<...Xiaoyu FAQ...> Author: Justin Luria E-mail: Avarus@writing.com Handle: Avarus (EC), Lingmassacre (TZ) Version: 2.5 Copyright Statement- All information in this document is open to the public. Text that is used in this document is free for anyone to copy, but not to plagiarize. If anyone wishes to copy this document, my consent is not needed. Version History -1.0: Origin -1.1: Not a whole lot of work done. Added some stuff for AOP canceling in to rain dance. Revised the list for things that cause wall stun. Fixed a hopling retreat error. Revised the description for the Demon Flip. Added a sidestep maneuver in evasion tactics. -1.2: New sections added (E6, G4h). New move added to the move list. More descriptions for moves. More stuff in character descriptions. New comments on combos. And a few more errors fixed. Enjoy! -2.0: New sections added (I1-4, E8, K, L, F*1-4). A few more edits. Tech catches, hop n' throw, some tricks of the game, and a very small anti-cheapness guide. Plus a few more custom strings. -2.1: A few corrections on the move list. Added Butter The Bread to move list. Added a few more setups in Cool Tricks section!!!!!!!!!!! Added a few comments to go with the character descriptions. More Thank Yous. A quick note about EVO2k3. Added a few things to F7 and E1. -2.2: A few more corrections, comments, and thank yous. Nothing terribly significant. Sorry. But it is good to keep things trimmed and proper. -2.3: Included a FAQ section (stick v pad, shoulder buttons, flash-antiflash). Also included a section on button buffering which was long overdue. Edited the movelist. -2.5: Added Ling player descriptions section (I5). "How to hold a controller" in the faq section (M4). The RD spinner away section (E9). Nall-Ohki's parry tactics in I3. Character Versus Character section (H5). Added a few more strings to (I) section. Added THE RUNDOWN (7*). More thank yous. A little bit of spell check. The Rising Kick Bait (G4i). AND YES, I ADDED DOM'S "I DEMAND YOU PUT THIS IN YOUR FAQ" WALL TRICK ###TABLE OF CONTENTS### ----------------------- A. Why Ling? B. Strengths & Weaknesses C. Move List D. Move Notes E. Helpful Hints 1*.Button Buffering 1. Rain Dance Canceling 2. Rain Dance/Crouching to AOP Cradle Roll 3. Hypnotist Canceling/Tactics 4. AOP Canceling 5. Hopling 6. Retreating Tactics 7. RC Buffering 8. Tech Catches 9. The RD spinner away F. Xiaoyu Pitbull 1. Jab Game 2. Mix-ups 3. Set-ups 4. Duckling Picking 5. Evasion 6. Confusion 7. Okizeme 7*. The Rundown 8. Overview F*. Xiaoyu Turtle 1. Blocking 2. Run away! 3. The great wall of Ling 4. Retaliation G. Tactics Regarding Gameplay 1. Momentum 2. Mind Games 3. The Clock 4. Baiting (feigning weakness) H. Detailed Tactics and Analysis 1. Walls 2. Ranges 3. Levels 4. Characters 5. Character Vs. Character Matchup I. Custom 1. My Hop N' Throw Tricks 2. Openings 3. Other Neato Stuff 4. Getting Out of The Cheapness 5. Ling Player Descriptions J. Combos K. Beating Ling L. Tournaments L*. A quick note about EVO2k3 M. Frequently Asked Questions N. About the Author O. Special Thanks A. WHY LING? ############ Ling is an incredible character to learn and master. Her speed and style set her apart from any other character in the game. She can be played in a number of different ways, and still manage to win. The limit to Xiaoyu, put simply, is the skill of the person using her. Learning to play this agile, speedy, tricky character forces oneself to become more agile, speedy, and tricky in the mind. For any Jin player, a successful move repertoire might include a little in excess of 15 moves and a number of motions. A successful Ling player uses about 30 in game play. Learning her is the toughest challenge in the game, right next to winning with Roger. But for all the effort one puts in to this character, the reward is worth it. A successful Ling player is respected in every tournament, and should be. Learning to use her is something to be proud of. This FAQ will help you do just that. B. STRENGTHS & WEAKNESSES ######################### ***Strengths*** -Incredible Speed -Amazing versatility -Useful mix-ups -Complexity -Good at every range Ling's strength, put simply, is the ability to function in any situation. She is an incredible force, but only as good as the person using her. I have been playing Xiaoyu for four years, and I still have to practice with her. She is extremely good when used to her full potential, which should be the goal of anyone trying to use her. Paired with the skills of the player (reaction time, foresight, and adaptation), Xiaoyu is near unbeatable. ***Weaknesses*** -Low damage per hit -Smaller life bar -High risk character -Low priority moves A friend once told me that I have to hit an opponent 10 times in order to do the same damage that they inflict in 2. It's not easy being a Ling player! One laser scraper on a CH and she's dead. The only way to over come her weaknesses is simply not to get hit, which isn't the easiest thing to do. C. MOVE LIST ############ KEY --- 1: Left Punch 2: Right Punch 3: Left Kick 4: Right Kick 2+4: Push 2 and 4 at the same time 2,4: Push 2 followed by pushing 4 2~4: Push 2 followed quickly by pushing 4 2>4: Push 2, delay, then push 4 [2],2+4: Push and hold 2, then push 4 *Buffering* 2_4: Push 2 or 4 f: Push forward b: Push back u: Push up d: Push down n: Neutral (DO NOTHING) D: Push and hold down d,f: Push down and then forward d~f: Push down and then forward quickly d/f: Push in the direction best approximating forward and down D/F: Push and hold the direction best approximating forward and down QCF: Quarter Circle Forward (d,d/f,f) QCB: Quarter Circle Back (d,d/b,b) HCF: Half Circle Forward (b,d/b,d,d/f,f) HCB: Half Circle Back (f,d/f,d,d/b,b) for future referrence, in case you don't know DP: Dragon Punch (f,d,d/f) -This motion is named after a famous move in Street Fighter II. *I don't use DP notation in here, but it is good to know anyway SS: Sidestep (u~N_d~N) SSR: Sidestep Right SSL: Sidestep Left WC: While Crouching (D/B) WS: While Standing (WC, n) iWS: Instant While Standing (D/B,n) RC: Recover Crouching RD or RDS: Rain Dance (back turned) AOP: Art of Pheonix XMTS: X Marks the Spot (f,f+1+2) THROWS (Front) 2+4 Ruby {2} F+2+4 Jade {2} QCB+2 Dislocator {2} f+2~1 Human Hurdle {1+2} D/F+2+4_WC D/F+2+4 Dragon Fall {2} (RD) f,f+(1+3)_(2+4) Hop N' Throw {2} (RD) f,f+3+4 Neck Squeeze Slap (AOP) (2+4)_(1+3) Cradle Throw {2} (Left) (2+4)_(F+2+4) Arm Hook Toss {1} (Right) (2+4)_(F+2+4) Dump The Bucket {2} (Back) (2+4)_(F+2+4) Spinning Leg Trip {2} SPECIAL TECHNIQUES 1,2 Bayonet 1,2,1 BAYONET, FORTUNE COOKIE 1,d+2 Bayonet McTwist (RD) 1,D+2 -Facing Forward 1+2 --BIRDS FLOCK b+1_2 Knifehand Reversal, (RD) B+1_2 -Facing Forward d+1 Sunset Fan *RC* D -(AOP) d/b+1 Storming Flower *Taunt on CH* u+1 Single Fan, (RD) U+1 -Facing Forward d/f+1 Belly Chop, (RD) D/F+1 -Facing Forward 1+2 Bird Flock f,f+1+2,1+2 X Marks The Spot *Master Counter* u+1+2~3+4 Ginger Snap u+1+2,2>1 Double Fan, Hydragea, Fortune Cookie 1+4 High/Mid Parry 2,1 April Showers, (RD) 2,D/F+1 -Facing Forward d/f+2~1 Cross Lifting Palms *Juggles* d/f+2 Butter the Bread *Juggles BT* WS+2 Sunflower, (RD) *Juggles on CH* ~f -Facing Forward WS+2 *Hold Down 2* Delayed Sunflower, (RD) *Juggles* ~f -Facing Forward FC,d/f+2 Shady Lotus FC,D/F+2 -(RD) 1 -Lotus Twist FC,[D/F]+2,1 -(RD) f,f+2>1 HYDRAGEA, FORTUNE COOKIE 3 POWER CRESCENT f+3 Advancing Power Crescent d+3,4 LOW SWEEP, HIGH ROUNDHOUSE f,f+3 Raccoon Kick, (RD) d/f+3 Mid Punt Kick FC,3,2 Fire Dance (RD) 1>4 -Fire Dancer *Juggles* d/b+3 Offensive Shove *Unblockable* 4~3 DEMON FLIP *RC* d+1+2 -(AOP) SS+4 PARTING SWEEP *Floats on CH* f,f+4 Step Kick ~4 -BLOCKED KICKOFF *Blocked Kick* d+1+2 --(AOP) (u/b_u_u/f)+3 PIROETTE KICK d+1+2 -(AOP) d/b+4 Kneecap Kick *Floats on CH* u_u/f+4 Cyanide *Floats on CH* u+4,d+1+2 CYANIDE, (AOP) b+4 Twin Phoenix, (RD) B+4 -Facing Forward FC,d/f+4 Flower Garden, (AOP) 4 -Flower Garden cont. WS+4 Skyscraper Kick *Floats* 4 LIFTING FOOT *Juggles* b,b~u/b RUNUP BACKFLIP, (RD) *Against Wall* u+41.2.(1+2).1.3.4.4..4.1 Tenstring *Stopping after 6th hit - (RD)* u+41.244..2.1+2.1.4..2 Tenstring *Stopping after 4th hit - (AOP)* Special Motions from Neutral --------------------- d+1+2 Art of Phoenix f+1+2 Clockwise Cartwheel b+1+2 Hypnotist Walk ~1+2 -Immediate Power Spinstrike *Unblockable* ~1+2, b,b -Power Spinstrike Cancel (RD) *RC Rain Dance* ~2 -Immediate Spinsticker >2 -Spinsticker >1+2 -Power Spinstrike *Unblockable* >1+2, b,b -Power Spinstrike Cancel (RD) *RC Rain Dance* 3+4 Axis Spin In d+3+4 Axis Spin Out f+3+4 Counter-Clockwise Dive *RC Rain Dance* b+3+4 Rain Dance f,f+3+4 Overhead Flip FC,d/b+3+4 Crouching Backturn (RD) *RC Rain Dance* (d/f_d/b)~N~D+3+4 Neutral Backspinner (RD) 1+3+4 Horizon Taunt 2+3+4 Waving Taunt *Stuns on hit* Rain Dance (RD) Position - b+3+4 --------------------- 1 REVERSE ELBOW *Stuns on CH* d+1_2 Low Punch *RC* 2 Backhand (RD) 1 -Dark and Stormy >4 -Dark and Stormy Series *Juggles* 3 HORSE KICKOUT, FORWARD TUMBLE f+3 TURNING MIDKICK d+3 Reverse Ankle Kick, (RD) D+3 -Facing Forward f,f+3 Peg Leg, (RD) 4 Mistrust *Juggles* d+4 Offensive Shove d/b+4 Turning Low Kick Special Motions from Rain Dance --------------------- d+1+2 Art of Phoenix 3+4 Spinner Dodge In d+3+4 Spinner Dodge Out b,N~3+4 SPINNER DODGE AWAY, (RD) B+3+4 DOUBLE SPINNER DODGE AWAY f+3+4 California Roll ~3+4 -Kangaroo Kick *Juggles* f,f+3+4 Reverse Overhead Flip *Throw-Clean Hit* Art of Phoenix (AOP) Stance - d+1+2 ---------------------- 1 Stomach Strike *RC* 2 Hard Stomach Strike >1 -STORMING FLOWER ~1+2 Wave Crest-Quick *Juggles* 1+2 Wave Crest-Power *Juggles* d+1+2 Wave Crest-Heavy *Juggles* 3 Knee Stabber u/f+3 Jumpkick *Juggles* 3_4 -Thrustkick_Hopkick u/f,n,3 Pirouette Kick *BT on Hit* U,n,3 Pirouette Kick ~d+1+2 -AOP U/F>N,3 -Phoenix Hopsweep *Floats* 3+4 CHANG CANNON 4 Flower Kick B -(RD) f+4 Flower Garden, (AOP) 4 -Flower Garden cont. u+4 Flower Power *RC* U -Tricky Flower, (RD) d+1+2 -(AOP) 4 -Flower Power 4~3 [~U_D] Firecracker [Roll right_Roll left] Special Motions from AOP --------------------- 1+3 [~D] Cradle Throw Clockwise [Cancel *RC*] 2+4 [~D] Cradle Throw Counter-Clockwise [Cancel *RC*] f+3+4 Forward Roll *RC* ~D -ART OF PHEONIX b+3+4 Rain Dance d Phoenix Duck u Stand Up *RC* D. MOVE NOTES ############# ***THROWS*** 2+4 Ruby Damage: 30 ------------------------------------------------------------------------------- Ling's basic throw. The opponent is thrown sideways to Xiaoyu a little bit closer than with Jade. Great for set-ups and okizeme! Use this throw whenever you have the opportunity to do so. Even if the opponent breaks the throw, there's not much they can do after it, especially if you sidestep into Rain Dance. As long as your opponent doesn't duck, it's a great move to use. Look at it as a quick, high, unblockable move. F+2+4 Jade Damage: 20,10 ---------------------------------------------------------------------------------- Nearly the same properties as Ruby. For okizeme, try cross lifting palms (d/f+2~1) or jump over tactics. Cross lifting palms will hit 99% of the time, jump over tactics are good set-ups. Note: the same tactics can be applied to the Ruby. Unfortunately, unlike in tekken tag, this throw is a {2} break. Don't try to "mix it up" with the Ruby because it's the same button break. QCB+2 Dislocator Damage: 35 ------------------------------------------------------------------------------- The opponent lands face up, feet away. Useful for okizeme, but a bit harder to pull off. For Jade and Ruby it is possible to dash in and throw. Unfortunately the last input of the dislocator is B, so there will be a definite pause in the throw execution if you try to dash in. If you do manage to land it, try a demon flip afterwards. Most people I've faced tend to roll away after this move. If they catch on, try a quick ground hit like d+4. f+2~1 Human Hurdle Damage: 15 ------------------------------------------------------------------------------- Ling's only double button escape. It's a good four points of damage, and it puts the momentum of the fight on your side. Since nearly all of Ling's throws in the game are {2} breaks, chances are no one will break the throw. However, if it does manage to be escaped, block afterwards. When this throw is broken it leaves you at a six frame disadvantage. Use the throw when you need damage. It's a great way to start a fight because it puts the first few moments of the fight in your favor. D/F+2+4 Dragon Fall Damage: 30 ------------------------------------------------------------------------------- This is a great throw to use in place of the Dislocator. The opponent lands face up, feet away. While missing out on an extra five points of damage, you have the same okizeme opportunities, and you can dash in and throw without a pause. Too bad it is still just a {2} break. (RD) f,f+(1+3)_(2+4) Hop N' Throw Damage: 30 ------------------------------------------------------------------------------- One of my favorite throws in the entire game. Absolutely wonderful to use in set-ups. While it still is a {2} break, most people get the timing wrong and end up missing the input. Even though this throw takes an incredibly long time to execute, it covers a very long distance and is very confusing. Most people just watch Ling wave her arms about and forget to duck. Use it ONLY at long range. (RD) f,f+3+4 Neck Squeeze Slap Damage: 17,30 *Must be clean hit* *damage is 30 if they block the first hit* ---------------------------------------------------------------------------------- A great move if you can get the spacing right. If they block it, and it isn't a clean hit, Xiaoyu still has a two frame advantage to work off of. The correct way to counter this move is to side step. So If you are facing someone who side steps frequently, don't use the move! If the move hits, but it isn't a clean hit, you can get in a free mistrust juggle (RD 4). Use this move if you know it will touch them. Tip for hitting the move: use it closer than the move requires. Most times people hold B in order to block it, this moves their character right into position for a clean hit. (AOP) (2+4)_(1+3) Cradle Throw Damage: 30 *cancel input: (2+4)_(1+3)~D ------------------------------------------------------------------------------- This move is more valuable than most people let on. Not because of the throw, but because of the throw cancel! For example, you can mix up the throw and the throw cancel into a Skyscraper Kick (WS+4). The sky scraper kick is fairly safe (and tricky), but the throw adds a