You are on page 1of 66

Ver. 1.

5
Completed Aug. 28, 2000
Advanced guide to Ling Xiaoyu, everyone's favorite chinese schoolgirl
-----------------------------------------------------------
| L IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu |
| L I NN N G Xiaoyu Xiaoyu Xiaoyu |
| L I N N N G GGG Xiaoyu Xiaoyu Xiaoyu |
| L I N NN G G Xiaoyu Xiaoyu Xiaoyu |
| LLLLL IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu |
-----------------------------------------------------------
Written, edited, toiled over, spent too much time on by:
- Nall-ohki [nall@iloveyou.net] (so you know who to yell at
when things go wrong)
If you are reading this, I expect you already have a good
understanding of Tekken Tag, and at least a playable understanding
of Ling Xiaoyu.
All feedback is GREATLY appreciated, as I am a sucker for
compliments as a reason to continue work.
Best viewed in monowidth font:
1234567890
ABCDEFGHIJ
If this appears messed up, so will the rest of this guide.
*****
INDEX
*****
1. Ling Xiaoyu Profile
2. Moves
A. Throws
B. Regular Stance techniques
C. Rain Dance techniques
D. Phoenix Stance techniques
E. Hypnotist Stance techniques
F. Taunts
G. 10 Strings
3. Form
A. Defense
a. Regular Stance defense
b. Ducking defense
c. Rain Dance defense
d. Phoenix Stance defense
e. Hypnotist Stance defense
B. Offense
a. Regular Stance tactics
b. Ducking tactics
c. Rain Dance tactics
d. Phoenix Stance tactics
e. Hypnotist Stance tactics
f. Charging tactics
C. Okizeme
a. General
b. Throws
D. Ground Recovery
E. Tagging and Ling
a. Tagging In
b. Tagging Out
F. Juggles
a. Starters
b. Juggles
G. Strategy
a. Evasion - Pre-emptive
b. Evasion - Reactive
c. Poking - Instigation
d. Poking - Stringing
g. Custom Strings
h. Ling's Tricks
i. Specific Character Strategy
4. Thanks go to...
*******
PROFILE
*******
Ling Xiaoyu ("Schoolgirl in High Spirits")
- I have researched her name, and have the official characters for
her name from a cute little teacup I won in a tournament. It reads as follows:
Xiao - Dawn
yu - Rain
Ling - Sunrise (Ling *IS* her surname)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Country of Origin: China
Fighting Style: Hakke Ken, Hike Ken and various Chinese martial arts
Age: 16
Height: 157 cm ( 5'1" )
Weight: 42 kg ( 93 lbs )
Blood Type: A
Occupation: Student, Panda caretaker
Hobby: Traveling, visiting amusement parks all over the world.
Likes: Chinese steamed buns and shrimp dumplings. Peking Duck.
Dislikes: Math teachers
Strengths:
- She's fast, very fast.
- She's got many mixups
- Most of her moves have good recovery, often fooling opponents
- She's a small character, thus more difficult to juggle.
- She's evasive as peace in the middle east
- Has some very good medium level attacks
- Decent Juggle ability, including some very fast starters
- Some of her attacks do very good damage for thier speed
- Often lands counterhits
- Incredible sidesteps
- 4 Stances
- She's left-handed
Weaknesses:
- She hits like a little girl
- She takes damage like a little girl
- With her back turned, she's vunerable if you're not careful (Whiffs ar
e
deadly)
- Some of her attack strings have weaknesses, especially when she turns
her
back.
- She has very few low attacks with any priority
- Short Attack Range
I want to start by saying that Ling is the reason I started
playing Tekken. I had on and off played Tekken 2, but it was no more
than a passing phase. I simply saw Tekken 3 come in at the local arcade,
and decided to give it a shot. It just so happened that Ling caught my
eye (I think it was the name, actually, "Xiaoyu" - I couldn't pronounce
it at the time, and wanted to hear the announcer say it ^^).
After checking out the listed moves, I was wowed by her style,
and fell in love after that. I also loved her speed compared to other
characters. Thus began my Tekken addiction.
Over the years of playing Tekken I have used other characters,
but noone has surpassed my love affair with the small chinese
schoolgirl (draw whatever meaning from this sentance you wish). I have
had only one teacher, Lin, a korean girl at my arcade who taught me some
strategy early on. Other than that, Ling players have been extremely
rare (I've seen maybe 10 good other Ling players), and this has been an
advantage, as my style has mostly developed on it's own, making it less
like the normal Ling player than most.
All in all, I play more of a no-nonsense Ling than most people
I've seen. I tend to take simple evasion techniques as opposed to large
ones, making it easier to capitalize on mistakes my opponent makes, of
which I encourage.
*****
MOVES
*****
This movelist is a modified, and REmodified version of Catlord's
list, which can be found at www.tekken.net. As of now, there are minor
mistakes in this list, and it is not all-encompasing.
THROWS
Front -
[Jade]
1+3 Escape: 1 Slap, Forearm Chop
Ling takes the opponent by the arm and slaps them back acrost
the face, and then from the back, into the ground.
[Ruby]
2+4 Escape: 2 360 Degree Flip
Ling takes the opponents arms and spins them vertically and
the opponent follows.
[Dislocator]
QCB+2 Escape: 2 Over-Shoulder Throw
Ling takes the opponent and throws them by the shoulders.
[So Shoe Me]
f+2~1 Escape: 1+2 Human Hurdle
Ling hurdles opponent, stepping on them twice. Leaves you
and opponent with backs turned.
[Dump the Bucket]
1+3_2+4 Escape: 1 (Right Throw) Takedown Punishment
Ling takes the opponent by both ends and flips them
vertically, leaving them face down face up in front of you.
[Arm Flip]
1+3_2+4 Escape: 2 (Left Throw) Cartwheel Throw
Ling does a cartwheel over the opponents shoulders, and then
throws them some distance.
[Crank Up]
1+3_2+4 Escape: None (Back Throw) Spinning Leg Trip
Ling grabs the opponents right leg and spins it vertically,
causing the opponent to follow.
Special (Front Stance):
============
[Move Name]
Command Level Description
Notes
============
[Bayonet]
1,2 H,H Quick 2 Jabs
Second hit guaranteed on first hit.
[Bayonet McTwist]
1,d+2 H,M Jab, Uppercut
Small delay on second hit.
[April Showers]
2,1 H,M Two Quick Punches
Ends in Rain Dance
[Belly Chop]
d/f+1 M Spinning Punch
Ends in Rain Dance
[Double Palm Strike]
1+2 M Lunging, double handed s
trike
Causes Violent Knockdown
[Back Kick]
B+4, {B} H Double, back turned kick
Ends in Rain Dance unless B is held
[Back Kick (Sidestep Version)]
SS, {B} H Double, back turned kick
Ends in Rain Dance unless B is held
[Single Fan]
u+1 H Upward Slap
Ends in Rain Dance
[Sunrise Fan]
d/f+2,1 M Upward multi strike
All hit mid. Juggles, head facing Ling.
[Sunset Fan]
D+1,{D} M,M,M Downward, two-armed flap
Special mid, hits 3 times. Tap D to end in Phoenix Stance, ends
in crouch otherwise.
[Storming Flower]
d/b+1 M Power Palm Strike
Opponent rolls on counterhit. Automatic False slaute on counterhit, N.
[Cyanide]
u/f_u_u/b+4, H Jumping Overhead Kick
Ling does a sweeping jump kick. Bounce Juggles on Counter Hit.
[Cloud Kick]
f+3 H Left Roundhouse
Knocks opponent off axis on knockdown.
[Knee Cracker]
d/b+3 L Knee Shove
Guard Breaker, Short Stun.
[Nutcracker]
d/b+4 L Toe Kick
Lays opponent flat, face towards Ling on counter.
[Left Spinner]
3+4 N/A Spin Dodge Into Screen
Spins 90 Degrees around stationary opponent.
[Right Spinner]
d+3+4 N/A Spin dodge Out of Screen
Spins 90 Degrees around stationary opponent.
[Leap Right]
f+3+4 N/A Leaps to Ling's Right
Turns 180 Degrees around stationary opponent. Jumps over low attacks.
[Cartwheel Left]
f+1+2 N/A Cartwheels to Ling's Lef
t
Turns 180 Degrees around stationary opponent.
[Front Layout]
f,f+3+4 M High Overhead Flip
Short stun on hit and counterhit.
[Fortune Cookie]
U+1+2,2,1 M~M,M,M Canned Combo.
First two hits are together, 3rd hit knocks over on counter, causing 4th
to miss.
[Fortune Cookie Fakeout]
U+1+2, 3+4 M~M Canned Combo
Does first two hits of flower power, then Ling spins and cancels the res
t.
[Phoenix Wings]
f,f+1+2,1+2 M Upward, Downward Flap
Short Stun on counterhit. Second hit bounce juggles (only if first
hit does not connect).
[Raccoon Swing]
f,f+3 M Wide leg non-sweep.
Ends in Rain Dance.
[Step Kick]
f,f+4 M Forward Lunging Kick
Ling takes a shuffling step forward and kicks out with a fully
extended leg.
[Sunflower]
WS+2 M Rising Uppercut
Juggles on counterhit. Ends in Rain Dance. (Tap F to end in Forward St
ance)
[Skyscraper Kick]
WS+4 M Vertical Split kick
Juggles end-over-end on hit, no unavoidable followups possible.
[Fire Dancer]
(FC),3 L Low, weak sweep
Links to Dark and Stormy (2,1,4). Ends Crouching.
[Flower Garden]
(FC),d/f,4,{4} L Sweep Kicks
Ling does a tiny sweep kick. Ends in Phoenix Stance unless the
second kick is executed, and then ends crouching.
[Lotus Twist]
(FC),d/f+2,1 ??? Spin Punch Combo
A small spinning 2 hit.
[Great Wall-Left]
b+1 M Left Knifehand Reversal
Ling does a knifehand block. If B is held, she will change to
raindance on hit.
[Great Wall-Right]
b+2 M Right Knifehand Reversal
Ling does a knifehand block. If B is held, she will change to
raindance on hit.
[Mid Thrust Parry]
1+4 N/A High/Med Attack Breaker
Quick dodge, Ling pushes the attack aside. Works on High and
Mid level moves.
[Low Thrust Parry]
d+1+4 N/A Low Attack Breaker
Quick dodge, Ling pushes the attack aside. Works on Low level moves.
**********
RAIN DANCE
**********
[Rain Dance]
b+3+4 N/A Turns around.
Sidesteps 90 Degrees around stationary opponent and turns Ling around.
[Low Back Turn]
(FC),DB+3+4 N/A Turns around
Turns Ling around while crouching.
[Stormie]
2 H Slap
Remains in Rain Dance.
[Dark and Stormie]
2,1 H,H Dual Slap
Ends in Forward Stance. If first hit is on counter, second is guarantee
d.
[Dark and Stormie -> Mistrust]
2,1,4 H,H,M Dual Slap -> rising kick
Ends in Forward Stance. If first hit is on counter, rest is guaranteed.
If
second hit connects, mistrust on ~4 is guaranteed. Mistrust can be delayed slig
htly.
[Back Circle Breaker]
d+3 L Stab kick at the shin
Lays opponent flat, face towards Ling on counter. Remains in Rain Dance
on
Normal Hit, Ends in Normal Stance on counter.
[Mistrust]
4 M Reverse Upwards Kick
Juggles.
[Peg Leg]
f,f+3 M Skipkick
Jumps over low attacks. Remains in Rain Dance.
[Hop 'n Throw] (Throw)
f,f+(1+3_2+4) Escape: 1_2 Reverse Dash Grab
Ling waves arms wildly and grabs. Jumps over low attacks.
[Left Spinner]
3+4 N/A Spin Dodge Into Screen
Spins 90 Degrees around stationary opponent. Ends in Normal Stance
[Right Spinner]
d+3+4 N/A Spin dodge Out of Screen
Spins 90 Degrees around stationary opponent. Ends in Normal Stance
[California Roll]
f+3+4, 3+4 M Roll Towards
Ling rolls backwards and stands up in Rain Dance
[California Roll, Cyclone]
f+3+4, 3+4 M Roll Towards, Donkey Kic
k
Ling rolls backwards and kicks upwards at 45 Degrees with both legs.
Juggles.
[Back Layout]
f,f+3+4 M High Overhead Flip
Ling does a spinning backflip. Minor stun on hit, turns into throw
on deep hit.
[Turn Kick]
3 H Spin kick
Ends in Normal Stance.
**************
PHOENIX STANCE
**************
[Phoenix Stance]
d+1+2 N/A Low to ground Crouching
Stance
Ling puts herself low to the ground, making her hard to hit. Ducks all
high, and most mid attacks.
[Butterfly]
d N/A Duck
Ling puts herself even lower to the ground, ducking even more attacks.
[Left Handful]
1 M Left Stomach Strike
Simple slap to the stomach. Ends in crouch.
[Right Handful]
1 M Right Stomach Strike
Simple slap to the stomach. Ends in crouch.
[Wave Crest - Quick]
PP~1+2 M High Forearm Bash
Ling takes both arms, and using her whole body, rushes up and punches
the opponent. Excecuted immediately after entering the phoenix position.
Juggles. Ends in normal stance.
[Wave Crest - Normal]
1+2 M High Forearm Bash
Ling takes both arms, and using her whole body, rushes up and punches
the opponent. Juggles. Ends in normal stance.
[Wave Crest - Power]
d,1+2 M High Forearm Bash
Ling takes both arms, and using her whole body, rushes up and punches
the opponent. Ling's highest juggle. Ends in normal stance.
[Cradle Throw]
(1+3_2+4), {D} Escape: 1_2 Crouching Dodge Roll, Th
row
Ling does a side-axis roll, and then does a lunging throw. Pressing
D will cancel the throw and end crouching. Recovers normal stance on miss.
[Knee Stabber]
3 L Low Kick
Ling extends her entire leg out and hits the opponent in the knee.
Ends in Phoenix Position.
[Back Kick]
4,{B} M Roundhouse Kick
Ling stands up and does a roundhouse kick to the stomach. Holding B
will end in Rain Dance, otherwise Normal Stance.
[Flower Garden]
f+4,{4} L Sweep Kicks
Ling does a tiny sweep kick. Ends in Phoenix Stance unless the
second kick is executed, and then ends crouching.
[Back Turn]
f+1+2 N/A Rise, Turn Around
Ends in Rain Dance.
[Roll Ball]
f+3+4 N/A Forward Roll
Ends crouching, Normal Stance.
[Firecracker]
4~3 L Strong Sweep, Liedown
Scissor-sweep with both legs, knocks opponent down. Ling lies
down in prone position (i.e. for bad miss reprisal by opponnent).
[Flower Power]
u+4, {U_4} M Twirling Kick
Ling does a 45 degree angle kite-style kick. Ends in Phoenix
Position. U leaves her in Rain Dance. 4 is an additional Flower Power,
leaving her crouching.
[Single/Double Barrel Shotgun]
u+3,{3} H, ? Single/Double Jump Kick
Ling jumps, kicking out once {or twice}. Ends in Normal Stance.
[Single/Double Scissor Kick]
u+3,{4} ??? Single/Double Jump Kick
Ling jumps, kicking out once {or twice}. Ends in Normal Stance.
[Jumping Pirouette]
u/f_u_u/b,N,3 H Leaping Spin Kick
Ling Jumps, does a spin kick. Turns opponent around on connect.
Ends in Normal Stance.
[Sky Kick]
u/f_u_u/b,N+3 H Leaping Spin Kick
Ling Jumps, does a jump kick. Ends in Normal Stance.
[Cyanide]
u/f_u_u/b+4, H Jumping Overhead Kick
Ling does a sweeping jump kick. Bounce Juggles on Counter Hit.
****************
HYPNOTIST STANCE
****************
[Hypnotist]
b+1+2 N/A Circling Defensive Stanc
e
Ling continuously sidesteps slowly.
