Xiaoyu strategy

From Wavu Wiki, the 🌊 wavy Tekken wiki

Introduction

Ling Xiaoyu is back for the 8th mainline installment of the Tekken franchise! She uses the Chinese martial arts Baguazhang and Piguaquan. Which focuses on speed, evasion, spins, flips, and back turned maneuvers to keep her opponent constantly guessing. She is mostly known for her iconic “Art Of Phoenix” stance that infamously evades all highs and several mids simultaneously, and her okizeme.

Xiaoyu is not the easiest character in the game to learn, but the payoff is well worth it once you get over her steep learning curve since her execution requirements are not high. Once you master her stances and okizeme she is one of the most satisfying characters to play in fighting game history. But, to get the most out of Xiaoyu a lot of matchup knowledge against other characters will be required.

Recommended for:

  • Lab monsters
  • Want to play with a really flashy style
  • Players who want a variety of playstyles available to them
  • Players that love stance characters
  • Players that like an evasive character
  • Players that like okizeme

Key Moves

d/b+1: Her iconic Storming Flower is now a Heat Engager in Tekken 8!


HYP 3: Perhaps Ling's most interesting addition in Tekken 8. HYP 3 is a new low from HYP that creates deadly 50/50s with HYP 2. First step is +7 on hit and leaves your opponent in full crouch. Second step knocks the opponent down. The third step is a launcher! All three versions of HYP 3 are only -12 on block.


u/b+3: New launcher in Tekken 8. Xiaoyu does a similar animation to Street Fighter character Guile’s Flash Kick. Has REALLY long range so it’s amazing for whiff punishing. It’s also 20 frames and can be done from crouching. So, it’s useful as a punisher from both standing and while standing. Abuse this as much as possible!


F+2+3: Changed to Wang’s Waning Moon in Tekken 8. Now Xiaoyu gets a guaranteed combo. Must be broken with 1+2


F,F+4: High counter hit launcher that is +9 on block. Automatically transitions to HYP stance on hit and block. So, this move is really good when your opponent's back is at the wall. Especially when Xiaoyu is in Heat.


AOP 1: This move is kind of a big deal in Tekken 8 compared to it’s Tekken 7 version. Somewhat of a niche combo filler move in Tekken 7 due to it’s AOP 1,2 extension. But, now AOP 1 is probably one of her best pokes in Tekken 8.

AOP 1’s new HYP extension AOP 1~b is really deadly in Heat. Since Xiaoyu seamlessly transitions into HYP stance from an extremely solid mid poke from the best stance in the game. The new mid extension AOP 1,4 also gives AOP 1 a mid, high mixup between AOP 1,2 and AOP 1,4. AOP 1,4 also wallsplats! Also be aware that AOP 1,2 and AOP 1,4 both leave Xiaoyu in RDS


AOP 1+2: Easily one of her best moves if not her best. AOP 1+2 is a -1 on block counter hit launcher that hits from range 2. You can also make it have even more range by dashing up and pressing 1+2 while in AOP! Since this move is -1 on block and counter hit launches you can use it as an approach tool and counter hit fishing tool. For example pressing 4 after AOP 1+2 on block is an extremely strong option since Xiaoyu’s 4 is 11 frames. Xiaoyu’s 4 on counterhit gives guaranteed grounded hitting moves such as u/b+4 and 3+4.

AOP 1+2 can also be used as a whiff punisher where AOP d+1+2 and AOP u/f+3 will not reach. One more thing; AOP 1+2 also Tornado spins (T!) airborne opponents! So, for example if someone tries to hop kick you out of AOP, then AOP 1+2 will Tornado them giving you a free combo! Abuse AOP 1+2 as much as possible

Xiaoyu had AOP 1+2 throughout the entirety of Tekken Tag Tournament 2, and Tekken 7 during the Arcade version all the way until Tekken 7’s 2nd season of the console version. This move was nerfed to a -5 on block wall bounce and stayed that way the rest of Tekken 7’s lifespan. But, now AOP 1+2 is back to it’s original glory in Tekken 8!


d/b+2: Called Feathered Fan. This move is a high crushing low that tracks to Xiaoyu’s right(her weak side), 18f startup and -8 on block while leaving her in RDS. This move is also +18g on counterhit. The “g” stands for guard which means nothing is guaranteed on counterhit.


