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Xiaoyu by Avarus

Version: 1.0 | Updated: 11/03/2002

<...Xiaoyu FAQ...>

Author: Justin Luria
E-mail: Smilingwindow@aol.com
Handle: Avarus (EC), Lingmassacre (TZ)
Version: 1.0

Copyright Statement- All information in this document is open to the public.
Text that is used in this document is free for anyone to copy, but not to
plagiarize. If anyone wishes to copy this document, my consent is not needed.

Version History
-1.0: Origin
-1.1: Not a whole lot of work done. Added some stuff for AOP canceling in
to rain dance. Revised the list for things that cause wall stun. Fixed a
hopling retreat error. Revised the description for the Demon Flip. Added
a sidestep maneuver in evasion tactics. A little something for the


A. Why Ling?
B. Strengths & Weaknesses
C. Move List
D. Move Notes
E. Helpful Hints
      1. Rain Dance Canceling
      2. Rain Dance/Crouching to AOP Cradle Roll
      3. Hypnotist Canceling/Tactics
      4. AOP Canceling
      5. Hopling
      6. RC Buffering
F. Xiaoyu Strategies
      1. Jab Game
      2. Mix-ups
      3. Set-ups
      4. Duckling Picking
      5. Evasion
      6. Confusion
      7. Okizeme
      8. Overview
G. Tactics Regarding Gameplay
      1. Momentum
      2. Mind Games
      3. The Clock
      4. Baiting (feigning weakness)
H. Detailed Tactics and Analysis
      1. Walls
      2. Ranges
      3. Levels
	4. Characters
I. Custom Strings
J. Combos
K. About the Author
L. Special Thanks


Ling is an incredible character to learn and master. Her speed and
style set her apart from any other character in the game. She can be played
in a number of different ways, and still mange to win. The limit to Xiaoyu,
put simply, is the skill of the person using her. Learning to play this
agile, speedy, tricky character forces oneself to become more agile, speedy,
and tricky in the mind.
For any Jin player, a successful move repertoire might include a
little in excess of 15 moves and a number of motions. A successful Ling
player uses about 30 in game play. Learning her is the toughest challenge in
the game, right next to winning with Roger. But for all the effort one puts
in to this character, the reward is worth it. A successful Ling player is
respected in every tournament, and should be. Learning to use her is
something to be proud of. This FAQ will help you do just that.


      -Incredible Speed
      -Amazing versatility
      -Useful mix-ups
      -Good at every range

      Ling's strength, put simply, is the ability to function in any
situation. She is an incredible force, but only as good as the person using
her. I have been playing Xiaoyu for four years, and I still have to
practice with her. She is extremely good when used to her full potential,
which should be the goal of anyone trying to use her. Paired with the
skills of the player (reaction time, foresight, and adaptation), Xiaoyu is
near unbeatable.

      -Low damage per hit
      -Smaller life bar
      -High risk character
      -Low priority moves

      A friend once told me that I have to hit an opponent 10 times in order
to do the same damage that they inflict in 2. It's not easy being a Ling
player! One laser scraper on a CH and she's dead. The only way to over
come her weaknesses is simply not to get hit, which isn't the easiest
thing to do.


(Front) 2+4                   Ruby               {2}
        F+2+4                 Jade               {2}
        QCB+2                 Dislocator         {2}
        f+2~1                 Human Hurdle       {1+2}
        D/F+2+4               Dragon Fall        {2}
        (RD) f,f+(1+3)_(2+4)  Hop N' Throw       {2}
	  (RD) f,f+3+4          Neck Squeeze Slap
	  (AOP) (2+4)_(1+3)     Cradle Throw       {2}
(Left)  (2+4)_(F+2+4)         Arm Hook Toss      {1}
(Right) (2+4)_(F+2+4)         Dump The Bucket    {2}
(Back)  (2+4)_(F+2+4)         Spinning Leg Trip  {2}

1,2                         Bayonet
1,2,1                       BAYONET, FORTUNE COOKIE
1,d+2                       Bayonet McTwist (RD)
1,D+2                       -Facing Forward
  1+2                       --BIRDS FLOCK
b+1_2                       Knifehand Reversal, (RD)
B+1_2                       -Facing Forward
d+1                         Sunset Fan                        *RC*
  D                         -(AOP)
d/b+1                       Storming Flower                   *Taunt on CH*
u+1                         Single Fan, (RD)
U+1                         -Facing Forward
d/f+1                       Belly Chop, (RD)
D/F+1                       -Facing Forward
1+2                         Bird Flock
f,f+1+2,1+2                 X Marks The Spot                  *Master Counter*
u+1+2~3+4                   Ginger Snap
u+1+2,2>1                   Double Fan, Hydragea, Fortune Cookie
1+4                         High/Mid Parry
2,1                         April Showers, (RD)
2,D/F+1                     -Facing Forward
d/f+2~1                     Cross Lifting Palms               *Juggles*
WS+2                        Sunflower, (RD)                   *Juggles on CH*
  ~f                        -Facing Forward
WS+2 *Hold Down 2*          Delayed Sunflower, (RD)           *Juggles*
  ~f                        -Facing Forward
FC,d/f+2                    Shady Lotus
FC,D/F+2                    -(RD)
  1                         -Lotus Twist
FC,[D/F]+2,1                -(RD)
f,f+2>1                     HYDRAGEA, FORTUNE COOKIE
3                           POWER CRESCENT
f+3		                Advancing Power Crescent
d+3,4                       LOW SWEEP, HIGH ROUNDHOUSE
f,f+3                       Raccoon Kick, (RD)
d/f+3                       Mid Punt Kick
FC,3,2                      Fire Dance (RD)
  1>4                       -Fire Dancer                      *Juggles*
d/b+3                       Offensive Shove                   *Unblockable*
4~3                         DEMON FLIP                        *RC*
  d+1+2                     -(AOP)
SS+4                        PARTING SWEEP                     *Floats on CH*
f,f+4                       Step Kick
  ~4                        -BLOCKED KICKOFF                  *Blocked Kick*
    d+1+2                   --(AOP)
(u/b_u_u/f)+3               PIROETTE KICK
  d+1+2                     -(AOP)
d/b+4                       Kneecap Kick                      *Floats on CH*
u_u/f+4                     Cyanide                           *Floats on CH*
u+4,d+1+2                   CYANIDE, (AOP)
b+4                         Twin Phoenix, (RD)
B+4                         -Facing Forward
FC,d/f+4                    Flower Garden, (AOP)
  4                         -Flower Garden cont.
WS+4                        Skyscraper Kick                   *Floats*
4                           LIFTING FOOT                      *Juggles*
b,b~u/b                     RUNUP BACKFLIP, (RD)              *Against Wall*

u+41.2.(1+2).   Tenstring
*Stopping after 6th hit - (RD)*
u+41.244..2.1+2.1.4..2      Tenstring
*Stopping after 4th hit - (AOP)*

