory and tagging her in. Once Xiaoyu is in, there is not much that can
be done to stop her short of a well-timed reversal and guessing correctly on her mixups.
|
+Divekick (qcf+K) is highly advantageous on block (+13)
 
+cr.hk has air crush properties and can be cancelled into a full combo utilizing AOP Stance cancels
 
+cr.lp is a 3f startup attack that can link into full combos or begin high/low pressure.
 
+Very strong high/low game as both overhead and low combo starters are or can be made safe on block
to continue pressure
 
+Several strong hit confirms that can lead to full combos
 
+Decent tag synergy
 
+Can prevent an opponent from rolling out of pressure on hard knockdown, allowing her to continue mix-
up pressure
 
+strong wall carry
|
-Low health total at 900
 
-Lacks a reliable reversal to alleviate pressure applied to her
 
-Normal attacks have small hitboxes necessitating close offense
 
-Has difficulty approaching an opponent from a distance thanks to a slow jump and her best movement
options vulnerable to recovery on whiff
 
-Has to take risks at neutral to start an offense
}}




Line 121: Line 166:
== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* N/A
* cl.HP xx d+PPP, AOP P, st.MK, cl.HP xx d+PPP, AOP cancel, cr.MK xx qcb+MP, qcf+LP/cr.HK
(393/387)
(0bar, punish, hard)
 
* RDS K, RDS cancel, cr.MK xx qcb+MP, qcb+LP, qcf+LP/cr.HK(344/335)
(0bar, medium)
 


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* N/A
* cl.LP, cl.LP/st.LP, cr.MK xx d+PPP, AOP P, st.MP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (310/305)
(0bar, easy)
 
* st.MK, cl.MP(2) xx d+PPP, AOP P, st.MK, cl.HP xx d+PPP, AOP cancel, cr.MK xx qcb+MP, qcf+LP/cr.HK
(369/364) (0bar, hard)
 
* cr.MP, cr.HP xx d+PPP, AOP P, walk forward st.MP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (384/378)
(0bar, medium)
 
 
=== Post-launch Combos ===
 
* cl.HP xx qcb+LP, qcb+LP, qcf+LP/cr.HK
(0bar, easy)
 


=== Advanced Combos ===
=== Advanced Combos ===
* N/A
 
* f+MK, cl.HP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (344/335)
(0bar, easy)
 
* RDS qcf+K>K, RDS cancel, cr.MK xx qcb+MP, qcb+LP, qcf+LP/cr.HK (384/375)
(0bar, medium)


=== Combos Into Supers ===
=== Combos Into Supers ===

Revision as of 21:11, 26 September 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Xiaoyu

Sfxt xiaoyu face.jpg

Ideal Team Position: Anchor


Don’t let her small size fool you: Ling Xiaoyu is a character who can bring the pain in a hurry and ensure that she stays in an opponent’s face at all times to keep them on the defensive. With a lethal high-low game where both options are safe and lead to big damage, Xiaoyu has little difficulty creating openings to deliver hits. What makes this even more devastating is that Xiaoyu can easily get a hard knockdown on opponents where she can lock them down through clever use of her Rain Dance stance, rolling over the opponent’s fallen body again and again and preventing them from rolling away from her pressure. If they decide to stand up regularly, Xiaoyu can go right back to the high-low games, catch them California Roll’s followup K for a full juggle, use EX Back Layout (qcb+KK from Rain Dance) for a hard knockdown now that keeping them pinned with corpse hopping keeps them from rolling out of range, or just throw them and remain in optimal position to pressure them. This can make her especially dangerous in the corner, where she can hop over them at will and throw them when they try to roll away only to not go anywhere. While she is not completely helpless defensively thanks to being able to combo off of an air crushing cr.HK, her buttons and tactics are really only good while up close. Therefore it’s best to place her as an anchor character so that her approach can be covered by another character more equipped for encroaching on an opponent’s territory and tagging her in. Once Xiaoyu is in, there is not much that can be done to stop her short of a well-timed reversal and guessing correctly on her mixups.


Strengths Weaknesses

+Divekick (qcf+K) is highly advantageous on block (+13)

+cr.hk has air crush properties and can be cancelled into a full combo utilizing AOP Stance cancels

+cr.lp is a 3f startup attack that can link into full combos or begin high/low pressure.

