Xiaoyu general overview/potential, options and more!

xiaoyu

#1

Hello guys, I’m going to start a little project of mine, the name/purpose of course It’ll remain a secret, for now. However I’d like the help of the community on this. I’ll need some information about the character, I’m do this for every character in the game except Toro/Kuro/Cole/Megaman, so I’ll ask a few questions to gather what I need. I’m doing this but I won’t be a slacker, as in, I’ll be searching every thread to look for what I need, but since some threads aren’t updated in a while, this would be helpful to me and for the community, 'cause the information would be updated.

When giving the information asked try to be specific and clear, regarding inputs and etc, and if you want I’ll gather the values, so you guys won’t need to worry about that. The ideia is to get a general overview of the characters options and potential, I’m talking about hitconfirms, setups and etc.

Thank you for your time :slight_smile:

.What are the characters strong and weak points?

  • From Potenken
Spoiler

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

.Meterless/Ex(Super/Cross Art) Combos:

  • From Potenken
Spoiler

.Char specific Setups(on knockdown for example):


#2

oh boy a secret


#3

.What are the characters strong and weak points?

  • Good Back Dash, Ok walk speed
  • Good overhead (ground bounce + low crush)
  • Has left/right/high/low options
  • Mediocre footsies
  • Not a lot of damaging options from low
  • No reversal without meter

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

.Meterless/Ex(Super/Cross Art) Combos:

Obviously i cant post them all, plus most are situational to if you want to tag or mixup, i will just put basic stuff that are pratical when solo + no tag.

Meterless :

-f.mk,qcb mp,st.hp,qcb mp,qcf lp or cr.hk(hard knockdown) : first qcb mp can be switched with st.hp to be more reliable for 2 less damage (2nd qcb mp can whiff if not well positioned/timed)

-anything without juggle that combo to cr.lk or cr.mk ->phoenix stance (cr.PPP) ->P ->far st.mp->qcb mp,qcf lp or cr.hk.
-st.hp->backstance(b.KKK)->P->P->phoenix stance (down)->P ->far st.mp->qcb mp,qcf lp or cr.hk.
-anything without juggle that combo to cr.mp,cr.mk ->phoenix stance (cr.PPP) ->P ->far st.mp->qcb mp,qcf lp or cr.hk.

-far mk->st.lp->qcf p->“backstance combo route”
-far mk->st.lp->cr.mk->“phoenix stance combo route”

-cr.hk (anti-air)->phoenix stance (cr.PPP) -> j.hk->anything

1 bar :

Qcf kk, st.hp ,qcb mp,qcb lp, qcf lp or cr.hk

Super :

far hk->super

.Char specific Setups(on knockdown for example):


#4

You’re forgetting the second qcb lp before the cr hk or qcf p. You can get far mp qcb mp, qcb lp, cr hk/qcf lp after juggle starters for max dmg.