[Spin Sticker]
2 M Circular single strike
Ling spins and comes out with a right hand strike.
[Thunder Strike]
1+2 M,M,M Two handed power strike
Ling powers up in the Rain Dance/Crouch position, and then turns
a double arm flapping strike on opponent. Damage for move varies on
distance walked in Hypnotist. Hits 1-3 times.
**********
TENSTRINGS
**********
[Tenstring 1]
M--H--H-L-L--M-M---LM--M
u+41::2:4:4::2:1+2:14::2
Not a bad 10 string, but easily blocked. Stopping at 4th or 5th
hit leaves Ling in Phoenix Position.
[Tenstring 2]
M--H--H-M---M-H-L-L--M-M
u+41::2:1+2:1:3:4:4::4:1
This one's even better, but has some delays that leave her
vunerable. Leaving at 6th hit leaves Ling in Phoenix Position.
TAUNTS
[False Salute]
1+3+4 Horizon Taunt
Ling shuffles her feet and pretends to be looking at something
far away (complete with hand as a visor over the eyes). Wiggles her
body and makes a small giggle noise.
[Greetings]
2+3+4 M Wave Taunt
Ling sticks her face out, smiles, and waves her hand at you
vertically. This taunt actually hits for 0 damage.
**********************************************************************
**********************************************************************
DEFENSE
Ling is fast. Very fast. Her left jab is tied for the fastest
execution in Tekken at 8 frames, and her right kick is as fast as most
people's jabs at 10. Her movement is quick as lightning, and is probably
the fastest, or among the top 3 (Julia, Michelle and Kuni are up there
as well).
Because of this, Ling's defensive strategy SHOULD NOT be based
on blocking. Note: this does NOT mean "do not block with Ling", but
rather, there are better options.
As for me, there are several that I tend to use:
************************
DEFENSE IN NORMAL STANCE
************************
a) 1, 2: Bayonet (10/10)
This move is GREAT vs. frontal attacks. Not only are these
jabs fast as hell, there recovery is really good, and on hit you gain
a 9, read it, 9 frame advantage. In theory, if you Bayonet twice in
a row with no delay, if the first pair hits, you should get a second.
This move stops any frontal momentem, and can turn the tide of
the battle in a lot of situations. They tend to interupt a LOT of
attacks.
These should be used at close range only, as whiffing entirely
does give the opponent an (albeit small) advantage.
Followups:
- See Strategy : Pitbull
b) SS: Sidestep (9/10)
Ling's sidestep is VERY fast, and VERY large. In close range,
her wrap around can be enough for a back throw, and always for a side
throw.
This should especially be used on opponents making
forward-momentum attacks from close-medium range.
Followups:
- See Strategy : Evasion - Preemptive/Reactive
c) d+1,2: Sunrise Fan (8/10)
This is an EXCELLENT move when it's pulled off.
Unfortunately, it's fast, but not blindingly so (14 frame execution), and
has poor recovery (18 frames) when blocked. On the up side, the move hits
mid, hits many times (which often confuses the opponent enough to keep
the opponent from reprising immediately on a partial hit), is high
priority, and juggles for decent damage followup.
This should be used at close to medium range, and only when
the opponents attack is somewhat slow, or you can anticipate his attack
well.
Followups:
- See Juggling : Sunrise Fan
d) 4: Standing right kick (7/10)
This move is fast, equal to most people's front jabs. What's
better is that on counter hit (which is quite common), it floats the
opponent. As a juggle, if you are REALLY quick (you almost have to
anticipate it, but it is possible to do on reaction) you can hit them
with a Storming Palm before they hit the ground.
The down side is that this move doesn't have as much range
as her Bayonet (which actually sometimes is an advantage, but I
digress).
This move should be used almost exclusively at close range,
and can be thrown out almost at random. Works very well on charging
opponents and okay after a canceled charge.
Followups:
- Storming Palm (d/b+1) Juggle, dash
e) b+1+2: Rain Dance (9/10)
This move has less speed, and sidesteps slightly less than her
normal sidestep, but on the bright side, Ling ends up in Rain Dance.
Often, after this move, you can pull off a Mistrust before they
recover.
This move can be used ALMOST the same as her sidestep, but
should not be used when people tend to use, very fast poking, quick
recovery moves, or 360 degree axis moves, as doing so tends to
compromise Ling's life.
Followups:
- See Tactics : Evasion
f) B+4, SS+4: Back Kick (4/10)
This move is only good on slow moves, and is not
neccessarily the best to use. One advantage is that Ling slightly
backsteps during execution.
This move should NEVER be just thrown out unless you expect
to hit on counter, as the recovery is horrid. Use at medium range.
Followups:
- See Offense/Defense : Rain Dance
g) d/b+2: Storming Palm (7/10)
This move is fairly fast, but not extremely, which makes
it lose a few points. The reason it is so highly rated, though,
is that it can be absolutely DEVISATING to your opponent on counter.
Not quite Paul's Phoenix Smasher, but hurts enough coming from Ling.
Use at Medium Range.
Followups:
- See Offense : Charging Tactics
h) 2, 1: April Showers (6/10)
The first hit is 10 frames, and the second turns Ling around,
leaving her ready for Rain Dance. Unfortunately, after this move,
Ling doesn't always have such a great frame advantage, which can
get her slaughtered if you're not careful against good players. Can
also hold d/b to cancel the turn to rain dance if you wish.
Use at close to medum range.
Followups:
- See Offense : Rain Dance
g) 1+2: Double Palm Strike (3/10)
This is a new move to Tag, and frankly I toss it out more
by accident than by choice. In my opinion, it is a very "Un-Ling"
move, taking 20 frames to connect. It does, however, have the
longest range of any of her moves (except her unblockable).
Do NOT use this at close range EVER, unless you want to
attend her funeral. Best used at Medum to Long range on obvious
attacks, though other, better options are available (Storming
Palm).
Followups:
- See Okizeme : General
h) d/f+1: Belly Chop (7/10)
This move has slower execution than April Showers, but
has better recovery, thus giving Ling more of an advantage once
her back is turned. Also, the first hit goes out further. Great
in custom strings, and allows you to play a change up game by
going into/not going into rain dance.
Use at close to medium range.
Followups:
- Consult Offense : Rain Dance
i) Throw: Throw (6/10)
Ling's throwing game is very important, and being as
quick as she is, you can connect them very often. Throw them
into her strings often.
Should only be used in close range.
Followups:
- Consult Okizeme : Throws
j) d+1: Sunset Fan (7/10)
This move is not great on speed (17 frames), but has
great priority. It hits 3 times, mid, and stops most attacks
cold once it's out. Followups leave something to be desired
however, because good players know she recovers crouching or
in the phoenix position.
Use in medium range.
Followups:
- Cyanide (u/f+4)
- Bayonet (1,2)
- Double Palm Strike (1+2)
- Skyscraper Kick (WS+4)
- Sunflower (WS+2)
- On {D}, consult Offense : Phoenix Position
k) d+1+2: Phoenix Position (10/10)
This move is Ling's best evasion tactic. She ducks
over all high, and most medium attacks, causing most moves
to miss her. After that, the opponents are at your mercy.
Be wary of players who will goad you to enter the
phoenix position in order to hit you out of it. Ling cannot
block in the Phoenix position.
Followups:
- Wave Crest: Quick (~1+2) -> Consult Juggles :
Wave Crest
- Firecracker (4~3)
- Consult Offense : Phoenix Position
l) 1+4_d+1+4_d/f: Mid/ Low Thrust Blocks (6/10)
The mid thrust block is good for stopping momentum,
but unfortunately, Ling doesn't have any spectacular followups
albeit going on the offensive. The only thing guaranteed, I
think, is the 1-2 punches.
The low thrust block is a great move, however.
Following it, just about any of Ling's basic moves are
guaranteed.
Followups:
- Mid Thrust:
- Bayonet (1,2)
- Consult Offense : Pitbull or Evasion
- Low Thrust:
- Storming Palm (d/b+1)
- Sunrise Fan (d/f+2,1)
- Throw
m) 1+4_d+1+4: Left/Right Spinners (2/10)
These suck for defense, use the other sidesteps
instead.
Followups:
- See Offense : Sidestep
o) b+1_b+2: Great Wall Left and Right (5/10)
This move is really not that great. The range really
sucks, and whiffing is not a good idea. If you hold B and
manage to connect, you will change to rain dance, but will
be at a slight frame disadvantage.
Followups:
- See Defense : Rain Dance
********************
DEFENSE WHEN DUCKING
********************
As a rule, Ling is NOT best served by ducking. She
has a better repetoire in the phoenix position, as well as less
of a perchance to be hit (Namely by some Mid Level moves). All
ducking moves should be done at close range ONLY.
p) WS+2: Sunflower (6/10)
Apperantly, in the period where Tekken Tag takes place,
it is obvious that one of the following has occured:
Ling is:
a) Having her period
b) Recovering from surgery
c) A recent victim of Roger's voracious sexual appitite
d) Been eating too many Steamed Buns
As a result, this move has been butchered in Tag. It
now juggles only on Counterhit, making it a dangerous
commodity (to HER!). Ling ends in the rain dance, and may eat
dirt if the move is blocked (reccomend an IMMEDIATE d+1).
Use only in close range, and ONLY if you think a
counterhit is possible.
Note: due to an interesting timing glitch, I have been back
thrown out of this move.
Followups:
- On counterhit, consult Juggles : Sunflower
- On hit, consult Offense : Rain Dance
- On block, consult Ground Recovery
q) WS+4: Skyscraper Kick (8/10)
Very fast move to come out, and knocks down.
Unfortunately, damage and followups leave much to be desired.
Is GREAT for getting the opponent off your back, however.
Followups:
- See Okizeme : General
r) d/f+2, 1: Lotus Twist (3/10)
I rarely use this move. Frankly, it's not much damage,
has low priority, and has a high mess-up factor. I do use it
occasionally because of the fact that if you hold d/f after the
first hit and don't execute the second, Ling ends in Rain Dance,
which can cause opponents to panic.
Followups:
- See Offense : Rain Dance
s) N, Throw: Stand and Throw (8/10)
Ling's speed once again gives her the advantage. People
don't expect how fast this can come out. If you get the timing for
this down, it's almost instantaneous.
Followups:
- See Okizeme: Throws
*********************
DEFENSE IN RAIN DANCE
*********************
Ling is not really equipped to defend herself in the Rain
Dance position. Blocking is impossible, and almost all of her moves
are slower. This taken, it's important to avoid this situation if
possible, but if it's not avoidable...
t) Throw: Throw (3/10)
Ling's throw while turned around is slower, and if she
whiffs, she's going to be in a world of pain. This move is NOT
suited for defense.
Followups:
- See Okizeme: Throws
u) 4: Mistrust (7/10)
It comes out pretty fast, but many people know the timing
of this, and it is only an okay move to use on defense (unless you're
baiting the opponent). The range is pretty good, though.
Followups:
- See Juggles: Mistrust
v) 3: Turn Kick (8/10)
Comes out a bit faster than the Mistrust, which catches
people by suprise. Hits high, which is a bad thing, but usually
people leave theirselves open when attacking Ling's backside.
Followups:
- None
w) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)
Close to her fastest move with back turned (12 frames for
the first hit). Even better is on counterhit, the rest is guaranteed
plus a juggle
Followups:
- See Juggles: Mistrust
x) d/f+2: Crouch Punch (7/10)
I don't use it much, but it's the fastest move she can pull off
in rain dance. Is a good followup to a bad frame advantage back turn
attempt, as it will usually snuff out most anything else.
Followups:
- See Offense: Crouching
y) SS: Sidestep (9/10)
You have to anticipate a bit with this one (i.e. Start the
sidestep early) because it's a bit slower then when she's face forward,
but seems to sidestep farther, missing more moves.
Followups:
- Mistrust (4)
- Throw
- Dark and Stormie Changeups
z) 3+4_u+3+4: Spinners (7(9)/10)
I have totally changed my opinion of this move recently, but
only partially. The 3+4 spinner is okay, it is a far sidestep, and
she ends up close to the opponent in normal stance.
The u+3+4 spinner, however, is REALLY, REALLY nice for agressive
players against Ling's back. The movement itself is like Yoshi's B+3+4,
moves Ling to the side and away from the opponent, and gives her some
room to work with, while simultaneously making many people whiff her.
Use it wisely.
Followups:
- Mistrust (4)
- Hop n' Throw
- Cyclone (f,f+3+4,3+4)
***************************
DEFENSE IN PHOENIX POSITION
***************************
In General, Ling can be hurt in the Phoenix Position if used
carelessly. However, it's also a great position in which to trick
the opponent to attack you. The latter is risky business, but can
be very effective just the same.
aa) 1_2: Left/Right Handful (7/10)
They're quick, and interupt attacks. Not great priority,
but okay.
Followups:
- Sunflower (WS+2)
- Skyscraper Kick (WS+4)
bb) ~1+2_1+2_d+1+2: Wave Crests (7/10)
They're slower, but pack much more punch and juggle to
boot.
Followups:
- See Juggles: Wave Crest
cc) 3: Knee Stabber (1/10)
The only reason I write this one is to warn you NOT to
use it. You will be hurt from reprisal 90% of the time.
Followups:
- You hitting the ground
- Firecracker (4~3) (If opponent is too slow)
dd) 4~3: Firecracker (8/10)
Hits low, is quick, knocks opponent down. Stops them
dead, people don't usually expect it, either.
Followups:
- Low sweep (3 from the ground)
ee) 1+3_2+4, {D}: Cradle Throw (5/10)
Good for an escape if you start early enough, but the
throw is off axis a lot of the time, which makes it better to
just cancel the throw. All in all, not that great.
Followups:
- See Okizeme: Throws
ff) u/f+3 {,4}: Hop Kick (9/10)
This is a move I discovered the beauty of only recently.
Really, it's strenth comes in that it is it's fast-as-hell
execution after going into the Phoenix Position, alowing you to
often catch people during recovery that you can't for any other
move.
In addition, this move has VERY high priority against
most attacks. On top of that, it Juggles, and you can use it
with her other jumping mix-ups. Learn to use this.
Followups:
- See Juggles: Wave Crest
***************************
DEFENSE IN HYPNOTIST STANCE
***************************
Ling can do almost anything she can do in the normal
stance from the Hypnotist Stance (including block). The only
exceptions are moves who's inputs overlap with her 2 moves
from this stance. (1,1+2)
- See Defense: Normal Stance
*************************************************************
*************************************************************
OFFENSE
Ling is without a doubt, an offensive character.
However, there is one thing to remember: careless offensive
tactics are not what Master Wang perscribed. Instead, she
is best used with a variety of pokes, confusion tactics,
throws and juggles. I believe that Ling has one of the best
overall useful arsenals, with a ton of moves from every
position, if you mix them effectively, your opponent will have
no idea what to do. When that happens, you've already won.
Along with not being predictable, there is another
skill that will win you more matches than ANYTHING else: being
able to predict and/or bait your opponent. Ling has so many
small poking moves, and has many moves from which recovery is
very, very fast. Used effectively, you can:
- Snuff opponents attacks out
- Major counter opponents attacks
- Force them to choose between attack levels
- Totally whiff her, leading to an easy juggle
************************
OFFENSE IN NORMAL STANCE
************************
a) 1, 2: Bayonet (10/10)
Great in offense as well as defense. Recovery is fast,
and allows you to go directly into other moves. A great move
to throw out after any whiff, it tends to snuff out other
attacks.
Followups:
- See Offense: Custom Stringing
b) SS: Sidestep (10/10)
Thrown out at random, or even as a threataning tactic,
Ling's sidestep is the best in the game. Use it often
Followups:
- See Offense: Custom Stringing
c) d+1,2: Sunrise Fan (7/10)
Great move when you expect the next moves may occur
simultaneously, as it tends to out-prioritize enemy attacks.