Special Motions from Neutral

d+1+2                       Art of Phoenix
f+1+2                       Clockwise Cartwheel
b+1+2                       Hypnotist Walk
  ~1+2                      -Immediate Power Spinstrike       *Unblockable*
  ~1+2, b,b                 -Power Spinstrike Cancel (RD)     *RC Rain Dance*
  ~2                        -Immediate Spinsticker
  >2                        -Spinsticker
  >1+2                      -Power Spinstrike                 *Unblockable*
  >1+2, b,b                 -Power Spinstrike Cancel (RD)     *RC Rain Dance*
3+4                         Axis Spin In
d+3+4                       Axis Spin Out
f+3+4                       Counter-Clockwise Dive            *RC Rain Dance*
b+3+4                       Rain Dance
f,f+3+4                     Overhead Flip
FC,d/b+3+4                  Crouching Backturn (RD)           *RC Rain Dance*
1+3+4                       Horizon Taunt
2+3+4                       Waving Taunt                      *Stuns on hit*

Rain Dance (RD) Position - b+3+4
1                           REVERSE ELBOW                     *Stuns on CH*
d+1_2                       Low Punch                         *RC*
2                           Backhand (RD)
 1                          -Dark and Stormy
  >4                        -Dark and Stormy Series           *Juggles*
3                           HORSE KICKOUT, FORWARD TUMBLE
f+3                         TURNING MIDKICK
d+3                         Reverse Ankle Kick, (RD)
D+3                         -Facing Forward
f,f+3                       Peg Leg, (RD)
4                           Mistrust                          *Juggles*
d+4                         Offensive Shove
d/b+4                       Turning Low Kick

Special Motions from Rain Dance

d+1+2                       Art of Phoenix
3+4                         Spinner Dodge In
d+3+4                       Spinner Dodge Out
b,N~3+4                     SPINNER DODGE AWAY, (RD)
B+3+4                       DOUBLE SPINNER DODGE AWAY
f+3+4                       California Roll
  ~3+4                      -Kangaroo Kick                    *Juggles*
f,f+3+4                     Reverse Overhead Flip             *Throw-Clean Hit*

Art of Phoenix (AOP) Stance - d+1+2

1                           Stomach Strike                     *RC*
2                           Hard Stomach Strike
  >1                        -STORMING FLOWER
~1+2                        Wave Crest-Quick                   *Juggles*
1+2                         Wave Crest-Power                   *Juggles*
d+1+2                       Wave Crest-Heavy                   *Juggles*
3                           Knee Stabber
u/f+3                       Jumpkick                           *Juggles*
  3_4                       -Thrustkick_Hopkick
u/f,3                       Pirouette Kick                     *BT on Hit*
U/F>N,3                     -Phoenix Hopsweep                  *Floats*
U/F_U_U/B>4                 Crane Kick
3+4                         CHANG CANNON
4                           Flower Kick
  B                         -(RD)
f+4                         Flower Garden, (AOP)
  4                         -Flower Garden cont.
u+4                         Flower Power                       *RC*
  U                         -Tricky Flower, (RD)
  d+1+2                     -(AOP)
  4                         -Flower Power
4~3 [~U_D]                  Firecracker [Roll right_Roll left]

Special Motions from AOP

1+3 [~D]                    Cradle Throw Clockwise             [Cancel *RC*]
2+4 [~D]                    Cradle Throw Counter-Clockwise     [Cancel *RC*]
f+3+4                       Forward Roll                       *RC*
  ~D                        -ART OF PHEONIX
b+3+4                       Rain Dance
d                           Phoenix Duck
u                           Stand Up                           *RC*



2+4                         Ruby                                     Damage: 30
      Ling's basic throw. The opponent is thrown sideways to Xiaoyu a little bit
closer than with Jade. Great for set-ups and okizeme! Use this throw whenever
you have the opportunity to do so. Even if the opponent breaks the throw, there's
not much they can do after it, especially if you sidestep into Rain Dance. As long
as your opponent doesn't duck, it's a great move to use. Look at it as a quick,
high, unblockable move.

F+2+4                       Jade                                     Damage: 20,10
      Nearly the same properties as Ruby. For okizeme, try cross lifting palms
(d/f+2~1) or jump over tactics. Cross lifting palms will hit 99% of the time, jump
over tactics are good set-ups. Note: the same tactics can be applied to the Ruby.
Unfortunately, unlike in tekken tag, this throw is a {2} break. Don't try to
"mix it up" with the Ruby because it's the same button break.

QCB+2                       Dislocator                               Damage: 35
      The opponent lands face up, feet away. Useful for okizeme, but a bit harder
to pull off. For Jade and Ruby it is possible to dash in and throw. Unfortunately
the last input of the dislocator is B, so there will be a definite pause in the
throw execution if you try to dash in. If you do manage to land it, try a demon
flip afterwards. Most people I've faced tend to roll away after this move. If
they catch on, try a quick ground hit like d+3.

f+2~1                       Human Hurdle                             Damage: 4
      Ling's only double button escape. It's a good four points of damage, and
it puts the momentum of the fight on your side. Since nearly all of Ling's
throws in the game are {2} breaks, chances are no one will break the throw.
However, if it does manage to be escaped, block afterwards. When this throw is
broken it leaves you at a six frame disadvantage. Use the throw when you need
damage. It's a great way to start a fight because it puts the first few moments
of the fight in your favor.

D/F+2+4                     Dragon Fall                              Damage: 30
      This is a great throw to use in place of the Dislocator. The opponent lands
face up, feet away. While missing out on an extra five points of damage, you have
the same okizeme opportunities, and you can dash in and throw without a pause.
Too bad it is still just a {2} break.

(RD) f,f+(1+3)_(2+4)        Hop N' Throw                             Damage: 30
      One of my favorite throws in the entire game. Absolutely wonderful to use
in set-ups. While it still is a {2} break, most people get the timing wrong  and
end up missing the input. Even though this throw takes an incredibly long time to
execute, it covers a very long distance and is very confusing. Most people just
watch Ling wave her arms about and forget to duck. Use it ONLY at long range.

(RD) f,f+3+4                Neck Squeeze Slap                        Damage: 17,30
*Must be clean hit*    *damage is 30 if they block the first hit*
      A great move if you can get the spacing right. If they block it, and it isn't
a clean hit, Xiaoyu still has a two frame advantage to work off of. The correct way
to counter this move is to side step. So If you are facing someone who side steps
frequently, don't use the move! If the move hits, but it isn't a clean hit, you can
get in a free mistrust juggle (RD 4). Use this move if you know it will touch them.
Tip for hitting the move: use it closer than the move requires. Most times people
hold B in order to block it, this moves their character right into position for a
clean hit.

(AOP) (2+4)_(1+3)           Cradle Throw                             Damage: 30
*cancel input: (2+4)_(1+3)~D
      This move is more valuable than most people let on. Not because of the
throw, but because of the throw cancel! For example, you can mix up the throw
and the throw cancel into a Skyscraper Kick (WS+4). The sky scraper kick is
fairly safe (and tricky), but the throw adds a certain "taunt" factor. The best
players will poke Xiaoyu out of the roll, so use this only against intermediate
opponents or when you have a frame advantage.

(Left) Any Throw Input      Arm Hook Toss                            Damage: 45
      One of the best side throws in the game. It is just five points shy of a
back throw. Plus, it is the only {1} break she has! The only downside is that it
is very hard to follow up with okizeme. If they lay on the ground you can get in
a demon flip (4~3). If they roll away, try a shoulder charge. Also, most of Ling's
sidestepping techniques tend to follow counter-clockwise. Try to land this throw
during your sidestep game.