certain "taunt" factor. The best players will poke Xiaoyu out of the roll, so use this only against intermediate opponents or when you have a frame advantage. (Left) Any Throw Input Arm Hook Toss Damage: 45 ------------------------------------------------------------------------------- One of the best side throws in the game. It is just five points shy of a back throw. Plus, it is the only {1} break she has! The only downside is that it is very hard to follow up with okizeme. If they lay on the ground you can get in a demon flip (4~3). If they roll away, try a shoulder charge. Also, most of Ling's sidestepping techniques tend to follow counter-clockwise. Try to land this throw during your sidestep game. One move that connects somewhat frequently after this move is f,f+4. Go fig. (Right) Any Throw Input Dump The Bucket Damage: 38 ------------------------------------------------------------------------------- This side throw won't happen as often as the arm hook toss. It does fair damage, but okizeme set-up is fair. It throws the opponent face down feet away. Most often I see people roll away from this move. Try a demon flip (4~3) afterwards. Most don't want to risk the standing up mixes (see mix-up section). (Back) Any Throw Input Crank it Up Damage: 50 ------------------------------------------------------------------------------- It's good damage, not to mention the bragging rights connected with landing a back throw. The opponent ends up face up feet towards. Follow it up with some quick okizeme like a d+3 or a kneecap kick (d/b+4). Setups from this throw are hard to do, so stick with the simple damage after the throw. ***MOVES FROM NEUTRAL*** 1,(2_d+2) Bayonet_Bayonet McTwist Damage: 4,7_10 ----------------------------------------------------------------------------------- The standard in poking offense. Use both of these poking strings intermittently. Bayonet is fast, but the bayonet mctwist can hit crouching opponents. Also with the mctwist, you have the option of going into rain dance. Use these strings whenever you are in neutral momentum fighting. Use these moves! They're great for picking, custom strings, juggles, pressuring, ...!!! **More often than not I use 1,D+2 .... 1,2,1 Bayonet, Fortune Cookie Damage: 4,7,17 *Fortune Cookie can be delayed* ----------------------------------------------------------------------------------- Not much use in poking or in juggles, but great for delay and shadow baiting. Use the bayonet a few times in the match, and then use the bayonet, delayed fortune cookie. The timing takes some practice, but it's well worth it. To bait players, push 1 a few instants before the input window is over. Wait too long and some characters will jab you out of the string. 1,d+2,1+2 Bayonet McTwist, Birds flock Damage: 4,10,24 ------------------------------------------------------------------------------------ Good for use in juggles. As a setup, you can try shadow baiting. Use the bayonet mctwist a few times, and then try the bayonet mctwist into birds flock. Be careful though, you're at a 17 frame disadvantage if they block. Using this move is a great way to lose momentum in a fight, ... if they block. b_B+1_2 Knifehand Reversals Damage: 10 *b+1_2 must hit to go into rain dance* ------------------------------------------------------------------------------- This move has zero range, limited damage, and an 8-14 frame disadvantage if blocked. If you do use this move, only use the left knifehand reversal (b+1). The frame recovery is much better than the right. Also, if it his, always go in to rain dance. Ling has frame advantage, and setup possibilities. Oh, and this move is also good for getting out of Jin's scrapers. *THIS IS WRONG. USE B+2!!!!!! B+2 has a property that I did not look in to before. B+2 pushes the opponent away when blocked (like d/f+1). Very useful. This is good for interrupting Jin's scrapers. d_D+1 Sunset Fan Damage: 7,7,7 *d+1 recover crouching* ----------------------------------------------------------------------------------- Slow to bring out, but good damage if the first slap hits (the near equivalent to a storming flower). The sunset fan pushes a blocking character away, and it ends in a low position, so you're fairly safe afterwards. You can use it in a wall juggle just like Lee's 4,4,4, only the timing has to be a bit better. Use the move if you are facing a slower character, or just need that extra bit of damage. Plus it's a fairly decent way of getting into AOP. d/b+1 Storming Flower Damage: 25 *Horizon Taunt on CH* ------------------------------------------------------------------------------- The so-called "Ling's Deathfist." Good damage. Safe recovery if blocked. A great powerhouse move. Use it at range 2 or range 1 if you are fighting a slower character. If you hit someone with it against a wall it stuns them... more damage! The only downside to it is that the storming flower can be parried, reversed, and sidestepped. If you are facing someone who is good at any of those, be wary. Otherwise, bon appetite! u_U+1 Single Fan Damage: 5 ------------------------------------------------------------------------------ Better range than a knifehand reversal (not much better), but slower. The damage is minor, but at least this has the option of going into rain dance, even if blocked. A good series is single fan to turning back kick (RDS f+3). One of the best moves to use at range 0! d/f_D/F+1 Belly Chop Damage: 10 ------------------------------------------------------------------------------- What a wonderful move for your jab game! It easily ducks under most 1-2 jabs, and it's safe when blocked. Ling can go in to rain dance, or stay standing. The great part is that it is very hard for her opponent to tell which she's actually doing! Use this move! (I'll discuss using it in strings later). 1+2 Birds Flock Damage: 24 ------------------------------------------------------------------------------- Really slow execution time, but some guaranteed damage if it hits. You can follow up (in most instances) with a demon flip. Besides having a slow execution time, it's an ok move. The recovery is just 5 frames. Not much for use in juggles, or jabbing. But try using it after an offensive shove (d/b+3) and see how often it hits. f,f+1+2,1+2 X Marks The Spot Damage: 12,27 ---------------------------------------------------------------------------------- Another great move. It's safe, and has good damage. The first move tracks well because of the (f,f) motion. If the first move hits, the second is guaranteed (usually. Sometimes if the first is a counter hit they'll stagger out of range of the second). Use this in combos and at range 2 or so. GREAT for juggles! u+1+2,3+4 Ginger Snap Damage: 5,8 *Guard Break* -------------------------------------------------------------------------------- This move was so much better in Tekken Tag. There's a guard break and a slight sidestep to the right. There's a 5 frame lag after the move, but you usually get jabbed out of it anyway. In TTT you could easily sidestep in to rain dance from this move, but it's much harder to now. For the damage, and lack of a great follow up, use this move sparingly. u+1+2,2,1 Double Fan Series Damage: 5,8,12,25 *Fortune Cookie can be delayed* *u+1+2 recovers crouching* -------------------------------------------------------------------------------------- Another good move for delay/shadow baiting. The only danger is that this string is very easy to time. For that reason, use the u+1+2,2 a few times, and then try baiting the 1. Also, u+1+2 recovers crouching! I'll cover tactics for that in RC buffering later on. This move will also catch people who roll back. It will juggle them. If nothing connects, stop at 2. 1+4 High/Mid Parry Damage: -- ------------------------------------------------------------------------------- This move is great for reasons other than damage. Nothing is guaranteed after the parry, but since Ling is so fast at range 0-1, she naturally has an advantage. This move interrupts an opponent's momentum, and is great to use in fear tactics. Use the move when you know you can! 2,1 April Showers Damage: 8,10 --------------------------------------------------------------------------------- All the good things of a belly chop, but with a jab in front! Unfortunately, you won't duck as many jabs with this series then as you would with the plain belly chop. Good for poking, ok for setups. It's much harder to recover mentally after blocking a belly chop than an april showers. A fairly good move nonetheless. d/f+2~1 Cross Lifting Palms Damage: 15,12 *Juggles* ---------------------------------------------------------------------------------- Contrary to Tekken Tag, this move now causes a guard break! If your opponent manages to block the move, they'll only be able to score a few jabs. Good for close range mix-up and pressuring. As with and juggle launcher, you can follow up with more damage. View the combo section for details. And remember! If the first hit connects, the second hit is guaranteed. d/f+2 Butter The Bread Damage: 15 *Juggles on BT ------------------------------------------------------------------------------- This really needs to be added to my moves list. There is a setup which you guys need to know about. This is something you don't know about. D/F+2+4, d/f+2. Also, RD 4 (BT opponent), d/f+2. If the opponent does an instant stand up (which is common), he will get juggled. Without this setup, don't use this move. Well, try not to anyway... WS+2_WS+2* Sunflower_Delayed Sunflower Damage: 12 *Juggles on counter hit_Juggles* ------------------------------------------------------------------------------- These moves can be used, but don't use them too often. Fair to use in strings, duckling tactics (see below), but somewhat hard to use as Juggle starters. The delayed version can actually be used with some comfort! People who aren't used to Ling will duck whenever she pauses like that. But you've got to make them scared to crouch jab first (see fear game). WC (d/f_D/F)+2,1 Lotus Twist Damage: 10,15 ---------------------------------------------------------------------------------- A great series for set-up and duckling pocking. The shady lotus (WC d/f_D/F+2). More often then not the move scares people in to blocking more than they have to. A lotus twist ending in crouching rain dance is great for a reverse hop kick_throw mix-up. f,f+2>1 Hydragea, Fortune Cookie Damage: 12,21 *Fortune Cookie is delayable* ---------------------------------------------------------------------------------- Good for use at long range. Good tracking because of the (f,f) input. On a counterhit, both moves are guaranteed. Hard to use effectively at baiting, so use it as a string when you are expecting a counter hit. Since it is fairly safe, use it when you want to. Just be careful of reversals and parries. 3_f+3 Power Crescent_Adv. Power Crescent Damage: 25 ------------------------------------------------------------------------------- If you use either of these moves, use the regular power crescent. The recovery is twice as good, and there are some evasion properties to the normal power crescent. Good damage, and a possible follow up of a demon flip. Don't use this move against the faster characters though, they'll launch you in a second. d+3,4 Low Sweep, High Roundhouse Damage: 8,18 --------------------------------------------------------------------------------- If the first hits, the second can not be ducked, parried, or reversed. Good, except that the lag on the second hit is very bad, even if blocked. So bad, some characters can launch you. Use the first hit of this move if you are going to use it at all. The first move gives you a 6 frame advantage if it hits (which it usually does). f,f+3 Raccoon Swing Damage: 13 *Opponent shows side on CH* ------------------------------------------------------------------------------- Another great distance move. And better yet, on a counter hit a mistrust is guaranteed (RD 4). A great move to enter rain dance, and rain dance canceling. A good move to throw out there from a distance, to test the waters so to speak. Also, you may want to develop some counter hit baiting techniques designed for this move. WC 3,2_WC 3,2,1,4 Fire Dance_Fire Dancer Damage: 8,6_8,6,6,12 *Mistrust (4) can be delayed* ----------------------------------------------------------------------------------------- The firedance is a great move for duckling picking, and has excellent range. It is also a great way to get in to rain dance from range 2. There is no frame lag at the end of the move, even if blocked. The firedancer can be used for delay/shadow baiting. Unlike in TTT, a counter hit does not guarantee that all four hits will connect. Keep in mind that if the mistrust at the end of the fire dancer is blocked, you'll be vulnerable for 18 frames. d/b+3 Offensive Shove Damage: -- ------------------------------------------------------------------------------- A good move for interrupting another player's momentum. It is unblockable, and it gives a 4 frame advantage to whoever uses it. A x marks the spot (f,f+1+2) is fairly safe after this move, and so is a storming flower (d/b+1). Use this move! 4~3 Demon Flip Damage: 30 *d+1+2 to AOP* ------------------------------------------------------------------------------- One of the best new moves in Ling's arsenal. A 2 frame advantage when blocked! The move can go in to AOP, RC buffering, and has uses in set-ups and parry baiting. Another great move to use at a far range. Unfortunately, the demon flip doesn't track well. Be careful of side steppers. Going in to AOP after this move will evade crouch punches. Note: Going in to AOP in this move will prevent the demon flip from hitting grounded opponents. Get around this by going in to AOP RIGHT after the move is done. SS+4 Parting Sweep Damage: 16 *Floats on CH* ------------------------------------------------------------------------------- A great low move for some good damage. Slow execution time, but a float on a counter hit! And there are some evasion properties to the move! But as with several low moves, if it is parried or block, prepare for immediate and destructive reciprocity (bad stuff). f,f+4(~4) Step Kick Damage: 25 *d+1+2 to AOP* ------------------------------------------------------------------------------- Another move that should only be used at a distance. The move doesn't track as well as other (f,f) motions because of the long execution time. However, if this move is blocked, there is nothing your opponent can do to