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{{SFxTCharacterHeader|Xiaoyu|xiaoyu| | {{SFxTCharacterHeader|Xiaoyu|xiaoyu| | ||
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. | |||
| | |||
+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 | |||
-One of the weakest Super Arts in the game both in terms of damage and combo potential | |||
-Cross Cancel is slower to start up compared to the average, putting her at risk to be baited and punished | |||
}} | |||
Line 89: | Line 138: | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Frame Data (Updated for v2013) == | |||
{| class="wikitable" | |||
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || || H || 30 || 5 || 2 || 8 || +7 || +3 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Far MP **LC || || H || 60 || 10 || 2 || 20 || -1 || -5 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Far HP || || H || 90 || 15 || 8 || 17 || 0 || -5 || - || 3 || 1 || 1 || - | |||
|- | |||
| Far LK || || H || 30 || 7 || 2 || 13 || +2 || -2 || - || 1 || 1 || 1 || - | |||
|- | |||
| Far MK || || H || 60 || 14 || 4 || 12 || +5 || +1 || - || 2 || 1 || 1 || - | |||
|- | |||
| Far HK || || H || 90 || 12 || 2 || 18 || knockdown || +3 || - || 3 || 1 || 1 || Whiffs on crouching opponent | |||
|- | |||
| Close LP || || H || 30 || 4 || 3 || 8 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Close MP || || H || 30x2 || 5 || 2,2 || 17 || +2 || -2 || SM,EX,SA,CA || 2,2 || 1,0 || 1 || - | |||
|- | |||
| Close HP || || H || 90 || 6 || 2 || 22 || +1 || -4 || SM,EX,SA,CA || 3 || 1 || 1 || - | |||
|- | |||
| Close LK || || H || 30 || 4 || 3 || 9 || +5 || +1 || - || 1 || 1 || 1 || - | |||
|- | |||
| Close MK || || H || 60 || 7 || 4 || 14 || +3 || -1 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Close HK || || H || 90 || 11 || 3 || 21 || +1 || -4 || - || 3 || 1 || 1 || - | |||
|- | |||
| Crouch LP || || H || 30 || 3 || 3 || 8 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch MP || || H,L || 30x2 || 6 || 2(12)2 || 14 || +6 || +1 || - || 2,2 || 1,1 || 1 || - | |||
|- | |||
| Crouch HP || || H || 80 || 6 || 5 || 25 || -5 || -10 || SM,EX,SA,CA || 3 || 1 || 1 || Forces standing | |||
|- | |||
| Crouch LK || || L || 30 || 4 || 3 || 13 || +1 || -3 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch MK || || L || 60 || 6 || 3 || 23 || -5 || -9 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Crouch HK || || H || 75 || 8 || 2 || 35 || hard knockdown || -17 || SM,EX,SA,CA || 5 || 2 || 1 || Float on airborne opponent | |||
|- | |||
| Jump Up LP || || M || 40 || 8 || 5 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MP || || M || 70 || 8 || 5 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HP || || M || 100 || 10 || 3 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Up LK || || M || 40 || 7 || 7 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MK || || M || 70 || 8 || 2 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HK || || M || 70,60 || 10 || 5(5)5 || until ground+4 || +20 || +8 || - || 3,3 || 1,1 || 1 || - | |||
|- | |||
| Jump Diagonal LP || || M || 40 || 7 || 6 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MP || || M || 70 || 6 || 3 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HP || || M || 100 || 9 || 8 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LK || || M || 40 || 5 || 10 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MK || || M || 70 || 7 || 5 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HK || || M || 60,50 || 9 || 5(10)4 || until ground+4 || +20 || +8 || - || 3,3 || 1,1 || 1 || - | |||
