xiaoyu

xiaoyu

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Heat Engagers

Heat moves

Homing moves

Key moves

CommandDescription
1Standard 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 good option on block and transitioning into HYP after a hit.
df+1Her go-to mid check, which high crushes and puts her in BT for further mixups.
db+2A 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.
b+1A great tool to interrupt an opponent constantly pressuring you since its the second fastest move (i8) in the game after Yoshis Flash. It also limits many stance options from the opponent.
d+1+2Her manual stance transition into AOP. Going manually into it crushes highs and evades many mids. Amplified by doing a SSR or being in full crouch beforehand.
f+4High, rewarding but somewhat slow homing move with decent range which guarentees b+4,1 on hit. I also +1 on block. Great keepout tool.
f,f+4A high with medium range which puts her automatically in HYP-stance for a free 50/50.
ss4A low with good range and damage which also CH-launches and puts you into crouch. But be aware that it's -2 on hit.
AOP.1+2A long range CH launcher which is only -1 on block and also wall splats. Great tool at the wall and in the open with not many drawbacks.
f,f+3Long range mid poke which puts her into BT for further mixups. It's one of her approach tools because of its speed, range and tracking.

Standing punishers

StartupCommandSecondaryDescription
101,d+21,2
12f+1+2
13b+4,1heat engager
143df+2,31st one for launch. 2nd one for wall splat.
15b+1+2standard launcher with better wall travel and damage
20ub+3most damaging launcher

While standing punishers

StartupCommandSecondaryDescription
10FC.d+1
11ws4
12ws1,4
14ws1+2,1+2
16uf+3fastest launcher from crouch
20ub+3most damaging launcher

Whiff punishers

CommandSecondaryDescription
1,d+21,2Fast and safe punisher
b+4,1Fast HE punisher
4Long range punisher and launcher
b+1+2Launch punish for best damage

Combos

ComboStarter
df+2 > f+2 > f+3,1 > BT.1,2 T! > ub+1+2 > HYP.3+4 > 3+4b+1+2 | uf+3 | CH ws2f | ws2*f | CH AOP.1+2 | CH.3+4 | BT.4
b+3 > BT.2 > BT.f+3+4,3+4 > BT.2 > BT.1,2 T! > df+2,3AOP.d+1+2
ff+3 > BT.2 > BT.2 > BT.1,2 T! > f+2,1,4CH ss4
BT.f+3+4,3+4 > BT.2 > BT.2,1 ub+3 T! > AOP.uf,n,3,d > AOP.1+2BT.f+3+4,3+4
ff+3 > BT.db+4 > f+3,1,4 T! > uf+4,d > ws43

Small combos

ComboStarter
db+4 | CH db+3 | CH BT.db+4df+2,3
CH (BT.d+3),4 | HYP.3 (two steps) | BT.1+2,1+2 | HYP.43+4
H.b3,1,f | AOP.2,1,fdb+1
ff+1,dAOP.2,1
CH BT.3BT.f+3+4,3+4

Combo enders

TypeCombo
WALL CARRYf+2,1,(4)
WALL BREAKdb+1
FLOOR BREAK3+4
DAMAGERAGE ART

Wall combos

TypeSubTypeCombo
GENERALeveryonef+2,1,b > HYP.2
GENERALeveryone(HB) > H.f+2,1<2,f > 3+4

Tornado moves

Balcony Break moves

Power Crush