xiaoyu

xiaoyu

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Quick overview

Evasive, tricky, oki setups. Spam good mids that hits AoP.
SSL block close, SWR at range (WR3, ff4), SWL for ff3
Against BT: SWL(at -3) beats everything except BT2, BT4,caliroll
Against AoP: You can SSR duck AoP3+4/d1+2 mixup on -7 (wr3),
but stepping seems risky (even on 0) because AoP2 "homing".
Against HYP: An SSL duck covers all options from a -2 transition,
if ff4(+8) just guess. You can react to more steps.
Manual AoP does a small SSR, but not from crouch / BT

HEAT

Heat powers: Hypnotist stance powered up.
HYP2: (-4, +5, +9) -> (+5, +9, +9)
HYP3 (on hit): (+7, KND, launch) -> (KND, launch, launch)
HYP2+3: More dmg
New extensions f2,1,2 and ff1,2: same as uf2 (+4 / +6 BT)
Heat engagers: db1 | b4,1 | BT1+2,4 | HYP2 | AOP2,1
Heat smash: i15 m (+5 / +9BT) / BT i15 m(+5 / +19 HYP)

Stances

AoP. Transitions: wr3(+7~+14) | 3+4(+4c oH,+0c oB) |
AoP uf,n,3(-3oB) | ff1(+13c oH,-5oB) | FC df4/AoP f4(+4oH,-7oB)
uf4(+2c oH, -9oB) | d1/BT2,2,1(+4oH,-10oB)| AoPuf4(+1oH,-11oB)
Hypnotist(HYP). Transitions: ff4(+13oH,+8oB) | f2,1(+11oH,+0oB)
1,d2(+9oH,-2oB) | FC3,2,1~b(+5oH,-2oB) | BT2,1(+5oH,-2oB)
AoP1(+9oH,-2oB). 20f empty HYP. i20l(<=cs8), i14h, i18m
BT. Transitions: b3(+9c oH,+3oB) | BT1+2,4(+3oB) |
FC3,2(+7oH,+0oB) |uf3+4(-1oB)|df1(+9oH,-2oB)|1,d2(+8oH,-3oB)
f3,1(+8oH,-3oB) |ws2(+7oH,-3oB) |2,1(+7oH,-4oB) |ff3(+6oH,-5oB)
b2(+5oH,-6oB) | b2,2(+4oH,-7oB) | FC df2,1(+3,+3 oH,-8,-8 oB)

Standing block punishment

While standing block punishment

−15df3(-23) | uf1 / BT uf1(-7 AoP, i33, has a cancel) | BT d4(-26) | AoP3(-16~-11, rarely below -14) | AoP3+4(float) |
−15AoP uf,n, landing 3(-18) |
−14db2(-8 BT, not a true punish) |
−13ss4 | HYP3 |
−12db4 | BT d3 | AoP d1 |
−11 / -10

String handling

1,d2,1+2: You can SSL last hit, which is also good against BT transition.
df3 (snake edge): Has a cancel to BT, and can transition to AoP on hit or whiff.
b2,2: You should really low parry this, don't block it.
ff2,1 / u1+2,2,1 / AoP 2,1 cancel: Sabaki > everything but ff2 -> block. -19 BT if cancel, except AoP 2,1(-14 BT, but hopkick unparriable)
ff1,3/4: 3f fuzzy, high first. f2,1: Jails, can go HYP. HEAT f2,1,2 / HEAT ff1,2: SSR last hit (ff1,3_4 and f2,1,4 will hit you).
AOP f4,4(breakdance lows): Can't LP on hit, safe.
AOP uf4,4(spin kicks): i15 float in between.
f2,1,2_4: You can PC both options.

Other notes

Df1 has i6 high crush and good tracking. Have to SWL most of the time (can SSR in some situations like after f4 oB). Backdash better?
Manual HYP transition has built-in punch parry. She is +6 BT on the normal parry (which she can do from neutral, BT and HYP)
Has an i8 mid (b1) | Has an i1 parry from BT (doesn't parry knees, elbows, ...), and a manual low parry (at least i2 activation)

Duckable highs

df2,3 | d3,4 | ff1,3(mix, 3f fuzzy) | BT1+2,4(mix, 6f fuzzy, mid first, can delay both extensions) | BT d3,4 |
BT f1+3 / f2+4 / f2+3 (i31, duck on reaction or guess) | AoP1+3 / 2+4 (she rolls first, duck on reaction)

Plus on block

f3+4,3+4(+7) | uf2 / HEAT ff1,2 / HEAT f2,1,2(+6c BT / +4c) | HYP2(+5 (2 steps), +9 (3steps)) |
BT ff3+4(around +4~+9) | BT1+2,4(+3) | ws3(+3c) | db3 / BT db4(+2 low) | HYP3+4(+2) |
f4(+1) | d3,4(+0) | 3+4(0s AoP / -1c)

Low minus

ff3+4(-5~+3) | ff1,3(-1) | AoP1+2(-1) | 1,d2~b(-2 HYP) | HYP4(-2) | AoP uf,n,3(-2) | 1,2(-3)
f3,1(-3 BT) | 1,d2(-3 BT) | AoP4(-3) | 1,d2~d(-4) | DF1(-4) | HYP2(-4) | HYP1+2(-4) | ff2(-5) |
ws2(-3 BT / -5) |

Low hit advantage

b1 (+1~3? / +1 BT (the i8 mid)) |