F+4: High homing move that is + on block and +13 on hit. Which guarantees Heat Engager b+4,1. Really essential to Xiaoyu’s keepout game


Cali Roll(RDS f+3+4)/Cyclone Left(RDS f+3+4,3+4): Cali Roll is a backwards roll that evades similarly to AOP. Cyclone Left is the mid launcher.


B+1: An 8f mid that is mostly used as an anti pressure tool, but can also be used to punish certain -8 and -9 moves. Similarly to Yoshimitsu’s Flash, Ling’s B+1 allows her to get out of pressure or punish moves no other character in the cast can. You can also just simply tap b+1 to enter RDS. Click here to see a tutorial breaking down B+1


d/b+3 and RDS d/b+4: 15f low that does no damage, but is +2 on block and hit. Has some uses in setups to create some oki opportunities. On hit counterhit you get 14 frames of advantage which gives you a guaranteed f+1+2 b+4,1 or d/f+2,3.

Whiff Punishers

Don’t let Xiaoyu’s small size fool you, she has some of the best whiff punishment in the game. Whiff punishment is a very strong aspect of Xiaoyu’s arsenal. Infact her whiff punishment is so strong that it deserves its own section.

b+1+2: Mid, mid launcher that tracks both ways and her 15f launcher.

3: A high 14f launcher that has even more range than b+1+2.

u/b+3: New launcher in Tekken 8. Xiaoyu does a similar animation to Street Fighter character Guile’s Flash Kick. Has REALLY long range so it’s amazing for whiff punishing. Abuse this as much as possible.

AOP d+1+2: Safe launcher that gives great combo damage and wall carry. Primarily used as a great panic move, but also great as a whiff punisher on moves with a lot of recovery while Ling is in AOP. AOP u/f+3: Used as a quick reliable whiff punisher while Ling is in AOP. Especially for moves that recover too quick for AOP d+1+2 to punish in time.

AOP 1+2: Used when Ling is in AOP far away from the opponent where AOP u/f+3 or AOP d+1+2 won’t reach.

RDS 4: A 13f mid launcher from backturned that hits grounded and has great range. You can bait whiffs with this move by doing b+3+4 while in RDS(sort of like Lei’s haha step)

RDS f+3+4, 3+4: The Roo Kick from Cali Roll. This move can sometimes be used as a whiff punisher

F,f+2,1: Can be done from a f,f input so it can punish from very far ranges. Mid, mid, hitconfirmable, knockdown, wallsplatting string. Can be cancelled by inputting f, f+2, 1, b. Cannot say enough great things about it.

u/f+3+4: A safe low crush with lots of range, this move has it’s uses as a safe whiff punisher in situations you want to be completely safe in.

Ling’s backturned punish is 1,d+2 RDS 4 for a full combo

Pokes

1: The basic 1 jab. +1 on block, +8 on hit. The 1 jab is great for frame trapping into ch 4’s since the frames are great on block and hit.

1,2: The basic jab followup that is -3 on block, jails, and tracks slightly. A generic Tekken tool.

1,2,1: The extension to the 1,2 jab string is a safe, delayable mid that knocks down. If the second hit counter hits then the third hit is guaranteed.

1,d+2: high, mid jab string. If the second hit counter hits b+3 is guaranteed. On hit RDS 1 becomes uninterruptible. Puts Xiaoyu into RDS, but there’s more options. Hold back to enter HYP. Hold forward, down, or up to not enter any stance

4: 11f counter hit 4, nice to have because you can use it as a frame trapping tool, a keepout tool, and an anti-pressure tool.

d/f+1: A 14f mid poke that crushes highs on frames 6~13 tracks slightly to her left. One of her best mid pokes. Hold df or forward to not enter RDS. On hit RDS 1 becomes uninterruptible.

d/f+4: A 12f mid the range is not that great and it has some noticeable pushback.

f,f+3: a long range mid poke

ws+2: Can be done from iws to counter hit fish with or used as a mid poke.