|- | |||
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-14, Launches opponent while switching characters | |||
|- | |||
| Cross Cancel || f+HP+HK (while blocking) || H || 100 || 21 || 2 || 22 || ground bounce || -2 || - || - || - || - || Invulnerability frames 1-22, Resembles Cyanide | |||
|- | |||
| Jade || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | |||
|- | |||
| So Shoe Me || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || Ends in Rain Dance | |||
|- | |||
| Cyanide || f+MK || M || 50 || 22 || 4 || 15 || ground bounces || -2 || - || 2 || 1 || 0 || Airborne frames 8-28, Hits crouching opponent on frame 24 | |||
|- | |||
| Storming Flower || qcf+LP || H || 90 || 15 || 4 || 24 || knockdown || -6 || - || 5 || 3 || 0 || Attack nullifies 1 projectile hit | |||
|- | |||
| Fortune || qcf+MP || H || 50 || 25 || 4 || 18 || +3 || 0 || - || 5 || 3 || 0 || Ends in Rain Dance, Knockdown on airborne opponent | |||
|- | |||
| Fortune 2nd Hit || P during Fortune || H || 70 || 17 || 4 || 21 || knockdown || -3 || - || 5 || 3 || 0 || - | |||
|- | |||
| Fortune Cookie || qcf+HP || H || 20x2,40 || 12 || 2(9)4(7)2 || 27 || +10 || -7 || - || 5,5,5 || 3,3,3 || 0 || Ends in Rain Dance, Knockdown on airborne opponent | |||
|- | |||
| Fortune Cookie 2nd Hit || P during Fortune Cookie || H || 50 || 21 || 4 || 18 || +3 || 0 || - || 5 || 3 || 0 || Ends in Rain Dance | |||
|- | |||
| Fortune Cookie 3rd Hit || P during Fortune Cookie 2nd hit || H || 88 || 17 || 4 || 21 || knockdown || -3 || - || 5 || 3 || 0 || Exits Rain Dance | |||
|- | |||
| Fortune Cookie EX || qcf+PP || H || 30x3 || 7 || 2(9)4(7)2 || 27 || +10 || -7 || - || 5,5,5 || 3,3,3 || 0 || Ends in Rain Dance, Knockdown on airborne opponent | |||
|- | |||
| Fortune Cookie EX 2nd Hit || P during EX Fortune Cookie || H || 50 || 21 || 4 || 18 || +3 || 0 || - || 5 || 3 || 0 || Ends in Rain Dance | |||
|- | |||
| Fortune Cookie EX 3rd Hit || P during Fortune Cookie 2nd hit || H || 50 || 17 || 4 || 21 || wall bounce || -3 || - || 3 || 3 || 0 || Exits Rain Dance | |||
|- | |||
| Shooting Star || qcf+K || H || 30x4 || 38 || 11 || 8 || hard knockdown || +13 || - || 3,3,3,3 || 0,0,0,4 || 0 || Ends in Rain Dance on block/whiff, Upper body invulnerability frames 1-13, Airborne frames 14-48, Knockdown on airborne opponent, Button strength determines the distance | |||
|- | |||
| Shooting Star EX || qcf+KK || M || 30x4 || 29 || 8 || 8 || ground bounce || -1 || - || 3,3,3,3 || 0,0,0,4 || 0 || Upper body invulnerable and lower body projectile invulnerability frames 1-7, Airborne frames 8-86, Tracks opponent, Knockdown on airborne opponent | |||
|- | |||
| Hakkesho LP || qcb+LP || H || 50x2 || 14 || 4(14)2 || 26 || +1 || -6 || - || 3,4 || 1,1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Hakkesho MP || qcb+MP || H || 50x2 || 22 || 4(14)2 || 26 || +1 || -6 || - || 3,4 || 1,1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Hakkesho HP || qcb+HP || H || 50x2 || 29 || 4(14)2 || 26 || +1 || -6 || - || 3,4 || 1,1 || 0 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Hakkesho EX **LC (on hit) || qcb+PP || H || 40x2,20x2 || 25 || 4(14)2 || 20,26 on wiff/block || +6 || -6 || - || 3,3 || 3,3 || 0 || Chargeable: 51F for Super Art, Invulnerability frames 1-15, 1st hit: Knockdown on airborne opponent, 3rd and 4th hits: Only occur if 2nd hit connects & Force standing, 3rd hit: Re-stands airborne opponent | |||