Bad side is that if it's blocked, it has poor recovery.
Creates a great changeup game with a throw, as the start of
the animation is unthreatening. Great on ducking opponents.
Followups:
- See Juggles: Sunrise Fan
d) 4: Standing right kick (9/10)
Excellent in custom strings, and followup to blocked
or whiffed moves. Juggles on counterhit, with a Storming Palm
followup (you must be VERY FAST).
Followups:
- Storming Palm (d/b+1), Running Slide/Cross Chop
(WR 3_1+2)
e) b+1+2: Rain Dance (9/10)
Great to throw out after moves, and just randomly.
The sidestep from it will dodge most attacks, and leave you
back-turned for a mistrust when they whiff.
Followups:
- Mistrust (4)
- Throw
f) B+4, SS+4: Back Kick (2/10)
This move SUCKS on offense. If the second part does
NOT connect, Ling will see a world of pain. It gets 2 points
because it does decent damage if both hits connect.
Followups:
- Block and hope
g) d/b+2: Storming Palm (10/10)
This move is in some respects better than Paul's
Phoenix Smasher:
- Easier execution
- Easy to buffer
- People don't expect it from Ling
- It takes less space to execute
The speed is about the same, as well. It is
important to note, however, that while it has good range, it
is NOT anywhere NEAR Paul's (Ling has little tiny arms!).
Also, this move is better if you throw it in a
custom string, or after an opponent's whiffed attack, as
it does have a slight windup time, and it tends to veil the
attack.
Note: I just came home from my weekly Saturday night
bouts at Taito: Akita, and I counterhit an entering Heihachi
for around 45% damage, no joke. This move ROCKS.
Followups:
- See Offense: Charging
h) 2, 1: April Showers (7/10)
Good move to mix up the mix, and another good custom
stringer. It's also good to hold d/f after 1, to keep Ling
in her normal stance most of the time (it creates a good
mixup game for when you DON'T).
Followups:
- See Offense: Custom Stringing
- See Offense: Rain Dance
g) 1+2: Double Palm Strike (4/10)
This move is only good occasionally. Usually, I
do it when the opponent is pushed out of Ling's normal range
and starts a slower move, although often the Storming Palm
is better. I also occasionally use when people duck directly
in front of me.
Followups:
- See Okizeme : General
h) d/f+1: Belly Chop (7/10)
Another good custom stringer. You can play the same
hold d/f mixup with opponents to trick them.
Followups:
- See Offense: Custom Stringing
- See Offense: Rain Dance
i) Throw: Throw (9/10)
Throws are one of Ling's strongest assets when used
correctly. I have found that while people know that I will
throw them, can do nothing about it.
I tend to use her regular throws (1+3_2+4), and mix
up which one I do (for people who escape throws). They
do good damage, and have good Okizeme (not guarenteed, but
good, just the same).
Also, if a throw IS escaped, my most common response
is to sidestep immediately, and throw again, changing the
throw. This gets people 85% of the time.
Followups:
- See Offense: Okizeme
j) d+1: Sunset Fan (5/10)
This move is okay on offense, but I would not
reccomend it very often. It leaves Ling vunerable (either
ducking or in the Phoenix Position) to good players. Also,
because of the range, it is primarily a defensive move.
Followups:
- Cyanide (u/f+4)
- Bayonet (1,2)
- Double Palm Strike (1+2)
- Skyscraper Kick (WS+4)
- Sunflower (WS+2)
- On {D}, consult Offense: Phoenix Position
k) d+1+2: Phoenix Position (10/10)
This is excellent if you use it effectively. It
is great for frontal back-and-forth combat, as you can
immediately follow it up with her Wave Crest-Quick for a
juggle.
If the opponent does not immediately respond,
you still have a lot of options, though I would not
reccomend staying still for any time at all.
Followups:
- See Offense: Phoenix Position
l) 1+4_d+1+4: Left/Right Spinners (2/10)
I do not use these moves at all. It's too obvious
and an inferior sidestep for advanced games. It might work
against scrubs, however...
Followups:
- Strategy: Evasion - Premptive/Reactive
m) WS+2: Sunflower (4/10)
With this move butchered as it is, offensively, it's
not great. It has a somewhat slow execution, and if it's
blocked, Ling could be in trouble.
n) WS+4: Skyscraper Kick (7/10)
Very fast execution, knockdown. 'Nuff said.
o) u/f_u_u/b+4: Cyanide (6/10)
Occasional use move. Best used when a low move is
expected, but has funky execution. On the bright side, you
can go into her 10 strings from this move.
p) u+1+2,2,1: Fortune Cookie (5/10)
Alright move, decent priority, last move can be
delayed, otherwise not very wise, doesn't string very well.
Can also be sidestepped easily.
q) f,f+1+2,1+2: Phoenix Wings (9/10)
Another move who's usefulness has shown itself to me.
There is a guard stun after the second hit, which makes it
incredibly good against people blocking. This makes a really
really good changeup game. In addition, it does good damage,
and tracks better than most people realize. Also, the second
hit I believe is guaranteed if the first connects.
You can also use this without the second hit, after
which you should do an immediate standing right kick, for
a float into a Storming Palm.
Followups:
- See Juggles: Floats
- Bayonet (1,2)
- Belly Chop (d/f+1)
- Phoenix Position (d+1+2)
- Phoenix Wings (f,f+1+2,1+2)
- Standing Right Kick (4)
r) f,f+3: Racoon Swing (7/10)
A good general move to follow up any knockdown with.
Also a good long range custom string starter. Leaves you in
Rain Dance, but the range from opponent will vary. Use this
to your advantage - Opponent will not understand usually.
Note: Do NOT overuse this move
Followups:
- See Offense: Rain Dance
- Spinner (u+3+4)
s) f,f+4: Step Kick (7/10)
This is an occasional move to throw out, don't use
it often, as it takes a bit to come out, during which Ling
can get major countered. However, the timing is kinda funky
on it, so it may be miss interpreted by the opponent.
Followups:
- None
t) d/b+4: Nutcracker (5/10)
Another occasional move, not great speed, poor range,
but is her only normal stance low move. Knocks opponent down
face down, head towards Ling on counterhit.
Use when opponent is Turtling.
Followups:
- See Offense: Custom Stringing
- See Okizeme: Nutcracker
u) f, f+3+4: Front Layout (7/10)
A move to use from further range. Most people do not
know how to deal with this move, and will fall prey to it,
but if opponent catches on, cease all but the upmost prudent
use - Ling can be in a lot of trouble otherwise. On hit, the
only guarenteed followup is usually a poke.
Also a good measure charging opponents.
Followups:
On Hit/Block:
- Bayonet (1,2)
- Front Kick (4)
On Over Opponent:
- See Offense: Behind Opponent
*********************
OFFENSE WHILE DUCKING
*********************
I'm just going to make a few comments in this section,
as I feel it should be used only sparingly, as Ling is very
vunerable when she does not move.
These moves should be used only in two main situations,
that is 1) to regain the advantage through a low poke or WS move,
or 2) inside of a custom string
Waiting, immobile, ducking is like begging Mistress Nina
to kick her in the teeth.
v) FC+1 : Crouch Punch (8/10)
Everyone has it, use it in custom strings, or when you
feel you give the opponent too much of an advantage and they are
attacking in close.
Followups:
- See Strategy : Custom Strings
w) WS+2 : Sunflower (5/10)
This move is butchered. If you use it and they block,
be sure your next move is a crouch punch, otherwise you're going
to eat dirt. Juggles ONLY on counterhit now, making it a shell
of the move it once was.
Followups:
On Hit:
- Crouch Punch (d+1)
On Counter:
- See Juggles : Sunflower
x) WS+4 : Skyscraper Kick (8/10)
VERY fast execution, decent recovery. Knocks opponent
over, with a Raccon Swing (f,f+3) okizeme possible. Damage is
small. Good if you need a breather. Tends to catch people.
Followups:
- Raccoon Swing (f,f+3)
y) d/df+4, {4} : Flower Garden (6/10)
Same as from the Phoneix Position. In fact, if you do
only one, it leaves you in the Phoenix Position.
Followups:
- See Offense : Phoenix Position
z) d/df+2,1 : Lotus Twist (6/10)
Okay move, doing only the first will leave you ducking
in Rain Dance. Okay for a suprise turn to Rain Dance, but not
all that useful. Careful, recovery is not great, especially if
you miss.
Followups:
- None
- See Offense : Rain Dance
aa) N, 1+3_2+4 : Stand n' Throw (8/10)
Let go of the lever for a moment, and notice how fast
Ling stands up. Learn to buffer the throw, and it comes out
like lightning.
Followups:
- See Okizeme : Throws
*********************
OFFENSE IN RAIN DANCE
*********************
When Ling is in the Rain Dance, she has her best arsenal
available, unfortunately, she is also somewhat vunerable. Thus,
the best way to play her with back turned is offensively, not
giving the opponent a chance.
bb) Throw: Throw (8/10)
Ling's throw while turned around is a very, very good
move, and should be used whenever possible. People will often
have to choose between this and the mistrust (standing/ducking)
If you can influence them correctly, you have it.
There is 1 MAJOR danger with this, however. If you
whiff with her throw, Ling remains in Rain Dance and has MAJOR
recovery time, which proves very, very deadly to the little girl.
Followups:
- See Okizeme: Throws
cc) 4: Mistrust (10/10)
Mistrust -> Storming Palm is almost Ling's trademark move.
This move is great, comes out with good speed, hits mid, juggles
high, recovers with no penalty, and is impossible to see coming
from the animation.
There is one downside, people expect this move, and thus
will often wait for it. However, used correctly, this can be
easily turned to your advantage.
Followups:
- See Juggles: Mistrust
dd) 3: Turn Kick (8/10)
This move is good in emergencies, or when you sense you're
beginning to lose the advantage. Coming out a few frames faster
than the Mistrust, and having longer range, are it's only
advantage over the move. It hits High, so be careful on ducking
opponents (you should Mistrust them anyways).
Followups:
- None
ee) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)
This canned string is nice, really nice. The only
disadvantage is that the first two hits hit high. Luckily, if
either of them hit on counter, and you use full speed on the rest,
the rest is guaranteed.
The REAL strength of this move, though is that it can be
delayed between both 2 and 3rd hits, and the last move canceled in
favor of a throw, or even further, having the opponent eat a counter
hit standing 4 -> Storming Palm.
Followups:
- See Juggles: Mistrust
ff) 2: Stormie (6/10)
This move is her jab when turned around. Hits high, and is
basically a setup move, forcing the opponent to react. Reccomended
for prudent use, and not to be overused, as opponent may duck and
hurt you.
Followups:
- See Offense: Rain Dance
gg) SS: Sidestep (9/10)
Ling's backward sidestep is a great offensive move. It
often causes opponents to react, or miss, leaving Ling ready with a
mistrust or throw, though the former is usually preferable, and
safer.
Followups:
- Mistrust (4)
- Throw
- Dark & Stormie -> Mistrust (2,1,4)
hh) b+3+4: Roll Ball (8/10)
A great move when you end up Rain Dance at medium distance
to opponent, and creates a great confusion game. The move puts you
in the opponent's face with Ling in Rain Dance (always a good thing).
After this, you can do any rain dance tactics, especially a throw or
mistrust (forcing a duck/not duck game).
Followups:
- Mistrust (4)
- Throw
- Delay, Rain Dance Tactic
ii) f+3+4,3+4: Cyclone (9/10)
A move to be used during times of retribution from opponent.
Ling goes down into the roll ball, and then kicks up with both feet,
creating a far juggle, and doing good damage. The move is fairly
quick, but the real advantage lies in that she goes under a lot of
attacks during the animation. Also, this creates more confusion, if
used in conjunction with the roll ball.
If this move is blocked, you have more advantage that the
opponent often thinks. The best followup is another Cyclone, as
opponent will often try to hit her after a block (I fall for this
tactic more often than I'd like to admit, despite the fact that I
know it and use it myself).
Followups:
- See Juggles: Cyclone
jj) f,f+3+4: Back Layout (9/10)
A great move for medium range. It's got among the best
priority in the game, stuns on hit and counterhit for a guarunteed
juggle, and she is safe for almost the entire move. It's simply
overpowering.
This move good/bad against large characters, the nice thing
is that if she does it close enough to opponent, it will hit the
opponent with an unblockable on the way up, and then another time
on the way down, and you can get a 1 hit juggle with an immediate
Mistrust most of the time (this does excellent damage, by the way).
The bad thing is that if it hits large opponents with the down hit
only, it often hits too early to get the automatic Mistrust juggle.
Followups:
- Mistrust (4)
- Throw
kk) d/f+2: Crouch Punch (6/10)
This move is ultra fast, and is used primarily if you want
to custom string Ling between Rain Dance and normal stance or as
a defense, because of it's speed. Not really that special, just
a crouch punch.
Followups:
- See Offense: Custom Stringing
ll) d+3: Back Circle Breaker (6/10)
Good move for turtling opponents who like to back out of
throw range of Ling. Hits low and gives you the advantage.
Also, if you hold D, Ling will return to Normal Stance.
Followups:
- See Offense: Rain Dance
mm) f,f+3: Peg Leg (6/10)
This move is good if you can get it off. It has a bit of
lag at the beginning, and for some reason, against me tends to be
countered a lot by King (go figure). The real advantage of this
is the advantage game it plays. Ling has no lag on block, and
so has an illusionary disadvantage, which temps opponents to attack
almost 95% of the time. Remember: getting opponents to attack is
Ling's perogative.
Followups:
- Cyclone (b+3+4,3+4)
- Sidestep
nn) f,f+(1+3_2+4): Hop 'n Throw (7/10)
Another good move to use at close or medium range, and
when opponent is not actively attacking Ling. The move itself is
one of Ling's most deceptive, as she hops, waves her arms wildly,
making it look like an attack, and then lands to throw the opponent.
Most people can't deal with this move, even if they know it and have
fought against it.
Also, this move can be used to counter low attacks against
Ling as she hops over them. This move earns you great style points
with observers.
Be very careful, though. This move has horrid recovery on
whiff.
Followups:
- See Okizeme: Throws
***************************
OFFENSE IN PHOENIX POSITION
***************************
oo) 4~3 : Firecracker (8/10)
A good move, fairly fast, and plays a great changeup game
with the Wave Crests. Best pulled immediately after going into
Phoenix Position. Doesn't do the best damage, but does knock the
opponent down.
Careful, though. On block, Ling is grounded, but in slide
position, meaning she can be picked up by some moves.
Followups:
- None
pp) 1+2_d+1+2_d,1+2 : Wave Crests (9/10)
Great juggle starters, with variable speed depending on
the input. Not incredibly punishable on block either. It's best
to input a chicken, however, as some players wait for this move.
Followups:
- See Juggles: Wave Crest
qq) 1_2 : Handful Left_Right (6/10)
A quick poke, leaves Ling in a sort of half ducking, half
standing position. However, this means that a WS move is possible
fairly quickly afterwards. Reccomend WS+2 if you are sure of a
counter, WS+4 otherwise.
Followups:
- See Offense: Normal Stance
rr) u+4,{4} : Flower Power (6/10)
This move is okay to keep you on the offense, but is risky,
especially if you do the second one because the opponent definately
has the advantage. Usually, after I do two of them, I will immediately
throw out an attack parry (this actually works almost 70% of the time).
Otherwise, it is wise to just block, as you are likely going to
eat any move the opponent gives you. Another option is to go
immediately into the Phoenix Position, but it is more risky, as for
some reason, TTT doesn't like to take buffered directional commands and
buttons together for some reason. Also, it is slower, and Ling may
take a counter to the face.
If you do NOT use the second flower power, you have really two
options: recover ducking and go from there, or hold U when you input
the first move, and end in Rain Dance. The second is only good because
of it's suprise factor, as Ling has a disadvantage when doing this.
