xiaoyuxiaoyu
Edit

xiaoyu Tekken 8 Guide

Written by kanda

Introduction

Xiaoyu is a character that likes to dance around their opponent's feet with a lot of stance transitions and quick pokes in order to crush her opponent's highs (and dreams) and to also evade their mids with her enhanced side step in BT or her infamous AOP (d+1+2). She's a pro at making her opponents second-guess their inputs at range zero and one. In Heat mode she gains, firstly additional attacks she can use for generating plus frames, mixups and damage, and secondly she skips the first step in her 50/50 stance called Hypnotist (db+1+2) which makes the stance options out of it even deadlier.

Xiaoyu is one of the more difficult characters because of her reliancy on stance transitions and specific matchup knowledge what she can evade and interrupt where other characters cannot, thus making her a specialist character. Yet, her combo game isn't really difficult and therefore quite straightforward. She's a great fit for players who like controversial characters 'breaking' the game mechanics by flying around their opponents, making them second guess themselves by evading a heap of their moves. She's also a strong 50/50 monster in Heat (particularly at the wall).

Also, it's worth pointing out that Xiaoyu's best at stealing rounds when her opponent gets impatient and annoyed so she can evade their moves and retaliate in a way no other character can. Conversely, that means that she's quite in distress opening up defensive players who are patient and like to backdash since her T-Rex arms and legs have a difficult time reaching the opponent. But that doesn't stay true when she has her opponent's back to the wall and is also in heat mode. That's the place where she really shines, making her opponent tremble in fear thanks to the sheer amount of plus frames, mix-ups and (chip) damage.

Strengths

  • Evasion and high crushing (d+1+2, AOP.d, BT side step, BT.f+3+4,3+4, df+1)
  • Great 50/50 from HYP stance (amplified in heat)
  • Pressure and (chip) damage at the wall in heat
  • Movement

Weaknesses

  • Short range
  • Has a hard time opening opponents up when not in Heat mode
  • No good fast counter hit tools in neutral

Heat System

  • Additional string extensions (H.f,f+1,2, H.f+2,1,2)
  • Powered up Hypnotist stance (ub+1+2 or db+1+2) by skipping the 1st out of 3 steps

Top 10 Moves

1

Standard quick jab with extensions. 1,d+2 puts her into BT while 1,d+2,b puts her into HYP. 1,D+2 makes her facing forward again. Going into BT or front facing is a good option on block. Going into HYP is advised to go into only after a hit or else you can be launch punished. The last hit of the full string 1,d+2,1+2 is a launcher for people who like to retaliate with slower moves after 1,d+2. A common follow up after 1,d+2 is going into BT.f+3+4,3+4 if the opponent likes to do highs. Another one is doing a BT SS into BT.4 to get a launch if the opponent likes to do 'linear' moves after 1,d+2 (e. g. this works well against most df+1s). Another strategy from this move is delaying the (1),d+2 so that it counter hits. That way the follow-up (1,d+2),1+2 is a natural combo for full launcher. In case you did not press 1+2 and decided to shift to BT you can press BT.b+3 for a mini combo. Last but not least I may present to you 1,2,1. The last hit is a safe knockdown mid which is highly delayable making it hit the opponent more often than not.

df+1

Her go-to mid check, which high crushes and puts her in BT for further mixups. Especially on tip range a common follow up is BT.db to create space to set up a whiff punish when you often see the opponents retaliating after df+1. Doesn't go into BT when you input DF+1.

db+2

A long range low that high crushes and can often be made safe on block through parrying afterwards (BT.b+1+3). Also a great round ender. On CH it generates a whopping +18 making her low follow up from BT (BT.d+3) not low-parryable.

b+1

This mid is 8 frames fast and lasts for 5 frames. A great tool to interrupt an opponent constantly pressuring you since it's the second fastest move in the game after Yoshis Flash. It also limits many stance options from the opponent. E. g. she can interrupt every single option after Reinas ff+2,f except her PC even when she decides not to attack after her spin making a safe move unsafe. If it hits successfully Xiaoyu goes into BT being +1. She can also decide to stay front facing by inputting B+1. This leaves her in a range from -1 to +4.

