xiaoyu

xiaoyu

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CommandHit levelDamageStartupBlockHitCounter hitNotes
b+1m10i8-12+1
* Automatically transitions to BT on hit
* Recover facing forward with B+1 (between -1 and +4)
While landing 4m25i8-8+23a (+13)
* Balcony Break
Low crush
1h6i10+1+8
2h8i10-2+6
*
FC.1s5i10-5+6
High crush
1,2h, h6, 9i11-3+7
* Combos from 1st hit
4h15i11-9+8+33a
*
d+2s8i11-4+7
* Alternate input FC.2
ws4m20i11-10+20a (+13)
*
FC.2s8i11-4+7
High crush
f+1+2m25i12-16+15d (+10)
* Balcony Break
df+4m12i12-4+7
*
d+4l6i12-15-4
* Alternate input FC.4
ws1m8i12-7+4
* Combos from 1st hit
FC.4l6i12-15-4
*
High crush
AOP.4m14i12-3+8
*
BT.2h9i12+0+6
*
BT.f+3+4,3+4m23i12-11+40a (+30)
* "Cali Roll"
High crush
1+3t35i12-6+1d
* Throw break 1 or 2
2+4t35i12-3+0d
* Throw break 1 or 2
* Side swap
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
Back Throwt50i12+0d
* Unbreakable
Left Throwt45i12-3+0d
* Throw break 1
Right Throwt45i12-3+0d
* Throw break 2
df+2+4t38i12-2+0d
* Throw Break 2
* Floor Break
* Side Swap
f+2+3t20i12-2+20cs
* Throw Break 1+2
* Balcony Break
* Alternate input BT.f+2+3
* Side Swap
uf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
b+4m10i13-11+0
*
ws2m17i13-3+7+38a (+28)
* Recover facing forward with F (-5, +5, +36a (+26))
AOP.2m10i13-11+0
*
BT.4m13i13-18+33a (+23)
*
3h17i14-11+22a
*
df+1m13i14-2+9
* Recover facing forward with F (-4, +7)
df+2m15i14-6+7
*
d+3l12i14-12-3
*
While in the air 3m30i14-2+29d
* Balcony Break
* Causes Strong Aerial Tailspin
* Transition to AOP with D (-3, +28)
Low crush
f,F+3m12i14-5+6+12
*
f,F+1+2m12i14-9+5+58a (+38)
* Alternate input ws1+2
ws1+2m12i14~16-9+5
* Alternate input f,F+1+2
FC.3,2,1l, h, h11, 6, 6i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combos from 2nd hit
* Jails from 2nd hit
BT.2,1h, h9, 8i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combos from 1st hit
HYP.4h20i14-2+26d+50cs
* Balcony Break
H.BT.2+3m,t51i15+19+16d
* Heat Smash
* Recovers in HYP, max level
* Recover facing forward with F (+4)
H.f,F+1,2m,m13,23i15, i20+6c+24d
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Recovers in BT
* Recover facing forward with F (+4, +22d)
Low crush
H.2+3m,t50i15+9+0d
* Heat Smash
* Balcony Break
* Recovers in BT
* Recover facing forward with F (+5)
Low crush
db+3l0i15+2c+2c+14
*
b+2m13i15-6+5
* Homing
Automatically transitions to BT
b+1+2m20i15-13+29a (+19)
*
While landing 3l19i15-18+27a
*
f,F+1m13i15-11+7c
* Transition to AOP with D (-5, +13)
f,F+2m12i15-5+6
*
FC.3l11i15-15-4
High crush
AOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
Low crush
AOP.uf+3,4m, m14, 17i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
BT.db+4l0i15+2+2+14
* Alternate input BT.df+4
2+3m12 (12)i16+1+2c
* Heat Burst
Power crush 7
H.f+2,1,2m,h,m12,14,23i16, i20, i20+6c+23d
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Recovers in BT
* Recover facing forward with F (+4, +21d)
Low crush
1,2,1h, h, m6, 9, 24i16-9+14a (+5)
* Balcony Break
* Combos from 2nd hit CH
f+2m12i16-5+4
f+3m14i16-9+2
* Knee
