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Posted (edited)
snip

This. For all the development thats been happening i can atleats say the people who created this game done a good job IMO.

Also pandora is hail mary at best. You'll find more option with cross assualt. While optimizing is it bit difficult having infinite meter for a time can still be effective and having partner can provide some safe guard. (one thing that been weird is that sandwich tactic seem tame)

Its hail Mary to at best but at least with this it wont be automatic lost. The main draw back is if activiated unsaflye can lead to both on point and partner being open. But the Cpu usually behave accordingly to their character arch type some time, like a zoner will zone or grappler will grapple.

Edited by Keo-bas
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Posted

Got it after trading in some stuff, and I gotta say it is very very fun.

Playing Hwoarang/Asuka, and the strength of some of the jumping normals is just silly.

See how far you can make Asuka j.hp cross up.... if your answer is 'a reasonable distance' you arent trying hard enough. Seen Hwoarang's j.mp clean beat some DPs because of the hurtbox. Same with his j.hk and j.hp.

Having a lot of fun as of right now, so I'm glad. Not really a capcom guy, but its a nice choice to be able to enjoy a SF game this much.

(Even if im only playing tekken characters lol)

Posted

I did a combo with a gem set up and super... and I still only did 477 damage.

I do 400 meterless with Asuka, and nearly 500 when my power gem activates.

I can do 570 with 3 bars and no pandora D:

Posted
the worst part is that you can get them by accident, fuck that shit >:/

How? Stop mashing. It's LK+HP two totally separate inputs. I haven't seen a character with a link or chain that requires that. I believe L3/R3 also activates it but seriously if you are playing on analog you are already the .005% of the players. lol

Posted
How? Stop mashing. It's LK+HP two totally separate inputs. I haven't seen a character with a link or chain that requires that. I believe L3/R3 also activates it but seriously if you are playing on analog you are already the .005% of the players. lol

play akuma, try to use the shun gokusatsu to punish jump ins or bad forward rolls and tell me then

Posted (edited)

SolxBaiken's Xiaoyu Guide (or "How I Learned to Hate Myself and Keep Living") ver 0.99

xiao2.jpg

===== Intro =====

Xiaoyu is an extremely versatile yet complex fighter, her strength comes from her various stances and their many options however this is also her biggest weakness as she leaves herself open and solo combo potential will be costly. Xiaoyu is actually one of the few Tekken characters than lack "Tekken Chains" but those familiar with her 3D iterations will see many similar skills and tactics applied in Street Fighter x Tekken.

Xiaoyu's health sits at 900, but in a fast and hard hitting game like this it can be gone in a flash, this is actually the 2nd lowest tier in terms of health. I personally recommend Defensive gems that focus on getting hit/blocking, Meter gems are also good as her EX attacks have plenty of great uses, especially in the punishment department.

This guide is divided into 3 primary sections (Neutral/Rain Dance/Phoenix) which will break down her options and attacks in each of her 3 modes. This guide will NOT teach you combos, it merely breaks down and explains the moveset, providing practical and interesting applications. It's up to you to realize what is possible with the information provided here.

===== Neutral Stance =====

Xiaoyu's default stance. Not too much to say about this stance as it's all pretty self explanatory, and while I would like to say you'll be spending the majority of your time in this mode, chances are you won't. Sure a lot of your assault may start from Neutral, but more often than not you'll be spending most of your time in Rain Dance, despite this Neutral still plays an important role and has several great options. Before we get into Specials, let do a quick overview of Xiaoyu's more useful Normals (or those with interesting notes).

FAR MP IS YOUR BEST POKE, FAR MP IS YOUR BEST POKE, FAR MP IS YOUR BEST POKE!

Xiao's far MP is an amazing move; it's quick, can hit behind you, can be canceled into ANYTHING (on it's own of course, otherwise restrictions apply), and moves Xiaoyu forward (creating deceptive range on an already great poke), hands down this is your go to Normal for your ground poke game. Far HP has the great range and movement of far MP but lacks the ability to be canceled on it's own freely. Luckily both Xiaoyu's close MP and HP are great, close MP hits twice and can be canceled off either hit, close HP does more damage and can also be freely canceled. Crouching MP is great because it's another Normal that moves Xiaoyu forward slightly, and it hits twice, the first is a high but the second is a low! Sadly crouching MP is her only crouching Normal that can't e canceled. Xiaoyu's crouching HP forces her to stand and is probably best used as an anti-air.

