|description=Slow double palm strike. A decent punisher with a forgiving hitbox. This version of the attack will not give you the 66a or 616AB followups, you need to land the close version.
|description=Slow double palm strike. A decent punisher with a forgiving hitbox. This version of the attack will not give you the Chou Pailong followups, you need to land the close version.
Fatal Fury's take on the "kung fu girl/guy with a really annoying voice" stereotype turned out to be a rather interesting one. Xiangfei is a mobile, versatile character who does best when she's frustrating the opponent to death at mid to close range. Her frame data and staggers aren't quite solid enough to be played like some of the suffocating rushdown characters that she may superficially resemble, but her plethora of solid defensive options and surprising poke range supports a skittish but effective neutral-focused playstyle with a nice bag of gimmicks. The big downsides are her weak mixup and an awkward lack of damaging combos outside of close range. Still, a solid mid-high tier character overall.
Pros
Cons
speedy ground movement
good pokes
fully invincible backdash
unique set of counters can shut out predictable offense
solid suite of breakshots
j.C
great corner pressure and massive corner carry with elbow
can just delete you if she has super
relatively weak damage-wise, even at close range her punishes aren't amazing without S- or P-power
anti-airs are either unreliable or extremely comittal
no mix
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
3/11
5
2
10
4
0
HL
Y
-
-
Standard jab.
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/11
6
3
18
-5
-9
HL
Y
-
-
Her longest reaching standing poke, confirm into 5BB3C juggle or 5B2B elbow on close to medium range hit and light puffball on farther hits.
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
6/22
14
4
20
2(3)
-4(-3)
HL
Y
-
-
Slow double palm strike. A decent punisher with a forgiving hitbox. This version of the attack will not give you the Chou Pailong followups, you need to land the close version.
n.5C
Comes out within 83px of the opponent
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
6/11
9
5
20
1(3)
-5(-3)
HL
Y
-
-
Somewhat faster double palm strike. The better startup helps, but it's still prone to getting stuffed if you just throw it out at close range. Decent meaty though, and the reward for landing it is massive if you have access to S-power.
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
3/11
5
2
10
4
0
HL
Y
-
-
Standard jab from crouch. Almost entirely interchangable with 5a.
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/11
5
8
9
-1
-5
L
Y
-
-
Go-to low poke. Middling range but extremely quick (beating her jabs by a frame!) with safe chain options, if you're close enough to use this you probably want to.
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
6/26
9
8
28
KD
-14(-3)
L
Y
-
-
Sweep. Useful at footsie ranges where 5B and 2B would whiff or fail to confirm. Frame data is quite good if you feint cancel it or frame trap with a special, please don't let this whiff or go un-canceled.
Command
Ri mon Chou Chu 6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
?
12
3
13
0
0
HL
Y
-
-
Like 5A with twice the startup and some forward movement. Pretty useless on its own, it can start chains into 5B3C juggle more consistently than B normals in certain punish situations, which is good when you want her corner combo. The most applicable use of this move is kara canceling into chains and specials, her 360C command grab gains a much needed (though still piddling) boost in range when kara cancelled from this move.
4B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
?
20
6
21
1(3)
-5(-3)
L
Y
-
-
Really gimmicky, same animation and range as 2C but takes twice as long to come out while leaving them standing with heavy hitstun for a confirm. Generally worse than sweep, but it has an interesting kara cancel window I guess.
High Avoid Attack 5AB
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
5/18
7
4
28
-6(3)
-12(-3)
HL
Y
-
-
It's her high avoid attack, does what it says on the tin. Not actually a very good anti-air at most angles, this thing's purpose is to poke/counter-poke and it's good at it. Don't whiff this one either if you can help it.
Jumping
j.A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
6
3/11
5
8
5
9
5
HL
-
-
-
j.8B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/11
5
8
5
9
5
H
-
-
-
j.7/9b
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
3/11
5
14
5
9
5
H
-
-
-
j.8C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
6/22
8
6(hop) 3(fj)
5(hop) 8(fj)
18
12
H
-
-
-
j.7/9C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
6/22
13
10(hop) 9(fj)
5(hop) 8(fj)
18(hop) 15(fj)
12(hop) 9(fj)
H
-
-
-
Throw
Reverse Elbows 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Sideswitches.
