Here Come Those Kicks: Eddy Gordo Returns for Tekken 7

The button masher’s favorite is back, as Capoeira master Eddy Gordo returns to fight in Tekken 7. Gone are the infamous green and yellow sweatpants, as Eddy’s new look involves wearing some leather trousers and a leopard-print jacket while kicking foes in the face.

Eddy is now part of the Tekken Force in Tekken 7, having pledged his allegiance to the Mishima Zaibatsu to help cure his ailing Capoeira master. The medical technology of the Zaibatsu couldn’t save Eddy’s master, and learning that Kazuya is now the head of the Mishima Zaibatsu, he is now dead set on destroying Kazuya and finally avenging his father.

Eddy was actually leaked ahead of this announcement at a games convention in Brazil, but only blurry photos of the Brazilian fighter were available from the event. You can now see Eddy in all his glory, via the trailer below. Expect plenty of day 1 Eddy mains spinning up a storm when Tekken 7 launches on June 2nd.

Source: BANDAI NAMCO Entertainment Europe

Fists of Justice Fly in This Batman Highlight Reel from the Injustice 2 Beta

Now that the Injustice 2 beta is over, all that’s left for most players is to wait on the full game to drop in May. Not everyone is idly waiting, though: some are hard at work sifting through their beta gameplay for highlights and combo videos. Here, we have some of the former.

ETCChile has been pretty consistent at creating content for NeatherRealm Studios games, having published a lot for Mortal Kombat X. They’ve moved onto Injustice 2, and here we see some of the moments deemed most worthy from their Batman play.

Source: ETCChile

Study Up on How to Dice Opponents as Nu-13 from This New BlazBlue: Central Fiction Combo Movie

After Nu-13’s dominance in BlazBlue: Chronophantasma Extend, the character has fallen somewhat from the limelight in Central Fiction, where Carl, Arakune, Nine, and a few others are the biggest forces to reckon with. That said, everyone’s favorite bipolar sword thrower still has plenty of damage to dish out and lots of setups to catch the opponent off-guard.

Monarch offers a new combo video of the rarely-seen character. A lot of the combos start off as counters to Kagura’s pressure or Tsubaki’s Distortion Drive, offering a practical way to punish. There’s also a creative cross-up in the corner, and many combos that–if they don’t finish off the opponent–show creative ways to mix-up the victim for more sword action. Will Nu-13 best Ragna in the end?

For more BlazBlue action, check out the footage of Fenrich and Dogura from the Japan E-Sports League.

Source: Monarch, Thanks to Kyran for the tip.

CEO Gaming and Rivals of Aether Partner Up with a CEO Ring Stage, Made Especially for CEO Dreamland

Now, this is really cool: as part of a partnership with CEO Gaming, Rivals of Aether is gaining a special skin for its Rock Wall stage, themed around the world famous CEO wrestling ring. This collaboration comes out of Rivals of Aether’s place as one of the headlining games at CEO Dreamland in April, a major specifically for platform fighters and brawlers.

If players pick the Rock Wall stage in local multiplayer, you can specifically choose the CEO Ring skin but when playing online, the stage only appears every other time you pick Rock Wall. As long as one of the players in an online match has the CEO Ring skin, it will still have a chance to appear any time you go to fight on Rock Wall.

This cosmetic DLC costs $5 and forms part of CEO Dreamland’s compendium, so if you want to fight in the CEO Ring but cannot make it out to Florida, consider giving it a purchase off the CEO Dreamland shop. Rivals of Aether has built a solid reputation for adding cool cosmetic updates to help support its community, so it is possible to expect more of these special stage skins in the future. A Steam update should have just gone live to add the stage skin into the mix, so you can start throwing hands in the ring right now.

Source: CEO Gaming

Mobile Developer Cygames Signs on Daigo Umehara, Snake Eyez, & PR Balrog

Cygames unleashes the Beast!