(Right) Any Throw Input     Dump The Bucket                          Damage: 38
      This side throw won't happen as often as the arm hook toss. It does fair
damage, but okizeme set-up is fair. It throws the opponent face down feet away.
Most often I see people roll away from this move. Try a demon flip (4~3) afterwards.
Most don't want to risk the standing up mixes (see mix-up section).

(Back) Any Throw Input      Crank it Up                              Damage: 50
      It's good damage, not to mention the bragging rights connected with landing
a back throw. The opponent ends up face up feet towards. Follow it up with some
quick okizeme like a d+3 or a kneecap kick (d/b+4). Setups from this throw are
hard to do, so stick with the simple damage after the throw.


1,(2_d+2)                   Bayonet_Bayonet McTwist                  Damage: 4,7_10
      The standard in poking offense. Use both of these poking strings intermittently.
Bayonet is fast, but the bayonet mctwist can hit crouching opponents. Also with the
mctwist, you have the option of going into rain dance. Use these strings whenever you
are in neutral momentum fighting. Use these moves! They're great for picking, custom
strings, juggles, pressuring, ...!!!

1,2,1                       Bayonet, Fortune Cookie                  Damage: 4,7,17
*Fortune Cookie can be delayed*
      Not much use in poking or in juggles, but great for delay and shadow baiting.
Use the bayonet a few times in the match, and then use the bayonet, delayed fortune
cookie. The timing takes some practice, but it's well worth it. To bait players,
push 1 a few instants before the input window is over. Wait too long and some
characters will jab you out of the string.

1,d+2,1+2                   Bayonet McTwist, Birds flock             Damage: 4,10,24
      Good for use in juggles. As a setup, you can try shadow baiting. Use the bayonet
mctwist a few times, and then try the bayonet mctwist into birds flock. Be careful
though, you're at a 17 frame disadvantage if they block. Using this move is a great
way to lose momentum in a fight, ... if they block.

b_B+1_2                     Knifehand Reversals                      Damage: 10
*b+1_2 must hit to go into rain dance*
      This move has zero range, limited damage, and an 8-14 frame disadvantage
if blocked. If you do use this move, only use the left knifehand reversal (b+1).
The frame recovery is much better than the right. Also, if it his, always go in
to rain dance. Ling has frame advantage, and setup possibilities.

d_D+1                       Sunset Fan                               Damage:  7,7,7
*d+1 recover crouching*
      Slow to bring out, but good damage if the first slap hits (the near equivalent
to a storming flower). The sunset fan pushes a blocking character away, and it ends
in a low position, so you're fairly safe afterwards. You can use it in a wall juggle
just like Lee's 4,4,4,  only the timing has to be a bit better. Use the move if you
are facing a slower character, or just need that extra bit of damage. Plus it's a
fairly decent way of getting into AOP.

d/b+1                       Storming Flower                          Damage: 25
*Horizon Taunt on CH*
      The so-called "Ling's Deathfist." Good damage. Safe recovery if blocked.
A great powerhouse move. Use it at range 2 or range 1 if you are fighting a
slower character. If you hit someone with it against a wall it stuns them...
more damage! The only downside to it is that the storming flower can be parried,
reversed, and sidestepped. If you are facing someone who is good at any of those,
be wary. Otherwise, bon appetite!

u_U+1                       Single Fan                               Damage: 5
      Better range than a knifehand reversal (not much better), but slower. The
damage is minor, but at least this has the option of going into rain dance, even
if blocked. A good series is single fan to turning back kick (RDS f+3). One of
the best moves to use at range 0!

d/f_D/F+1                   Belly Chop                               Damage: 10
      What a wonderful move for your jab game! It easily ducks under most 1-2
jabs, and it's safe when blocked. Ling can go in to rain dance, or stay standing.
The great part is that it is very hard for her opponent to tell which she's
actually doing! Use this move! (I'll discuss using it in strings later).

1+2                         Birds Flock                              Damage: 24
      Really slow execution time, but some guaranteed damage if it hits. You can
 follow up (in most instances) with a demon flip. Besides having a slow execution
time, it's an ok move. The recovery is just 5 frames. Not much for use in juggles,
or jabbing. But try using it after an offensive shove (d/b+3) and see how often
it hits.

f,f+1+2,1+2                 X Marks The Spot                         Damage: 12,27
      Another great move. It's safe, and has good damage. The first move tracks
well because of the (f,f) motion. If the first move hits, the second is guaranteed
(usually. Sometimes if the first is a counter hit they'll stagger out of range of
the second). Use this in combos and at range 2 or so. GREAT for juggles!

u+1+2,3+4                   Ginger Snap                              Damage: 5,8
*Guard Break*
      This move was so much better in Tekken Tag. There's a guard break and a
slight sidestep to the right. There's a 5 frame lag after the move, but you
usually get jabbed out of it anyway. In TTT you could easily sidestep in to rain
dance from this move, but it's much harder to now. For the damage, and lack of a
great follow up, use this move sparingly.

u+1+2,2,1                   Double Fan Series                        Damage: 5,8,12,25
*Fortune Cookie can be delayed* *u+1+2 recovers crouching*
      Another good move for delay/shadow baiting. The only danger is that this string
 is very easy to time. For that reason, use the u+1+2,2 a few times, and then try
baiting the 1. Also, u+1+2 recovers crouching! I'll cover tactics for that in RC
buffering later on.

1+4                         High/Mid Parry                           Damage: --
      This move is great for reasons other than damage. Nothing is guaranteed
after the parry, but since Ling is so fast at range 0-1, she naturally has an
advantage. This move interrupts an opponent's momentum, and is great to use in
fear tactics. Use the move when you know you can!

2,1                         April Showers                            Damage: 8,10
      All the good things of a belly chop, but with a jab in front! Unfortunately,
you won't duck as many jabs with this series then as you would with the plain belly
chop. Good for poking, ok for setups. It's much harder to recover mentally after
blocking a belly chop than an april showers. A fairly good move nonetheless.

d/f+2~1                     Cross Lifting Palms                      Damage: 15,12
      Contrary to Tekken Tag, this move now causes a guard break! If your opponent
manages to block the move, they'll only be able to score a few jabs. Good for close
range mix-up and pressuring. As with and juggle launcher, you can follow up with
more damage. View the combo section for details. And remember! If the first hit
connects, the second hit is guaranteed.

WS+2_WS+2*                  Sunflower_Delayed Sunflower              Damage: 12
*Juggles on counter hit_Juggles*
      These moves can be used, but don't use them too often. Fair to use in
strings, duckling tactics (see below), but somewhat hard to use as Juggle
starters. The delayed version can actually be used with some comfort!
People who aren't used to Ling will duck whenever she pauses like that.
But you've got to make them scared to crouch jab first (see fear game).