Followups:
- See Above
ss) f+4,{4} : Flower Garden (5/10)
Use this only in very close, as the range is very small. If
you do two, you end up ducking with an illusionary disadvantage. This
is caused by the speed that her WS+4 comes out (use WS+2 if you're
gutsy, and be sure to chicken either one!).
If you don't do the second, you're left in the Phoenix
Position, Go from there.
Followups:
- See Above
tt) f+3+4 : Roll Ball (6/10)
A move that would be best used at far range, but unfortunatly
doing so give the opponent time to hit you, and so it should not be
used as such. Better used at medium to close range, as a confusion
tactic, as it leaves you in ducking stance, which is not optimum for
a Ling assault.
Followups:
- WS+4
- WS+2
- Phoenix Position
- Side Step
uu) f+(1+3_2+4), {d} : Cradle Throw (7/10)
This move is good for an escape... sometimes. It's actually
slower than it looks in getting off of the oppponent's axis, so be
wary in using it to avoid hits. Out of this move, you can either
throw or tap down to cancel the throw and recover crouching
(reccomended). Most people will duck the throw, leaving you open,
so be careful in using it. In addition, in TTT, the throw seems to
track worse than it did in 3,
Followups:
- See Throws: Okizeme
- See Offense: Ducking
***************************
OFFENSE IN HYPNOTIST STANCE
***************************
When Ling is in the Hypnotist Stance, she can do almost
anything she can in the normal position. With this in mind, use
it as a scare tactic, making them think you are vunerable, or
are going to come out with 1 of the two moves from this stance,
of which I rarely use. Throws are highly encouraged.
During this stance, Ling will take 4 steps, ending ON
the forth (not after). After each step, the damage (and lag in
beginning for the Spin Sticker) will increase. Note: you can
restart the Hypnotist stance by pressing B+1+2.
This move is utilized better in sidestepping tactics
with Ling.
vv) 2 : Spin Sticker (7/10)
This move sidesteps and ducks Ling before coming out,
and sends Opponent flying on connect. Follow with a charge.
Not highly reccomended because people expect it too much.
Followups:
- Charge!
ww) 1+2 : Thunder Strike (3/10)
Ling's unblockable is decent in damage, she ducks in
execution, it tracks like a SOB and has deceptively long range
but yet does NOT connect with any regularity. Don't ask me
why, perhaps I don't utilize it correctly.
Not reccomended, people can step away in time or
duck punch her out of it, giving them the advantage.
Followups:
- None
**************************
OFFENSIVE CHARGING TACTICS
**************************
The charge is a great offensive tactic for Ling, but
at the same time, high risk. It is important not to be too
forward in TTT about charging in general, because there are
many more options for avoidance/payback than there were in 3.
The most common mistake is to get too close to the
opponent before executing your move, this can be extremely
fatal, so watch your step!
xx) 4 : Slide (9/10)
I use this by far the most often. Even advanced
players fall for it time after time, expecting a frontal
attack or throw. Gives you a chance for a followup sweep
as well, or, if the opponent immediately tags out, you can
sweep juggle the newcommer.
Followups:
- Play by Ear
yy) 3 : Jump Kick (8/10)
I use this only when people have been blocking the
slide as a followup. It's got very little range, and for
some reason people duck when they see the animation,
expecting to duck it. Unfortunately, it doesn't work that
way. A little bit more risky than the slide.
Followups:
- None
zz) 1+2 : Flying Cross Chop (7/10)
Even more risky, as it takes more time to come out,
sometimes allowing the opponent to hit you first. I use it
for far opponents, especially large ones, because it sometimes
hits them even if they're grounded.
aaa) N : Shoulder Charge (6/10)
Unblockable, but takes a LOT of time to get going, you
also may get hit first, which makes it difficult to pull off.
Followups:
- None
bbb) N : Ultimate Tackle (4/10)
I don't use this very often, as it's too risky in TTT.
Ling really doesn't do much damage with her little slaps,
anyways, so it's not worth it in my opinion. Plus, it can be
countered.
Followups:
- Slaps (1_2 x 5)
ccc) N : Body Stomp (6/10)
Good move usually. This only occurs when the opponent
is lying down. Fairly safe, unless you give the opponent too
much time to recover, in which case you can be low swept.
Followups:
- None
ddd) Stop Short, Sidestep (8/10)
Defensive manuver, puts Ling into position to make an
attack. Use any of Lings evasive sidesteps from her basic, to
the cartwheel, to the back turn. Change it up!
eee) d/b+1 : Storming Palm (7/10)
A good one because the timing is a little odd the
opponent may try to hit you as you run in, but this move will
usually out prioritize his move if done correctly.
Best part about it: on counter, you get to charge
again!
Followups:
- Charge!
fff) f,f+1+2,f+1+2 : Phoenix Wings (6/10)
Quite risky, but has lots of possibilities for
devistating damage to the opponent. If this move out
prioritizes, he takes a good 30+ Points. On counter hit it's
more. If the SECOND hit is on counter, you get a float from
which you can do a small juggle or a Storming Palm (d/f+1)
Followups:
- F+4
- Charge!
- d/f+1
- Throw
ggg) Stop Short, Front Layout (6/10)
A little risky. If the opponent does a long move,
you will be back to back with them, but if they recover too
fast, they'll kick you out of the air before you land behind
them. Best followup is a Cyclone.
Followups:
- Cyclone (f+3+4,3+4)
- See Tactics : Behind Opponent
hhh) Throw : (4/10)
This is one time in which it is NOT reccomended to
throw. The charge gives people too much time to see you
coming, and will more than likely hit you before you get a
chance.
Followups:
- See Okizeme : Throws
*******
OKIZEME
*******
Okizeme is, put simply, "Hitting the opponent while he's down."
Some call it cheap (scrubs, no good players), but it's a great way to
add damage to Ling's game, especially because many of her moves offer
such great opportunities to do so, and are damaging. So, without
further ado...
*****************
OKIZEME - GENERAL
*****************
Ling's okizeme is best used exclusively at close range, like
most peoples. It is often uncertain (as well as unwise), to hit far
ranged opponents lying on the ground by charging in and doing a move,
because 9 times out of 10, they will out prioritize you. The only
somewhat "safe move" in this situation being the Racoon Swing (f,f+3).
I use the following codes for the Okizeme section:
[D] - Good damage
[d] - Poor damage
[F] - Good Followups
[f] - Poor (or no) Followups
[P] - Good Position is gained by the move
[p] - Poor Position after execution
[S] - Usually a safe move
[s] - Fairly unsafe move
[H] - Usually Hits
[h] - Hitting is Risky
* If not noted otherwise, moves are somewhere in the neurtral range.
a) d/f+2,1 : Sunrise Fan (9/10) [DF...]
This move is AWSOME against grounded opponents. It comes out
with good speed, hits several times, and does good damage. However,
it does not work well UNLESS the opponent is sideways from Ling.
Doing so otherwise will hit the opponent 1-2 times, and give them a
major advantage. Good followup is Racoon Swing (f,f+3) to Back Circle
Breaker ((RD) d+3)
There is one danger in this move, in that the opponent may
quick rise to block it. This situation is covered in Strategy : Ling's
Tricks.
Best used when:
- Opponent is on his side, and refuses to move OR has just
been knocked down.
Followups:
- Tag -> Slide [.fpS.]
Opponent Rolls (likely):
- Racoon Swing (f,f+3) [dFPSH]
- Phoenix Wings (f,f+1+2) [D..sh]
Opponent Stays:
- Fire Dancer ((FC),3) [D.p.h]
- Racoon Swing (f,f+3) [dFPSH]
b) d/b+4 : (5/10) [.F.S.]
Okay move, fairly safe if done right away, and you want to
stay in front stance. Has poor range, though, allowing it to miss
if you're too far. Not bad if the opponent is rolling towards you
either, because it leads to more followup opportunities.
Best used when:
- Opponent rolls towards you, and you aren't ducking.
- Opponent lies still, with feet or head towards Ling
Followups:
Opponent Stays:
- Racoon Swing (f,f+3) [dFPSH]
Opponent Rolls:
- Racoon Swing (f,f+3) [dFPSH]
- Phoenix Wings (f,f+1+2) [D..sh]
- Step Kick (f,f+4) [D.P.h]
- Fire Dancer ((FC),3) [D.p.h]
c) d/b+3 : Knee Cracker (5/10) [d.PSH]
This move is not bad as a confusion tactic, as it will often
cause the opponent to flinch, allowing you to do a number of things.
Note: this move does NO damage, it's only nudges the opponent.
Best Used When:
- Opponent is sideways
- Opponent just starting a move (possible float)
Followups:
Opponent Stays:
- Racoon Swing (f,f+3) [dFPSH]
- Nut Cracker (d/b+4) [.F.S.]
- Sunrise Fan (d/f+2,1) [DF...]
Opponent Rolls:
- Racoon Swing (f,f+3) [dFPSH]
- Phoenix Wings (f,f+1+2) [D..sh]
- Step Kick (f,f+4) [D.P.h]
- Fire Dancer ((FC),3) [D.p.h]
d) FC+3,{2...} : Fire Dancer (7/10) [Dfp.h]
This move has the potential for the most damage of any of
Ling's Okizeme, as it goes directly to her standard Juggle.
Unfortunately, it's hard to hit with on a wary opponent. Keep in
mind that some of her longer combos will miss the last move from
this juggle, as it is slightly lower than her standard starters.
Best Used when:
- You block a slide attack, or Opponent is Short.
- Opponent does a move that grounds him in front of your
face.
- You can anticipate a roll forwards or backwards
Followups:
Opponent Juggles:
- See Juggles : Fire Dancer
Otherwise:
- No followups possible
e) f,f+3+4 : Back Layout (6/10) [..P..]
This move has a specialized use for long range Okizeme.
Use it sparingly, though, as it can be seen coming. The advantage
is that the opponent on the ground will often take incorrect steps
to avoid being hit by this move, either leaving him standing or
on the ground after being hit.
Best Used when:
- Opponent is at medium distance, recently grounded.
Followups:
Opponent is Hit on Ground:
Opponent Rolls:
- Racoon Swing (f,f+3) [dFPSH]
- Phoenix Wings (f,f+1+2) [D..sh]
- Fire Dancer ((FC),3) [D.p.h]
Opponent Stays:
- Racoon Swing (f,f+3) [dFPSH]
f) f,f+3 : Racoon Swing (10/10) [dFPSH]
Okay, this move gets a 10/10 because of the following
reasons: 1) It's almost a guarunteed hit 2) It ends back turned
3) there are good, and (almost) guarunteed followups 4) It's a
pretty safe move.
If you notice, this move is part of most of my Okizeme
tactics, putting me in position to begin with the next attack.
However, if opponent is rising when this move connects, be SURE
you IMMEDIATELY sidestep. If you don't, at worse, you'll
probably take a single hit to the back.
Best Used when:
- Just about any time at all (while opponent is on the
ground)
Followups:
- Back Circle Breaker ((RD) d+3) [d.PSH]
- Peg Leg ((RD) f,f+3) [D.Psh]
f) (RD) d+3 : Back Circle Breaker (8/10) [d.PSH]
This move is almost guaranteed after the Racoon Swing
(f,f+3) if executed immediately, and is if the opponent happened
to be rolling when they were hit. The damage is negligable, but
this move is an inportant part in a great little attack pattern
Ling has.
Best Used When:
- Following Racoon Swing (f,f+3) [dFPSH]
Followups:
- See Strategy : Ling's Tricks
g) (RD) f,f+3 : Peg Leg (7/10) [D.Psh]
This move, to be honest, almost NEVER hits if the opponent
does anything but just sit there. So why do I give it a 7 rating,
you ask? See Strategy : Ling's Tricks for the answer.
Best Used When:
- See Strategy : Ling's Tricks
Followups:
- See Strategy : Ling's Tricks
****************
OKIZEME - THROWS
****************
The main reasons Ling's throwing game is so deadly is that
there are very good Okizeme followups. Learn to use these, and you
can REALLY punish the opponent. Indeed: this a major part of Ling's
fgame, in my opinion.
---
Front Throws - Jade (1+3) and Ruby (2+4)
---
After both of Ling's front throws, there is a very good
followup: Sunrise Fan (d/f+2,1). Follow up with anything you
wish.
There is 1 pitfall, however. This move CAN be blocked,
but it is very difficult to do. For people who DO know how to
block it, however, there is a trick...
- See Strategy : Ling's Tricks
----
Side Throws - Dump the Bucket (Right), Arm Flip (Left)
----
Ling's Right throw (Dump the Bucket) doesn't really give
you much of an option for good Okizeme. The best you can hope
for is if you do an immediate Phoenix Wings (f,f+1+2,1+2), you
can sometimes catch them if they're doing rising kick or sweep.
It's risky business, though.
Ling's Left throw (Arm Flip) on the other hand, is an
incredibly good thing. See Ling's Tricks for details.
- See Strategy : Ling's Tricks
---
Back Throw - Crank Up
---
Aside from doing really nice damage for a character who
can get back throws as often as Ling does, it also has a very good
possibility for an immediate Juggle afterwards.
The trick is this (will be recapped in Strategy : Ling's
Tricks) :
Immediately after Ling's Crank Up back throw, duck, and
wait for any sign of a flinch from the opponent. Most people think
that because of the range, they are safe from her by rolling back...
but Ling has incredibly long legs for such a tiny Chinese girl,
and her little juggling sweep can still catch them most of the time.
When they move, hit 3, 2 and Juggle!
***************
GROUND RECOVERY
***************
Ling actually has fewer options than most people from the
ground. She can't perform the normal b,b+3+4, or f,f+1+2 moves like
most people can. This means you have to be somewhat more prudent.
HOWEVER, Ling does have 1 thing in particular that in all
likelyhood, more than makes up for it: She can juggle opponents while
she herself is on the ground!
The move in question is simply her Rising Low Sweep (3) and
followed immediately by the Fire Dancer (d+3) into a rain dance combo.
Note: this juggle is a bit lower than most of her others, and thus,
if you try to put a Phoenix Wings (f,f+1+2,1+2) on the end, you will
more than likely miss (but not always!).
As a result, I tend to use rising kick moves a lot more than
I would with other characters when using Ling. This can occcasionaly
get me into trouble with people who anticipate it, but wins me a lot
of damage, so I live with it.
The best time to use the sweep is on people who use careless
Okizeme tactics against you. The move is fast, very fast, so you
can get it in a lot, but beware of low blockers. Reccomend to mix
it with her Rising High Kick (4) if you're unsure.
Other than that, use quick recoveries, rolls, etc. as you
would with other characters.
*****************
TAGGING WITH LING
*****************
In TTT, Tagging in and out safely is no less an important
skill than knowing your character. Doing so unsafely will result
in many spent Quarters (or 100 Yen pieces, depending where you are).
Ling has a few advantages when tagging that other players
don't, so it's important to learn them and use them to your
advantage.
********************
TAGGING IN WITH LING
********************
Ling's entering moves are standard, that is, she has the
Slide (f,f,N+4), the Head Dive (f,f,N+1+2), the Jump Kick (f,f,N+3),
and the Run Cancel->Backflip (u/b,b).
I will not explain the use of these moves individually, as
they are well known and you should be able to determine when they
should be used. I will instead suggest moves from Ling's arsenal
to use when entering.
a) d+1+2 : Phoenix Position (9/10)
This is a GREAT move, as long as you don't overuse it.
It's suprises people who want to hit you as you come in, as it makes
thier attacks whiff. Follow up with a quick Wave Crest (~1+2). If
you misjudge, and the enemy doesn't attack immediately, follow up
with a Firecracker (4~3) or another Rain Dance Tactic.
Use on aggressive opponents attempting to hit you
immediately on entry.
Followups:
- Wave Crests (1+2)
- Firecracker (4~3)
b) d/b+1 : Storming Palm (7/10)
This one is great when done well, but is only good in
situations where the opponent is either recovering close to the
side of the screen, or is attempting to attack you, but is attacking
you towards the end of your run. This will out prioritise them, and
likely counterhit. But be wary.