immediately damage you. Use it when you know it will at least touch them. (u/b_u_u/f)+3 Pirouette Kick Damage: 30 *d+1+2 to AOP* ------------------------------------------------------------------------------- Ling's old AOP move now in standing. Always go in to AOP after this move, because the recovery is much better. If your opponent has a hard time hitting you in AOP, use this move more often. It's a fairly good move to get in to AOP close to your opponent... if they have problems hitting you. d/b+4 Kneecap Kick Damage: 10 *Kickout on CH* ------------------------------------------------------------------------------- A fair low move. No evasion properties, slow execution time, horrid recovery. But on a CH there's some extra damage. You actually can CH bait this move with something like bayonet mctwist facing forward (1,D+2) to the kneecap kick. In normal play though, don't use the move. It's too much risk for too little damage. (u/b_u_u/f)+4 Cyanide Damage: 25 *d+1+2 to AOP* *floats on CH* *Optional RC recovery* ------------------------------------------------------------------------------- This move actually recovers better when Xiaoyu does not go in to AOP, so keep that in mind. A good move for setups, but the lack of range and slow execution time prevent it from being a good neutral momentum fighting weapon. Developing set-ups for this move will greatly improve your game. *Alright... there is some difference between u+4 and u/f+4. u+4 is a ten string starter and does a little bit different damage than u/f+4. Thank you for bring this typo to my attention, Adrian (Aussie Dude). b_B+4 Twin Phoenix Damage: 13,15 ---------------------------------------------------------------------------------- Not an entirely useless move! If the first hit connects, the second is guaranteed! That's a fast high move with 28 points of damage guaranteed if hit! And if blocked, there is the risky set-up of doing a california roll (RDS f+3+4), most of the time it's safe. Use this in your jabbing game. WC d/f+4,4 Flower Garden Series Damage: 6,10 *First hit ends in AOP* --------------------------------------------------------------------------------- One of my all time favorite moves in the game. If the first hits, the second is guaranteed. Both hits connect low. Great for the low portion of the low-mid mix-up game. Almost impossible for even a good player to parry. Safe when blocked. Use it frequently in duckling picking. Use it frequently, period! WS+4 Skyscraper Kick Damage: 14 ------------------------------------------------------------------------------- I love this move! Great for the mid portion of the low-mid mix-up game. If it connects, a demon flip is guaranteed. Safe if blocked, too fast to sidestep, and fair damage. The skyscraper kick is the perfect move to set momentum in your favor. Develop set-ups to this move... see RC buffering, AOP canceling, and mix-up game. 4 Lifting Foot Damage: 15 *Juggles on CH* ------------------------------------------------------------------------------- Too slow and too risky to be of much use to anyone. The damage isn't great, and the juggle only comes out on a counter hit! There are much better things you could be doing in those 16 frames. But still, there are set-ups you can use to include this move. b,b~u/b Wall Climb Damage: 15 ------------------------------------------------------------------------------- One of my favorite general additions to Tekken four. Ling's wall climb puts her in RDS fairly close to her opponent, sometimes even behind them. Master the timing of this move, and you will feel much more comfortable around walls. If her opponent blocks this move, they have no frame advantage over you at all! ***SPECIAL MOTIONS FROM NEUTRAL*** d+1+2 Art of Phoenix Damage: -- ------------------------------------------------------------------------------- An extremely evasive move with the potential to cause major damage. This motion ducks under high moves and allows for fast low and mid moves. Everybody who plays against Xiaoyu fears this move, and for good reason. It completely eclipses the jabbing capabilities of every character in the game. f+1+2 Clockwise Cartwheel Damage: -- ------------------------------------------------------------------------------- A very good evasive move from range 1. It is great to use in set-ups because of the potential for major damage. If the cartwheel manages to evade a move with a fair amount of lag, it is a free mistrust juggle (RDS 4). Also, as a neat little hop n throw setup... f+1+2, *RD* f+3+4, RD f,f+1+3 . I've hit it against some mean competitors, give it a shot. Worst case scenario... you get your ass kicked. b+1+2 Hypnotist Walk Damage: -- ------------------------------------------------------------------------------- Not great for evasion, but super for mix-up! See Hypnotist canceling for details. Usually people will freeze up when the see this move, out of fear for the spinsticker and power spinstrike. For evasion, the immediate spinsticker does work quite well. But may I suggest a hypnotist walk cancel to a throw_cross lifting palms (d/f+2~1). 3+4_d+3+4 Spinner Dodge Damage: -- ------------------------------------------------------------------------------- Not much use for evasion, you just as well use a sidestep. One trick I do use this for is throwing. People will block after this move (from blocking Julia's string from her spinner move), so you have a fair shot at getting in a throw! Expert players know this trick and instinctively duck, which is always keen for a d/f+2~1! It works! Also, use the d+3+4 for sidesteps! f+3+4 Counter-Clockwise Dive Damage: -- *Recovers crouching_rain dance crouching* ------------------------------------------------------------------------------- A fair move for evading low attacks, but a slower execution time than the cartwheel. Plus this move recovers rain dance crouching, which makes it hard to move around afterwards. However, you can still input an immediate mistrust (RDS 4) after the move. Also, this move does step counter-clockwise, a direction which evades more moves than clockwise. b+3+4 Sidestep Rain Dance Damage: -- ------------------------------------------------------------------------------- One of the greatest moves in Tekken Tag, toned down for Tekken 4. There's still some use in evasion tactics however, just not as much as in the previous game. Use the move! It still works at range 0, especially when the opponent tries for a 1,2 jab string (the move sidesteps counter-clockwise!). f,f+3+4 Overhead Flip Damage: 25 ------------------------------------------------------------------------------- A great way to get into range 0-1 from far away, that's if they don't sidestep the move. Great recovery if it hits them, fair recovery if they block. Another weapon in Ling's distance arsenal! FC,d/b+3+4 Crouching Backturn Damage: -- ------------------------------------------------------------------------------- One of the greatest moves to use for confusion effect. This is one of the lesser known moves that Ling has. People who've never seen it before *and there are many of them* get seriously confused by it. And this move also allows a person to get in to rain dance from crouching fairly safely too! Pushing ~f or ~b after the move Ling will go in to neutral (rain dance cancel). (d/b_d/f)~N~D+3+4 Neutral Backspinner Damage: -- ------------------------------------------------------------------------------- A relatively unknown move. Even I didn't know about it until just a few minutes ago. It's just like the backspinner from Rain Dance except it is from neutral. Neato, huh? Button execution time is a pain, but it's nothing worse than Law's ground slide. Use it for spacing, turtling, and maybe even a little bit of showboating. *Credit goes to Maynard from OSU-- 1+3+4_2+3+4 Horizon Taunt_False Greetings Damage: -- ------------------------------------------------------------------------------- The taunts are one of the funniest tricks Ling has. The classic use for them is taunt baiting. The taunts can be cancelled any time, so when someone charges in after being insulted by the move... instant damage. ***MOVES FROM RAINDANCE*** 1 Reverse Elbow Damage: 22 *Stuns on CH* ------------------------------------------------------------------------------- A great move, if you can hit it. Great to use in CH setups. A mistrust juggle (RDS 4) isn't guaranteed if you manage a CH, but it is likely. Unfortunately, the move has extremely bad recovery when blocked, and a back throw is possible. d+1_2 Low Punch Damage: 3 ------------------------------------------------------------------------------ This move hits low! Not special mid! Use it frequently! It's great for low picking, and it recovers crouching! Even if your opponent manages to block, your recovery time is too fast for them to do anything. Just beware of low parries. *A quick afternote: If you are facing some really tough competition, try not to abuse this move. It's 3 inflicted damage versus being parried and juggled for 50 points of received damage. Not good. Unless you are confident you can land 20 low punches! 2,1>4 Dark And Stormy Series Damage: 10,10,15 *Mistrust (4) can be delayed* ------------------------------------------------------------------------------------- No launcher guaranteed off of a CH, but this move is great for shadow/delay baiting. Unfortunately, if the mistrust is blocked they have a free juggle opportunity. You're better off using the backhand or the dark and stormy. Great for your jab game. 3 Horse Kickout Damage: 16 ------------------------------------------------------------------------------- A fun little setup move. You can catch an opponent run into a kangaroo kick after this move. Another fun setup is when the opponent is grounded and you are in rain dance. This move will carry you out of range of a rising kick. Free mistrust juggle! f+3 Turning Mid kick Damage: 25 ------------------------------------------------------------------------------- Great damage, fast, and fair recovery. Good use in juggles, and in regular picking. An example string would be bayonet mctwist (1,d+2) to the turning mid kick. Some ok okizeme opportunities afterward, if you are fast enough! d_D+3 Back Circle Breaker Damage: 15 *Kickout on CH* ------------------------------------------------------------------------------- A good low move from rain dance. Use the D+3 more often because the recovery is better. No fantastic uses in set-ups, mix-ups, or juggles, but still a great move to know for certain situations! f,f+3 Peg Leg Damage: 20 ------------------------------------------------------------------------------- A great move for set-ups, and has fair damage too! A peg leg to kangaroo kick_ california roll,d+1 is a wonderful string to use! This move also hits grounded opponents. And in some cases, you can even use it for jump over tactics! 4 Mistrust Damage: 16 ------------------------------------------------------------------------------- By itself, not a super move. You're much better off using a reverse hop kick. However, this move is fast enough to use on a CH stun. I repeat! Do not use this move unless it is in a set-up or at the tip of its range! The recovery is horrible if it is blocked! *This move is the bulk of my juggle game. IT REALLY SHOULDN'T BE, but it is. Many Ling players don't use this move outside of setups. I do. Go fig. Really, people should use the hopkick from AOP rather than this move. d+4 Offensive Shove Damage: -- ------------------------------------------------------------------------------- A tiny bit slower than the offensive shove from neutral. Plus this move isn't as great at interrupting the opponent's momentum as a backhand slap (RDS 2) or a low punch. Use the move sparingly. *This move is faster than from TTT. I'm still shaky on using it. The move can be parried and juggled against. AND FOR NO DAMAGE? Don't use against the best tekken players. d/b+4 Turning low kick Damage: 10 ------------------------------------------------------------------------------- More damage than a low punch, and better range. However this move is just slightly slower, and is easily sidestepped. Plus the recovery isn't as good on a hit. But, it is still good for picking! *Ehhh... don't really use this move against the better players. Look up to the offensive shove comment. ***SPECIAL MOTIONS FROM RAIN DANCE*** d+1+2 Art of Phoenix Damage: -- ------------------------------------------------------------------------------- Better than the AOP motion from neutral for one reason, moves can be immediately entered after d+1+2 in rain dance. Also, this move adds to your confusion game from rain dance. See Rain Dance -> AOP tactics section. 3+4_d+3+4 Spinner Dodge In_Out Damage: -- ------------------------------------------------------------------------------- A longer sidestep than the one from neutral, but it can be easily jabbed out of. Some use in set-up game, just as with the spinner dodge from neutral. However, your opponent needs to be intimidated beforehand. b,N~3+4 Spinner Dodge Away Damage: -- ------------------------------------------------------------------------------- A tougher input than the spinner dodge away in tekken tag, but it is still manageable with practice. Perfect for use in set-ups, specifically evasion baiting. If an opponent is caught whiffing a pair of jabs during this move, there's a free mistrust juggle. B+3+4 Double Spinner Dodge Away Damage: -- ------------------------------------------------------------------------------- Harder to use for evasion baiting because the move takes longer to execute. Good to use if you ever need to break away from the action. Some people are better fighters at range 2-3, and this is a move they need to keep in mind. f+3+4,3~4 California Roll, Kangaroo Kick Damage: 25 ------------------------------------------------------------------------------- Both of these moves are excellent! The california roll in itself is her best set-up move from rain dance! The kangaroo kick is a damaging mid attack that juggles. The california roll can put Xiaoyu in range 0-1 with relative ease, and the kangaroo kick can lead to major damage! Good follow-ups to the Cali Roll include RDS d+1, RDS 2, or the ‘roo kick. f,f+3+4 Reverse Overhead Flip Damage: 17 ------------------------------------------------------------------------------- A great move from range 2-3. If it hits, a guaranteed mistrust. If it is a clean hit then it is a throw, even if it is blocked. Frame advantage even if it isn't a clean hit and blocked. Use the move when you know it won't be sidestepped! 