Far LK makes Xiao do a quick spin kick that actually has decent range and moves her forward slightly, it also connects on crouching opponents (even though it looks like it wouldn't). Her far MK is an advancing knee the moves a great distance (in just 3 of them you can travel across the entire screen!) and it too also connects on crouching opponents. Far HK looks like it travels, but Xiao actually returns in place, this move WILL whiff on crouchers through. OF her close kicks only close MK can be canceled, aside from that nothing too note worthy here. Crouching MK preforms a "half" sweep and will move Xiaoyu forward slightly. Unlike most other characters, Xiaoyu's crouching HK is not a low but it will cause the standard sweeping knockdown on hit, but this makes it's normal applications as a sweep less practical especially due to it's shorter range.

For air-to-air once again MP is going to be your best friend as both the vertical and diagonal jump MP have the best horizontal range. For air-to-ground your best options will probably be diagonal jump HP (because it can be done relatively close to the ground) and diagonal jump HK (which actually hits twice; the first is a sharp downward kick and the second is a far reaching horizontal kick, but you must be careful because if preformed too late you will whiff the second hit. This move is best done pretty early in your jump as the first hit has the possibility of prevent your opponent from jumping and even if it misses the chances of the second hit landing are pretty good). Diagonal jump LK is Xiaoyu's crossup.

[Cyanide - forward + MK] - Xiaoyu's only traditional command normal, it's an overhead kick but what's interesting is you can preform with with down-forward as well. It causes a ground bounce on hit which can be followed up (M version Hakkesho followed by a cl.HP and ending in a EX Storming Flower seems to be your most damaging option dealing 285 damage). Xiaoyu is in an airborne state for most of the move's duration so low attack will whiff, this move is actually really safe on block as well (which is rare for an overhead)! Take note that if you hit from point blank on a crouching opponent, you will crossover them (so if you use the follow up listed, be sure to reverse your directional inputs!)

[Hakkesho - hcb + any Punch] - a step followed by a crane strike in which Xiaoyu will flap her arms like wings hitting twice, the button pressed determines the distance of the step (with the L version traveling a very short distance and the M and H versions going nearly full screen). This move looks like it has alot of recovery, but that's actually deceptive as you can cancel the recovery animation (after Xiao crosses her arms) into a number of things like blocking or another small string, and it is advised to do so as the move is bad on block. The EX version acts just like the H version but on hit will automatically follow up with 2 extra strikes. This move can be Super Charged.

[storming Flower - hcf + LP] - a fierce palm strike which causes a knockdown on hit, simple but effective. It can also negate single hitting projectile attacks, however due to it's massive startup this makes it hard to time and risky to deal with projectiles in such a manner and if preformed too late in some cases you will see the projectile absorption animation but STILL take the hit and damage. For the EX version please refer to Fortune Cookie.

[Fortune - hcf + MP] - Xiaoyu will leap forward a bit before preforming a wide armed strike that looks like an inverted MP, you will be left in Rain Dance after this move, however this can be followed up with a 2nd strike by pressing any Punch again, the 2nd strike will keep you in Neutral. The 2nd strike has the same properties as Storming Flower, for the EX version please refer to Fortune Cookie.

[Fortune Cookie - hcf + HP] - Xiaoyu will preform a windmill strike that hits 3 times, you will be left in Rain Dance after this move, however this can be followed up with a 2nd and 3rd strike by pressing any Punch again. The 2nd strike will also leave you in Rain Dance but the 3rd one will keep you in Neutral and has the same properties as Storming Flower. The EX version still requires you to enter the 2nd and 3rd strikes manually, but the 3rd hit will now cause a wall bounce.