Japanese mobile game developer Cygames–known for their hit digital collectible card game Shadowverse–has announced that it will sponsor a legendary trio of esports athletes: bringing Daigo Umehara, Darryl “Snake Eyez” Lewis and Eduardo “PR Balrog” Perez under its banner for its foray into the world of fighting games. The group will adopt their name from Umehara’s famous moniker: Cygames Beast.

Cygames is well-equipped to make an impact on Street Fighter V’s competitive scene with this combo of Umehara’s indomitable Ryu, PR Balrog’s hard-punching namesake, and Snake Eyez’s deadly Zangief. Cygames will act as a co-sponsor to Snake Eyez (shared with Red Bull) and to Umehara (shared with Red Bull, Twitch, and HyperX).

Daigo "The Beast" Umehara
Eduardo "PR Balrog" Perez
Darryl "Snake Eyez" Lewis

Here’s what these fighters had to say about their new sponsorship:

Daigo “The Beast” Umehara:

I feel great to be able to start the new CPT season with a new partner joining my existing great support team of Red Bull, Twitch, and HyperX. I am honored to be a part of Cygames, one of the greatest mobile game makers in Japan. I believe this new partnership will not only help further US community growth, but it will also bridge the gap between the US and Japanese esports scenes.

It’s very exciting for me to be reunited with Street Fighters from around the globe, discover and meet new and young faces throughout the CPT 2017 season. It is my desire to visit the countries I have never been to and meet the community members there.

No one can predict what is to happen in the end, but my goal is always to showcase my gameplay. To put up an exciting game is my job. I am only going to work hard to do that.

Eduardo “PR Balrog” Perez:

I feel very proud and honored to be representing Cygames throughout this year, and I’m extremely grateful that they believe in me. My goal going into Capcom Pro Tour this year–aside from trying my best to win–is to take some time and try and grow the community further, since fighting games are getting popular, I want to be able to teach not only by streaming, but by creating content on other platforms and spreading our awesome game.

Darryl “Snake Eyez” Lewis:

I think it’s an amazing opportunity to partner up with Cygames. Seeing new companies emerge in the fighting game community is always an eye-opener to how big our scene is getting. I started playing Street Fighter back when none of this even came across my mind, so it’s crazy seeing all the opportunities available to us now. Capcom Pro Tour is getting bigger every year, and I plan on participating in as many tournaments as I can. I plan on becoming stronger both mentally and technically, and to ultimately (of course) win Capcom Cup 2017. I also want to take part in projects that will bring more people into Street Fighter, so our community could grow even bigger.

cygames BEAST logo white

Source: Cygames, Inc. [Photo of Eduardo Perez by Rose.]

Dead or Alive 5: Last Round Battle Royal 2017 Details Released

Despite the base game’s age, Team NINJA continues to support Dead or Alive 5: Last Round’s competitive scene. That continues this year, with the announcement of the Dead or Alive 5: Last Round Battle Royal 2017.

This year’s installment of Team NINJA’s competitive tour for DOA5 Last Round focuses on five tournaments that they’ve dubbed “The Magnificent Five.” These include the four qualifier tournaments: Final Round 20 in March, Summer Jam 11 in August, Republic of Fighters in September, and the Fall Classic 2k17 in October.

The fifth and final tournament in “The Magnificent Five” is none other than the Battle Royal 2017 Final at Northeast Championships XVIII in December. As with previous Battle Royal’s the winners of the qualifying tournaments will be sponsored into the Battle Royal 2017 Final, with Team NINJA paying for their travel, accommodations, and tournament fees.

Total prize pool bonuses for the DOA5 Last Round Battle Royal 2017 is $10,000, with a $1,000 prize pool bonus for each of the qualifier tournaments and $6,000 for the final at NEC XVIII.