Followups:
- Running Charge
c) SS_b+3+4_f+1+2_f+3+4 : Sidestep, Rain Dance, Cartwheel, Leap Right
(7/10)
These are good if the opponent is not on top of you when you
come in, or is attacking you with really bad latancy when you come in.
Be careful if the opponent has already begun a move, though.
With the cartwheel and Leap right, you will probably not completely
avoid an attack, but the damage will be much less. With the Sidestep
and Rain Dance, you might get nailed if you're too close.
Followups:
- See Tactics : Evasion Reactive
d) Throw : (7/10)
This move is good on an "indecisive" opponent. If they're not
attacking, they'll probably expect an immediate attack, so run up and
grab them immediately.
Followups:
- See Okizme : Throws
*********************
TAGGING OUT WITH LING
*********************
There's really no extra trick to tagging out with Ling in
comparison with any other character. I will now go over methods of
tagging out.
e) 2+5 : Tag Throw (8/10)
Tag throws are a great option for her, because of her speed
and ability to make people eat them. Although, sometimes the prospect
of getting close to an opponent while low on life is sometimes
daunting.
f) (RD) 4~5 : Mistrust [Tag] (5/10)
This is not bad if you happen to be in the position where you
can use this move to tag out, great: more power to you. Unfortunately,
it requires her to go to the trouble of getting into the Rain Dance,
which is dangerous if she is low on life. It's more of a risky manuver
than I like to take considering how low her stamina is. Good juggle
starter, however.
g) (PP) d+1+2~5 : Wave Crest - Power [Tag] (5/10)
The wave crests are tagable, but this option is brought down for
a couple of reasons:
1 - Ling CAN NOT tag out while in the Phoenix Position - a fact
that has flustered me once or twice in a game - making this position
somewhat dangerous while low on life.
2 - If the opponent blocks, or you miss, you lose the round.
On the up side: you get a good juggle if you connect.
h) (PP) 4~3,5 : Firecracker, Tag (8/10)
This move makes you go into the Phoenix Position, but the
move itself has a much lower chance of being blocked, allowing you to
tag out safely, and tag in RELATIVELY safely as well. The opponent
will be grounded, or rising when your partner comes in.
i) d+2,1~5 : Sunrise Fan (5/10)
This move is a DANGEROUS one to use. The move itself, if
connected, insures a safe exit and entry for your team from the front
position. Unfortunately, the penalty for failure, is death, as the
recovery time for this move is enough for any medium speed juggle
starter. You also might be able to juggle SOMETHING off of this.
j) WS+2 : Sunflower (3/10)
This has about a 25% chance of you surviving. Unless you
feel lucky - little girl - don't use it to tag out. You get almost
no chance of a juggle, anyways.
k) 1,2_d/f+1,WC+1_4 : Poking tactics (8/10)
This is my usual way of tagging out if an opportunity is
not immediately obvious. Basically, I do a small poking move, and
tag out after a connect. This often causes a retaliation move that
will most time miss your partner coming in (but not always!), thus
give you a juggle starting opportunity.
******************
JUGGLING WITH LING
******************
Ling is a very good juggler - better than most people think.
Her juggle do decent (not Mishima level, but very good) damage, and
can be extremely long. Unfortunately, her Juggle starters are not
as good as say, EWGF, but they do the job.
A lot of your game should be centered around an occasional
Juggle.
********
STARTERS
********
a) (RD) 4 : Mistrust (10/10)
This is Ling's signature starter. It juggles high, and
allows almost all of her juggles. Comes out fast, Highly
reccomended.
b) ~1+2_1+2_d+1+2 : Wave Crests (7/10)
This is a good juggle starter. It's impossible to hit an
unaware person with, but works great on countering other attacks.
The d+1+2 version is a Class 1 starter, and is her highest.
c) WS+2 : Sunflower (5/10)
As a juggle starter, no. This move is unreliable unless
you're ducking under a string and know you can get a counterhit.
I would give up the Sunrise Fan (d/f+2,1) to have this move back
in full.
d) d/f+2,1 : Sunrise Fan (8/10)
A new move to TTT, this is the best improvement they've
given her (though not enough for what they took away). It
juggles head towards Ling, which SEVERELY limits her options,
but it does it's job nonetheless.
*******
JUGGLES
*******
Okay, this is by no means the end all of juggles for Ling,
and I intend to update this section once tekken.net gets around to
listing them.
For those who doubt Ling's juggle ability, I ask them to
compare them to, say, Jin's Laser scraper combos. Ling's will
usually do more. In fact, Ling's better Juggles will do from 1/3
to 1/2 (on Kali) of the opponent's life bar. This is by no means
weak in any fashion.
Note, [***] Indicates a good damage combo.
Also note that all of these juggles have not been tested,
ESPECIALLY in the Sunrise Fan category. I have a number of sources
for these juggles, as well as personal experience.
They are as follows:
From tekken.net forums:
* TekkenSmoker
* Marsical Gump
* LingPanda
* StatiK
* SmuvMoney
Mistrust Juggles
-=-=-=-=-=-=-=-=-
Ling's best Juggle starter for many reasons. From this
move she can do close to her most damaging juggles.
Mistrust ( (RD) 4 ) ->
* d+4_d/f+1_WS+2
* 2,{2},{2},{2} [***]
* 2,{2},...
* ~1
* f,f+1+2,1+2 [***]
* d/f+3
* d/f+1
* d+4
* d/b+4
* d/b+3
* (FC) 3
* 3
* 4
* d+3
* 3
* 4
* d/b+1
* f+4
* 1
* f,f+1+2,1+2 [***]
* d/b+1 [Big Only] [***]
* d/f+3
* d/f+1
* d+4
* d/b+4
* d/b+3
* (FC) 3
* d+2,d/f+4
* d/f+2,1 [~5]
* d/f+1
* f+3
* D+2,WS+4
* D+2,D+3
* 1,1,f,f+3
* 1,2
* f+4
* d/b+1
The juggle I almost always use is:
Mistrust -> d/f+1, 2, 2~1, f,f+1+2.
However, I will occasionally go for just
Mistrust -> d/b+1
if I know the person will die, or if I'm running out of
time with my Kali.
Wave Crest Juggles
-=-=-=-=-=-=-=-=-=-
With the wave crest Quick and Normal, you can do
most of the Mistrust followups minus the f+4 and d/b+1.
Keep in mind that fewer of the (RD) 2,{2}... are
reccomended to get the end of the juggle off.
The wave crest Power is Ling's highest launcher,
and allows for a few extra juggles. Any of her Mistrust
Juggles are good, but there a few additional Juggles that
should be added.
Wave Crest - Quick ( (PP) ~1+2 ) ->
Wave Crest - Normal ( (PP) 1+2 ) ->
All Mistrust followups except d/b+1 and f+4.
Wave Crest - Power ( (PP) d+1+2 ) ->
* d+1+2
* ~1+2
* u+4
* ws+2
* 2,{2},{2}
* 2,1
* f,f+1+2,1+2 [***]
* d/f+3
* d/f+1
* d+4
* d/b+4
* d/b+3
* (FC) 3
* u/f,N+4 (7/10)
* f,f+1+2 [***]
* d+4
Both of the above juggles ending with f,f+1+2 are
fairly difficult, but worth the effort if you can get them.
Sunflower Juggles
-=-=-=-=-=-=-=-=-
Though toned down, this move is still a nice
juggle starter on counter. It basically puts you into the
same position as if you used the WS+2 link off a Mistrust,
plus a bit more.
Sunflower (WS+2) ->
See Mistrust Juggles off of the WS+2 link for juggles.
Sunrise Fan Juggles
-=-=-=-=-=-=-=-=-=-
This move juggle opponents with head facing Ling, and
not very high, thus limiting her options.
Sunrise Fan (d/f+2,1) ->
* d/f+2,1 [~5] [***]
* 1
* f,f+1+2,1+2 [***]
* d/b+1 [Big Only] [***]
* d/f+3
* d/f+1
* d+4
* d/b+4
* d/b+3
* (FC) 3
* d+2,d/f+4
* d/f+2,1 [~5]
* d/f+1
* f+3
* D+2,WS+4
* D+2,D+3
* 1,1,f,f+3
* d/b+3,d/b+3,d/b+3,f,f+3 [Really Taunting]
* 2, d+4, 2+3+4 [Taunt!]
* 2,{2}
* 3
* 4
* 2~1
* d/f+3
* d/f+1
* d/b+3
* d+2,d/f+1,2,4 [Big Only]
* 1,2
* 1,2, f,f+3
* 1,2,d/f+4
* d/f+1,2~1
* f,f+1+2,1+2
* d/f+1
* 3 (8/10)
* 4 (7/10)
* d+3 (6/10)
I usually just go for the d/f+2,1, as it's the easiest, and
almost never misses (but beware if you do it too late, it
can be techrolled!).
Cyclone Juggles
-=-=-=-=-=-=-=-
With the Cyclone, you have a few additional options
over the Mistrust, but you also have some disadvantages.
Cyclone ((RD) f+3+4, 3+4) ->
* f,f, 2,{2}...
* See Mistrust section for juggles
* f+3+4, 3+4
* u/f,N+3
* u/f,N+4
* 3
* 4
******
FLOATS
******
Ling has a few moves that float, and while I will
not get technical here, I will list a few followups for them.
Standing Right Kick on counterhit:
Storming Palm (d/b+1) is about all you're gonna get off.
Phoenix Wings (f,f+1+2,1+2) second hit on counterhit
* Storming Palm (d/b+1)
* Phoenix Wings (f,f+1+2,1+2)
Nutcracker (d/b+4) on counterhit, Knee Cracker (d/b+3) OR
Back Circle Breaker ( (RD) d+3 ) on counterhit, Reverse Knee
Cracker ( (RD) d+4 ):
* 1, f,f+1+2,1+2 [HARD AS HELL]
* f,f+1+2,1+2 [HARD AS HELL, but easier]
Someone gave me this last float, but I totally forget who it
was. It was on tekken.net's forum, and I apologize to that
person. If you would like me to put your name her, please
notify me!
********
STRATEGY
********
In this section, I will go into the basic,
and intricate strategy of playing Ling. These 4 strategies
are the main ways in which I have found effective to use
Ling.
Certain stratagies are better against certain kinds
of opponent, as well as specific characters. This will be
discussed in detail at a later date.
In General, Ling is at her peak against offensive
characters - ESPECIALLY pitbulls. Turtles are generally
her weakness, with every other type of style somewhere in
between. Another type of person to fear is the person who
knows Ling well - they are the people who can punish you
after certain moves where Ling is vunerable (they exist in
more places than people think). More on this later.
*******************
EVASION - PREMPTIVE
*******************
Name : Schoolgirl's Temprement (jyoshikousei
no seikaku)
Best Used Against : Low-HighAverage Level Pitbulls,
Turtlers.
Effectiveness : 7/10
Fun Factor : 10/10
Strengths : Allow you to avoid attacks all
together if used right. Is fun as
hell and taunting to your opponent.
Evasion often coinsides with an enemy's
reprisal, leaving Ling in prime position.
Weaknesses : If you make a mistake, you can
be punished for it. High level
players will not fall for it as
often.
Primary Purpose: Confuse the enemy, provoking them
into making mistakes by attacking
Ling while she is sidestepping, thus
giving you opportunity for side/back
throws or juggle starters.
Basically, this is Ling as she was ment to be played.
Unfortunately, due to many of the changes made to Ling since
Tekken 3, this option has been taken away from her at higher
level play (mainly due to the fact that the Mistrust now does
a head-over-heels knockdown instead of juggle when done behind
the opponent).
In this strategy, you will use a lot of Sidesteps,
Rain Dance back turns, Spinners, Cartwheels and Leaps. To mix
it up, you should also use the Phoenix and Hypnotist Positions.
The main trick is to keep moving, and to watch your
opponents actions carefully. When in doubt, sidestep, when not
in doubt, sidestep: it's the name of the game. There are a few
reactions that the typical opponent will have to this:
1) Opponent continually turtles while backing up
This is the most annoying type of reaction, and one that
you really have very little control over. If the opponent
continuously does this, you should
a) Front or sidestep Throw them
b) Use her Knee cracker (d/b+3), Nutcracker (d/b+4), or
Firecracker ((PP) 4~3) to break thier block, and encourage
some reprisal.
c) Use her Roll Ball ((PP) f+3+4) and California Roll
((RD) f+3+4) and changeup with Throw/Mistrust (Risky)
d) Use her Back Layout ((RD) f,f+3+4) from in close. If the
person continues to back up, he'll be in trouble, even if he
doesn't, if you make it up in the air, Ling should be safe.
2) They try to pitbull you
Switch to reactive evation (you'll beat them soon).
3) Opponent Turtles, without backing up
This is easy to counter, as if they don't back up,
thier axis fails to change despite thier ducking. You can
mistrust them or throw them from the side.
4) Opponent will Turtle with intent to bait you into coming
near.
This is the most common reaction, and the best trick
is to beat them at thier own game.
You can do this by making false approaches, and using
confusion tactics like the Left and Right Spinners (d+3+4, 3+4).
These are only needed for excessively conservative opponents,
who have proven themselves to be good at avoiding Ling tactics,
and should be very carefully given out.
Usually, people who try this will fail against a clever
Ling player, unless they have extensive experience against her.
I usually mix this tactic with Poking : Instigation.
Primary Moves:
Avoidance:
- Sidestep (SS)
- Cartwheel Left (f+1+2)
- Leap Right (f+3+4)
- Rain Dance (b+3+4)
- Phoenix Stance (d+1+2)
- Roll Ball ((PP) f+3+4)
- California Roll ((RD) f+3+4)
- Cradle Throw {Cancel} (1+3_2+4,{d})
Attack:
- Throw
- Mistrust (4)
- Sunrise Fan (d/f+2,1)
- False Salute (1+3+4) \ Whoever said 'attacks'
- Greetings (2+3+4) / had to do damage? ^^
******************
EVASION - REACTIVE
******************
Name : Maiden's Prerogative (otome no tokken)
Best Used Against : Low-High Level Pitbulls
Effectiveness : 9/10
Fun Factor : 7/10
Strengths : Makes your opponent miss you
completely, setting you up for
painful retribution opportunities.
Weaknesses : Moves that track, 360 Degree axis
moves, slow reaction on the part of the
Ling player can all MAJORLY punish her
while using this.
Primary Purpose: Lings most damaging method of play
if done correctly, allows you to
really do damage.
The main difference between this and premptive
evasion is the fact that you don't use as much of the
outgoing Ling moves to begin with, but do more of a give
and take game, with occasional Sidestep, Cartwheel (f+1+2),
Rain Dance (b+3+4), or Phoenix Position (d+1+2).
This is the primary method I use, as people don't
know as much about Ling's frontal arsenal as her back-
turned. As a result, people seem to underestimate her,
and it adds more variety to her game. In fact, unlike
most people who play Ling, I tend to use her front game
more than her back, and use the Rain Dance mostly for
specific purposes such as changeups, stringing and
juggling.
Primary Moves:
Avoidance:
- Sidestep (SS)
- Cartwheel Left (f+1+2)
- Rain Dance (b+3+4)
- Phoenix Stance (d+1+2)
- Roll Ball ((PP) f+3+4)
- California Roll ((RD) f+3+4)
Attack:
- Throw
- Mistrust ((RD) 4)
- Sunrise Fan (d/f+2,1)
- Wave Crest - Quick (~1+2)
- Firecracker ((PP) 4~3)
********************
POKING - INSTIGATION
********************
Name : Teasing the Teacher (Sensei wo ijimeru)
Best Used Against : Fast characters, or those with
Linear or High moves
Effectiveness : 7/10
Fun Factor : 9/10
Strengths : Can set you up for some good damage
counters and juggles.
