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[[File:Lixiagfei.jpg|right|frame]]
<section begin="image"/>[[File:02UM Xiangfei Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Xiangfei 0.gif|right|x300px]]


==Movelist==
==Movelist==
[[File:Kof02ummovelistxiangfei.png]]
'''Throws '''
 
Kadoma - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Ryokuchi Kouen - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
'''Command Moves'''
 
Sou Shouda - [[image:fd.gif]] + [[image:a.gif]]
 
Kyuupo Gosentai - [[image:fd.gif]] + [[image:b.gif]]
 
Fukupo Gosentai - [[image:df.gif]] + [[image:d.gif]]
 
'''Special Moves'''
 
Zen Chuoh Shin Saiha - [[image:qcf.gif]] + [[image:d.gif]]
 
Tenpohzan - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Nanpa - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Ei Sake (Tai Kuuchuu Kogeki) - During opponent's airborne attack, [[image:a.gif]] '''&bull;''' [[image:up.gif]]
 
Ei Sake (Tai Tachi Kougeki) - During opponent's standing attack, [[image:a.gif]] '''&bull;''' [[image:fd.gif]]
 
Ei Sake (Tai Shagami Kougeki) - During opponent's crouching attack, [[image:a.gif]] '''&bull;''' [[image:dn.gif]]
 
Zen Chuoh - [[image:qcf.gif]] + [[image:b.gif]]
 
:Kanku: Zen Chuoh - [[image:qcf.gif]] + [[image:b.gif]]
 
Banhaku Ato Unage - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
:Ekisupo: Banhaku Ato Unage - [[image:qcb.gif]] + [[image:a.gif]]/ [[image:c.gif]]
 
'''Desparation Moves'''
 
Hirotoshi Kami - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Maijinga - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Chou Pairon - [[image:a.gif]][[image:c.gif]] 
 
: [[image:bk.gif]][[image:df.gif]] + [[image:c.gif]] 
 
:: [[image:bk.gif]], [[image:c.gif]] (the game input of b+C is wrong)
 
'''Super Desparation Moves'''
 
Hirotoshi Kami - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]][[image:d.gif]]
 
Maijinga - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]][[image:d.gif]]
 
'''Hidden Super Desparation Move'''
 
Tenshinzan Kuzure Kiba - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]] / [[image:b.gif]][[image:d.gif]]


{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
|+  
|+
== Quick Starter Combo Reference ==


''• Note: Remove a cr.A when using jump-in.''
==Quick Starter Combo Reference==
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''<br>
Remove a cr.A when using jump-in.
|-
|-
| '''0 Bar'''
| '''0 Bar'''
Line 31: Line 88:
Very Close
Very Close
|  
|  
cr.Ax1~2, st.A(2), AC > b,df+C > b+C, dp+B/AB = 33%-39%<br/>
(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, dp+B/AB = 33%-39%<br/>


(optional cross-up j.B), cr.A, st.A(2), hcbx2+k = 34%<br/>
(optional cross-up j.B), cr.A, st.A(2), hcbx2+k = 34%<br/>
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Very Close<br/>
Very Close<br/>
|
|
cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D = 44%<br/>
(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D = 45%<br/>
|-
|-
| '''3 Bar'''
| '''3 Bar'''
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(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+BD = 60%<br/>
(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+BD = 60%<br/>
|}
|}
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| description =&nbsp;}}


==Normals==
==Normals==
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*j.CD is a great jump-in and air-to-air.
*j.CD is a great jump-in and air-to-air.


=Throws=
==Throws==
'''Kadoma''' - (close b/f + C)  
'''Kadoma''' - (close b/f + C)  
*Xiangfei grabs then shoves her opponent away.
*Xiangfei grabs then shoves her opponent away.
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'''Nanpa''' - (qcf + A/C)  
'''Nanpa''' - (qcf + A/C)  
*Xiangfei creates a sphere of power in front of her, blasting the opponent into the air
*Xiangfei creates a sphere of power in front of her, blasting the opponent into the air
*hits mid
*Hits mid
*soft knockdown
*Soft knockdown
*both versions can be made safe on block from the proper distances, but are slightly negative point blank
*Both versions can be made safe on block from the proper distances, but are slightly negative point blank. Less so for C version.
*causes an air juggle  
*Causes an air juggle that differs in what moves can follow said juggle between the two versions. Only can be taken advantage of in the corner.
*A version can be comboed into
*A version can be combo'd into.
*A version advances her slightly forward toward the opponent
*In the corner, A version can be follow up in the juggle state by a st. B/D for a reset opportunity.
*In the corner, A version can be follow up in the juggle state by a st. B/D for a reset opportunity
*C version can't be combo'd into.
*C version can't be comboed into  
*C version advances Xiangfei further toward the opponent.
*C version advances Xiangfei further toward the opponent
*In the corner, you can follow up with dp+B or a heavy move during the juggle state.
*in the corner you can follow up with dp+B or a heavy move during the juggle state




