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 (GUK) stance, her more balanced, mid-range focused Chousen Honshin (CHO) stance, and the slow, space control heavy Seishi Saisou (SEI) 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.
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.
Moves List
Normal Moves
Guki Kenpai
Chousen Honshin
Seishi Saisou
Stylish Arts
Guki Kenpai
GUK 5AAABCD - Attack Level: M,M,M,M,M,M,M | |||||
---|---|---|---|---|---|
Impact | Damage | Block | Hit | Counter | Guard Burst |
- | - | - | |||
Natural combo launcher string, but only fully connects on standing hit. 5AA is used the most, as it easily confirms into Xiao Lon's rekka, Rakuhi Kinshuu. |
GUK 5AAABD - Attack Level: M,M,M,M,M,H | |||||
---|---|---|---|---|---|
Impact | Damage | Block | Hit | Counter | Guard Burst |
- | - | - | |||
Same as Stylish Combo 01, except instead of launching, the final hit is replaced with a jumping kick that hits overhead. Suffers from the same weaknesses as SA01, so is overall pretty gimmicky compared to Xiao Lon's other mixup options. |
GUK 5CCCC - Attack Level: M,H,M,M,M | |||||
---|---|---|---|---|---|
Impact | Damage | Block | Hit | Counter | Guard Burst |
- | - | - | |||
First hit does not combo into second hit in any context, but final three hits fully combo, making for a reasonably rewarding overhead when cancelled into Rakuhi Kinshuu or a super. Not very threatening, however, due to the lack of a low option in the string. |
GUK 5DDDDD - Attack Level: L,M,M,M,M | |||||
---|---|---|---|---|---|
Impact | Damage | Block | Hit | Counter | Guard Burst |
- | - | - | |||
First hit only combos into the second hit with counter hit, crouch hit or wall stagger. Otherwise makes for a pretty threatening mixup with 6C at the wall. The final hit can be feinted by inputting 4D (Stylish Art 06). |
Chousen Honshin
Seishi Saisou
Special Moves
Guki Kenpai
Chousen Honshin
Seishi Saisou
Super Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
49 | Mid | - | - | - | - | - | - | - | - | |
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. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
74 | Mid | - | - | - | - | - | - | - | - | |
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. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
0+80(?) | - | - | - | - | - | - | - | - | - | |
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. |