Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| (AOP) | (AOP) | |
| N/A | ||
| N/A | ||
| (AOP) | (AOP) | |
| (RDS) | (RDS) | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| (HYP) | ||
| (RDS) | N/A | |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| (AOP) | (AOP) | |
| N/A | ||
| N/A | ||
| (AOP) | (AOP) | |
| (RDS) | (RDS) | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| (HYP) | ||
| (RDS) | N/A | |
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Move from generic movelist added direction b allows access to generic without usage of BT.3.
Move from generic movelist added direction b allows access to generic without usage of BT.3.
Might require different dashes depending on body type to connect to ub3.
This route is only consistent if the ws2 launches at its max range.
Crouch cancel in the direction counter to the original sidestep. So if you did SS.4 after a side step to the right, crouch cancel it to the left. The db+2 doesn't pickup at SS.4's absolute max range. In those instances, use the other two combos below.
This route only works if the SS.4 was inputted after a side step to the right.
The input for iWS2 from RDS is uf,f,df,n+2. Another common input is u,uf,f,df,n+2. But, it does not matter what you input before or after the crucial inputs uf,f,df,n+2. As long as you get uf,f,df,n+2 iWS2 will still come out.; Here’s a video explanation about iWS2 from RDS
If Xiaoyu is in AoP stance, she can press down after some characters' Rage Art cinematic starts and their attack will whiff. This works against the following characters:; Armor King,; Asuka,; Azucena,; Devil Jin,; Fahkumram,; Feng,; Hwoarang,; Kazuya,; King,; Lee,; Leo,; Lidia,; Miary,; Shaheen,; Steve,; Victor,; Xiaoyu
175 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 8,10,12,20 (50) · m,m,m,M
Heat smash; Balcony break; Shift to attack throw on 1st hit (50 damage); +9a (-8) BT or +5a (-12) standing from 2nd hit; Transition to standing r42 with F_B_U_D (+5 oB); 7 chip damage on block
Damage: 7,7,7,30 · m,m,m,m
Heat smash; Spike; Transition to HYP 2nd step; Transition to standing with F (+3/+5); Chip on block [7]
Damage: 12,14,20 · m,h,m
Balcony break; Spike; Partially uses remaining Heat time; Combo from 1st hit with no delay; Combo from 2nd CH with 6F delay; Interrupt with i6 from 1st block; Whiffs vs SSR, SWR from 1st block; Move can be delayed by 5-10F; Transition to standing with F (+4, +21d, +47a)
Damage: 20 · m,m
Balcony break; Partially uses remaining Heat time; Combos from 1st hit; Interrupt with i9 from 1st block; Whiffs vs SSR, SWR from 1st block; Transition to with F (+4, +22d, +48a)
Damage: 5 · h
Damage: 5,8 · h,h
Combo from 1st hit with 4F delay; Jail from 1st block with 4F delay
Damage: 5,8,20 · h,h,m
Balcony break; Combo from 2nd CH with 10F delay; Jail from 2nd block with 3F delay
Damage: 5,10 · h,m
Combo from 1st hit with 5F delay; Interrupt with i1 from 1st block; Move can be delayed by 10F; Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9); Transition to HYP with 1,d+2~B (-2, +9, +11)
Damage: 5,10,24 · h,m,m
Combo from 2nd hit CH; Interrupt with i11 from 2nd block; Whiffs vs SSL, SWL from 2nd block
Damage: 8 · h
Damage: 8,10 · h,m
Combo from 1st CH; Jail from 1st block; Transition to standing by holding any direction (-4, +7)
Damage: 17 · h
Damage: 15 · h
Balcony break on CH
Damage: 24 · m
Damage: 23 · M
Spike; Transition to AOP r30 with D (+0/+4c/+20a); AOP transition is r32 on whiff
Damage: 12 · m
Damage: 12,14 · m,h
Combo from 1st hit; Jails from 1st block with ?F delay; Transition to HYP with B (+0, +11)
Damage: 12,14,20 · m,h,m
Balcony break; Combo from 2nd CH with 6F delay; Interrupt with i6 from 1st block; Whiffs vs SWL from 1st block; Move can be delayed by 10F
Damage: 14 · M
Doesn't hit grounded if opponent is on-axis in FUFT
Damage: 14,8 · M,m
Combo from 1st hit; Interrupt with i3 from 1st block
Damage: 14,8,20 · M,m,M
Tornado; Instant Tornado; Combo from 2nd hit CH; Interrupt with i8 from 2nd block
Damage: 14,8,6,20 · M,m,m,M
Spike; Combo from 2nd CH; Jail from 2nd block with ?F delay
Damage: 23 · h
Homing; Chip on block [4]