'''Zen Chuoh'''- (qcf + B)
'''Zen Chuoh'''- (qcf + B)
*Xiangfei rolls toward the opponent and lands an unblockable throw.
*Xiangfei rolls toward the opponent, bear hugs them, and does an elbow thrust.
*Like most throws, opponents cannot be thrown from block or hit stun.
*Like most throws, opponents cannot be thrown from block or hit stun.
*The range to land the throw after the roll is roughly four steps back from the opponent.
*The range to land the throw after the roll is roughly four steps back from the opponent.
*Any
┗'''Kanku: Zen Chuoh''' -  (qcf + B)  
┗'''Kanku: Zen Chuoh''' -  (qcf + B)  
*As a follow up she kicks the opponent in the air and causes a hard knockdown.
*As a follow up she kicks the opponent down in the air and causes a hard knockdown.
*Can be done late after the throw, but there's no use for it. Always do it immediately after the grab.
 


'''Zen Chuoh Shin Saiha''' - (qcf + D)  
'''Zen Chuoh Shin Saiha''' - (qcf + D)  
*Same as qcf+B except she throws the opponent behind her, dealing soft reverse knockdown.
*Same as qcf+B except instead of an elbow, she tosses them backwards and does a mean jumping headbutt.
*Soft reverse knockdown
*Great for cornering opponents especially turning the tides if you yourself are cornered.
*Great for cornering opponents especially turning the tides if you yourself are cornered.


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*Two-hit dp move that hits mid.
*Two-hit dp move that hits mid.
*Soft knockdown.
*Soft knockdown.
*Only combos from close heavy normals.
*Both versions are super cancellable on the first hit only.
*Both versions are super cancellable on the first hit only.
*decent invulnerability as reversal.
*Decent invulnerability as reversal.
*D version protects more vertical space.
*D version protects more vertical space.
*D version has more invulnerability on startup, but is a risky move to throw out given how negative Xiangfei is if it whiffs.
*D version has more invulnerability on startup, but is a risky move to throw out given how negative Xiangfei is if it whiffs.
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'''Ei Sake (Tai Kuuchuu Kougeki)''' - (A~u) counter attack move
'''Ei Sake / Esaka''' - (A '''&bull;''' u/f/d) during opponent's attack
* For all counters, you must input A, then u/f/d in a 4f window. Not at the same time.
* A very unorthodox counter against any hitting moves but projectiles, both long and short-range. While it is not central to her game plan, it can definitely be a strong tool once mastered.
* In addition to counters having to be inputted according to where the opponent attacks from, Xiangfei has to have the input done when the opponent has an active hitbox out for it to come out,
* You must input A first, <u>then</u> u/f/d within a 10f window and the direction needs to be done/held while there's an active hitbox on the screen, no matter where on the screen.
* There is auto-guard when counters successfully come out.
:* While the counter can activate from anywhere, it'll obviously whiff if the opponent's hurtbox isn't in range.
:* Note that if you don't input u/f/d within a 4f window, you'll get st.A first, though it can then whiff cancel into counter.
:* If st.A does come out, you'd obviously need to not get hit during at least the 3f window necessary to reach st.A's whiff cancel window.
* Additionally, the direction needs to match the state of the opponent during the attack as will be covered for each version.
* When they come out, counters get some autoguard while being fully invincible until the hit is over, then entering a fairly long and vulnerable recovery.
* They are special moves so [[The_King_of_Fighters_2002_UM/FAQ#I.27m_doing_the_motion_but_the_move_doesn.27t_come_out._Do_I_have_to_time_it_frame-perfect.3F|button hold]] applies, meaning if you have the leeway, holding the direction helps.
:* This makes doing a counter after recovering, for example against a meaty on wake-up, especially easy as you can press A early then just hold the appropriate direction.
* It doesn't come into play any often but it's good to note that the counters are unblockable so if the opponent's attack would recover in time, they'd just get hit trying to block it.
 
 
::''Ei Sake (Tai Kuuchuu Kougeki)'' - (A '''&bull;''' u) during opponent's airborne attack
::* Not only jump-ins but moves like Terry's qcb+P, K's qcb+K and Leona's f+B are all included.
::* When doing it raw, it's very important not to press the direction too early before a hitbox is out as you could get a j.A that would lose to just about anything you were trying to counter.
::* Soft knockdown
::* '''Combo advice:''' If you're in [[The_King_of_Fighters_2002_UM/Gauges#Max_Mode|max mode]] beforehand, you can super cancel this counter into her AC DM that'd whiff to then delay the follow-ups and hit the falling opponent with b+C, landing you a juggle for more damage. This means potentially 28% for 1 bar every time you can counter an opponent's jump-in, it's pretty good if consistent.
 


