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RD db~ws+2~f bait:

ff+3 - on block
2,1 - on block
df+1 - on block
uf+1+2~b - on block
Spinner Away

ff+3, RD b+3+4 -- works best on a shallow ff+3 hit. Baiting a whiff.
df+1, RD b+3+4, RD b+3+4 -- For some reason, two works better
ff+3 bait

db+3 -- works best if Ling is on 1p. Opponent can't SW the ff+3.
db+4 ditto
AoP 4~3 mixups
*Copied from Shauno below, something to add*
After a successful AoP sweep...
- KND 3 is free if they don't roll away, good for launching people who
gettup kick
- KND ~f,1+2 is a guaranteed roll forward into a dive for chunky damage
if they roll away to avoid KND 3, and you land right next to them in Rain
Dance.
- KND ~f,3 to frequently hit them on the ground if you rolled forward and
guessed wrong about the opponent rolling away
- If the opponent doesn't roll, AOP 4~3, u puts Ling in good position for
oki. If they instant stand, firedancer (WC d+3,2,1,4) can be hit on the
back. More reliably, WS+2, RD 4. Also can be used to bait get up low kick
Bind/Spike-refloat setups

launch, df+2, f+3,1, RD 2,2, RD 1+2, db+3 -- most people use this one
launch, f+3,1, RD 2,1, ff+1 (deep), b! uf+4, db+3 -- heard people using
this one (DaRizat)
launch, df+2, f+3,1, RD 2,2, b! RD db~WS+3 , db+3 -- good noobkiller
setup
launch, df+2, f+3,1, RD 2,2, b! d+1+2~AOP uf+3 , db+3 -- The Sodam
setup
launch, DF+1, f+3,1 RD 2,2, b! d+1+2~AOP uf+3,1, AOP dash 2,1 -- Best
refloat I could coax out of this one. If anyone can get anything better,
please let me know!

AOP d+1 (ch)~F~D/F+1, ff+1 b! -- if opponent stands, refloat
AOP d+1 (ch) b+44 -- a bit easier refloat. Leads in to...
b+44, DF+1, ff+3
b+44, DF+1, ff+2,1 if you're very fast
b+44, f+3,1, 2,1, ff+2
b+44, f+3,1,1+2

Right side throw, b+44 -- same deal off of dump the bucket.
Roll Traps

b! roo, cali roll -- Shauno setup #2
b! RD d+3, cali roll -- Shauno setup #1
b! RD 2,1, fff+3
b! RD 2, ff+3, cali roll
low parry, f+3,1, RD 221, AOP u+4

Delay Refloat setups
*Bind opponent off juggle, delay. Gives refloat w/o bind*
*Note that these setups are best used when you hide the delay with some
other input*
*Third note, these are only worth it when the refloat does more damage
than the juggle ender*

b!, *delay*, ff+3
might I suggest...
RD 2,2 b!, RD uf~f,f+3

b!, *slight delay* d+1+2, AOP 1,2
suggesting...
ff+1~d+1+2 b!, dash, AOP 1,2

juggle, RD 2,2 b!, SSR, roo, RD db+4 --
Thanks to Cassi. The issue with the consistency is that Xiao naturally
moves SSL during her juggle. You need to re-align before attempting this
setup. Didn't find a juggle that worked to keep her aligned. And it's a pain
to hide that amount of time, but I did find something.

juggle, RD 2,2 b!, SSR~f~n~1+3+4, roo, RD db+4 -- fast fingers, but
tournament do-able.

b!, d+1+2_AOP, f+3+4, WS+2- opponent rolls, free bind. Thanks to
Severin

juggle ff+1 b!~b+1+2,2, b+4,4 -- the b+4,4 is the most consistent thing
I've found for followup. If anyone can find something better, let us know.
On smaller characters HYP 2+3 will catch tech rollers (either direction) as
long as the don't crouch punch.

juggle ff+1~d b!, ff, AOP d+1+2, b+4,4

Juggle Pushback_Pin Down setups
*Juggle pushes so far back, it's a setup for unblockable tackle, even if they
stand straight up. If opponent rolls forward, refloat opportunity*

df+2~1, df+2, f+3,1 RD 2,1, ff+1 b!, {1},d+2,1+2- *Thanks JT*. If
opponent rolls forward.

juggle ending f+3,1,1+2, delay hop kick- creates a good opportunity for
major damage *thanks Sodam*

After Throw setups

1+3, df+2~1 -- wait for her front leg to stop moving before the input.
Opponent instant stands/rolls -> relaunch. Opponent lays -> free damage.
1+3, b+2,2 -- puts Ling in okay position for damage and oki
1+3, SSL 4~3 -- for people that lay there
1+3, *wait* WC+3,2 -- for people who extended tech. Connect WC+3 just
as they are done with the tech. Free float.
2+4, d+2 will refloat instant stand -> ff+2, ff+2,1
2+4, f+3,1. Catches roll, mis-timed instant stand'?', extended tech.
Relatively safe.
right side throw (dump the bucket), DF+1 -- relaunches
left side throw *near wall*, df+2~1_f+1+2 -- free damage or resplat
chance
f+2+3, dash RD 4 -- launch, bread and butter
f+2+3 *opponent near wall*, RD 2,1,4 -- a bit more damage
df+2+4, uf+3+4 -- if opponent stands or rolls, free damage. Opponent
stays -> getup kick bait.
df+1+2 *back to wall*, df+2~1_f+1+2 -- free damage or resplat chance