[shooting Star - hcf + any Kick] - a front flip followed by a dive kick, on whiff or block you will be left in Rain Dance and on hit you will preform a series of kicks ending in a knockdown. Also keep in mind that on hit you will flip off the opponent and put a tiny amount of distance between you, but on whiff or block you will remain in place (which is fine since you are at an advantage on block). It is possible to immediately "cancel" and prevent Rain Dance, you can either do this "passively" by holding any direction or "actively" by preforming an attack (and I mean ANY attack; normals, specials, even Supers and Cross Arts) so not only can you prevent yourself from getting attacked, you can also catch anyone trying to punish you. There is also a very hard but interesting trick, if you hit from nearly maximum hitting distance (or very low on the opponent) you will preform all kicks and the knockdown but won't push yourself away. Additionally if you hit from the VERY maximum distance you will preform a sole kick on the opponent but won't knock them down, it's even possible to combo from this with a variety of things. The EX version will actually track the opponent and go full screen if needed, also hit or block it will NOT force you into Rain Dance.

===== Rain Dance Stance =====

You can enter this stance at any time while in Neutral or Phoenix Stance by pressing back + all 3 Kicks. This stance has alot of "staying" power, you can move (dash included) back and forth while remaining in it, but jumping will take you out if it. Pressing a downward direction twice in quick succession cancels the stance and returns you to Neutral, this is good to keep in mind as you are UNABLE to block while in this stance, so you will need to quickly double tap downward and then hold back or down back to get into the fastest defensive position. You can still throw while in Rain Dance, front throw returning you to Neutral and the back throw keeping you in Rain Dance (while at the same time "resetting" the distance between you and the opponent).

As mentioned earlier, Rain Dance can "last" for quite awhile, there are alot of moves which will leave you in Rain Dance afterwords and every offensive action in Rain Dance leaves you in Rain Dance, this is both a blessing and a curse and something you'll have to keep in mind constantly, making sure to keep your mixup fresh and yourself as safe as possible so your opponent doesn't take advantage of this gnawing weakness. On top of all the automatic options you can also do a pseudo cancel into the stance from any attack, such as after a chain of normals you input back and all 3 Kicks and Xiaoyu will enter Rain Dance. The drawback however is Xiaoyu still has to go through the recovery of the last action before Rain Dance was entered, which is why this isn't a TRUE cancel (however if you use this off a single hit or chain it will cancel the recovery animations for certain normals - LP, cl.LP, MP, 1st hit cl.MP, early cl.HP, cl.LK, early cl.MK, cr.LP, early cr.HP, cr.LK, cr.MP, cr.MK, early cr.HK). Also this option is best used on block, you can do it on hit but dropping a combo for relatively weak mixup isn't recommended.

You have access to 4 attacks (2 of which have followups) while in Rain Dance:

[Mistrust - any Kick] - a reverse heel kick, the button pressed determines the startup and how much Xiaoyu will inch forward (L being the quickest and shortest and H being the slowest and farthest). On top of being a nice anti-air this move can actually reflect normal projectiles, multi-hitting ones will still connect, each strength sends them in different directions (L = right back at the opponent, M = at an upward angle, H = straight up). Because of the added startup it's actually alot harder to make the M and H versions practical, so you'll be using the L version should you opt for using the reflective properties of this move, also keep in mind projectiles will retain the same "durability" at the moment of reflection, this means if the projectile doesn't travel full screen it will dissipate shortly. The EX version preforms exactly like the L version but with added startup invulnerability.

[Dark & Stormy - any Punch] - an auto 3-hit combo which ends in a Mistrust, however because of how long it takes to get to the final hit, it's completely impractical to use it for it's reflective abilities. A good move that starts fast enough to combo from a Stance Cancelable Normal, the EX version includes 1-hit of Super Armor from startup to nearly it's complete active phase. Turn of Fortune if you press any Punch button again before the first strike of Dark & Stormy ends, the move will not finish with a Mistrust, instead Xiaoyu will end with a setting sun barrage of strikes and then slowly return back to Rain Dance. Turn of Fortune is awful on whiff or block due to the amount of time needed for Xiaoyu to return to Rain Dance, however it has 3 very good uses, a good amount of hit stun, makes for a good Tag cancel, and the ability to transition seamlessly into Phoenix. By pressing down during the active period Xiaoyu will cancel the recovery into Phoenix, this is the ONLY action that will end you in Phoenix, also because of the hit stun it is possible to combo either Wave Crest or a Double Map Sweep from the transition. The EX version deals more hit stun (making the combos more lenient) and retains the 1-hit Super Armor property of Dark & Stormy.