* Will only respond to aerial attacks.
::''Ei Sake (Tai Tachi Kougeki)'' - (A '''&bull;''' f) during opponent's standing attack
* Soft knockdown
::* Beware of stuff like dps where only the first hit counts as standing.
::* When doing it raw, it's very important not to press the direction too early before a hitbox is out as you could get a f+A that would lose to just about anything you were trying to counter.
::* This move is one of the best ''counters'' in the game to Bao's backdash qcb+C, usually very hard to deal with. From a backdash qcb+C very quickly comes low enough to the ground to go from airborne to standing. This means that unless point-blank, Xiangfei just whiffing st.A's and holding forward behind them gives Bao very little room to backdash qcb+C without running headfirst into her counter, while not giving him the standard way out of baiting the counter to punish its recovery either.
::* Special cancelable
::* Does not knockdown but pushes back the opponent about half a screen distance.
:::* This is a big downside because if you don't cancel it, you're not only negative on hit but depending on the distance you're still in range of fast moves like Kyo's qcf+A, Iori's qcb+C, or Ryo's hcb+B and qcfx2+AC. So make sure to always cancel this into qcf+C for additional damage and knockdown for better advantage.


'''Ei Sake (Tai Tachi Kougeki)''' - (A~f) counter attack move
* Will only respond to standing attacks.
* Does not knockdown but pushes back the opponent about half a screen distance.


'''Ei Sake (Tai Shagami Kougeki)''' - (A~d) counter attack move
::''Ei Sake (Tai Shagami Kougeki)'' - (A '''&bull;''' d) during opponent's crouching attack
* Will respond only to crouch attacks, but they don't have to hit low (i.e. most cr. C's)
::* They don't have to hit low (i.e. most cr.C)
* Soft knockdown
::* Super-cancelable
::* Soft knockdown
::* '''Combo advice:''' Only qcf,hcb+D/BD will properly connect after and from almost full range.




'''Banhaku Ato Unage''' - (hcb,f+ A/C)
'''Banhaku Ato Unage''' - (hcb,f + A/C)
*Command throw that spins the opponent in the opposite direction giving you a follow up.
*Command throw that spins the opponent in the opposite direction giving you a follow up.
*Incredibly small activation range where even being seemingly point blank isn't enough.
*Incredibly small activation range where even being seemingly point blank isn't enough.
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*Super-canceling still costs an extra bar even if the natural special cancel may suggest otherwise.
*Super-canceling still costs an extra bar even if the natural special cancel may suggest otherwise.
*The follow up must be inputted in relation to the command throw, meaning that the qcb must be in the same direction as the original hcb part of the throw.
*The follow up must be inputted in relation to the command throw, meaning that the qcb must be in the same direction as the original hcb part of the throw.
*Can hold AC instead of inputting qcb+p to do the follow-up.
*Can press AC instead of inputting qcb+p to do the follow-up.


==Desparation Moves==
==Desparation Moves==
'''Hirotoshi Kami''' - (qcf hcb + B/D)
'''Hirotoshi Kami''' - (qcf, hcb + B/D)
*Xiangfei dashes forward doing a shoulder tackle knocking the opponent away
*Xiangfei dashes forward doing a shoulder tackle knocking the opponent away.
*hits mid
*Hits mid
*causes soft knockdown and hits the opponent the full screen away
*Causes soft knockdown and hits the opponent a full screen away.
*D version combos from just about anything that will juggle the opponent in the air  
*D version combos from just about anything that will juggle the opponent in the air.
*The most difficult DM to combo on grounded opponents, only doing so from dp+k(1), a successful anti-air/standing attack counter, or from hcb,f+p > qcb+p.


'''Maijinga''' - (hcb x 2 + B/D)
'''Maijinga''' - (hcb x 2 + B/D)
*Xiangfei grabs her opponent then applies energy pressure to their stomach area for one-hundred hits.
*Xiangfei grabs her opponent then applies energy pressure to their stomach area for one-hundred hits.
*A command grab DM, can be combo'd into from her st.A x2
*A command grab DM, can be combo'd into from her st.A(2).
*Hard knockdown
*Hard knockdown
*If whiffed the energy that comes out of Xiangfei's hand can still hit the opponent and do some damage. Soft knockdown.
*If whiffed the energy that comes out of Xiangfei's hand can still hit the opponent and do some damage. Soft knockdown.


