Ver. 1.5 Completed Aug. 28, 2000 Advanced guide to Ling Xiaoyu, everyone's favorite chinese schoolgirl ----------------------------------------------------------- | L IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu | | L I NN N G Xiaoyu Xiaoyu Xiaoyu | | L I N N N G GGG Xiaoyu Xiaoyu Xiaoyu | | L I N NN G G Xiaoyu Xiaoyu Xiaoyu | | LLLLL IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu | ----------------------------------------------------------- Written, edited, toiled over, spent too much time on by: - Nall-ohki [nall@iloveyou.net] (so you know who to yell at when things go wrong) If you are reading this, I expect you already have a good understanding of Tekken Tag, and at least a playable understanding of Ling Xiaoyu. All feedback is GREATLY appreciated, as I am a sucker for compliments as a reason to continue work. Best viewed in monowidth font: 1234567890 ABCDEFGHIJ If this appears messed up, so will the rest of this guide. ***** INDEX ***** 1. Ling Xiaoyu Profile 2. Moves A. Throws B. Regular Stance techniques C. Rain Dance techniques D. Phoenix Stance techniques E. Hypnotist Stance techniques F. Taunts G. 10 Strings 3. Form A. Defense a. Regular Stance defense b. Ducking defense c. Rain Dance defense d. Phoenix Stance defense e. Hypnotist Stance defense B. Offense a. Regular Stance tactics b. Ducking tactics c. Rain Dance tactics d. Phoenix Stance tactics e. Hypnotist Stance tactics f. Charging tactics C. Okizeme a. General b. Throws D. Ground Recovery E. Tagging and Ling a. Tagging In b. Tagging Out F. Juggles a. Starters b. Juggles G. Strategy a. Evasion - Pre-emptive b. Evasion - Reactive c. Poking - Instigation d. Poking - Stringing g. Custom Strings h. Ling's Tricks i. Specific Character Strategy 4. Thanks go to... ******* PROFILE ******* Ling Xiaoyu ("Schoolgirl in High Spirits") - I have researched her name, and have the official characters for her name from a cute little teacup I won in a tournament. It reads as follows: Xiao - Dawn yu - Rain Ling - Sunrise (Ling *IS* her surname) -=-=-=-=-=-=-=-=-=-=-=-=-=-=- Country of Origin: China Fighting Style: Hakke Ken, Hike Ken and various Chinese martial arts Age: 16 Height: 157 cm ( 5'1½" ) Weight: 42 kg ( 93 lbs ) Blood Type: A Occupation: Student, Panda caretaker Hobby: Traveling, visiting amusement parks all over the world. Likes: Chinese steamed buns and shrimp dumplings. Peking Duck. Dislikes: Math teachers Strengths: - She's fast, very fast. - She's got many mixups - Most of her moves have good recovery, often fooling opponents - She's a small character, thus more difficult to juggle. - She's evasive as peace in the middle east - Has some very good medium level attacks - Decent Juggle ability, including some very fast starters - Some of her attacks do very good damage for thier speed - Often lands counterhits - Incredible sidesteps - 4 Stances - She's left-handed Weaknesses: - She hits like a little girl - She takes damage like a little girl - With her back turned, she's vunerable if you're not careful (Whiffs are deadly) - Some of her attack strings have weaknesses, especially when she turns her back. - She has very few low attacks with any priority - Short Attack Range I want to start by saying that Ling is the reason I started playing Tekken. I had on and off played Tekken 2, but it was no more than a passing phase. I simply saw Tekken 3 come in at the local arcade, and decided to give it a shot. It just so happened that Ling caught my eye (I think it was the name, actually, "Xiaoyu" - I couldn't pronounce it at the time, and wanted to hear the announcer say it ^^). After checking out the listed moves, I was wowed by her style, and fell in love after that. I also loved her speed compared to other characters. Thus began my Tekken addiction. Over the years of playing Tekken I have used other characters, but noone has surpassed my love affair with the small chinese schoolgirl (draw whatever meaning from this sentance you wish). I have had only one teacher, Lin, a korean girl at my arcade who taught me some strategy early on. Other than that, Ling players have been extremely rare (I've seen maybe 10 good other Ling players), and this has been an advantage, as my style has mostly developed on it's own, making it less like the normal Ling player than most. All in all, I play more of a no-nonsense Ling than most people I've seen. I tend to take simple evasion techniques as opposed to large ones, making it easier to capitalize on mistakes my opponent makes, of which I encourage. ***** MOVES ***** This movelist is a modified, and REmodified version of Catlord's list, which can be found at www.tekken.net. As of now, there are minor mistakes in this list, and it is not all-encompasing. THROWS Front - [Jade] 1+3 Escape: 1 Slap, Forearm Chop Ling takes the opponent by the arm and slaps them back acrost the face, and then from the back, into the ground. [Ruby] 2+4 Escape: 2 360 Degree Flip Ling takes the opponents arms and spins them vertically and the opponent follows. [Dislocator] QCB+2 Escape: 2 Over-Shoulder Throw Ling takes the opponent and throws them by the shoulders. [So Shoe Me] f+2~1 Escape: 1+2 Human Hurdle Ling hurdles opponent, stepping on them twice. Leaves you and opponent with backs turned. [Dump the Bucket] 1+3_2+4 Escape: 1 (Right Throw) Takedown Punishment Ling takes the opponent by both ends and flips them vertically, leaving them face down face up in front of you. [Arm Flip] 1+3_2+4 Escape: 2 (Left Throw) Cartwheel Throw Ling does a cartwheel over the opponents shoulders, and then throws them some distance. [Crank Up] 1+3_2+4 Escape: None (Back Throw) Spinning Leg Trip Ling grabs the opponents right leg and spins it vertically, causing the opponent to follow. Special (Front Stance): ============ [Move Name] Command Level Description Notes ============ [Bayonet] 1,2 H,H Quick 2 Jabs Second hit guaranteed on first hit. [Bayonet McTwist] 1,d+2 H,M Jab, Uppercut Small delay on second hit. [April Showers] 2,1 H,M Two Quick Punches Ends in Rain Dance [Belly Chop] d/f+1 M Spinning Punch Ends in Rain Dance [Double Palm Strike] 1+2 M Lunging, double handed strike Causes Violent Knockdown [Back Kick] B+4, {B} H Double, back turned kick Ends in Rain Dance unless B is held [Back Kick (Sidestep Version)] SS, {B} H Double, back turned kick Ends in Rain Dance unless B is held [Single Fan] u+1 H Upward Slap Ends in Rain Dance [Sunrise Fan] d/f+2,1 M Upward multi strike All hit mid. Juggles, head facing Ling. [Sunset Fan] D+1,{D} M,M,M Downward, two-armed flap Special mid, hits 3 times. Tap D to end in Phoenix Stance, ends in crouch otherwise. [Storming Flower] d/b+1 M Power Palm Strike Opponent rolls on counterhit. Automatic False slaute on counterhit, N. [Cyanide] u/f_u_u/b+4, H Jumping Overhead Kick Ling does a sweeping jump kick. Bounce Juggles on Counter Hit. [Cloud Kick] f+3 H Left Roundhouse Knocks opponent off axis on knockdown. [Knee Cracker] d/b+3 L Knee Shove Guard Breaker, Short Stun. [Nutcracker] d/b+4 L Toe Kick Lays opponent flat, face towards Ling on counter. [Left Spinner] 3+4 N/A Spin Dodge Into Screen Spins 90 Degrees around stationary opponent. [Right Spinner] d+3+4 N/A Spin dodge Out of Screen Spins 90 Degrees around stationary opponent. [Leap Right] f+3+4 N/A Leaps to Ling's Right Turns 180 Degrees around stationary opponent. Jumps over low attacks. [Cartwheel Left] f+1+2 N/A Cartwheels to Ling's Left Turns 180 Degrees around stationary opponent. [Front Layout] f,f+3+4 M High Overhead Flip Short stun on hit and counterhit. [Fortune Cookie] U+1+2,2,1 M~M,M,M Canned Combo. First two hits are together, 3rd hit knocks over on counter, causing 4th to miss. [Fortune Cookie Fakeout] U+1+2, 3+4 M~M Canned Combo Does first two hits of flower power, then Ling spins and cancels the rest. [Phoenix Wings] f,f+1+2,1+2 M Upward, Downward Flap Short Stun on counterhit. Second hit bounce juggles (only if first hit does not connect). [Raccoon Swing] f,f+3 M Wide leg non-sweep. Ends in Rain Dance. [Step Kick] f,f+4 M Forward Lunging Kick Ling takes a shuffling step forward and kicks out with a fully extended leg. [Sunflower] WS+2 M Rising Uppercut Juggles on counterhit. Ends in Rain Dance. (Tap F to end in Forward Stance) [Skyscraper Kick] WS+4 M Vertical Split kick Juggles end-over-end on hit, no unavoidable followups possible. [Fire Dancer] (FC),3 L Low, weak sweep Links to Dark and Stormy (2,1,4). Ends Crouching. [Flower Garden] (FC),d/f,4,{4} L Sweep Kicks Ling does a tiny sweep kick. Ends in Phoenix Stance unless the second kick is executed, and then ends crouching. [Lotus Twist] (FC),d/f+2,1 ??? Spin Punch Combo A small spinning 2 hit. [Great Wall-Left] b+1 M Left Knifehand Reversal Ling does a knifehand block. If B is held, she will change to raindance on hit. [Great Wall-Right] b+2 M Right Knifehand Reversal Ling does a knifehand block. If B is held, she will change to raindance on hit. [Mid Thrust Parry] 1+4 N/A High/Med Attack Breaker Quick dodge, Ling pushes the attack aside. Works on High and Mid level moves. [Low Thrust Parry] d+1+4 N/A Low Attack Breaker Quick dodge, Ling pushes the attack aside. Works on Low level moves. ********** RAIN DANCE ********** [Rain Dance] b+3+4 N/A Turns around. Sidesteps 90 Degrees around stationary opponent and turns Ling around. [Low Back Turn] (FC),DB+3+4 N/A Turns around Turns Ling around while crouching. [Stormie] 2 H Slap Remains in Rain Dance. [Dark and Stormie] 2,1 H,H Dual Slap Ends in Forward Stance. If first hit is on counter, second is guaranteed. [Dark and Stormie -> Mistrust] 2,1,4 H,H,M Dual Slap -> rising kick Ends in Forward Stance. If first hit is on counter, rest is guaranteed. If second hit connects, mistrust on ~4 is guaranteed. Mistrust can be delayed slightly. [Back Circle Breaker] d+3 L Stab kick at the shin Lays opponent flat, face towards Ling on counter. Remains in Rain Dance on Normal Hit, Ends in Normal Stance on counter. [Mistrust] 4 M Reverse Upwards Kick Juggles. [Peg Leg] f,f+3 M Skipkick Jumps over low attacks. Remains in Rain Dance. [Hop 'n Throw] (Throw) f,f+(1+3_2+4) Escape: 1_2 Reverse Dash Grab Ling waves arms wildly and grabs. Jumps over low attacks. [Left Spinner] 3+4 N/A Spin Dodge Into Screen Spins 90 Degrees around stationary opponent. Ends in Normal Stance [Right Spinner] d+3+4 N/A Spin dodge Out of Screen Spins 90 Degrees around stationary opponent. Ends in Normal Stance [California Roll] f+3+4, 3+4 M Roll Towards Ling rolls backwards and stands up in Rain Dance [California Roll, Cyclone] f+3+4, 3+4 M Roll Towards, Donkey Kick Ling rolls backwards and kicks upwards at 45 Degrees with both legs. Juggles. [Back Layout] f,f+3+4 M High Overhead Flip Ling does a spinning backflip. Minor stun on hit, turns into throw on deep hit. [Turn Kick] 3 H Spin kick Ends in Normal Stance. ************** PHOENIX STANCE ************** [Phoenix Stance] d+1+2 N/A Low to ground Crouching Stance Ling puts herself low to the ground, making her hard to hit. Ducks all high, and most mid attacks. [Butterfly] d N/A Duck Ling puts herself even lower to the ground, ducking even more attacks. [Left Handful] 1 M Left Stomach Strike Simple slap to the stomach. Ends in crouch. [Right Handful] 1 M Right Stomach Strike Simple slap to the stomach. Ends in crouch. [Wave Crest - Quick] PP~1+2 M High Forearm Bash Ling takes both arms, and using her whole body, rushes up and punches the opponent. Excecuted immediately after entering the phoenix position. Juggles. Ends in normal stance. [Wave Crest - Normal] 1+2 M High Forearm Bash Ling takes both arms, and using her whole body, rushes up and punches the opponent. Juggles. Ends in normal stance. [Wave Crest - Power] d,1+2 M High Forearm Bash Ling takes both arms, and using her whole body, rushes up and punches the opponent. Ling's highest juggle. Ends in normal stance. [Cradle Throw] (1+3_2+4), {D} Escape: 1_2 Crouching Dodge Roll, Throw Ling does a side-axis roll, and then does a lunging throw. Pressing D will cancel the throw and end crouching. Recovers normal stance on miss. [Knee Stabber] 3 L Low Kick Ling extends her entire leg out and hits the opponent in the knee. Ends in Phoenix Position. [Back Kick] 4,{B} M Roundhouse Kick Ling stands up and does a roundhouse kick to the stomach. Holding B will end in Rain Dance, otherwise Normal Stance. [Flower Garden] f+4,{4} L Sweep Kicks Ling does a tiny sweep kick. Ends in Phoenix Stance unless the second kick is executed, and then ends crouching. [Back Turn] f+1+2 N/A Rise, Turn Around Ends in Rain Dance. [Roll Ball] f+3+4 N/A Forward Roll Ends crouching, Normal Stance. [Firecracker] 4~3 L Strong Sweep, Liedown Scissor-sweep with both legs, knocks opponent down. Ling lies down in prone position (i.e. for bad miss reprisal by opponnent). [Flower Power] u+4, {U_4} M Twirling Kick Ling does a 45 degree angle kite-style kick. Ends in Phoenix Position. U leaves her in Rain Dance. 4 is an additional Flower Power, leaving her crouching. [Single/Double Barrel Shotgun] u+3,{3} H, ? Single/Double Jump Kick Ling jumps, kicking out once {or twice}. Ends in Normal Stance. [Single/Double Scissor Kick] u+3,{4} ??? Single/Double Jump Kick Ling jumps, kicking out once {or twice}. Ends in Normal Stance. [Jumping Pirouette] u/f_u_u/b,N,3 H Leaping Spin Kick Ling Jumps, does a spin kick. Turns opponent around on connect. Ends in Normal Stance. [Sky Kick] u/f_u_u/b,N+3 H Leaping Spin Kick Ling Jumps, does a jump kick. Ends in Normal Stance. [Cyanide] u/f_u_u/b+4, H Jumping Overhead Kick Ling does a sweeping jump kick. Bounce Juggles on Counter Hit. **************** HYPNOTIST STANCE **************** [Hypnotist] b+1+2 N/A Circling Defensive Stance Ling continuously sidesteps slowly. [Spin Sticker] 2 M Circular single strike Ling spins and comes out with a right hand strike. [Thunder Strike] 1+2 M,M,M Two handed power strike Ling powers up in the Rain Dance/Crouch position, and then turns a double arm flapping strike on opponent. Damage for move varies on distance walked in Hypnotist. Hits 1-3 times. ********** TENSTRINGS ********** [Tenstring 1] M--H--H-L-L--M-M---LM--M u+41::2:4:4::2:1+2:14::2 Not a bad 10 string, but easily blocked. Stopping at 4th or 5th hit leaves Ling in Phoenix Position. [Tenstring 2] M--H--H-M---M-H-L-L--M-M u+41::2:1+2:1:3:4:4::4:1 This one's even better, but has some delays that leave her vunerable. Leaving at 6th hit leaves Ling in Phoenix Position. TAUNTS [False Salute] 1+3+4 Horizon Taunt Ling shuffles her feet and pretends to be looking at something far away (complete with hand as a visor over the eyes). Wiggles her body and makes a small giggle noise. [Greetings] 2+3+4 M Wave Taunt Ling sticks her face out, smiles, and waves her hand at you vertically. This taunt actually hits for 0 damage. ********************************************************************** ********************************************************************** DEFENSE Ling is fast. Very fast. Her left jab is tied for the fastest execution in Tekken at 8 frames, and her right kick is as fast as most people's jabs at 10. Her movement is quick as lightning, and is probably the fastest, or among the top 3 (Julia, Michelle and Kuni are up there as well). Because of this, Ling's defensive strategy SHOULD NOT be based on blocking. Note: this does NOT mean "do