Damage: 30 · m
Balcony break
Transition to AOP with D
Damage: 8,8,14 · m,m,m
Damage: 13 · m
Transition to standing by holding any direction (-4, +7)
Damage: 15 · m
Damage: 15,23 · m,h
Balcony break; Cancel to r15 FC with DB, D, or DF (-3, -16); Combo from 1st hit with 8F delay; Interrupt with i6 from 1st block; Move can be delayed by 6F; Input can be delayed by 9F
Damage: 15,25 · m,m
Balcony break; Combo from 1st hit with 7F delay; Interrupt with i7 from 1st block; Move can be delayed by 6F; Input can be delayed by 9F
Damage: 23 · L
Tornado; Instant Tornado; Homing; Cancel to BT with B (r31); On hit of whiff, transition to AOP with D; Snake Edge
Damage: 12 · m
Damage: 7,7,7 · m,m,M
Transition to AOP with D+1 (-10, +4c, +5c); This move can become more minus if the final hit whiffs; Standing (-13, -2c); AOP (-17, -5c)
Damage: 8 · sl
Alternate input FC.2
Damage: 12 · L
Damage: 12,21 · L,h
Balcony break; Combo from 1st CH; Interrupt with i9 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 6 · l
Alternate input FC.4
Transition to AOP; Transition to r10 FC with AOP.u; Alternate input BT.d+1+2
special
Alternate input u+3+4
Damage: 22 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break; Clean hit damage: 30
Damage: 13 · L
Damage: 0 · L
Damage: 14 · L
This move is +20 on a traded hit
Damage: 10 · m
Transition to BT on hit; Transition to standing on hit with B+1 (-1~+4)
Damage: 13 · m
Homing; Transition to BT
Damage: 13,15 · m,L
Transition to BT; Combo from 1st hit with 9F delay; Interrupt with i6 from 1st block; Move can be delayed by 6F; Input can be delayed by 11F
Damage: 22 · h
Unparryable by standard kick parries (backturned heel?); 6 chip damage on block; Transition to BT
Damage: 10 · m
Damage: 10,20 · m,m
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 8F delay; Interrupt with i3 from 1st block; Move can be delayed by 5F; Input can be delayed by 8F
Damage: 8,12 · M,M
Transition to BT on successful parry; Alternate input b+2+4; Also possible during HYP and BT
Transition to BT; r25 BT when performed from BT; r15 BT when performed from AOP; Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
Damage: 23 · m
Tornado; Transition to AOP
Damage: 20 · M
Tornado; Balcony break
Damage: 5,5 · m,m
Damage: 5,5,12 · m,m,m
Combo from 1st CH; Interrupt with i7 from 1st block
Damage: 5,5,12,20 · m,m,m,m
Balcony break; Combo from 2nd hit; Combo from 1st CH; Interrupt with i7 from 1st block; Cancel to BT with B (-19/-8)
Damage: 15 · L
Cancel to r42? FC with D
Damage: 23 · m
Spike; Transition to standing with F (+4, +5c, +47a); Alternate input u+2; Chip on block [6]
Damage: 13 · m
Damage: 20 · m
Spike; Transition to FC with D (-7, +4c, +24a); Transition with AOP with d+1+2 (-9, +2c, +22)
Damage: 8,10,12 · m,m,m
Balcony break; Spike; Transition to BT on block or whiff; Transition to standing on hit
Damage: 20 · m
Damage: 13 · m
Spike; Transition to AOP with D (-5, +13c)
Damage: 13,20 · m,h
Balcony break; Combos from 1st hit; Interrupt with i1 from 1st block
Damage: 13,20 · m,m
Combos from 1st CH; Interrupt with i4 from 1st block
Damage: 12 · m
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit with 2F delay; Move can be delayed by 12F; Interrupt with i7 from 1st block; Cancel to BT with B (-19,-8)
Damage: 12 · M
Damage: 20 · h
Strong aerial tailspin; Balcony break; Transition to HYP on hit or block; Chip on block [6]
Damage: 12 · m
Damage: 12,20 · m,m
Spike; Combo from 1st hit with 8F delay; Jail from 1st block with no delay; Move can be delayed by 14F; Input can be delayed by 16F
Damage: 23 · M
Spike; Chip on block [9]
Damage: 20 · m
Balcony break; Transition to AOP; Chip on block [9]; Alternate input wr3
Damage: 5 · sl
Damage: 8 · sl
Damage: 11 · L
Damage: 11,6 · L,h
Combo from 1st hit CH; Interrupt with i3 from 1st block; Whiffs vs SSL, SWL from 1st block
Damage: 11,6,6 · L,h,h
Transition to HYP with B (-2, +5); Combo from 2nd hit; Jail from 2nd block with ?F delay
Damage: 11,6,6,12 · L,h,h,M
Combo from 3rd hit CH with 11F delay; Jail from 3rd block with no delay; Move can be delayed by 14F
Damage: 6 · l
Damage: 8 · L
Transition to FC BT with DF_D_DB