'''Chou Pairon''' -  (A + C)> (b, df + C)>>( b + C)
'''Chou Pairon''' -  (A + C) > (b, df + C) > (b, C)
*Xiangfei slams the opponent then follows up to launch them in the air
*Xiangfei slams the opponent then follows up to launch them in the air.
*You can '''kara''' cancel into the second hit and '''whiff''' cancel into the third. The former is usually done to use the 2nd hit's bigger range in combos/punishes.
*You can '''kara''' cancel the first and second hits. The former is usually done to use the 2nd hit's bigger range in combos/punishes.
*leads to juggle state where you can land dp+B, and qcf,hcb+k/BD.
:*To do the kara cancel, after pressing AC, input and buffer b,df+C shortly before the super flash ends (you may hold C here to make it easier). Done right, Xiangfei skips doing the first attack and starts with the 2nd instead.
:*b,df+C can be inputted as hcf+C.
*Leads to juggle state where you can land dp+B, and qcf,hcb+K/BD.


==Super Desperation Moves==
==Super Desperation Moves==
'''Hirotoshi Kami''' - (qcf~hcb + B+D)
'''Hirotoshi Kami''' - (qcf, hcb + BD)
*Does significantly more damage than the regular version.
*Does significantly more damage than the regular version.




'''Maijinga''' - (hcb x 2 + B+D)
'''Maijinga''' - (hcb x 2 + BD)
*More damaging and faster than the DM version, a 1f grab instead of 4f.
*More damaging and faster than the DM version, a 1f grab instead of 4f.
*Hard knockdown
*Hard knockdown
*Can randomly do 2002 hits instead of 103 along with a 50% damage boost, then doing ~54%. Probability: 6%
*Can randomly do 2002 hits instead of 103 along with a 50% damage boost, then doing ~54%. Probability: 6%


==Hidden Super Desperation Moves==
==Hidden Super Desperation Move==


'''Tenshinzan Kuzure Kiba''' - (qcb hcf + AC/BD)
'''Tenshinzan Kuzure Kiba''' - (qcb, hcf + AC/BD)


* Xiangfei hops into the background like in RBFF, then she hops toward the opponent and if she hits them she does a backflip kick knocking them into the air, then she jumps and does a shoulder uppercut attack hitting them again, both versions go fullscreen, the BD (kick version) hits low therefore it must blocked low or they will get hit, AC (punch) version hits high.
* Xiangfei hops into the background like in RBFF, then hops toward the opponent. If she hits them, she does a backflip kick knocking them into the air, then jumps and does a shoulder uppercut hitting them again for a solid 43%.
* Cannot be combo'd into at all by the DM's nature.
* AC hits high, and BD hits low.
* Fullscreen range, and very accurate targeting, even on jumping opponents.
* Though jumping may be a good option to avoid it, Xiangfei is still able to hit airborne opponents if timed right.
* Soft knockdown


==Combos==
==Combos==
: The game notes b+C as the 2nd follow-up's input but that is wrong, it is b, C. In reality however, there's little difference so b+C won't be removed from combos<br>
: Remember to only use one cr.A after a front jump-in.
===0 stock===
===0 stock===


''Anywhere''
''Anywhere''


&nbsp;★ '''(Optional jump-in), cr.Ax1~2, st.A(1) f+A, qcf+A'''
&nbsp;★ '''cr.Ax1~2, st.A(1), f+A, qcf+A'''
: Your bread and butter. Remember for every combo to always only do one cr. A if using a jump-in to the front. 18%.
: Your bread and butter both as a combo and as a blockstring. 18%.


* cross-up j.B, cl.C/D, dp+k
* cl.C/D, dp+K
: The cross-up allows Xiangfei to get both hits out of dp+k. 25-27%.
: You need a cross-up for Xiangfei to get both hits out of dp+B, dp+D preferred if you can confirm it. 25-27%.


&nbsp;★ '''cross-up j.B, cl.C/D, dp+AB/AD'''
&nbsp;★ '''cl.C/D, dp+AB/AD'''
: Pressing A along with B/D increases dp+k's damage by about 5%. For this combo, it's recommended that you press AD to avoid roll canceling your cl.C/D. 31%.
: Pressing A along with B/D increases dp+K's damage by about 5%. It's recommended that you press AD(or ABCD) to avoid a roll cancel and dp+AB's first hit whiffing off a front jump-in. 31%.


''Corner''
''Corner''


&nbsp;★ '''j.X, cl.C/D, qcf+A, st. D'''
&nbsp;★ '''j.X, cl.C/D, qcf+A, st.D'''
: Great corner combo that ends in a reset.
: Great corner combo that ends in a reset.