f+3,1,1+2m, m, m14, 8, 27i16-12+7c
* Combos from 2nd hit CH
uf+3m13i16-13+29a (+19)
* Alternate input u+3
Low crush
uf+3+4m30i16-1+4d
* Balcony Break
* Floor Break on airborne opponent
* Transitions to BT on hit or block
Low crush
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
BT.1m17i16-5+4+64cs
* Elbow
BT.3m18i16-5+7+41d (+33)
* On CH:
Balcony Break
Low crush
BT.1+2m12i16-6+8
*
BT.d+3l12i16-12+7c
*
d+1m21i17-6+8c+9c
* Recover in AOP with D+1 (-10, +4c, +5c)
u+1+2m10i17-11+0c
*
BT.1+2,1+2m, m12, 12i17-13+8d
* Combos from 1st hit
db+1m30i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Has Clean hit effect
db+2l13i18-8+5c+18g
*
db+4l14i18-12+4c+14
*
b+3h22i18+3+8c+32d
* Chip on block [6]
Automatically transitions to BT
f,F+1,3m, h13, 20i18-1+20a (+11)
* Balcony Break
* Combos from 1st hit
ss4l19i18-13-2+29a
*
FC.3,2l, h11, 6i18+0+7
* Combos from 1st hit CH
FC.3,2,1,4l, h, h, m11, 6, 6, 12i18-18+33a (+23)
* Combos from 3rd hit CH
FC.df+4l13i18-7+4
* Automatically transitions to AOP on hit or block
* Alternate input AOP.f+4
High crush
AOP.1m11i18-5+6
* Transition to HYP with B (-2, +9)
AOP.f+4l13i18-7+4
* Automatically transitions to AOP on hit or block
* Alternate input FC.df+4
High crush
BT.2,1,4h, h, m9, 8, 15i18-18+33a (+23)
*
BT.3+4m25i18-16+10a (+1)
* Balcony Break
Low crush
HYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Wall Crush +24g on block (3 step version only
* 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 [[Xiaoyu_movelist#HYP_(Hypnotist)|HYP]] section for more details. up when in Heat or based on the number of steps taken.
* Partially uses remaining Heat time
* Chip on block
2,1h, m8, 10i19-4+7
* Combos from 1st hit CH
* Recover facing forward with 2,DF+2 (-4, +7)
f+4h23i19+1+13
* Homing
* Chip on block [4]
f,F+1+2,1+2m, m12, 20i19-8+7c+43a
* Alternate input ws1+2,1+2
ws1+2,1+2m, m12, 20i19~20-8+7c+43a
* Combos from 1st hit
* Alternate input f,F+1+2,1+2
FC.df+2l10i19-17-6
* Recover in BT with FC.DF+2 (-8, +3)
High crush
AOP.1+2m25i19-1+19a (+10)
* Tornado
* Balcony Break
AOP.d+1l13i19-12-1+0
*
High crush
BT.d+3,4l, h12, 20i19-5+20a (+11)+37a
* Balcony Break
* Combos from 1st hit CH
CH AOP.d+1l,t40i19-12+0
* Floor Break
* Attack throw on CH
High crush
R.df+1+2m,t55+i20-15+0
* Rage Art
*
Removes Recoverable Health
* Damage increases with lower health
* Alternate input AOP.df+1+2
Power crush 8~
1,d+2h, m6, 10i20-3+8
* Combos from 1st hit
* Recover facing forward with 1,D+2 (-4, +7)
* Recover in HYP with 1,d+2~B (-2, +9)
1+2m24i20-7+20a
*
f+2,1m, h12, 14i20-6+5+7
* Combos from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
f+3+4,3+4m30i20+8+2d
*
Low crush
ub+3m23i20-13+36a (+26)
* Tornado
* Transitions to AOP on hit or block
Low crush
f,F+4h20i20+9+13g c+58a (+38)
* Balcony Break
* Automatically transitions to HYP on hit or block
* Chip on block [6]
HYP.3l20i20-13+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 [[Xiaoyu_movelist#HYP_(Hypnotist)|HYP]] section for more details. up when in Heat or based on the number of steps taken.