Damage: 8,10 · L,l
Combo from 1st hit; Jail from 1st block with ?F delay; Transition to FC BT with DF_D_DB
Damage: 13 · L
Transition to AOP; Alternate input AOP.f+4
Damage: 13,13 · L,L
Combo from 1st hit CH; Interrupt with i8 from 1st block; Alternate input AOP.f+4,4
Transition to BT FC
Damage: 8 · m
Damage: 8,16 · m,m
Balcony break; Combo from 1st hit with 8F delay; Interrupt with i3 from 1st block; Move can be delayed by 7F; Input can be delayed by 9F
Damage: 17 · m
Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
Damage: 20 · m
Transition to r22 standing by holding down any direction (-4, +37a (+27))
Damage: 22 · m
Transition to FC +3 +6c with D
Damage: 20 · m
Damage: 12 · m
Damage: 12,20 · m,m
Spike; Combo from 1st hit with 8F delay; Jail from 1st block with no delay; Move can be delayed by 14F; Input can be delayed by 16F
Damage: 19 · L
Damage: 17 · m
Jab evasion; Transition to BT
Damage: 17,20 · m,m
Tornado; Balcony break; Combo from 1st hit; Interrupt with i6 from 1st block; Move is delayed 2F; Move cannot be delayed; Cancel to r15 FC with D at frame 18 (-16/-7/+53a)
Damage: 9 · h
Transition to BT
Damage: 9,8 · h,h
Transition to HYP r41 with B (-2, +5); Combo from 1st hit; Jail from 1st block
Damage: 9,8,15 · h,h,M
Combo from 2nd CH with 11F delay; Jail from 2nd block with no delay; Move can be delayed by 14F
Damage: 9,12 · h,m
Combos from 1st CH; Interrupt with i1 from 1st block; Transition to BT
Damage: 9,12,7,7,7 · h,m,m,M,M
Transition to FC; Transition to AOP with D (-10, +5c); Combos from 2nd hit; Jail from 2nd block with ?F delay
Damage: 13 · M
+21d on backturned hit; Transition to BT
Damage: 13 · M
Damage: 6,6 · m,m
Damage: 6,6,20 · m,m,h
Heat engager; Heat dash +5, +62a (+42); Balcony break; Combo from 1st hit with 14F delay; Interrupt with i6 from 1st block; Whiffs vs SSR from 1st block; Move can be delayed by 8F; Input can be delayed by 15F; 6 chip damage on block; Transition to BT
Damage: 6,6,6,6 · m,m,m
Combo from 1st hit with 15F delay; Move cannot be interrupted; Move can be delayed by 8F; Input can be delayed by 15F
Damage: 25 · m
Balcony break; Transition to BT
Damage: 21 · m
Sabaki punch parry; 50 damage, +20d; Transition to BT
Transition to FC BT
Damage: 23 · M
"Cali Roll"
Damage: 12 · L
Damage: 12,20 · L,h
Strong aerial tailspin; Balcony break; Combo from 1st CH with 12F delay; Interrupt with i1 from 1st block; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 19 · L
Instant Tornado; Clean hit damage: 20; +27d on clean hit
Low Parry from BT; Alternate input BT.d+2+4
Xiaoyu spins and steps to the right; Alternate input BT.u+3+4 (steps to the left)
Damage: 0 · L
Alternate input BT.df+4
Damage: 25 · m
Balcony break; -9 on block if an attack is absorbed; 10 chip damage on block after absorbing an attack in power crush state
Transition to BT on successful parry; Alternate input BT.b+2+4; Also possible front-facing and during HYP
Damage: 15 · L
Transition to AOP; Cancel to FC with D; Alternate input BT.u+1
Damage: 15 (43) · M (t)
Unbreakable throw when connecting at close range on front standing hit; Chip on block [9]
Transition to HYP; db+1+2: perform Hypnotist right; ub+1+2: perform Hypnotist left; Actionable for 70F; Stance move properties change with amount of time spent in stance:; 1 step: 20~24F; 2 steps: 45~50F; 3 steps: 70~90F; Can cancel stance after 20F with b, db, u, uf, f, df or 1 jab; Punch parry (+9 HYP, opponent BT); Alternate input ub+1+2
Damage: 25 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break; Powered Up Based on the number of steps taken in HYP: HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.; Consumes 240?F of heat timer during heat; 9 chip damage on block (2 steps); 14 chip damage on block (3 steps)
Damage: 17 · L
Homing; Powered Up Based on the number of steps taken in HYP: HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.; Consumes 600F of heat timer during heat
Damage: 20 · h
Balcony break
Starts taking steps in the opposite direction; Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
Damage: 20 · h
Strong aerial tailspin; Cancel to BT with B; Chip on block [8]
Damage: 40 · m!
