| Xiaoyu |
|---|
| Movelist & frame data (Tekken 8) |
|---|
Heat
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- Transition to standing with F (+5 oB)
- Transition to attack throw on hit
- Chip on block [7]
H.BT.2+3
- Transition to HYP 2nd step
- Transition to standing with F (+3, +5)
- Chip on block [7]
f+2,1,H.2
- Partially uses remaining Heat time
- Combo from 1st hit with no delay
- Combo from 2nd CH with 6F delay
- Move can be delayed by 5-10F
- Transition to standing with F (+4, +21d, +47a)
f,F+1,H.2
- Partially uses remaining Heat time
- Combos from 1st hit
- Transition to with F (+4, +22d, +48a)
HYP.3
- Powered Up up when in Heat or based on the number of steps taken.
- Consumes 600F of heat timer during heat
b+4,1
- Combo from 1st hit with 8F delay
- Move can be delayed by 5F
- Input can be delayed by 8F
BT.1+2,4
- Combo from 1st hit with 15F delay
- Move can be delayed by 8F
- Input can be delayed by 17F
- 6 chip damage on block
HYP.2
- Powered Up up when in Heat or based on the number of steps taken.
- Consumes 240?F of heat timer during heat
- 9 chip damage on block (2 steps)
- 14 chip damage on block (3 steps)
AOP.2,1
- Combo from 1st hit with 7F delay
- Move can be delayed by 12F
- Cancel to BT with B
- (-14, -3)
n
Input
1,2
- Combo from 1st hit with 4F delay
- Jail from 1st block with 4F delay
1,2,1
- Combo from 2nd CH with 10F delay
- Jail from 2nd block with 3F delay
1,d+2
- Combo from 1st hit with 5F delay
- Move can be delayed by 10F
- Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)
- Transition to HYP with 1,d+2~B (-2, +9, +11)
1,d+2,1+2
- Combo from 2nd hit CH
2,1
- Combo from 1st CH
- Jail from 1st block
- Transition to standing by holding any direction (-4, +7)
3+4
- Transition to AOP with D (0, +4c, +20a)
f
Input
f+2,1
- Combo from 1st hit
- Jails from 1st block
- Transition to HYP with B (+0, +11)
f+2,1,4
- Combo from 2nd CH with 6F delay
- Move can be delayed by 10F
f+3,1,4
- Instant Tornado
- Combo from 2nd hit CH
f+3,1,1+2
- Combo from 2nd CH
f+3+4,3+4
df
Input
df+1
- Transition to standing by holding any direction (-4, +7)
df+2,3
- Cancel to r15 FC with DB, D, or DF (-3, -16)
- Combo from 1st hit with 8F delay
- Move can be delayed by 6F
- Input can be delayed by 9F
df+2,1+2
- Combo from 1st hit with 7F delay
- Move can be delayed by 6F
- Input can be delayed by 9F
df+3
d
Input
d+1
- Transition to AOP with D+1 (-10, +4c, +5c)
- This move can become more minus if the final hit whiffs
- Standing (-13, -2c)
- AOP (-17, -5c)
d+1+2
- Transition to AOP
- Transition to r10 FC with AOP.u
- Alternate input BT.d+1+2
db
Input
db+1+2
- Transition to HYP
- db+1+2: perform Hypnotist right
- ub+1+2: perform Hypnotist left
- Actionable for 70F
- Stance move properties change with amount of time spent in stance:
- 1 step: 20~24F
- 2 steps: 45~50F
- 3 steps: 70~90F
- Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab
- Punch parry (+9 HYP, opponent BT)
- During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time
- Successful parry partially restores remaining Heat time
- Alternate input ub+1+2
b
Input
b+1
- Transition to BT on hit
- Transition to standing on hit with B+1 (-1~+4)
b+2,2
- Transition to BT
- Combo from 1st hit with 9F delay
- Move can be delayed by 6F
- Input can be delayed by 11F
b+3
- Chip on block [6]
- Unparryable by traditional kick parries (bug?)