d+1+2

Her manual stance transition into AOP. Going manually into it crushes highs and evades many mids. The mid evasion is enhanced when she is already in crouch which is often useful after you have been forced couched by the opponent (e.g. Hwos ws4,4). Since she moves slightly to the right when transitioning she can also evade a lot more when this move is done from a SSR. After a successful evasion, her main options are AOP.2,1 for HE or AOP.uf+3 for a launcher which is riskier and slower but more rewarding.

f+4

High and rewarding but somewhat slow homing move with decent range which guarantees b+4,1 which is also +1 on block. This is a great keepout tool. Don't use it too often or else the opponent can get a read and therefore duck and launch you for that.

f,f+4

A high with medium range which puts her automatically in HYP-stance for a free 50/50 (which is especially good against defensive players). Although somewhat slow it's rewarding on hit, block and on CH it turns into a full launcher for big damage. If you want to steal a round by enforcing HYP mixups - this is the way to go.

ss4

A low with good range and damage which also CH-launches and puts you into crouch. On tip range it's a great tool for setting up a whiff punish through backdashing. Whereas in range zero you can go afterward into AOP (d+1+2) for more evasion. If you see opponents mashing after this move the choice mentioned before or doing another ss4 is a solid choice to get that CH launch. Be aware that it's -2 on hit. Can also be used as a mixup option with SS 1+2 (safe launcher).

AOP.1+2

A long range CH launcher which is only -1 on block and also wall splats. Many opponents try to retaliate with a high or a linear move afterwards. So doing an SSR d+1+2 into AOP.2,1 afterwards on block works more often than it should if the opponents opt for something slower. If they do a high she can do df+1 or db+2 to mitigate the highs. All in one just a great tool at the wall and in the open with not many drawbacks.

f,f+3

Long range mid poke which puts her into BT for further mixups. It's also one of her approach tools because of its speed and range. Like df+1 it's great for fishing for whiffs when you input BT.db on tip range. Delay the second f-input to extend the reach. Because of the nature of being a ff-input it also has decent tracking. On CH the move generates many plus frames forcing the opponent into her BT 50/50. In this case her HS (H.BT.2+3) cannot be avoided.

Punishers

Standing
10f 1,d+2
12f f+1+2
13f b+4,1 (heat engager)
14f 3 (launcher)
14f df+2,3 (wall splat)
15f b+1+2
20f ub+3
Crouching
10f FC.d+1
11f ws4
12f ws1,4
16f uf+3 (fastest launcher from crouch)
20f ub+3
Whiff punishers
1,d+2 (Fast and safe punisher)
b+4,1 (More unsafe punisher which goes into Heat)
3 (Long range launch punisher)
b+1+2 (Launch punisher for best damage)

Combos

b+1+2 | uf+3 | ws2*,f | CH AOP.1+2 | CH 3+4 | BT.4 | CH.uf+4
df+2 → f+2 → f+3,1 → BT.1,2 T! → ub+1+2 → HYP.3+4 → 3+4
AOP.d+1+2
b+3 → BT.2 → BT.f+3+4,3+4 → BT.2 → BT.1,2 T! → df+2,3
CH ss4
f,f+3 → BT.2 → BT.2 → BT.1,2 T! → f+2,1,4
BT.f+3+4,3+4
BT.f+3+4,3+4 → BT.2 → BT.2,1 ub+3 T! → AOP.uf,n,3,d → AOP.1+2
3 | HYP.3+4
f,f+3 → BT.db+4 → f+3,1,4 T! → uf+4,d → ws4
1+2 | (1,d+2),1+2
f,f,+3 → BT.db+4 → f+3,1 → BT.1,2 T! → uf+4,d → ws4
db+3
AOP.uf,n,4 → f+2 → f+3,1 → BT.1,2 T! → ub+1+2 → HYP.3+4 → 3+4
CH (b+2),2
BT.3 → BT.2,1→ f+2 → f+3,1,4 → uf+4,d → ws4
f,f,F+3
AOP.1,2 → BT.2 → BT.2 → BT.1,2 T! → ub+1+2 → HYP.3+4 → 3+4
df+3 | BT.d+4 | low parry
ws2*,f → f+2 → f+3,1 → BT.2,2 → BT.3