* j. X, cr.A, st.A(1), f+A, qcf+A, st. D
* st.A(1), f+A, qcf+A, st.D
: Simply put, this doesn't work. If you're going for a qcf+A juggle, only ever use the combo above.
: Adding a jump-in here is very specific. Not a good combo altogether, st.D is best kept after a meaty qcf+A.
 


===1 stock===
===1 stock===
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: Comfortable hit confirm into launcher super. 33-39%.
: Comfortable hit confirm into launcher super. 33-39%.


* (optional cross-up j.B), cr.A, st.A(2), hcbx2+k
* cr.Ax1~2, st.A(1), f+A, (kara cancel) AC > b,df+C > b+C, dp+B/AB
: 34%.
: Depending on timing the second hit of the super may land or whiff, make sure to always do the third one fast to get the combo regardless. This combo is good for confirming. 30-39%
 
* cr.A, st.A(2), hcbx2+K
: It's easier to add a cross-up rather than a front jump-in to this combo. 34%.
 
 
===2 stocks===
===2 stocks===


''Anywhere''
''Anywhere''


* f+A/B, BC run, cl. or cr. C, hcbx2+k
&nbsp;★ '''cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D'''
: Neat overhead/low starter that goes into command grab DM. Input cl.c, hcbx2+k as hcb+C, hcb+k. Raw df+D is much more strict with the timing of BC than the other command normals, and you'll get a button if not precise, so don't use it to max-cancel. 36-39%.
: Very consistent for the damage you get out of it. 45%.
 
* f+A/B, BC run, st.A(2), hcbx2+K
: Neat overhead/low starter that goes into command grab DM. You can use df+Dfor a faster low but it's much more strict with the timing of the max cancel to avoid a button. 33%-37%
 


===3 Stocks===
===3 Stocks===
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''Anywhere''
''Anywhere''


* f+A/B, BC run, cl. or cr. C, hcbx2+BD
* f+A/B, BC run, cl.C, hcbx2+BD
: Same as above only ending with SDM version. 45-48%.
: Same as above only ending with SDM version. 42-46%.
 
* cr.Ax1~2, st.A(1), f+A, hcbx2+BD
: The SDM version being 1 frame makes this combo possible. It's easier to add a cross-up rather than a front jump-in to this combo. 50%.
 


* (optional cross-up j.B), cr.Ax1~2, st.A(1), f+A, hcbx2+BD
===4 Stocks===
: The SDM version being 1 frame makes this combo possible. 50%.
 
* cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+BD
: Not enough more than the 2 stocks version to warrant the extra meter but good to know if that one would miss the kill by a hair. 60%.


==Notes==
==Notes==
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{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Li Xiangfei]]

Latest revision as of 13:58, 23 August 2024

Movelist

Throws

Kadoma - close, / +

Ryokuchi Kouen - close, / +

Command Moves

Sou Shouda - +

Kyuupo Gosentai - +

Fukupo Gosentai - +

Special Moves

Zen Chuoh Shin Saiha - +

Tenpohzan - + /

Nanpa - + /

Ei Sake (Tai Kuuchuu Kogeki) - During opponent's airborne attack,

Ei Sake (Tai Tachi Kougeki) - During opponent's standing attack,

Ei Sake (Tai Shagami Kougeki) - During opponent's crouching attack,

Zen Chuoh - +

Kanku: Zen Chuoh - +

Banhaku Ato Unage - + /

Ekisupo: Banhaku Ato Unage - + /

Desparation Moves

Hirotoshi Kami - + /

Maijinga - + /

Chou Pairon -

+
, (the game input of b+C is wrong)

Super Desparation Moves

Hirotoshi Kami - +

Maijinga - +

Hidden Super Desparation Move

Tenshinzan Kuzure Kiba - + /

Quick Starter Combo Reference

Notation
Remove a cr.A when using jump-in.

0 Bar

Anywhere



Corner

(jump-in), cr.Ax1~2, st.A(1) f+A, qcf+A = 18%

cross-up j.B, cl.C/D, dp+k = 27%
• Note: dp+AB/AD does 5%~ more damage.

(optional jump-in), cl.C/D, qcf+A, st.D = 28%

1 Bar

Anywhere

Very Close

(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, dp+B/AB = 33%-39%

(optional cross-up j.B), cr.A, st.A(2), hcbx2+k = 34%

2 Bar

Very Close

(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D = 45%

3 Bar

Very Close

(optional jump-in), cr.Ax1~2, st.A(1), f+A, hcbx2+BD = 50%

4 Bar

Very Close

(optional jump-in), cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+BD = 60%

Gameplay Overview

 

Normals

Close

  • cl.A/B/C/D are cancellable
  • cl. B chains into itself once.
  • cl. A can come out when intending to get st.A instead and netting you unwanted pushback, try to avoid it.