1 Left Handful Damage: 7 *Recovers Crouching* ------------------------------------------------------------------------------ A great move for recovery baiting. At first glance, an opponent might rush in after blocking this move and catch skyscraper kick in the gut. The move by itself is reliable and safe, and should be considered whenever Xiaoyu is in AOP. 2,1 Right Handful, Fortune Cookie Damage: 12,15 *Fortune cookie can be delayed* ---------------------------------------------------------------------------------- The greatest move Ling has for delay baiting, because it is so unfamiliar to opponents. A great set-up that leaves her at a fairly safe recovery afterwards. There is even some use for this move in combos, and in your jab game! Many people will get hit simply beacuse the first hit looks like the left handful, which doesn't have a fortune cookie that follows it. 1+2 Wave Crest-Quick Damage: 14 *Immediate input after entering AOP* ------------------------------------------------------------------------------- Good evasion properties for a juggle. A great use for this move is ducking under 1,2 jabs and coming up from AOP for a juggle. Shaky recovery at the end, so save this move for range 1 and not range 0. Try a bayonet mctwist to this move! 1+2 Wave Crest-Power Damage: 16 ------------------------------------------------------------------------------- Be careful when using this move. It is faster than the wave crest-heavy, but the hopkick is even faster. The hopkick does similar damage, and is safer as a class 2 launcher. d+1+2 Wave Crest-Heavy Damage: 25 ------------------------------------------------------------------------------- Slow execution time, but safe recovery and excellent juggle opportunity. The "charging" animation looks as if Xiaoyu might go low, which adds some confusion factor to this move. 3 Knee Stabber Damage: 15 ------------------------------------------------------------------------------- For being a cumbersome low move, this does have some use. Unlike the firecracker, this moves stays in AOP. The move hits more often than not, and it has some excellent follow-ups! u/f+3,(3_4) Jumpkick, (Thrustkick_Hopkick) Damage: 15,(23_25) --------------------------------------------------------------------------------------- The best launcher Xiaoyu has from AOP because of its speed and follow ups. A jumpkick to hopkick is safe, while a jumpkick is an easy juggle opportunity. Definitely to be considered when in AOP. *THIS SHOULD BE THE BULK OF LING'S JUGGLE GAME. Quickly go in to AOP and then come up with the hopkick. (u_u/f)~N,3 Pirouette Kick Damage: 30 *~d+1+2 to AOP (works for u+3 only* *Opponent back turned when hit* ------------------------------------------------------------------------------- An old move refurbished into a new and wonderful weapon. Because this move can go directly back in to AOP, the recovery is great. Plus, if this move hits (and you are fast enough), it is a free juggle opportunity. U/F>N,3 Phoenix Hopsweep Damage: 19 *Recovers crouching* *floats* ------------------------------------------------------------------------------- The phoenix hopsweep is a wonderful tool when use correctly. Excellent players can easily block this move, so switch it up with the crane kick! But I have caught people trick to rise and sweep me out of AOP when grounded with this move. U/F>4 Crane Kick Damage: 25 ------------------------------------------------------------------------------- A good mid move to mix-up with the hopsweep. It is a safe move to use, and will hit frequently against good players (with the proper set-up). Plus, this move does fair damage too! It even causes a wall stun under the right circumstances. The only downside, very long execution time. 3+4 Chang Cannon Damage: 12,18,14 ------------------------------------------------------------------------------------- One of Ling's new moves. It has some advantages in her jab game, even though it is a juggler. On a counter hit, the juggle is guaranteed if the first hit connects. If it isn't, the opponent is pushed away by the last kick. If nothing else, this move is safe. 4 Flower Kick Damage: 23 *~b to rain dance* ------------------------------------------------------------------------------- A powerful mid move from AOP that has the option of entering rain dance. This move is strong enough to cause a wall stun, so keep that in mind as well. A little shaky on the recovery, so use this move somewhat sparingly. f+4,4 Flower Garden Series Damage: 7,10 *First hit ends in AOP* --------------------------------------------------------------------------------- One of my favorite moves. If the first hit connects, the second is guaranteed. Great mix-up with the sky scraper kick, and so forth. From AOP this move is a bit more of a risk, but don't let that stop you from using it in custom strings. u_U+4 Flower Power_Tricky Flower Damage: 8 ------------------------------------------------------------------------------ Another good move to use in custom strings. The move recovers crouching, so keep it in mind when RC buffering. This move can go in to rain dance, AOP, or recover crouching. An extremely versatile move! 4~3 [~U_D] Firecracker Damage: 15 ------------------------------------------------------------------------------- An excellent, fast low move from AOP. Fairly safe, even if blocked. If the move connects, you even stand a fair chance of landing a grounded sweep. Some definite use in jab game and set-ups. Also great to use against opponents who have frozen up from a confusion game. ***Special Motions from AOP*** 1+3_2+4 [~D] Cradle Throw Clockwise [cancel] Damage: ~~ ------------------------------------------------------------------------------- See throw section. Use this move for confusion and set-up, but little else. Good to mix-up with the cancel to skyscraper kick (WS+4). Keep in mind that the throw will rarely ever hit an experienced player. f+3+4 [~D] Forward Roll [AOP] Damage: -- ------------------------------------------------------------------------------- A good move to use in set-ups. Easy to follow up with either a skyscraper kick or a firecracker. Because the move looks like it will hit low, the skyscraper kick will hit more often. Another good move to use at a distance. b+3+4 Rain Dance Damage: -- ------------------------------------------------------------------------------- A very confusing move to use from AOP. You'll most often see people freeze up after this move in order to see what you'll do next. Great opportunity for a throw or a safe move from rain dance. u Stand Up Damage: -- *Recovers Crouching* ------------------------------------------------------------------------------- A great move for RC buffering. This move is a fast way to use WS and WC moves from AOP in a quick fashion. Always keep this in mind when you need to escape quickly from AOP. It is also very fun to use in your confusion game as well. E. HELPFUL HINTS ################ E1*.Button Buffering -------------------- God, why did I not include this earlier? This is a really easy way to improve your level of play. When I learned how to do this I went from noob to veteran. I make referrences to button buffering throughout this FAQ but I have not added a section dedicated to explain it. Button buffering is using a previous command to execute the next command. The example that I use most is: 1,[2], f,f+1+[2]. In layman's terms it means do I 1,2 combo and hold 2 after you press it. Then push f,f+1 while STILL HOLDING 2. Computer thinks that you have just input f,f+1+2. That simple. You will never mess up on button commands ever again. Other examples- :D/F+[1], f,f+[1]+2 :[D]/B+[2], [D]+1+[2] (AOP) :d/b+[3], b+[3]+4 (RD) :[2]+[4], [2]+3+[4] (taunt) The other method in button buffering I'll just call inert button buffering. It is holding a button that has nothing to do with the comand just entered. I will use this '()' symbol to indicate the move will not actually appear on the screen. For example, 1,2~([3]), b+[3]+4. Layman's terms again... do a 1,2 jab and push 3 immediately after the second jab. The move 3 (which is a kick) will not be shown on screen because it was input before Ling could reset to active. So there you are, buffering a 3 when you never used a move that required 3. other examples- : D/F+1~([3]), b+[3]+4 :[d]+4~([1]), [d]+[1]+2 :f,f+3~([1]), d+[1]+2 The applications of button buffering in tekken are immense and can be used by any character in any situation. There are damn near infinite many ways to button buffer in combinations. Discover your own combinations and use them in play. Eventually you don't even think about buffering, it just comes naturally. E1. Rain Dance Canceling ------------------------ While moving out of rain dance, there is a period of time during the animation when you are in neutral position and active! For example, while canceling rain dance by holding [B]: as soon as Xiaoyu is barely facing forward, she is able to do neutral moves! Even though she's still in the canceling animation. This is especially valuable in Tekken 4 because he canceling animation runs much faster than in Tekken Tag. Rain dance canceling by holding [B] puts Ling in neutral and holding [D/B] puts her in WC (ducking). Rain Dance Cancel Neutral: Uses in CH baiting, RD okizeme, sidestep/evasion, and safety. -D/F+1 (hits), d/f+1 (blocked) ~B, f,f+3 -f+2~1, B, 4~3 -(RD) SSR, [B], [B]+3+4, SSR... -d/f+1, B Rain Dance Cancel Ducking: Uses in duckling picking, evasion baiting, confusion, and safety. This cancel is faster, and moves farther than the standing cancel. Keep in mind that this can essentially be used in RC buffering. -2,1, D/B, WC D/F+2 -1,d+1, D/B, WS+4 -d/f+1, [D/B], [D/B]+3+4 -f,f+3, D/B *Rain Dance Canceling Forward: I never mentioned this, to my detriment. But here it is. U/F. That's it. Ling just turns around to face forward. It takes a few more frames to work (if you input a comand to soon, Ling will attack to the side). This is something I hardly use because it is just a TINY bit to slow to avoid jabs. Plus I can't go in to duckling fom it. *Rain Dance Canceling By Low Parry: This is something I should have told you about a long time ago. You can cancel a RD by doing a low parry (d+1+4). Ling can either go in to duckling or standing by how long you hold down. This was BIG in TTT but kind of fell by the wayside in T4. BTW, this works for any low parry (Not like they exist in T4, but hey!) E2. Rain Dance/Crouching to AOP Cradle Roll -------------------------------------------- A helpful tidbit about Ling is that she can instantly execute moves in AOP from RDS and crouching. For example, if she enters AOP from neutral, she can't go in to a cradle throw. The input will produce a flower kick (AOP 4) instead. On a side note, this trick won't work in crouching rain dance. AOP transition from RD: Uses in sidestepping, confusion, low picking, evasion, and safety. -b+3+4, d+1+[2],[2]+4 [~d] ... -RDS taunt, d+1+[2],[2]+4 [~d] ... -d/f+[1] (hit), d+[1]+2, [1]+3 [~d], d+1 -f+1+2, d+1+[2], [2]+4 [~d] ... -f,f+3, d+[1]+2,[1]+3 [~d] ... AOP transition from crouching: RC buffering, duckling picking, safety, and "AOP death roll". -AOP [1], d+[1]+2, [1]+3 [~d]... -AOP [1], d+[1]+2, [1]+3 [~d], d+1 -f,f+3, [D/B], [d]+1+[2], [2]+4 -AOP [2]+4, [d]+1+[2], [2]+4, [d]+1+[2] E3. Hypnotist Canceling/Tactics ------------------------------- The hypnotist stance is the least used of Ling's stances because there aren't many moves that you can use from the stance. Hypnotist canceling is a way to use the stance and its evasive properties without the lack of options. During the hypnotist animation, you are able to perform any move at any time (except a right jab or a birds flock). However, in the early frames of the hypnotist walk (when the computer is open for an immediate spinstrike), very few moves are allowed. The way to overcome this obstacle is by quickly pushing forward or backward after entering the stance. Uses for regular hypnotist canceling: confusion, throw setup, and evasion. -[b]+1+2>[b]+3+4 -b+1+[2]>[2]+4 -b+1+[2]>f+1+[2] Uses for immediate hypnotist canceling: same uses as regular canceling, plus the hypnotist dance. -b+1+2~b,B (block) -b+1+2~b,1,2 -b+1+[2]~b~b+1+[2]~b~b+1+[2]~b cont. One tactic that is great for Xiaoyu is to constantly stay in Hypnotist, canceling SSL in to another series of Hypnotists. The SSL to Hypnotist is a good double sidestep, and a good change up for the SSR double sidestep (SSR, b+3+4).When an opponent nears, or tries to attack, cancel with a pair of jabs. If an opponent misses, free juggle or throw attempt for Ling. Even if an opponent manages to catch Ling just right, she can still block from Hypnotist. Staying in Hypnotist throws off your opponent's game. Linear moves (such as the Deathfist) become useless. With the added bonus of a spinsticker hitting an opponents side. The constant hypnotist walk is safe and extremely fun to use. Be careful though of characters with a fast forward right kick (4), or any move with good tracking left. Heihachi's right kick won't hit, but Law's sure will. As with any tactic, you can not rely on it completely. You can actually bait a fast tracking left hit, and SSR to rain dance. Use the Hypnotist for a good number of seconds, and then move on to something else. Tricks from the constant hypnotist walk: -SSL~b+1+2, SSL+4 -SSL~b+1+2, D/F+1, SSL~b+1+2 -SSL~b+1+2, 1,2 -SSL~b+1+2, SSL, 2+4 -SSL~b+1+2, SSL E4. AOP Canceling ----------------- AOP canceling is a great way to immediately go in to WS (while standing) or WC (while crouching) moves. By lightly tapping [u], she is able to instantly RC buffer. Keep in mind that the rain dance/crouching to AOP to AOP cancel would be almost instantaneous. -AOP u~n WS+4 -AOP u~n WS+2_2* -AOP u~d+3,2 Plus a little maneuver that is extremely confusing... -AOP u~d/b+3+4,d+1+2~u~d/b+3+4... That little "duckling" dance is great for catching an AOP 4~3, or a RD d+3_d/b+4. Of course, you won't do the entire notation. Use the dance until your opponent freezes. Another interesting way to cancel AOP is to go in to crouching rain dance. While in AOP push d/b+3+4. Continuing to hold d/b will put Ling in to a rain dance cancel *crouching. Good for confusion tactics and evasion baiting. -AOP [d/b]+3+4, [d/b], [d/b]+3+4 -AOP [d/b]+3+4, [d/b], WS+4 I've been practicing this some more in the recent weeks. There appears to be more to it than I originally thought. I saw some stuff that STLbadboy was doing at EC4 and decided to put it in here (credit given where due). AOP can go in to rain dance VERY fast. Much faster than I thought it did. And since RD cancels so much faster, it almost looks like she isn't in RD at all! Try it... -AOP u+4, [d]+1+2, [d/b]+3+4, [d/b] -AOP d/b+3+4, RD d+1 -AOP [d/b]+3+4, [d/b], d+1+[2], AOP [2]+4 -AOP [d/b]+3+4, [d/b], [d]+1+2, [d/b]+3+4, [d/b]...