not block with Ling", but rather, there are better options. As for me, there are several that I tend to use: ************************ DEFENSE IN NORMAL STANCE ************************ a) 1, 2: Bayonet (10/10) This move is GREAT vs. frontal attacks. Not only are these jabs fast as hell, there recovery is really good, and on hit you gain a 9, read it, 9 frame advantage. In theory, if you Bayonet twice in a row with no delay, if the first pair hits, you should get a second. This move stops any frontal momentem, and can turn the tide of the battle in a lot of situations. They tend to interupt a LOT of attacks. These should be used at close range only, as whiffing entirely does give the opponent an (albeit small) advantage. Followups: - See Strategy : Pitbull b) SS: Sidestep (9/10) Ling's sidestep is VERY fast, and VERY large. In close range, her wrap around can be enough for a back throw, and always for a side throw. This should especially be used on opponents making forward-momentum attacks from close-medium range. Followups: - See Strategy : Evasion - Preemptive/Reactive c) d+1,2: Sunrise Fan (8/10) This is an EXCELLENT move when it's pulled off. Unfortunately, it's fast, but not blindingly so (14 frame execution), and has poor recovery (18 frames) when blocked. On the up side, the move hits mid, hits many times (which often confuses the opponent enough to keep the opponent from reprising immediately on a partial hit), is high priority, and juggles for decent damage followup. This should be used at close to medium range, and only when the opponents attack is somewhat slow, or you can anticipate his attack well. Followups: - See Juggling : Sunrise Fan d) 4: Standing right kick (7/10) This move is fast, equal to most people's front jabs. What's better is that on counter hit (which is quite common), it floats the opponent. As a juggle, if you are REALLY quick (you almost have to anticipate it, but it is possible to do on reaction) you can hit them with a Storming Palm before they hit the ground. The down side is that this move doesn't have as much range as her Bayonet (which actually sometimes is an advantage, but I digress). This move should be used almost exclusively at close range, and can be thrown out almost at random. Works very well on charging opponents and okay after a canceled charge. Followups: - Storming Palm (d/b+1) Juggle, dash e) b+1+2: Rain Dance (9/10) This move has less speed, and sidesteps slightly less than her normal sidestep, but on the bright side, Ling ends up in Rain Dance. Often, after this move, you can pull off a Mistrust before they recover. This move can be used ALMOST the same as her sidestep, but should not be used when people tend to use, very fast poking, quick recovery moves, or 360 degree axis moves, as doing so tends to compromise Ling's life. Followups: - See Tactics : Evasion f) B+4, SS+4: Back Kick (4/10) This move is only good on slow moves, and is not neccessarily the best to use. One advantage is that Ling slightly backsteps during execution. This move should NEVER be just thrown out unless you expect to hit on counter, as the recovery is horrid. Use at medium range. Followups: - See Offense/Defense : Rain Dance g) d/b+2: Storming Palm (7/10) This move is fairly fast, but not extremely, which makes it lose a few points. The reason it is so highly rated, though, is that it can be absolutely DEVISATING to your opponent on counter. Not quite Paul's Phoenix Smasher, but hurts enough coming from Ling. Use at Medium Range. Followups: - See Offense : Charging Tactics h) 2, 1: April Showers (6/10) The first hit is 10 frames, and the second turns Ling around, leaving her ready for Rain Dance. Unfortunately, after this move, Ling doesn't always have such a great frame advantage, which can get her slaughtered if you're not careful against good players. Can also hold d/b to cancel the turn to rain dance if you wish. Use at close to medum range. Followups: - See Offense : Rain Dance g) 1+2: Double Palm Strike (3/10) This is a new move to Tag, and frankly I toss it out more by accident than by choice. In my opinion, it is a very "Un-Ling" move, taking 20 frames to connect. It does, however, have the longest range of any of her moves (except her unblockable). Do NOT use this at close range EVER, unless you want to attend her funeral. Best used at Medum to Long range on obvious attacks, though other, better options are available (Storming Palm). Followups: - See Okizeme : General h) d/f+1: Belly Chop (7/10) This move has slower execution than April Showers, but has better recovery, thus giving Ling more of an advantage once her back is turned. Also, the first hit goes out further. Great in custom strings, and allows you to play a change up game by going into/not going into rain dance. Use at close to medium range. Followups: - Consult Offense : Rain Dance i) Throw: Throw (6/10) Ling's throwing game is very important, and being as quick as she is, you can connect them very often. Throw them into her strings often. Should only be used in close range. Followups: - Consult Okizeme : Throws j) d+1: Sunset Fan (7/10) This move is not great on speed (17 frames), but has great priority. It hits 3 times, mid, and stops most attacks cold once it's out. Followups leave something to be desired however, because good players know she recovers crouching or in the phoenix position. Use in medium range. Followups: - Cyanide (u/f+4) - Bayonet (1,2) - Double Palm Strike (1+2) - Skyscraper Kick (WS+4) - Sunflower (WS+2) - On {D}, consult Offense : Phoenix Position k) d+1+2: Phoenix Position (10/10) This move is Ling's best evasion tactic. She ducks over all high, and most medium attacks, causing most moves to miss her. After that, the opponents are at your mercy. Be wary of players who will goad you to enter the phoenix position in order to hit you out of it. Ling cannot block in the Phoenix position. Followups: - Wave Crest: Quick (~1+2) -> Consult Juggles : Wave Crest - Firecracker (4~3) - Consult Offense : Phoenix Position l) 1+4_d+1+4_d/f: Mid/ Low Thrust Blocks (6/10) The mid thrust block is good for stopping momentum, but unfortunately, Ling doesn't have any spectacular followups albeit going on the offensive. The only thing guaranteed, I think, is the 1-2 punches. The low thrust block is a great move, however. Following it, just about any of Ling's basic moves are guaranteed. Followups: - Mid Thrust: - Bayonet (1,2) - Consult Offense : Pitbull or Evasion - Low Thrust: - Storming Palm (d/b+1) - Sunrise Fan (d/f+2,1) - Throw m) 1+4_d+1+4: Left/Right Spinners (2/10) These suck for defense, use the other sidesteps instead. Followups: - See Offense : Sidestep o) b+1_b+2: Great Wall Left and Right (5/10) This move is really not that great. The range really sucks, and whiffing is not a good idea. If you hold B and manage to connect, you will change to rain dance, but will be at a slight frame disadvantage. Followups: - See Defense : Rain Dance ******************** DEFENSE WHEN DUCKING ******************** As a rule, Ling is NOT best served by ducking. She has a better repetoire in the phoenix position, as well as less of a perchance to be hit (Namely by some Mid Level moves). All ducking moves should be done at close range ONLY. p) WS+2: Sunflower (6/10) Apperantly, in the period where Tekken Tag takes place, it is obvious that one of the following has occured: Ling is: a) Having her period b) Recovering from surgery c) A recent victim of Roger's voracious sexual appitite d) Been eating too many Steamed Buns As a result, this move has been butchered in Tag. It now juggles only on Counterhit, making it a dangerous commodity (to HER!). Ling ends in the rain dance, and may eat dirt if the move is blocked (reccomend an IMMEDIATE d+1). Use only in close range, and ONLY if you think a counterhit is possible. Note: due to an interesting timing glitch, I have been back thrown out of this move. Followups: - On counterhit, consult Juggles : Sunflower - On hit, consult Offense : Rain Dance - On block, consult Ground Recovery q) WS+4: Skyscraper Kick (8/10) Very fast move to come out, and knocks down. Unfortunately, damage and followups leave much to be desired. Is GREAT for getting the opponent off your back, however. Followups: - See Okizeme : General r) d/f+2, 1: Lotus Twist (3/10) I rarely use this move. Frankly, it's not much damage, has low priority, and has a high mess-up factor. I do use it occasionally because of the fact that if you hold d/f after the first hit and don't execute the second, Ling ends in Rain Dance, which can cause opponents to panic. Followups: - See Offense : Rain Dance s) N, Throw: Stand and Throw (8/10) Ling's speed once again gives her the advantage. People don't expect how fast this can come out. If you get the timing for this down, it's almost instantaneous. Followups: - See Okizeme: Throws ********************* DEFENSE IN RAIN DANCE ********************* Ling is not really equipped to defend herself in the Rain Dance position. Blocking is impossible, and almost all of her moves are slower. This taken, it's important to avoid this situation if possible, but if it's not avoidable... t) Throw: Throw (3/10) Ling's throw while turned around is slower, and if she whiffs, she's going to be in a world of pain. This move is NOT suited for defense. Followups: - See Okizeme: Throws u) 4: Mistrust (7/10) It comes out pretty fast, but many people know the timing of this, and it is only an okay move to use on defense (unless you're baiting the opponent). The range is pretty good, though. Followups: - See Juggles: Mistrust v) 3: Turn Kick (8/10) Comes out a bit faster than the Mistrust, which catches people by suprise. Hits high, which is a bad thing, but usually people leave theirselves open when attacking Ling's backside. Followups: - None w) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10) Close to her fastest move with back turned (12 frames for the first hit). Even better is on counterhit, the rest is guaranteed plus a juggle Followups: - See Juggles: Mistrust x) d/f+2: Crouch Punch (7/10) I don't use it much, but it's the fastest move she can pull off in rain dance. Is a good followup to a bad frame advantage back turn attempt, as it will usually snuff out most anything else. Followups: - See Offense: Crouching y) SS: Sidestep (9/10) You have to anticipate a bit with this one (i.e. Start the sidestep early) because it's a bit slower then when she's face forward, but seems to sidestep farther, missing more moves. Followups: - Mistrust (4) - Throw - Dark and Stormie Changeups z) 3+4_u+3+4: Spinners (7(9)/10) I have totally changed my opinion of this move recently, but only partially. The 3+4 spinner is okay, it is a far sidestep, and she ends up close to the opponent in normal stance. The u+3+4 spinner, however, is REALLY, REALLY nice for agressive players against Ling's back. The movement itself is like Yoshi's B+3+4, moves Ling to the side and away from the opponent, and gives her some room to work with, while simultaneously making many people whiff her. Use it wisely. Followups: - Mistrust (4) - Hop n' Throw - Cyclone (f,f+3+4,3+4) *************************** DEFENSE IN PHOENIX POSITION *************************** In General, Ling can be hurt in the Phoenix Position if used carelessly. However, it's also a great position in which to trick the opponent to attack you. The latter is risky business, but can be very effective just the same. aa) 1_2: Left/Right Handful (7/10) They're quick, and interupt attacks. Not great priority, but okay. Followups: - Sunflower (WS+2) - Skyscraper Kick (WS+4) bb) ~1+2_1+2_d+1+2: Wave Crests (7/10) They're slower, but pack much more punch and juggle to boot. Followups: - See Juggles: Wave Crest cc) 3: Knee Stabber (1/10) The only reason I write this one is to warn you NOT to use it. You will be hurt from reprisal 90% of the time. Followups: - You hitting the ground - Firecracker (4~3) (If opponent is too slow) dd) 4~3: Firecracker (8/10) Hits low, is quick, knocks opponent down. Stops them dead, people don't usually expect it, either. Followups: - Low sweep (3 from the ground) ee) 1+3_2+4, {D}: Cradle Throw (5/10) Good for an escape if you start early enough, but the throw is off axis a lot of the time, which makes it better to just cancel the throw. All in all, not that great. Followups: - See Okizeme: Throws ff) u/f+3 {,4}: Hop Kick (9/10) This is a move I discovered the beauty of only recently. Really, it's strenth comes in that it is it's fast-as-hell execution after going into the Phoenix Position, alowing you to often catch people during recovery that you can't for any other move. In addition, this move has VERY high priority against most attacks. On top of that, it Juggles, and you can use it with her other jumping mix-ups. Learn to use this. Followups: - See Juggles: Wave Crest *************************** DEFENSE IN HYPNOTIST STANCE *************************** Ling can do almost anything she can do in the normal stance from the Hypnotist Stance (including block). The only exceptions are moves who's inputs overlap with her 2 moves from this stance. (1,1+2) - See Defense: Normal Stance ************************************************************* ************************************************************* OFFENSE Ling is without a doubt, an offensive character. However, there is one thing to remember: careless offensive tactics are not what Master Wang perscribed. Instead, she is best used with a variety of pokes, confusion tactics, throws and juggles. I believe that Ling has one of the best overall useful arsenals, with a ton of moves from every position, if you mix them effectively, your opponent will have no idea what to do. When that happens, you've already won. Along with not being predictable, there is another skill that will win you more matches than ANYTHING else: being able to predict and/or bait your opponent. Ling has so many small poking moves, and has many moves from which recovery is very, very fast. Used effectively, you can: - Snuff opponents attacks out - Major counter opponents attacks - Force them to choose between attack levels - Totally whiff her, leading to an easy juggle ************************ OFFENSE IN NORMAL STANCE ************************ a) 1, 2: Bayonet (10/10) Great in offense as well as defense. Recovery is fast, and allows you to go directly into other moves. A great move to throw out after any whiff, it tends to snuff out other attacks. Followups: - See Offense: Custom Stringing b) SS: Sidestep (10/10) Thrown out at random, or even as a threataning tactic, Ling's sidestep is the best in the game. Use it often Followups: - See Offense: Custom Stringing c) d+1,2: Sunrise Fan (7/10) Great move when you expect the next moves may occur simultaneously, as it tends to out-prioritize enemy attacks. Bad side is that if it's blocked, it has poor recovery. Creates a great changeup game with a throw, as the start of the animation is unthreatening. Great on ducking opponents. Followups: - See Juggles: Sunrise Fan d) 4: Standing right kick (9/10) Excellent in custom strings, and followup to blocked or whiffed moves. Juggles on counterhit, with a Storming Palm followup (you must be VERY FAST). Followups: - Storming Palm (d/b+1), Running Slide/Cross Chop (WR 3_1+2) e) b+1+2: