|description=The shoulder check of a lifetime. Fast, but can't combo off of anything but anti-air Esaka. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.
|description=The shoulder check of a lifetime. Decently fast startup and has some limited use in combos. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.
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
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 (within 83px of 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.
Kousentai 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.B
Neutral Jump/HopDiagonal Jump/Hop
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Jump/Hop
8
3/11
5
8
5
9
5
H
-
-
-
Diagonal Jump
8
3/11
5
20
5
9
5
H
-
-
-
Diagonal Hop
8
3/11
5
14
5
9
5
H
-
-
-
j.C
Neutral Jump/HopDiagonal Jump/Hop
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Jump
16
6/22
8
3
8
18
12
H
-
-
-
Neutral Hop
16
6/22
8
6
5
18
12
H
-
-
-
Diagonal Jump
16
6/22
13
9
8
15
9
H
-
-
-
Diagonal Jump
16
6/22
13
10
5
18
12
H
-
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
4/18
7
3+3
18
2(3)
-4(-3)
HL
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
4/18
6
4+4
19
3
-3
L
N
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
2/11
24
2
12
2
0
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
2/11
24
4
12
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
6/22
26
2
11
13
7
HL
N
-
-
Throw
Ryukuchi Kou'en 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.
Mid counter. Bizarre input (tap the stick direction immediately AFTER hitting the button), can be kara cancelled from 5a startup or hidden in non-actionable frames. If inputted correctly, any mid-hitting normals intersecting her hurtbox within a few frames will immediately trigger the counter.
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
low
20
0
13
7
61
KD
-46
L
-
Y
N
Low counter. Similar to the above in all ways, but catches lows instead of mids.
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Anti-Air
20
0
10
4
37
KD
-19
HL
-
Y
N
Anti-air counter, by far the most useful of the three. Can turn any straightforward jump-in into a generous juggle. A bit annoying to do consistently but whiffing a 5A is more generous than, say, getting your ateminage empty jumped. However, it can be forced to whiff, notably by deep turnaround jumpins.
Desperation Moves
Daitetsujin 64123BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
76
?
23
18
25
KD
-4
HL
-
Y
Y
The shoulder check of a lifetime. Decently fast startup and has some limited use in combos. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.
Chou Pailong (after n.C), 616AB, 616AB
First StrikeSecond Strike
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
First Strike
21
0
3
1
29
KD
-4
HL
Y
N
Y
616AB during the startup of or after hitting n.5c. When you have access to it, try and confirm this, it'll open up a lot of damage. There's some elder_tech associated with this move, as stated earlier you can actually do this during the STARTUP of n.5c if your execution is good enough (it's much harder than it sounds). gitr recommends 616C~AB~616AB, see article. This theoretically makes it an extremely fast and rewarding punisher and allows you to juggle into it in corner combos, but this may not be match-practical.
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Second Strike
49
0
6
2
62
KD
N/A
HL
N
N
Y
616AB again after landing the first Chou Pailong followup. Massive damage, always do it if you can. Only thing to watch out for is that it'll take them out of the corner if you use it there.
Super Desperation Move
Majinga 360C
Throw, 53pc rangeStrike
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Throw
96
-
0
1
N/A
KD
N/A
THR
-
N
N
This is the good stuff. A brutal 0f command throw with brutally awful range and the dubious honor of being the only command grab DM/SDM with a whiff animation in the entire game, the massive damage and fear factor more than make up for the downsides. Can be kara'd as 6A3214789C or buffered from dash, 5C66A, or the 4B5C to mitigate the awful range.
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Strike
54
-
25
4
61
KD
-37
HL
-
N
Y
The version of Majinga you get if they can't be thrown on the activation frame (i.e. a glorified whiff). Xiangfei pops a large explosion projectile in front of her, dealing a little over half the damage of the command grab. You don't really want this, it'll only ever hit anyone if they're neutral jumping as you use it, which can happen from time to time when you go for command throw Majinga in corner pressure. Can also juggle off of anti-air Esaka but just use Daitetsujin instead please. Getting this blocked sucks ass, you'll eat their biggest jumpin punish while Xiangfei fixes her hair.
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)
b + B (*, _)---> D (E)
B in air (O)---> C (F, H, 0, E)
Strong Starters
C (*) --------> f, f + A (1, >, E)
Combos
Meterless
5B(5B) xx 236A
B5B doesn't have enough hitstun to land Senri
2B2B xx 236B 236B
AAC xx 236B 236B
A/B5B3C 236A
j.C AB xx 236B 236B
A useful confirm into Senri at jumpin spacings where 2B2B will whiff
A~8 236A 236A
Corner Only
236C 623B
BB3C 236A 623B
A~8 236A(x2-3) 623B
Getting 3 Nanpas in the juggle requires the first one to hit late in its active frames, very difficult
A~8(Trade) (5A5B)3C 236A(x2) 623B
Metered
(j.B/j.C) 5C xx 616AB xx 616AB
A5C 64123BC
Extremely finicky to input
A~8 64123BC 623B
A~8 64123BC 616(C)~AB xx 616AB
Linking Daitetsujin off of high Esaka can be extremely difficult or impossible depending on the height of the counter. It's free off of a trade.