* *This may be classified as a dance or a backdash if done fast enough, but I have never heard of a name for it. This has probably been done before, so I won't go off and name it or anything. But if it hasn't, the LING TWISTER ^_^ lol. I amuse myself too much. E5. Hopling ----------- Very surprisingly, Ling sometimes has an advantage when she hops. When landing off of a hop, Ling can RC buffer. If an opponent stalls, Ling has the opportunity for mix-up. Plus, hopping in front of an opponent is extremely confusing. With normal characters it is a certain death sentence, but with Ling's pressure and fear game, it's very useful. But there is more to the neutral hop than just the hop. An u,n+4 when blocked doesn't put Ling at much of a disadvantage. On a hit the frame advantage gives Ling some serious momentum. Also, Ling has a hop from AOP. There are several set-ups with the hop sweep from AOP (like hopping over a rising low kick). The hop sweep and the crane kick is an extremely good mix-up. The hop in itself is safe in the right environment. Hopping from AOP (unlike rain dance) can RC buffer like neutral hopping does. Developing several set-ups before or after a hop can increase Ling's offensive power drastically. See the set-up section and baiting for some ideas on the subject. Having two or three more set-up custom strings hurts no one except the opponent. There's also something called the hopling retreat. The notation is (AOP U/B, d+1+2, AOP U/B, d+1+2, etc). This is one of the very few turtling tactics that she has. Law has something like it with his u/b+3. She also has a jump back that looks like a normal jump back from RD... the notation is (RD U/F, U/B). A string like this will draw an opponent after Ling. Depending on the opponent's response, Ling can counteract for a hit. Examples of The Hopling Method: -u,n,WS+4 -u,N>3 -u,n, WC d/f+4,4 -u,n, d+1+2~d+1+2 -u,n, d+1+[2]~[2]+4 -AOP U,n>3_4 -AOP U,n> d+1+2,d+1+2 Examples of The Hopling Retreat: -AOP U/B, d+1+2~1+2 -AOP U/B, d+1+2, U/F,n+3 -AOP U/B, n+4 -AOP U/B, n+3 E6. Retreating Tactics ---------------------- This is perhaps the strangest tactic to use with Ling. Everybody who uses Xiaoyu becomes accustomed to pitbull. She can stay in range 0 with people and just never leave! Who wouldn't want to pitbull? But, this FAQ is designed to give as much of an overview as possible. Ling does have a few moves that can retreat. It's similar to baiting, but not quite. Baiting is one thing you can do from a retreat, but there is so much more that can be done! In a word, retreating is safe (against character who can not close the gap very easily. Do not use retreating tactics against the Mishimias, or Paul). Often times during a match, two characters will face off against eachother in range 3. Ling has so many moves from that range, she has the advantage in my opinion. And getting in range 3 isn't a piece of cake for most characters. Learn to master the range 3 duel and retreating tactics will be your best friend. Examples of Retreating: -(d/f_d/b)~N~D+3+4 -Hopling Retreat -RD d/b -RD [d]/b, [d]+1+2, u/b -d/f+1, RD b~N+3+4 -(d/f_d/b)~N~D+3+4, RD b~N+3+4 -(d/f_d/b)~N~D+3+4, RD B, (d/f_d/b)~N~D+3+4 E7. RC Buffering ---------------- One of my favorite tidbits to use with any character. Move that recover crouching can be "buffered" in to while crouching or while standing moves. This means that any move that recovers crouching can near-seamlessly go in to any WC or WS move. Plus there are certain other moves that can be used in the same way that WS moves are used. It takes good timing, but it is possible. This entire method has uses in every aspect of Ling's gameplay. It is one of the best weapons that she has. Moves that Recover Crouching: -u+1+2 -u+4 [hold d] -d+1 -d/b+2 -4~3 -SS+4 -U_U/B_U/F -WC 1_2 -WC 3 -WC 4 -RD d+1_2 -RD D/B -RD d/b+4 -AOP (2+4)_(1+3), [D] -AOP f+3+4 -AOP 1 -AOP u -AOP u+4 Moves that execute While Crouching: -WC 3,2 -WC d/f+4,4 -WC d/f+2,1 -WC d/b+3+4 -WC 1_2 -d+1+[2],[2]+4 Moves that execute While Standing: -WS+2_2* -WS+4 Moves that execute with Special Properties: -u+4 [d+1+2] -u+3 [d+1+2] -u+1+2,2,1 -u+1+2,3+4 -u+1 -f,f+1+2 -f,f+3 -f,f+4 -f,f+2,1 -f,f+2~1 -f,f+1+3 -b,b+1+2 -f,f -b,b -u~u (SSR) -u~u+4 (SSR+4) -f~_u~_b~_any move E8. Tech Catches ---------------- Extremely valuable for okizeme. This is perhaps the best way in the game to tack on extra damage after a juggle. Unfortunately, Ling isn't the best character in the world at these. Tech catches are okizeme attacks performed when the opponent tech rolls or rolls back (diehards, hang with me for a moment). When a character tech rolls, there a few stages to it, not just one fluid motion believe it or not. At the precise moment of the tech roll, the character is vulnerable to low attacks. A few frames after that, the character (during the tech roll) is blocking low. A few frames after that, the opponent's controller takes over again and once more can block anything with a d/b or b. The part we are most concerned with are the frames where the other character is blocking low. Now this is all controlled by the computer remember, so as so as the techroll is initiated, tech catches are basically guaranteed. Neato huh? This also works for rolling back, but I'll get to that later. -Tech Rolls : Tech rolls can be predicted. Just watch the opponent. Which way they tech roll is important. In tekken, there are two tech rolls (punch tech, kick tech). Fortunately for the purposes of guessing, EVERYONE ON THE PLANET EARTH SEEMS TO HAVE THE AFFINITY FOR THE PUNCH TECH ROLL. Punch tech rolls are always in-screen. So if the opponent is on the left it is SSL and on the right it is SSR. Now I apologize for this next part. I'm just getting in to tech catches, so I'll just give you one example and you can make up your own from there. Okay? --d/f+2~1, 1,d+2, RD (SSR_SSL), RD 4 : Step by step now. First, the rising palms launcher. The opponent is turned head towards face down. The 1, d+2 turns him head towards face up. Now, here's the tricky part. Sidestep OUT-SCREEN (towards yourself). If Ling is on the right, SSL. If Ling is on the left, SSR. The opponent will tech IN-SCREEN (NOBODY ON EARTH TECHS OUT-SCREEN). You may even want to put a dash in between the 1,d+2 and the sidestep. The mistrust (RD 4) has to be timed properly. You'll have about a ten frame window to pull it off, which is a sixth of a second. To practice the timing, go in to practice mode and do this string a few times. If done properly, the game will register the entire thing as one combo. -Rolling Back : Sometimes the opponent will do a quick roll away. Which is a damn smart thing to do against Ling. More often than not I'll catch people with this zinger. The quick roll away is GREAT except for one small flaw. The character performing the roll ends up in the same direction as how they landed. "But Justin," you ask, "how can we use this information?". I am glad you asked. All Ling as to do in this situation is come up with a fast attack with a fair amount of reach to it, that can lead in to other good stuff... from an attack that turns the opponent over to back turned. And Ling just happens to have such moves. For example... --d/f+2~1, 1,D+2, 4~3, WS+4, 4~3 : Yes! It's Ling's somersault! Upon performing this combo in the air, the opponent (a smart one) is thinking, "I'VE GOT TO GET AWAY FROM LING!" So the first thing that pops in to his mind is the quick roll away. Ling does a tiny little damage with 1,D+2... and then a 4~3. Before the 4~3 connects, the opponent starts rolling away. AT THE SAME POINT THE OPPONENT STOPS ROLLING, THE 4~3 connects. And what happens? Poor opponent person is stunned while back turned, Ling is crouching. Perfect for a WS+4 in to another 4~3. Major damage. E9. The RD Spinner Away ----------------------- I'm surprised at how many people don't use this move. Even the expert Ling players are having trouble using this move. The problem is when they try to use the spinner away (RD b~n+3+4) they are coming out with the normal RD spinner (RD 3+4). Here are a few tricks that will help oneself to perform the RD spinner away without flaw. - The main trick is to input the spinner away after a move that ends in RD. For example, (d/f+1, RD b~N+3+4). The timing is a little bit hard to nail down, but it only takes a couple of tries to start getting it. Here are a few more moves that are good for the RD spinner away. : RD 1+3+4, RD b~n+3+4 : AOP b+3+4, RD b~n+3+4 : d/f,n,d+3+4, RD b~n+3+4 The timing is the same for all three moves. My rule of thumb is to start the input for the spinner away as soon as input is available. To practice go to practice mode and set it to hit analysis. Perform the move and as soon as Ling turns white, input (b~n+3+4). Try it out! F. XIAOYU PITBULL ################# F1. Jab Game ------------ Ling's jab game is a whirlwind frenzy of a pitbull's delight. Her use of numerous fast-recovering jabs is a weapon to be feared. The purpose of Xiaoyu's jabs is primarily to take away minimal amounts of damage with minimal amounts of risk. A secondary purpose is to put your opponent in a defensive frame of mind. Use this strategy in the beginning and ends of a round. The jabs will keep you relatively safe while giving the player an opportunity to see how the opponent reacts to them. At the end of a round, the jab game is used to peck away the final crumbs of an opponent's life bar. The downside of Ling's jab game is the lack of damaging power. Sticking to fast jabs the entire game will allow the opponent time to adapt. Thusly, her jabs are limited to a minimal period of time for damage. She should not stay in this mode for long! Especially against characters with parries or reversals! The jab game is an excellent way to make the opponent become defensive. Once this happens, immediately go in to her set-up/confusion strategies. Moves to Consider: -1,2 -1,2,1 -1,d+2 -1,D+2 -2,1 [D/F] -D/F+1 -d/f+1 -d/b+3 -f,f+1+2, 1+2 -RDS d+1 -RDS 2 -RDS f+3 -RDS d/b+4 -WS+2 F2. Mix-ups ----------- Mix-ups, when used properly, provide the most amount of damage with the least amount of risk. Simply put, the art of mix-up is using a mid move when the opponent ducks and using a low move for a throw when the opponent is standing. This strategy employs the use of potentially high damaging mid moves and pesky, irritating low moves. Both sets of moves should be safe on recovery and fast. Mix-ups should be used throughout the entire round, when the opportunity is open. Keep in mind that mix-ups are most effective when the opponent is in a defensive frame of mind. The downside to this strategy is the loss of momentum. If the opponent guess Ling's mix-up correctly, she loses any opportunity to do further damage in that offensive movement. Plus, it puts your opponent back on the offensive. Mix-ups and set-ups are close cousins, so use them intermittently. For example, try the same mix-up twice in recent succession. Then, on entering the third mix-up, switch it! Some mix-up set-ups only need to be done once for you to switch the level of attack! After a successful volley of mix-up attacks, fall back on a more defensive style like her jab or evasion game. Low moves to consider in mix-up: -WC d/f+4,4 -WC 3,2 -AOP 3 -AOP 4~3 -RDS d+1 -RDS d/b+4 Mid/high moves to consider in mix-up: -2+4_1+3 -d/f+2~1 -WS+4 -AOP u+3 -RDS U+4 -RDS 2+4 F3. Set-ups ----------- Xiaoyu's set-ups are deadly and morally debilitating to any opponent. A set-up is damage through deception. It is her most advanced art, and the most potentially damaging. Set-ups can only be used at certain precise times, or after a series of carefully planned moves. The downside to set-ups is that they are risky. If an opponent can see a set-up coming, or just happens to get lucky, Ling will get killed. Another downside is the lack of flexibility to this strategy. She can't use most of her set-ups at a moment's notice. Several moves and methods can be used in a set-up. Baiting, "jump over" technique, canceling, even wall teching can be used in set-ups. Having more set-ups means more damage. As a word of advice: never get caught with the same set-up twice. Set-ups using baiting: See section on Baiting (G4) Range 1 Set-ups: -RDS d+1+[2],[2]+4~D, WS+4 -u+3~d+1+2~b+3+4, 2+4 -RDS 3, f+3+4, 3+4_2+4_d+1 -d/f+1 (hit), 2+4 -1,2 (hit), (d/b+1)_(b+1+2, 2+4) -2+4, U/F, RDS d+3_u+4 -[2]+[4], [2]+3+[4] -1,d+2 (hit), RD f,f+2+4 -RDS 2 (hit), RD 2+4 Range 2-3 Set-ups: -AOP f+3+4, WS+4 -U/F, WS+4 -RDS f+3+4, RDS f+3+4 RD juggle Set-ups: ...WS+2*, 2, 2, ... -RD f+3+4 -2+4_u+4 (if they tech roll) -f,f+2+4 (if they roll away) -d+3_U/F (if they do nothing) Set-ups for Grounded Opponents: -RDS 3, 4 -b+1+2,SSL~b+1+2,SSL~b+1+2 -SSL f+1+2 -U/F, RDS d+3_u+4_4 F4. Duckling Picking -------------------- Duckling Picking is a jab game that hits low. It's the most frustrating of all her strategies to play against, because it is most likely to inflict damage. Smart opponents are always hesitant to block low against Ling because of her juggle starters. Low strings will have at least one of two effects: 1. Ling's opponent will get hit by numerous low attacks, 2. Ling's opponent will start blocking low, leaving them open for launchers. As with any low it, Xiaoyu's low strings can be parried, however difficult. Also, Ling's picking from ducking position (hence "duckling") is slower than from neutral. They key to using this strategy is positioning. Being in a place where you can actually use the moves for this strategy. Against characters with a fast mid move with good range or tracking, use this strategy sparingly. As an easy rule of thumb, if your opponent can easily hit you in AOP, don't use this strategy. Follow this strategy up with mix-ups, confusion, or jabbing. Moves to use in Duckling: -d/b+4 -d/b+2 -WC d/f+4,4 -WC D/F+2 -WC D/F+2,1 -WC+3,2 -WC d/b+3+4 -AOP f+4,4 -AOP u -RDS d+1_2 Duckling strings: -WC D/F+2, d+2, WC d/f+4,4 -WC d/f+4,4, d/b+3+4, d+1 -WC d/f+4,4, WC 3,2, d+1 -WC d/f+4, u~d/b+3+4, d+1 -WC d/f+4, u~D/F+2, d+2 -d/b+4, d/b+4 F5. Evasion ----------- The hardest of Ling's strategies to use effectively, but well worth the effort. Her evasion techniques are the most adaptable in the entire game. Moves