DOA5LR Batle Royal 2017 The Magnificent Five

Source: Free Step Dodge

POCKET RUMBLE Fights Its Way onto Nintendo Switch as a “Nindie” Title

Back in late 2014, a very interesting fighting game was funded on Kickstarter. This game promised a retro look and feel, specifically a Neo Geo Pocket aesthetic. Developers have been plugging away at the game ever since, and while it has been playable before as Steam Early Access, it now appears to be largely complete and its finally getting an official release for Nintendo’s upcoming platform.

This is a two button fighter with simplified inputs, boasting 8 characters with drastically different playstyles and a unique health system. The health bar consists of sectioned blips and every attack inflicts the same amount of damage, but multi-hit moves and combos will get you more damage by dealing one blip per attack.

You can pick the game up via Early Access on Steam right now, but the game will also be coming sometime in March for the Nintendo Switch.

Source: Chucklefish

Street Fighter V Kolin Day One Tech: 10 Things We Learned from #KolinLab

Less than 24 hours have passed since the release of Kolin, and players across the globe have wasted no time cracking into Street Fighter V’s newest character. Using the hashtag #KolinLab on Twitter, players have been compiling a variety of combos, setups and techniques for the Illuminati ice queen.

Kolin continues the trend of Street Fighter V’s downloadable characters becoming increasingly more complex, and brings a unique set of mechanics to the game. Her slide specials and double jump give her a tremendous amount of mobility, while her counter attacks and projectiles give her options to score good damage with a correct read. Here are ten things we have learned from #KolinLab efforts:

  • Counters (QCB+P) start up in two frames, EX is 1 frame. Kolin must choose between low, mid, and anti-air counters. She can even use EX counter between the hits of Urien’s EX Chariot Tackle.
  • The projectile from Hail Storm (QCF+P) can be positioned after knockdowns to cover approaches, including slide (QCB+MK). The initial hit of Hail Storm can nullify projectiles.
  • Diamond Dust, Kolin’s V-Trigger, can hit enemies on the floor if they do not quick rise.
  • The recovery of EX Parabellum can be cancelled into Kolin’s slide attacks for follow-ups. slide punch and slide launch -> air throw do the most damage.
  • At the cost of two bars of meter, Kolin can use EX slide launch (QCB+MK+HK) and an aerial attack to reset an opponent after EX Parabellum.
  • The first hit of Kolin’s sweep can be special cancelled on hit, but not on block. Try performing the special cancel after ex parabellum xx slide.
  • Similarly, the Kolin’s target combos after slide can be cancelled on hit, but not on block. They are also rather punishable.
  • Like Laura, Kolin uses resets to set up meaty attacks and hit links that would otherwise be impossible.
  • Kolin can juggle off a successful V-Trigger activation with super, slide punch, V-Skill and more.
  • Jumping heavy kick can be used to create fake crossups and hit earlier while jumping. Jumping light kick is Kolin’s only crossup. Swapping between these options can be particularly ambiguous if an opponent tries to block Hail Storm.

The hashtag is evidence of how impact the social media era has made on developing tech in fighting games. Kolin already looks to be more complex than most of Street Fighter V’s cast, in less than a day of discovery. Capcom Pro Tour competitors attending Final Round will have to be ready for a full array of Kolin tech, as she will be tournament legal come March 10. Be sure to keep following the KolinLab hash tag to see the latest as soon as it’s posted!

Source: #KolinLab; DaFeetLee

Characters In For Honor Switch Guards at Different Speeds

When For Honor was announced, Ubisoft made the bold claim that the game would change the way fighting games are played. With mechanics like this, they clearly weren’t kidding:

It would appear that every character in the game has to go through a set amount of lag time between switching guard stances. This is particularly brutal for some of the characters with slower switches, as they may be forced to guess–instead of react–to some moves and strings. Surprisingly, this decision seems to have been done with a knowing hand: nearly everyone that suffers from slower switches also has strong, relevant defensive options to compensate. Nobushi has range, Shugoki has passive armor on attacks, Conqueror has All-Block stance, and so on. Even the routinely-claimed worst character in the game, Raider, saw a massive high-level tournament win with Vitraxx defeating odds on favorite iSkys in Panda Global’s 256 1v1 tournament, despite his 22-frame switch.