Rain Dance (9/10) Great to throw out after moves, and just randomly. The sidestep from it will dodge most attacks, and leave you back-turned for a mistrust when they whiff. Followups: - Mistrust (4) - Throw f) B+4, SS+4: Back Kick (2/10) This move SUCKS on offense. If the second part does NOT connect, Ling will see a world of pain. It gets 2 points because it does decent damage if both hits connect. Followups: - Block and hope g) d/b+2: Storming Palm (10/10) This move is in some respects better than Paul's Phoenix Smasher: - Easier execution - Easy to buffer - People don't expect it from Ling - It takes less space to execute The speed is about the same, as well. It is important to note, however, that while it has good range, it is NOT anywhere NEAR Paul's (Ling has little tiny arms!). Also, this move is better if you throw it in a custom string, or after an opponent's whiffed attack, as it does have a slight windup time, and it tends to veil the attack. Note: I just came home from my weekly Saturday night bouts at Taito: Akita, and I counterhit an entering Heihachi for around 45% damage, no joke. This move ROCKS. Followups: - See Offense: Charging h) 2, 1: April Showers (7/10) Good move to mix up the mix, and another good custom stringer. It's also good to hold d/f after 1, to keep Ling in her normal stance most of the time (it creates a good mixup game for when you DON'T). Followups: - See Offense: Custom Stringing - See Offense: Rain Dance g) 1+2: Double Palm Strike (4/10) This move is only good occasionally. Usually, I do it when the opponent is pushed out of Ling's normal range and starts a slower move, although often the Storming Palm is better. I also occasionally use when people duck directly in front of me. Followups: - See Okizeme : General h) d/f+1: Belly Chop (7/10) Another good custom stringer. You can play the same hold d/f mixup with opponents to trick them. Followups: - See Offense: Custom Stringing - See Offense: Rain Dance i) Throw: Throw (9/10) Throws are one of Ling's strongest assets when used correctly. I have found that while people know that I will throw them, can do nothing about it. I tend to use her regular throws (1+3_2+4), and mix up which one I do (for people who escape throws). They do good damage, and have good Okizeme (not guarenteed, but good, just the same). Also, if a throw IS escaped, my most common response is to sidestep immediately, and throw again, changing the throw. This gets people 85% of the time. Followups: - See Offense: Okizeme j) d+1: Sunset Fan (5/10) This move is okay on offense, but I would not reccomend it very often. It leaves Ling vunerable (either ducking or in the Phoenix Position) to good players. Also, because of the range, it is primarily a defensive move. Followups: - Cyanide (u/f+4) - Bayonet (1,2) - Double Palm Strike (1+2) - Skyscraper Kick (WS+4) - Sunflower (WS+2) - On {D}, consult Offense: Phoenix Position k) d+1+2: Phoenix Position (10/10) This is excellent if you use it effectively. It is great for frontal back-and-forth combat, as you can immediately follow it up with her Wave Crest-Quick for a juggle. If the opponent does not immediately respond, you still have a lot of options, though I would not reccomend staying still for any time at all. Followups: - See Offense: Phoenix Position l) 1+4_d+1+4: Left/Right Spinners (2/10) I do not use these moves at all. It's too obvious and an inferior sidestep for advanced games. It might work against scrubs, however... Followups: - Strategy: Evasion - Premptive/Reactive m) WS+2: Sunflower (4/10) With this move butchered as it is, offensively, it's not great. It has a somewhat slow execution, and if it's blocked, Ling could be in trouble. n) WS+4: Skyscraper Kick (7/10) Very fast execution, knockdown. 'Nuff said. o) u/f_u_u/b+4: Cyanide (6/10) Occasional use move. Best used when a low move is expected, but has funky execution. On the bright side, you can go into her 10 strings from this move. p) u+1+2,2,1: Fortune Cookie (5/10) Alright move, decent priority, last move can be delayed, otherwise not very wise, doesn't string very well. Can also be sidestepped easily. q) f,f+1+2,1+2: Phoenix Wings (9/10) Another move who's usefulness has shown itself to me. There is a guard stun after the second hit, which makes it incredibly good against people blocking. This makes a really really good changeup game. In addition, it does good damage, and tracks better than most people realize. Also, the second hit I believe is guaranteed if the first connects. You can also use this without the second hit, after which you should do an immediate standing right kick, for a float into a Storming Palm. Followups: - See Juggles: Floats - Bayonet (1,2) - Belly Chop (d/f+1) - Phoenix Position (d+1+2) - Phoenix Wings (f,f+1+2,1+2) - Standing Right Kick (4) r) f,f+3: Racoon Swing (7/10) A good general move to follow up any knockdown with. Also a good long range custom string starter. Leaves you in Rain Dance, but the range from opponent will vary. Use this to your advantage - Opponent will not understand usually. Note: Do NOT overuse this move Followups: - See Offense: Rain Dance - Spinner (u+3+4) s) f,f+4: Step Kick (7/10) This is an occasional move to throw out, don't use it often, as it takes a bit to come out, during which Ling can get major countered. However, the timing is kinda funky on it, so it may be miss interpreted by the opponent. Followups: - None t) d/b+4: Nutcracker (5/10) Another occasional move, not great speed, poor range, but is her only normal stance low move. Knocks opponent down face down, head towards Ling on counterhit. Use when opponent is Turtling. Followups: - See Offense: Custom Stringing - See Okizeme: Nutcracker u) f, f+3+4: Front Layout (7/10) A move to use from further range. Most people do not know how to deal with this move, and will fall prey to it, but if opponent catches on, cease all but the upmost prudent use - Ling can be in a lot of trouble otherwise. On hit, the only guarenteed followup is usually a poke. Also a good measure charging opponents. Followups: On Hit/Block: - Bayonet (1,2) - Front Kick (4) On Over Opponent: - See Offense: Behind Opponent ********************* OFFENSE WHILE DUCKING ********************* I'm just going to make a few comments in this section, as I feel it should be used only sparingly, as Ling is very vunerable when she does not move. These moves should be used only in two main situations, that is 1) to regain the advantage through a low poke or WS move, or 2) inside of a custom string Waiting, immobile, ducking is like begging Mistress Nina to kick her in the teeth. v) FC+1 : Crouch Punch (8/10) Everyone has it, use it in custom strings, or when you feel you give the opponent too much of an advantage and they are attacking in close. Followups: - See Strategy : Custom Strings w) WS+2 : Sunflower (5/10) This move is butchered. If you use it and they block, be sure your next move is a crouch punch, otherwise you're going to eat dirt. Juggles ONLY on counterhit now, making it a shell of the move it once was. Followups: On Hit: - Crouch Punch (d+1) On Counter: - See Juggles : Sunflower x) WS+4 : Skyscraper Kick (8/10) VERY fast execution, decent recovery. Knocks opponent over, with a Raccon Swing (f,f+3) okizeme possible. Damage is small. Good if you need a breather. Tends to catch people. Followups: - Raccoon Swing (f,f+3) y) d/df+4, {4} : Flower Garden (6/10) Same as from the Phoneix Position. In fact, if you do only one, it leaves you in the Phoenix Position. Followups: - See Offense : Phoenix Position z) d/df+2,1 : Lotus Twist (6/10) Okay move, doing only the first will leave you ducking in Rain Dance. Okay for a suprise turn to Rain Dance, but not all that useful. Careful, recovery is not great, especially if you miss. Followups: - None - See Offense : Rain Dance aa) N, 1+3_2+4 : Stand n' Throw (8/10) Let go of the lever for a moment, and notice how fast Ling stands up. Learn to buffer the throw, and it comes out like lightning. Followups: - See Okizeme : Throws ********************* OFFENSE IN RAIN DANCE ********************* When Ling is in the Rain Dance, she has her best arsenal available, unfortunately, she is also somewhat vunerable. Thus, the best way to play her with back turned is offensively, not giving the opponent a chance. bb) Throw: Throw (8/10) Ling's throw while turned around is a very, very good move, and should be used whenever possible. People will often have to choose between this and the mistrust (standing/ducking) If you can influence them correctly, you have it. There is 1 MAJOR danger with this, however. If you whiff with her throw, Ling remains in Rain Dance and has MAJOR recovery time, which proves very, very deadly to the little girl. Followups: - See Okizeme: Throws cc) 4: Mistrust (10/10) Mistrust -> Storming Palm is almost Ling's trademark move. This move is great, comes out with good speed, hits mid, juggles high, recovers with no penalty, and is impossible to see coming from the animation. There is one downside, people expect this move, and thus will often wait for it. However, used correctly, this can be easily turned to your advantage. Followups: - See Juggles: Mistrust dd) 3: Turn Kick (8/10) This move is good in emergencies, or when you sense you're beginning to lose the advantage. Coming out a few frames faster than the Mistrust, and having longer range, are it's only advantage over the move. It hits High, so be careful on ducking opponents (you should Mistrust them anyways). Followups: - None ee) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10) This canned string is nice, really nice. The only disadvantage is that the first two hits hit high. Luckily, if either of them hit on counter, and you use full speed on the rest, the rest is guaranteed. The REAL strength of this move, though is that it can be delayed between both 2 and 3rd hits, and the last move canceled in favor of a throw, or even further, having the opponent eat a counter hit standing 4 -> Storming Palm. Followups: - See Juggles: Mistrust ff) 2: Stormie (6/10) This move is her jab when turned around. Hits high, and is basically a setup move, forcing the opponent to react. Reccomended for prudent use, and not to be overused, as opponent may duck and hurt you. Followups: - See Offense: Rain Dance gg) SS: Sidestep (9/10) Ling's backward sidestep is a great offensive move. It often causes opponents to react, or miss, leaving Ling ready with a mistrust or throw, though the former is usually preferable, and safer. Followups: - Mistrust (4) - Throw - Dark & Stormie -> Mistrust (2,1,4) hh) b+3+4: Roll Ball (8/10) A great move when you end up Rain Dance at medium distance to opponent, and creates a great confusion game. The move puts you in the opponent's face with Ling in Rain Dance (always a good thing). After this, you can do any rain dance tactics, especially a throw or mistrust (forcing a duck/not duck game). Followups: - Mistrust (4) - Throw - Delay, Rain Dance Tactic ii) f+3+4,3+4: Cyclone (9/10) A move to be used during times of retribution from opponent. Ling goes down into the roll ball, and then kicks up with both feet, creating a far juggle, and doing good damage. The move is fairly quick, but the real advantage lies in that she goes under a lot of attacks during the animation. Also, this creates more confusion, if used in conjunction with the roll ball. If this move is blocked, you have more advantage that the opponent often thinks. The best followup is another Cyclone, as opponent will often try to hit her after a block (I fall for this tactic more often than I'd like to admit, despite the fact that I know it and use it myself). Followups: - See Juggles: Cyclone jj) f,f+3+4: Back Layout (9/10) A great move for medium range. It's got among the best priority in the game, stuns on hit and counterhit for a guarunteed juggle, and she is safe for almost the entire move. It's simply overpowering. This move good/bad against large characters, the nice thing is that if she does it close enough to opponent, it will hit the opponent with an unblockable on the way up, and then another time on the way down, and you can get a 1 hit juggle with an immediate Mistrust most of the time (this does excellent damage, by the way). The bad thing is that if it hits large opponents with the down hit only, it often hits too early to get the automatic Mistrust juggle. Followups: - Mistrust (4) - Throw kk) d/f+2: Crouch Punch (6/10) This move is ultra fast, and is used primarily if you want to custom string Ling between Rain Dance and normal stance or as a defense, because of it's speed. Not really that special, just a crouch punch. Followups: - See Offense: Custom Stringing ll) d+3: Back Circle Breaker (6/10) Good move for turtling opponents who like to back out of throw range of Ling. Hits low and gives you the advantage. Also, if you hold D, Ling will return to Normal Stance. Followups: - See Offense: Rain Dance mm) f,f+3: Peg Leg (6/10) This move is good if you can get it off. It has a bit of lag at the beginning, and for some reason, against me tends to be countered a lot by King (go figure). The real advantage of this is the advantage game it plays. Ling has no lag on block, and so has an illusionary disadvantage, which temps opponents to attack almost 95% of the time. Remember: getting opponents to attack is Ling's perogative. Followups: - Cyclone (b+3+4,3+4) - Sidestep nn) f,f+(1+3_2+4): Hop 'n Throw (7/10) Another good move to use at close or medium range, and when opponent is not actively attacking Ling. The move itself is one of Ling's most deceptive, as she hops, waves her arms wildly, making it look like an attack, and then lands to throw the opponent. Most people can't deal with this move, even if they know it and have fought against it. Also, this move can be used to counter low attacks against Ling as she hops over them. This move earns you great style points with observers. Be very careful, though. This move has horrid recovery on whiff. Followups: - See Okizeme: Throws *************************** OFFENSE IN PHOENIX POSITION *************************** oo) 4~3 : Firecracker (8/10) A good move, fairly fast, and plays a great changeup game with the Wave Crests. Best pulled immediately after going into Phoenix Position. Doesn't do the best damage, but does knock the opponent down. Careful, though. On block, Ling is grounded, but in slide position, meaning she can be picked up by some moves. Followups: - None pp) 1+2_d+1+2_d,1+2 : Wave Crests (9/10) Great juggle starters, with variable speed depending on the input. Not incredibly punishable on block either. It's best to input a chicken, however, as some players wait for this move. Followups: - See Juggles: Wave Crest qq) 1_2 : Handful Left_Right (6/10) A quick poke, leaves Ling in a sort of half ducking, half standing position. However, this means that a WS move is possible fairly quickly afterwards. Reccomend WS+2 if you are sure of a counter, WS+4 otherwise. Followups: - See Offense: Normal Stance rr) u+4,{4} : Flower Power (6/10) This move is okay to keep you on the offense, but is risky, especially if you do the second one because the opponent definately has the advantage. Usually, after I do two of them, I will immediately throw out an attack parry (this actually works almost 70% of the time). Otherwise, it is wise to just block, as you are likely going to eat any move the opponent gives you. Another option is to go immediately into the Phoenix Position, but it is more risky, as for some reason, TTT doesn't like to take buffered directional commands and buttons together for some reason. Also, it is slower, and Ling may take a counter to the face. If you do NOT use the second flower power, you have really two options: recover ducking and go from there, or hold U when you input the first move, and end in Rain Dance. The second is only good because of it's suprise factor, as Ling has a disadvantage when doing this. Followups: - See Above ss) f+4,{4} : Flower Garden (5/10) Use this only in very close, as the range is very small. If you do two, you end up ducking with an illusionary disadvantage. This is caused by the speed that her WS+4 comes out (use WS+2 if you're gutsy, and be sure to chicken either one!). If you don't do the second, you're left in the Phoenix Position, Go from there. Followups: - See Above tt) f+3+4 : Roll Ball (6/10) A move that would be best used at far range, but unfortunatly doing so give the opponent time to hit you, and so it should not be used as such. Better used at medium to close range, as a confusion tactic, as it leaves you in ducking stance, which is not optimum for a Ling assault. Followups: - WS+4 - WS+2 - Phoenix Position - Side Step uu) f+(1+3_2+4), {d} : Cradle Throw (7/10) This move is good for an escape... sometimes. It's actually slower than it looks in getting off of the oppponent's axis, so be wary in using it to avoid hits. Out of this move, you can either throw or tap down to cancel the throw and recover crouching (reccomended). Most people will duck the throw, leaving you open, so be careful in using it. In addition, in TTT, the throw seems to track worse than it did in 3, Followups: - See Throws: Okizeme - See Offense: Ducking *************************** OFFENSE IN HYPNOTIST STANCE *************************** When Ling is in the Hypnotist Stance, she can do almost anything she can in the normal position. With this in mind, use it as a scare tactic, making them think you are vunerable, or are going to come out with 1 of the two moves from this stance, of which I rarely use. Throws are highly encouraged. During this stance, Ling will take 4 steps, ending ON the forth (not after). After each step, the damage (and lag in beginning for the Spin Sticker) will increase. Note: you can restart the Hypnotist stance by pressing B+1+2. This move is utilized better in sidestepping tactics with Ling. vv) 2 : Spin Sticker (7/10) This move sidesteps and ducks Ling before coming out, and sends Opponent flying on connect. Follow with a charge. Not highly reccomended because people expect it too much. Followups: - Charge! ww) 1+2 : Thunder Strike (3/10) Ling's unblockable is decent in damage, she ducks in execution, it tracks like a SOB and has deceptively long range but yet does NOT connect with any regularity. Don't ask me why, perhaps I don't utilize it correctly. Not reccomended, people can step away in time or duck punch her out of it, giving them the advantage. Followups: - None ************************** OFFENSIVE CHARGING TACTICS ************************** The charge is a great offensive tactic for Ling, but at the same time, high risk. It is important not to be too forward in TTT about charging in general, because there are many more options for avoidance/payback than there were in 3. The most common mistake is to get too close to the opponent before executing your move, this can be extremely fatal, so watch your step! xx) 4 : Slide (9/10) I use this by far the most often. Even advanced players fall for it time after time, expecting a frontal attack or throw. Gives you a chance for a followup sweep as well, or, if the opponent immediately tags out, you can sweep juggle the newcommer. Followups: - Play by Ear yy) 3 : Jump Kick (8/10) I use this only when people have been blocking the slide as a followup. It's got very little range, and for some reason people duck when they see the animation, expecting to duck it. Unfortunately, it doesn't work that way. A little bit more risky than the slide. Followups: - None zz) 1+2 : Flying Cross Chop (7/10) Even more risky, as it takes more time to come out, sometimes allowing the opponent to hit you first. I use it for far opponents, especially large ones, because it sometimes hits them even if they're grounded. aaa) N : Shoulder Charge (6/10) Unblockable, but takes a LOT of time to get going, you also may get hit first, which makes it difficult to pull off. Followups: - None bbb) N : Ultimate Tackle (4/10) I don't use this very often, as it's too risky in TTT. Ling really doesn't do much damage with her little slaps, anyways, so it's not worth it in my opinion. Plus, it can be countered. Followups: - Slaps (1_2 x 5) ccc) N : Body Stomp (6/10) Good move usually. This only occurs when the opponent is lying down. Fairly safe, unless you give the opponent too much time to recover, in which case you can be low swept. Followups: - None ddd) Stop Short, Sidestep (8/10) Defensive manuver, puts Ling into position to make an attack. Use any of Lings evasive sidesteps from her basic, to the cartwheel, to the back turn. Change it up! eee) d/b+1 : Storming Palm (7/10) A good one because the timing is a little odd the opponent may try to hit you as you run in, but this move will usually out prioritize his move if done correctly. Best part about it: on counter, you get to charge again! Followups: - Charge! fff) f,f+1+2,f+1+2 : Phoenix Wings (6/10) Quite risky, but has lots of possibilities for devistating damage to the opponent. If this move out prioritizes, he takes a good 30+ Points. On counter hit it's more. If the SECOND hit is on counter, you get a float from which you can do a small juggle or a Storming Palm (d/f+1) Followups: - F+4 - Charge! - d/f+1 - Throw ggg) Stop Short, Front Layout (6/10) A little risky. If the opponent does a long move, you will be back to back with them, but if they recover too fast, they'll kick you out of the air before you land behind them. Best followup is a Cyclone. Followups: - Cyclone (f+3+4,3+4) - See Tactics : Behind Opponent hhh) Throw : (4/10) This is one time in which it is NOT reccomended to throw. The charge gives people too much time to see you coming, and will more than likely hit you before you get a chance. Followups: - See Okizeme : Throws ******* OKIZEME ******* Okizeme is, put simply, "Hitting the opponent while he's down." Some call it cheap (scrubs, no good players), but it's a great way to add damage to Ling's game, especially because many of her moves offer such great opportunities to do so, and are damaging. So, without further ado... ***************** OKIZEME - GENERAL ***************** Ling's okizeme is best used exclusively at close range, like most peoples. It is often uncertain (as well as unwise), to hit far ranged opponents lying on the ground by charging in and doing a move, because 9 times out of 10, they will out prioritize you. The only somewhat "safe move" in this situation being the Racoon Swing (f,f+3). I use the following codes for the Okizeme section: [D] - Good damage [d] - Poor damage [F] - Good Followups [f] - Poor (or no) Followups [P] - Good Position is gained by the move [p] - Poor Position after execution [S] - Usually a safe move [s] - Fairly unsafe move [H] - Usually Hits [h] - Hitting is Risky * If not noted otherwise, moves are somewhere in the neurtral range. a) d/f+2,1 : Sunrise Fan (9/10) [DF...] This move is AWSOME against grounded opponents. It comes out with good speed, hits several times, and does good damage. However, it does not work well UNLESS the opponent is sideways from Ling. Doing so otherwise will hit the opponent 1-2 times, and give them a major advantage. Good followup is Racoon Swing (f,f+3) to Back Circle Breaker ((RD) d+3) There is one danger in this move, in that the opponent may quick rise to block it. This situation is covered in Strategy : Ling's Tricks. Best used when: - Opponent is on his side, and refuses to move OR has just been knocked down. Followups: - Tag -> Slide [.fpS.] Opponent Rolls (likely): - Racoon Swing (f,f+3) [dFPSH] - Phoenix Wings (f,f+1+2) [D..sh] Opponent Stays: - Fire Dancer ((FC),3) [D.p.h] - Racoon Swing (f,f+3) [dFPSH] b) d/b+4 : (5/10) [.F.S.] Okay move, fairly safe if done right away, and you want to stay in front stance. Has poor range, though, allowing it to miss if you're too far. Not bad if the opponent is rolling towards you either, because it leads to more followup opportunities. Best used when: - Opponent rolls towards you, and you aren't ducking. - Opponent lies still, with feet or head towards Ling Followups: Opponent Stays: - Racoon Swing (f,f+3) [dFPSH] Opponent Rolls: - Racoon Swing (f,f+3) [dFPSH] - Phoenix Wings (f,f+1+2) [D..sh] - Step Kick (f,f+4) [D.P.h] - Fire Dancer ((FC),3) [D.p.h] c) d/b+3 : Knee Cracker (5/10) [d.PSH] This move is not bad as a confusion tactic, as it will often cause the opponent to flinch, allowing you to do a number of things. Note: this move does NO damage, it's only nudges the opponent. Best Used When: - Opponent is sideways - Opponent just starting a move (possible float) Followups: Opponent Stays: - Racoon Swing (f,f+3) [dFPSH] - Nut Cracker (d/b+4) [.F.S.] - Sunrise Fan (d/f+2,1) [DF...] Opponent Rolls: - Racoon Swing (f,f+3) [dFPSH] - Phoenix Wings (f,f+1+2) [D..sh] - Step Kick (f,f+4) [D.P.h] - Fire Dancer ((FC),3) [D.p.h] d) FC+3,{2...} : Fire Dancer (7/10) [Dfp.h] This move has the potential for the most damage of any of Ling's Okizeme, as it goes directly to her standard Juggle. Unfortunately, it's hard to hit with on a wary opponent. Keep in mind that some of her longer combos will miss the last move from this juggle, as it is slightly lower than her standard starters. Best Used when: - You block a slide attack, or Opponent is Short. - Opponent does a move that grounds him in front of your face. - You can anticipate a roll forwards or backwards Followups: Opponent Juggles: - See Juggles : Fire Dancer Otherwise: - No followups possible e) f,f+3+4 : Back Layout (6/10) [..P..] This move has a specialized use for long range Okizeme. Use it sparingly, though, as it can be seen coming. The advantage is that the opponent on the ground will often take incorrect steps to avoid being hit by this move, either leaving him standing or on the ground after being hit. Best Used when: - Opponent is at medium distance, recently grounded. Followups: Opponent is Hit on Ground: Opponent Rolls: - Racoon Swing (f,f+3) [dFPSH] - Phoenix Wings (f,f+1+2) [D..sh] - Fire Dancer ((FC),3) [D.p.h] Opponent Stays: - Racoon Swing (f,f+3) [dFPSH] f) f,f+3 : Racoon Swing (10/10) [dFPSH] Okay, this move gets a 10/10 because of the following reasons: 1) It's almost a guarunteed hit 2) It ends back turned 3) there are good, and (almost) guarunteed followups 4) It's a pretty safe move. If you notice, this move is part of most of my Okizeme tactics, putting me in position to begin with the next attack. However, if opponent is rising when this move connects, be SURE you IMMEDIATELY sidestep. If you don't, at worse, you'll probably take a single hit to the back. Best Used when: - Just about any time at all (while opponent is on the ground) Followups: - Back Circle Breaker ((RD) d+3) [d.PSH] - Peg Leg ((RD) f,f+3) [D.Psh] f) (RD) d+3 : Back Circle Breaker (8/10) [d.PSH] This move is almost guaranteed after the Racoon Swing (f,f+3) if executed immediately, and is if the opponent happened to be rolling when they were hit. The damage is negligable, but this move is an inportant part in a great little attack pattern Ling has. Best Used When: - Following Racoon Swing (f,f+3) [dFPSH] Followups: - See Strategy : Ling's Tricks g) (RD) f,f+3 : Peg Leg (7/10) [D.Psh] This move, to be honest, almost NEVER hits if the opponent does anything but just sit there. So why do I give it a 7 rating, you ask? See Strategy : Ling's Tricks for the answer. Best Used When: - See Strategy : Ling's Tricks Followups: - See Strategy : Ling's Tricks **************** OKIZEME - THROWS **************** The main reasons Ling's throwing game is so deadly is that there are very good Okizeme followups. Learn to use these, and you can REALLY punish the opponent. Indeed: this a major part of Ling's fgame, in my opinion. --- Front Throws - Jade (1+3) and Ruby (2+4) --- After both of Ling's front throws, there is a very good followup: Sunrise Fan (d/f+2,1). Follow up with anything you wish. There is 1 pitfall, however. This move CAN be blocked, but it is very difficult to do. For people who DO know how to block it, however, there is a trick... - See Strategy : Ling's Tricks ---- Side Throws - Dump the Bucket (Right), Arm Flip (Left) ---- Ling's Right throw (Dump the Bucket) doesn't really give you much of an option for good Okizeme. The best you can hope for is if you do an immediate Phoenix Wings (f,f+1+2,1+2), you can sometimes catch them if they're doing rising kick or sweep. It's risky business, though. Ling's Left throw (Arm Flip) on the other hand, is an incredibly good thing. See Ling's Tricks for details. - See Strategy : Ling's Tricks --- Back Throw - Crank Up --- Aside from doing really nice damage for a character who can get back throws as often as Ling does, it also has a very good possibility for an immediate Juggle afterwards. The trick is this (will be recapped in Strategy : Ling's Tricks) : Immediately after Ling's Crank Up back throw, duck, and wait for any sign of a flinch from the opponent. Most people think that because of the range, they are safe from her by rolling back... but Ling has incredibly long legs for such a tiny Chinese girl, and her little juggling sweep can still catch them most of the time. When they move, hit 3, 2 and Juggle! *************** GROUND RECOVERY *************** Ling actually has fewer options than most people from the ground. She can't perform the normal b,b+3+4, or f,f+1+2 moves like most people can. This means you have to be somewhat more prudent. HOWEVER, Ling does have 1 thing in particular that in all likelyhood, more than makes up for it: She can juggle opponents while she herself is on the ground! The move in question is simply her Rising Low Sweep (3) and followed immediately by the Fire Dancer (d+3) into a rain dance combo. Note: this juggle is a bit lower than most of her others, and thus, if you try to put a Phoenix Wings (f,f+1+2,1+2) on the end, you will more than likely miss (but not always!). As a result, I tend to use rising kick moves a lot more than I would with other characters when using Ling. This can occcasionaly get me into trouble with people who anticipate it, but wins me a lot of damage, so I live with it. The best time to use the sweep is on people who use careless Okizeme tactics against you. The move is fast, very fast, so you can get it in a lot, but beware of low blockers. Reccomend to mix it with her Rising High Kick (4) if you're unsure. Other than that, use quick recoveries, rolls, etc. as you would with other characters. ***************** TAGGING WITH LING ***************** In TTT, Tagging in and out safely is no less an important skill than knowing your