that sidestep left, sidestep right, move toward the screen, and move away from the screen. She has rolls, somersaults, shimmies, and twirls. All of these moves can be used to evade an opponent's attack. After a successful evasion, an opponent is open to nearly every juggle starter. And more often than not, a series of evasion moves will confuse an opponent in to being defensive. Unfortunately, not every attack can be evaded. Even the best Xiaoyu player gets hit when evading. Sometimes a player can inflict more damage with this strategy than receive. Sometimes that isn't the case. If an opponent is taking too much damage away from you while evading, switch up the strategy. Use this strategy at the end of a few rounds. One should be able to feel what the opponent is going to do before trying to evade attacks. If an opponent is jabbing frequently, go in to AOP. If an opponent is defensive, SSR to rain dance. If an opponent is using power moves that don't track, SSL to hypnotist. Even though her evasion moves have been seriously weakened from Tekken Tag, she is still able to mount a decent game. Also see evasion baiting (G4c). *Added*- I just added SS d+3+4 to this list. It's VERY effective for a sidestep. In my opinion, it is the best sidestep string she has. Becareful though when using it, because Ling will sidestep towards the screen... SS accordingly. This trick doesn't worktoo well for the regular spinner (3+4) because the computer actually reads this as SS+4. So stick with the d+3+4 and it's all peaches. Strings to use in Evasion: -SSL~b+1+2, SSL~b+1+2 -b+1+2>b+3+4 -SSR~b+3+4 -d+1+2 -b+1+2, f+1+2 -SSL, f+1+2 -SS d+3+4 F6. Confusion ------------- Xiaoyu's confusion game is deadly, even against the most experienced players. It is the reaction of most opponents to become extremely defensive against an intricate Ling, and this strategy capitalizes on that. While attacking in this mode, she should only use throws and low moves. The greatest flaw in this strategy is, quite ironically, it doesn't work against the best and worst of opponents. The worst opponents mash the jab, and so do the best. While jabs don't do a terrible amount of damage, they do interrupt momentum. To be safe, use this strategy after a few jabs, or right after okizeme. You either want to catch someone on defensive or on recovery. The art of confusion is to do really fancy moves that aren't used often in order to use moves that are really simple (throws, low picks, safe mid/high moves). Strings to use for confusion: -b+1+2, SSL+4 -b+1+2, d+1+2, 4~3 -SS+4, WC d/b+3+4, 2+4 -4~3, WC d/b+3+4, d+3 -b+1+2, 3+4_d+3+4, f+2~1 -RDS d+1, [d]/b+3+4, [d]+3+4, 2+4 -RDS [D]+1+4, [d]/b+3+4, [d]+1+4, 2+4 -b+3+4, d+1+2~u~d/b+3+4, d+3 -AOP 2+4~[d], [d]/b+3+4, [D]+1+4, WS+4 -AOP u~d/b+3+4, d+1+2, AOP 4~3 -AOP u~d+3+4, 2+4 -opponent escapes throw* b+3+4, d+3_2+4 F7. Okizeme ----------- Okizeme is the art of hitting someone on the ground, or recovering from being on the ground. This isn't a strategy, per se, just something that needs to be used after every knockdown. Using this art correctly can open the momentum Xiaoyu needs for another set of attacks. There is no serious flaw in Okizeme, other than it can only be used when opponent is on the recovery. To use okizeme correctly, see how the opponent reacts on the ground. Do they stay? Tech roll? Instant rise? Roll? These are among the first questions you should ask yourself during a match. Positioning Ling after a juggle is also crucial for okizeme. Ending a juggle with a X marks the spot (f,f+1+2) will keep an opponent close to you. Good for a safe okizeme. Ending a juggle with a reverse kick (RDS f+3) will put an opponent at a good distance for dash in mix-ups. With any juggle, know how you will finish it, and what okizeme you plan to follow up with it. Things to try for Okizeme: -Parry baiting (for example, U_D/F+1 to bait a low rising kick. Parry the kick) -Jump Over (if an opponent is lying lengthwise to you. RD d+3_u+4 good) -Sidestep walk (encourages rolling. Use 4~3, or d/f+1 if you are fast enough) -4~3 (if the move misses, immediately go in to AOP and sweep) -d/b+4 (fairly safe for an easy hit) -AOP f+3+4 (if tech roll, this move puts you in RD right behind them) -d/f+2~1 (hits grounded, chance for more okizeme. A little risky on hills) -Mix up (if they tech roll, run up and mix up throw_d/f+2~1) -f,f+3 (good for set-up, but sometimes misses. While near walls) -1+3 (off of a wall tech. A great set-up for extra hits) -AOP, 2+4 (if they rise kick, it will whiff, BACK THROW!) -f,f+3, RD cancel (u/f), XMTS (f,f+1+2) F7*. The Rundown ---------------- The Rundown is a tactic that can be used by any character in the game. Actually it can be used by any character in any fighting game. It is a form of okizeme more often than not. If Ling knocks a character far away (like RD 3 after a juggle) then the opponent has a momentary period of weakness while standing up off the ground. This is an opportune time for Ling to RUN at the opponent and use a simple standing mixup. The basic rule of thumb is MID, LOW, THROW. MID- d/f+2~1 LOW- d/b+4 THROW- d/f+2+4 If the opponent ducks, MID If the opponent stands, LOW If the opponent hesitates, THROW This is the rundown. You can come up with your own MID, LOW, THROW... there are several possibilities. But preferably you want something fast and powerful. F8. Overview ------------ The only way to win is to cause damage. Strategies are ways to cause damage. If one strategy, or a combination of strategies is not producing adequate damage, then use a different strategy. Ling is the most versatile character in the game. There are several ways to use her. Players use their own combinations of strategies to win. But it is never wise to use just one strategy, or to use one strategy for a long period of time. Xiaoyu is best when she is moving, she's not a stationary character like Marduk, or Kuma. Always move from one strategy to the next, always changing. Hit for hit, Ling can not deal damage the way most characters can. To over come this, there are several techniques for putting an opponent on the defensive (jabbing, confusion, evasion). When an opponent is favoring a fast offensive, don't try for the set-up! When an opponent becomes defensive, don't use jabbing! "An expert player can be defined by one element: control. Expert players seek to control; control themselves, control you, and control the fight. Intermediate players simply hope their strategies are the winning ones and do their best to ensure that." - The Ultimate Guide to Tekken 3-P.113 Strategies aren't enough. Using them with correct response and purpose is what is needed to win a fight against another expert player. F*. XIAOYU TURTLE ################# This is a new section. I realized that I completely left out Ling's turtle game in the previous chapter of this FAQ. So I renamed the previous, and started this one as F*. Actually, this section is fairly valuable (unlike I previously thought. Oh well... that's why I add to this thing). F*1. Blocking ------------- Not much to say in this section. Sometimes Ling just has to block. Sometimes Jin is bitching his 2,1. Sometimes Steve is not letting Ling breathe. That's when she has to turtle. Weather the storm. You'd be surprised how often people just get impatient. And Ling has a fairly nice turtle game. When fighting superior characters, specifically the Mishimas, turtling is suggested. Heihachi has super fast priority. Kazuya kills AOP. And Jin is a whore. Unless facing someone who is REALLY inept at fighting Ling, hit them a few times, run away (block). Do this until they are pissed off enough to make mistakes. This is the value of the turtling system. F*2. Run away! -------------- Ling can run away like no other. Given enough skill, she can back dash all day long. This will piss the hell out of the other guy (especially if Ling is winning). Just remember some of these when doing your jab-run away game. -AOP, jump back, AOP,... -RD b~n+3+4 -RD u/f~u/b F*3. The great wall of Ling --------------------------- Ling's jabs come out very fast (even if they aren't high priority. They can't beat Jin's 2,1). However, most of the time Ling can get in a pair of jabs, which can lead in to other picking attacks. Plus, as long as I am on the subject, Ling's great walls (b+1_b+2). These are as good as a reversal. Well, maybe not as good, but they're ok. You can actually block and block and block and watch for the opponent's next attack. The great wall can interrupt them and scare the hell out of them. Things I do after b+1, b+2... P.S. B+2, when blocked, acts alot like D/F+1 -B+1, b+1 -b+1, RD 2 -b+1, RD f+3 F*4. Retaliation ---------------- Turtling would be ABSOLUTELY FRICKING USELESS if it wasn't for retaliation. Ling has to retaliate blocked or whiffed moves. However, this is the responsibility of the PLAYER, not the character. So whoever is reading this has to know what the hell they are doing. Moves that are great for retaliation: -f+3 : Use it for fast retaliation. It is guaruanteed where most other moves aren't. Great for shifting momentum *f+3 has greater range, but if you can get away with it, use 3 instead -d/f+2~1 : Ling won't land this alot against experienced players. They'll be smart enough to use moves that don't take up that much recovery. But hey, it's there. -d+4 : If you have the TINIEST window, use this move. Great for pissing the other guy off. Great for tacking on some extra damage. Just be sure the other guy doesn't know it is coming. -1, D+2 : IF YOU HAVE THE ABSOLUTE BARE MINIMUM TIME TO GET IN SOME DAMAGE, use this. G. TACTICS REGARDING GAMEPLAY ############################# G1. Momentum ------------ Momentum is the force of control throughout a fight. At the beginning of a fight, both players start at neutral momentum. If someone lands a hit, or a series of hits, they are likely to gain momentum. Xiaoyu is a momentum character. When she has control, there is no limit to how much damage she can do. While she is in control, the opponent is more concerned about retrieving momentum, rather than inflicting damage. If Ling can keep the momentum, the opponent will never hit her! I have seen matches where she has been beaten within an inch of her life, then come back on one surge of momentum to win a match. Gaining momentum can be as easy as connecting a pair of jabs. After a pair of jabs, nothing is guaranteed. But, it does give Ling frame advantage, perfect for using a 12-16 frame move such as the offensive shove (d/b+3). The offensive shove is unblockable, low, and gives momentum. After an offensive shove produces more frame advantage, enough for a X marks the spot (f,f+1+2). Which when blocked causes a guard stun. Ling has just used 3 moves with little or no threat of retaliation. Momentum can also be gained off of a juggle. After a set-up juggle, and a few points of damage, okizeme keeps the opponent from regaining momentum. Momentum can be gained off of any downed opponent. Throws, knock down hits, and even launchers that don't guarantee juggles (AOP 3+4). A simple advantage of a few frames can turn the flow of momentum in a fight. Keeping momentum is easy if the correct moves are used. Don't use moves that push away, or moves that have a substantial lag. The easiest way to lose momentum is the opponent getting off a few jabs. Even if the jabs are blocked, it puts each character back a neutral momentum. To get around this, sidestep or crouch punch before they have a chance. The reverse crouch punch (RD d+1) is the perfect move for keeping up momentum. It almost always hits, and can go directly in to duckling picking. If momentum is lost, preferably lose it to a neutral position. It is better for Ling if she is hit by a pair of jabs rather than a Yoshi uppercut. Don't fret over a connected crouch punch or a pair of jabs, because it's much better than a juggle launcher. Keep the jab game up and you should be safe from juggles. Neutral momentum isn't a horrible place for Ling to be. Losing all momentum can be a real pain. Depending on the character, you can suffer real damage. Versus Law, Hwoarang, or Lei, stay on the ground and there is no chance of losing momentum. Against other characters who have moves that take serious damage away from an opponent, be cautious. An extended tech roll to a roll back is most often wise. In any matter, the name of the game is control. Momentum is about controlling your opponent. Control your opponent, keep the momentum, and the game is yours. G2. Mind Games -------- Mind games are played on a completely different dimension from what is on the screen. It is a battle of thinking and strategy. Forcing another mind to become unsure, brash, or afraid causes it to make mistakes. Mistakes are something that Xiaoyu can take advantage of. In any video game, commands are sent from the mind, to the hands, through the computer, to the character. The character does not do the thinking, the character has their own properties and weaknesses to take advantage of. The computer is something that can be used to Ling's advantage (levels, glitches, the clock). The hands are their own entity. Your opponent's dexterity is not something that you can control. The mind, along with the computer and character, is something that you can control. To make an opponent unsure is a great way to kill their offense. Law has his parry counters, which can take away an opponent's confidence in attack. Jin has his parry, which can be followed up by an attack. Even reversals can be used to shake confidence. Xiaoyu isn't a defensive character, but her evasion properties can work like defense. If she can evade certain attacks consistently, the opponent backs off to regroup. Even consistently parrying a pair of jabs is enough to make an opponent not use them! Fear games force an opponent to do something that is wrong. Paul, for example, has a built in fear game. Everybody fears the Deathfist, so it isn't often that someone blocks low against Paul. This is why his SS+3 works so often. Ling doesn't have any built in fear games, so she has to make them. Her fear games are essentially her mix-ups. One that I use is a d+1+2~4~3 several times, and then use a d+1+2~1+2. Fear games are best used when pressuring at range 0-1. Giving the opponent no time to react is a great way to make them afraid of attack. Making an opponent break his cool is the essential theme of mind games. Taunting an opponent in to attack is a brilliant mind game. Taunts are a direct challenge to an opponent. Rain dance taunts