[California Roll - hcf + Kick] - a simple roll which will crossover the opponent if within distance (even in the corner), the button pressed determines the distance (L being the shortest and H being half screen), unfortunately the roll has NO invulnerability and after the recovery you will remain in Rain Dance. The primary use for this will be closing the distance between you and your opponent, the EX version does have strike invulnerability for most of it's duration but sadly it only goes the distance of the L version. Cyclone Left if you press any Kick button again during the roll Xiaoyu will spring out and do a double hind kick. Since the roll itself has no invulnerability outside of EX, following up with this move is good for trying to halt an opponent's assault, but be warned that if you crossover the opponent and preform this move you will NOT auto correct and will kick in the opposite direction of them.

[back Layout - hcb + Kick] - a back flip that will cause a cinematic grab on grounded hit, causing you and the opponent to be at the opposite ends of the screen and leaving you in Neutral (if whiffed or the cinematic doesn't play, you remain in Rain Dance). If landed on an airborne opponent you will simply cause minimal damage (50) and ground them (which can't be followed up, but does place you in a good position to apply pressure). The button pressed determines the distance the flip travels with the L version being shortly in front of you and the H version traveling about half screen (interesting note on the H version, if preformed at close range you will flip over the opponent and placed a small distance away from them, but you can not flip over them if done while they're in the corner). The EX version is similar to Shooting Star in which it will track the position of your opponent and go full screen if needed (making it great for punishes). Do realize this is a hit and NOT a command grab, so it can be blocked, however it DOES hit overhead and will connect on crouching opponents (all versions). Any time during the flip you can input any Kick to "cancel" it and make Xiaoyu drop in place, this is most effective on the H and EX versions as they travel the most distance and as such you have a higher risk of being punished through them.

===== Phoenix Stance =====

You can enter this stance at any time while in Neutral or Rain Dance Stance by pressing down + all 3 Punches. Unlike Rain Dance ANY offensive action you preform in this stance will immediately take you out of it afterwords, but much like Rain Dance you are able to move (dash included) back and forth while remaining in the stance, but jumping will take you out of it. While in Phoenix you will be in a constant crouch position, so all high attacks will whiff over you, however any low and overheads will of course connect, and you are UNABLE to block while in this stance. Like Rain Dance the only way to cancel the stance is to double tap a downward direction (in most cases down-back will be preferred as you can enter a crouching block, but if you're quick enough you can also go from the downward motion to a back motion for a standing guard after the stance cancel). You can also still preform throws while in Phoenix, front throw returning you to Neutral and the back throw putting you in Rain Dance (while at the same time "resetting" the distance between you and the opponent).

Phoenix has some strong moves but it has 1 massive flaw over Rain Dance, there are no options that automatically put you in Phoenix (well there is ONE but it's a derivative of a Rain Dance), this makes it hard to not telegraph your actions and intentions. While there is no automatic option you can do a pseudo cancel into the stance from any attack that DOES NOT leave you in Rain Dance, such as after a chain of normals you input down and all 3 Punches and Xiaoyu will enter Phoenix. The drawback however is Xiaoyu still has to go through the recovery of the last action before Phoenix was entered, which is why this isn't a TRUE cancel (however if you use this off a single hit or chain it will cancel the recovery animations for certain normals - LP, cl.LP, MP, 1st hit cl.MP, early cl.HP, cl.LK, early cl.MK, cr.LP, early cr.HP, cr.LK, cr.MP, cr.MK, early cr.HK). Also this option is best used on block, you can do it on hit but dropping a combo for relatively weak mixup isn't recommended.