Beginner Combos

b+1+2 | uf+3 | ws2*,f | CH AOP.1+2 | CH 3+4 | BT.4 | CH.uf+4
f+3,1 → BT.2 → BT.1,2 T! → f+2,1,4
BT.4 | AOP.d+1+2
b+3 → BT.2 → BT.2 → BT.1,2 T! → f+2,1,4
CH ss4
ff+3 → BT.2 → BT.2 → BT.1,2 T! → f+2,1,4
BT.f+3+4,3+4
BT.f+3+4,3+4 → BT.2 → BT.2 → BT.1,2 T! → f+2,1,4
1+2 | (1,d+2),1+2
3+4
f,f,F+3
AOP.1,2 → BT.2 → BT.1,2 T! → f+2,1,4
df+3 | BT.d+4 | low parry
df+2 → f+2 → f+3,1 → BT.2,2 → BT.3

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
f+2,1,b → HYP.2
(HB) → H.f+2,1<2,f → 3+4
With tornado
ub+4 → f+2,1,b → HYP.2
ub+4 → (HB) → H.f+2,1<2,f →3+4

Small Combos

f+4
b+4,1
db+4 | CH db+3 | CH BT.db+4
df+2,3
CH 4 | CH (BT.d+3),4 | HYP.3 (two steps) | BT.1+2,1+2 | HYP.4 | AOP.uf.n.3
3+4
b+4,1 (into HD) | AOP.2,1 (into HD)
db+1
f,f+1 (D to go into AOP)
AOP.2,1
CH BT.3 | CH b+3
BT.f+3+4,3+4
H.f+2,1,2 (F to stay front faced)
dash → 3+4
CH (1),d+2
BT.b+3

Notable Moves

f+2,1

A great, jailing, natural comboing string for a safe mid check Xiao should transition into HYP by inputting f+2,1,b on hit. You shouldn't do this on block since you can get launched for that if you're being too predictable. This move has also two extensions: f+2,1,4 and H.f+2,1,2. Whereas the 4 can be sidestepped to the left (but being -13 ob), the 2 has to be side stepped to the right (being +6 ob) if the first two hits were blocked. In Heat it's recommended to press the full f+2,1,2,f string since on hit confiration since it's a natural combo for a whopping amount of 46 damage while also guaranteeing a grounded hit with dash 3+4 (64 damage). This string is the most dangerous at the wall.

1+2

Although beeing a little bit slow and linear, this move is a safe launcher which can be used as a mixup option from SS with the other option being ss4. This is especiall nice if you want to mixup defensive players once they are getting used to ss4. It also can be used as safe option for a timing read.

f,f+1

A string with many follow ups creating a mind game. When ff+1,d hits it guarantees AOP.2,1. But also on block it's helpful since you already crush highs and evade mids since she is in AOP anyway. To strengthen that further, she can input an AOP.d to evade and retaliate even better. Also has a high (ff+1,3; safe) and mid (ff+1,4; unsafe, but launcher) string extension. In Heat it gains the attack H.ff+1,2 for plus frames.

b+2

A quick i15 homing mid with a natural comboing low extension (b+2,2) which CH-launches. Both hits put her into BT. The second hit can be delayed so you can CH-confirm the string. Although it doesn't yield the best frames on hit and block it's more often than not a free way to get into BT since many opponents are too afraid to retaliate after the first hit because of the possible CH launch from the second hit. It's also a great way to finish a round if the opponent is very near you and likes stepping a lot. Also, it's the best option after a blocked heat burst if you think the opponent is going to side step. Furthermore, in case the second hit of b+2,2 gets blocked she can do her BT parry (BT.b+1+3) to negate many punishers.

b+4,1

Her fastest Heat Engager (i13 startup) which is also a great tool for whiff punishing because of the fast startup and decent range.

b+1+2

Main whiff punisher and block punisher for -15 moves. It also tracks a lot to both of her sides. So if you have a hard read on an opponent stepping this will make them think twice.

ws2

A safe i13 CH-launcher which is used a lot after canceling moves into crouch to fish for a CH. Common setups are: BT.f+1+3,d, AOP.f+3+4, BT.uf+1,d, BT.d+1+3,d or AOP.uf,n. Also a great option to do if Xiaoyu gets forced into a crouch and the opponent wants to pressure with a slow follow up. On block you are -3 and BT. Here you can go for the same flowcharts as you would with 1,d+2.

f,f,F+3

Safe plus on block launcher which puts her into AOP. That's her main way to force an AOP mixup. Doing AOP.2,1 afterward is a great option since it beats mashers and PC.