* Partially uses remaining Heat time
b+2,2m, l13, 15i21-7+4
* Automatically transitions to BT
f,F+1,4m, m13, 20i21-12+22d
* Combos from 1st hit CH
FC.df+2,1l, l10, 14i21-11+0
* Recover in BT with DF (-, +3)
High crush
AOP.1,2m, h11, 15i21-6+30g
* Combos from 1st hit
AOP.2,1m, m10, 20i21-12+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st hit
* Cancel 2nd hit into BT with B
** (-14, -3)
BT.2,2,1h, m, m9, 12, 21i21-11+5c
* Transition to AOP with D (-10, +5)
* Combos from 2nd hit
f+3,1m, m14, 8i22-3+8
* Combos from 1st hit
ub+4m26i22-13+13d (-4)
* Tornado
* Balcony Break
Power crush
ws1,4m, m8, 16i22-10+12g
*
ws2*m20i22-3+38a (+28)
* Recover facing forward with F (-5, +36a (+26))
ws3m22i22+3c+6c+51a
*
BT.2,2h, m9, 12i22-7+5
* Combos from 1st hit
3+4m23i23-1c+3c+19a
* Transition to AOP with D (0, +4, +20a)
Low crush
df+2,3m, h15, 23i23-1+35a (+9)
* Balcony Break
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
uf,n,4m20i23-18+27a (+17)
*
Low crush
f,f,F+3m20i23+7+29a (+19)
* Automatically transitions to AOP on hit or block
* Chip on block [9]
* Alternate input wr3
Low crush
AOP.3+4l22i23-33+1d
* Recovers in FUFT when blocked
AOP.uf+4,4m, m12, 12i23-12-1
* Alternate input AOP.u+4,4
Low crush
BT.1+2,4m, h12, 20i23+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combos from 1st hit
* Chip on block
BT.f+1+2m21i23-8+3+5
* Punch parry
** 50 damage, +20d, transitions to BT
Parry state
AOP.uf+3,1m, m14, 22i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
BT.1,2m, m17, 20i24-13+17a
* Tornado
* Balcony Break
Low crush
BT.d+4l20i24-26+73a (+57)+73a (+57)
* Instant Tornado
* Has clean hit effect
High crush
d+3,4l, h12, 21i25+0+26a (+17)
* Balcony Break
* Combos from 1st hit CH
AOP.1,4m, m11, 20i25-9+15d (-2)
* Tornado
* Balcony Break
* Combos from 1st hit
AOP.3l19i25-16+0+27a
*
High crush
HYP.3+4h20i25-2+30a
* Causes Strong Aerial Tailspin
* Cancel into BT with B
* Chip on block [8]
Low crush
f+2,1,4m, h, m12, 14, 20i26-13+17a (+8)
* Balcony Break
* Combos from 2nd hit CH
f+3,1,4m, m, m14, 8, 20i26-22+62a (+46)
* Tornado
* Instant Tornado
* Combos from 2nd hit CH
uf+2m23i26+6c+7c+49a
* Recover facing forward with F (+4c, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
Low crush
AOP.d+1+2m21i26-8+42a (+32)
*
b+4,1m, m10, 20i27-14+40d (-18)
* Heat Engager
* Heat Dash +5, +43a (+35)
* Combos from 1st hit
* Balcony Break
u+1+2,2m, m10, 12i27-12-1
*
u+1+2,2,1m, m, m10, 12, 20i27-12+16a (+7)
* Balcony Break
* Combos from 2nd hit
* Cancel into BT with B
f,F+2,1m, m12, 20i27-12+16a (+7)
* Balcony Break
* Combos from 1st hit
* Cancel into BT with B (-8)
FC.df+4,4l, l13, 13i28-6+5
* Combos from 1st hit CH
* Alternate input AOP.f+4,4
High crush
AOP.f+4,4l, l13, 13i28-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
High crush
1,d+2,1+2h, m, m6, 10, 24i29-12+17a
* 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|Snake Edge]]
BT.f+1+3t35i31-6+1d
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel into FC with D
Low crush
BT.f+2+3t20i31-2+20cs
* Throw Break 1+2
* Balcony Break
* Cancel into FC with D
Low crush
uf+1l15i33-7+10g c
* Automatically transitions to AOP on hit or block
* Cancel into FC with D
* Alternate input ub+1, u+1
Low crush
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
f,F+3+4m23i37-3+39d
* Chip on block [9]
Low crush
BT.f,F+3+4m (t)15 (43)i39+4+39d
* Unbreakable throw when connecting at close range
* Chip on block [9]
Low crush
HYP.2+3!40i61+10d
* Unblockable
* Cancel into BT with BB
f+3+4
* Transition to AOP with D
Low crush
d+1+2
* Transitions to AOP
* Alternate input BT.d+1+2
High crush
d+3+4special
* Alternate input u+3+4
db+1+2
* Transitions to HYP
* Punch parry (+9 HYP, opponent BT)
* Successful parry partially restores remaining Heat time
* Alternate input ub+1+2
Parry state
db+1+2
* Transitions to HYP
* During Heat, taking 3 or more steps partially restores remaining Heat time
* Alternate input ub+1+2
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
b+3+4
* Transitions to BT
* Alternate input BT.b+3+4, AOP.b+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
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"
High crush
HYP.1+2
* Starts taking steps in the opposite direction
Parry state