Still, this seems like incredibly important information to apply to in-game strategy.

Sources: SkyRayFox

Take a Stance! How to Use–and Fight Against–Ling Xiaoyu’s Tricky Tekken 7: Fated Retribution Stances

Take a Stance! is an article series designed to help you analytically approach the wide world of stances in Tekken.

Most of the cast in Tekken has a stance of some kind. If you are new to 3D fighting games, you should know that this isn’t really that uncommon in the genre as a whole. Stances allow for a wide variety of play and creativity from different characters, and make up a large bulk of both your pressure and your combos. Often times, understanding stances is understanding the character, or at least a very large part of it. And there may not be a character that this is more true of than the Wushu practitioner, Ling Xiaoyu.

Xiaoyu cannot be played competently without stance use. She lacks the range and damage of other characters, but makes up for it with a dizzying supply of options and evasion. Each of her three stances (Hypnotist, Rain Dance, and Art of Phoenix) have their own different options, openers, and goals. Knowing when and why Ling would go into each of these stances will help you play as–and counter–this slippery fighter. The fact that these stances are all so varied and powerful also means that no two Lings will ever be quite the same; you may very well find your own preference over the others as you develop your personal style.

Let’s start with what might be the most straight forward stance Ling has, Hypnotist.

Note: for those unfamiliar, here’s how to read Tekken notation.

Hypnotist

You are least likely to use or encounter Hypnotist when fighting as/against Ling. That doesn’t mean the moves from it are bad! Far from it. In fact, Hypnotist is a flashy way to break up your rhythm and keep your opponent on their toes.

Unlike her other stances, there’s really only one way to go into Hypnotist: B+1+2. Once Hypnotist begins, Ling takes up to three steps while sidewalking. You can input Hypnotist moves during this time, and after the first step is completed, you can also input normal moves from your movelist. This means that you can cancel Hypnotist into your other stances! HYP 1+2, in fact, cancels back into an opposite direction walking Hypnotist, and just mashing B+1+2 will repeatedly cancel back into the same HYP startup.

As far as the Hypnotist moves themselves… there’s only a few you really should be concerned about.

Input Hit Level Impact Frame Block Stun Hit Stun Counterhit Stun
HYP 1+2 (HYP)
HYP 1+4 (Special), Parry 18~19 (27~) +5
HYP 2 (After on step) m(HYP) 42 +1 KND KND
HYP 2 (After two step) m(HYP) 72 +5 KND KND
HYP 2 (After three step) m(HYP) 102 +24 KND KND
HYP 4 h 34(64,94) -4 +1 CS
HYP 3+4 h (TJ) 45~46 (75,105) -1~0 KND KND
HYP 2+3 (After on step) !(HYP) 81 KND KND KND
HYP 2+3 (After two step) !, m(HYP) 111 KND KND KND
HYP 2+3 (After three step) !, m(HYP) 141 KND KND KND

In my opinion, aside from using Hypnotist as a way to fake out an opponent before canceling into a normal move/RD/AOP Transition, Hypnotist’s most valuable asset is HYP 2. This move is one of your faster attacks in stance, has huge plus frames on block, knocks down, and tends to stick in your opponent’s head if they get hit by it. (3-step HYP 2 does nearly 20% damage!) Both HYP 2 and HYP 2+3 get more powerful the more steps you take in Hypnotist. HYP 2+3 has the disadvantage of being an easy-to-see unblockable, but can also be canceled with a b,b input into your Rain Dance stance. The only other real noteworthy move here is HYP 3+4, which is close to even on block. If your opponent doesn’t know this, they are more likely to fall prey to jab pressure afterwards.

In general, though, your other hypnotist moves aren’t terribly great. HYP 4’s CH state is okay but you won’t find yourself landing it often. HYP 1+4, your parry, guarantees nothing and comes so late into the animation as to skew the risk/reward.

