Anti Xiaoyu Punishment Guide In Tekken 8

Anti Xiaoyu Punishment Guide In Tekken 8
Anti Xiaoyu Punishment Guide In Tekken 8

Confront the evasive and tricky Xiaoyu in Tekken 8 armed with a savvy anti-strat punishment guide. Exploit her reliance on good mids that hit Art of Phoenix (AoP) by employing Side-Step Left (SSL) for close blocks and Side-Walk Right (SWR) at range, particularly against moves like WR3 and ff4. When Xiaoyu adopts the Back Turned (BT) stance, unleash Side-Walk Left (SWL) at -3, effectively countering most options except BT2, BT4, and caliroll. Facing the Art of Phoenix (AoP) stance, consider Side-Step Right (SSR) into a duck against AoP3+4/d1+2 mixup at -7 (wr3), but beware of the homing properties of AoP2, making stepping a risky endeavor even at 0. Against HYP stance, initiate Side-Step Left (SSL) into a duck to cover all options from a -2 transition; for ff4 (+8), strategic guessing is essential. Keep in mind that manual AoP involves a small Side-Step Right (SSR) but not from crouch or Back Turned (BT) positions. Armed with these insights, navigate Xiaoyu’s dynamic moveset with precision and secure victory in Tekken 8.
TLDR:
-Evasive, tricky, oki setups. Spam good mids that hits AoP.
-SSL block close, SWR at range (WR3, ff4), SWL for ff3
-Against BT: SWL(at -3) beats everything except BT2, BT4,caliroll
-Against AoP: You can SSR duck AoP3+4/d1+2 mixup on -7 (wr3), but stepping seems risky (even on 0) because AoP2 “homing”.
-Against HYP: An SSL duck covers all options from a -2 transition, if ff4(+8) just guess. You can react to more steps.
-Manual AoP does a small SSR, but not from crouch / BT

Xiaoyu Tekken 8 Frame Data

Heat:

  • Heat powers: Hypnotist stance powered up.
  • HYP2: (-4, +5, +9) -> (+5, +9, +9)
  • HYP3 (on hit): (+7, KND, launch) -> (KND, launch, launch)
  • HYP2+3: More dmg
  • New extensions f2,1,2 and ff1,2: same as uf2 (+4 / +6 BT)
  • Heat engagers: db1 | b4,1 | BT1+2,4 | HYP2 | AOP2,1
  • Heat smash: i15 m (+5 / +9BT) / BT i15 m(+5 / +19 HYP)

Stances:

  • AoP. Transitions: wr3(+7~+14) / 3+4(+4c oH,+0c oB) / AoP uf,n,3(-3oB) / ff1(+13c oH,-5oB) / FC df4/AoP f4(+4oH,-7oB) / uf4(+2c oH, -9oB) / d1/BT2,2,1(+4oH,-10oB)/ AoPuf4(+1oH,-11oB)
  • Hypnotist(HYP). Transitions: ff4(+13oH,+8oB) / f2,1(+11oH,+0oB) / 1,d2(+9oH,-2oB) / FC3,2,1~b(+5oH,-2oB) / BT2,1(+5oH,-2oB) / AoP1(+9oH,-2oB). 20f empty HYP. i20l(<=cs8), i14h, i18m
  • BT. Transitions: b3(+9c oH,+3oB) / BT1+2,4(+3oB) / FC3,2(+7oH,+0oB) /uf3+4(-1oB)/df1(+9oH,-2oB)/1,d2(+8oH,-3oB) / f3,1(+8oH,-3oB) /ws2(+7oH,-3oB) /2,1(+7oH,-4oB) /ff3(+6oH,-5oB) / b2(+5oH,-6oB) / b2,2(+4oH,-7oB) / FC df2,1(+3,+3 oH,-8,-8 oB)

Standing Block Punishment:

  • -15Frames: pushback f3,1,4(-22) / f1+2(-16) / BT4 / BT2,1,4 / FC 3,2,1,4 (-18) / BT3+4(-16) / AoP1,4(-9 BT, unparriable i15 is true punish)
  • -15Frames: ub3(-13 AoP, find your punish) / uf,n,4(-18) / BT f3+4,3+4(-11 BT, hopkick or knee, elbow, …)
  • -14Frames: b4,1 / AoP uf3,1(-4 AoP, find your punish) / AoP uf3,4
  • -13Frames: f2,1,4 / b1+2 / ub4 / uf3 / BT1,2 / BT1+2,1+2
  • -12Frames: 1,d2,1+2 / f3,1,1+2 / ff1,4 / ff2,1 / AoP2,1 / AoP uf4,4
  • -11/-10Frames: 3(-11) / b4(-11) / ws1,4(-10 BT) / ws4(-10 pushback) / BT2,2,1(-11 / -10 AoP) / BT f3+4,3+4(-11) / AoP2(-11)

While Standing Block Punishment:

  • -15Frames: df3(-23) / uf1 / BT uf1(-7 AoP, i33, has a cancel) / BT d4(-26) / AoP3(-16~-11, rarely below -14) / AoP3+4(float) / AoP uf,n, landing 3(-18)
  • -14Frames: db2(-8 BT, not a true punish)
  • -13Frames: ss4
  • -12Frames: HYP3 / db4 / BT d3 / AoP d1

Highs You Can Duck:

  • df2,3
  • d3,4
  • ff1,3(mix, 3f fuzzy)
  • BT1+2,4(mix, 6f fuzzy, mid first, can delay both extensions)
  • BT d3,4
  • BT f1+3 / f2+4 / f2+3 (i31, duck on reaction or guess)
  • AoP1+3 / 2+4 (she rolls first, duck on reaction)

Plus On Block Moves:

  • f3+4,3+4(+7)
  • uf2 / HEAT ff1,2 / HEAT f2,1,2(+6c BT / +4c)
  • HYP2(+5 (2 steps), +9 (3steps))
  • BT ff3+4(around +4~+9)
  • BT1+2,4(+3)
  • ws3(+3c)
  • db3 / BT db4(+2 low)
  • HYP3+4(+2)
  • f4(+1)
  • d3,4(+0)
  • 3+4(0s AoP / -1c)

Low Minus Moves:

  • ff3+4(-5~+3)
  • ff1,3(-1)
  • AoP1+2(-1)
  • 1,d2~b(-2 HYP)
  • HYP4(-2)
  • AoP uf,n,3(-2)
  • 1,2(-3)
  • f3,1(-3 BT)
  • 1,d2(-3 BT)
  • AoP4(-3)
  • 1,d2~d(-4)
  • DF1(-4)
  • HYP2(-4)
  • HYP1+2(-4)
  • ff2(-5)
  • ws2(-3 BT / -5)

Dealing With Strings:

  • 1,d2,1+2: You can SSL last hit, which is also good against BT transition.
  • df3 (snake edge): Has a cancel to BT, and can transition to AoP on hit or whiff.
  • b2,2: You should really low parry this, don’t block it.
  • ff2,1 / u1+2,2,1 / AoP 2,1 cancel: Sabaki > everything but ff2 -> block. -19 BT if cancel, except AoP 2,1(-14 BT, but hopkick unparriable)
  • ff1,3/4: 3f fuzzy, high first. f2,1: Jails, can go HYP. HEAT f2,1,2 / HEAT ff1,2: SSR last hit (ff1,3_4 and f2,1,4 will hit you).
  • AOP f4,4(breakdance lows): Can’t LP on hit, safe.
  • AOP uf4,4(spin kicks): i15 float in between.

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