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| [[File:KOFMIRA Xiao Art.jpg|200px|right]]
| | {{KOFMIRA Character Intro|char=Xiao Lon|short=xln|content= |
| | |
| ==Introduction== | | ==Introduction== |
| '''Xiao Lon''' is a tricky, technical stance-based character who can play at any distance, but excels at rushdown. Sporting three different stances which alter her normal and special moves, Xiao Lon is capable of adapting her gameplan on the fly, changing between the mobile, aggressive '''Guki Kenpai (KEN)''' stance, her more balanced, mid-range focused '''Chousen Honshin (HON)''' stance, and the slow, space control heavy '''Seishi Saisou (SAI)''' stance to switch between rushdown and keepout on a dime, making her wildly unpredictable. Sporting easy to use supers with relatively high damage, Xiao Lon is an excellent choice for the second or third slot on a team. However, all of this offensive power comes at a cost -- her defense is quite weak, thanks to poor abare options and a small guard bar, which means things can very quickly go south if she's caught on the back foot. | | '''Xiao Lon''' is a tricky, technical stance-based character who can play at any distance, but excels at rushdown. Sporting three different stances which alter her normal and special moves, Xiao Lon is capable of adapting her gameplan on the fly, changing between the mobile, aggressive '''Guki Kenpai (KEN)''' stance, her more balanced, mid-range focused '''Chousen Honshin (HON)''' stance, and the slow, space control heavy '''Seishi Saisou (SAI)''' stance to switch between rushdown and keepout on a dime, making her wildly unpredictable. Sporting easy to use supers with relatively high damage, Xiao Lon is an excellent choice for the second or third slot on a team. However, all of this offensive power comes at a cost -- her defense is quite weak, thanks to poor abare options and a small guard bar, which means things can very quickly go south if she's caught on the back foot. |
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| While she does sport some meaningful weaknesses and a fairly high learning curve, Xiao Lon is a nonetheless powerful character who will be very rewarding for players who enjoy varied offensive options and the ability to change their gameplan and tempo on the fly. | | While she does sport some meaningful weaknesses and a fairly high learning curve, Xiao Lon is a nonetheless powerful character who will be very rewarding for players who enjoy varied offensive options and the ability to change their gameplan and tempo on the fly. |
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| ==Moves List==
| | {{StrengthsAndWeaknesses |
| ===Throws===
| | | intro = [[File: KOFMIRA Xiao Face.png|20px]] '''Xiao Lon''' is a technical character who uses her three stances to play effectively at all ranges. |
| ===== <span class="invisible-header"></span> =====
| | | pros = |
| <font style="visibility:hidden" size="0"></font>
| | * '''Well-rounded:''' Through smart use of her three stances, Xiao Lon is more than capable of playing at any distance. |
| {{MoveData | | * '''Great Metered Options:''' Xiao Lon excels in the second or third slots on a team thanks to her poweful supers that she can easily work into most of her confirms. |
| |6AC | | | cons = |
| |subtitle=P Throw (6AC)
| | * '''Poor Defense:''' With a short guard bar and very little in the way of stopping her opponent's offence, Xiao Lon can have a hard time re-establishing her gameplan if she's put on the back foot. |
| |caption= | | * '''Highly Technical:''' Xiao Lon players will have to juggle three stances, all with different Stylish Arts, special moves and movement speeds, which can make her exceptionally demanding. |
| |name=Rishi Keisei
| |
| |data= | |
| {{AttackData-Marvel vs Capcom
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| |Damage=
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| |Guard= Mid
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| |Startup=
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| |Active=
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| |Recovery=
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| |Total=
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| |Hit Adv=
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| |Block Adv=
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| |Property=
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| |description= P throw, must be be broken with a C input.
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| }}
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| }}
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| ===== <span class="invisible-header"></span> =====
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| <font style="visibility:hidden" size="0"></font>
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| {{MoveData
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| |6BD | |
| |subtitle=K Throw (6BD)
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| |caption=
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| |name=Ryokushu Tsuirou
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| |data=
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| {{AttackData-Marvel vs Capcom
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| |Damage=
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| |Guard= Mid
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| |Property=
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| |description=K throw, must be broken with a D input.