Weaknesses : You may eat a move with higher
priority.
Primary Purpose: Another method of setting opponent
up in order to retaliate.
This strategy is about as defensive as Ling gets.
The idea is to use nothing but small, fast pokes and
occasional evasion tactics to safely do damage to the enemy.
It's basically a back and forth tactic, changing from offense
to defense and back again - something Ling is very good at,
though not the MOST effective way to play her. Note, although
you should use pokes often, it does not keep you from going
for an occasional powerful move or juggle starter. More often
than not, you will be forced into this strategy by better
players, so it's important to learn.
I use this rarely by choice, as there are usually better
ways to beat the enemy. It can be, however, EXTREMELY annoying
to the opponent when you poke thier life away from every move
they do.
The primary requisites are extremely fast pokes, and
small damage strings, with an occasional throw if the opponent
opens themselves up too much. If he flinches, throw out a
poke. If he stands there, go over and poke them or throw them,
or juggle them with a Sunrise Fan (d/f+2,1) when they duck.
The whole idea of play is basically a back and forth
strategy, with capitalization on slow moves that can be stopped
with small pokes.
The Bayonet (1,2) is your primary weapon, it's tied for
the fastest move in the game, and is almost always a great
followup to moves that recover at fast to medium speed (anything
more, and you should juggle or throw them). It's also good if
you can see a move coming before it comes out (i.e. double
forward tap moves). Better yet is the Standing Right Kick (4),
as it's almost as fast as the Bayonet (albeit 2 frames), and
on counterhit, floats with a Storming Palm (d/b+1) followup
for very good damage.
Primary Moves:
Attack:
- Bayonet (1,2)
- Belly Chop (d/f+1,{d/f})
- April Showers (2,1,{d/f})
- Bayonet McTwist (1,d+2)
- Standing Right Kick (4)
- Storming Palm (d/b+1)
- Sunrise Fan (d/f+2,1)
- Racoon Swing (f,f+3)
- Phoenix Wings (f,f+1+2,1+2)
- Flower Garden ((PP) f+4,{4})
- Flower Power ((PP) u+4,{4})
- Wave Crests ((PP) ~1+2_1+2_d+1+2)
- Firecracker ((PP) 4~3)
- Skyscraper Kick (WS+4)
- Sunflower (WS+2)
- Step Kick (f,f+4)
******************
POKING - STRINGING
******************
Name : Wrath of the Schoolgirl (jyoshikousei
no hageshii ikari)
Best Used Against : Slow Characters, especially those with
no good pokes. Turtles.
Effectiveness : 7/10
Fun Factor : 7/10
Strengths : Does not give opponents a chance to
react, or will score counterhits for
good damage when they try to retaliate.
Weaknesses : You may eat a move with higher priority.
Chickens are often difficult to buffer.
Damage is not that great compared to
other methods usually.
Primary Purpose: Keep the pressure on the opponent so that
he can't react, useful especially as the
opponent is tagging out, to be prepared
for the entrance of the partner.
Ling's custom strings are EXCELLENT. She's probably among
the best in the game in this area. Her moves are fast, most have
quick recovery, and add up to damage when you use them to work in
a throw or juggle starter.
I do have use some standard strings in my repitoire, mostly
because they have worked so well for me consistantly. On my better
days, I tend to do something I call "Random Stringing."
Basically, this can be done with the faster characters that
one knows very, VERY well. The trick is to start a string, and not
really think about what you're next move will be (because doing so
will cause you to go to your standard stringing techniques). This
makes for extremely hard-to-predict strings. If you're on, it works
like a charm. If you're not, you'll get nailed. I usually have
my best streaks when my strings are sufficiently random.
Other things to work into this is an occasional sidestep,
possibly changing to the Poking - Instigation occasionally, as these
two styles work together very well with Ling, because the opponent
won't know if he's being baited or not.
Often the best poke is the poke that the opponent thinks is
coming, but doesn't - it usually confuses the opponent, at which
point, panic moves come out; Moves often inappropriate against
Ling.
Attack:
- Bayonet (1,2)
- Belly Chop (d/f+1,{d/f})
- April Showers (2,1,{d/f})
- Bayonet McTwist (1,d+2)
- Standing Right Kick (4)
- Storming Palm (d/b+1)
- Sunrise Fan (d/f+2,1)
- Racoon Swing (f,f+3)
- Phoenix Wings (f,f+1+2,1+2)
- Flower Garden ((PP) f+4,{4})
- Flower Power ((PP) u+4,{4})
- Wave Crests ((PP) ~1+2_1+2_d+1+2)
- Firecracker ((PP) 4~3)
- Skyscraper Kick (WS+4)
- Sunflower (WS+2)
- California Roll ((RD) f+3+4)
**************
CUSTOM STRINGS
**************
Here I will list all of the common strings I
pull off with Ling, and attempt to show some of the
possible options she has from any position. Remember:
this list is not exhaustive, as I believe that would
be close to impossible, so don't use these strings
exclusively, try random stringing to see what you come
up with!
Note: I am Forgoing the move names at this stage as a
space-saving device.
I use the following codes for the String section:
[D] - Good damage (or potential off a juggle or Okizeme)
[d] - Poor damage
[F] - Good Followups
[f] - Poor (or no) Followups
[P] - Good Position is gained by the move
[p] - Poor Position after execution
[S] - Usually a safe move
[s] - Fairly unsafe move
[H] - Usually Hits (whether opponent blocks or not)
[h] - Hitting is Risky
In refrence to the FC, RD, and PP Strings sections:
The strings labeled '1' are for moves where
when entering that position, you have little time to
make your next move. Those labeled '2' are if you
have more time to work in those positions. This is
subjective, but all moves in '1' sections may be
used even if section '2' is pointed to.
Sidestep (SS) does not use this method as if
you fail to gain the advantage in a sidestep, you are
still in front position.
Setup for this section is as follows:
?) Link Input [Properties for using this as a Link]
- Move Input [Properties] Hit Level (Rating) [Links to ?]
* Ratings for moves are indivdualized for the move they follow.
That is, certain moves flow together, the rating reflects that.
* Certain links have properties that cannot be listed, and as
such are not exactly the sum of thier parts. Try them out to
get a feel of what works.
* The move listed is the MOST COMMON used linker, other moves
may result in similar setups.
* Keep in mind that these strings are VERY (x3) dependant on whether
or not your opponent gets hit, gets hit on counter, or blocks her
moves. In other words, if opponent blocks, they may be pushed
back (or the opposite may be true). You should always be watching
EXACTLY what happens when Ling throws her moves. The difference
advantage and spacing means the world.
a) 1,2 [FPSH]
- d/f+1{d/f} [dFPSH] (10/10)[c]
- 1,d+2 [...SH] (9/10) [b]
- 1,2 [...S.] (8/10) [b]
- Throw [DFPs.] (8/10) [KD]
- b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD]
- SS [..PS.] (7/10) [SS]
- d/b+1 [DFP..] (7/10) [KD]
- 4 [.F...] (7/10) [b]/[Float on CH]
- d/f+1 [dFPsH] (7/10) [RD-1]
- d/f+2,1 [DFPs.] (7/10) [Juggle]
- f+4 [DFP..] (6/10) [KD]
- d/f+4 [dfp.H] (6/10)
- 2,1{d/f} [....H] (6/10) [b]
- 2,1 [.FPsH] (6/10) [RD-1]
- d+1+2 [.FP..] (6/10) [PP-1]/[PP-2]
- d+1{d} [.fps.] (5/10) [PP-1]/[PP-2]
- d+1 [.Fps.] (5/10) [h]
b) (1,d+2) d/f+4 [SH]
- d/b+1 [DFP..] (8/10) [KD]
- f,f+1+2 [DFPs.] (8/10) [d]
- SS [.FPS.] (7/10) [SS]
- 4 [.F..h] (7/10) [b]/[Float on CH]
- f+4 [DFPsH] (7/10) [KD]
- b+3+4 [.FPS.] (6/10) [RD-2]/[SS-RD]
- d+1+2 [.FPS.] (6/10) [PP-2]
- d/f+4 [dfp.H] (6/10)
- 2,1 [.FPsH] (6/10) [RD-1]
- d/f+1 [dFPsH] (6/10) [RD-1]/[RD-2]
- d/f+1{d/f} [d..SH] (6/10) [c]
- 1,2 [.FPsh] (4/10)
- d/f+2,1 [DFPsh] (4/10) [Juggle]
c) d/f+1{d/f} [...SH]
- Throw [DFPsH] (10/10)[KD]
- 4 [.F...] (10/10)[b]/[Float on CH]
- 1,2 [.FPS.] (8/10) [a]
- SS [..PS.] (8/10) [SS]
- d+1+2 [.FP..] (8/10) [PP-1]/[PP-2]
- d/f+2,1 [DFPsh] (8/10) [Juggle]
- f+4 [D.P..] (7/10) [KD]
- d/f+1{d/f} [dFPsH] (7/10) [c]
- 1,d+2 [...SH] (7/10) [b]
- b+3+4 [.FPS.] (7/10) [RD-2]
- d/b+1 [DFP..] (7/10) [KD]
- d/f+1 [dFPsH] (7/10) [RD-1]
- d/b+4 [.F..H] (6/10) [b]/[KD on CH]
- d/f+4 [dfp.H] (6/10)
- 2,1{d/f} [....H] (6/10) [b]
- 2,1 [.FPsH] (6/10) [RD-1]
- d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2]
- d+1 [.FpsH] (6/10) [h]
d) f,f+1+2 [DFPs.]
- Throw [DFPs.] (10/10)[KD]
- ~1+2 [DfPSH] (9/10) [Opp ends FC]
- 4 [.F...] (9/10) [b]/[Float on CH]
- 1,2 [.FPS.] (9/10) [a]
- f,f+1+2 [DFP.H] (9/10) [d]
- f,f+1+2,1+2 [D.P.H] (9/10) [b (Opp FC)]
- 1,d+2 [...SH] (8/10) [b]
- b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD]
- d/b+1 [DFP..] (8/10) [KD]
- f+4 [DFP.H] (7/10) [KD]
- SS [..PS.] (7/10) [SS]
- d+1+2 [.FPS.] (7/10) [PP-2]
- d/f+1{d/f} [dFPsH] (7/10) [c]
- 2,1{d/f} [....H] (7/10) [b]
- d/f+1 [dFPsH] (7/10) [RD-1]
- d/b+4 [.F..H] (7/10) [b]/[KD on CH]
- d/f+2,1 [DFPsh] (6/10) [Juggle]
- d/f+4 [dfp.H] (6/10)
- 2,1 [.FPsH] (6/10) [RD-1]
- d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2]
- d+1 [.FpsH] (6/10) [h]
FC1) Full Crouch Strings - 1 (Time-critical)
- WS+4 [..PSH] (10/10)[KD]
- 3,2 [.FP.H] (10/10)[RD-2]
- FC+1 [...SH] (9/10) [FC-2]
- WS+2 [DFPsh] (7/10) [RD-1]/[Juggles on CH]
- d/b+3+4 [.FPs.] (5/10) [RD-1 (FC)]/[RD-2 (FC)]
FC2) Full Crouch Strings - 2 (Normal or advantage)
- WS+4 [..PSH] (10/10)[KD]
- FC+1 [...SH] (7/10) [FC-2]
- d/b+3+4 [.FPs.] (6/10) [RD-2 (FC)]
- d/f+4 [.FPsh] (6/10) [PP-1]
- d/f+4,{4} [.fp..] (6/10) [FC-1]
- WS+2 [DFPsh] (6/10) [RD-1]/[Juggles on CH]
- d/f+2 [.Fps.] (5/10) [RD-1 (FC)]
- d/f+2,1 [.fps.] (3/10) [FC-1]
RD1) Rain Dance Strings - 1 (Time-Critical)
- 2,1,4 [DFP..] (9/10) [Juggles]
- d+1 [df.SH] (9/10) [FC-1]
- 3 [.fPSH] (9/10) [KD]
- 1 [dfP.H] (8/10) [b]
- d+1+2 [.FP..] (8/10) [PP-1]
- SS [.FP..] (8/10) [SS-RD]
- f+3+4,3+4 [DFP.H] (7/10) [Juggles]
- 4 [DFPsH] (6/10) [Juggles]
RD2) Rain Dance Strings - 2 (Normal or advantage)
- Throw [DFPsh] (9/10) [KD]
- 4 [DFP.H] (9/10) [Juggles]
- f+3+4,3+4 [DFP.H] (8/10) [Juggles]
- SS [.FP..] (8/10) [SS-RD]
- f,f+3+4 [DFP..] (8/10) [RD-1]
- d+1+2 [.FP..] (7/10) [PP-1]/[PP-2]
- 2 [.fPs.] (7/10) [RD-1]
- d+3 [.FPs.] (7/10) [KD on CH]
- 2,1,4 [DFP..] (7/10) [Juggles]
- f,f+3+4 [.FPs.] (7/10) [RD-1]/[RD-2]
- d+1 [df.SH] (7/10) [FC-1]
- 3 [.fPSH] (7/10) [KD]
- d+4 [dFP..] (7/10) [b (Opp Guard Stun)]
- f,f+(1+3_2+4) [DFPsH] (6/10) [KD]
PP1) Phoenix Position Strings - 1 (Time Critical)
- 4~3 [DFPSH] (10/10)[KD]
- ~1+2 [DFPsH] (9/10) [Juggles]
- 4 [Df..H] (8/10)
- 1 [dfpS.] (8/10) [WC-1]
- f+4 [dFps.] (6/10) [PP-1]
- f+4,4 [.fpsH] (6/10) [FC-1]
PP2) Phoenix Position Strings - 2 (Normal or Advantage)
- 4~3 [DFPSH] (9/10)[KD]
- ~1+2 [DFPsH] (8/10) [Juggles]
- 4 [Df..H] (8/10)
- u+4 [....H] (7/10) [FC-1]
- u+4{u} [...sH] (6/10) [RD-1]
- u+4,4 [.fpsH] (6/10) [FC-1]
- f+(1+3_2+4){d}[.fp..] (6/10) [FC-1]
- f+3+4 [.FPs.] (6/10) [FC-1]/[a]
- f+1+2 [.FPs.] (6/10) [RD-1 (FC)]
- f+4 [dFps.] (5/10) [PP-1]
- f+4,4 [.fpsH] (5/10) [FC-1]
- f+(1+3_2+4) [DFPs.] (5/10) [KD]
SS) Side Step Tactics
- d+2,1 [DFP.H] (10/10) [Juggles]
- Throw [DFP.h] (9/10) [KD]
- SS-4 [.FPs.] (7/10) [RD-1]
- SS-4{b} [.fp..] (6/10)
SS-RD) Sidestep Rain Dance Tactics
- 4 [DFP.H] (10/10) [Juggles]
- Throw [DFP.H] (9/10) [KD]
- 2,1,4 [DFP.H] (8/10) [Juggles]
Well, if you get anything from any of the above,
let it be this: LING IS VERSITILE. She has a ton of moves
from many different positions, and levels (although she's
a bit short on the low side) making her an excellent
stringer. In the words of Master Wang: "Use the strings,
Ling!"
My FAVORITE strings will be listed in the Ling's
Tricks section.
*************
LING'S TRICKS
*************
BEGIN SELF-GLORIFICATION SEQUENCE...
Okay, this is the section you've all been waiting
for: the section where I reveal all of my tricks of the
trade, and how I use Ling to her fullest advantage and
beat the crap out of every person I meet.
GLORIFICATION SEQUENCE COMPLETED, FAQ MAY CONTINUE
Please excuse me there, but I have been doing my
best to resist the temptation this long, I guess I finally
had to rant.
This is basically all the little things I've found
over the years I've been playing Ling, and the basic little
insights into Tekken I've gotten from learning it PRIMARILY
from the spunky little girl. (If you didn't know, I tend
to sidestep a lot, even with other characters).