are even more insulting. If the opponent losses their cool, then their concentration is thrown off. If a taunt bait like this works, their concentration for the rest of the match could be seriously impaired. Mind games are an advanced art, and shouldn't be fully relied upon. Against experienced players, mind games are almost useless. Stick to the basic strategies and tactics, and use this when you know exactly how the opponent thinks. G3. The Clock ------------- The turtle's greatest weapon. Unfortunately, time may not always be on your side. The following tactics should be used within the last 15 game seconds of a match, when the chance of an "out of time" is likely. Using these tactics throughout an entire match for the purpose of a time-out win is likely to get Ling killed. When the clock hits 15 seconds the FIRST thing that needs to be seen is the lifespan. Who's winning and by how much? The answer to those questions determine the following series of actions. Xiaoyu is winning by a large margin: she has some options in this scenario. The opponent is forced to charge in to her with whatever attack that may cause the most damage. Ling has the option of staying on the ground against weak ground characters. She also has the option of turtling back and sticking with 1,2 jabs whenever the opponent gets near. Whatever happens, never just block. Use quick moves that aren't likely to get you in trouble. Keep in mind that the opponent will try juggles, and try to hit you on a counter hit whenever possible. Xiaoyu is winning or losing by a small margin: forget the clock all together. Use the same strategies that have been used throughout the entire match. If the clock manages to wind down to 3-4 seconds and she is still in the lead, jab and turtle. If she is barely behind, don't lose your focus and continue playing. Look for any momentum there is to be had.Xiaoyu is losing by a large margin: Not many options. If the clock runs out, she's dead. If she is defensive, she's dead. If she does weak damage, she's dead. The only chance she has at victory is a large chunk of damage. Use whatever set-up she has involving juggles. The moves like the california roll and the reverse hop kick may provide the damage and momentum needed for a come back. This scenario is the time for set-ups, whether they work or not. The goal in any fighting game is to inflict damage. Clock or no clock, damage must be inflicted in order to win. But depending on the situation, Xiaoyu should take different course of actions. Jab if ahead, set-up if behind. G4. Baiting ----------- Also known as feigning weakness. Xiaoyu is the best character in the game at feigning weakness because she fights like a school girl! Baiting, in other words, is pretending to be vulnerable in a situation. The opponent attacks, expecting an easy hit. Ling counters for damage. Even the smartest players sometimes get fooled by this tactic. Feigning weakness can be used in every strategy. Baiting jump over tactics can be used in okizeme, evasion baiting in her sidestep game, and recovery baiting in her jab game. The purpose of baiting is to entice the opponent to attack. The following sections are different methods to accomplish that goal, and follow up with devastating consequences. G4a. Shadow Baiting This tactic is only used in strings. Difficult, but not impossible, to use in custom strings. The method is to do an incomplete string. Such as the double fan to hydragea to fortune cookie. Leaving off the fortune cookie a few times, then using it. The opponent sees the same attack a few times, and is then baited in to eating the fortune cookie. Ling doesn't have many strings that she can use for shadow baiting, but they do exist. It is best if each baiting move is safe, with or without using it. Any character with strings has this capability, so keep on the lookout. Using strings in shadow baiting, both the last hit and the second to the last hit have to be safe. Examples of Shadow Baiting: -u+1+2,2, _1 -u+1+2, 3+4_2 -f,f+2, _1 -1,2, _1 -1, d+2, _1+2 -u+41.2.(1+2).1.3, _RDS 4 -WC+3,2,1, _4* -RDS 2,1 _4* -AOP u+3, _4 *Risky Examples of Shadow Baiting in Custom strings: -1,2 (hit), d/b+3, _d/b+1 -1,2 (hit), d/b+3, _1+2 G4b. Delay Baiting Using moves with a delay. An opponent sees a move cut short, and thinks to attack. This can be used in junction with Shadow baiting to make the feign more convincing. Strings that end poorly at the second to last hit (that can be delayed) should only be used in delay baiting. The right handful to fortune cookie (AOP 2>1) is one such example. Timing for delay baiting is crucial. To early and the move will be blocked. To late and the opponent's attack will get through. To learn the timing takes competition. There is no other way. My rule of thumb is two moments before the last possible chance to input the move. Delay baiting in custom strings is much easier to explain. Use a safe custom string a few times in a match. Then on the third or fourth time, put a delay on the last hit. Examples of Delay Baiting: -u+1+2,2>1 -f,f+2>1 -1,2>1 -AOP 2>1 Examples of Delay Baiting in Custom Strings: d/f+1>f+3 WC d/f+4,4>d+1+2~3+4 d/b+2, WC 4>WS+4 G4c. Evasion Baiting This type of baiting is great against people who love to jab. It involves using a 7-8 frame recovery hit at close range, evading, then striking when an opponent's attack misses. Best for use at close range where an opponent is more likely to attack. Evasion bait: -1,2 -1,d+2 -1,D+2 -2,1 -3 -u+4 -u/f+3~d+1+2 -u+1+2 -RDS 2 -RDS f,f+3 -RDS 3 -AOP 2 -Taunt -Hypnotist walk -SS walk Evading moves: -d+1+2 -f+1+2 -b+3+4 -D (SS walk) -WC d/b+3+4 -d+3+4_3+4 -RDS b~3+4 -RDS 3+4 -AOP 2+4 Gfd. Taunt Baiting Use this only if you are facing an opponent who has lost his concentration. A taunt will bait an opponent to come in for an attack. When this happens, Ling cancels the taunt and puts in some damage. The best position to taunt bait from is rain dance. She has the capability to taunt in rain dance, an extremely vulnerable stance. From here, she has many options. If the opponent is smart, they will dash in to bait an attack on Ling's part. Don't be so fooled. The california roll will give you the range and opportunity to seriously mess with any opponents strategy. If the opponent is definitely coming in for the attack, RDS f+3_u/f+4 works well too. From neutral taunt baiting, a pair of jabs works safest. G4e. Parry Baiting A wonderful little trick that can be used by every character in the game. Ling has a 16+ frame advantage if she manages to parry a low move. By quickly inputting (d/f) during an opponents low (or special mid) attack, their punch or kick will be thrown to the side. After a low thrust block, Xiaoyu can juggle the opponent with cross lifting palms (d/f+2~1). Parry baiting is specifically using a move (or combination of moves) to tempt a predictable crouch punch or sweep. Usually the fastest move the opponent will have that hits ducking opponents is a crouch punch. However, characters like Steve, Heihachi, or Paul may opt to use a fast mid move. As a suggestion, use a move. If the opponent crouch punches, wait a few volleys. Then try the move again and bait the parry. Moves that Incite low punches: -4~3 -u/f+4 -U/F,n+4 -f,f+1+2 G4f. Counter Hit Baiting Xiaoyu has a few moves that if connected on a counter hit will cause serious damage. Baiting a counter hit is risky, but the damage is great. The timing needs to be perfect, otherwise Ling may be the one that is counter hit. Develop a few counter hit baiting scenarios. They are most useful when Ling is losing by a large margin, and needs one huge surge of momentum and damage. There are methods to counter hit baiting that relate to all other types of baiting. CH on a taunt, on a delay, on recovery, even on a parry. Even idle play is a counter hit bait. Even though it is deadly for Ling to stand still, there are people who bait counter hits just by standing still. Moves that have Counter Hit Properties: -4~3 -SS+4 -u+4 -f,f+2,1 -d/b+4 -WS+2 -RDS 1 -RDS d+3 -AOP 2,1 -AOP 3+4 Examples: -1,D+2, d/b+4 -d/b+2, d/b+2, u/f+4 -RDS 2+3+4, RDS 1 -WC d/f+4, ... AOP 2,1 -d/f+2 (hit), f,f+2,1 -WC d/f+4,4, f~f~d/b+4 G4g. Recovery Baiting It is a fairly common belief that Ling's moves have poor recovery. This is a common belief that every Ling player can take advantage of. Some of Ling's moves only seem to have poor recovery. Using moves that have poor recovery, and using a fast power move or jab just afterwards is the basis of recover baiting. Blocked or not, these moves are deadly. Recovery bait usually ends in rain dance where Ling can take advantage of her fast power strikes. Moves that are Deceptively Fast Recovering: -u+1 -RDS 3 -RDS f,f+3 -RDS 2 G4h. Oddity Baiting There really isn't a word for this next idea of baiting. It goes something like this. The player's character knocks the opponent's character off axis. Like Steve's d/f+1,2,1 or Hwoarang's LFL b+3. The opponent does something that would normally be expected, but fails, which leaves them open for attack. My favorite example would be Hwoarang's string, 2,3,b+3... the opponents, not realizing his situation, punches. When the opponent punches, the computer mistakes it for a BT 1 and turns him in an odd direction. Tada, free throw. Ling doesn't really have any of these, but I thought I'd put them in here for future knowledge. There is one that she has that I'm working on... a neat little set-up. If you manage to get it during play, major props. -2+4, 2+3+4 :The opponent has the option of doing a get-up kick. If he does this, low or mid, he'll get nailed by the 2+3+4. An viola! Free launcher. G4i. Rising Kick Bait This is an interesting setup that I don't use that often. This setup is used strictly against a grounded opponent in an effort to bait the rising kick (grounded 4 or grounded 3). It is different from parry baiting in that you can use this setup against a grounded 4 and not just a grounded 3. I'll give you a few examples. *NOTE* all of the following setups are performed against a grounded opponent -RD 3 < RD 4 : One of the few uses for the kickout sommersault. The RD 3 starts out real slow and gives the opponent plenty of time to think "GEE, THIS IS A GOOD TIME FOR A RISING KICK". Unforuntately for the opponent, the RD 3 ends with ALOT of spacing and more often than not their rising kick will miss. Leaving them WIDE OPEN for an RD 4. -AOP U/B, D+1+2 (AOP) : Going in to AOP next to a grounded opponent just begs for a rising kick. But timing is super-critical here. AS SOON AS LING GOES IN TO AOP SHE MUST JUMP BACK. It takes a little bit of time for Ling to get out of the range of a rising kick. Spacing is important too. Too far and she jumps back too far to punish the opponent. Too close and she gets hit by the rising kick. If all goes smoothly, Ling jumps back in to another AOP while the opponent is still recovering from a rising kick. Bon apetite! H. DETAILED TACTICS AND ANALYSIS ################################ H1. Walls --------- The new dimension in Tekken is the advent of walls. And not just rectangular, symmetrical, straight cornered walls either. There is an amount of strategy involved in using them, as well as a bit of cheese. This section includes a few helpful hints when using Ling near a wall. Unfortunately for some, it is impossible to stay away from the walls 100% of the time. Learning to use the walls instead of avoiding them is a fast way to improve at T4. Wall push (1+3~u_d_b_f). One of Ling's [1] break "throws". When pushed in to a wall the opponent will be stunned long enough for other moves to be guaranteed. Unfortunately, Ling doesn't have killer wall push combos (normally). Putting an opponent on the ropes is great for mind games and momentum, even if it isn't the most damaging. She'll only be able to input a few jabs, or another throw if she's daring. One string that I like is 1+3, 1, D+2. This string gives her ample opportunity to see how the opponent is going to react, and re-react accordingly. When around walls, always think how to use them. It is best if Ling can manage to be facing a wall, rather than facing away from it. Because of her sidestep game, she's able to do this with relative use. Using throw setups with a 1+3 has it's advantages, as well as using power moves with a (w!) property. For example, when an opponent is in a corner a bayonet to fortune cookie (1,2,1) will hit if the opponent gets scared. Fighting with Ling's back to the wall stinks. Especially when she is in a corner. Her sidestep game is limited to the point of absurdity. An opponent can jab (and will jab) continuously until she is dead. Getting out from a wall she needs to evade an attack. A cartwheel does the trick for me. A few jabs to push them away, then an SSL to cartwheel. Even if she is hit by the opponent's jabs, she'll be out from the wall. If that doesn't work, just wait for an opportunity to present itself. Jab back until that window appears. Ling's power around walls is all in the mind. People get antsy when cornered. They lose focus! Perfect for her to take advantage of. Use jabs and duckling picking until you are in a position to use her close range mix-ups. Extremely deadly against slower opponents. If they manage to sidestep around her for an instant, throw them back with a 1+3. Keep them against the wall as long as possible. With an opponent parallel to the wall is a good position for Ling to be in. She can out sidestep most characters, and she can be faster. The goal when fighting parallel to the wall is either to take the match back out in to the open, or force the opponent in to a corner. Either way, she needs to pitbull in this instance. Forcing the opponent back will eventually put them in a corner! Use moves that can push them like (d/b+1), (1,D+2), (D/F+1), etc. Using sidesteps is a tactic more likely to put both characters back in the open. Moves that Cause W!: -d/b+1 -f,f+2 (ch),1 -(u+1+2), 2 (ch), 1 -(1,2), 1 -1+2 (ch) -b+1+2, 2 -RDS 3 -RDS f,f+3 -RDS f+3 -AOP 4 -AOP 2 (ch), 1 -AOP (u/f+3), 3 -AOP u/f+3 -AOP u/f,n+4 -AOP 3+4 (last hit) -WR+1+2 -f,f+3 (side hit) Strings to use After a Wall Push: -1, D+2, d/f+2~1_1,2,1_d/b+3 -1, d+2, d+1 -1,2>1 -1,2, 1+3~f_d/f+2~1 -1+3~f_2+4 After a medium-far range Wall Push: -d/b+1, d/b+1 *guaranteed* -d/b+1, SS, 1, d+2, RD 2, RD f+3 H2. Ranges ---------- Ranges play an important role in tactics. Obviously, no one would try to throw at range three and no one would try a step kick (f,f+4) at range 0. Ling can use different tactics and strategies, even at