Feints
Tenpouzan Feint 4AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
22
-
-
-
-
-
-
Your go-to feint cancel, though far too slow to enable fancy combos. The upper body invulnerability this move confers is pretty useful, it can make counter-pokes and even breakshots whiff if timed right.
Daitetsujin Feint 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
24
-
-
-
-
-
-
Slower than 4AC and no change to your hitbox. Can psych out the opponent when you're in red life and random Daitetsujin is a real threat.
Special Moves
Nanpa 236A/C
Light NanpaHeavy Nanpa
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
28
5
14
4
29
-4
-6
HL
-
Y
Y
Light puffball. Great move to confirm, harass, and frame trap with though limited by its minus frames on hit/block. At close ranges and in the corner especially this move will immediately end your turn or even get you punished so don't autopilot into it. Varying the timing of this move can eat certain breakshots. Both versions delete projectiles.
C
38
7
26
8
17
KD
2
HL
-
Y
Y
Heavy puffball. Xiangfei takes a step forward before loosing this, extending the total range to about halfscreen. Leaves you plus on block but extremely vulnerable to breakshots if they have meter. I think it kicks ass as a meaty if you know they won't breakshot or invincible reversal, +10 is hard to argue with and it can be timed to catch tech.
Tenpouzan 623B
9f invuln
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12+18(27)
2+4
4
5, 20
43
KD
lol
HL
-
Y
Y
Xiangfei's DP. Great invuln and priority, though the damage is somewhat low when only the 2nd hit connects. Horizontal range is bad, keep that in mind if you breakshot with this.
Senri Chuu'ou 236B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
5
21
22
25
KD
-5
HL
-
N
N
Elbow hitgrab you can combo into. Xiangfei dives towards the opponent and sends them flying to the corner of the screen if the grab connects. Always go for the followup.
Senri Chuu'ou: Kankuu 236B while landing Senri Chuu'ou
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11+11(17)
2+2
18
7, 10
20
KD
N/A
N/A
-
N
Y
Canned followup to Senri. One of the hits whiffs on Billy midscreen, halving the damage. Still, always do this.
Senri Chuu'ou: Shinsaiha 214B during Senri startup
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
0+35(30†)
7
26
6
24
KD
N/A
THR
-
N
N
Alternate true command throw version of Senri, as such you can't combo into it. Use sparingly to break downbacking.
Esaka (Breakshot)
- High - A then u just as you are about to be hit.
- Mid - A then f just as you are about to be hit.
- Low - A then d just as you are about to be hit.
Counter
Desperation Moves
Taitetsujin - f, hcf + BC
S. Power.
Xiangfei extends her arms out and brings them to her side. The ground explodes sending the dust up clouding her, then she dashes out and tackles the opponent.
Very fast, though vulnerable to projectiles.
Good move, but not very comboable.
More useful for catching people off guard or in the middle of something else.
Chou Pairon Starter - C
Must touch the opponent for followups to come out.
- Follow Up - f, db, fd+ AB
If Chou Pairon Starter is blocked, this follow up is possible but you cannot perform the Finish.
- Finish - f, db, f + AB
Xiangfei does her strong attack, then follows up by rushing in with a double palm strike, and finishes with a shoulder ram, sending the opponent into the wall.
This move is more recommended for comboing and is overall her better DM.
Super Desperation Move
Majinga - 360 + C
Xiangfei puts her hands on the opponent's chest, forcing her chi into the opponent and sends them flying.
Does 100 Rush Hits.
If missed, she'll still her her arm out, palm open, and will let out a chi blast that does half the damage.
Connects close.
Unblockable.
Chain Attacks
Punch Starters
A (*) --------> A (*) -----> A (*) -----> A -----> f + A (E)
d + A (*) | d + A (*) d + A (*) d + A
f + A (*) | C (*, E) B (*, E)
| C (E)
|
-----> ;B (*) -----> C (O, E)
| d + B (*, _) D + C (_, E)
| fd + C (*, A, E)
| D (<, E)
|
-----> C (*) -----> A (*) -----> C (E)
B (*, E) A + B (T, E)
D (T, E)
A in air (O)---> B (1, H, O, E)
C (1, H, O, E)
Kick Starters
B (*) --------> B(*) -----> C (0, E)
d + B (*, _) d + B (*, _) d + C (_, E)
df + C (*, A, E)
D (<, E)