WC (d/f_D/F)+2,1            Lotus Twist                              Damage: 10,15
      A great series for set-up and duckling pocking. The shady lotus (WC d/f_D/F+2).
More often then not the move scares people in to blocking more than they have to.
A lotus twist ending in crouching rain dance is great for a reverse hop kick_throw

f,f+2>1                     Hydragea, Fortune Cookie                 Damage: 12,21
*Fortune Cookie is delayable*
      Good for use at long range. Good tracking because of the (f,f) input. On a
counterhit, both moves are guaranteed. Hard to use effectively at baiting, so use
it as a string when you are expecting a counter hit. Since it is fairly safe, use
it when you want to. Just be careful of reversals and parries.

3_f+3                       Power Crescent_Adv. Power Crescent       Damage: 25
      If you use either of these moves, use the regular power crescent. The
recovery is twice as good, and there are some evasion properties to the normal
power crescent. Good damage, and a possible follow up of a demon flip. Don't use
this move against the faster characters though, they'll launch you in a second.

d+3,4                       Low Sweep, High Roundhouse               Damage: 8,18
      If the first hits, the second can not be ducked, parried, or reversed. Good,
except that the lag on the second hit is very bad, even if blocked. So bad, some
characters can launch you. Use the first hit of this move if you are going to use
it at all. The first move gives you a 6 frame advantage if it hits (which it
usually does).

f,f+3                       Raccoon Swing                             Damage: 13
*Opponent shows side on CH*
      Another great distance move. And better yet, on a counter hit a mistrust
is guaranteed (RD 4). A great move to enter rain dance, and rain dance canceling.
A good move to throw out there from a distance, to test the waters so to speak.
Also, you may want to develop some counter hit baiting techniques designed for
this move.

WC 3,2_WC 3,2,1,4           Fire Dance_Fire Dancer                   Damage: 8,6_8,6,6,12
*Mistrust (4) can be delayed*
      The firedance is a great move for duckling picking, and has excellent range. It is
also a great way to get in to rain dance from range 2. There is no frame lag at the end
of the move, even if blocked. The firedancer can be used for delay/shadow baiting. Unlike
in TTT, a counter hit does not guarantee that all four hits will connect. Keep in mind
that if the mistrust at the end of the fire dancer is blocked, you'll be vulnerable for
18 frames.

d/b+3                       Offensive Shove                          Damage: --
      A good move for interrupting another player's momentum. It is unblockable,
and it gives a 4 frame advantage to whoever uses it. A x marks the spot (f,f+1+2)
is fairly safe after this move, and so is a storming flower (d/b+1). Use this move!

4~3                         Demon Flip                               Damage: 30
*d+1+2 to AOP*
      One of the best new moves in Ling's arsenal. A 2 frame advantage when
blocked! The move can go in to AOP, RC buffering, and has uses in set-ups and
parry baiting. Another great move to use at a far range. Unfortunately, the demon
flip doesn't track well. Be careful of side steppers. Going in to AOP after this
move will evade crouch punches. Note: Going in to AOP in this move will prevent
the demon flip from hitting grounded opponents. Get around this by going in to
AOP RIGHT after the move is done.

SS+4                        Parting Sweep                            Damage: 16
*Floats on CH*
      A great low move for some good damage. Slow execution time, but a float on
a counter hit! And there are some evasion properties to the move! But as with
several low moves, if it is parried or block, prepare for immediate and
destructive reciprocity (bad stuff).

f,f+4(~4)                   Step Kick                                Damage: 25
*d+1+2 to AOP*
      Another move that should only be used at a distance. The move doesn't track
as well as other (f,f) motions because of the long execution time. However, if
this move is blocked, there is nothing your opponent can do to immediately damage
you. Use it when you know it will at least touch them.

(u/b_u_u/f)+3               Pirouette Kick                           Damage: 30
*d+1+2 to AOP*
      Ling's old AOP move now in standing. Always go in to AOP after this move,
because the recovery is much better. If your opponent has a hard time hitting
you in AOP, use this move more often. It's a fairly good move to get in to AOP
close to your opponent... if they have problems hitting you.

d/b+4                       Kneecap Kick                             Damage: 10
*Kickout on CH*
      A fair low move. No evasion properties, slow execution time, horrid
recovery. But on a CH there's some extra damage. You actually can CH bait this
move with something like bayonet mctwist facing forward (1,D+2) to the kneecap
kick. In normal play though, don't use the move. It's too much risk for too
little damage.

(u/b_u_u/f)+4               Cyanide                                  Damage: 25
*d+1+2 to AOP* *floats on CH* *Optional RC recovery*
      This move actually recovers better when Xiaoyu does not go in to AOP, so
keep that in mind. A good move for setups, but the lack of range and slow
execution time prevent it from being a good neutral momentum fighting weapon.
Developing set-ups for this move will greatly improve your game.

b_B+4                       Twin Phoenix                             Damage: 13,15
      Not an entirely useless move! If the first hit connects, the second is
guaranteed! That's a fast high move with 28 points of damage guaranteed if hit!
And if blocked, there is the risky set-up of doing a california roll (RDS f+3+4),
most of the time it's safe. Use this in your jabbing game.

WC d/f+4,4                  Flower Garden Series                     Damage: 6,10
*First hit ends in AOP*
      One of my all time favorite moves in the game. If the first hits, the second
is guaranteed. Both hits connect low. Great for the low portion of the low-mid
mix-up game. Almost impossible for even a good player to parry. Safe when blocked.
Use it frequently in duckling picking. Use it frequently, period!

WS+4                        Skyscraper Kick                          Damage: 14
      I love this move! Great for the mid portion of the low-mid mix-up game. If
it connects, a demon flip is guaranteed. Safe if blocked, too fast to sidestep,
and fair damage. The skyscraper kick is the perfect move to set momentum in your
favor. Develop set-ups to this move... see RC buffering, AOP canceling, and
mix-up game.

4                           Lifting Foot                             Damage: 15
*Juggles on CH*
      Too slow and too risky to be of much use to anyone. The damage isn't great,
and the juggle only comes out on a counter hit! There are much better things you
could be doing in those 16 frames. But still, there are set-ups you can use to
include this move.

b,b~u/b                     Wall Climb                               Damage: 15
      One of my favorite general additions to Tekken four. Ling's wall climb
puts her in RDS fairly close to her opponent, sometimes even behind them. Master
the timing of this move, and you will feel much more comfortable around walls.
If her opponent blocks this move, they have no frame advantage over you at all!


d+1+2                       Art of Phoenix                           Damage: --
      An extremely evasive move with the potential to cause major damage. This
motion ducks under high moves and allows for fast low and mid moves. Everybody
who plays against Xiaoyu fears this move, and for good reason. It completely
eclipses the jabbing capabilities of every character in the game.

f+1+2                       Clockwise Cartwheel                       Damage: --
      A very good evasive move from range 1. It is great to use in set-ups
because of the potential for major damage. If the cartwheel manages to evade a
move with a fair amount of lag, it is a free mistrust juggle (RDS 4). Also, as
a neat little hop n throw setup... f+1+2, *RD* f+3+4, RD f,f+1+3 . I've hit
it against some mean competitors, give it a shot. Worst case scenario... you
get your ass kicked.

b+1+2                       Hypnotist Walk                           Damage: --
      Not great for evasion, but super for mix-up! See Hypnotist canceling for
details. Usually people will freeze up when the see this move, out of fear for
the spinsticker and power spinstrike. For evasion, the immediate spinsticker
does work quite well. But may I suggest a hypnotist walk cancel to a throw_cross
lifting palms (d/f+2~1).