|- | |||
| Phoenix Stance || d+PPP || - || - || 8 || - || - || - || - || - || - || - || - || - | |||
|- | |||
| Wave Crest **LC || P (during Phoenix Stance) || H || 70 || 7 || 3 || 22 || float || -3 || - || 3 || 3 || 0 || - | |||
|- | |||
| Wave Crest EX **LC || PP (during Phoenix Stance) || H || 120 || 7 || 3 || 22 || float || -3 || - || 3 || 3 || 0 || Invulnerability frames 1-6 | |||
|- | |||
| Double Map Sweep LK || LK (during Phoenix Stance) || L || 50 || 11 || 2 || 32 || hard knockdown || -2 || - || 3 || 3 || 0 || - | |||
|- | |||
| Double Map Sweep MK || MK (during Phoenix Stance) || L || 40x2 || 11 || 2(19)2 || 34 || hard knockdown || -4 || - || 3,3 || 1,3 || 0 || - | |||
|- | |||
| Double Map Sweep HK || HK (during Phoenix Stance) || L || 30x3 || 11 || 2(19)2(19)2 || 36 || hard knockdown || -6 || - || 3,3,3 || 1,1,3 || 0 || - | |||
|- | |||
| Double Map Sweep EX || KK (during Phoenix Stance) || L || 50x3 || 11 || 2(19)2(19)2 || 27 || +4 || -1 || - || 3,3,3 || 1,1,3 || 0 || - | |||
|- | |||
| Flower Power LK **LC || qcb+LK (during Phoenix Stance) || H || 40x2 || 18 || 2(8)2 || 24 || +1 || -4 || - || 3,3 || 1,3 || 0 || Airborne frames 14-33, Knockdown on airborne opponent | |||
|- | |||
| Flower Power MK **LC || qcb+MK (during Phoenix Stance) || H || 30x4 || 22 || 2(8)2(22)2(8)2 || 23 || +3 || -2 || - || 3,3,3,4 || 1,1,1,1 || 0 || Airborne frames 17-37, 51-69, Knockdown on airborne opponent | |||
|- | |||
| Flower Power HK **LC || qcb+HK (during Phoenix Stance) || H || 20x6 || 26 || 2(8)2(22)2(9)2(20)2(8)2 || 20 || +5 || 0 || - || 3,3,3,4,5,6 || 1,1,1,1,1,1 || 0 || Airborne frames 21-41, 55-72, 88-107, Knockdown on airborne opponent | |||
|- | |||
| Flower Power EX **LC || qcb+KK (during Phoenix Stance) || H || 20x5,40 || 18 || 2(8)2(22)2(9)2(20)2(8)2 || 24 || ground bounce || -4 || - || 3,3,3,4,5,6 || 1,1,1,1,1,1 || 0 || Airborne frames 15-34, 48-66, 81-100, Knockdown on airborne opponent | |||
|- | |||
| Phoenix Talon LK || qcf+LK (during Phoenix Stance) || H || 40x3 || 5 || 4(12)2(13)2 || 27 || knockdown || +3 || - || 3,3,3 || 0,0,3 || 0 || Strike invulnerability frames 1-5, 2nd hit and 3rd hit: Whiffs on crouching opponent | |||
|- | |||
| Phoenix Talon MK || qcf+MK (during Phoenix Stance) || H || 40x2,50 || 8 || 4(12)2(13)2 || 30 || knockdown || -4 || - || 3,3,3 || 0,0,3 || 0 || Strike invulnerability frames 6-8, 2nd hit and 3rd hit: Whiffs on crouching opponent | |||
|- | |||
| Phoenix Talon HK || qcf+HK (during Phoenix Stance) || H || 50x3 || 8 || 4(12)2(13)2 || 33 || knockdown || -7 || - || 3,3,3 || 0,0,3 || 0 || Strike invulnerability frames 6-8, 2nd hit and 3rd hit: Whiffs on crouching opponent | |||
|- | |||
| Phoenix Talon EX || qcf+KK (during Phoenix Stance) || H || 50x2,80 || 7 || 4(12)2(13)2 || 33 || knockdown || -3 || - || 3,3,3 || 0,0,3 || 0 || Invulnerability frames 1-10, 2nd hit and 3rd hit: Whiffs on crouching opponent | |||
|- | |||
| Rain Dance || b+KKK || - || - || - || - || 8 || - || - || - || - || - || - || - | |||
|- | |||