You have access to 4 different attacks while in Phoenix:

[Wave Crest - any Punch] - a quick rising elbow attack which launches on hit, it makes for a decent anti-air on reaction but doing it too soon will get you counter hit. This is probably the fastest and safest of all of your Phoenix attacks, so if you need to cancel the stance and aren't in a good position to jump or preform another move, this is probably your go-to tool. The regular versions all blow back the opponent, making it hard to followup outside of the corner, however the EX version knocks them higher up and the blow back is reduced.

[Double Map Sweep - any Kick] - a series of low hitting sweep kicks, the button pressed determines how many kicks are preformed (L = 1, M = 2, H = 3), this is probably best preformed after canceling your Turn of Fortune in the Phoenix stance, as you are able to immediately act and it serves as decent pressure since the previous strikes were all high and these are all low. It's also pretty safe on block making it good for strings. All versions preform a hard knockdown on hit, with the exception of the EX version which preforms like the H version but does not ground the opponent.

[Flower Power - hcb + Kick] - a series of twin spinning kicks, the button pressed determines how many kicks are preformed (L =1, M = 2, H = 3, with each kick hitting twice), during each set of kicks you are in an airborne state so low attacks will whiff. The EX version is exactly like the H version but causes a ground bounce afterwords. Due to the duration this move is also great for Tag cancels, with either the H or EX versions allowing for most Partners to Super Charge into a Super off an EX (costly, but fun!)

[Phoenix Talon - hcf + Kick] - a rising kick, great anti-air. If the first hit whiffs, the opponent can crouch under the following strikes, however the first hit is pretty low to the ground and covers a good distance. EX version just deals more damage.

Edited by SolxBaiken
Posted
play akuma, try to use the shun gokusatsu to punish jump ins or bad forward rolls and tell me then

Ill try it tonight. I already hate one of Akuma's combos forcing you to use LP+MP as your ex instead of MP+HP cause of the dumb easy chain system. The one...

5LP > 5MP > 5HP > 236PP > 623PP

Posted

So to those who actually bought it, what's the general feeling? I'm probably gonna get it if the whole no pair play on Xbox is resolved.

Posted
I'd get it if it let you Train Online with friends...but only if I had money.

They announced that feature last year. Did they take it out? I totally forgot to look for it.

Posted

Local Pair play is the shit.

Online Local Pair Play is THE

SHIT.

Most fun I've ever had playing a fighting game.

Cross Assault!

Posted
Local Pair play is the shit.

Online Local Pair Play is THE

SHIT.

Most fun I've ever had playing a fighting game.

Cross Assault!

It sucks if your on the receiving end of a Cross Assault against 2 players >.>

Posted (edited)
So to those who actually bought it, what's the general feeling? I'm probably gonna get it if the whole no pair play on Xbox is resolved.

As I said befor its definant;y a fighting game worth playing, but its competitive aspect is whole new thing that can be loved or hated due to gems which are not bad but the DLC ones can cause some... concerns. Either way with out gems its mechanics and character are great and the game does good job of taming stuff where no style of play seems to dominate.

I have xbox version which sadly lack some ps3 stuff. I'll recomend one gets the ps3 one as it seems to be more complete.

Edited by Keo-bas
Posted

Cross Assaults actually aren't that dangerous...

They have "unblockable protection" so if you are guarding 1 attack high and another comes in low within the given frames you will block both attacks regardless of your stance. I haven't test what delaying strike would do, but currently I believe the only way to open someone up is through a throw, however for 3 bars and how short it last, I honestly don't see much merit in it. I would rather spend it on Cross Arts which are REALLY strong in this game. They do alot of damage, easy to combo into, most are good as punishment tools, and it leaves the opponent with NO scratch damage to recover.

Honestly I wouldn't mind Pandora and Cross Assault gets a duration buff, to make the more...viable, at the moment one is borderline useless and the other is just for cool factor.

Posted

But, if it's 2 players doing a cross assault, it sounds like it can be pretty good at least for pressure.

That's kinda crazy.