+Very strong high/low game as both overhead and low combo starters are or can be made safe on block to continue pressure

+Several strong hit confirms that can lead to full combos

+Decent tag synergy

+Can prevent an opponent from rolling out of pressure on hard knockdown, allowing her to continue mix- up pressure

+strong wall carry

-Low health total at 900

-Lacks a reliable reversal to alleviate pressure applied to her

-Normal attacks have small hitboxes necessitating close offense

-Has difficulty approaching an opponent from a distance thanks to a slow jump and her best movement options vulnerable to recovery on whiff

-Has to take risks at neutral to start an offense


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Knockdown.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Low.png on 2nd hit
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Cyanide
F.png + Mp.png
High.png
Groundbounce.png
Knockdown.png vs airborne
Phoenix
D.png + 3p.png
Rain Dance
B.png + 3k.png

Throws

Name
Command
Notes
Jade
F.png or N.png + Lp.png + Lk.png
Throw.png
So Shoe Me
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Storming Flower
Qcf.png + Lp.png
Ex.png
Knockdown.png
Ex.png becomes:
Ex.png Fortune Cookie
Fortune
Qcf.png + Mp.png
Ex.png
Ex.png becomes:
Ex.png Fortune Cookie
no follow up:
Enters Rain Dance
   Fortune 2nd hit
Fortune ---.png P.png
Knockdown.png
Fortune Cookie
Qcf.png + Hp.png
Ex.png
no follow up:
Enters Rain Dance
   Fortune Cookie 2nd hit
Fortune Cookie ---.png P.png

no follow up:
Enters Rain Dance
      Fortune Cookie 3rd hit
Fortune Cookie 2nd Hit ---.png P.png
Knockdown.png
Wallbounce.png on
Ex.png Fortune Cookie
Shooting Star
Qcf.png + K.png
Ex.png
Knockdown.png
Groundbounce.png on Ex.png
High.png on Ex.png
on block:
enters Rain Dance
Wave Crest
Phoenix Stance ---.png P.png
Ex.png
Knockdown.png
Double Map Sweep
Phoenix Stance ---.png K.png
Ex.png Low.png
Knockdown.png on final hit
no Knockdown.png on Ex.png
Flower Power
Phoenix Stance ---.png Qcb.png + K.png
Ex.png
Knockdown.png vs airborne
Groundbounce.png on Ex.png 6th hit
Phoenix Talon
Phoenix Stance ---.png Qcf.png + K.png
Ex.png
Knockdown.png
Mistrust
Rain Dance ---.png K.png
Ex.png
Knockdown.png
Dark and Stormy
Rain Dance ---.png P.png
Ex.png
Knockdown.png on 3rd hit
   Turn of Fortune
Dark and Stormy, before 1st hit ---.png P.png
Knockdown.png vs airborne
      Phoenix Stance
Turn of Fortune ---.png
hold D.png
California Roll
Rain Dance ---.png Qcf.png + K.png
Ex.png
   Cyclone Left
California Roll ---.png K.png
Knockdown.png
Back Layout
Rain Dance ---.png Qcb.png + K.png
K.png to Cancel.png
Ex.png Throw.png
Hakkesho
Qcb.png + P.png
Ex.png Chrg.png
Groundbounce.png vs airborne

Super Combo

Name
Command
Notes
Hakkesho Combo
Qcb.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

  • All of Xiaoyu's stances can be exited quickly by pressing {{ D.png , D.png }}


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP xx d+PPP, AOP P, st.MK, cl.HP xx d+PPP, AOP cancel, cr.MK xx qcb+MP, qcf+LP/cr.HK

(393/387) (0bar, punish, hard)

  • RDS K, RDS cancel, cr.MK xx qcb+MP, qcb+LP, qcf+LP/cr.HK(344/335)

(0bar, medium)


Hit Confirm Combos

  • cl.LP, cl.LP/st.LP, cr.MK xx d+PPP, AOP P, st.MP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (310/305)

(0bar, easy)

  • st.MK, cl.MP(2) xx d+PPP, AOP P, st.MK, cl.HP xx d+PPP, AOP cancel, cr.MK xx qcb+MP, qcf+LP/cr.HK

(369/364) (0bar, hard)

  • cr.MP, cr.HP xx d+PPP, AOP P, walk forward st.MP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (384/378)

(0bar, medium)


Post-launch Combos

  • cl.HP xx qcb+LP, qcb+LP, qcf+LP/cr.HK

(0bar, easy)


Advanced Combos

  • f+MK, cl.HP xx qcb+MP, qcb+LP, qcf+LP/cr.HK (344/335)

(0bar, easy)

  • RDS qcf+K>K, RDS cancel, cr.MK xx qcb+MP, qcb+LP, qcf+LP/cr.HK (384/375)

(0bar, medium)

Combos Into Supers

  • N/A

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