| Mistrust LK || LK (during Rain Dance) || H || 80 || 7 || 3 || 21 || float || -2 || - || 5 || 3 || 1 || Reflects one projectile horizontal frames 7-9 | |||
|- | |||
| Mistrust MK || MK (during Rain Dance) || H || 80 || 12 || 3 || 21 || float || -2 || - || 5 || 3 || 1 || Reflects one projectile at a 45 degree angle frames 12-14 | |||
|- | |||
| Mistrust HK || HK (during Rain Dance) || H || 80 || 15 || 3 || 21 || float || -2 || - || 5 || 3 || 1 || Reflects one projectile at a 80 degree angle frames 15-17 | |||
|- | |||
| Mistrust EX || KK (during Rain Dance) || H || 130 || 8 || 3 || 21 || float || -2 || - || 5 || 3 || 1 || Reflects one projectile horizontal frames 8-10, Invulnerability frames 1-10 | |||
|- | |||
| Dark & Stormy || P (during Rain Dance) || H || 30x2,80 || 10 || 3(18)3(18)3 || 32 || float || -13 || - || 3,3,3 || 1,1,3 || 0 || Last hit: Reflects one projectile during active frames | |||
|- | |||
| Dark & Stormy EX || PP (during Rain Dance) || H || 40x2,60 || 10 || 3(18)3(18)3 || 32 || float || -13 || - || 3,3,3 || 1,1,3 || 0 || Armor frames 1-54, Last hit: Reflects one projectile during active frames | |||
|- | |||
| Turn of Fortune || P before 1st hit of Dark & Stormy || H || 30,20x4 || 13 || 3(15)3(8)3(4)3 || 21 || +3 || -8 || - || 3,3,3,3,3 || 0,0,0,0,3 || 0 || Begins on frame 13 of Dark & Stormy, Input d to end in Phoenix | |||
|- | |||
| Turn of Fortune EX || P before 1st hit of EX Dark & Stormy || H || 40,30x4 || 13 || 3(15)3(8)3(4)3 || 31 || -1 (+10 if changing stance) || -12 (-1 if changing stance) || Phoenix (d) || 3,3,3,3,3 || 0,0,0,0,3 || 0 || 1 point of armor during frames 1-51 | |||
|- | |||
| California Roll || qcf+K (during Rain Dance) || - || - || 10 || - || 22 || - || - || - || - || - || - || - | |||
|- | |||
| California Roll EX || qcf+KK (during Rain Dance) || - || - || 10 || - || 22 || - || - || - || - || - || - || Strike invulnerability frames 1-26 | |||
|- | |||
| Cyclone Left || K during California Roll || H || 120 || 12 || 9 || 24 || float || -11 || - || 3 || 3 || 0 || "- | |||
|- | |||
| " | |||
|- | |||
| Back Layout **LC || qcb+K (during Rain Dance) || M || 180/50 || 28 || 10 || 17 || hard knockdown || -6 || - || 4 || 1 || 0 || Airborne frames 15-37, Button strength determines distance | |||
|- | |||
| Back Layout EX **LC || qcb+KK (during Rain Dance) || M || 180/50 || 28 || 10 || 17 || hard knockdown || -7 || - || 4 || 1 || 0 || Airborne frames 15-37, Tracks opponent | |||
|- | |||
| Back Layout Feint || K during Back Layout || - || - || - || - || until ground+7 || - || - || - || - || - || - || - | |||
|- | |||
| Hakkesho Combo **LC || qcb+PPP || H || 40,230 || 9 || 2(7)1 || 66 || hard knockdown || -45 || - || 3,3,4,5,6,7,8 || 1,1,1,1,1,1,1 || - || 77 frames cinematic freeze before attack begins, Invulnerability frames 1-10, 3rd~7th hits: Only occur if 2nd hit connects, 3rd & 6th hit: Re-stands airborne opponent, Goes into animation after 7th hit | |||
|- | |||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 58 || switch || -30 || - || 3 || - || - || 75 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | |||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far MP **LC || H || 42 || 10 || 2 || 25 || -6 || -10 || EX,SA,CA || 2 || 1 || - | |||
|- | |||
| Far HP **LC || H || 63 || 15 || 11 || 24 || -10 || -15 || - || 3 || 1 || - | |||
|- | |||