W! setups

W!... RD 2,2,1, AOP 4 - Free damage. If opponent instant stands->
W!... RD 2,2,1, AOP 4, DF+1 - Free damage. If opponent techs
W!... RD 2,2,1, AOP 4, DF+1, uf+1+2~b -- Cross up, sometimes back
catch. Ling can get up to +4 on block, +9 on hit.
W! DF+1, DF+1, uf+1+2~b -- same deal
W! ff+2,1, uf+1+2~b -- faster recovery on the ff2,1 gives better chance of
back catch.
W! ff+2,1, b+1+2~HYP 2, ff+3 -- HYP2 will hit their back. Deep dash for
Rac swing.
W! AOP 2,1, b+1+2~HYP 2, ff+3 -- same deal
W! ff+2,1, b+1+2~ HYP 3+4 -- For people that tech right, where HYP 2
won't work. They can duck this though.
W! ff+1 b!~d+1+2, AOP 4, UF -- if opponent techs, free launcher on their
back. Only works away from corners and perpindicular to the wall.

juggle W!, ff+1 b!, SSL~DF+1, 3+4_SWL, (opponent techs, shows back),
f+3,1,1+2, f+1+2 -- Technically this setup is a combination of two
different players work, Juie and JT. If opponent techs, 80 damage. If they
tech the wrong way, 80 damamge+wall splat.

juggle W!, uf+4 b!~ SSR, b+1~n, RD f+3+4,3+4. Opponent techs
backturned to eat the roo kick.

1p Punch Tech setups
*If opponent is on 1p side and punch techs*

WS 4, fff+3 -- Depending on spacing, this is a delayed hit crossup. Ends in
RD AOP.
b! RD 2,1 fff+3 -- same deal. Million and a half variations.
b! RD 2,1, small dash, uf+1+2~b -- crossup. +3 on block, +9 on hit.
WS 4, small dash, uf+1+2~b -- hard, but do able.
WS 4, (ff+3), RD 221 -- raccoon swing whiffs, Ling with small advantage
in RD. RD 221 works well for aggressive folk.
W! ff+2,1, b+1+2~HYP 2, ff+3 -- HYP2 will hit their back, free raccoon
swing with deep dash
W! AOP 2,1, b+1+2~HYP 2 -- same deal
b! RD 2, dash, n, RD 1,4 -- With the right timing, RD 1,4 will cross up.

juggle ff+1 b!~d+1+2, AOP f+3+4, UF~n+4 -- opponent techs fearing
rejuggle ws+2, hits back.

juggle, deep dash ff+1, short dash UF, opponent techs, RD 4.

1p Kick Tech setups
*If opponent is on 1p side and punch techs*

b! RD 2,1 uf+1+2~b -- crossup. +3 on block, +9 on hit.

BT opponent Juggle setups
*opponent is launched while BT*

1,d+2, RD 22 b!, SSR RD 22, RD d+3 -- Very strict timing. Free RD 4 if
they try to get up.
1,d+2, RD 2, RD 22 b! RD 221 -- most reliable (doesn't work on bigs)
1,d+2, RD 22 b!, d+1+4, f+3,1,4 -- most damage
1,d+2, RD 22 b!, RD 2,1, dash uf+1+2~b -- cross up, +3 on block, +9 on
hit.

3 ___ ff+1,4 setups

3, ff+3, RD db+4, f+3,1,1+2
3, ff+3, RD db+4, f+3,1, RD d+1+4, uf+1+2~b, f+1+2 -- opponent
unable to roll. Hits opponents back. Techs same way. Has to lay there or
extended tech. *Thanks Sodam*

Hiding the Animation

Throwing from RD hides the break
HnT (RD ff+1+4_2+3) also hides the break
b+1+2, 2 grab-- HYP masks the 2 break when she takes her first step
RD AOP~u, RD d+4
RD b+3+4, RD d+4
ff+2,1~b, RD d+4
AOP U/F, D, u/f+3

Empty Jump

Not an easy setup to do with Ling.

juggle bt opponent, ff+1, QUICK dash, uf n, opponent techs backwards,
ws+2, RD 4

AOP 4 can also trigger an empty jump tech, but you can't get anything off
of it.

In theory, I think you can get an empty jump off of uf+1+2, but I've yet
to confirm it.

Strange but True

HYP 2, ff+3 -- juggles if HYP 2 hits on the side.

f+2+3, RD 4, 1,D+2, ff+1 b!, ff+2,1~b, HnT-- roll back, hop n back throw
setup. Sadly, escapable. But too awesome not to try.

