xiaoyu

xiaoyu

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
H.BT.2+3m,t51i15+9+20
* Heat Smash
* Recovers in HYP, max level
* Transition to r115?standing with F (+3, +5)
* 7 chip damage on block
H.2+3m,t50i15+9+0d
* Heat Smash
* Balcony Break
* Recovers in BT
* Transition to r59? standing with F (+5)
* 7 chip damage on block
Low crush
f,F+4h20i20+9+13g c+58a (+38)
* Strong Aerial Tailspin
* Balcony Break
* Automatically transitions to HYP on hit or block
* Chip on block [6]
f+3+4,3+4m8,8,16i20~21,i4~5, i5~8+8+2d
*
Low crush 23~
HYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel into BT with B
* Chip on block [8]
Low crush 12~
f,f,F+3m20i23+7+29a (+19)
* Automatically transitions to AOP on hit or block
* Chip on block [9]
* Alternate input wr3
Low crush 3~
H.f,F+1,2m,m13,20i15, i20+6+24d
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Recovers in BT
* Recover facing forward with F (+4/+22d/+47a)
Low crush
H.f+2,1,2m,h,m12,14,20i16, i20, i20+6+23d+49a
* Balcony Break
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 5F delay
* Move can be delayed by 5-10F
* Recovers in BT
* Recover facing forward with F (+4, +21d, +47a)
Low crush
uf+2m23i26+6c+7c+49a
* Recover facing forward with F (+4c, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
Low crush 9~
BT.f,F+3+4M (t)15 (43)i39+4+39d
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
Low crush 10~
b+3h22i18+3+8c+32d
* Chip on block [6]
Automatically transitions to BT
ws3m22i22+3c+6c+51a
*
BT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 15F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
* 6 chip damage on block
db+3l0i15+2c+2c+14
*
BT.db+4L0i15+2+2+14
* Alternate input BT.df+4
2+3m[12;12]i16+1+2c
* Heat Burst
* 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.
Power crush 7~16
1h5i10+1+8
f+4h23i19+1+13
* Homing
* Chip on block [4]
d+3,4l, h12, 21i14, i25+0+26a (+17)
* Balcony Break
* Combos from 1st hit CH
FC.3,2l, h11, 6i15, i18+0+7
* Combo from 1st hit CH
BT.2h9i12+0+6
*
uf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
3+4m23i23-1c+3c+19a
* Transition to AOP with D (0, +4c, +20a)
Low crush 10~
df+2,3m, h15, 23i14, i23-1+35a (+9)
* Balcony Break
* Cancel to r15 FC (-16/-3) with D
* Combo from 1st hit with 8F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
uf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Floor Break on airborne opponent
* Transitions to BT on block or whiff
Low crush 9~
f,F+1,3m, h13, 20i15, i18-1+20a (+11)
* Balcony Break
* Combos from 1st hit
FC.3,2,1l, h, h11, 6, 6i15, ,i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block
AOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
BT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combos from 1st hit
* Jail from 1st block
2h8i10-2+6
*
df+1m13i14-2+9
* Recover facing forward with F (-4, +7)
While in the air 3m30i14-2+29d
* Strong Aerial Tailspin
* Balcony Break
* Transition to AOP with D (-3, +28)
Low crush
HYP.4h20i14-2+57a
* Balcony Break
BT.f+2+3t20i31~33-2+20cs
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel into FC with D
Low crush 1~
df+2+4t38i12-2+0d
* Throw Break 2
* Floor Break
* Side Swap
f+2+3t20i14-2+20cs
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap
1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
1,d+2h, m5, 10i10, i20-3+8+10
* Combo from 1st hit with 4F delay
* Move can be delayed by 10F
* Recover facing forward with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Recover in HYP with 1,d+2~B (-2, +9, +11)
f+3,1m, m14, 8i16, i22-3+8
* Combos from 1st hit
f,F+3+4m23i37-3+39d
* Chip on block [9]
Low crush 9~
ws2m17i13-3+7+38a (+28)
* Recover facing forward with F (-5, +5, +36a (+26))