| Far MK || H || 42 || 14 || 4 || 18 || -1 || -5 || - || 2 || 1 || - | |||
|- | |||
| Far HK **LC || H || 63 || 12 || 3 || 36 || knockdown || -16 || - || 3 || 1 || Whiffs on crouching opponent | |||
|- | |||
| Close MP **LC || H || 21x2 || 5 || 2,2 || 24 || -5 || -9 || EX,SA,CA || 2,2 || 1,0 || - | |||
|- | |||
| Close HP **LC || H || 63 || 11 || 2 || 32 || -9 || -14 || EX,SA,CA || 3 || 1 || - | |||
|- | |||
| Close MK || H || 42 || 7 || 4 || 19 || -2 || -6 || EX,SA,CA || 2 || 1 || - | |||
|- | |||
| Close HK **LC || H || 63 || 11 || 3 || 31 || -9 || -14 || - || 3 || 1 || - | |||
|- | |||
| Crouch MP **LC || H,L || 21x2 || 6 || 2(12)2 || 24 || -4 || -9 || - || 2,2 || 1,1 || - | |||
|- | |||
| Crouch HP || H || 56 || 6 || 6 || 34 || -15 || -20 || EX,SA,CA || 3 || 1 || Forces standing | |||
|- | |||
| Crouch MK || L || 42 || 6 || 3 || 28 || -10 || -14 || EX,SA,CA || 2 || 1 || - | |||
|- | |||
| Crouch HK || H || 52 || 8 || 2 || 45 || hard knockdown || -27 || EX,SA,CA || 5 || 2 || Float on airborne opponent | |||
|} | |||
== Move Analysis == | == Move Analysis == | ||
Line 121: | Line 373: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === 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 === | === 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 === | === 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 === | === Combos Into Supers === |
Latest revision as of 10:05, 25 November 2023


Xiaoyu
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 -One of the weakest Super Arts in the game both in terms of damage and combo potential -Cross Cancel is slower to start up compared to the average, putting her at risk to be baited and punished |
Moves
Normal Attacks














































































crossup




Unique Attacks









Throws









Special Moves











no follow up:
Enters Rain Dance






no follow up:
Enters Rain Dance


no follow up:
Enters Rain Dance













on block:
enters Rain Dance









no


























hold




















Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 5 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP **LC | H | 60 | 10 | 2 | 20 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 15 | 8 | 17 | 0 | -5 | - | 3 | 1 | 1 | - | |
Far LK | H | 30 | 7 | 2 | 13 | +2 | -2 | - | 1 | 1 | 1 | - | |
Far MK | H | 60 | 14 | 4 | 12 | +5 | +1 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 12 | 2 | 18 | knockdown | +3 | - | 3 | 1 | 1 | Whiffs on crouching opponent | |
Close LP | H | 30 | 4 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MP | H | 30x2 | 5 | 2,2 | 17 | +2 | -2 | SM,EX,SA,CA | 2,2 | 1,0 | 1 | - | |
Close HP | H | 90 | 6 | 2 | 22 | +1 | -4 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close LK | H | 30 | 4 | 3 | 9 | +5 | +1 | - | 1 | 1 | 1 | - | |
Close MK | H | 60 | 7 | 4 | 14 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 11 | 3 | 21 | +1 | -4 | - | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 3 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H,L | 30x2 | 6 | 2(12)2 | 14 | +6 | +1 | - | 2,2 | 1,1 | 1 | - | |
Crouch HP | H | 80 | 6 | 5 | 25 | -5 | -10 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 3 | 13 | +1 | -3 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 6 | 3 | 23 | -5 | -9 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | H | 75 | 8 | 2 | 35 | hard knockdown | -17 | SM,EX,SA,CA | 5 | 2 | 1 | Float on airborne opponent | |