So, without further ado...
Strings:
***
Bayonet (1,2), Storming Palm (d/b+1)
It's simple. I can hear you asking "What's so
special about that?" Well, it's the fact that the Storming
Palm (d/b+1) connects so often if you use this with other
strings. People think Ling is weak after her jabs, in
fact, the opposite is true: she has a 5/6 frame advantage.
This being the fact, if anyone starts a move that takes
longer than 12 frames, they're gonna get busted in the
teeth. Use this ONLY if opponent gets hit by both hits of
the Bayonet, otherwise her advantage is not great enough to
give you a reasonably safe execution.
***
Bayonet (1,2), Belly Chop (d/f+1{d/f})
This is Ling's best string starter. Not do her
Bayonet (1,2) almost guarantee the Belly Chop (d/f+1{d/f})
(actually, if the opponent doesn't block, it *IS*
guaranteed).
If you HOLD d/f, from here, you can:
- Throw
- d/f+2,1
Throwing from here is ingenious because of how
close the belly chop brings you to the opponent, and the
fact you're still facing forward gives them just enough
time to duck, which most people will NOT do the first
couple of times you do this, and will continue to fall
for it forever after, because any attack they use will
fall prey to the speed of her throw, and the alternative
is to duck and take a Sunrise Fan (d/f+2,1) juggle.
It is HIGHLY reccomended that 75% of the time,
you HOLD d/f after the Belly Chop (d/f+1{d/f}). This is
because if you do not hit the opponent, Ling is at a
disadvantage when she gets into Rain Dance, and faster
players will punish her severly. However, use the
Rain Dance turn occasionally as a changeup.
***
Stormy (2), Back Circle Breaker (d+3), Sidestep (SS),
Mistrust (4)
This is an extremely good confusion tactic
while Ling is turned around. If you hit them with the
Stormie (2), then you will more than likely hit them
with the next hit, causing a slight duck animation,
and allowing the character to do WS moves. This is
why you sidestep, because most players will either
do a WS move, or continue ducking.
Immediately after the SS, I check the
opponent's state:
1) He did a WS move -> Mistrust
2) He remained ducking -> Mustrust
3) He stood up and backed away -> Delay,
Mistrust
A lot of times, Sidestepping with Ling while
in Rain Dance unnerves people (and with good cause!).
People will often attack her immediately following a
sidestep, allowing an easy Mistrust.
***
Raccon Swing (f,f+3), and setting up.
The Racoon Swing seems to be the best Okizeme to
use in a lot of situations. This is ESPECIALLY true when
the other person is low on life, because it leaves Ling in
Rain Dance waiting for the opponent to enter: the optimum
position.
From there, you can Mistrust (4) or Cyclone
(f,f+3+4,3+4) them into your chosen Juggle, but be SURE to
buffer a chicken reversal.
I tend to get a rhythm going with Ling, mainly
Juggling them with a Mistrust, and then another, and
another, until they tag, and do it again. It's so
sickeningly effective sometimes you don't need your partner.
***
Dark and Stormy Mixups (2,1,?)
Okay, this is commonly known, but if you don't get
a counterhit on the 2,1 your 4 is gonna miss, because the
opponent is blocking, right? Well, there's two ways to
deal with this:
- Dealy the 4
- Throw
- Delay even farther, and take a standing 4
It really depends on how well you can read your
opponent. Many people will duck after they see you dealy
on the 1, hoping to avoid a throw. This is when you use
the delayed 4.
For people who continue to backup block, the throw
is in order. I tend to use this option less in higher level
play because the throw can whiff give the opponent a juggle
or worse.
The last option is if you didn't feel like throwing
and the opponent didn't react. More than likely, they will
rush in for a move after. You can usually score a Counter
with this move, giving you a Storming Palm (d/b+1) off the
float.
***
Bayonet (1,2) and Standing Right Kick (4)
These two moves are staples of my Ling game. The
1,2 is the safer of the two, giving you great start and
recovery (fastest in the game on the former, at WORST a
few frames if you whiff, which is hard). It stops strings,
snuffs reprisals, gives you the advantage, and starts you
into her custom strings. Who could ask for more?
The 4 is better and worse:
1) The Float on counterhit + Storming Palm (d/b+1) does
INCREDIBLE damage for a move this fast. Not only
that but you have a charging came to play
afterwards.
2) It's slower on start and recovery (but not by much)
All in all, it's one of my favorite moves for
her, and I have been known to go counterhit hunting with it.
***
California Roll ((RD) f+3+4)
This move is an intimidating one, because it puts
Ling with her back basically touching the enemy's skin.
It's frightening to opponents, and it plays an INCREDIBLY
good mixup game between Mistrust (4), Throw, and
Cyclone (f+3+4,3+4). Use it whenever you get a chance.
***
Hop n' Throw ((RD) f,f+(1+3_2+4))
This move is a great move to throw in
occasionally. It's confusing as hell, even to someone
who's seen it and used it a million times. The thought
that goes through thier head is printed on thier faces
shall be described through Homer Simpson style phrasing:
Normal Person - "Say, she's waving her arms, that must
mean she's... DOH!"
Experienced Person - "Ah! The hop and throw! Still some
time to get out of the way, now less,
now none! DOH!"
I am pleased to admit that my "deer in the
headlights" reaction to this move is down to around 50%.
***
Peg Leg ((RD) f,f+3)), Cyclone (f+3+4, 3+4)
This move is decieving whether you hit the opponent
with it or not, because people seem to think from the
animation that she has some kind of recovery time, when in
fact she has almost none.
Even people who play me constantly still fall for
this 99.95% of the time. I just don't get it.
Closely related to this is during Okizeme right after
a Raccon Swing (f,f+3) that does not knock the opponent away:
If you follow this up with a Peg Leg ((RD) f,f+3),
many times the person will roll to the side and get up, almost
exactly the same time as Ling appears to whiff on her move.
Here's the trick: these people are slightly off axis, and really
the only move that they could throw that would injure Ling in
this tiny period of time is a throw, which is fortunately
avoided as she launches them with the Cyclone. This is also
near foolproof. That is, if they rise as I said, they WILL eat
the Cyclone.
***
Knee Cracker (d/b+3) Okizeme Trick
There are actually two tricks here.
The first one is simply, if the opponent is just beginning his
roll away, you can Knee Cracker (d/b+3) him, and he will end up
in a more hitable lying position closer to you. I only use this
usually on people I expect to rise kick me, as it snuffs it out
and allows me to continue my Okizeme.
The second trick is actually a glitch that I used to do
in my Tekken 3 days, but I do not know the status of in TTT.
Basically, in certain positions, you could do the Knee
Cracker (d/b+3) against a sideways-laying opponent, and end up on
the other side! What was even better was that the opponent would
invariable rise kick, to the side Ling just left, thus giving you
a Mustrust ((RD) 4) to thier back. Unfortunately, this wouldn't
work nearly as well in TTT because of how the Mistrust ((RD) 4)
reacts to back turned opponent. Perhaps you could try a back
throw?
***
Left Handful ((PP) 1) to Skyscraper Kick (WS+4)
This one gets a lot of people, just because of the speed
that the Skyscraper Kick (WS+4) comes out. I use it as a
defensive manuver a lot, as it is pretty safe.
***
Flower Garden ((PP) f+4,4), Skyscraper Kick (WS+4)
Another trick because of the speed of the Skyscraper
Kick (WS+4).
***
Jumping Pirouette ((PP) u,n+3)
I use this move about once every two games to throw in
some variety. It's a non-standard juggle starter if followed
by a Firecracker (FC+4) into Dark and Stormies (2,1).
***
Side Throw - Arm Flip (Left)
Immediately after Ling's Arm Flip Right throw, begin a dash.
If:
1) Opponent rolls away
Have Ling Slide, she will take the legs out and do
good damage. You now have have the opponent in the "slide
guess" situation, as I call it. See Ling's Tricks for more
info.
2) Opponent does NOT move
This is troublesome, because Ling does not have enough
running distance to do a stomp from this throw. As a result,
you should run up and immediately pull off the Sunrise Fan
(d/f+2,1), bringing them into the normal Okizeme sequence.
3) Opponent flinches even slightly just as Ling arrives
This is what you're waiting for. If your timing is
down, this works 85% of the time, and can do REALLY NICE damage.
You run up to the opponent, stop just barely short, and do a
standing 4. From here, the opponent will either be juggled on
a counter hit, from where you can Storming Palm (d/f+1), or
they will be standing with back turned, and you can do an almost
guaranteed Storming Palm (d/f+1) to thier back, possibly on
counter. If you are really gutsy, you can go for a Phoenix
Wings (f,f+1+2,1+2) after the kick, but it's very uncertain.
Better than that, if you connect with the Phoenix Wings (f,f+1+2,
1+2) fast enough, the opponent will still be back turned.
Remember, Counter + clean hit with the Storming Palm = Devistation
***
Front Throws - Jade (1+3) and Ruby (2+4)
After either one of Ling's front throws, you can immediately
followup with a a Sunrise Fan (d/f+2,1). as Okizeme. However, it is
possible to rise fast enough to avoid this, blocking it and leaving
Ling vunerable on the recovery. This point of my game was weak for
a while until I discovered a few ways to kill this problem. Against
the 5%-10% of people who actually are able to avoid this, you can:
1) Sidestep immediately after the throw using either normal, or
Rain Dance (b+3+4). This puts you into attack position immediately,
with opponent slightly off axis.
2) (prefered method) Fake the Sunrise Fan. I do this by doing sort
of a crouch dash (I know, Ling doesn't have one, but it looks
something like it). The effect is, you are in front of your
opponent for an IMMEDIATE throw. This is really fun because it
plays an huge mind game for the opponent. What does he do?
Usually, they believe you'll go for the Sunrise Fan again, and
stand, giving you a throw again. I have done this up to six times
in a row (against a skilled player, at that, not a scrub). Finally,
I went to the last option.
3) After you've conditioned the quick-risers to anticipate the throw,
and try to duck to catch you on your whiff, you delay the Sunrise Fan.
This is by far my favorite mind game. Unfortunately, I am
unable to do it against most opponents, who just take her Sunrise
Fan okizeme, which is actually safer, but less damaging, or fun.
***
Okizeme with Racoon Swing (f,f+3) and Back Circle Breaker ((RD) d+3)
The trick with this is that you can do a lot of damage with
this simple combo. The racoon swing also tends to catch people trying
to roll out, which can win you a lot of games. The trick is to have
it so that Ling either finishes her Racoon Swing chasing the opponent
on the way out, or a non-turning Back Circle Breaker. This sets the
opponent up for a Mistrust or Cyclone as they come in (buffer a
chicken!). If you work it right, you can force the opponent out and
get the partner coming in. I get this so often it's scary, as the
entering opponent will take anywhere from 1/3 to 1/2 (on Kali or low
endurance opponent) of thier life. Even after the Juggle, you still
get the approach.
***
{Firedancer ((FC) 3)}, 2,1 Mixups
This is a good part of Ling's game, but it can be somewhat
dangerous for her. The best thing you can do is to catch opponent on
counter with one of the first two hits. Afterwards, a Mistrust is
guaranteed.
However, in the case that the opponent blocks it, you can be
in trouble. What your success depends on now is how well you read
your opponent.
Options:
1) Forget the 4, and go to a throw
This is EXTREMELY risky against advanced players, as most of
them will just escape the throw, or even worse, duck under it. On
the bright side, you can use (2) to counter people ducking.
2) Delay 4 - This can be done, often to good effect, and is often
forgotten about by even the best of players.
3) Delay 4, enough for a basic standing 4 to come out.
This will OFTEN catch opponents on counterhit, giving you a
float juggle. Unfortunately, the delay is sometimes too long.
4) Follow up with a 1,2, (FC) 2
This will usually catch the opponent on counter, but have a
much better chance of connecting, and give you the advantage. No
real damage like a Mistrust, but lets you keep the initive.
5) Block
This is one of the safer, but conceeds the advantage, which
is not optimal.
6) Duck
Make opponent whiff a high, quick reprisal. Somewhat risky,
but effective sometimes.
***
Flower Power ((PP) u+4, {4})
Okay, everyone expects the second hit. There are really
some good followups if you do NOT do it, though.
1) ~u, Rain Dance
You have time by virtue of unexpectedness. Reccomend
immediate action after this. An instantaneous Mistrust often
connects for some reason.
2) WS+4, WS+2
Ling counts as standing up immediately following the move,
so you can execute these.
3) Throw
If the move hits, the opponents will often be close enough
for an immediate throw
4) Phoenix Position (d+1+2), SS, Rain Dance (b+3+4)
People seem inclined to immediately reprise this move, so
these moves are great for a juggle or other damaging action.
5) Quick Poke (1,2; 4; (FC) 1; etc.)
This will maintain the initiative, possibly counterhit.
***
A word on Ling's Low 1
I tend to not use Ling's d+1 while standing forward, as it
is OFTEN taken as D+1, her Sunset Fan, which is a much slower move,
and often gets me hurt. I use her d+2 in this case. It's 2 frames
slower than the d+1, but is safer. This does not mean I do not use
her d+1, I do, but only from Rain Dance, full crouch, or Phoenix
Position, as these all have excellent followups.
- Reccomended: WS+4, WS+2, (FC) 3,2
***
A word on back kick opponents (On the ground, b,b+3+4)
Ling has excellent Okizeme, and this is one of the banes
of it, as she often has to come in from long range to do it. Many
players learn that the b,b+3+4 while grounded is a great way to
stop Ling from her followups. Well, they're partially right.
The thing about this trick is that you have to be watching
for it, and anticipate it, otherwise you won't get it. AS SOON
as you see them flinch in thier b,b motion, do a d/f+1. Don't worry
about a back roll or tag out attempt, because at worst they'll be
away from you with back turned, which isn't neccicarily a bad thing,
and if they tag out, you're in Rain Dance position when the partner
enters, not too shabby. The thing is, though, is that the d/f+1 will
float the opponent perfectly, setting the opponent up for a (RD) 2,
(RD) 2~1, f,f+1+2,1+2 (or any other small combo you want).
One thing to watch for is if they actually did b,f+1+2, which
this move will NOT catch. Bascically, if you do the d/f+1 and do NOT
catch the opponent, immediately sidestep. This will avoid the head
dive, and give you an opportunity to chase the opponent's back, which
I've always enjoyed.
Use this trick if you can, it's a real crowd pleaser. It
also adds more fear to the opponent in thier getup game, which is
always a good thing to introduce.
***
Ling's Phoenix Position - Firecracker and Wave Crest - Quick.
Use this often, especially during poking games, as you can
catch the opponent for an easy juggle, or just use her Firecracker (4~3).
The firecracker is an excellent move. It's low, quick, it's one of the
safest moves in the game, and people almost never block it, even at a
high level of play - it's just too dangerous for people to duck against
her in that position.
There is also one special property to the Phoenix position not
found in Tekken 3 - that, when back turned, in the Phoenix Position,
she is able to do the Mistrust without standing up. This is very
useful when people are doing a head dive against her, as the position
avoids this and lets you hit them as they're flying past. While this
won't juggle, it does set you up for Okizeme.
More to come!
*************
VS. Opponents
*************
Alex - Alex is not too much of a problem, just watch out for the SS+4 low sweep
thing, and
you should be alright for the most part. Also, his Animal Uppercut move
can REALLY,
REALLY, REALLY hurt Ling, especially with her low stamina.
Do: - Block the SS+4.
- Use her Sunrise Fan against frontal attacks.
- Poke him off balance,
Do Not: - Sidestep his crouch dash or sidestep moves,
====
Anna - Anna can be a pain in the ass (no refrence to any move intended, really!)
. Her elbow
launcher can catch you often, and if her quick pokes can connect
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Launch Anna whenever possible, keep her on the ground
- Sidestep
- Parry her strings.
- Low parry after a blocked counterhit-elbow
Do Not: - Poke her to death
- Let her run poking strings on you. Interupt her any way you can.
