Street Fighter X Tekken/Xiaoyu

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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

-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

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

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 {{ 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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