Jump Up LP | M | 40 | 8 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 8 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 10 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 7 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 8 | 2 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 70,60 | 10 | 5(5)5 | until ground+4 | +20 | +8 | - | 3,3 | 1,1 | 1 | - | |
Jump Diagonal LP | M | 40 | 7 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 6 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 9 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 10 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 7 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 60,50 | 9 | 5(10)4 | until ground+4 | +20 | +8 | - | 3,3 | 1,1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 100 | 21 | 2 | 22 | ground bounce | -2 | - | - | - | - | Invulnerability frames 1-22, Resembles Cyanide |
Jade | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
So Shoe Me | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | Ends in Rain Dance |
Cyanide | f+MK | M | 50 | 22 | 4 | 15 | ground bounces | -2 | - | 2 | 1 | 0 | Airborne frames 8-28, Hits crouching opponent on frame 24 |
Storming Flower | qcf+LP | H | 90 | 15 | 4 | 24 | knockdown | -6 | - | 5 | 3 | 0 | Attack nullifies 1 projectile hit |
Fortune | qcf+MP | H | 50 | 25 | 4 | 18 | +3 | 0 | - | 5 | 3 | 0 | Ends in Rain Dance, Knockdown on airborne opponent |
Fortune 2nd Hit | P during Fortune | H | 70 | 17 | 4 | 21 | knockdown | -3 | - | 5 | 3 | 0 | - |
Fortune Cookie | qcf+HP | H | 20x2,40 | 12 | 2(9)4(7)2 | 27 | +10 | -7 | - | 5,5,5 | 3,3,3 | 0 | Ends in Rain Dance, Knockdown on airborne opponent |
Fortune Cookie 2nd Hit | P during Fortune Cookie | H | 50 | 21 | 4 | 18 | +3 | 0 | - | 5 | 3 | 0 | Ends in Rain Dance |
Fortune Cookie 3rd Hit | P during Fortune Cookie 2nd hit | H | 88 | 17 | 4 | 21 | knockdown | -3 | - | 5 | 3 | 0 | Exits Rain Dance |
Fortune Cookie EX | qcf+PP | H | 30x3 | 7 | 2(9)4(7)2 | 27 | +10 | -7 | - | 5,5,5 | 3,3,3 | 0 | Ends in Rain Dance, Knockdown on airborne opponent |
Fortune Cookie EX 2nd Hit | P during EX Fortune Cookie | H | 50 | 21 | 4 | 18 | +3 | 0 | - | 5 | 3 | 0 | Ends in Rain Dance |
Fortune Cookie EX 3rd Hit | P during Fortune Cookie 2nd hit | H | 50 | 17 | 4 | 21 | wall bounce | -3 | - | 3 | 3 | 0 | Exits Rain Dance |
Shooting Star | qcf+K | H | 30x4 | 38 | 11 | 8 | hard knockdown | +13 | - | 3,3,3,3 | 0,0,0,4 | 0 | Ends in Rain Dance on block/whiff, Upper body invulnerability frames 1-13, Airborne frames 14-48, Knockdown on airborne opponent, Button strength determines the distance |
Shooting Star EX | qcf+KK | M | 30x4 | 29 | 8 | 8 | ground bounce | -1 | - | 3,3,3,3 | 0,0,0,4 | 0 | Upper body invulnerable and lower body projectile invulnerability frames 1-7, Airborne frames 8-86, Tracks opponent, Knockdown on airborne opponent |