Standing

  • st.A is a two hit chop that is special and whiff cancelable on either hit, as well as her greatest combo tool.
  • st.B and st.D are Xiangfei's best spacing pokes.
  • st.B is useful as a range finder for her qcf+k command throw as it seems any distance you can land a st .B then you are in range for a command throw.


Crouch

  • cr.A chains into lights
  • cr.B can combo into st.A but it's a tricky link.
  • cr.A/C/D are special and whiff cancellable
  • cr.C has a vertical hitbox that makes it a situational anti-air


Jump

  • j.A/B/C/D are useful jump-ins
  • j.B is her best/only crossup tool with a great downward angled hitbox.
  • neutral j.B is horizontal which is useful for quickly controlling space.
  • neutral j.B/C and j.D are useful air-to-air moves
  • neutral j. D goes straight upward.


Blowback

  • st.CD is whiff cancellable which can be used to keep pressure on with her qcf+p.
  • Moves Xiangfei forward.
  • Hitbox stays out for an incredible amount of time.
  • j.CD is a great jump-in and air-to-air.

Throws

Kadoma - (close b/f + C)

  • Xiangfei grabs then shoves her opponent away.
  • Soft knockdown


Ryokuchi Kouen -  (close b/f + D)

  • Xiangfei twirls both herself and the opponent to switch sides. With her back facing them, she thrusts with both of her elbows.
  • Soft and reverse knockdown

Command Moves

Sou Shouda - (f + A)

  • Xiangfei throws both fists at the opponent.
  • Raw overhead.
  • Special cancelable when canceled into. Overhead property lost.
  • Safe on block.
  • Used in Xiangfei's bread and butter starters and inside blockstrings.


Kyuupo Gosentai - (f + B)

  • starts up like f+A, but she twists and throws a kick that hits low.
  • Special cancelable when canceled into. Still hits low.
  • A good way to change up her pressure from a normal f+A blockstring that might catch opponents trying to stand or jump if you add a qcf+p.
  • Unlike other things in her arsenal, using this in a blockstring will push her out of command throw range.


Fukupo Gosentai - (df + D)

  • Cuts out the f+A fakeout and goes straight to the low kick of f+B.
  • Will combo from lights unlike f+B, but is not special cancelable.

Special Moves

Nanpa - (qcf + A/C)

  • Xiangfei creates a sphere of power in front of her, blasting the opponent into the air
  • Hits mid
  • Soft knockdown
  • Both versions can be made safe on block from the proper distances, but are slightly negative point blank. Less so for C version.
  • Causes an air juggle that differs in what moves can follow said juggle between the two versions. Only can be taken advantage of in the corner.
  • A version can be combo'd into.
  • In the corner, A version can be follow up in the juggle state by a st. B/D for a reset opportunity.
  • C version can't be combo'd into.
  • C version advances Xiangfei further toward the opponent.
  • In the corner, you can follow up with dp+B or a heavy move during the juggle state.


Zen Chuoh- (qcf + B)

  • Xiangfei rolls toward the opponent, bear hugs them, and does an elbow thrust.
  • Like most throws, opponents cannot be thrown from block or hit stun.
  • The range to land the throw after the roll is roughly four steps back from the opponent.

Kanku: Zen Chuoh -  (qcf + B)

  • As a follow up she kicks the opponent down in the air and causes a hard knockdown.
  • Can be done late after the throw, but there's no use for it. Always do it immediately after the grab.


Zen Chuoh Shin Saiha - (qcf + D)

  • Same as qcf+B except instead of an elbow, she tosses them backwards and does a mean jumping headbutt.
  • Soft reverse knockdown
  • Great for cornering opponents especially turning the tides if you yourself are cornered.


