2k2 UM - Xiang Fei

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Kane317
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2k2 UM - Xiang Fei

Post by Kane317 » Thu Mar 19, 2009 18:49

SPECIAL MOVES

Tenbau Zan: [dp+B/D]

Nanpa: [qcf+A/C]

Senri Chuu'ou: [qcf+B]

Kanku: [qcf+B during Senri Chuu'ou]

Senri Chuu'ou: Shinsaiha: [qcf+D]

DESPERATION MOVES

: [AC > b,d/f+C > b+C]
Guard break.

Taitetsujin: [qcf,hcb+B/D]

Majinga: [hcbx2+A/C in close]

CommandGrab: [hcb,f+C]

CommandFollowup: [qcb+C during CommandGrab]

SUPER DESPERATION MOVES

Majinga: [hcbx2+AC in close]

HIDDEN SUPER DESPERATION MOVES

: qcb,hcf+AC or BD
Last edited by Kane317 on Thu Mar 19, 2009 20:10, edited 2 times in total.

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Re: 2k2 UM - Xiang Fei

Post by Kane317 » Thu Mar 19, 2009 19:00

-She is THE battery of choice and she's very fast.

-qcf+A is used for comboing but qcf+C hits deceivingly far and has great recovery (has pressure, try this and see how effective this is: s.C, f+B, qcf+C, qcf+C--it's all blocked but the last qcf+C comes out so fast it's ridiculous). qcf+C just seems to have high priority.

-Got her counters to work. There is no separate animation unless it connects, it looks like her s.A and if you tap up, fwd or dwn afterwards they counter. I've only managed to do her up one but it allows another follow up with anything.

-You can (still) run after her scum gale grab (hcb~f+P) and combo s.C, f+A, qcf+A, OR you can simply do the follow up to the scum gale, qcb+P (incidently can be performed both ways) into dp+K which curiously does the same damage. The follow up hit is also SCable.

-d.A, s.B/s.A, f+A, hcbx2+K grab DM works

-Her HSDM (qcb~hcf+AC/BD) The punch one is an overhead and the kick one hits low, so mix it up coz it's decently fast as well. Due to the plane shifting nature, it's a deceiving little anti air HSDM as well. Definitely one of the better HSDMs in the game hands down.

From CX:
TV-kun :
I use her a lot =]

you can wire oponent up to five times with the DM

A useful combo is sB,sA,f+A,qcf+A or, dB,sA,f+A,qcf+A
JHUN :
SHES STRONG.

STRONGGGGGGGGGGGGGGGGGGGGG.

Far D is an insanely good poke, its like Yashiro's farC with longer range except it covers the whole ground area and is much much faster, almost as fast as Angel's farC, and its fast enough that it stops people trying to hyperjump. Damage is high (not like Angel's far C which stops everything but has shitty damage), though it does trade with sweeps.

...

Far D and vertical jump Cs (her best air to air, it seems to work similar to Mature's jump C) would keep opponents pinned down in corners, double Jump CDs tended to occur a lot as well (1st hit doing a counter hit with a followup jumpCD) cos its just so fast.
Alternate275 :
Just taking notes on some combos...
cr.A, cr.A, s.A(1hit), f+A 100hit super

BT combo
Crossup, cr.A, cr.A, s.A(1hit), f+A, BC, dashin, cr.A, s.A (1hit), RekkaSuper, DP

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