AOP.d

Doing this she evades even more mids making it really frustrating for the opponent. This has the same properties as a full crouched d+1+2. If you are already in AOP and the opponent is doing a rage art some will miss when doing this move.

AOP.2,1

Her go-to whiff punisher while in AOP. Also a Heat Engager. Especially good at the wall after a manual d+1+2. This move is one of her main ways to get a wall splat. Since the second input can be delayed this combo is kind of twitch cofirmable. Also, the delay can create a little mind game whether Xiao does the 1 or cancels it with AOP.2,1,b or not pressing the 1 at all.

AOP.3+4

She uses this low sweep from AOP when opponents freeze or turtle up in order to make them duck from time to time. On hit it creates a mind game afterwards. If the opponent tries to move in any way Xiao's ws4 is guaranteed. If not you can do a low afterwards (like ss4) or go into BT with FC.db+3+4 to create further mindgames. This moce can also be mixed with AOP.d+1+2.

AOP.d+1+2

Safe but slow mid launcher which can be used for mixing people up with AOP.3+4.

AOP.1

The extensions are what make this move good. She has an unsafe mid (AOP.1,4 Xiao can parry afterward on block to make it safe), a safe high (AOP.1,2), and a transition into HYP for opening up opponents ("AOP.1,b) who expect one of the follow ups. That said, you can also only input AOP.1 which puts her into her crouch game where you can fish for a CH ws2 or go into AOP for extra evasion.

BT.d+3

Her go-to low from BT. Has a follow up (BT.d+3,4) which is CH confirmable. If the second hit CH it guarantees a mini combo. Great round ender if the opponent anticipates a low where they'll get hit with the high follow up.

BT.1

Safe CH launching mid which makes her stay in BT. Has the follow up BT.1,2 which can make people hesitate to fight back (especially against the wall).

BT.1+2

Hit confirable move which guarantees her mid follow up BT.1+2,1+2 for a mini combo (3+4) or her high BT.1+2,4 if you want heat. Whereas the mid is unsafe at -13 the high is +3 and puts her in BT again creating new mixups.

BT.db

This isn't a move but a stance cancel which creates space for whiff punishing. Often used after a blocked ff+3 or df+1 to create whiffs. Popular follow ups are ws1+2,1+2 (for a safe punish), ws.2 (if you want to fish for a CH), ub+3 (if they did something with a lot of recovery), uf*3 / cc 3 / cc b1+2 (for a launch punish).

db+3

While being a fast low (i15) and doing 0 damage on hit and block it is also +2 on hit and block. It's particularly useful after HYP.2 (two steps [or only one in heat]) or Heat Dash generating a frame trap which ensures a df+2,3 on CH. This flowchart is especially deadly at the wall.

BT.b+1+3

More often than not Xiaoyu gets hit in her back while the opponent can just stack their damage while she's being vulnerable. To prevent Xiao's lifebar from going down you can input this move which is her parry that is active from the very first frame. Use this. It can save your life.

H.BT.2+3

This goes without saying but Xiao's BT HS is one of the best HS in the game and way better than her normal HS. Not only is it a mixup option from a stance, it also goes into an unavoidable 50/50 HYP mixup on hit AND block while skipping the first step in the stance. Opting for the HYP.2 still leaves you at +5 opening another mixup possibility (see the above-mentioned db+3). So it's basically 3 mixups from the threat of one move: BT, HYP and neutral mixup (if you go for HYP.2). It's strong ... so use it before your heat gage disappears.

Panic Moves

d+1+2

Transition into AOP for fast high crushing and evasion.

b+1

i8-frame mid interrupt which breaks the opponents flow / pressure

ub+4

Power Crush

4

i11 high which guarantees a grounded hit on CH.

db+1+2

Punch parry with fast startup which goes into HYP with already one step done when parried correctly.