=======
A. King - I've never had that much difficulty with A. King with Ling. His moves
are mostly
too slow I think, and easily sidestepped. There is a problem if
he gets
you on the defense, as he does have an annoying high-low mix-up
game.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher,
Wrath of the Schoolgirl
Do: - Use any tactics you like against him.
- Learn his high-low mix-ups
Do Not: - Let him throw you
- Go into the Phoenix Position obviously
- Fall repeatedly for that double-footed, low lunge of death
====
Baek - Baek can be a problem, honestly. His strings are confusing, he gets all
sorts of
little cheap shots, and very little recovery time on a lot of his string
s.
Strategy: Maiden's Perogative, Teasing the Teacher
Do: - Throw him
- Learn his strings, and how to avoid/block/parry them
- Use the Phoenix Position to your advantage during his strings
- Sidestep opposite him
Do Not: - Use too frontal attack methods on him.
- Get counterhit by his strings
=====
Bruce - Bruce is just a power house. Combined with Ling's low stamina, it takes
you from
140 to nill in 6 seconds. This in mind, be careful!
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Use the Phoenix Position, his low attcks are slow
- Throw him
- Sidestep
- Be careful
Do Not: - Poke him to death, his d/f+2 elbow launcher will get you (however, if
he doesn't
use this move, feel free!)
- Reprise too quickly after a sidestep if he's in a string, as it WILL t
rack.
=====
Bryan - Although Similar, Bryan is much more dangerous to an unaware Ling than B
ruce. He
does nasty damage, and is quick.
Strategy: Maiden's Perogative, Wrath of the Schoolgirl
Do: - Use her Sunrise Fan as a shield
- Use the Phoenix Position
Do Not: - Let him keep the initive for any length of time
- Fall for his low d/b+3 / u+4 changeups
- Let him catch you rising of the ground
- Be to obvious with punch strings, his parry is nasty.
=====
Devil - Devil is probably your least dangerous Mishima. Watch for the twin pist
ons.
Do a Phoenix Position or Belly Chop to avoid the Laser.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher,
Wrath of the Schoolgirl
Do: - Use the Phoenix Position
- String him
Do Not: - Fall for the laser
- Get hit by the twin pistons
- Get hit by his SS launcher, you'll probably lose 1/2 your life
====
Eddy - Eddy is very rarely a problem for me anymore. Best thing to do is to pit
bull him or
interupt his strings. But beware the Eddy master!
Strategy: Teasing the Teacher, Wrath of the Schoolgirl
Do: - Interupt his strings early. Sunrise/Sunset fan, Phoenix Wings, Front/
Back Layout,
Cyclone, Racoon Swing are good for this purpose.
- Keep him on the defensive
Do Not: - Let him use his strings
======
Ganryu - Ganryu is a pain to Ling. Because of his large size, he is very diffic
ult to
get around sidestepping unless he does a forward momentum move. He als
o has great
frame advantage on many of his moves.
Strategy: Teasing the Teacher
Do: - Use pokes to keep him back
- Use defensive gameplay
- Use the Storming Palm
Do Not: - Let him get the offensive
- Sidestep carelessly
=======
G. Jack - G. Jack is a ball to play with Ling. Very rarely is there any problem
at all. He's
just too slow to touch her if you keep moving correctly.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Wrath of the Schoolgirl
Do: - Sidestep a lot
- Use Phoenix Wings
- Use the Storming Palm
- Have fun
Do Not: - Let him hit you, ever.
- Let him throw you, ever.
========
Heihachi - "Heihachi kills, rapes and pillages poor little Ling, and it's not ev
en fair.", as
someone on Tekken.net's message board put it, and frankly, it's true.
Heihachi
has everything he needs to dominate the little girl. He could be one
of the most
difficult opponents.
Heihachi opponents tend to really like ducking, and then coming
up with his
big fist in the face. Anticipate this.
Strategy: Teasing the Teacher
Do: - BE CAREFUL
- Watch the Hellsweeps
- Watch the EWGF
- Poke him to keep him at bay
- Sidestep his moves
- Duck when he crouch dashes
Do Not: - Sidestep his crouch dash
- Go into the Phoenix Position in front of him
- Sidestep his crouch dash
- Whiff any moves
- Sidestep his crouch dash
- Get hit on counterhit by his WS+2 or standing 4
- Sidestep his crouch dash
=======
Hworang -
Lotsa' damage, nasty strings, not really a problem. I really enjoy play
ing
against Hworang now, as his methods are easily countered by Ling on most
days.
Strategy: Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl
Do: - Keep him on the defensive
- Use the Sunrise Fan (d/f+2,1) to stop slower strings
- Use her parry (1+4) to stop quicker strings
- Use the Phoenix Position to get under strings
- Use the sidestep (not back turn) to get around strings (and block if n
eeded)
Do Not: - Duck randomly
- Sidestep premptively
- Get Juggled
======
Jack 2 -
- See Gun Jack
===
Jin - Jin is frakly, a pain. His b+4 "Kick of death" is usually his Coup de Gra
ce
against her. Nasty okizeme, nasty sidestep game, just plain nasty.
Strategy: Maiden's Perogative, Teasing the Teacher.
Do: - BE CAREFUL
- Watch the "Kick of Death"
- Watch the EWGF
- Watch the Sidestep Launcher
Do Not: - Sidestep his crouch dash
- Go into the Phoenix Position in front of him
- Whiff any moves
- Get hit by the "Kick of Death," "Rising uppercut of death," "Sidestep
uppercut of death," "Electric Wind God Fist of death," or
"Twin Pistons" (of death).
=====
Julia - Kill her, a lot. Julia tends to run people to the ends of the earth wit
h
her pokes, and things a lot stronger. The important thing is to not let
her
run you to death.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
Do: - Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are gr
eat)
- Use the Phoenix Position
- Keep her guessing
- Sidestep, a lot
- Throw
Do Not: - Use slow moves against her
- Duck
- Get hit by her hop kick (it hurts)
- Watch for Mad Axes bufferers (Like me!)
===
Jun - A good Jun can be a pain for Ling. She has moves that have very high prio
rity,
like the cartwheel kick and palm thrust, and other quick moves such as her
standing
uppercut that can launch you easily. She does good damage, and should not
be taken
lightly.
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Low dodge the sweeps
- Duck the White Heron
- Buffer Chickens
- Sidestep
Do Not:
- Give reprisal opportunity while in Rain Dance
- Let her run you with strings
- Use the Phoenix Position too often
======
Kazuya - Ow! Ow! OOOOWWW! Is about what you'll say if you give him a chance. H
e's fast,
does nasty damage, and generally murders a careless opponent. He also
tends to
turtle, which is probably the hardest thing against Ling.
Strategy: Teasing the Teacher (with caution!)
Do: - Use the Phoenix Wings whenever possible on a guarding Kazuya, it gives
you the
appearance of attacking later than you do, often getting a counter.
- Use the Phoenix Position
- Throw
Do Not: - Get hit by counter on anything
- Let him hit you
====
King - King does nasty damage, really nasty. On the bright side, though, he is
pretty
slow. Usually if you can keep him on the defensive, he's not a problem.
Be sure
to regain the offensive as quickly as possible.
Strategy: Teasing the Teacher
Do: - Use the Storming Palm
- Use the Sunrise Fan
Do Not: - Let him run you with Okizeme
- Let him throw you
=========
Kunimitsu - I have seen the pain that Kunimitsu can dish out, and it ain't prett
y. Her
style is actually very, very similar to Ling (so you'd think I'd be
able to
play her better). The best thing you have to do is play a good back
and
forth game, and watch for her certain key moves. Be VERY careful ab
out
being overly offensive.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
Do: - Watch for the d+3+4 overhead flip kick
- Watch for the FC d,df+4 sweep kick
- Watch for the SS 3+4 sweep kick
- Watch for the b+2 unblockable
- Watch for the Back Turned flip
Do Not: - Get hit by the above mentioned moves
===
Law - Law can be really, really annoying sometimes. His combos are long and dam
aging,
and he has the annoying d+2,4 starter.
Strategy: Maiden's Perogative, Teasing the Teacher
Do: - Watch the d+2,4 starter
- Use the Sunrise Fan after a missed flipkick
Do Not: - Get juggled by successive flipkicks
===
Lee - I watch Lee players VERY carefully. It seems like his arsenal is made
specifically to thwart Ling.
Strategy: Maiden's Perogative, Teasing the Teacher
Do: - Parry, and low parry everything you can in a string.
- Block when you should
Do Not: - Get hit by the first hit of his Infitity Kicks (Low Parry the 3rd kick
!)
===
Lei - Annoying! Not fun to play against. Annoying ground stuff. Low move that

is WAY too strong. Good Okizeme.
Strategy: Maiden's Perogative, Teasing the Teacher
Do: - Use caution in Okizeme against him
- Learn to predict his ground changeups (especially the two-footed kick)
Do Not: - Eat the back turned sweep-o-cheeze
====
Ling - Ling vs. Ling fights are always fun, and I personally have a lot of fun w
ith
them (feels like I'm protecting her honor). The best way to beat Ling is
to
KNOW Ling. You will often get into back-turned fights, and these are the

key to winning against her.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
Do: - Be confusing as hell
- Sidestep (this is a MUST)
- Get into the Rain Dance
- Use overpowering moves against the opponent (Sunrise Fan, Phoenix Wing
s)
Do Not: - Go into the Phoenix Position when the opponent is in Rain Dance.
========
Michelle - Michelle, while not as dangerous as Julia, has a few things to watch
out
for.
Do: - Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are gr
eat)
- Use the Phoenix Position
- Keep her guessing
- Sidestep, a lot
- Throw
Do Not: - Use slow moves against her
- Duck
- Do anything but block after her sidestep moves
- Get hit by her upward-double-kick-into-tag-juggle
=======
Mokujin - Duh! Figure out who he's mimicing, and go from there.
====
Nina - Nina is just as much of a pain as Anna, in my opinion, but not quite as d
angerous
anymore.
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Launch Nina whenever possible, keep her on the ground
- Sidestep
- Parry her strings.
- Chicken
Do Not: - Poke her to death
- Let her run poking strings on you. Interupt her any way you can.
- Let her throw you
====
Ogre - Nasty if he gets going, but not too much of a problem. Hop kick,
Infinity kicks, lots of damage, doesn't track well. Has few low moves
worth anything.
Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher,
Wrath of the Schoolgirl
Do: - Keep him busy
- Use confusion
- Use the Phoenix Position
Do Not: - Let him hit you
- Use the Mistrust too often, doesn't juggle well
====
Paul - Pro: Phoenix Smasher, Falling Leaf. Con: Low recovery, Slow.
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Capitalize on his recovery time
- Use the Storming Palm
- Use the Phoenix Wings
Do Not: - Get hit by the Phoenix Smasher or Falling Leaf
=======
P. Jack - Different, but uses a strategy similar enough to the other Jacks not t
o matter.
See: Gun Jack
=======
T. Ogre - OWWWWwwwwwwww...! Talk about major damage. I'd rather be hit by the
Phoenix
Smasher than take one of T. Ogre's combos (and subsequent 50-80 damage
Okizeme).
He is quite possibly the most under-rated character in the game, and o
ne of the
most dangerous by far.
Strategy: Teasing the Teacher, Wrath of the Schoolgirl
Do: - Be REALLY, REALLY careful about being Juggled
- Capitalize on his lack of speed, and block if you let up on the attack
- Watch the low moves
- Be VERY, VERY, VERY careful about getting up off the ground
- Use the Storming Palm
- Use the Phoenix Wings (As Okizeme as well)
- Use the Sunrise Fan (As Okizeme as well)
Do Not: - Get knocked down anymore than you have to
- Tag in predictably
- Get up predictably
=======
Unknown - Same as Mokujin, but this guy (girl?) is not really a problem in the a
rcade.
====
Wang - Ling's Master; nasty old fart, but slowed down by years and years and yea
rs...
Strategy: Schoolgirl's Temprament, Maiden's Perogative
Do: - Take advantage of his lack of speed
- Use the Storming Palm
- Sidestep
- Chicken your moves
Do Not: - Duck, most of Wang's nasty moves are Mid
- Attack when you both have large attack time (Wang's moves can hurt a L
OT)
==========
Yoshimitsu - Yoshi is the master of the 'what move is he gonna do next?' style o
f
gameplay. He has nasty combinations resulting from odd minor stuns
,
floats, and unblockables. He is agile and has a large repitoire of

moves.
Strategy: Maiden's Perogative
Do: - Anticipate; there are combinations that Yoshi does a lot, see if you c
an
guess them.
- Watch the quick low sweep
- Use the Bayonette and throws as a reprisal
Do Not: - Fall into timing traps. Often you'll see an opportunity to attack tha
t's
really a trick.
- Fall repeatedly for low moves
- Be overly offensive
************
THANKS GO TO
************
God, so many people here.
Ling's Practice Dummies:
Lin - Who taught me rudimentary Ling style, and allowed me to get out of
my scrub phase. (Yes, I was a Ling scrub!)
Alan Larson - Friend, Compatriot, Tekken Freak the same as I.
Thanks for taking all the beatings you did over the years
from my annoying little schoolgirl.
Jake Raines - Also Friend, chum, Tekken Freak as well.
Thanks for beating my ass occasionally in a 12-15 win
streak just to show me my place. Had you not, my Ling
wouldn't have improved beyond the intermediate stage.
Takuma - Sorry I can't remember your last name, dude, but you've never told
me! Ah, wasting our time away daily at Playland Go! in Akita against
your True Ogre/Kuma team that made my Ling advance to the final level.
It took me nearly 2 weeks to be able to play against you and win at all
!
Second Note: Since you've changed to Mishima ultra-offense style, I've
learned a bunch about why people use them, and why I should be using
Julia instead of Jun as Ling's partner.
Enoki - Your Mokujin/Lei team taught me more about tag sliding, head diving
than anything. May we continue playing at Taito until I leave for home.

Eiko - You are a turtle, and you have the hardest style to play against that I'v
e
ever seen. Your style forced me to use different moves, and discover
strengths and weaknesses in Ling's. Thanks for keeping my ego in check.
Everyone at Say Taito, Akita; Playland Do!, Akita; and Pop's Arcade, Minneapols
-
Who provided the the rounding for my style, and improving my Tekken
abilities in general. While I spent my year in Japan and everything els
e
in my life turned upside-down, Tekken remained constant, because I alway
s
had good friends to play with. I'll remember our friendship and miss yo
u
all.
People on the Web:
(jkkim@nwu.edu) - Creater of the original FAQ from which I formulated this one.

Although the move list is completely rewritten, some of the
original wording remains here and there.
Tekken Zaibatsu (http://www.tekken.net) -
Without who's help, I would have been lost for knowlage about Tekken's
intricate system. Thanks to them, I finally understand why little Ling
can do so much damage with her little hand on clean hit/counter.
***
For people who want to know why I think Ling is Left Handed, and why it's an
advantage:
- Her Storming Palm, 'nuff said.
It's done with d/b+1, which is her left hand. NO ONE would do
a move that strong with thier off hand, and if they could, I'd be a
little bit worried about Ling's right.
As far as being an advnatage goes, I honestly don't know. I'm sure it
plays a role somewhere. Perhaps she gets strength during the fight from the
anger caused by lack of a pair of workable scisors when she last trimmed Panda
(or perhaps from the sparing practice that occured afterwards, when Panda didn't

like her new 'do.).
Other Evidance:
Wang's left hand reversal cannot be chickened. Perhaps he got
sick of being beaten by a little girl with such a strong left hand and then
became proficient at countering it?
Note: in Tekken Bowl on the PS2 version of Tekken Tag, Ling bowls RIGHT-handed..
.
this may debunk my theory, but I'm not sure. If she really is right-
handed, she's awful ambidextrious for my tastes.

You might also like