b+2: A 15f homing mid leaves Ling in RDS, the extension hits low. The low extension has to be low parried because Ling can parry(1+4) most attempts to block punish it.

d+4: The generic d+4, usually a 12f low that crushes highs and tracks well. A great generic Tekken tool to setup full crouch mixups, low poke, or end rounds with.

d+3: Previously Wang’s move, but added to Ling in Tekken 7. This move performs like a generic d+4 with a few slight differences. 14f startup and crushes highs while only being -12 on block. On counter hit the extension(d+3,4) is guaranteed. Less range and tracking than a generic d+4 so be careful.

d/b+4: A low that is 18 frames fast and only -12 on block. On counterhit you get 14 frames of advantage which gives you a guaranteed f+1+2 b+4,1 or d/f+2,3. Very strong at the wall.

Ss+4: -13 on block low counter hit launcher that crushes highs on frame 6 and leaves Ling in full crouch. One of her best moves for sure

AOP 1: This move is kind of a big deal in Tekken 8 compared to it’s Tekken 7 version. Somewhat of a niche combo filler move in Tekken 7 due to it’s AOP 1,2 extension. But, now AOP 1 is probably one of her best pokes in Tekken 8.

AOP 1’s new HYP extension AOP 1~b is really deadly in Heat. Since Xiaoyu seamlessly transitions into HYP stance from an extremely solid mid poke from the best stance in the game. The new mid extension AOP 1,4 also gives AOP 1 a mid, high mixup between AOP 1,2 and AOP 1,4. AOP 1,4 also wallsplats! Also be aware that AOP 1,2 and AOP 1,4 both leave Xiaoyu in RDS

AOP 3+4: An unseeable knockdown low from AOP. It gives amazing oki, and the opponent can only get a float punish. You can mask the startup of the animation with AOP down, AOP d+1+2, or AOP 1+2 to make AOP 3+4 a scary 50/50 from AOP.

AOP 4: A 12f mid poke from AOP

AOP 2,1: Mid, mid, hit confirmable, knockdown, wallsplatting string. Can be cancelled by inputting AOP 2,1, b

AOP u/f+4: Has good tracking properties while in AOP, evades a lot, and is a great mid poke. The extension AOP u/f+4,4 is -12 so be careful on committing to it

AOP d+1: quick 19f low poke from AOP. On counter hit this move will give an attack throw animation that floor breaks.

RDS 2,1: Basically a 1,2 jab string from RDS. In Tekken 8 hold back to enter HYP stance

RDS 1+2: A great, safe mid poke from RDS. The RDS 1+2,1+2 extension knocks down. In Tekken 8 RDS 1+2 has a new extension RDS 1+2,4 which is a Heat Engager.

RDS d+1 or 2: a basic 10f crouch jab from RDS

RDS d+3: Ling’s best low poke from RDS. The extension (RDS d+3,4) is guaranteed on counter hit and can be twitch confirmed.


Heat System

  • Allows faster access to Hypnotist (HYP) stance three steps powered up moves (TLDR: Xiaoyu will perform the knockdown version of HYP 3 much faster)
  • New moves f+2,1,2 and f,f+1,2 become available
  • Heat Engagers: d/b+1 b+4,1 RDS 1+2,4 HYP 2 AOP 2,1
  • Xiaoyu has two Heat Smashes. One Heat Smash in default stance (2+3), and the other Heat Smash in RDS (RDS 2+3)

Stances

Art Of Phoenix (AOP)

Ling’s signature stance Art of Phoenix (AOP) which is entered by pressing d+1+2 infamously evades all highs and several mids simultaneously. While in AOP you can tap down to evade even more mids. If you enter AOP while in full crouch Ling will automatically perform AOP down.

AOP has slight built in side step right properties, so if you side step right before entering AOP you will basically perform 2 side steps while being in AOP. Side step right AOP is abbreviated as SSR AOP.

To get the most out of this stance obviously you will need a lot of matchup knowledge across the Tekken cast so get to practicing and playing!