If you’re fighting against HYP, you have to be mindful of HYP 2. HYP is mostly used as a pump fake to get you to freeze or press a button at the wrong time, but HYP 2 will always be at +frames and push you out at uncomfortable ranges if you just try to block. Backdashing in these situations after a blocked HYP 2 is likely the safest option. It’s also possible to sidewalk HYP 2 but you have to already be committed to the sidewalk usually to avoid it.

Just for a little bit of trivia, I typically see top players use Hypnosis to mess with the heads of opponents on wake up. I distinctly remember seeing Princess Ling during the Wizard World Tour mixing up HYP 2 and HYP fake into d/b+4 low when he knocked people down. Even Korean Pro Wekka has gone for HYP 2+3 shenanigans after knocking someone down, although more often than not he gets hit out of it by wake-up attacks.

Rain Dance

Rain Dance is arguably Ling’s primary stance. You automatically enter it anytime you go into a back turned state, and you can also enter it manually from any of her other stances with a B+3+4 input.

The real power of Rain Dance, however, comes from the fact that it can be entered from a very large part of your movelist.

Here’s a list of moves from your normal movelist that lead into Rain Dance:

Input Hit level Impact Frame Block Stun Hit Stun Counter Hit

Stun

Notes
1, d+2 h, m(RD) 10 RBT -3 +8 +10  2nd hit only on CH links into RD B+3
2, 1 h, m(RD) 10 RBT -4 +7 +7
d/f+1 m (TC)(RD) 14 RBT(cs6) -4 +7 +7
b+1 m(RD) 8~12( RBT) +1 +1
u+1+2, 2, 1, b (Cancel) mm, m, (RD) 16~17, 22~23 RBT -19 -8 -8
u/f+1+2, B m (TJ)(RD) 27~29b +2~+4 OC +7~+9 OC KND
f, F+2, 1, b (Cancel) m, (RD) 15 RBT(16~) -19 -8 -8
FC+d/f+2, D/F l (TC)(RD) 19 RBT RC -8 +3 +3
FC+d/f+2, 1, D/F l (TC), l (TC)(RD) 19 RBT RC -8 +3 +3
SS+3, b (Cancel) (RD) RBT, RC
AOP 2, 1, b (Cancel) m(RD) 13? RBT -14 -3 -3
AOP u or u/f+4, B m (TJ)(RD) 15~16 RBT -15~-14 -4~-3 -4~-3

Ling’s stance transitions tend to fall under one of two categories: safe but disadvantage on block, or very unsafe but part of a string. That’s why things like AOP 2,1,b might look really bad on paper, but because of what’s happening visually, it’s actually difficult for the opponent to make the decision to capitalize on its poor frame data.

Now that you’re in stance, what can you do with it? Here’s your list of options from Rain Dance:

Input Hit level Impact Frame Block Stun Hit Stun Counter Hit

Stun

Notes
RD d/b (Special)   Blocks Low.
RD u/f, f (Special) Blocks High
RD u/f, f, D/F (Special) RC Blocks Low
RD 1 mid 16 -5 +4 CS
RD 1, 4 mid, high (TJ) 16 -6~-5 KND KND Tail spin
RD 2 h(RD) 12 T 0 +6 +6
RD 2, 1 h, h 12 -1 +6 +10
RD 2, 1, 4 h, h, m 12 -18~-17 Launch (JG?) Launch (JG?)
RD 2, 2 h, m 12 RBT -6~-5 +4~+5 +4~+5
RD 2, 2, 1 h, m, mmm 12 RC -13~-9 (-18) -2~+2 OC -2~+2 OC
RD 2, 2, 1, D h, m, mmm, (AOP) 12 -12~-8 (-17) -1~+3 OC -1~+3 OC
RD 3 m (TJ) 18~19 RBT -19~-18 KND KND
RD 4 m 13~14 -18~-17 Launch (JG?) Launch (JG?)
RD 1+2 mm 16,22~23 -5~-4 +6~+7 +6~+7
RD 1+2, 1+2 mm, mm 16,22~23s -11~-10 0~+1 OC 0~+1 OC
RD 3+4 or u+3+4 (Special) 16,22~23
RD db+2 sM(TC) 11  -4  +7  +7
RD 1+4 Parry(RD) 1?~ +5
RD f+1+2 m(h or m punch parry) 23 -8 +3(CS) +5
RD f+3+4 (RD) RBT
RD f+3+4, 3+4 m(RD) 25 RBT -11 Launch (JG?) Launch (JG?)
RD d+3 l 16 -12 +7s +7?s
RD d+3, 4 l, h 16 -5 KND KND? Tail spin
in rage RD d+3, 3+4 l, m, (Special) 16 -4 SCD SCD Rage art, Tail spin
RD d+4 l 23s -24? 0?s KND
RD d/b or d or d/f+1+2 (RD) 23
RD d+1+4 Low parry(RD) 1~
RD d/b or d/f+4 l(!)(RD) 15 +2 +2 OC +2 OC
RD b+3 h 10 -8 KND KND
RD b+3+4 (RDS) RBT
RD u or u/f+1 l (TJ), (Special) 33 -8 +12s? +12s
RD f, F+3 m (TJ)(RDS) 16 RBT(17~) (js4) -5 +6 KND
RD f, F+3+4 m (TJ)(, !(Throw)) 46~49 (47~) +4~+6 KND(Throw) KND(Throw)
RD 1+3 or 2+4 h(Throw)(RDS) 12 KND
RD f, F+1+3 or f, F+2+4 (Special) (TJ), h(Throw)(RD) 12(~) (js2) Throw(KND)
d+1+2 or FC+1+2 RD d+1+2 (Special) (TC)(AOP) (cs1)

tl;dr: A lot. You can do a lot.

For whatever reason, Xiaoyu’s crouching jab (db+2) is 1 frame slower than the rest of the cast. This is rarely an issue, but it’s important to note if you intend frame-tight pressure with it from Rain Dance.

If Xiaoyu wants to beat i10 jabs, she must rely on either RD b+3, or a crouching move, depending on how much advantage/disadvantage she’s at. As you can see from her list of starters, this means she only has one stance transition that gives her real pressure: the slow and easily identifiable uf+1+2. All other pressure is “fake” pressure: it either preys on your opponent’s lack of knowledge of when she can and cannot go into Rain Dance, or it relies on fakes and cancels from other (usually unsafe) strings. We’re exclusively talking about on block, here. On hit, Ling has a much wider range of options, as her opponent’s backdash won’t be able to get them away from as many options.

Speaking of which, backdash is the real problem for RD options. Nearly all stance transition options lose to crouch jab or backdash. What can you do? Well, you have a few options. If you want to play it safe, simply pressing d/b in RD is a way to cancel into crouch that pivots Xiaoyu far away from the enemy. It’s a curious quirk that allows her to create a lot of space safely after RD.

But what if you want to pressure? FF+3 is a great, fast mid that jumps over lows and special mids, like your opponent’s crouch jab. It’s a very strong option, but if your opponent does a standing jab and you didn’t have enough frame advantage to interrupt, you’ll get floated for potentially a full juggle. Yikes! You could also mix this up with d+3, a low mixup that’s a lot more likely to hit a backdashing opponent, but is a little linear and still loses to mashed jabs if you started your pressure on block.

Thus, we have a weakness: jabs (both standing and crouching) and backdashing. What can you do actively to maintain pressure versus these options? Enter: the California Roll.