3+4_d+3+4                   Spinner Dodge                            Damage: --
      Not much use for evasion, you just as well use a sidestep. One trick I do
use this for is throwing. People will block after this move (from blocking
Julia's string from her spinner move), so you have a fair shot at getting in
a throw! Expert players know this trick and instinctively duck, which is always
keen for a d/f+2~1! It works! Also, use the d+3+4 for sidesteps!

f+3+4                       Counter-Clockwise Dive                   Damage: --
*Recovers crouching_rain dance crouching*
      A fair move for evading low attacks, but a slower execution time than the
cartwheel. Plus this move recovers rain dance crouching, which makes it hard to
move around afterwards. However, you can still input an immediate mistrust
(RDS 4) after the move. Also, this move does step counter-clockwise, a direction
which evades more moves than clockwise.

b+3+4                       Sidestep Rain Dance                      Damage: --
      One of the greatest moves in Tekken Tag, toned down for Tekken 4. There's
still some use in evasion tactics however, just not as much as in the previous
game. Use the move! It still works at range 0, especially when the opponent tries
for a 1,2 jab string (the move sidesteps counter-clockwise!).

f,f+3+4                     Overhead Flip                            Damage: 25
      A great way to get into range 0-1 from far away, that's if they don't
sidestep the move. Great recovery if it hits them, fair recovery if they block.
Another weapon in Ling's distance arsenal!

FC,d/b+3+4                  Crouching Backturn                       Damage: --
      One of the greatest moves to use for confusion effect. This is one of the
lesser known moves that Ling has. People who've never seen it before *and there
are many of them* get seriously confused by it. And this move also allows a
person to get in to rain dance from crouching fairly safely too! Pushing ~f
or ~b after the move Ling will go in to neutral (rain dance cancel).

1+3+4_2+3+4                 Horizon Taunt_False Greetings            Damage: --
      The taunts are one of the funniest tricks Ling has. The classic use for
them is taunt baiting. The taunts can be cancelled any time, so when someone
charges in after being insulted by the move... instant damage.


1                           Reverse Elbow                            Damage: 22
*Stuns on CH*
      A great move, if you can hit it. Great to use in CH setups. A mistrust
juggle (RDS 4) isn't guaranteed if you manage a CH, but it is likely.
Unfortunately, the move has extremely bad recovery when blocked, and a
back throw is possible.

d+1_2                       Low Punch                                Damage: 3
      This move hits low! Not special mid! Use it frequently! It's great for
low picking, and it recovers crouching! Even if your opponent manages to block,
your recovery time is too fast for them to do anything. Just beware of low

2,1>4                       Dark And Stormy Series                   Damage: 10,10,15
*Mistrust (4) can be delayed*
      No launcher guaranteed off of a CH, but this move is great for shadow/delay
baiting. Unfortunately, if the mistrust is blocked they have a free juggle
opportunity. You're better off using the backhand or the dark and stormy.
Great for your jab game.

3                           Horse Kickout                            Damage: 16
      A fun little setup move. You can catch an opponent run into a kangaroo
kick after this move. Another fun setup is when the opponent is grounded and
you are in rain dance. This move will carry you out of range of a rising
kick. Free mistrust juggle!

f+3                         Turning Mid kick                         Damage: 25
      Great damage, fast, and fair recovery. Good use in juggles, and in regular
picking. An example string would be bayonet mctwist (1,d+2) to the turning mid
kick. Some ok okizeme opportunities afterward, if you are fast enough!

d_D+3                       Back Circle Breaker                      Damage: 15
*Kickout on CH*
      A good low move from rain dance. Use the D+3 more often because the
recovery is better. No fantastic uses in set-ups, mix-ups, or juggles, but still
a great move to know for certain situations!

f,f+3                       Peg Leg                                  Damage: 20
      A great move for set-ups, and has fair damage too! A peg leg to kangaroo
kick_ california roll,d+1 is a wonderful string to use! This move also hits
grounded opponents. And in some cases, you can even use it for jump over tactics!

4                           Mistrust                                 Damage: 16
      By itself, not a super move. You're much better off using a reverse hop
kick. However, this move is fast enough to use on a CH stun. I repeat! Do not
use this move unless it is in a set-up or at the tip of its range! The recovery
is horrible if it is blocked!

d+4                         Offensive Shove                          Damage: --
      A tiny bit slower than the offensive shove from neutral. Plus this move
isn't as great at interrupting the opponent's momentum as a backhand slap
(RDS 2) or a low punch. Use the move sparingly.

d/b+4                       Turning low kick                         Damage: 10
      More damage than a low punch, and better range. However this move is just
slightly slower, and is easily sidestepped. Plus the recovery isn't as good on a
hit. But, it is still good for picking!


d+1+2                       Art of Phoenix                           Damage: --
      Better than the AOP motion from neutral for one reason, moves can be
immediately entered after d+1+2 in rain dance. Also, this move adds to your
confusion game from rain dance. See Rain Dance -> AOP tactics section.

3+4_d+3+4                   Spinner Dodge In_Out                     Damage: --
      A longer sidestep than the one from neutral, but it can be easily jabbed
out of. Some use in set-up game, just as with the spinner dodge from neutral.
However, your opponent needs to be intimidated beforehand.

b,N~3+4                     Spinner Dodge Away                       Damage: --
      A tougher input than the spinner dodge away in tekken tag, but it is still
manageable with practice. Perfect for use in set-ups, specifically evasion baiting.
If an opponent is caught whiffing a pair of jabs during this move, there's a free
mistrust juggle.

B+3+4                       Double Spinner Dodge Away                Damage: --
      Harder to use for evasion baiting because the move takes longer to execute.
Good to use if you ever need to break away from the action. Some people are better
fighters at range 2-3, and this is a move they need to keep in mind.

f+3+4,3~4                   California Roll, Kangaroo Kick           Damage: 25
      Both of these moves are excellent! The california roll in itself is her
best set-up move from rain dance! The kangaroo kick is a damaging mid attack
that juggles.  The california roll can put Xiaoyu in range 0-1 with relative
ease, and the kangaroo kick can lead to major damage! Good follow-ups to the
Cali Roll include RDS d+1, RDS 2, or the ‘roo kick.

f,f+3+4                     Reverse Overhead Flip                    Damage: 17
      A great move from range 2-3. If it hits, a guaranteed mistrust. If it is a
clean hit then it is a throw, even if it is blocked. Frame advantage even if it
isn't a clean hit and blocked. Use the move when you know it won't be sidestepped!

1                           Left Handful                             Damage: 7
*Recovers Crouching*
      A great move for recovery baiting. At first glance, an opponent might rush
in after blocking this move and catch skyscraper kick in the gut. The move by
itself is reliable and safe, and should be considered whenever Xiaoyu is in AOP.

2                           Right Handful, Fortune Cookie            Damage: 12,15
*Fortune cookie can be delayed*
      The greatest move Ling has for delay baiting, because it is so unfamiliar
to opponents. A great set-up that leaves her at a fairly safe recovery afterwards.
There is even some use for this move in combos, and in your jab game!

