GiantDojoALPHAv0.01
Xiaoyu

Xiaoyu

Xiaoyu - evasion/stance. Tools include i12 launcher.

evasionstance
19 / 19 combos

Combos

Starter

More Combos

  • fthenf+1then4f,f+3RDS d+3,4ub+3AOP uf,n,3(dash) df+2,1+2
  • 1+2f,f+3RDS d+3,4(dash) ub+3AOP uf,n,3(dash) df+2,1+2
  • CH 3+4df+2f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2
  • HYP 4ws+2~B (hold)f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2
  • ub+3AOP uf,n,4f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4f,f+4HYP 2
  • RDS f+3+4then3+4RDS f+3+4,3+4RDS d+3,4(dash) ub+3 T!AOP uf,n,3(dash) df+2,1+2
  • CH uf+2RDS b+3f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2
  • CH fthenf+4HYP 3+4
  • heat on db+1~Fdf+2f+2f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2
  • heat on CH (fthenf+1)then2RDS b+3f+3,1RDS 1,2 T!(ub+1+2) HYP 3+4(dash) df+2,1+2

Wall Combos

  • 1,2f+1+2
  • f+2,1~BHYP 2
  • heat on f+2,1,2RDS f+3+4,3+4

Wall Carry

  • You can use df+2,3 to carry from mid distances or f+2 for short ones.

With Tailspin

  • ub+41,2f+1+2
  • ub+4f+2,1~BHYP 2
  • ub+4heat on f+2,1,2RDS f+3+4,3+4

Heat Burst Ender

  • After tornado, follow with (ub+1+2) HYP 3+4 then (run) f+2 and follow with a Heat Burst to extend your combo.

Wall / Floor Break

  • Use 3+4 for floor breaks and f+1+2 to break walls.

Key Moves

  • 1Quick jab to check situations and start your offense. 1,d+2 is an excellent extension for poking and to transition to RDS to create situations.
  • df+1A high crushing mid poke to harass the opponent. It shifts to RDS or HYP by holding back. You can also hold forward to cancel stance transitions.
  • sidestep 4Counterhitting launching low with good range. Use it at the midrange to stuff their keepout or approach.
  • db+2Quick low poke that shifts to RDS.
  • f+4Homing high attack to catch opponents sidestepping your approach and some of your okizeme situations. It gives guaranteed follow-ups on hit.
  • fthenf+4High attack to initiate your HYP stance offense. Launches on counterhit.
  • b+2A short ranged homing mid that shifts to RDS. It has a low extension that can be used to discourage opponents from retaliating on block.
  • fthenfthenf+3Ling's approach tool that shifts to AOP. It launches on normal hit and leave you at an advantage when blocked.
  • AOPA highly evasive stance you can create setups around. Use the pushback of certain moves such as db+1 or 1,2,1 to go into AOP and create whiffs. Learn other creatives ways to use and limit your opponents effective movelist against you.

Heat Engagers

  • db+1A safe mid heat engager that creates space on block. Can be used to fish for a heat activation and also to setup space traps.
  • b+4then1Mostly useful in block or whiff punish situations.
  • HYP 2Safe mid option during HYP stance.
  • AOP 2then1Useful for whiff punishing after evading attacks using your AOP stance.
  • RDS 1+2then4Heat engage from her backturned stance. It's safe on block but the second hit is a high.

Command Grabs

  • df+2+42 escape
  • f+2+31+2 escape
  • uf+1+21+2 escape

Block Punishers

StartupStandingCrouching
8b+1
101thend+2FC d+1
11WSthen4
12f+1+2WSthen1then4
13b+4then1 (heat)
143 df+2then3 (wallsplat)WSthen1+2then1+2
15b+1+2
16uf+3uf+3
20ub+3ub+3
22WSthen2 (hold)

Suggested Whiff Punishers

  • 1thend+2
  • 3
  • b+4then1 (heat)

Guaranteed Follow-ups

  • f+4f+1+2 ― b+4then1 (heat)
  • fthenf+1~DAOP 2then1 (heat)
  • RDS d+4 (clean)ub+4
  • CH b+3RDS f+3+4then3+4
  • CH 43+4 ― (dash) ub+4
  • AOP ufthennthen3-
  • RDS 3RDS 2then1
  • CH db+2-
  • CH db+3b+4then1 (heat) ― df+2then3 (wallsplat)
  • CH db+4-
  • CH RDS df+4-
  • heat on b+4then1~Ff+1+2
  • heat on AOP 2then1~F-

Defensive Options

  • b+1+3 (or b+2+4)Parry
  • db+1+2Has punch parry properties
  • RDS f+1+2Has punch parry properties
  • b+1Fast mid panic move
  • ub+4Power crush

Matchup Punishment

  • SlideWSthen2 float
  • Asuka's b+3...
  • Kazuya db+1,2...
  • Ling RDS f+3+4,3+4...
  • Ling AOP 3+4WSthen2 float
  • evade Leo's b+1,4...
  • Paul's Deathfist...
  • Demoman (3rd hit)...
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2...
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4...

Notes

  • HYP stance moves are enhanced. Gains access to f+2then1then2 and fthenf+1then2