AOP f, f, f, f, f, f, -- is a really fast AOP dash. Timing is like a slow
monotonic dash. REALLY fast. Like wavedash fast. Scary as hell fast. Hard
to do though.

AOP f~d~f~d~f... -- Fun motion. I'm currently incorporating that one in
my loop. Easier to do with two hands though.

WC df+2,1 can still be low parried with a b! *Thanks Bloodhawk*

AOP 3 is nearly unpunishable. Great whiff bait.

(1), d+2 *ch* is +10. Free 1,d+2,1+2 or RD b+3. Roll back catch on RD
b+3.

RD AOP u~u/b_u/f for RD AOP hop. RD AOP hop -> AOP by d+1+2

RD SS~d+1_df+1_db+1- Ling will perform motion in wrong direction *I
think Yiggs got this one first*

AOP u+4 hits twice. If the second kick is blocked instead of the first, it's
only -1 or -2
AoP 4~3 mixups
After a successful AoP sweep...

- KND 3 is free if they don't roll away

- KND ~f,1+2 is a guaranteed roll forward into a dive for chunky
damage if they roll away to avoid KND 3, and you land right next
to them in Rain Dance.

- KND ~f,3 to frequently hit them on the ground if you rolled
forward and guessed wrong about the opponent rolling away

Throw oki

- After a d/f+2+4 throw, d/b+3 (floats) or u/f+3+4 will catch
back rollers. It also works sometimes after the d/f+1+2 throw, but
it isn't consistent.

RDS Layout throw setups

- When d/f+1 hits, try a RDS f,f+3+4 to land on their head for the
inescapable throw. Shorten or lengthen the f,f motion to control
range, being aware that some opponents may try to walk under
you if you jump too far. If blocked, RDS b+3_2~2,1 has priority
over most attacks. Sidewalking kills this, but near a wall it is a
little tougher to dodge.

- If an opponent is juggled near a wall and you recovered in
Raindance, try RDS f,f+3+4 in the same way described above as
they tech roll left or right, or even if they stand straight up.

Cali roll oki setups
After any juggle setup into ~RDS 2~2, finish with B! RDS Roo
Kick~RDS California Roll.

- If they opponent tech back rolled, your RDS Mistrust is a free
launcher into another juggle.

- If they tech left or right, you can do a basic Raindance mixup
before they attack (i.e. RDS throw_RDS d+3_RDS u/f+4 launcher,
etc).

Mule Kick oki baiting

- If you are in RDS and the opponent is on the ground, unless he
is real close, try RDS 3. It will punish the sweep with a low crush,
but even if it whiffs (should they stay down), it spaces Xiaoyu
away from them and stays in RDS. After that, if they try a rising
mid kick, it will often whiff out of range for a free RDS 4 launcher.

Anti-reversal tactic

- If a foe is reversing/parrying your retaliations during their poking
and you haven't mastered chickening yet, lead off with f+3,1 knee
string or RDS 1 elbow starter. Neither move can be reversed or
parried (except by Jin). f+1+2 shoulder is also available, but if
you guess wrong that can be punished harder.

Fast sidewalking combo starter

- If you are sidewalking and it causes an opponent to whiff a
strong move or linear string, quickly tap 3 and her i15 Cloud Kick
will knock them down for a f,f+3, RDS d/b+4, f+3,1,1+2 juggle.
Other juggle starters are slower to get off because you have to
move the controller (i.e. d/f+2~1) and/or it comes out after more
frames (i.e. u/f+3). Cloud Kick is high, so you can't punish people
who whiff in RC.

Oki strat #312

- If an opponent is on the ground after your juggle ender spikes
them down (i.e., after ~f+3,1,1+2_XMTS finisher), consider
f,f+4:4 for oki. If they stay down it recovers fast on whiff. If they
back roll or get up crouching, it KDs. If they get up blocking, you
have a +3 frame advantage with the JF (+1 without) to keep your
assault flowing.

SS+3 pre-hit confirmation

- Try multiple sidesteps out of range to bait, and if they come in
attacking with a linear and/or high move_string, tap 3 to start her
SS+3 sweep. If you feel it will connect, simply complete the
juggle. If they only jabbed or faked an attack, hold back to cancel
the sweep, recover in RDS, then back away or attack from
Raindance.

10-string setups
The 10-string starters can be useful if not abused. They start off
with a low crushing mid, and during oki the opponent may not
react immediately to the two highs. After those punches, she hits
with two lows or three mids....

- The first five hits of her 'low' 10-string is u+4,1,2,4,4. That's
m,h,h,L,L. After the hop kick and punches, if the sweep hits, the
second is guaranteed and Xiao is in FC with good frame
advantage.

- The first six hits of her 'mid' 10-string is u+4,1,2,1+2,1,3. That's
m,h,h,m,m,M. After the hop kick and punches, if the next mid
hits, all three mids are guaranteed and Xiao is in RDS with good
frame advantage. On block try to RDS mid_low parry if you expect
retaliation.

Xiaoyu's Panic Buttons

u/f+3
standing 4
d/f+1

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