1+2                         Wave Crest-Quick                        Damage: 14
*Immediate input after entering AOP*
      Good evasion properties for a juggle. A great use for this move is ducking
under 1,2 jabs and coming up from AOP for a juggle. Shaky recovery at the end,
so save this move for range 1 and not range 0. Try a bayonet mctwist to this move!

1+2                         Wave Crest-Power                         Damage: 16
      Be careful when using this move. It is faster than the wave crest-heavy,
but the hopkick is even faster. The hopkick does similar damage, and is
safer as a class 2 launcher.

d+1+2                       Wave Crest-Heavy                         Damage: 25
      Slow execution time, but safe recovery and excellent juggle opportunity.
The "charging" animation looks as if Xiaoyu might go low, which adds some
confusion factor to this move.

3                           Knee Stabber                             Damage: 15
      For being a cumbersome low move, this does have some use. Unlike the
firecracker, this moves stays in AOP. The move hits more often than not, and it
has some excellent follow-ups!

u/f+3,(3_4)                 Jumpkick, (Thrustkick_Hopkick)           Damage: 15,(23_25)
      The best launcher Xiaoyu has from AOP because of its speed and follow ups. A
jumpkick to hopkick is safe, while a jumpkick is an easy juggle opportunity. Definitely
to be considered when in AOP.

u/f,3                       Pirouette Kick                           Damage: 30
*~d+1+2 to AOP* *Opponent back turned when hit*
      An old move refurbished into a new and wonderful weapon. Because this move
can go directly back in to AOP, the recovery is great. Plus, if this move hits
(and you are fast enough), it is a free juggle opportunity.

U/F>N,3                     Phoenix Hopsweep                         Damage: 19
*Recovers crouching* *floats*
      The phoenix hopsweep is a wonderful tool when use correctly. Excellent
players can easily block this move, so switch it up with the crane kick! But
I have caught people trick to rise and sweep me out of AOP when grounded with
this move.

U/F>4                       Crane Kick                               Damage: 25
      A good mid move to mix-up with the hopsweep. It is a safe move to use, and
will hit frequently against good players (with the proper set-up). Plus, this
move does fair damage too! It even causes a wall stun under the right
circumstances. The only downside, very long execution time.

3+4                         Chang Cannon                             Damage: 12,18,14
      One of Ling's new moves. It has some advantages in her jab game, even though it
is a juggler. On a counter hit, the juggle is guaranteed if the first hit connects.
If it isn't, the opponent is pushed away by the last kick. If nothing else, this
move is safe.

4                           Flower Kick                              Damage: 23
*~b to rain dance*
      A powerful mid move from AOP that has the option of entering rain dance.
This move is strong enough to cause a wall stun, so keep that in mind as well.
A little shaky on the recovery, so use this move somewhat sparingly.

f+4,4                       Flower Garden Series                     Damage: 7,10
*First hit ends in AOP*
      One of my favorite moves. If the first hit connects, the second is
guaranteed. Great mix-up with the sky scraper kick, and so forth. From AOP this
move is a bit more of a risk, but don't let that stop you from using it in custom

u_U+4                       Flower Power_Tricky Flower               Damage: 8
      Another good move to use in custom strings. The move recovers crouching,
so keep it in mind when RC buffering. This move can go in to rain dance, AOP,
or recover crouching. An extremely versatile move!

4~3 [~U_D]                  Firecracker                              Damage: 15
      An excellent, fast low move from AOP. Fairly safe, even if blocked. If the
move connects, you even stand a fair chance of landing a grounded sweep. Some
definite use in jab game and set-ups. Also great to use against opponents who
have frozen up from a confusion game.

***Special Motions from AOP***

1+3_2+4 [~D]                Cradle Throw Clockwise [cancel]          Damage: ~~
      See throw section. Use this move for confusion and set-up, but little else.
Good to mix-up with the cancel to skyscraper kick (WS+4). Keep in mind that the
throw will rarely ever hit an experienced player.

f+3+4 [~D]                  Forward Roll [AOP]                       Damage: --
      A good move to use in set-ups. Easy to follow up with either a skyscraper
kick or a firecracker. Because the move looks like it will hit low, the skyscraper
kick will hit more often. Another good move to use at a distance.

b+3+4                       Rain Dance                               Damage: --
      A very confusing move to use from AOP. You'll most often see people freeze
up after this move in order to see what you'll do next. Great opportunity for a
throw or a safe move from rain dance.

u                           Stand Up                                 Damage: --
*Recovers Crouching*
      A great move for RC buffering. This move is a fast way to use WS and WC
moves from AOP in a quick fashion. Always keep this in mind when you need to
escape quickly from AOP. It is also very fun to use in your confusion game as


E1. Rain Dance Canceling

      While moving out of rain dance, there is a period of time during the animation
when you are in neutral position and active! For example, while canceling rain dance
by holding [B]: as soon as Xiaoyu is barely facing forward, she is able to do neutral
moves! Even though she's still in the canceling animation. This is especially valuable
in Tekken 4 because he canceling animation runs much faster than in Tekken Tag.

      Rain dance canceling by holding [B] puts Ling in neutral and holding [D/B] puts
her in WC (ducking).

Rain Dance Cancel Neutral: Uses in CH baiting, RD okizeme, sidestep/evasion, and safety.

-D/F+1 (hits), d/f+1 (blocked) ~B, f,f+3
-f+2~1, B, 4~3
-(RD) SSR, [B], [B]+3+4, SSR...
-d/f+1, B

      Rain Dance Cancel Ducking: Uses in duckling picking, evasion baiting, confusion,
and safety. This cancel is faster, and moves farther than the standing cancel. Keep in
mind that this can essentially be used in RC buffering.

-2,1, D/B, WC D/F+2
-1,d+1, D/B, WS+4
-d/f+1, [D/B], [D/B]+3+4
-f,f+3, D/B

E2. Rain Dance/Crouching to AOP Cradle Roll

      A helpful tidbit about Ling is that she can instantly execute moves in AOP from
RDS and crouching. For example, if she enters AOP from neutral, she can't go in to a
cradle throw. The input will produce a flower kick (AOP 4) instead. On a side note,
this trick won't work in crouching rain dance.

AOP transition from RD: Uses in sidestepping, confusion, low picking, evasion, and

-b+3+4, d+1+[2],[2]+4 [~d] ...
-RDS taunt, d+1+[2],[2]+4 [~d] ...
-d/f+[1] (hit), d+[1]+2, [1]+3 [~d], d+1
-f+1+2, d+1+[2], [2]+4 [~d] ...
-f,f+3, d+[1]+2,[1]+3 [~d] ...

AOP transition from crouching: RC buffering, duckling picking, safety, and
"AOP death roll".

-AOP [1], d+[1]+2, [1]+3 [~d]...
-AOP [1], d+[1]+2, [1]+3 [~d], d+1
-f,f+3, [D/B], [d]+1+[2], [2]+4
-AOP [2]+4, [d]+1+[2], [2]+4, [d]+1+[2]

E3. Hypnotist Canceling/Tactics

      The hypnotist stance is the least used of Ling's stances because there aren't
many moves that you can use from the stance. Hypnotist canceling is a way to use the
stance and its evasive properties without the lack of options.