Hypnotist (HYP)

Hypnotist (HYP) stance has been vastly improved in Tekken 8. The stance now has a new scary low HYP 3 that launches on the third step of HYP. HYP is also the main focus of Ling's Heat System. In Heat Ling gains faster access to her three steps HYP moves. (TLDR: Xiaoyu will perform the knockdown version of HYP 3 much faster)

Entered by pressing u/b+1+2(to go left) or d/b+1+2(to go right). While in HYP stance you can change the direction by pressing 1+2. This stance is primarily used for wall okizeme mixups and mind games. Each step Ling takes(there are three steps maximum) increases the properties of three moves (HYP 2, HYP 3, and HYP 2+3) from HYP.

HYP 2: Heat Engager that is a safe wallsplatting mid (-4 on block) that becomes +5 on block on the second step and +9 on block on the 3rd step with a lot of pushback. Also the 3rd step is powered up to +24 on block at the wall. But, the opponent can still block. HYP 3: Perhaps Ling's most interesting addition in Tekken 8. HYP 3 is a new low from HYP that creates deadly 50/50s with HYP 2. First step is +7 on hit and leaves your opponent in full crouch. Second step knocks the opponent down. The third step is a launcher! All three versions of HYP 3 are only -12 on block. HYP 2+3: HYP 2+3: Ling’s unblockable.Each step Lings takes the damage increases. You can cancel the unblockable by tapping back,back (b,b) HYP 3+4: High launcher that low crushes on frame 12 and is +2 on block HYP 4: High counter hit launcher that is -2 on block

Rain Dance Stance (RDS)

Ling’s unique backturned stance Rain Dance Stance (RDS) which entered by pressing b+3+4 or FC d/b+3+4. This stance is primarily used for mixups and accessing certain pokes. Ling's movement also becomes stronger in RDS. RDS sidestep is better than her normal sidestep. Both RDS b+3+4 and RDS d/b create a lot of space.

She has 1+3 and 2+4 throws from RDS that can be broken with either the 1 or 2 button. If you press forward before inputting 1+3, 2+4, or 2+3 Ling will perform a “hop” before throwing the opponent. Which will make the throws true command throws that must be broken with the correct button.

Ling's Tekken 7 Rage Drive is gone from RDS in Tekken 8. BUT, she does have a Heat Smash in RDS (RDS 2+3) now! All hits from her RDS Heat Smash are mid and leaves her in HYP stance.


Here are some spreadsheets giving an overview on each of Ling’s stances https://docs.google.com/spreadsheets/u/0/d/130YRZ_xF7pR0XECQnAkWTsXyekPrp4OkrbLCCDLUAtE/edit

Okizeme

An absurdly strong aspect of Xiaoyu’s arsenal. Without a doubt some of the best oki in the game. Taking advantage of Xiaoyu’s oki is pretty much required to master the character. Tekken 8 is new so this section will need more time to be fleshed out.

u/f+4 into u/b+3

The uf4 into ub3 setup is new to Tekken 8. After your T! move in your combo you will spike the opponent with uf4. Then, you will press ub3 to relaunch your opponent. This setup does a boatload of damage.

If the opponent stays down to avoid ub3. Then, you get situations like AOP while landing 3 as Croft demonstrates in his video. Whiff punishing their wakeup kick with AOP uf3 is also a decent

Check out the two videos below to get an idea of this setup works. Ling Xiaoyu Is STILL The Oki Queen In Tekken 8! Wang's Waning Moon Throw is AMAZING in TEKKEN 8 đŸ„ł

AOP 3+4

  1. Crouch cancel b+1+2 is guaranteed and launches opponents who wake up backwards or stand up(The crouch cancel timing has to be just framed)
  2. If they try to stand up WS+2 will hit their back and you get a free RDS 4(Preferable option for opponents who stand up if you cannot get the crouch cancel b+1+2 timing)
  3. If the opponent stays on the ground you can use another AOP 3+4 or cc: b+1+2 or d/f+3 or u/f,n,4 or AOP uf(while landing)4.
  4. FC 3 is guaranteed but might whiff if you are off axis.

# [https://youtu.be/ReiIHc6Ibcw AOP 3+4 Oki Tutorial Video]