- Transition to BT
b+4,1
- Combo from 1st hit with 8F delay
- Move can be delayed by 5F
- Input can be delayed by 8F
- BT.b+1+3
- BT.b+2+4
- HYP.b+1+3
- HYP.b+2+4
b+1+3
- Transition to BT on successful parry
- Alternate input b+2+4
- Also possible during HYP and BT
- BT.b+3+4
- AOP.b+3+4
b+3+4
- Transition to BT
- r25 BT when performed from BT
- r15 BT when performed from AOP
- Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
u
Input
u+1+2,2,1
- Combo from 2nd hit
- Combo from 1st CH
- Cancel to BT with B (-19/-8)
- u+2
- ub+2
- BT.u+2
- BT.ub+2
uf+2
- Transition to standing with F (+4c, +5c, +47a)
- Alternate input u+2
- Chip on block [6]
uf+4
- Transition to FC with D (-7, +4c, +24a)
- Transition with AOP with d+1+2 (-9, +2, +22)
uf+3+4
- Transition to BT on block or whiff
- Transition to standing on hit
Motion Input
Input
f,F+2,1
- Combo from 1st hit with 2F delay
- Move can be delayed by 12F
- Cancel to BT with B (-19,-8)
f,F+4
- Transition to HYP on hit or block
- Chip on block [6]
f,F+1+2,1+2
- Combo from 1st hit with 8F delay
- Jail from 1st block with no delay
- Move can be delayed by 14F
- Input can be delayed by 16F
f,f,F+3
- Transition to AOP
- Chip on block [9]
- Alternate input wr3
Crouch
Input
hFC.3,2,1
- Transition to HYP with B (-2, +5)
- Combo from 2nd hit
- Jail from 2nd block
hFC.3,2,1,4
- Combo from 3rd hit CH with 11F delay
- Jail from 3rd block with no delay
- Move can be delayed by 14F
FC.df+2,1
- Combo from 1st hit
- Jail from 1st block
- Transition to FC BT with DF_D_DB
FC.df+4
- Transition to AOP
- Alternate input AOP.f+4
FC.df+4,4
- Combo from 1st hit CH
- Alternate input AOP.f+4,4
WS
Input
ws1,4
- Combo from 1st hit with 8F delay
- Move can be delayed by 7F
- Input can be delayed by 9F
ws2
- Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
ws2*
- Transition to r22 standing by holding down any direction (-4, +37a (+27))
ws1+2,1+2
- Combo from 1st hit with 8F delay
- Jail from 1st block with no delay
- Move can be delayed by 14F
- Input can be delayed by 16F
SS
Input
BT (Backturn)
Input
- BT.b+3+4
- AOP.b+3+4
b+3+4
- Transition to BT
- r25 BT when performed from BT
- r15 BT when performed from AOP
- Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
BT.1,2
- Combo from 1st hit
- Cancel to r15 FC (-16/-7/+53a) with D
BT.2,1
- Transition to HYP with B (-2, +5)
- Combos from 1st hit
- Jail from 1st block
BT.2,1,4
- Combo from 2nd CH with 11F delay
- Jail from 2nd block with no delay
- Move can be delayed by 14F
BT.2,2,1
- Transition to AOP with D (-10, +5)
- Combos from 2nd hit
BT.1+2,4
- Combo from 1st hit with 15F delay
- Move can be delayed by 8F
- Input can be delayed by 17F
- 6 chip damage on block
BT.1+2,1+2
- Combo from 1st hit with 17F delay
- Move can be delayed by 8F
- Input can be delayed by 17F
BT.f+1+2
- Punch parry
- 50 damage, +20d
- Transition to BT
BT.f+3+4,3+4
- cs1?~13?
- fs1?~13?