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| }}
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| }}
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| ===Normal Moves===
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| ====Guki Kenpai====
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| {{MoveData
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| |name=j.D
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| |name=j.CD
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| ====Chousen Honshin====
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| {{MoveData
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| ====Seishi Saisou====
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|
| ===Special Moves=== | | ==Costumes== |
| ====Guki Kenpai====
| | [[File: KOFMIRA Xiao Lon Costumes.png]] |
| ====Chousen Honshin====
| |
| ====Seishi Saisou====
| |
| ===Stylish Arts===
| |
| {{MoveData
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| |subtitle=GUK 5AAABCD
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| |caption=
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| |name=Stylish Art 01
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| {{AttackData-Marvel vs Capcom
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| |Property=Launch
| |
| |description=Final hit launches for a juggle, otherwise all hits cancel. Third and fifth hits will whiff over crouching opponents on hit, but not block, which makes the string useful for guard pressure, but lightly situational in combos. The first two hits are often used to confirm into Xiao Lon's rekka, ''Rakuhi Kinshuu''.
| |
| }}
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| }}
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| {{MoveData
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| |subtitle=GUK 5AAABD
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| |caption=
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| |name=Stylish Art 02
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| {{AttackData-Marvel vs Capcom
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| |Property=KD, OH
| |
| |description=Same as Stylish Art 01 up to the kick, instead ending with a jumping kick that hits overhead. Fairly negative on block, but good pushback and also special cancel makes this great for keeping opponents honest during your pressure.
| |
| }}
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| }}
| |
| {{MoveData
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| |subtitle=GUK 5CCCC
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| |caption=
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| |name=Stylish Art 03
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| |data=
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| {{AttackData-Marvel vs Capcom
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| |Property=KD
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| |description=5C that strings into Stylish Art 04. Largely useless, as the first hit will not combo into the second in any context, and the overhead is much more useful on its own.
| |
| }}
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| }}
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| {{MoveData
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| |subtitle=GUK 6CCC
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| |caption=
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| |name=Stylish Art 05
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| |data=
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| {{AttackData-Marvel vs Capcom
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| |Property=KD, OH
| |
| |description=String with an overhead starter. The startup is very subtle, which makes this an excellent way to open people up if they're content to down-back most of your pressure. Special cancels on all hits make sure the overhead is rewarding and easily confirmable, too.
| |
| }}
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| }}
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| {{MoveData
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| |subtitle=GUK 5DDDD
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| |caption=
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| |name=Stylish Art 06
| |
| |data=
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| {{AttackData-Marvel vs Capcom
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| |Property=Low
| |
| |description=Low starter. Good to mix up with Stylish Art 05, but only at the wall, as the first hit will not combo into the second without a Wall Stagger.
| |
| }}
| |
| }}
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| {{MoveData
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| |subtitle=GUK 5DDD4D
| |
| |caption=
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| |name=Stylish Art 07
| |
| |data=
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| {{AttackData-Marvel vs Capcom
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| |Property=Low
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| |description=Same as Stylish Art 06, but the final hit is replaced with a feint, which allows for a somewhat gimmicky tick throw setup. Use sparingly.
| |
| }}
| |
| }}
| |
| | |
| ===Super Moves===
| |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |2141236P
| |
| |subtitle=2141236P
| |
| |caption=
| |
| |name=Hizoku Ougi: Ranbu Shikasou
| |
| |data=
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| {{AttackData-Marvel vs Capcom
| |
| |Damage= 49
| |
| |Guard= Mid
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| |description= Level 1. Standard-issue ranbu super. Very easy to work into combos, especially out of GUK's rekka series. Staple combo ender when you have meter to burn.
| |
| }}
| |
| }}
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
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| |214214AC
| |
| |subtitle=214214AC
| |
| |caption=
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| |name=Hizoku Ougi: Senshuu Makatsu
| |
| |data=
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| {{AttackData-Marvel vs Capcom
| |
| |Damage= 74
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| |Guard= Mid
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| |Property=
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| |description= Level 2. Xiao Lon stands in place, striking with a flurry of weapons hiding in her sleeve. Deals a grip of damage and is fairly easy to work into combos, as it will restand airborne opponents on hit, guaranteeing the full super will connect.
| |
| }}
| |
| }}
| |
|
| |
|
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
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| |6321463214P
| |
| |subtitle=6321463214P
| |
| |caption=
| |
| |name=Dakki Makousatsu
| |
| |data=
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| {{AttackData-Marvel vs Capcom
| |
| |Damage= 0+80(?)
| |
| |Guard= -
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| |Property=
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| |description= Level 3. Command grab super. Deals no damage, but on hit, applies a poison status to the opponent that ticks for approximately 80 points of damage over about 10 seconds. Can be pretty reliably worked into combos, and the lack of damage on the initial grab means that no damage is lost compared to landing it on its own. Great tool for putting the pressure on the opponent to act.
| |
| }}
| |
| }} | | }} |
| ==The Basics==
| |
| ==Advanced Strategy==
| |
| ===Match-Ups===
| |
|
| |
|
| {{Navbox-KOFMIRA}} | | {{Navbox-KOFMIRA}} |
| [[Category: The King of Fighters MIRA]] | | [[Category: The King of Fighters MIRA]] |