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.
Combos
b+1+2 | uf+3 | BT.4b2 → BT.b3 → f3,1 → BT.1,2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2
(max wall carry (not for Xiao & Bears:) df1 → BT.2 → BT.f3+4.3+4 → BT.2 → BT.1+2 → ub+3 → (dash) → AOP.uf.n.3 → (dash) → df2,3
AOP.d+1+2 | ws2*,f | CH ws2,fb3 → BT.2 → BT.f3+4,3+4 → BT.2 → BT.1,2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2 (doesn't work for Xiao and Bears; in this case do the combo above instead)
CH ss4 | AOP.uf,n,3ws2,f → f3,1 → BT.2 → BT.1.2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2
f,f3 → BT.2 → BT.2 → BT.2 → BT.1,2 T! → ff4 → HYP.2
BT.f+3+4,3+4BT.f3+4,3+4 → BT.2 → BT.2 → BT.2 → BT.1,2 T! → → ub1+2 → HYP.3+4 → ff4 → HYP.2
3 | HYP.3+4f,f3 → BT.d3,4 → ub+3 T! → AOP.uf,n,3 → dash → df2,1+2
ub+3AOP.uf,n,4 → f2 → f3,1 → BT.2 → BT.1,2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2
CH (b+2),2BT.d3,4 → dash → DF1 → ub3 T! → AOP.uf.n.3 → dash → df2,1+2
f,f,F+3AOP.1,2 → BT.2 → BT.2 → BT.1,2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2
f+2+3 | BT.f+2+3db2 → BT.d3,4 → ub3 → AOP.uf,n,3 → dash → df2,1+2
ff3+4ub4 → ws2*,f → f3,1 → BT.2,2 → BT.4
CH ff+4HYP.3+4 → hold forward → f3,1 → BT.2 → BT.1,2 T! → ub1+2 → HYP.3+4 → dash → df2,1+2
CH 3+4df2 → f2 → f3,1 → BT.1,2→ ub1+2 → HYP.3+4 → ff4 →HYP.2
BT.ff3+4BT.f3+4,3+4 → BT.d2 → FC df.2 → BT.1,2 T! → ub1+2 → HYP.3+4 → ff4 → HYP.2
AOP.uf3,4ff3 → BT.d3,4 → dash → ub+3 → dash → df2,1+2
HB/HD combosafter T! just input 'f2' → HB. The max wall carry afterwards is b3+4 → BT.1,2. The max damage HD combo is usually ff4 → HYP.2 → HD → f1+2
df+3 | low parryb3 → BT.d3,4 → dash → f2 → f2 → f3,1,1+2
WS2,f → f2 → f3,1 → BT.2.2 → BT.4
Beginner Combos
CH ss4ff3 → BT.2 → BT.2 → BT.1,2 T! → f2,1,4
f,f,F+3AOP.1,2 → BT.2 → BT.1,2 T! → f2,1,4
df+3 | low parrydf2 → f2 → f3,1 → BT.2,2 → BT.4
Notable Moves
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.m, hi16~17-6 oB+5 oH+7 oCH
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.mi20~21-7 oB+20a oH
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.mi15-11 oB+7c oH
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.mi15~16-6 oB+5 oH
Her fastest Heat Engager (i13 startup) which is also a great tool for whiff punishing because of the fast startup and decent range.m, mi13~14-14 oB+40d (-18) oH
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.M,Mi15~16 i5~6-13 oB+29a (+19) oH
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.mi13~14-3 oB+7 oH+38a (+28) oCH
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.mi23~30+7g~+14g oB+29a (+19) oH
One of my favourite moves near the wall. Since the extensions are delayable but still natural combo you can often do it and confirm if the opponent twitches and then do the follow up. Especially deadly at the wall. It's also cancelable by doing df+2,3 and then holding down for further mindgames.mi14-6 oB+7 oH
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.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. This move is twitch confirmable.m, mi13-12 oB+13a (+4) oH
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.Li23-33 oB+1d oH
Safe but slow mid launcher which can be used for mixing people up with AOP.3+4.mi26-8 oB+42a (+32) oH
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.mi18-5 oB+6 oH
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.Li16-12 oB+7c oH
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).mi16~18-5 oB+4 oH+64a oCH
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.m,mi16~18-6 oB+8 oH
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).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 Heat Dash at the wall generating a frame trap which ensures a df+2,1+2 on CH. This flowchart is especially deadly at the wall because of the potential wall splat. If the opponent is a bear or Jack you can get a launch on CH with 3. In the rare scenario this move trades with another one you can get a launch (b+1+2) most of the time.Li15+2c oB+2c oH+14 oCH
This is a great low poke at the wall, since it generates plus frames from an okayish range. On CH it guarantees a i14 follow up like df+2,1+2 for a wall splat. If it CHs and the opponent is a bear or Jack you can get a launch with 3.Li18-12 oB+4c oH+14 oCH
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.This goes without saying but Xiao's BT is way better than her normal HS. Not only is it a mixup option from a stance, it also goes into an unavoidable mixup on hit AND block while skipping the first step in the stance.m,m,m,mi15~16+9 oB+20g oH
S2 change: An now unreactable low which knocks the opponent down and guarantees 3+4 as a follow up. This frame change makes her 50/50 from back turned stronger. While being a rewarding low it has the drawback of being launch punishable. So don't use it too predictably.Li20~22-26 oB-1 oH+27d oCH
Since season 2, this low is now a natural combo, which puts her into BT. It has nice damage and makes her AOP and crouching game more threatening by enabling her to do a less risky low. After block, she can do her BT parry, making many punish attempts futile. In season 3, this move became even better since it now shares the same properties as db+2. Or in other words: it's now +5 and the opponent is forced into crouched status.L, li19-8 oB+5c oH
S2 change: This new move is a power crush in BT. It can be situationally used after an blocked attack which leaves her in BT (e.g. BT.3, db+2, FC f+2,1), so she can still retaliate. This makes her oppent respect her BT game even more by not only having a parry (BT.b+1+3), but also good evasive sidestep in BT, retreat (BT.db) and now also a PC.
mi17~18-14 oB+21a (+16) oH
Since season 3, Xiao can transition into crouch from it, making her wall game even more dangerous. Here she can do a CH ws 2 or a ws 1,4 to frame trap the opponent and get a wall splat. While this can also be applied in neutral, it's not as useful since the opponent can just backdash her pressure. But if they don't know that you better use it :Dmi22~23+3 oB+6c oH+51a oCH