Tenpohzan - (dp + B/D)

  • Xiangfei throws her shoulder out and jumps into the air.
  • Two-hit dp move that hits mid.
  • Soft knockdown.
  • Only combos from close heavy normals.
  • Both versions are super cancellable on the first hit only.
  • Decent invulnerability as reversal.
  • D version protects more vertical space.
  • D version has more invulnerability on startup, but is a risky move to throw out given how negative Xiangfei is if it whiffs.
  • If you input it as dp+AB/AD instead of dp+B/D it does around ~5% more damage


Ei Sake / Esaka - (A u/f/d) during opponent's attack

  • A very unorthodox counter against any hitting moves but projectiles, both long and short-range. While it is not central to her game plan, it can definitely be a strong tool once mastered.
  • You must input A first, then u/f/d within a 10f window and the direction needs to be done/held while there's an active hitbox on the screen, no matter where on the screen.
  • While the counter can activate from anywhere, it'll obviously whiff if the opponent's hurtbox isn't in range.
  • Note that if you don't input u/f/d within a 4f window, you'll get st.A first, though it can then whiff cancel into counter.
  • If st.A does come out, you'd obviously need to not get hit during at least the 3f window necessary to reach st.A's whiff cancel window.
  • Additionally, the direction needs to match the state of the opponent during the attack as will be covered for each version.
  • When they come out, counters get some autoguard while being fully invincible until the hit is over, then entering a fairly long and vulnerable recovery.
  • They are special moves so button hold applies, meaning if you have the leeway, holding the direction helps.
  • This makes doing a counter after recovering, for example against a meaty on wake-up, especially easy as you can press A early then just hold the appropriate direction.
  • It doesn't come into play any often but it's good to note that the counters are unblockable so if the opponent's attack would recover in time, they'd just get hit trying to block it.


Ei Sake (Tai Kuuchuu Kougeki) - (A u) during opponent's airborne attack
  • Not only jump-ins but moves like Terry's qcb+P, K's qcb+K and Leona's f+B are all included.
  • When doing it raw, it's very important not to press the direction too early before a hitbox is out as you could get a j.A that would lose to just about anything you were trying to counter.
  • Soft knockdown
  • Combo advice: If you're in max mode beforehand, you can super cancel this counter into her AC DM that'd whiff to then delay the follow-ups and hit the falling opponent with b+C, landing you a juggle for more damage. This means potentially 28% for 1 bar every time you can counter an opponent's jump-in, it's pretty good if consistent.


Ei Sake (Tai Tachi Kougeki) - (A f) during opponent's standing attack
  • Beware of stuff like dps where only the first hit counts as standing.
  • When doing it raw, it's very important not to press the direction too early before a hitbox is out as you could get a f+A that would lose to just about anything you were trying to counter.
  • This move is one of the best counters in the game to Bao's backdash qcb+C, usually very hard to deal with. From a backdash qcb+C very quickly comes low enough to the ground to go from airborne to standing. This means that unless point-blank, Xiangfei just whiffing st.A's and holding forward behind them gives Bao very little room to backdash qcb+C without running headfirst into her counter, while not giving him the standard way out of baiting the counter to punish its recovery either.
  • Special cancelable
  • Does not knockdown but pushes back the opponent about half a screen distance.
  • This is a big downside because if you don't cancel it, you're not only negative on hit but depending on the distance you're still in range of fast moves like Kyo's qcf+A, Iori's qcb+C, or Ryo's hcb+B and qcfx2+AC. So make sure to always cancel this into qcf+C for additional damage and knockdown for better advantage.


Ei Sake (Tai Shagami Kougeki) - (A d) during opponent's crouching attack
  • They don't have to hit low (i.e. most cr.C)
  • Super-cancelable
  • Soft knockdown
  • Combo advice: Only qcf,hcb+D/BD will properly connect after and from almost full range.


Banhaku Ato Unage - (hcb,f + A/C)

  • Command throw that spins the opponent in the opposite direction giving you a follow up.
  • Incredibly small activation range where even being seemingly point blank isn't enough.
  • Can run or hyper hop to the opponent to start a combo.

Ekisupo: Banhaku Ato Unage - (qcb + A/C)

  • Xiangfei follows the throw with a shoulder smash that is both special and super cancelable.
  • Super-canceling still costs an extra bar even if the natural special cancel may suggest otherwise.
  • The follow up must be inputted in relation to the command throw, meaning that the qcb must be in the same direction as the original hcb part of the throw.
  • Can press AC instead of inputting qcb+p to do the follow-up.

Desparation Moves

Hirotoshi Kami - (qcf, hcb + B/D)

  • Xiangfei dashes forward doing a shoulder tackle knocking the opponent away.
  • Hits mid
  • Causes soft knockdown and hits the opponent a full screen away.
  • D version combos from just about anything that will juggle the opponent in the air.
  • The most difficult DM to combo on grounded opponents, only doing so from dp+k(1), a successful anti-air/standing attack counter, or from hcb,f+p > qcb+p.

Maijinga - (hcb x 2 + B/D)

  • Xiangfei grabs her opponent then applies energy pressure to their stomach area for one-hundred hits.
  • A command grab DM, can be combo'd into from her st.A(2).
  • Hard knockdown
  • If whiffed the energy that comes out of Xiangfei's hand can still hit the opponent and do some damage. Soft knockdown.