character. Doing so unsafely will result in many spent Quarters (or 100 Yen pieces, depending where you are). Ling has a few advantages when tagging that other players don't, so it's important to learn them and use them to your advantage. ******************** TAGGING IN WITH LING ******************** Ling's entering moves are standard, that is, she has the Slide (f,f,N+4), the Head Dive (f,f,N+1+2), the Jump Kick (f,f,N+3), and the Run Cancel->Backflip (u/b,b). I will not explain the use of these moves individually, as they are well known and you should be able to determine when they should be used. I will instead suggest moves from Ling's arsenal to use when entering. a) d+1+2 : Phoenix Position (9/10) This is a GREAT move, as long as you don't overuse it. It's suprises people who want to hit you as you come in, as it makes thier attacks whiff. Follow up with a quick Wave Crest (~1+2). If you misjudge, and the enemy doesn't attack immediately, follow up with a Firecracker (4~3) or another Rain Dance Tactic. Use on aggressive opponents attempting to hit you immediately on entry. Followups: - Wave Crests (1+2) - Firecracker (4~3) b) d/b+1 : Storming Palm (7/10) This one is great when done well, but is only good in situations where the opponent is either recovering close to the side of the screen, or is attempting to attack you, but is attacking you towards the end of your run. This will out prioritise them, and likely counterhit. But be wary. Followups: - Running Charge c) SS_b+3+4_f+1+2_f+3+4 : Sidestep, Rain Dance, Cartwheel, Leap Right (7/10) These are good if the opponent is not on top of you when you come in, or is attacking you with really bad latancy when you come in. Be careful if the opponent has already begun a move, though. With the cartwheel and Leap right, you will probably not completely avoid an attack, but the damage will be much less. With the Sidestep and Rain Dance, you might get nailed if you're too close. Followups: - See Tactics : Evasion Reactive d) Throw : (7/10) This move is good on an "indecisive" opponent. If they're not attacking, they'll probably expect an immediate attack, so run up and grab them immediately. Followups: - See Okizme : Throws ********************* TAGGING OUT WITH LING ********************* There's really no extra trick to tagging out with Ling in comparison with any other character. I will now go over methods of tagging out. e) 2+5 : Tag Throw (8/10) Tag throws are a great option for her, because of her speed and ability to make people eat them. Although, sometimes the prospect of getting close to an opponent while low on life is sometimes daunting. f) (RD) 4~5 : Mistrust [Tag] (5/10) This is not bad if you happen to be in the position where you can use this move to tag out, great: more power to you. Unfortunately, it requires her to go to the trouble of getting into the Rain Dance, which is dangerous if she is low on life. It's more of a risky manuver than I like to take considering how low her stamina is. Good juggle starter, however. g) (PP) d+1+2~5 : Wave Crest - Power [Tag] (5/10) The wave crests are tagable, but this option is brought down for a couple of reasons: 1 - Ling CAN NOT tag out while in the Phoenix Position - a fact that has flustered me once or twice in a game - making this position somewhat dangerous while low on life. 2 - If the opponent blocks, or you miss, you lose the round. On the up side: you get a good juggle if you connect. h) (PP) 4~3,5 : Firecracker, Tag (8/10) This move makes you go into the Phoenix Position, but the move itself has a much lower chance of being blocked, allowing you to tag out safely, and tag in RELATIVELY safely as well. The opponent will be grounded, or rising when your partner comes in. i) d+2,1~5 : Sunrise Fan (5/10) This move is a DANGEROUS one to use. The move itself, if connected, insures a safe exit and entry for your team from the front position. Unfortunately, the penalty for failure, is death, as the recovery time for this move is enough for any medium speed juggle starter. You also might be able to juggle SOMETHING off of this. j) WS+2 : Sunflower (3/10) This has about a 25% chance of you surviving. Unless you feel lucky - little girl - don't use it to tag out. You get almost no chance of a juggle, anyways. k) 1,2_d/f+1,WC+1_4 : Poking tactics (8/10) This is my usual way of tagging out if an opportunity is not immediately obvious. Basically, I do a small poking move, and tag out after a connect. This often causes a retaliation move that will most time miss your partner coming in (but not always!), thus give you a juggle starting opportunity. ****************** JUGGLING WITH LING ****************** Ling is a very good juggler - better than most people think. Her juggle do decent (not Mishima level, but very good) damage, and can be extremely long. Unfortunately, her Juggle starters are not as good as say, EWGF, but they do the job. A lot of your game should be centered around an occasional Juggle. ******** STARTERS ******** a) (RD) 4 : Mistrust (10/10) This is Ling's signature starter. It juggles high, and allows almost all of her juggles. Comes out fast, Highly reccomended. b) ~1+2_1+2_d+1+2 : Wave Crests (7/10) This is a good juggle starter. It's impossible to hit an unaware person with, but works great on countering other attacks. The d+1+2 version is a Class 1 starter, and is her highest. c) WS+2 : Sunflower (5/10) As a juggle starter, no. This move is unreliable unless you're ducking under a string and know you can get a counterhit. I would give up the Sunrise Fan (d/f+2,1) to have this move back in full. d) d/f+2,1 : Sunrise Fan (8/10) A new move to TTT, this is the best improvement they've given her (though not enough for what they took away). It juggles head towards Ling, which SEVERELY limits her options, but it does it's job nonetheless. ******* JUGGLES ******* Okay, this is by no means the end all of juggles for Ling, and I intend to update this section once tekken.net gets around to listing them. For those who doubt Ling's juggle ability, I ask them to compare them to, say, Jin's Laser scraper combos. Ling's will usually do more. In fact, Ling's better Juggles will do from 1/3 to 1/2 (on Kali) of the opponent's life bar. This is by no means weak in any fashion. Note, [***] Indicates a good damage combo. Also note that all of these juggles have not been tested, ESPECIALLY in the Sunrise Fan category. I have a number of sources for these juggles, as well as personal experience. They are as follows: From tekken.net forums: * TekkenSmoker * Marsical Gump * LingPanda * StatiK * SmuvMoney Mistrust Juggles -=-=-=-=-=-=-=-=- Ling's best Juggle starter for many reasons. From this move she can do close to her most damaging juggles. Mistrust ( (RD) 4 ) -> * d+4_d/f+1_WS+2 * 2,{2},{2},{2} [***] * 2,{2},... * ~1 * f,f+1+2,1+2 [***] * d/f+3 * d/f+1 * d+4 * d/b+4 * d/b+3 * (FC) 3 * 3 * 4 * d+3 * 3 * 4 * d/b+1 * f+4 * 1 * f,f+1+2,1+2 [***] * d/b+1 [Big Only] [***] * d/f+3 * d/f+1 * d+4 * d/b+4 * d/b+3 * (FC) 3 * d+2,d/f+4 * d/f+2,1 [~5] * d/f+1 * f+3 * D+2,WS+4 * D+2,D+3 * 1,1,f,f+3 * 1,2 * f+4 * d/b+1 The juggle I almost always use is: Mistrust -> d/f+1, 2, 2~1, f,f+1+2. However, I will occasionally go for just Mistrust -> d/b+1 if I know the person will die, or if I'm running out of time with my Kali. Wave Crest Juggles -=-=-=-=-=-=-=-=-=- With the wave crest Quick and Normal, you can do most of the Mistrust followups minus the f+4 and d/b+1. Keep in mind that fewer of the (RD) 2,{2}... are reccomended to get the end of the juggle off. The wave crest Power is Ling's highest launcher, and allows for a few extra juggles. Any of her Mistrust Juggles are good, but there a few additional Juggles that should be added. Wave Crest - Quick ( (PP) ~1+2 ) -> Wave Crest - Normal ( (PP) 1+2 ) -> All Mistrust followups except d/b+1 and f+4. Wave Crest - Power ( (PP) d+1+2 ) -> * d+1+2 * ~1+2 * u+4 * ws+2 * 2,{2},{2} * 2,1 * f,f+1+2,1+2 [***] * d/f+3 * d/f+1 * d+4 * d/b+4 * d/b+3 * (FC) 3 * u/f,N+4 (7/10) * f,f+1+2 [***] * d+4 Both of the above juggles ending with f,f+1+2 are fairly difficult, but worth the effort if you can get them. Sunflower Juggles -=-=-=-=-=-=-=-=- Though toned down, this move is still a nice juggle starter on counter. It basically puts you into the same position as if you used the WS+2 link off a Mistrust, plus a bit more. Sunflower (WS+2) -> See Mistrust Juggles off of the WS+2 link for juggles. Sunrise Fan Juggles -=-=-=-=-=-=-=-=-=- This move juggle opponents with head facing Ling, and not very high, thus limiting her options. Sunrise Fan (d/f+2,1) -> * d/f+2,1 [~5] [***] * 1 * f,f+1+2,1+2 [***] * d/b+1 [Big Only] [***] * d/f+3 * d/f+1 * d+4 * d/b+4 * d/b+3 * (FC) 3 * d+2,d/f+4 * d/f+2,1 [~5] * d/f+1 * f+3 * D+2,WS+4 * D+2,D+3 * 1,1,f,f+3 * d/b+3,d/b+3,d/b+3,f,f+3 [Really Taunting] * 2, d+4, 2+3+4 [Taunt!] * 2,{2} * 3 * 4 * 2~1 * d/f+3 * d/f+1 * d/b+3 * d+2,d/f+1,2,4 [Big Only] * 1,2 * 1,2, f,f+3 * 1,2,d/f+4 * d/f+1,2~1 * f,f+1+2,1+2 * d/f+1 * 3 (8/10) * 4 (7/10) * d+3 (6/10) I usually just go for the d/f+2,1, as it's the easiest, and almost never misses (but beware if you do it too late, it can be techrolled!). Cyclone Juggles -=-=-=-=-=-=-=- With the Cyclone, you have a few additional options over the Mistrust, but you also have some disadvantages. Cyclone ((RD) f+3+4, 3+4) -> * f,f, 2,{2}... * See Mistrust section for juggles * f+3+4, 3+4 * u/f,N+3 * u/f,N+4 * 3 * 4 ****** FLOATS ****** Ling has a few moves that float, and while I will not get technical here, I will list a few followups for them. Standing Right Kick on counterhit: Storming Palm (d/b+1) is about all you're gonna get off. Phoenix Wings (f,f+1+2,1+2) second hit on counterhit * Storming Palm (d/b+1) * Phoenix Wings (f,f+1+2,1+2) Nutcracker (d/b+4) on counterhit, Knee Cracker (d/b+3) OR Back Circle Breaker ( (RD) d+3 ) on counterhit, Reverse Knee Cracker ( (RD) d+4 ): * 1, f,f+1+2,1+2 [HARD AS HELL] * f,f+1+2,1+2 [HARD AS HELL, but easier] Someone gave me this last float, but I totally forget who it was. It was on tekken.net's forum, and I apologize to that person. If you would like me to put your name her, please notify me! ******** STRATEGY ******** In this section, I will go into the basic, and intricate strategy of playing Ling. These 4 strategies are the main ways in which I have found effective to use Ling. Certain stratagies are better against certain kinds of opponent, as well as specific characters. This will be discussed in detail at a later date. In General, Ling is at her peak against offensive characters - ESPECIALLY pitbulls. Turtles are generally her weakness, with every other type of style somewhere in between. Another type of person to fear is the person who knows Ling well - they are the people who can punish you after certain moves where Ling is vunerable (they exist in more places than people think). More on this later. ******************* EVASION - PREMPTIVE ******************* Name : Schoolgirl's Temprement (jyoshikousei no seikaku) Best Used Against : Low-HighAverage Level Pitbulls, Turtlers. Effectiveness : 7/10 Fun Factor : 10/10 Strengths : Allow you to avoid attacks all together if used right. Is fun as hell and taunting to your opponent. Evasion often coinsides with an enemy's reprisal, leaving Ling in prime position. Weaknesses : If you make a mistake, you can be punished for it. High level players will not fall for it as often. Primary Purpose: Confuse the enemy, provoking them into making mistakes by attacking Ling while she is sidestepping, thus giving you opportunity for side/back throws or juggle starters. Basically, this is Ling as she was ment to be played. Unfortunately, due to many of the changes made to Ling since Tekken 3, this option has been taken away from her at higher level play (mainly due to the fact that the Mistrust now does a head-over-heels knockdown instead of juggle when done behind the opponent). In this strategy, you will use a lot of Sidesteps, Rain Dance back turns, Spinners, Cartwheels and Leaps. To mix it up, you should also use the Phoenix and Hypnotist Positions. The main trick is to keep moving, and to watch your opponents actions carefully. When in doubt, sidestep, when not in doubt, sidestep: it's the name of the game. There are a few reactions that the typical opponent will have to this: 1) Opponent continually turtles while backing up This is the most annoying type of reaction, and one that you really have very little control over. If the opponent continuously does this, you should a) Front or sidestep Throw them b) Use her Knee cracker (d/b+3), Nutcracker (d/b+4), or Firecracker ((PP) 4~3) to break thier block, and encourage some reprisal. c) Use her Roll Ball ((PP) f+3+4) and California Roll ((RD) f+3+4) and changeup with Throw/Mistrust (Risky) d) Use her Back Layout ((RD) f,f+3+4) from in close. If the person continues to back up, he'll be in trouble, even if he doesn't, if you make it up in the air, Ling should be safe. 2) They try to pitbull you Switch to reactive evation (you'll beat them soon). 