Hakkesho LP | qcb+LP | H | 50x2 | 14 | 4(14)2 | 26 | +1 | -6 | - | 3,4 | 1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Hakkesho MP | qcb+MP | H | 50x2 | 22 | 4(14)2 | 26 | +1 | -6 | - | 3,4 | 1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Hakkesho HP | qcb+HP | H | 50x2 | 29 | 4(14)2 | 26 | +1 | -6 | - | 3,4 | 1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Hakkesho EX **LC (on hit) | qcb+PP | H | 40x2,20x2 | 25 | 4(14)2 | 20,26 on wiff/block | +6 | -6 | - | 3,3 | 3,3 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 1-15, 1st hit: Knockdown on airborne opponent, 3rd and 4th hits: Only occur if 2nd hit connects & Force standing, 3rd hit: Re-stands airborne opponent |
Phoenix Stance | d+PPP | - | - | 8 | - | - | - | - | - | - | - | - | - |
Wave Crest **LC | P (during Phoenix Stance) | H | 70 | 7 | 3 | 22 | float | -3 | - | 3 | 3 | 0 | - |
Wave Crest EX **LC | PP (during Phoenix Stance) | H | 120 | 7 | 3 | 22 | float | -3 | - | 3 | 3 | 0 | Invulnerability frames 1-6 |
Double Map Sweep LK | LK (during Phoenix Stance) | L | 50 | 11 | 2 | 32 | hard knockdown | -2 | - | 3 | 3 | 0 | - |
Double Map Sweep MK | MK (during Phoenix Stance) | L | 40x2 | 11 | 2(19)2 | 34 | hard knockdown | -4 | - | 3,3 | 1,3 | 0 | - |
Double Map Sweep HK | HK (during Phoenix Stance) | L | 30x3 | 11 | 2(19)2(19)2 | 36 | hard knockdown | -6 | - | 3,3,3 | 1,1,3 | 0 | - |
Double Map Sweep EX | KK (during Phoenix Stance) | L | 50x3 | 11 | 2(19)2(19)2 | 27 | +4 | -1 | - | 3,3,3 | 1,1,3 | 0 | - |
Flower Power LK **LC | qcb+LK (during Phoenix Stance) | H | 40x2 | 18 | 2(8)2 | 24 | +1 | -4 | - | 3,3 | 1,3 | 0 | Airborne frames 14-33, Knockdown on airborne opponent |
Flower Power MK **LC | qcb+MK (during Phoenix Stance) | H | 30x4 | 22 | 2(8)2(22)2(8)2 | 23 | +3 | -2 | - | 3,3,3,4 | 1,1,1,1 | 0 | Airborne frames 17-37, 51-69, Knockdown on airborne opponent |
Flower Power HK **LC | qcb+HK (during Phoenix Stance) | H | 20x6 | 26 | 2(8)2(22)2(9)2(20)2(8)2 | 20 | +5 | 0 | - | 3,3,3,4,5,6 | 1,1,1,1,1,1 | 0 | Airborne frames 21-41, 55-72, 88-107, Knockdown on airborne opponent |
Flower Power EX **LC | qcb+KK (during Phoenix Stance) | H | 20x5,40 | 18 | 2(8)2(22)2(9)2(20)2(8)2 | 24 | ground bounce | -4 | - | 3,3,3,4,5,6 | 1,1,1,1,1,1 | 0 | Airborne frames 15-34, 48-66, 81-100, Knockdown on airborne opponent |
Phoenix Talon LK | qcf+LK (during Phoenix Stance) | H | 40x3 | 5 | 4(12)2(13)2 | 27 | knockdown | +3 | - | 3,3,3 | 0,0,3 | 0 | Strike invulnerability frames 1-5, 2nd hit and 3rd hit: Whiffs on crouching opponent |
Phoenix Talon MK | qcf+MK (during Phoenix Stance) | H | 40x2,50 | 8 | 4(12)2(13)2 | 30 | knockdown | -4 | - | 3,3,3 | 0,0,3 | 0 | Strike invulnerability frames 6-8, 2nd hit and 3rd hit: Whiffs on crouching opponent |
Phoenix Talon HK | qcf+HK (during Phoenix Stance) | H | 50x3 | 8 | 4(12)2(13)2 | 33 | knockdown | -7 | - | 3,3,3 | 0,0,3 | 0 | Strike invulnerability frames 6-8, 2nd hit and 3rd hit: Whiffs on crouching opponent |
Phoenix Talon EX | qcf+KK (during Phoenix Stance) | H | 50x2,80 | 7 | 4(12)2(13)2 | 33 | knockdown | -3 | - | 3,3,3 | 0,0,3 | 0 | Invulnerability frames 1-10, 2nd hit and 3rd hit: Whiffs on crouching opponent |
Rain Dance | b+KKK | - | - | - | - | 8 | - | - | - | - | - | - | - |
Mistrust LK | LK (during Rain Dance) | H | 80 | 7 | 3 | 21 | float | -2 | - | 5 | 3 | 1 | Reflects one projectile horizontal frames 7-9 |
Mistrust MK | MK (during Rain Dance) | H | 80 | 12 | 3 | 21 | float | -2 | - | 5 | 3 | 1 | Reflects one projectile at a 45 degree angle frames 12-14 |
Mistrust HK | HK (during Rain Dance) | H | 80 | 15 | 3 | 21 | float | -2 | - | 5 | 3 | 1 | Reflects one projectile at a 80 degree angle frames 15-17 |