      During the hypnotist animation, you are able to perform any move at any time
(except a right jab or a birds flock). However, in the early frames of the hypnotist
walk (when the computer is open for an immediate spinstrike), very few moves are
allowed. The way to overcome this obstacle is by quickly pushing forward or backward
after entering the stance.

Uses for regular hypnotist canceling: confusion, throw setup, and evasion.


Uses for immediate hypnotist canceling: same uses as regular canceling, plus the
hypnotist dance.

-b+1+2~b,B (block)
-b+1+[2]~b~b+1+[2]~b~b+1+[2]~b  cont.

      One tactic that is great for Xiaoyu is to constantly stay in Hypnotist, canceling
SSL in to another series of Hypnotists. The SSL to Hypnotist is a good double sidestep,
and a good change up for the SSR double sidestep (SSR, b+3+4).When an opponent nears,
or tries to attack, cancel with a pair of jabs. If an opponent misses, free juggle or
throw attempt for Ling. Even if an opponent manages to catch Ling just right, she
can still block from Hypnotist. Staying in Hypnotist throws off your opponent's game.
Linear moves (such as the Deathfist) become useless. With the added bonus of a
spinsticker hitting an opponents side. The constant hypnotist walk is safe and
extremely fun to use.
      Be careful though of characters with a fast forward right kick (4), or any move
with good tracking left. Heihachi's right kick won't hit, but Law's sure will. As
with any tactic, you can not rely on it completely. You can actually bait a fast
tracking left hit, and SSR to rain dance. Use the Hypnotist for a good number of
seconds, and then move on to something else.

Tricks from the constant hypnotist walk:

-SSL~b+1+2, SSL+4
-SSL~b+1+2, D/F+1, SSL~b+1+2
-SSL~b+1+2, 1,2
-SSL~b+1+2, SSL, 2+4
-SSL~b+1+2, SSL

E4. AOP Canceling

      AOP canceling is a great way to immediately go in to WS (while standing) or
WC (while crouching) moves. By lightly tapping [u], she is able to instantly RC
buffer. Keep in mind that the rain dance/crouching to AOP to AOP cancel would be
almost instantaneous.

-AOP u~n WS+4
-AOP u~n WS+2_2*
-AOP u~d+3,2

Plus a little maneuver that is extremely confusing...

-AOP u~d/b+3+4,d+1+2~u~d/b+3+4...

      That little "duckling" dance is great for catching an AOP 4~3, or a RD d+3_d/b+4.
Of course, you won't do the entire notation. Use the dance until your opponent

      Another interesting way to cancel AOP is to go in to crouching rain dance. While
in AOP push d/b+3+4. Continuing to hold d/b will put Ling in to a rain dance cancel
*crouching. Good for confusion tactics and evasion baiting.

-AOP [d/b]+3+4, [d/b], [d/b]+3+4
-AOP [d/b]+3+4, [d/b], WS+4

	I've been practicing this some more in the recent weeks. There appears to be
more to it than I originally thought. I saw some stuff that STLbadboy was doing
at EC4 and decided to put it in here (credit given where due). AOP can go in to
rain dance VERY fast. Much faster than I thought it did. And since RD cancels
so much faster, it almost looks like she isn't in RD at all! Try it...

-AOP u+4, [d]+1+2, [d/b]+3+4, [d/b]
-AOP d/b+3+4, RD d+1
-AOP [d/b]+3+4, [d/b], d+1+[2], AOP [2]+4
-AOP [d/b]+3+4, [d/b], [d]+1+2, [d/b]+3+4, [d/b]...*
*This may be classified as a dance or a backdash if done fast enough, but I have
never heard of a name for it. This has probably been done before, so I won't go
off and name it or anything. But if it hasn't, the LING TWISTER ^_^ lol. I amuse
myself too much.

E5. Hopling
      Very surprisingly, Ling sometimes has an advantage when she hops. When landing
off of a hop, Ling can RC buffer. If an opponent stalls, Ling has the opportunity for
mix-up. Plus, hopping in front of an opponent is extremely confusing. With normal
characters it is a certain death sentence, but with Ling's pressure and fear game,
it's very useful. But there is more to the neutral hop than just the hop. An u,n+4
when blocked doesn't put Ling at much of a disadvantage. On a hit the frame advantage
gives Ling some serious momentum.
      Also, Ling has a hop from AOP. There are several set-ups with the hop sweep from
AOP (like hopping over a rising low kick). The hop sweep and the crane kick is an
extremely good mix-up. The hop in itself is safe in the right environment. Hopping
from AOP (unlike rain dance) can RC buffer like neutral hopping does.
      Developing several set-ups before or after a hop can increase Ling's offensive
power drastically. See the set-up section and baiting for some ideas on the subject.
Having two or three more set-up custom strings hurts no one except the opponent.
      There's also something called the hopling retreat. The notation is (AOP U/B,
d+1+2, AOP U/B, d+1+2, etc). This is one of the very few turtling tactics that
she has. And she alone has it! No other character can jump backwards. Neato huh?
A string like this will draw an opponent after Ling. Depending on the opponent's
response, Ling can counteract for a hit.

Examples of The Hopling Method:

-u,n, WC d/f+4,4
-u,n, d+1+2~d+1+2
-u,n, d+1+[2]~[2]+4
-AOP U,n>3_4
-AOP U,n> d+1+2,d+1+2

Examples of The Hopling Retreat:

-AOP U/B, d+1+2~1+2
-AOP U/B, d+1+2, U/F,n+3
-AOP U/B, n+4
-AOP U/B, n+3

E6. RC Buffering
      One of my favorite tidbits to use with any character. Move that recover crouching
can be "buffered" in to while crouching or while standing moves. This means that any
move that recovers crouching can near-seamlessly go in to any WC or WS move. Plus
there are certain other moves that can be used in the same way that WS moves are used.
It takes good timing, but it is possible. This entire method has uses in every aspect
of Ling's gameplay. It is one of the best weapons that she has.

Moves that Recover Crouching:

-u+4 [hold d]
-WC 1_2
-WC 3
-WC 4
-RD d+1_2
-RD d/b+4
-AOP (2+4)_(1+3), [D]
-AOP f+3+4
-AOP 1
-AOP u
-AOP u+4

Moves that execute While Crouching:

-WC 3,2
-WC d/f+4,4
-WC d/f+2,1
-WC d/b+3+4
-WC 1_2

Moves that execute While Standing:


Moves that execute with Special Properties:

-u+4 [d+1+2]
-u+3 [d+1+2]
-u~u (SSR)
-u~u+4 (SSR+4)
-f~_u~_b~_any move


F1. Jab Game
      Ling's jab game is a whirlwind frenzy of a pitbull's delight. Her use of numerous
fast-recovering jabs is a weapon to be feared. The purpose of Xiaoyu's jabs is primarily
to take away minimal amounts of damage with minimal amounts of risk. A secondary
purpose is to put your opponent in a defensive frame of mind. Use this strategy in
the beginning and ends of a round. The jabs will keep you relatively safe while
giving the player an opportunity to see how the opponent reacts to them. At the end of a
round, the jab game is used to peck away the final crumbs of an opponent's life bar.
      The downside of Ling's jab game is the lack of damaging power. Sticking to fast
jabs the entire game will allow the opponent time to adapt. Thusly, her jabs are
limited to a minimal period of time for damage. She should not stay in this mode for
long! Especially against characters with parries or reversals!
      The jab game is an excellent way to make the opponent become defensive. Once
this happens, immediately go in to her set-up/confusion strategies.