Unblockable; Cancel to BT with BB
Damage: 11 · m
Transition to HYP r21 with B (-2/+9); +6c on crouching hit
Damage: 11,15 · m,h
Combo from 1st hit with 9F delay; Interrupt with i2 from 1st block; Move can be delayed by 11F; Input can be delayed by 12F
Damage: 11,20 · m,M
Tornado; Balcony break; Combo from 1st hit with 5F delay; Interrupt with i6 from 1st block; Move can be delayed by 11F; Input can be delayed by 12F
Damage: 10 · m
Damage: 10,20 · m,m
Heat engager; Heat dash +43d (+35); Balcony break; Combo from 1st hit with 8F delay; Interrupt with i2 from 1st block; Move can be delayed by 12F; Cancel to BT r32 with B at frame 19 (-14/-3)
Damage: 19 · L
4f timestop on CH
Damage: 14 · m
Inconsistent grounded hit (more consistent on side hit)
Damage: 25 · m
Tornado; Balcony break
Damage: 22 · L
Transition to FC r53 on hit
Damage: 8 · L
Transition to FC BT with DF_D_DB
Damage: 8,10 · L,l
Combo from 1st hit; Jail from 1st block with ?F delay; Transition to FC BT with DF_D_DB
Damage: 13 · L
Transition to AOP; i18~19 when AOP.f+4,4 is input.
Damage: 13,13 · L,L
Combo from 1st CH; Interrupt with i8 from 1st block
Transition to AOP r44 with D
Xiaoyu ducks lower; will evade most mids
Damage: 13 · L
Floor break; Shift to attack throw on CH
Damage: 40 · L,t
Floor break; Attack throw on CH; i19~20 on CH
Damage: 21 · m
Damage: 14 · m
Alternate input AOP.ub+3, AOP.u+3; AOP.u+3: No forward momentum; AOP.ub+3: Backwards momentum
Damage: 14,22 (15) · m,m
Spike; Airborne combo from 1st hit with 5F delay (+9a); Interrupt with i8 from 1st block
Damage: 14,17 · m,M
Alternate input AOP.ub+3,4 AOP.u+3,4; Interrupt with i6 from 1st block
Damage: 12 · m
Transition to AOP with D (-12, +0); Transition to BT with B (-15, -3); Alternate input AOP.u+4
Damage: 12,12 · m,m
Combo from 1st hit only AOP.uf+4 connects on frame 21 or later; Interrupt with i14 from 1st block; Alternate input AOP.u+4,4
Alternate input AOP.ub AOP.u
Damage: 30 · m
Strong aerial tailspin; Balcony break; Transition to AOP with D (-3, +28)
Damage: 25 · m
Balcony break
Damage: 19 · L
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Damage: 21 · m
Transition to BT
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2; Side swap
Damage: 45 · t
Throw break 1
Damage: 45 · t
Throw break 2
Damage: 50 · t
Unbreakable
Damage: 20 · t
Balcony break; Throw Break 1+2; 16 additional damage on wall splat; Side Swap
Damage: 38 · t
Throw Break 2; Floor break; Side Swap
Damage: 40 · t
Throw Break 1+2; Side swap
Damage: 35 · t
Homing; Throw Break 1; Alternate input BT.f+2+4 (Throw Break 2); Cancel to r40 FC with D
Damage: 20 · t
Homing; Balcony break; Throw Break 1+2; 16 additional damage on wall splat; Cancel to r40 FC with D
Damage: 35 · t
Actual startup: i32; AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1); AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2); Cancel to r40 FC with D
Damage: 20 · m
Spike; Transition to FC with D (-7, +4c, +24a); Transition with AOP with d+1+2 (-9, +2c, +22)
Damage: 20,4 · m,h
Damage: 20,4,7 · m,h,h
Combo from 2nd hit; Jail from 2nd block