Frame Traps

f,f,F+3 AOP.2,1 | AOP.uf+3
b+3 BT.2,2,1
1 | f+4 | db+3 | BT.db+4 4
f,f+4 HYP.2 | HYP.3 | HYP.4

Knowledge Checks

df+3 | BT.d+4

A low that gives a full combo on hit. Good players will block this move on reaction

df+3,b > BT.4

Often used as a 'mixup' when the opponent knows about the low. But this is fuzzy guardable. So don't mash into her hell sweep cancel or else it will blow you up.

H.f+2,1,2 | H.ff+1,2

Is +6 on block. Last hit can be SSR. Don't mash, or else you will get launched.

BT.f+3+4,3+4

Crushes highs, evades some mids, and is a full launcher. Especially used after 1,d+2 on block. Do a mid which hits her out of it or be patient and punish.

BT.f+2+3 (etc.)

This move and its other versions are called Hop and Throw and are a three-way throw mixup with a potential launching throw which you don't have to take when you crouch.

f,f+1+2,1+2

The second hit is highly delayable and also a CH Launcher. So don't be tempted to press after the first move or else you'll lose a lot of health - especially on whiff.

Defensive tips

Don't mash and be patient!

Xiaoyu excels at evading moves after one of her moves gets blocked. Mashing only helps her evade more stuff which can make one tilted which is exactly what she wants so she can retaliate even more. When you are patient she kind of blows herself up since she cannot block stances where she evades a lot (AOP, SS from BT) and the cancels are really risky for her.

Backdash

Xiaoyu has T-Rex arms and legs. So if you backdash a lot many of her moves whiff. If she notices that she has to approach which she doesn't excel at and is also riskier.

Know your low hitting mids

Do you know that she is going into AOP? Great! Hit her out of it. In order to do that practice in Practice Mode and make her do d+1+2 (AOP) and AOP.d (the dodgier version of AOP) and see what moves you can hit her with.

Low parry the lows

Often she has a follow up high or she can make the low 'safe' by parrying. So if you don't want to do a guessing game after blocking a low then low parry is the way.

Defensive Move Handling

H.f+2,1,2

Side step right the last hit. This string is a natural wall splatting combo that is often used at the wall for big damage. If she goes for the other options in Hypnotist every single move can be avoided with a SSR duck. The only option which hits you out of that is her f+2,1,4 which is -13.

1,d+2

It's not really this move which is problematic it's the possible follow ups. If you do a high she can SS launch you or caliroll launch you. If you do a linear move she can SS launch you. If you do a slow move she can the full string 1,d+2,1+2 to launch you. So what should you do? Being patient is the motto. Doing a SSL block beats most of her follow-ups while also taking a low risk. See what the Xiaoyu player tends to do afterwards and try to punish them for it. She likes to SS afterwards? Do a tracking move. She likes to caliroll? Hit her with a move that hits her out of it or punish her if she goes for the launcher. She likes to go into HYP afterwards? Launch her.

d+1+2

I may be repeating myself but Xiaoyu is all about AOP. So be careful with your highs and know which mids are hitting her out of the stance. Keep in mind that she can enhance her evasion by doing SSR into AOP or ducking into AOP. The ladder has the same effect as AOP.d.

BT.f+3+4,3+4

This move is only -11 and has a quick recovery. So be on point with your punish or else she might do the same move again and launch you.

BT.d3,4

If you anticipate the low (BT.d+3) low parry it. Because if she sees you blocking the low she can still opt for the follow up high giving her a mini combo on CH.

1,d+2,1+2

Side step the last hit to the right. That not only makes the move whiff but also the follow ups from BT if she decides to a BT move after the d+2.

SS4

That low is -2 on hit (and -14 on block). So once in a while you can try retaliating. But beware of her AOP and ws2 which she likes to do afterwards.

BT.f+2+3 (etc.)

If you see her hopping at you: crouch jab! That way you can escape her three-way-mixup and counter her in case she cancels. Or if that is too hard for you to react: Just crouch to avoid her throw mixup.

AOP.1+2

This move is a CH Launcher which is only -1. So be careful with your retaliation since Xiaoyu can evade a lot of moves afterwards.

External Resources