ws2*m20i22-3+38a (+28)
* Recover facing forward with F (-5, +36a (+26))
AOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
AOP.4m14i12-3+8
*
2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
Left Throwt45i12-3+0d
* Throw break 1
Right Throwt45i12-3+0d
* Throw break 2
2,1h, m8, 10i10, i19-4+7
* Combo from 1st hit CH
* Jail from 1st block
* Recover facing forward with 2,DF+1 or 2,df+1,f or 2,df+1,b (-4, +7)
df+4m12i12-4+7
*
d+2s8i11-4+7
* Alternate input FC.2
FC.2s8i11-4+7
High crush 1~34
AOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
HYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. 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)
f+2m12i16-5+4
f,F+2m12i15-5+6
*
f,F+3m12i14-5+6+12
*
FC.1s5i10-5+6
High crush 1~34
AOP.1m11i18-5+6
* Transition to HYP with B (-2, +9)
BT.1m17i16~18-5+4+64a
* Elbow
BT.3M13i16-5+12
* +21d on backturned hit
Low crush 5~
BT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
f+2,1m, h12, 14i16, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
df+2m15i14-6+7
*
d+1m21i17-6+8c+9c
* Recover in AOP with D+1 (-10, +4c, +5c)
b+2m13i15-6+5
* Homing
Automatically transitions to BT
FC.df+4,4l, l13, 13i18, i28-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
High crush 1~
AOP.f+4,4L, L13, 13i18, i28-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
High crush
BT.1+2m,m6,6i16~18,i3~5-6+8
*
1+3t35i12-6+1d
* Homing
* Throw break 1 or 2
AOP.1+3t35i12-6+1d
* Throw Break 1
* Alternate input AOP.2+4 (Throw Break 2)
* Xiaoyu rolls to her left then throws
* Cancel into FC with D
High crush
BT.f+1+3t35i31-6+1d
* Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel into FC with D
Low crush
1+2m24i20-7+20a
*
b+2,2m, l13, 15i15, i21-7+4
* Automatically transitions to BT
* Combos from 1st hit
uf+1L15i33-7+10g c
* Cancel into r42? FC with D
Low crush 9~
uf+4m20i23-7+4+24a
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
Low crush 9~
ws1m8i12-7+4
* Combos from 1st hit
FC.df+4l13i18-7+4
* Automatically transitions to AOP
* Alternate input AOP.f+4
High crush 1~
AOP.f+4L13i18-7+4
* Automatically transitions to AOP on hit or block
* Alternate input FC.df+4
High crush
BT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
BT.uf+1L15i33-7+12g c
* Automatically transitions to AOP on hit or block
* Cancel into FC with D
* Alternate input BT.u+1
Low crush 9~
db+2l13i18-8+5c+12
*
While landing 4m25i8-8+23a (+13)
* Balcony Break
Low crush
f,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* 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
FC.df+2l8i19-8+3
* Recover in FC BT with DF_D_DB
High crush 1~27
FC.df+2,1l, l8, 10i19, i18-8+3
* Combo from 1st hit
* Jail from 1st block
* Recover in FC BT with DF_D_DB
High crush 1~45
AOP.d+1+2m21i26-8+42a (+32)
*
BT.f+1+2m21i23-8+3+5
* Punch parry
** 50 damage, +20d, transitions to BT
Parry state 1~5?
1,2,1h, h, m5, 8, 20i10, ,i16-9+14a (+5)
* Balcony Break
* Combos from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay
4h15i11-9+8+33a
*
f+3m14i16-9+2
* Knee
db+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
f,F+1+2m12i14~16-9+5
ws1+2m12i14~16-9+5
AOP.1,4m, M11, 20i18, i25-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
ws1,4m, m8, 16i12, i22-10+12g
*
ws4m20i11-10+20a (+13)
*
AOP.uf+4m12i16-10+1+24d
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
Low crush
3h17i14-11+22a
*
b+4m10i13-11+0
*
u+1+2m10i17-11+0c
*
f,F+1m13i15-11+7c
* Transition to AOP with D (-5, +13)
AOP.2m10i13-11+0
*
BT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to AOP with D (-10, +5)
* Combos from 2nd hit
BT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
<div class="plainlist">
* High crush 1?~13?
* fs1?~13?