- "Cali Roll"
BT.d+3,4
- Combo from 1st CH with 12F delay
- Move can be delayed by 10F
- Input can be delayed by 12F
BT.d+4
- Instant Tornado
- Clean hit damage: 20
- +27d on clean hit
BT.d+1+3
- Low Parry from BT
- Alternate input BT.d+2+4
BT.d+3+4
- Xiaoyu spins and steps to the right
- Alternate input BT.u+3+4 (steps to the left)
BT.b+1+2
- -9 on block if an attack is absorbed
- 10 chip damage on block after absorbing an attack in power crush state
BT.uf+1
- Transition to AOP
- Cancel to FC with D
- Alternate input BT.u+1
BT.f,F+3+4
- Unbreakable throw when connecting at close range on front standing hit
- Chip on block [9]
HYP (Hypnotist)
Input
db+1+2
- Transition to HYP
- db+1+2: perform Hypnotist right
- ub+1+2: perform Hypnotist left
- Actionable for 70F
- Stance move properties change with amount of time spent in stance:
- 1 step: 20~24F
- 2 steps: 45~50F
- 3 steps: 70~90F
- Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab
- Punch parry (+9 HYP, opponent BT)
- During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time
- Successful parry partially restores remaining Heat time
- Alternate input ub+1+2
HYP.2
- Powered Up up when in Heat or based on the number of steps taken.
- Consumes 240?F of heat timer during heat
- 9 chip damage on block (2 steps)
- 14 chip damage on block (3 steps)
| HYP.2 chart | |||
|---|---|---|---|
| Steps | Damage | Block | Hit |
| 1 (20~24F) | 25 | -4 | +22a (-13) |
| 2 (45~50F) | 30 | +0 | +43a (+17) |
| 3 (70~90F) | 35 | +9 | +37a (+11) |
HYP.3
- Powered Up up when in Heat or based on the number of steps taken.
- Consumes 600F of heat timer during heat
| HYP.3 chart | |||
|---|---|---|---|
| Steps | Damage | Block | Hit |
| 1 (20~24F) | 17 | -13 | +7 |
| 2 (45~50F) | 22 | -13 | +14d |
| 3 (70~90F) | 27 | -13 | +72a (+56) T! |
HYP.1+2
- Starts taking steps in the opposite direction
- Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
HYP.3+4
- Cancel to BT with B
- Chip on block [8]
| HYP.2+3 chart | |||
|---|---|---|---|
| Steps | Damage | Block | Hit |
| 1 (20~24F) | 40 | ! | +10d |
| 2 (45~50F) | 50 | ! | +10d |
| 3 (70~90F) | 60 | ! | +10d |
AOP (Phoenix)
Input
d+1+2
- Transition to AOP
- Transition to r10 FC with AOP.u
- Alternate input BT.d+1+2
AOP.1,2
- Combo from 1st hit with 8F delay
- Move can be delayed by 11F
- Input can be delayed by 12F
AOP.1,4
- Combo from 1st hit with 4F delay
- Move can be delayed by 11F
- Input can be delayed by 12F
AOP.2,1
- Combo from 1st hit with 7F delay
- Move can be delayed by 12F
- Cancel to BT with B
- (-14, -3)
AOP.f+4
- Transition to AOP
- Alternate input FC.df+4
AOP.f+4,4
- Combos from 1st hit CH
- Alternate input FC.df+4,4
AOP.uf+3,1
- Alternate input AOP.ub+3,1 AOP.u+3,1
AOP.uf+3,4
- Alternate input AOP.ub+3,4 AOP.u+3,4
AOP.uf+4
- Transition to AOP with D (-12, +0)
- Transition to BT with B (-15, -3)
- Alternate input AOP.u+4
AOP.uf+4,4
- Alternate input AOP.u+4,4
While in the air 3
- Transition to AOP with D (-3, +28)
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
(back to wall).b,b,UB
- fs5~7
- is8~24
- fs25~33
- js34~37
- fs38~40
Throws
Input
f+2+3
- Throw Break 1+2
- 16 additional damage on wall splat
- Side Swap
BT.f+1+3
- Throw Break 1
- Alternate input BT.f+2+4 (Throw Break 2)
- Cancel to FC with D
BT.f+2+3
- Throw Break 1+2
- 16 additional damage on wall splat
- Cancel to FC with D
AOP.1+3
- Actual startup: i32
- AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)
- AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)
- Cancel to r40 FC with D
10 Strings
u+4
- Transition to FC with D (-7, +4c, +24a)
- Transition with AOP with d+1+2 (-9, +2, +22)
u+4,1,2
- Combo from 2nd hit
- Jail from 2nd block