different ranges. She does her best work at range 0-1. By nature, she is a pitbull. In Tekken 4, with the addition of new moves and different timing, she can also work well at range 2-3. Her worst area of play is range 1-2. This section is focusing on each range and what tactics should be used. (Note that all of these tactics are applied only to neutral fighting). Definition of ranges. Range 0 is considered throw range. Range 1 is from the end of throw range to the tip of a jab. Range 2 starts at the tip of a jab to the tip of power strikes (d/b+1 in this case). Range 3 is the tip of power strikes all the way to the end of the screen. Range 0 is a wonderful place to be. An opponent's jab shield can make it hard at times to get near, but it's exactly where to be. Ling's fast mix-ups, throw set-ups, and jabs work best at this range. Range 0 is meant for pressuring. If Xiaoyu can out-jab the opponent, she should. Since her sidestep has been reduced greatly, it's not a great idea to use an evasion game at this distance (evasion baiting is still ok). Range 1 is where Ling ends up after most of her attacks. This range is too close for power attacks, and a little bit too far for mix-ups. Spend time in this range working back in to range 0. She can sidestep fairly well in this range, so keep that in mind. The primary thing to do in this range is a simple 1,2 jab. She has good follow-up and it puts her in closer. She can also use safe strings to put her closer (1,2,1) (2,1) (D/F+1). Range 2 is a bit tricky for Ling. None of her power moves are that abusable, not even the storming flower (d/b+1). The beginning of range 2 is perfect for sidestepping. However, if her sidestep game isn't up to par... use a long sweeping string like (2,1). The middle of range two is her best place for power hits. The storming flower has a tendency of being over-estimated range-wise, and the birds flock (1+2) will get beat by jabs. The end of range 2 should be used sidestep walks and medium range moves like the demon flip (4~3), pirouette kick (u/f+3), and raccoon swing (f,f+3). This quasi-range is best for Ling other than range 0 because of all her distance moves. Range 3 isn't horrible for Ling like it has been in the past. She can use most of her distance set-ups in this range (RDS f+3+4, AOP f+3+4). Her demon flip is still ok, even if it doesn't hit (go in to AOP). Use her long distance moves from this range ... step kick, forward layout, hop n throw. The end of Range 3 is running ground. If Ling can get a run going before the opponent, she has first dibs at a shoulder charge. This range is not where anyone wants to be in Tekken 4, especially people who love to jab. This is the range where Ling has an advantage over most characters. Take the time and space to side-step walk and be patient. In general, Range 0-1-2 is the place to gain momentum while range 2-3 is the place to keep from getting damaged. It's a pitbull versus turtle strategy. Against the best players, it is much better to stay close. While close in, Ling must always attack. While far away, Ling must always be patient. If she gets too intent on attacking while in range 3 she'll get killed by CH happy opponents. If she stands still at range 1, she'll lose momentum. H3. Levels ---------- H3a. Underground A horrible stage for some, great for others. A small, enclosed arena with 4 corners and vision blackouts caused by opaque onlookers. Use the walls to your advantage because it's absolutely impossible to stay away from them in this stage. Ling's range 3 game is limited in this stage, so stay in range 0-1. If she can get away with it, stay with the jabs and duckling game. This puts a ton of pressure on any opponent, especially on this stage. There are some serious problems for Ling when fighting on this stage. Whenever some of the bystanders block the view, use a safe jab string until both characters can be seen again. Against a Paul or Heihachi player, don't get knocked down in a corner. Their hammer fists (d+1) can hit Ling all day long with no retaliation. Sidestepping is a bit harder, but not impossible. So long as Ling doesn't try to sidestep in to a wall, she's fine. The final serious problem is the infinite combo. Because the walls are so close together, a simple juggle with RDS 2,2,2,2,... can become infinite. H3b. Beach A wide-open stage with a few unexpected walls and changing floor surfaces. This stage gives Ling the option of her sidestep games and her range 3 fighting. Wall fighting won't be common on this stage, but it does happen. There are only two corners to worry about on this stage (the concrete walls, and the concrete wall-chain link fence). Keep in mind their location and stay away from them. If possible, memorize the location of the beach shack and palm tree. The water provides an excellent "masking" effect for Ling's duckling game. The water can completely conceal moves like WC d/f+4. Use Ling how she would normally be used, except around walls. H3c. Arena The tournament stage of choice. No uneven surfaces, no right-angled corners, a fair amount of walls, and a good sized open fighting area in the middle. All of Ling's games can be used on this stage, as with most characters. Stay in range 0-1 near the walls, and range 0-1,3 while in open territory. Infinite combos are a danger on this level, but they are far less common than on Underground. Because of the obtuse corners, the hammer fist trap is easier to avoid (but still be aware of it). H3d. Shinjuku A closed in area with some uneven surfaces and walls everywhere. More often than not two opponent's will be facing each other parallel to a wall here. Be careful with okizeme here, the uneven surfaces (curbs) might cause a whiff. If Ling is fighting a character that is better around walls, use the sidestep game to get away from the wall. There are a few corners to worry about on this level. Near the shops and stores there are nooks that can be troublesome. The glass booths in the middle of the area can be used for a peek-a-boo hit (attacking through the ruble). H3e. Hon-Maru A well-made stage in my opinion. A large rectangular wooden arena with no uneven surfaces. The area in the center is just wide enough to suit a range 3 game. Fortunately, the stage is large enough to allow avoidance of corners. However, there is basically nothing on this level to take advantage of. Exactly why most people want to play on it. H3f. Jungle One of the hardest levels to play on other than Underground. Uneven surfaces, jagged walls, uneven surfaces, corners, and water to boot. There level is a large pentagon with a tree in the middle, so keep in mind there are 5 corners (plus the roots of the tree). One half of the pentagon is lowland, filled with water. The other half is highland with corners everywhere. Fight on the water if possible, fight going downhill if possible. Stay away from the walls on the highland, it is a death sentence to anyone to be caught in a corner. H3g. Parking Garage The Parking Garage is a wonderful closed in level. There are a few corners and alleys to worry about, but nothing impossible. Range 3 game is nearly impossible, and the sidestep game is limited near the walls. It is necessary to use the walls on this level, it is not large enough to avoid completely. The pillars are good for a peek-a-boo hit. The corners are near the cars, and the alleys are between the pillars and the wall. H3h. Mall A huge stage with many walls, pillars, and surfaces. People tend to roam much farther on this level than other big levels, so practicing with every part of this level is key. It is common for a fight to start near the four pillars and end near the stairs. The only uneven surfaces that need worrying about are the stairs. Walls are plentiful, but they can be avoided. The rails on the stairs opposite the pillars are breakable, but they can be used for at least one wall hit. Because the walls on this level are short, often times the defensive fighter will have their back to a wall. Ling is on offensive character, so keep this in mind. H3i. Statue More pillars than any other stage. More breakable objects than any other stage. This stage is where I use most of my peek-a-boo attacks (hit an object and attack through the ruble). Okizeme is a bit harder to use on this stage, as well as range 3 tactics. Walls and surfaces are everywhere and impossible to avoid. The stairs on both sides of the statue can cause some weird effects in juggles and hits, but not as bad as the Jungle. Another danger in this stage are the abundance of corners. Not a great stage to face Heihachi or Paul. H3j. Rooftop The incline stage. Most of the level is one giant incline where juggles and okizeme can suffer. Breakable statues all along the sides of the stage serve as temporary corners and walls. A few corners to worry about at the "upper" part of the stage, but they are fairly easy to see coming. The stage is open enough to a range 3 game, but because of the incline it's better to stay closer. H3k. Airport If Tekken Tag is still the favorite game, this is the level in T4. A huge, level expanse with few walls or breakable objects. Nothing to take advantage of, except the large space. Range 3 game is ideal on this stage. Most of the set-ups used in Tekken Tag can still work in this level. This is the level to take on a super wall character like Paul or Jin. This level puts the emphasis on strategy on not cheese, which is absolutely perfect for Ling. H3l. Lab The most closed in stage outside of Underground. The mist on the ground can mask Ling's duckling game, so abuse it more on this level. Walls are abundant and impossible to avoid. Corner encounters are abundant, so be careful. This is a stage for range 1 fighting, pitbull and push the opponent back to a corner in order to win. There are inclines on both sides of the stage, but they don't nearly screw things up as Rooftop, Jungle, or Statue. H4. Characters -------------- H4a. Kuma Kuma is not as weak or slow as people might believe, so be careful. The best Kuma players won't try to out set-up, out jab, or out-pitbull. But one thing that Kuma does fairly well is turtle. The moves to worry about are the infamous bear jab (f+1), the demon upper cut (f,f+2), and the salmon hunter (b,f+2+4). There is also some hunting bear mix-up that should be feared, and I will cover that too. The bear jab can be a nasty thing to face. Extremely fast, killer priority, and long range. This move is used for interrupting momentum rather than causing damage. Blocking a bear jab will put Ling at a decent range from Kuma. Unfortunately, Kuma can also be fairly good at Range 3. Also his g-clef cannon (f+1,1,1) on a counter-hit is guaranteed. Don't try to out-jab Kuma for this reason. The demon uppercut (f,f+2) is another reason why Ling shouldn't jab Kuma. The demon uppercut will go under most jabs (even 1,d+2) and cause serious damage, especially when paired with the JF salmon hunter. One of the most hated moves in all of Tekken, the JF salmon hunter. Fast, low, A TON of damage, and UNBLOCKABLE. Off of a demon uppercut, it's guaranteed to hit. The other thing to fear from a Kuma player is the Hunting Bear. The mix-up comes from the bear fling (HB 1+2)_bear toss (HB f+1+2)_Bear sweep (HB 2). One hits high, one hits mid, and one hits low. They all execute safely, and are safe on recovery if blocked. The bear fling (mid) is a great juggle starter and will do a ton of damage. The bear toss is a throw (1+2 escape), fair damage. And the bear sweep is low, safe ifblocked. The one flaw in each of these moves is the lag time in execution. A simple duckling string might do the trick. But don't underestimate Kuma in this stance, he moves much easier than he did in TTT. All in all, Kuma is not a top tier character. He can be used in a worst case scenario as cheese, but it isn't considered polite. Ling does have some trouble against a good Kuma because of all the damage that she takes. The way to beat a good Kuma is a sidestep, duckling, set-up game. Don't try to pressure Kuma with jabs, cause Ling will get killed. Sidestepping is possible, but be careful. The demon uppercut can track fairly well at a distance. Use AOP in this fight, but don't flinch or stay in it too long. Rain dance is risky, so only use it in set-ups. Hypnotist tactics can be effective at a close range. Overall, play it safe. Make the opponent angry by turtling right back at them. Take of little chunks in the beginning to put Ling in a slight lead, then wait for the Kuma player to get antsy and make mistakes. *Gawd Damn! Watch out for Sugarfoot's Kuma... an up and comer... H4b. Hwoarang This character has been seriously modified from Tekken Tag. His sidestep game has been toned down, but his flamingo stance has been given extra power. The flamingo stance has been modified so that now nearly any move can transfer in to any other move, custom string heaven. Hwoarang is a character who relies on set-ups and custom combos. His mix-ups aren't as good as a character like Ling simply because they leave Hwoarang extremely open if blocked. Set-ups won't do that much damage if they can be anticipated. The set-up that does the most harm is RFL (Right Flamingo) 4. On a CH, a dynamite heel is guaranteed. One set-up I've seen for this move was RFF d/f+4~f, RFL 4. Another is d+3,4, RFL 4 on a grounded opponent. Set-ups can also come from OSB (side turned when blocked) moves and guard breaks. For example, LFL b+3 causes an OSB. If the opponent tries to punch it will actually be read by the computer as BT 1_2, and it will miss! Leaving a free side throw for Hwoarang. The RFF 3~4 also works very well as a OSB move. The custom strings are Hwoarang's greatest weapon. Unless they are parried, reversed, or sidestepped, a good Hwoarang player can pick away at Ling the entire match. Use Ling's sidesteps to avoid most of Hwoarang's attacks. Fortunately, if Hwoarang wants to do any damage, he will have to take risks. Back in TTT, Hwoarang was the movement king. He could sidestep, fake, twirl, glitch, the whole nine yards. In T4 it's been toned down, but he still can move. One movement that I watch out for is the Fox step. It looks as though Hwoarang is dashing or running in the wrong direction. It takes a fair amount of time to pull off, but it's really enthralling when it happens. Crouch punch on reaction. If anyone wonders about the notation, it is BT LFF 3+[4]~3+[4]. There are some fast ways to get in to it, but don't worry about it. Most people can go a lifetime and never see it in a match. It's more