GiantDojoALPHAv0.01
Xiaoyu

Xiaoyu

Xiaoyu - evasion/stance. Tools include i15 launcher.

evasionstance

Key Moves

df+1

A 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.

SS4

Counterhitting launching low with good range. Use it at the midrange to stuff their keepout or approach.

db+2

Quick low poke that shifts to RDS.

f+4

Homing high attack to catch opponents sidestepping your approach and some of your okizeme situations. It gives guaranteed follow-ups on hit.

fthenf+4

High attack to initiate your HYP stance offense. Launches on counterhit.

b+2

A 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+3

Ling's approach tool that shifts to AOP. It launches on normal hit and leave you at an advantage when blocked.

AOP

A 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.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • AOP.3+4 -33 on block (low)
  • BT.d+4 -26 on block (low)
  • df+3 -23 on block (low)
  • uf,n,4 -18 on block
  • BT.4 -18 on block
  • While landing 3 -18 on block (low)

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • BT.b+1+2 -14 on block
  • b+1+2 -13 on block
  • ub+3 -13 on block
  • ub+4 -13 on block
  • uf+3 -13 on block
  • SS.4 -13 on block

Jab punish (-12 to -10, fast string starter):

  • d+3 -12 on block
  • db+4 -12 on block
  • b+1 -12 on block
  • BT.d+3 -12 on block
  • AOP.d+1 -12 on block
  • CH AOP.d+1 -12 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • 3 (i14, high, -11 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Xiaoyu. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Xiaoyu threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

AOP (15 moves):

  • Launcher: AOP.d+1+2 (i26, mid, -8 on block, launcher)
  • Mid threat: AOP.1 (i18, mid, -5 on block)
  • Low option: AOP.3 (i25, low, -16 on block, CH launch low)
  • Punishable on block: AOP.3+4 (i23, low, -33 on block); AOP.uf+3 (i15, mid, -17 on block, launcher); AOP.3 (i25, low, -16 on block, CH launch low)

HYP (6 moves):

  • Launcher: HYP.4 (i14, high, -2 on block, launcher)
  • Mid threat: HYP.2 (i18, mid, -4 on block)
  • Low option: HYP.3 (i20, low, -13 on block)
  • Punishable on block: HYP.3 (i20, low, -13 on block)