</div>
1,d+2,1+2h, m, m5, 10, 24i10, ,i29-12+17a
* Combo from 2nd hit CH
f+3,1,1+2m, m, m14, 8, 27i16, ,i16-12+7c
* Combos from 2nd hit CH
d+3l12i14-12-3
*
db+4l14i18-12+4c+14
*
b+1m10i8-12+1
* Automatically transitions to BT on hit
* Recover facing forward with B+1 (between -1 and +4)
u+1+2,2m, m10, 12i17, i27-12-1
*
u+1+2,2,1m, m, m10, 12, 20i17, ,i27-12+16a (+7)
* Balcony Break
* Combos from 2nd hit
* Cancel into BT with B (-19/-8)
f,F+1,4m, m13, 20i15, i21-12+22d
* Combos from 1st hit CH
f,F+2,1m, m12, 20i15, i27-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Cancel into BT with B (-19/-8)
AOP.2,1m, m10, 20i13, i21-12+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 7F delay
* Move can be delayed by 12F
* Cancel 2nd hit into BT with B
** (-14, -3)
AOP.d+1L13i19-12-1+0
*
High crush
AOP.uf+4,4m, m12, 12i16, i23-12-1
* Alternate input AOP.u+4,4
Low crush
BT.d+3L12i16-12+7c
*
CH AOP.d+1l,t40i19-12+0
* Floor Break
* Attack throw on CH
High crush
f+2,1,4m, h, m12, 14, 20i16, ,i26-13+17a (+8)
* Balcony Break
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
b+1+2m20i15-13+29a (+19)
*
ub+3m23i20-13+36a (+26)
* Tornado
* Transitions to AOP on hit or block
Low crush 18~
ub+4m20i22-13+13d (-4)
* Tornado
* Balcony Break
Power crush 7~21
uf+3m13i16-13+29a (+19)
Low crush 9~
ss4l19i18-13-2+29a
*
High crush 6~
BT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Cancel to r15 FC (-16/-7/+53a) with D
Low crush 9~21
BT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 17F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
HYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 300?F of heat timer during heat
High crush 6~30
df+2,1+2m, m15, 25i14, i24~25-14+21a (+16)
* Balcony Break
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
b+4,1m, m10, 20i13, i27-14+40d (-18)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 8F
* Balcony Break
AOP.uf+3,4m, M14, 17i15, i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
BT.b+1+2m25i17~18-14+21a (+16)
* Balcony Break
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
Power crush 6~16
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* 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
Power crush 8~
d+4l6i12-15-4
* Alternate input FC.4
FC.3l11i15-15-4
High crush 1~49
FC.4l6i12-15-4
*
High crush 1~46
f+1+2m30i12-16+15d (+10)
* Balcony Break
AOP.3L19i25-16+0+27a
*
High crush
BT.3+4m25i18~19-16+10a (+1)
* Balcony Break
Low crush 9
AOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
Low crush
While landing 3L19i15-18+27a
*
uf,n,4m20i23-18+27a (+17)
*
Low crush 9~
FC.3,2,1,4l, h, h, m11, 6, 6, 12i15, ,i18-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
BT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
BT.4M13i13~15-18+33a (+23)
*
f+3,1,4m, m, m14, 8, 20i16, ,i26-22+62a (+46)
* Tornado
* Instant Tornado
* Combos from 2nd hit CH
df+3l23i29-23+71a (+55)
* Homing
* Tornado
* Cancel into BT with B
* On hit, transition to AOP with D
* Snake Edge
BT.d+4L19i20~22-26-1+27d
* Instant Tornado
* Clean hit damage: 20
* +27d on clean hit
High crush 8~
AOP.3+4L22i23-33+1d
* Recovers in FUFT when blocked
1+3+4
2+3+4
f+3+4
* Transition to AOP with D
Low crush 9~
d+1+2
* Transitions to AOP
* Alternate input BT.d+1+2
High crush 1~
d+3+4special
* Alternate input u+3+4
db+1+2
* Transitions to HYP
* 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
Parry state 2~10?
db+3+4
* Transitions to BT
High crush
b+1+3+6
* Automatically transitions to BT
* Alternate input b+2+4
* Also possible during HYP and BT
Parry state 5
b+3+4
* Transitions to BT
* Alternate input BT.b+3+4, AOP.b+3+4
1+2+3+4
AOP.d
* Xiaoyu ducks lower
High crush
AOP.f+3+4
* Transition to AOP with D
High crush
AOP.uf
* Alternate input AOP.ub AOP.u
Low crush
BT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
Parry state 1?~14?
BT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
BT.f+3+4
* "Cali Roll"
<div class="plainlist">
* High crush 1~8
* Low crush 9~
* High crush 28~30
</div>
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?
Parry state 2?~11?
HYP.2+3m!40i61+10d
* Unblockable
* Cancel into BT with BB
Back Throwt50i12+0d
* Unbreakable