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The King of Fighters 2002 UM/Li Xiangfei
Movelist
0 Bar |
Anywhere |
(jump-in), cr.Ax1~2, st.A(1) f+A, qcf+A = 18% cross-up j.B, cl.C/D, dp+k = 27% (optional jump-in), cl.C/D, qcf+A, st.D = 28% |
1 Bar |
Anywhere Very Close |
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 |
cr.Ax1~2, st.A(2), AC > b,df+C > b+C, qcf,hcb+D = 44% |
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% |
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
- causes an air juggle
- A version can be comboed 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
- C version can't be comboed 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 and lands an unblockable throw.
- 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.
- Any
┗Kanku: Zen Chuoh - (qcf + B)
- As a follow up she kicks the opponent in the air and causes a hard knockdown.
Zen Chuoh Shin Saiha - (qcf + D)
- Same as qcf+B except she throws the opponent behind her, dealing 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.
- 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 (Tai Kuuchuu Kougeki) - (A~u) counter attack move
- For all counters, you must input A, then u/f/d in a 4f window. Not at the same time.
- 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,
- There is auto-guard when counters successfully come out.
- Will only respond to aerial attacks.
- Soft knockdown
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
- Will respond only to crouch attacks, but they don't have to hit low (i.e. most cr. C's)
- Soft knockdown
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 hold 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 the full screen away
- D version combos from just about anything that will juggle the opponent in the air
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 x2
- 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 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.
- leads to juggle state where you can land dp+B, and qcf,hcb+k/BD.
Super Desperation Moves
Hirotoshi Kami - (qcf~hcb + B+D)
- Does significantly more damage than the regular version.
Maijinga - (hcb x 2 + B+D)
- 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 Moves
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.
Combos
0 stock
Anywhere
★ (Optional jump-in), 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%.
- cross-up j.B, cl.C/D, dp+k
- The cross-up allows Xiangfei to get both hits out of dp+k. 25-27%.
★ cross-up j.B, 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%.
Corner
★ j.X, cl.C/D, qcf+A, st. D
- Great corner combo that ends in a reset.
- j. X, cr.A, 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.
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%.
- (optional cross-up j.B), cr.A, st.A(2), hcbx2+k
- 34%.
2 stocks
Anywhere
- f+A/B, BC run, cl. or cr. C, hcbx2+k
- 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%.
3 Stocks
Anywhere
- f+A/B, BC run, cl. or cr. C, hcbx2+BD
- Same as above only ending with SDM version. 45-48%.
- (optional cross-up j.B), cr.Ax1~2, st.A(1), f+A, hcbx2+BD
- The SDM version being 1 frame makes this combo possible. 50%.
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
External Links
Check Li Xiangfei's frame data
Discuss at 02UM Discord server
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