3) Opponent Turtles, without backing up This is easy to counter, as if they don't back up, thier axis fails to change despite thier ducking. You can mistrust them or throw them from the side. 4) Opponent will Turtle with intent to bait you into coming near. This is the most common reaction, and the best trick is to beat them at thier own game. You can do this by making false approaches, and using confusion tactics like the Left and Right Spinners (d+3+4, 3+4). These are only needed for excessively conservative opponents, who have proven themselves to be good at avoiding Ling tactics, and should be very carefully given out. Usually, people who try this will fail against a clever Ling player, unless they have extensive experience against her. I usually mix this tactic with Poking : Instigation. Primary Moves: Avoidance: - Sidestep (SS) - Cartwheel Left (f+1+2) - Leap Right (f+3+4) - Rain Dance (b+3+4) - Phoenix Stance (d+1+2) - Roll Ball ((PP) f+3+4) - California Roll ((RD) f+3+4) - Cradle Throw {Cancel} (1+3_2+4,{d}) Attack: - Throw - Mistrust (4) - Sunrise Fan (d/f+2,1) - False Salute (1+3+4) \ Whoever said 'attacks' - Greetings (2+3+4) / had to do damage? ^^ ****************** EVASION - REACTIVE ****************** Name : Maiden's Prerogative (otome no tokken) Best Used Against : Low-High Level Pitbulls Effectiveness : 9/10 Fun Factor : 7/10 Strengths : Makes your opponent miss you completely, setting you up for painful retribution opportunities. Weaknesses : Moves that track, 360 Degree axis moves, slow reaction on the part of the Ling player can all MAJORLY punish her while using this. Primary Purpose: Lings most damaging method of play if done correctly, allows you to really do damage. The main difference between this and premptive evasion is the fact that you don't use as much of the outgoing Ling moves to begin with, but do more of a give and take game, with occasional Sidestep, Cartwheel (f+1+2), Rain Dance (b+3+4), or Phoenix Position (d+1+2). This is the primary method I use, as people don't know as much about Ling's frontal arsenal as her back- turned. As a result, people seem to underestimate her, and it adds more variety to her game. In fact, unlike most people who play Ling, I tend to use her front game more than her back, and use the Rain Dance mostly for specific purposes such as changeups, stringing and juggling. Primary Moves: Avoidance: - Sidestep (SS) - Cartwheel Left (f+1+2) - Rain Dance (b+3+4) - Phoenix Stance (d+1+2) - Roll Ball ((PP) f+3+4) - California Roll ((RD) f+3+4) Attack: - Throw - Mistrust ((RD) 4) - Sunrise Fan (d/f+2,1) - Wave Crest - Quick (~1+2) - Firecracker ((PP) 4~3) ******************** POKING - INSTIGATION ******************** Name : Teasing the Teacher (Sensei wo ijimeru) Best Used Against : Fast characters, or those with Linear or High moves Effectiveness : 7/10 Fun Factor : 9/10 Strengths : Can set you up for some good damage counters and juggles. Weaknesses : You may eat a move with higher priority. Primary Purpose: Another method of setting opponent up in order to retaliate. This strategy is about as defensive as Ling gets. The idea is to use nothing but small, fast pokes and occasional evasion tactics to safely do damage to the enemy. It's basically a back and forth tactic, changing from offense to defense and back again - something Ling is very good at, though not the MOST effective way to play her. Note, although you should use pokes often, it does not keep you from going for an occasional powerful move or juggle starter. More often than not, you will be forced into this strategy by better players, so it's important to learn. I use this rarely by choice, as there are usually better ways to beat the enemy. It can be, however, EXTREMELY annoying to the opponent when you poke thier life away from every move they do. The primary requisites are extremely fast pokes, and small damage strings, with an occasional throw if the opponent opens themselves up too much. If he flinches, throw out a poke. If he stands there, go over and poke them or throw them, or juggle them with a Sunrise Fan (d/f+2,1) when they duck. The whole idea of play is basically a back and forth strategy, with capitalization on slow moves that can be stopped with small pokes. The Bayonet (1,2) is your primary weapon, it's tied for the fastest move in the game, and is almost always a great followup to moves that recover at fast to medium speed (anything more, and you should juggle or throw them). It's also good if you can see a move coming before it comes out (i.e. double forward tap moves). Better yet is the Standing Right Kick (4), as it's almost as fast as the Bayonet (albeit 2 frames), and on counterhit, floats with a Storming Palm (d/b+1) followup for very good damage. Primary Moves: Attack: - Bayonet (1,2) - Belly Chop (d/f+1,{d/f}) - April Showers (2,1,{d/f}) - Bayonet McTwist (1,d+2) - Standing Right Kick (4) - Storming Palm (d/b+1) - Sunrise Fan (d/f+2,1) - Racoon Swing (f,f+3) - Phoenix Wings (f,f+1+2,1+2) - Flower Garden ((PP) f+4,{4}) - Flower Power ((PP) u+4,{4}) - Wave Crests ((PP) ~1+2_1+2_d+1+2) - Firecracker ((PP) 4~3) - Skyscraper Kick (WS+4) - Sunflower (WS+2) - Step Kick (f,f+4) ****************** POKING - STRINGING ****************** Name : Wrath of the Schoolgirl (jyoshikousei no hageshii ikari) Best Used Against : Slow Characters, especially those with no good pokes. Turtles. Effectiveness : 7/10 Fun Factor : 7/10 Strengths : Does not give opponents a chance to react, or will score counterhits for good damage when they try to retaliate. Weaknesses : You may eat a move with higher priority. Chickens are often difficult to buffer. Damage is not that great compared to other methods usually. Primary Purpose: Keep the pressure on the opponent so that he can't react, useful especially as the opponent is tagging out, to be prepared for the entrance of the partner. Ling's custom strings are EXCELLENT. She's probably among the best in the game in this area. Her moves are fast, most have quick recovery, and add up to damage when you use them to work in a throw or juggle starter. I do have use some standard strings in my repitoire, mostly because they have worked so well for me consistantly. On my better days, I tend to do something I call "Random Stringing." Basically, this can be done with the faster characters that one knows very, VERY well. The trick is to start a string, and not really think about what you're next move will be (because doing so will cause you to go to your standard stringing techniques). This makes for extremely hard-to-predict strings. If you're on, it works like a charm. If you're not, you'll get nailed. I usually have my best streaks when my strings are sufficiently random. Other things to work into this is an occasional sidestep, possibly changing to the Poking - Instigation occasionally, as these two styles work together very well with Ling, because the opponent won't know if he's being baited or not. Often the best poke is the poke that the opponent thinks is coming, but doesn't - it usually confuses the opponent, at which point, panic moves come out; Moves often inappropriate against Ling. Attack: - Bayonet (1,2) - Belly Chop (d/f+1,{d/f}) - April Showers (2,1,{d/f}) - Bayonet McTwist (1,d+2) - Standing Right Kick (4) - Storming Palm (d/b+1) - Sunrise Fan (d/f+2,1) - Racoon Swing (f,f+3) - Phoenix Wings (f,f+1+2,1+2) - Flower Garden ((PP) f+4,{4}) - Flower Power ((PP) u+4,{4}) - Wave Crests ((PP) ~1+2_1+2_d+1+2) - Firecracker ((PP) 4~3) - Skyscraper Kick (WS+4) - Sunflower (WS+2) - California Roll ((RD) f+3+4) ************** CUSTOM STRINGS ************** Here I will list all of the common strings I pull off with Ling, and attempt to show some of the possible options she has from any position. Remember: this list is not exhaustive, as I believe that would be close to impossible, so don't use these strings exclusively, try random stringing to see what you come up with! Note: I am Forgoing the move names at this stage as a space-saving device. I use the following codes for the String section: [D] - Good damage (or potential off a juggle or Okizeme) [d] - Poor damage [F] - Good Followups [f] - Poor (or no) Followups [P] - Good Position is gained by the move [p] - Poor Position after execution [S] - Usually a safe move [s] - Fairly unsafe move [H] - Usually Hits (whether opponent blocks or not) [h] - Hitting is Risky In refrence to the FC, RD, and PP Strings sections: The strings labeled '1' are for moves where when entering that position, you have little time to make your next move. Those labeled '2' are if you have more time to work in those positions. This is subjective, but all moves in '1' sections may be used even if section '2' is pointed to. Sidestep (SS) does not use this method as if you fail to gain the advantage in a sidestep, you are still in front position. Setup for this section is as follows: ?) Link Input [Properties for using this as a Link] - Move Input [Properties] Hit Level (Rating) [Links to ?] * Ratings for moves are indivdualized for the move they follow. That is, certain moves flow together, the rating reflects that. * Certain links have properties that cannot be listed, and as such are not exactly the sum of thier parts. Try them out to get a feel of what works. * The move listed is the MOST COMMON used linker, other moves may result in similar setups. * Keep in mind that these strings are VERY (x3) dependant on whether or not your opponent gets hit, gets hit on counter, or blocks her moves. In other words, if opponent blocks, they may be pushed back (or the opposite may be true). You should always be watching EXACTLY what happens when Ling throws her moves. The difference advantage and spacing means the world. a) 1,2 [FPSH] - d/f+1{d/f} [dFPSH] (10/10)[c] - 1,d+2 [...SH] (9/10) [b] - 1,2 [...S.] (8/10) [b] - Throw [DFPs.] (8/10) [KD] - b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD] - SS [..PS.] (7/10) [SS] - d/b+1 [DFP..] (7/10) [KD] - 4 [.F...] (7/10) [b]/[Float on CH] - d/f+1 [dFPsH] (7/10) [RD-1] - d/f+2,1 [DFPs.] (7/10) [Juggle] - f+4 [DFP..] (6/10) [KD] - d/f+4 [dfp.H] (6/10) - 2,1{d/f} [....H] (6/10) [b] - 2,1 [.FPsH] (6/10) [RD-1] - d+1+2 [.FP..] (6/10) [PP-1]/[PP-2] - d+1{d} [.fps.] (5/10) [PP-1]/[PP-2] - d+1 [.Fps.] (5/10) [h] b) (1,d+2) d/f+4 [SH] - d/b+1 [DFP..] (8/10) [KD] - f,f+1+2 [DFPs.] (8/10) [d] - SS [.FPS.] (7/10) [SS] - 4 [.F..h] (7/10) [b]/[Float on CH] - f+4 [DFPsH] (7/10) [KD] - b+3+4 [.FPS.] (6/10) [RD-2]/[SS-RD] - d+1+2 [.FPS.] (6/10) [PP-2] - d/f+4 [dfp.H] (6/10) - 2,1 [.FPsH] (6/10) [RD-1] - d/f+1 [dFPsH] (6/10) [RD-1]/[RD-2] - d/f+1{d/f} [d..SH] (6/10) [c] - 1,2 [.FPsh] (4/10) - d/f+2,1 [DFPsh] (4/10) [Juggle] c) d/f+1{d/f} [...SH] - Throw [DFPsH] (10/10)[KD] - 4 [.F...] (10/10)[b]/[Float on CH] - 1,2 [.FPS.] (8/10) [a] - SS [..PS.] (8/10) [SS] - d+1+2 [.FP..] (8/10) [PP-1]/[PP-2] - d/f+2,1 [DFPsh] (8/10) [Juggle] - f+4 [D.P..] (7/10) [KD] - d/f+1{d/f} [dFPsH] (7/10) [c] - 1,d+2 [...SH] (7/10) [b] - b+3+4 [.FPS.] (7/10) [RD-2] - d/b+1 [DFP..] (7/10) [KD] - d/f+1 [dFPsH] (7/10) [RD-1] - d/b+4 [.F..H] (6/10) [b]/[KD on CH] - d/f+4 [dfp.H] (6/10) - 2,1{d/f} [....H] (6/10) [b] - 2,1 [.FPsH] (6/10) [RD-1] - d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2] - d+1 [.FpsH] (6/10) [h] d) f,f+1+2 [DFPs.] - Throw [DFPs.] (10/10)[KD] - ~1+2 [DfPSH] (9/10) [Opp ends FC] - 4 [.F...] (9/10) [b]/[Float on CH] - 1,2 [.FPS.] (9/10) [a] - f,f+1+2 [DFP.H] (9/10) [d] - f,f+1+2,1+2 [D.P.H] (9/10) [b (Opp FC)] - 1,d+2 [...SH] (8/10) [b] - b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD] - d/b+1 [DFP..] (8/10) [KD] - f+4 [DFP.H] (7/10) [KD] - SS [..PS.] (7/10) [SS] - d+1+2 [.FPS.] (7/10) [PP-2] - d/f+1{d/f} [dFPsH] (7/10) [c] - 2,1{d/f} [....H] (7/10) [b] - d/f+1 [dFPsH] (7/10) [RD-1] - d/b+4 [.F..H] (7/10) [b]/[KD on CH] - d/f+2,1 [DFPsh] (6/10) [Juggle] - d/f+4 [dfp.H] (6/10) - 2,1 [.FPsH] (6/10) [RD-1] - d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2] - d+1 [.FpsH] (6/10) [h] FC1) Full Crouch Strings - 1 (Time-critical) - WS+4 [..PSH] (10/10)[KD] - 3,2 [.FP.H] (10/10)[RD-2] - FC+1 [...SH] (9/10) [FC-2] - WS+2 [DFPsh] (7/10) [RD-1]/[Juggles on CH] - d/b+3+4 [.FPs.] (5/10) [RD-1 (FC)]/[RD-2 (FC)] FC2) Full Crouch Strings - 2 (Normal or advantage) - WS+4 [..PSH] (10/10)[KD] - FC+1 [...SH] (7/10) [FC-2] - d/b+3+4 [.FPs.] (6/10) [RD-2 (FC)] - d/f+4 [.FPsh] (6/10) [PP-1] - d/f+4,{4} [.fp..] (6/10) [FC-1] - WS+2 [DFPsh] (6/10) [RD-1]/[Juggles on CH] - d/f+2 [.Fps.] (5/10) [RD-1 (FC)] - d/f+2,1 [.fps.] (3/10) [FC-1] RD1) Rain Dance Strings - 1 (Time-Critical) - 2,1,4 [DFP..] (9/10) [Juggles] - d+1 [df.SH] (9/10) [FC-1] - 3 [.fPSH] (9/10) [KD] - 1 [dfP.H] (8/10) [b] - d+1+2 [.FP..] (8/10) [PP-1] - SS [.FP..] (8/10) [SS-RD] - f+3+4,3+4 [DFP.H] (7/10) [Juggles] - 4 [DFPsH] (6/10) [Juggles] RD2) Rain Dance Strings - 2 (Normal or advantage) - Throw [DFPsh] (9/10) [KD] - 4 [DFP.H] (9/10) [Juggles] - f+3+4,3+4 [DFP.H] (8/10) [Juggles] - SS [.FP..] (8/10) [SS-RD] - f,f+3+4 [DFP..] (8/10) [RD-1] - d+1+2 [.FP..] (7/10) [PP-1]/[PP-2] - 2 [.fPs.] (7/10) [RD-1] - d+3 [.FPs.] (7/10) [KD on CH] - 2,1,4 [DFP..] (7/10) [Juggles] - f,f+3+4 [.FPs.] (7/10) [RD-1]/[RD-2] - d+1 [df.SH] (7/10) [FC-1] - 3 [.fPSH] (7/10) [KD] - d+4 [dFP..] (7/10) [b (Opp Guard Stun)] - f,f+(1+3_2+4) [DFPsH] (6/10) [KD] PP1) Phoenix Position Strings - 1 (Time Critical) - 4~3 [DFPSH] (10/10)[KD] - ~1+2 [DFPsH] (9/10) [Juggles] - 4 [Df..H] (8/10) - 1 [dfpS.] (8/10) [WC-1] - f+4 [dFps.] (6/10) [PP-1] - f+4,4 [.fpsH] (6/10) [FC-1] PP2) Phoenix Position Strings - 2 (Normal or Advantage) - 4~3 [DFPSH] (9/10)[KD] - ~1+2 [DFPsH] (8/10) [Juggles] - 4 [Df..H] (8/10) - u+4 [....H] (7/10) [FC-1] - u+4{u} [...sH] (6/10) [RD-1] - u+4,4 [.fpsH] (6/10) [FC-1] - f+(1+3_2+4){d}[.fp..] (6/10) [FC-1] - f+3+4 [.FPs.] (6/10) [FC-1]/[a] - f+1+2 [.FPs.] (6/10) [RD-1 (FC)] - f+4 [dFps.] (5/10) [PP-1] - f+4,4 [.fpsH] (5/10) [FC-1] - f+(1+3_2+4) [DFPs.] (5/10) [KD] SS) Side Step Tactics - d+2,1 [DFP.H] (10/10) [Juggles] - Throw [DFP.h] (9/10) [KD] - SS-4 [.FPs.] (7/10) [RD-1] - SS-4{b} [.fp..] (6/10) SS-RD) Sidestep Rain Dance Tactics - 4 [DFP.H] (10/10) [Juggles] - Throw [DFP.H] (9/10) [KD] - 2,1,4 [DFP.H] (8/10) [Juggles] Well, if you get anything from any of the above, let it be this: LING IS VERSITILE. She has a ton of moves from many different positions, and levels (although she's a bit short on the low side) making her an excellent stringer. In the words of Master Wang: "Use the strings, Ling!" My FAVORITE strings will be listed in the Ling's Tricks section. ************* LING'S TRICKS ************* BEGIN SELF-GLORIFICATION SEQUENCE... Okay, this is the section you've all been waiting for: the section where I reveal all of my tricks of the trade, and how I use Ling to her fullest advantage and beat the crap out of every person I meet. GLORIFICATION SEQUENCE COMPLETED, FAQ MAY CONTINUE Please excuse me there, but I have been doing my best to resist the temptation this long, I guess I finally had to rant. This is basically all the little things I've found over the years I've been playing Ling, and the basic little insights into Tekken I've gotten from learning it PRIMARILY from the spunky little girl. (If you didn't know, I tend to sidestep a lot, even with other characters). So, without further ado... Strings: *** Bayonet (1,2), Storming Palm (d/b+1) It's simple. I can hear you asking "What's so special about that?" Well, it's the fact that the Storming Palm (d/b+1) connects so often if you use this with other strings. People think Ling is weak after her jabs, in fact, the opposite is true: she has a 5/6 frame advantage. This being the fact, if anyone starts a move that takes longer than 12 frames, they're gonna get busted in the teeth. Use this ONLY if opponent gets hit by both hits of the Bayonet, otherwise her advantage is not great enough to give you a reasonably safe execution. *** Bayonet (1,2), Belly Chop (d/f+1{d/f}) This is Ling's best string starter. Not do her Bayonet (1,2) almost guarantee the Belly Chop (d/f+1{d/f}) (actually, if the opponent doesn't block, it *IS* guaranteed). If you HOLD d/f, from here, you can: - Throw - d/f+2,1 Throwing from here is ingenious because of how close the belly chop brings you to the opponent, and the fact you're still facing forward gives them just enough time to duck, which most people will NOT do the first couple of times you do this, and will continue to fall for it forever after, because any attack they use will fall prey to the speed of her throw, and the alternative is to duck and take a Sunrise Fan (d/f+2,1) juggle. It is HIGHLY reccomended that 75% of the time, you HOLD d/f after the Belly Chop (d/f+1{d/f}). This is because if you do not hit the opponent, Ling is at a disadvantage when she gets into Rain Dance, and faster players will punish her severly. However, use the Rain Dance turn occasionally as a changeup. *** Stormy (2), Back Circle Breaker (d+3), Sidestep (SS), Mistrust (4) This is an extremely good confusion tactic while Ling is turned around. If you hit them with the Stormie (2), then you will more than likely hit them with the next hit, causing a slight duck animation, and allowing the character to do WS moves. This is why you sidestep, because most players will either do a WS move, or continue ducking. Immediately after the SS, I check the opponent's state: 1) He did a WS move -> Mistrust 2) He remained ducking -> Mustrust 3) He stood up and backed away -> Delay, Mistrust A lot of times, Sidestepping with Ling while in Rain Dance unnerves people (and with good cause!). People will often attack her immediately following a sidestep, allowing an easy Mistrust. *** Raccon Swing (f,f+3), and setting up. The Racoon Swing seems to be the best Okizeme to use in a lot of situations. This is ESPECIALLY true when the other person is low on life, because it leaves Ling in Rain Dance waiting for the opponent to enter: the optimum position. From there, you can Mistrust (4) or Cyclone (f,f+3+4,3+4) them into your chosen Juggle, but be SURE to buffer a chicken reversal. I tend to get a rhythm going with Ling, mainly Juggling them with a Mistrust, and then another, and another, until they tag, and do it again. It's so sickeningly effective sometimes you don't need your partner. *** Dark and Stormy Mixups (2,1,?) Okay, this is commonly known, but if you don't get a counterhit on the 2,1 your 4 is gonna miss, because the opponent is blocking, right? Well, there's two ways to deal with this: - Dealy the 4 - Throw - Delay even farther, and take a standing 4 It really depends on how well you can read your opponent. Many people will duck after they see you dealy on the 1, hoping to avoid a throw. This is when you use the delayed 4. For people who continue to backup block, the throw is in order. I tend to use this option less in higher level play because the throw can whiff give the opponent a juggle or worse. The last option is if you didn't feel like throwing and the opponent didn't react. More than likely, they will rush in for a move after. You can usually score a Counter with this move, giving you a Storming Palm (d/b+1) off the float. *** Bayonet (1,2) and Standing Right Kick (4) These two moves are staples of my Ling game. The 1,2 is the safer of the two, giving you great start and recovery (fastest in the game on the former, at WORST a few frames if you whiff, which is hard). It stops strings, snuffs reprisals, gives you the advantage, and starts you into her custom strings. Who could ask for more? The 4 is better and worse: 1) The Float on counterhit + Storming Palm (d/b+1) does INCREDIBLE damage for a move this fast. Not only that but you have a charging came to play afterwards. 