"MBC

 MBC (Bob) vs. Wekka (Xiaoyu) demonstration of RD > California Roll vs. Backdash

California Roll is what allows Xiaoyu to always make an opponent think twice about mindlessly backdashing and jabbing. The built-in attack, though quite unsafe, is a source of giant damage. In the example above, MBC recognizes DF+1 as a Rain Dance stance transition, and attempts Backdash > df+2 to whiff punish any Rain Dance poke attempt. You can see how well that worked out for him! Had he backdashed and blocked he might have been safe, but the risk there is that this just allows Ling to roll in for free and do anything from Rain Dance. (California Roll does not have to commit to its attack.) He could have also stood still and buffered a crouch jab after blocking Ling’s d/1, but then he loses to Ling’s ff+3 and if he was even a few frames off, the roll can duck under crouch jabs. That is the true power of California Roll: the ability to chase down backdashes, duck under large parts of opponents movelists, and force the opponent right back into the Rain Dance mixup they were hoping to avoid for free.

And if they just freeze up and start blocking after all your transitions? Well. That’s what you want, isn’t it!

I would also be remiss if I didn’t mention that Ling’s new Rage Drive is from her RD stance. It’s a safe, unseeable, low-to-mid combo starter. As if your mixups aren’t scary enough, you have one-time access to something like that when you’re low on health. That alone validates Rain Dance use, at least sometimes.

Art of Phoenix

And here is where the fun begins. Or frustration, if you’re Ling’s opponent.

AOP is the centerpiece of Ling’s evasiveness. This stance ducks all highs, and many mids. If that wasn’t enough, when you go into AOP from neutral, Ling takes a small sidestep, which allows her to also avoid many linear moves. Because of this, anytime Ling is at a minor disadvantage, she can make a gutsy move by going into AOP and attempting to punish a whiffed button. Believe it or not, this is another way you can combat the crouching jabs that your opponents will occasionally do to stuff RD.

Here’s her ways to go into AOP from neutral:

Input Hit level Impact Frame Block Stun Hit Stun Counter Hit

Stun

Notes
f+3+4, d+1+2 (Special), (AOP) 24,32,34 (~)
D+1 mmm, (AOP) 17~18, 21~23, 28~32 RC -11~-7 0~+4 OC 0~+4 OC
u/b+3+4, d+1+2 m (TJ), (AOP) 22~23 -21~-20 Launch Launch
u or u/f+1 l (TJ)(AOP) 33 -8 +9s +9s
u/f+4, d+1+2 m (TJ), (AOP) 23~24 -9~-8 +2~+3 OC KND
f, F+1, D m, (AOP) 15 RBT(16~) -8 +3s +3s
FC+d/f+4 l (TC), (AOP) 18 -7 +4 +4
SS+3, d+1+2 l (TC), (AOP) 27(36~) –

Much like Rain Dance, the reason AOP is so good may not be immediately apparent from her frame data. In fact, the situation is quite bad–she has no way on block to interrupt the fastest attacks that can hit her. This situation is remedied by the fact she simply ducks under a large part of many opponents movelists! If your opponent (or you, as her opponent) have not taken the time to see what hits Ling when she’s in AOP, you will likely get run over by this stance in short order. You must know what moves you have that will hit low enough to stop AOP. Xiaoyu also have the added difficulty of not being able to block instantly out of AOP, so for all iT’s strengths, there is an inherent risk to it.

Once she’s in stance and her opponent hasn’t stopped her properly, the sky’s the limit:

Input Hit Level Speed Block Stun Hit Stun Counter Hit Stun Notes
AOP 1 m 18 RC -5 +6 +6
AOP 1, 2 m, h 18 RBT -6 +5 +5
AOP 2 m 13? -11 0 0
AOP 2, 1 m, m 13? -12 KND KND
AOP 2, 1, b (Cancel) m(RD) 13? RBT -14 -3 -3
AOP 3 l (TC) 24~s -16~-9? +? KND
AOP 4 m 12 -4 +7 +7
AOP 4~3 l (TC) 22s(a) (23~) -26? KND KND
AOP 1+2 m 19 -1 KND CS
AOP 3+4 mmm (TJ) 24,32,34 RC -13 +6 +6
AOP 1+3 or 2+4 h(Throw) 42 Throw(KND)
AOP f+4 l (TC), (AOP) 18~19 -7~-6 +4~+5 +4~+5
AOP f+4, 4 l (TC), l (TC) 18~19 RC -6 +5 +5
AOP d+1 l (TC) 19 RC -12 -1 KND(Throw) +19
AOP d+1+2 m 26 -9 Launch(JG?) Launch(JG?)
AOP u/b or u or u/f+3 m (TJ) 15~16 -15~-14 Launch (JG?) Launch (JG?)
AOP u/b or u or u/f+3, 1 m (TJ), m (TJ), (AOP) 15~16 -4 +7 OC +7 OC
AOP u/b or u or u/f+3, 3 m (TJ), h (TJ) 15~16 -5 KND KND
AOP u/b or u or u/f+3, 4 m (TJ), m 15~16 -14~-13 -3~-2 +22~+23g? (KND)
AOP u or u/f+4 m (TJ) 15~16 RC -10~-9 +1~+2 +1~+2
AOP u or u/f+4 (Far) m (TJ) 23~25?s -2~0? +9~+11? +9~+11?
AOP u or u/f+4, B m (TJ)(RDS) 15~16 RBT -15~-14 -4~-3 -4~-3
AOP u or u/f+4, d+1+2 m (TJ), (AOP) 15~16 -12~-11 -1~0 -1~0
AOP u or u/f+4, 4 m (TJ), m (TJ) 15~16 RC -12 -1 -1
AOP u/b or u or u/f, n+3 m (TJ) 28~30 -22~-20 +6~+8OB +6~+8OB
AOP u/b or u or u/f, n+3, d+1+2 m (TJ), (Special) 28~30 -10~-8 +19~+21OB +19~+21OB
AOP u/b or u or u/f, n+4 m (TJ) 12(23) -8 KND KND
AOP u/b or u or u/f(When landing)4 m (TJ) 12(40) -10 +1 +1
AOP u/b or u or u/f(When landing)3 l (TC) 16 RC(46) -18 KND KND
AOP d/b or b or d/f or f (Special) 16(46)
AOP b, b or f, f (Special) 16(46)
AOP d (Special) 16(46)
AOP u/b or u or U/F (Special) (TJ) Air
AOP b+3+4 (Special) RBT
AOP f+3+4 (Special) (TJ) RC
AOP f+3+4, D (Special) (TJ), (Special) (TC)(AOP)
AOP Rage b+1+2 m – KND KND Rage art

AOP is easier to interrupt then RD from a frame data perspective, but it’s also objectively a better stance option wise. AOP 4 is basically your WS 4. AOP D+1+2 is a safe, high-damage mid launcher. AOP 4~3 is a difficult, annoying low that leaves Ling grounded. Many string cancels into RD. AOP 1+2 is a counterhit combo starter. AOP U/F+3 tech jumps and has three different extensions that all either knock down or cause juggles. The trick to using AOP is not using the moves out of it–they are almost all good for one reason or another. (Don’t use AOP 3+4. It sucks. I honestly think that move is there to punish sloppy 4~3 inputs.) The real trick to AOP is reading your opponent in a way that lets you go into it safely.

Your win rate vs. Xiaoyu will directly correlate to knowing what options your character has to shut down AOP. And vice versa, your win rate as Xiaoyu will dramatically increase if you learn how to take control of AOP to exploit your opponent’s habits.

And that’s the basic gist of Xiaoyu’s stances! Nothing replaces playing as, or against, Ling, but hopefully seeing this on paper will help solidify some concepts about how these things work. Ling can run wild over anyone that doesn’t understand her stances, but once both players know how real and fake her transitions are, it becomes a very different battle. Mid-level Xiaoyu’s can crumple completely to you if you choose optimal options versus her. And high level Xiaoyu’s can tear you apart without any effort if you don’t.

Sources: INATEKKEN [for frame data]; MBC (YouTube); TekkenZaibatsu