Chou Pairon -  (A + C) > (b, df + C) > (b, C)

  • Xiangfei slams the opponent then follows up to launch them in the air.
  • You can kara cancel the first and second hits. The former is usually done to use the 2nd hit's bigger range in combos/punishes.
  • To do the kara cancel, after pressing AC, input and buffer b,df+C shortly before the super flash ends (you may hold C here to make it easier). Done right, Xiangfei skips doing the first attack and starts with the 2nd instead.
  • b,df+C can be inputted as hcf+C.
  • Leads to juggle state where you can land dp+B, and qcf,hcb+K/BD.

Super Desperation Moves

Hirotoshi Kami - (qcf, hcb + BD)

  • Does significantly more damage than the regular version.


Maijinga - (hcb x 2 + BD)

  • More damaging and faster than the DM version, a 1f grab instead of 4f.
  • Hard knockdown
  • Can randomly do 2002 hits instead of 103 along with a 50% damage boost, then doing ~54%. Probability: 6%

Hidden Super Desperation Move

Tenshinzan Kuzure Kiba - (qcb, hcf + AC/BD)

  • Xiangfei hops into the background like in RBFF, then hops toward the opponent. If she hits them, she does a backflip kick knocking them into the air, then jumps and does a shoulder uppercut hitting them again for a solid 43%.
  • Cannot be combo'd into at all by the DM's nature.
  • AC hits high, and BD hits low.
  • Fullscreen range, and very accurate targeting, even on jumping opponents.
  • Though jumping may be a good option to avoid it, Xiangfei is still able to hit airborne opponents if timed right.
  • Soft knockdown

Combos

The game notes b+C as the 2nd follow-up's input but that is wrong, it is b, C. In reality however, there's little difference so b+C won't be removed from combos
Remember to only use one cr.A after a front jump-in.

0 stock

Anywhere

 ★ cr.Ax1~2, st.A(1), f+A, qcf+A

Your bread and butter both as a combo and as a blockstring. 18%.
  • cl.C/D, dp+K
You need a cross-up for Xiangfei to get both hits out of dp+B, dp+D preferred if you can confirm it. 25-27%.

 ★ cl.C/D, dp+AB/AD

Pressing A along with B/D increases dp+K's damage by about 5%. It's recommended that you press AD(or ABCD) to avoid a roll cancel and dp+AB's first hit whiffing off a front jump-in. 31%.

Corner

 ★ j.X, cl.C/D, qcf+A, st.D

Great corner combo that ends in a reset.
  • st.A(1), f+A, qcf+A, st.D
Adding a jump-in here is very specific. Not a good combo altogether, st.D is best kept after a meaty qcf+A.


1 stock

Anywhere

 ★ cr.Ax1~2, st.A(2), AC > b,df+C > b+C, dp+B/AB

Comfortable hit confirm into launcher super. 33-39%.
  • cr.Ax1~2, st.A(1), f+A, (kara cancel) AC > b,df+C > b+C, dp+B/AB
Depending on timing the second hit of the super may land or whiff, make sure to always do the third one fast to get the combo regardless. This combo is good for confirming. 30-39%
  • cr.A, st.A(2), hcbx2+K
It's easier to add a cross-up rather than a front jump-in to this combo. 34%.


2 stocks

Anywhere

 ★ cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D

Very consistent for the damage you get out of it. 45%.
  • f+A/B, BC run, st.A(2), hcbx2+K
Neat overhead/low starter that goes into command grab DM. You can use df+Dfor a faster low but it's much more strict with the timing of the max cancel to avoid a button. 33%-37%


3 Stocks

Anywhere

  • f+A/B, BC run, cl.C, hcbx2+BD
Same as above only ending with SDM version. 42-46%.
  • cr.Ax1~2, st.A(1), f+A, hcbx2+BD
The SDM version being 1 frame makes this combo possible. It's easier to add a cross-up rather than a front jump-in to this combo. 50%.


4 Stocks

  • cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+BD
Not enough more than the 2 stocks version to warrant the extra meter but good to know if that one would miss the kill by a hair. 60%.

Notes

  • Builds meter fairly quickly
  • lots of speed. Especially with back dash
  • Meaty fireball
  • Almost guaranteed extra damage after Chou Pairon. Preferably by using Hirotoshi Kami
  • Very useful HSDM

Videos

Xiangfei Combo Tutorial
台灣-阿澤/Aze (Xiangfei Best Rounds)
台灣-阿澤/Aze (Xiangfei Best Rounds 2)
Xiangfei Master Class

External Links

Check Li Xiangfei's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at Orochinagi

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