Mistrust EX | KK (during Rain Dance) | H | 130 | 8 | 3 | 21 | float | -2 | - | 5 | 3 | 1 | Reflects one projectile horizontal frames 8-10, Invulnerability frames 1-10 |
Dark & Stormy | P (during Rain Dance) | H | 30x2,80 | 10 | 3(18)3(18)3 | 32 | float | -13 | - | 3,3,3 | 1,1,3 | 0 | Last hit: Reflects one projectile during active frames |
Dark & Stormy EX | PP (during Rain Dance) | H | 40x2,60 | 10 | 3(18)3(18)3 | 32 | float | -13 | - | 3,3,3 | 1,1,3 | 0 | Armor frames 1-54, Last hit: Reflects one projectile during active frames |
Turn of Fortune | P before 1st hit of Dark & Stormy | H | 30,20x4 | 13 | 3(15)3(8)3(4)3 | 21 | +3 | -8 | - | 3,3,3,3,3 | 0,0,0,0,3 | 0 | Begins on frame 13 of Dark & Stormy, Input d to end in Phoenix |
Turn of Fortune EX | P before 1st hit of EX Dark & Stormy | H | 40,30x4 | 13 | 3(15)3(8)3(4)3 | 31 | -1 (+10 if changing stance) | -12 (-1 if changing stance) | Phoenix (d) | 3,3,3,3,3 | 0,0,0,0,3 | 0 | 1 point of armor during frames 1-51 |
California Roll | qcf+K (during Rain Dance) | - | - | 10 | - | 22 | - | - | - | - | - | - | - |
California Roll EX | qcf+KK (during Rain Dance) | - | - | 10 | - | 22 | - | - | - | - | - | - | Strike invulnerability frames 1-26 |
Cyclone Left | K during California Roll | H | 120 | 12 | 9 | 24 | float | -11 | - | 3 | 3 | 0 | "- |
" | |||||||||||||
Back Layout **LC | qcb+K (during Rain Dance) | M | 180/50 | 28 | 10 | 17 | hard knockdown | -6 | - | 4 | 1 | 0 | Airborne frames 15-37, Button strength determines distance |
Back Layout EX **LC | qcb+KK (during Rain Dance) | M | 180/50 | 28 | 10 | 17 | hard knockdown | -7 | - | 4 | 1 | 0 | Airborne frames 15-37, Tracks opponent |
Back Layout Feint | K during Back Layout | - | - | - | - | until ground+7 | - | - | - | - | - | - | - |
Hakkesho Combo **LC | qcb+PPP | H | 40,230 | 9 | 2(7)1 | 66 | hard knockdown | -45 | - | 3,3,4,5,6,7,8 | 1,1,1,1,1,1,1 | - | 77 frames cinematic freeze before attack begins, Invulnerability frames 1-10, 3rd~7th hits: Only occur if 2nd hit connects, 3rd & 6th hit: Re-stands airborne opponent, Goes into animation after 7th hit |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 58 | switch | -30 | - | 3 | - | - | 75 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||
Far MP **LC | H | 42 | 10 | 2 | 25 | -6 | -10 | EX,SA,CA | 2 | 1 | - |
Far HP **LC | H | 63 | 15 | 11 | 24 | -10 | -15 | - | 3 | 1 | - |
Far MK | H | 42 | 14 | 4 | 18 | -1 | -5 | - | 2 | 1 | - |
Far HK **LC | H | 63 | 12 | 3 | 36 | knockdown | -16 | - | 3 | 1 | Whiffs on crouching opponent |
Close MP **LC | H | 21x2 | 5 | 2,2 | 24 | -5 | -9 | EX,SA,CA | 2,2 | 1,0 | - |
Close HP **LC | H | 63 | 11 | 2 | 32 | -9 | -14 | EX,SA,CA | 3 | 1 | - |
Close MK | H | 42 | 7 | 4 | 19 | -2 | -6 | EX,SA,CA | 2 | 1 | - |
Close HK **LC | H | 63 | 11 | 3 | 31 | -9 | -14 | - | 3 | 1 | - |
Crouch MP **LC | H,L | 21x2 | 6 | 2(12)2 | 24 | -4 | -9 | - | 2,2 | 1,1 | - |
Crouch HP | H | 56 | 6 | 6 | 34 | -15 | -20 | EX,SA,CA | 3 | 1 | Forces standing |
Crouch MK | L | 42 | 6 | 3 | 28 | -10 | -14 | EX,SA,CA | 2 | 1 | - |
Crouch HK | H | 52 | 8 | 2 | 45 | hard knockdown | -27 | EX,SA,CA | 5 | 2 | Float on airborne opponent |
Move Analysis
Normal Moves
N/A
Unique Attacks
- All of Xiaoyu's stances can be exited quickly by pressing {{
,
}}
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