Posted (edited)

One must also consdier that cross assault switches the point character and if at point where chip can kill its pretty nice way to switch. Since its has 0 start up it can potentially safe one from chip damage to death and less risky than taging out. Also its great for reversal in block string as well. Its not the go to option but an option with some results. It also allow alpha counter shenanigans. It even safe gaurds the alpha counter since partner will back up if whiff.

It has its risk but also its uses. Not the most rewarding but something to work with. I think depending on team structure will determine its usefulness. Kuma and Sagat seem to work nice, a powerhouse and zoner works out.

Edited by Keo-bas
Posted

More bad news eh? Kinda scared to see how they'll screw up Darkstalkers 4. Capcom's become like a retarded child, breaking everything in it's path and offer up weak excuses.

Posted

Ever since SF4 came out Capcom has pretty much gone almost full retard. They listened to the fans who wanted an easier game than 3rd Strike (basically people who WEREN'T the hardcore crowd, who work their asses off to dissect the games down to a science), so they made everything slow as molasses, gave players Ultras which are instant comeback tools in the right hands, made every combo timing based (1-frame links all over the fucking place), and made DPs mashable.

Then scrubs started bitching about Sagat, Gief, Seth, etc., so they released Super as a standalone disc instead of DLC, gave everybody new Ultras, fixed all the glitches, just made it better in general. For a while it was good, then people wanted more DLC and a nerf to charge characters so they released AE, which only gave us 4 characters (two of which are rehashes of existing characters with Super Saiyan auras) and completely fucked up the balance. Rushdown characters became godly (or godlier in the case of Akuma), and EVO showed just how stupidly broken Viper and Seth truly were (they get retarded damage for doing stupid shit like canceling and being random). Again, whiny bitches like FChump complained, and now here we are in 2012, right back where we started. The damage has been done, however.

I could go on, but why bother?

Posted (edited)

some players like sabin think the rollback netcode is good, especially for those who have good connections. i havent played online yet.

this is probably best preformed after canceling your Turn of Fortune in the Phoenix stance, as you are able to immediately act and it serves as decent high-low mixup since the previous strikes were all high and these are all low.

turn of fortune does not hit overhead, actually :/

also i would like to note that Cyanide is also plus 3 on block and if you do point blank standing LP cancel into phoenix into throw, that frame traps :D the stance cancels move you forward slightly it seems, and when you stance cancel off far MP you are more forward than you would usually be after a blocked MP because you dont go through the retraction that she does

EX wave crest has a bunch of invuln adn is only -3 on block just like normal wave crest, EX mistrust is also invuln and only -2, so that may be useful during certain situatiosn where you want to stance and frametrap

i wish her 236p lead into phoenix instead of raindance :/

i find flower power very useful for tag cancelling. train them to block, heavy flower power, tag cancel into someone with an unreactable overhead, bam. i find that you have time to do two high/low mixups and it is easy to combo off of. if they didnt yomi alpha counter(as in, on the first hit) your tag in will be safe. they can DP between the flower power hits but your partner can just block in this situation or whatever spacing/blockstun tactics

another mixup with this tag cancel is have your partner run in. forward jump asap, and then neutral jump. depending on when you neutral jumped, they may or may not go under you! very nice crossup setup.

also, i dunno how i actually did it, but you can cancel stances pretty fast to "recycle" normals. like far mp -> phoenix -> 2mk. to cancel phoenix into 2mk i mashed the fuck out of 1 or someting. technically i should be able to mash 2 and it would cancel but this doesnt seem to do it very fast. with 1 it seems i end up leaving xiayou at about a -1 disadvantage or something. pretty good for keeping them confused so that setting up throws is easier, i guess.

and it seems to me while testing that when you do turn of fortune(or was it just dark and stormy? i forget) and then back dash, you dont get punished by the usual pokes(due to pushback from the attack) but i might not have tested thoroguhly enough

stuff everyone has heard for years

yawn

EVO showed just how stupidly broken Viper and Seth truly were (they get retarded damage for doing stupid shit like canceling and being random).

lmaooo boo hoo nice EXPERT ANALYSIS

Edited by Mightfo

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