2) It's slower on start and recovery (but not by much) All in all, it's one of my favorite moves for her, and I have been known to go counterhit hunting with it. *** California Roll ((RD) f+3+4) This move is an intimidating one, because it puts Ling with her back basically touching the enemy's skin. It's frightening to opponents, and it plays an INCREDIBLY good mixup game between Mistrust (4), Throw, and Cyclone (f+3+4,3+4). Use it whenever you get a chance. *** Hop n' Throw ((RD) f,f+(1+3_2+4)) This move is a great move to throw in occasionally. It's confusing as hell, even to someone who's seen it and used it a million times. The thought that goes through thier head is printed on thier faces shall be described through Homer Simpson style phrasing: Normal Person - "Say, she's waving her arms, that must mean she's... DOH!" Experienced Person - "Ah! The hop and throw! Still some time to get out of the way, now less, now none! DOH!" I am pleased to admit that my "deer in the headlights" reaction to this move is down to around 50%. *** Peg Leg ((RD) f,f+3)), Cyclone (f+3+4, 3+4) This move is decieving whether you hit the opponent with it or not, because people seem to think from the animation that she has some kind of recovery time, when in fact she has almost none. Even people who play me constantly still fall for this 99.95% of the time. I just don't get it. Closely related to this is during Okizeme right after a Raccon Swing (f,f+3) that does not knock the opponent away: If you follow this up with a Peg Leg ((RD) f,f+3), many times the person will roll to the side and get up, almost exactly the same time as Ling appears to whiff on her move. Here's the trick: these people are slightly off axis, and really the only move that they could throw that would injure Ling in this tiny period of time is a throw, which is fortunately avoided as she launches them with the Cyclone. This is also near foolproof. That is, if they rise as I said, they WILL eat the Cyclone. *** Knee Cracker (d/b+3) Okizeme Trick There are actually two tricks here. The first one is simply, if the opponent is just beginning his roll away, you can Knee Cracker (d/b+3) him, and he will end up in a more hitable lying position closer to you. I only use this usually on people I expect to rise kick me, as it snuffs it out and allows me to continue my Okizeme. The second trick is actually a glitch that I used to do in my Tekken 3 days, but I do not know the status of in TTT. Basically, in certain positions, you could do the Knee Cracker (d/b+3) against a sideways-laying opponent, and end up on the other side! What was even better was that the opponent would invariable rise kick, to the side Ling just left, thus giving you a Mustrust ((RD) 4) to thier back. Unfortunately, this wouldn't work nearly as well in TTT because of how the Mistrust ((RD) 4) reacts to back turned opponent. Perhaps you could try a back throw? *** Left Handful ((PP) 1) to Skyscraper Kick (WS+4) This one gets a lot of people, just because of the speed that the Skyscraper Kick (WS+4) comes out. I use it as a defensive manuver a lot, as it is pretty safe. *** Flower Garden ((PP) f+4,4), Skyscraper Kick (WS+4) Another trick because of the speed of the Skyscraper Kick (WS+4). *** Jumping Pirouette ((PP) u,n+3) I use this move about once every two games to throw in some variety. It's a non-standard juggle starter if followed by a Firecracker (FC+4) into Dark and Stormies (2,1). *** Side Throw - Arm Flip (Left) Immediately after Ling's Arm Flip Right throw, begin a dash. If: 1) Opponent rolls away Have Ling Slide, she will take the legs out and do good damage. You now have have the opponent in the "slide guess" situation, as I call it. See Ling's Tricks for more info. 2) Opponent does NOT move This is troublesome, because Ling does not have enough running distance to do a stomp from this throw. As a result, you should run up and immediately pull off the Sunrise Fan (d/f+2,1), bringing them into the normal Okizeme sequence. 3) Opponent flinches even slightly just as Ling arrives This is what you're waiting for. If your timing is down, this works 85% of the time, and can do REALLY NICE damage. You run up to the opponent, stop just barely short, and do a standing 4. From here, the opponent will either be juggled on a counter hit, from where you can Storming Palm (d/f+1), or they will be standing with back turned, and you can do an almost guaranteed Storming Palm (d/f+1) to thier back, possibly on counter. If you are really gutsy, you can go for a Phoenix Wings (f,f+1+2,1+2) after the kick, but it's very uncertain. Better than that, if you connect with the Phoenix Wings (f,f+1+2, 1+2) fast enough, the opponent will still be back turned. Remember, Counter + clean hit with the Storming Palm = Devistation *** Front Throws - Jade (1+3) and Ruby (2+4) After either one of Ling's front throws, you can immediately followup with a a Sunrise Fan (d/f+2,1). as Okizeme. However, it is possible to rise fast enough to avoid this, blocking it and leaving Ling vunerable on the recovery. This point of my game was weak for a while until I discovered a few ways to kill this problem. Against the 5%-10% of people who actually are able to avoid this, you can: 1) Sidestep immediately after the throw using either normal, or Rain Dance (b+3+4). This puts you into attack position immediately, with opponent slightly off axis. 2) (prefered method) Fake the Sunrise Fan. I do this by doing sort of a crouch dash (I know, Ling doesn't have one, but it looks something like it). The effect is, you are in front of your opponent for an IMMEDIATE throw. This is really fun because it plays an huge mind game for the opponent. What does he do? Usually, they believe you'll go for the Sunrise Fan again, and stand, giving you a throw again. I have done this up to six times in a row (against a skilled player, at that, not a scrub). Finally, I went to the last option. 3) After you've conditioned the quick-risers to anticipate the throw, and try to duck to catch you on your whiff, you delay the Sunrise Fan. This is by far my favorite mind game. Unfortunately, I am unable to do it against most opponents, who just take her Sunrise Fan okizeme, which is actually safer, but less damaging, or fun. *** Okizeme with Racoon Swing (f,f+3) and Back Circle Breaker ((RD) d+3) The trick with this is that you can do a lot of damage with this simple combo. The racoon swing also tends to catch people trying to roll out, which can win you a lot of games. The trick is to have it so that Ling either finishes her Racoon Swing chasing the opponent on the way out, or a non-turning Back Circle Breaker. This sets the opponent up for a Mistrust or Cyclone as they come in (buffer a chicken!). If you work it right, you can force the opponent out and get the partner coming in. I get this so often it's scary, as the entering opponent will take anywhere from 1/3 to 1/2 (on Kali or low endurance opponent) of thier life. Even after the Juggle, you still get the approach. *** {Firedancer ((FC) 3)}, 2,1 Mixups This is a good part of Ling's game, but it can be somewhat dangerous for her. The best thing you can do is to catch opponent on counter with one of the first two hits. Afterwards, a Mistrust is guaranteed. However, in the case that the opponent blocks it, you can be in trouble. What your success depends on now is how well you read your opponent. Options: 1) Forget the 4, and go to a throw This is EXTREMELY risky against advanced players, as most of them will just escape the throw, or even worse, duck under it. On the bright side, you can use (2) to counter people ducking. 2) Delay 4 - This can be done, often to good effect, and is often forgotten about by even the best of players. 3) Delay 4, enough for a basic standing 4 to come out. This will OFTEN catch opponents on counterhit, giving you a float juggle. Unfortunately, the delay is sometimes too long. 4) Follow up with a 1,2, (FC) 2 This will usually catch the opponent on counter, but have a much better chance of connecting, and give you the advantage. No real damage like a Mistrust, but lets you keep the initive. 5) Block This is one of the safer, but conceeds the advantage, which is not optimal. 6) Duck Make opponent whiff a high, quick reprisal. Somewhat risky, but effective sometimes. *** Flower Power ((PP) u+4, {4}) Okay, everyone expects the second hit. There are really some good followups if you do NOT do it, though. 1) ~u, Rain Dance You have time by virtue of unexpectedness. Reccomend immediate action after this. An instantaneous Mistrust often connects for some reason. 2) WS+4, WS+2 Ling counts as standing up immediately following the move, so you can execute these. 3) Throw If the move hits, the opponents will often be close enough for an immediate throw 4) Phoenix Position (d+1+2), SS, Rain Dance (b+3+4) People seem inclined to immediately reprise this move, so these moves are great for a juggle or other damaging action. 5) Quick Poke (1,2; 4; (FC) 1; etc.) This will maintain the initiative, possibly counterhit. *** A word on Ling's Low 1 I tend to not use Ling's d+1 while standing forward, as it is OFTEN taken as D+1, her Sunset Fan, which is a much slower move, and often gets me hurt. I use her d+2 in this case. It's 2 frames slower than the d+1, but is safer. This does not mean I do not use her d+1, I do, but only from Rain Dance, full crouch, or Phoenix Position, as these all have excellent followups. - Reccomended: WS+4, WS+2, (FC) 3,2 *** A word on back kick opponents (On the ground, b,b+3+4) Ling has excellent Okizeme, and this is one of the banes of it, as she often has to come in from long range to do it. Many players learn that the b,b+3+4 while grounded is a great way to stop Ling from her followups. Well, they're partially right. The thing about this trick is that you have to be watching for it, and anticipate it, otherwise you won't get it. AS SOON as you see them flinch in thier b,b motion, do a d/f+1. Don't worry about a back roll or tag out attempt, because at worst they'll be away from you with back turned, which isn't neccicarily a bad thing, and if they tag out, you're in Rain Dance position when the partner enters, not too shabby. The thing is, though, is that the d/f+1 will float the opponent perfectly, setting the opponent up for a (RD) 2, (RD) 2~1, f,f+1+2,1+2 (or any other small combo you want). One thing to watch for is if they actually did b,f+1+2, which this move will NOT catch. Bascically, if you do the d/f+1 and do NOT catch the opponent, immediately sidestep. This will avoid the head dive, and give you an opportunity to chase the opponent's back, which I've always enjoyed. Use this trick if you can, it's a real crowd pleaser. It also adds more fear to the opponent in thier getup game, which is always a good thing to introduce. *** Ling's Phoenix Position - Firecracker and Wave Crest - Quick. Use this often, especially during poking games, as you can catch the opponent for an easy juggle, or just use her Firecracker (4~3). The firecracker is an excellent move. It's low, quick, it's one of the safest moves in the game, and people almost never block it, even at a high level of play - it's just too dangerous for people to duck against her in that position. There is also one special property to the Phoenix position not found in Tekken 3 - that, when back turned, in the Phoenix Position, she is able to do the Mistrust without standing up. This is very useful when people are doing a head dive against her, as the position avoids this and lets you hit them as they're flying past. While this won't juggle, it does set you up for Okizeme. More to come! ************* VS. Opponents ************* Alex - Alex is not too much of a problem, just watch out for the SS+4 low sweep thing, and you should be alright for the most part. Also, his Animal Uppercut move can REALLY, REALLY, REALLY hurt Ling, especially with her low stamina. Do: - Block the SS+4. - Use her Sunrise Fan against frontal attacks. - Poke him off balance, Do Not: - Sidestep his crouch dash or sidestep moves, ==== Anna - Anna can be a pain in the ass (no refrence to any move intended, really!). Her elbow launcher can catch you often, and if her quick pokes can connect Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Launch Anna whenever possible, keep her on the ground - Sidestep - Parry her strings. - Low parry after a blocked counterhit-elbow Do Not: - Poke her to death - Let her run poking strings on you. Interupt her any way you can. ======= A. King - I've never had that much difficulty with A. King with Ling. His moves are mostly too slow I think, and easily sidestepped. There is a problem if he gets you on the defense, as he does have an annoying high-low mix-up game. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl Do: - Use any tactics you like against him. - Learn his high-low mix-ups Do Not: - Let him throw you - Go into the Phoenix Position obviously - Fall repeatedly for that double-footed, low lunge of death ==== Baek - Baek can be a problem, honestly. His strings are confusing, he gets all sorts of little cheap shots, and very little recovery time on a lot of his strings. Strategy: Maiden's Perogative, Teasing the Teacher Do: - Throw him - Learn his strings, and how to avoid/block/parry them - Use the Phoenix Position to your advantage during his strings - Sidestep opposite him Do Not: - Use too frontal attack methods on him. - Get counterhit by his strings ===== Bruce - Bruce is just a power house. Combined with Ling's low stamina, it takes you from 140 to nill in 6 seconds. This in mind, be careful! Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Use the Phoenix Position, his low attcks are slow - Throw him - Sidestep - Be careful Do Not: - Poke him to death, his d/f+2 elbow launcher will get you (however, if he doesn't use this move, feel free!) - Reprise too quickly after a sidestep if he's in a string, as it WILL track. ===== Bryan - Although Similar, Bryan is much more dangerous to an unaware Ling than Bruce. He does nasty damage, and is quick. Strategy: Maiden's Perogative, Wrath of the Schoolgirl Do: - Use her Sunrise Fan as a shield - Use the Phoenix Position Do Not: - Let him keep the initive for any length of time - Fall for his low d/b+3 / u+4 changeups - Let him catch you rising of the ground - Be to obvious with punch strings, his parry is nasty. ===== Devil - Devil is probably your least dangerous Mishima. Watch for the twin pistons. Do a Phoenix Position or Belly Chop to avoid the Laser. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl Do: - Use the Phoenix Position - String him Do Not: - Fall for the laser - Get hit by the twin pistons - Get hit by his SS launcher, you'll probably lose 1/2 your life ==== Eddy - Eddy is very rarely a problem for me anymore. Best thing to do is to pitbull him or interupt his strings. But beware the Eddy master! Strategy: Teasing the Teacher, Wrath of the Schoolgirl Do: - Interupt his strings early. Sunrise/Sunset fan, Phoenix Wings, Front/Back Layout, Cyclone, Racoon Swing are good for this purpose. - Keep him on the defensive Do Not: - Let him use his strings ====== Ganryu - Ganryu is a pain to Ling. Because of his large size, he is very difficult to get around sidestepping unless he does a forward momentum move. He also has great frame advantage on many of his moves. Strategy: Teasing the Teacher Do: - Use pokes to keep him back - Use defensive gameplay - Use the Storming Palm Do Not: - Let him get the offensive - Sidestep carelessly ======= G. Jack - G. Jack is a ball to play with Ling. Very rarely is there any problem at all. He's just too slow to touch her if you keep moving correctly. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Wrath of the Schoolgirl Do: - Sidestep a lot - Use Phoenix Wings - Use the Storming Palm - Have fun Do Not: - Let him hit you, ever. - Let him throw you, ever. ======== Heihachi - "Heihachi kills, rapes and pillages poor little Ling, and it's not even fair.", as someone on Tekken.net's message board put it, and frankly, it's true. Heihachi has everything he needs to dominate the little girl. He could be one of the most difficult opponents. Heihachi opponents tend to really like ducking, and then coming up with his big fist in the face. Anticipate this. Strategy: Teasing the Teacher Do: - BE CAREFUL - Watch the Hellsweeps - Watch the EWGF - Poke him to keep him at bay - Sidestep his moves - Duck when he crouch dashes Do Not: - Sidestep his crouch dash - Go into the Phoenix Position in front of him - Sidestep his crouch dash - Whiff any moves - Sidestep his crouch dash - Get hit on counterhit by his WS+2 or standing 4 - Sidestep his crouch dash ======= Hworang - Lotsa' damage, nasty strings, not really a problem. I really enjoy playing against Hworang now, as his methods are easily countered by Ling on most days. Strategy: Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl Do: - Keep him on the defensive - Use the Sunrise Fan (d/f+2,1) to stop slower strings - Use her parry (1+4) to stop quicker strings - Use the Phoenix Position to get under strings - Use the sidestep (not back turn) to get around strings (and block if needed) Do Not: - Duck randomly - Sidestep premptively - Get Juggled ====== Jack 2 - - See Gun Jack === Jin - Jin is frakly, a pain. His b+4 "Kick of death" is usually his Coup de Grace against her. Nasty okizeme, nasty sidestep game, just plain nasty. Strategy: Maiden's Perogative, Teasing the Teacher. Do: - BE CAREFUL - Watch the "Kick of Death" - Watch the EWGF - Watch the Sidestep Launcher Do Not: - Sidestep his crouch dash - Go into the Phoenix Position in front of him - Whiff any moves - Get hit by the "Kick of Death," "Rising uppercut of death," "Sidestep uppercut of death," "Electric Wind God Fist of death," or "Twin Pistons" (of death). ===== Julia - Kill her, a lot. Julia tends to run people to the ends of the earth with her pokes, and things a lot stronger. The important thing is to not let her run you to death. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher Do: - Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are great) - Use the Phoenix Position - Keep her guessing - Sidestep, a lot - Throw Do Not: - Use slow moves against her - Duck - Get hit by her hop kick (it hurts) - Watch for Mad Axes bufferers (Like me!) === Jun - A good Jun can be a pain for Ling. She has moves that have very high priority, like the cartwheel kick and palm thrust, and other quick moves such as her standing uppercut that can launch you easily. She does good damage, and should not be taken lightly. Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Low dodge the sweeps - Duck the White Heron - Buffer Chickens - Sidestep Do Not: - Give reprisal opportunity while in Rain Dance - Let her run you with strings - Use the Phoenix Position too often ====== Kazuya - Ow! Ow! OOOOWWW! Is about what you'll say if you give him a chance. He's fast, does nasty damage, and generally murders a careless opponent. He also tends to turtle, which is probably the hardest thing against Ling. Strategy: Teasing the Teacher (with caution!) Do: - Use the Phoenix Wings whenever possible on a guarding Kazuya, it gives you the appearance of attacking later than you do, often getting a counter. - Use the Phoenix Position - Throw Do Not: - Get hit by counter on anything - Let him hit you ==== King - King does nasty damage, really nasty. On the bright side, though, he is pretty slow. Usually if you can keep him on the defensive, he's not a problem. Be sure to regain the offensive as quickly as possible. Strategy: Teasing the Teacher Do: - Use the Storming Palm - Use the Sunrise Fan Do Not: - Let him run you with Okizeme - Let him throw you ========= Kunimitsu - I have seen the pain that Kunimitsu can dish out, and it ain't pretty. Her style is actually very, very similar to Ling (so you'd think I'd be able to play her better). The best thing you have to do is play a good back and forth game, and watch for her certain key moves. Be VERY careful about being overly offensive. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher Do: - Watch for the d+3+4 overhead flip kick - Watch for the FC d,df+4 sweep kick - Watch for the SS 3+4 sweep kick - Watch for the b+2 unblockable - Watch for the Back Turned flip Do Not: - Get hit by the above mentioned moves === Law - Law can be really, really annoying sometimes. His combos are long and damaging, and he has the annoying d+2,4 starter. Strategy: Maiden's Perogative, Teasing the Teacher Do: - Watch the d+2,4 starter - Use the Sunrise Fan after a missed flipkick Do Not: - Get juggled by successive flipkicks === Lee - I watch Lee players VERY carefully. It seems like his arsenal is made specifically to thwart Ling. Strategy: Maiden's Perogative, Teasing the Teacher Do: - Parry, and low parry everything you can in a string. - Block when you should Do Not: - Get hit by the first hit of his Infitity Kicks (Low Parry the 3rd kick!) === Lei - Annoying! Not fun to play against. Annoying ground stuff. Low move that is WAY too strong. Good Okizeme. Strategy: Maiden's Perogative, Teasing the Teacher Do: - Use caution in Okizeme against him - Learn to predict his ground changeups (especially the two-footed kick) Do Not: - Eat the back turned sweep-o-cheeze ==== Ling - Ling vs. Ling fights are always fun, and I personally have a lot of fun with them (feels like I'm protecting her honor). The best way to beat Ling is to KNOW Ling. You will often get into back-turned fights, and these are the key to winning against her. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher Do: - Be confusing as hell - Sidestep (this is a MUST) - Get into the Rain Dance - Use overpowering moves against the opponent (Sunrise Fan, Phoenix Wings) Do Not: - Go into the Phoenix Position when the opponent is in Rain Dance. ======== Michelle - Michelle, while not as dangerous as Julia, has a few things to watch out for. Do: - Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are great) - Use the Phoenix Position - Keep her guessing - Sidestep, a lot - Throw Do Not: - Use slow moves against her - Duck - Do anything but block after her sidestep moves - Get hit by her upward-double-kick-into-tag-juggle ======= Mokujin - Duh! Figure out who he's mimicing, and go from there. ==== Nina - Nina is just as much of a pain as Anna, in my opinion, but not quite as dangerous anymore. Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Launch Nina whenever possible, keep her on the ground - Sidestep - Parry her strings. - Chicken Do Not: - Poke her to death - Let her run poking strings on you. Interupt her any way you can. - Let her throw you ==== Ogre - Nasty if he gets going, but not too much of a problem. Hop kick, Infinity kicks, lots of damage, doesn't track well. Has few low moves worth anything. Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl Do: - Keep him busy - Use confusion - Use the Phoenix Position Do Not: - Let him hit you - Use the Mistrust too often, doesn't juggle well ==== Paul - Pro: Phoenix Smasher, Falling Leaf. Con: Low recovery, Slow. Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Capitalize on his recovery time - Use the Storming Palm - Use the Phoenix Wings Do Not: - Get hit by the Phoenix Smasher or Falling Leaf ======= P. Jack - Different, but uses a strategy similar enough to the other Jacks not to matter. See: Gun Jack ======= T. Ogre - OWWWWwwwwwwww...! Talk about major damage. I'd rather be hit by the Phoenix Smasher than take one of T. Ogre's combos (and subsequent 50-80 damage Okizeme). He is quite possibly the most under-rated character in the game, and one of the most dangerous by far. Strategy: Teasing the Teacher, Wrath of the Schoolgirl Do: - Be REALLY, REALLY careful about being Juggled - Capitalize on his lack of speed, and block if you let up on the attack - Watch the low moves - Be VERY, VERY, VERY careful about getting up off the ground - Use the Storming Palm - Use the Phoenix Wings (As Okizeme as well) - Use the Sunrise Fan (As Okizeme as well) Do Not: - Get knocked down anymore than you have to - Tag in predictably - Get up predictably ======= Unknown - Same as Mokujin, but this guy (girl?) is not really a problem in the arcade. ==== Wang - Ling's Master; nasty old fart, but slowed down by years and years and years... Strategy: Schoolgirl's Temprament, Maiden's Perogative Do: - Take advantage of his lack of speed - Use the Storming Palm - Sidestep - Chicken your moves Do Not: - Duck, most of Wang's nasty moves are Mid - Attack when you both have large attack time (Wang's moves can hurt a LOT) ========== Yoshimitsu - Yoshi is the master of the 'what move is he gonna do next?' style of gameplay. He has nasty combinations resulting from odd minor stuns, floats, and unblockables. He is agile and has a large repitoire of moves. Strategy: Maiden's Perogative Do: - Anticipate; there are combinations that Yoshi does a lot, see if you can guess them. - Watch the quick low sweep - Use the Bayonette and throws as a reprisal Do Not: - Fall into timing traps. Often you'll see an opportunity to attack that's really a trick. - Fall repeatedly for low moves - Be overly offensive ************ THANKS GO TO ************ God, so many people here. Ling's Practice Dummies: Lin - Who taught me rudimentary Ling style, and allowed me to get out of my scrub phase. (Yes, I was a Ling scrub!) Alan Larson - Friend, Compatriot, Tekken Freak the same as I. Thanks for taking all the beatings you did over the years from my annoying little schoolgirl. Jake Raines - Also Friend, chum, Tekken Freak as well. Thanks for beating my ass occasionally in a 12-15 win streak just to show me my place. Had you not, my Ling wouldn't have improved beyond the intermediate stage. Takuma - Sorry I can't remember your last name, dude, but you've never told me! Ah, wasting our time away daily at Playland Go! in Akita against your True Ogre/Kuma team that made my Ling advance to the final level. It took me nearly 2 weeks to be able to play against you and win at all! Second Note: Since you've changed to Mishima ultra-offense style, I've learned a bunch about why people use them, and why I should be using Julia instead of Jun as Ling's partner. Enoki - Your Mokujin/Lei team taught me more about tag sliding, head diving than anything. May we continue playing at Taito until I leave for home. Eiko - You are a turtle, and you have the hardest style to play against that I've ever seen. Your style forced me to use different moves, and discover strengths and weaknesses in Ling's. Thanks for keeping my ego in check. Everyone at Say Taito, Akita; Playland Do!, Akita; and Pop's Arcade, Minneapols - Who provided the the rounding for my style, and improving my Tekken abilities in general. While I spent my year in Japan and everything else in my life turned upside-down, Tekken remained constant, because I always had good friends to play with. I'll remember our friendship and miss you all. People on the Web: (jkkim@nwu.edu) - Creater of the original FAQ from which I formulated this one. Although the move list is completely rewritten, some of the original wording remains here and there. Tekken Zaibatsu (http://www.tekken.net) - Without who's help, I would have been lost for knowlage about Tekken's intricate system. Thanks to them, I finally understand why little Ling can do so much damage with her little hand on clean hit/counter. *** For people who want to know why I think Ling is Left Handed, and why it's an advantage: - Her Storming Palm, 'nuff said. It's done with d/b+1, which is her left hand. NO ONE would do a move that strong with thier off hand, and if they could, I'd be a little bit worried about Ling's right. As far as being an advnatage goes, I honestly don't know. I'm sure it plays a role somewhere. Perhaps she gets strength during the fight from the anger caused by lack of a pair of workable scisors when she last trimmed Panda (or perhaps from the sparing practice that occured afterwards, when Panda didn't like her new 'do.). Other Evidance: Wang's left hand reversal cannot be chickened. Perhaps he got sick of being beaten by a little girl with such a strong left hand and then became proficient at countering it? Note: in Tekken Bowl on the PS2 version of Tekken Tag, Ling bowls RIGHT-handed... this may debunk my theory, but I'm not sure. If she really is right- handed, she's awful ambidextrious for my tastes.