Moves to Consider:

-2,1 [D/F]
-f,f+1+2, 1+2
-RDS d+1
-RDS 2
-RDS f+3
-RDS d/b+4

F2. Mix-ups
      Mix-ups, when used properly, provide the most amount of damage with the least
amount of risk. Simply put, the art of mix-up is using a mid move when the opponent
ducks and using a low move for a throw when the opponent is standing. This strategy
employs the use of potentially high damaging mid moves and pesky, irritating low
moves. Both sets of moves should be safe on recovery and fast. Mix-ups should be used
throughout the entire round, when the opportunity is open. Keep in mind that mix-ups
are most effective when the opponent is in a defensive frame of mind.
      The downside to this strategy is the loss of momentum. If the opponent guess
Ling's mix-up correctly, she loses any opportunity to do further damage in that
offensive movement. Plus, it puts your opponent back on the offensive.
      Mix-ups and set-ups are close cousins, so use them intermittently. For example,
try the same mix-up twice in recent succession. Then, on entering the third mix-up,
switch it! Some mix-up set-ups only need to be done once for you to switch the level
of attack!      After a successful volley of mix-up attacks, fall back on a more
defensive style like her jab or evasion game.

Low moves to consider in mix-up:
-WC d/f+4,4
-WC 3,2
-AOP 3
-AOP 4~3
-RDS d+1
-RDS d/b+4

Mid/high moves to consider in mix-up:
-AOP u+3
-RDS U+4
-RDS 2+4

F3. Set-ups
      Xiaoyu's set-ups are deadly and morally debilitating to any opponent. A set-up
is damage through deception. It is her most advanced art, and the most potentially
damaging. Set-ups can only be used at certain precise times, or after a series of
carefully planned moves.
      The downside to set-ups is that they are risky. If an opponent can see a set-up
coming, or just happens to get lucky, Ling will get killed. Another downside is the
lack of flexibility to this strategy. She can't use most of her set-ups at a moment's
      Several moves and methods can be used in a set-up. Baiting, "jump over"
technique, canceling, even wall teching can be used in set-ups. Having more set-ups
means more damage.
      As a word of advice: never get caught with the same set-up twice.

Set-ups using baiting: See section on Baiting (G4)

Range 1 Set-ups:

-RDS d+1+[2],[2]+4~D, WS+4
-u+3~d+1+2~b+3+4, 2+4
-RDS 3, f+3+4, 3+4_2+4_d+1
-d/f+1 (hit), 2+4
-1,2 (hit), (d/b+1)_(b+1+2, 2+4)
-2+4, U/F, RDS d+3_u+4
-[2]+[4], [2]+3+[4]
-1,d+2 (hit), RD f,f+2+4
-RDS 2 (hit), RD 2+4

Range 2-3 Set-ups:

-AOP f+3+4, WS+4
-U/F, WS+4
-RDS f+3+4, RDS f+3+4

RD juggle Set-ups:

...WS+2*, 2, 2, ...
-RD f+3+4
      -2+4_u+4 (if they tech roll)
      -f,f+2+4 (if they roll away)
      -d+3_U/F (if they do nothing)

Set-ups for Grounded Opponents:

-RDS 3, 4
-SSL f+1+2
-U/F, RDS d+3_u+4_4

F4. Duckling Picking
      Duckling Picking is a jab game that hits low. It's the most frustrating of all
her strategies to play against, because it is most likely to inflict damage. Smart
opponents are always hesitant to block low against Ling because of her juggle starters.
Low strings will have at least one of two effects: 1. Ling's opponent will get hit by
numerous low attacks, 2. Ling's opponent will start blocking low, leaving them open
for launchers.
      As with any low it, Xiaoyu's low strings can be parried, however difficult.
Also, Ling's picking from ducking position (hence "duckling") is slower than from
neutral. They key to using this strategy is positioning. Being in a place where
you can actually use the moves for this strategy. Against characters with a fast mid
move with good range or tracking, use this strategy sparingly. As an easy rule of
thumb, if your opponent can easily hit you in AOP, don't use this strategy.
      Follow this strategy up with mix-ups, confusion, or jabbing.

Moves to use in Duckling:

-WC d/f+4,4
-WC D/F+2
-WC D/F+2,1
-WC d/b+3+4
-AOP f+4,4
-AOP u
-RDS d+1_2

Duckling strings:

-WC D/F+2, d+2, WC d/f+4,4
-WC d/f+4,4, d/b+3+4, d+1
-WC d/f+4,4, WC 3,2, d+1
-WC d/f+4, u~d/b+3+4, d+1
-WC d/f+4, u~D/F+2, d+2
-d/b+4, d/b+4

F5. Evasion
      The hardest of Ling's strategies to use effectively, but well worth the effort.
Her evasion techniques are the most adaptable in the entire game. Moves that sidestep
left, sidestep right, move toward the screen, and move away from the screen. She has
rolls, somersaults, shimmies, and twirls. All of these moves can be used to evade an
opponent's attack. After a successful evasion, an opponent is open to nearly every
juggle starter. And more often than not, a series of evasion moves will confuse an
opponent in to being defensive.
      Unfortunately, not every attack can be evaded. Even the best Xiaoyu player gets
hit when evading. Sometimes a player can inflict more damage with this strategy than
receive. Sometimes that isn't the case. If an opponent is taking too much damage away
from you while evading, switch up the strategy.
      Use this strategy at the end of a few rounds. One should be able to feel what the
opponent is going to do before trying to evade attacks. If an opponent is jabbing
frequently, go in to AOP. If an opponent is defensive, SSR to rain dance. If an
opponent is using power moves that don't track, SSL to hypnotist.
      Even though her evasion moves have been seriously weakened from Tekken Tag, she
is still able to mount a decent game.
      Also see evasion baiting (G4c).
	*Added*- I just added SS d+3+4 to this list. It's VERY effective for a sidestep.
In my opinion, it is the best sidestep string she has. Becareful though when using it,
because Ling will sidestep towards the screen... SS accordingly. This trick doesn't
worktoo well for the regular spinner (3+4) because the computer actually reads this
as SS+4. So stick with the d+3+4 and it's all peaches.

Strings to use in Evasion:

-SSL~b+1+2, SSL~b+1+2
-b+1+2, f+1+2
-SSL, f+1+2
-SS d+3+4

F6. Confusion
      Xiaoyu's confusion game is deadly, even against the most experienced players. It
is the reaction of most opponents to become extremely defensive against an intricate
Ling, and this strategy capitalizes on that. While attacking in this mode, she should
only use throws and low moves.
      The greatest flaw in this strategy is, quite ironically, it doesn't work against
the best and worst of opponents. The worst opponents mash the jab, and so do the best.
While jabs don't do a terrible amount of damage, they do interrupt momentum.
      To be safe, use this strategy after a few jabs, or right after okizeme. You
either want to catch someone on defensive or on recovery.
      The art of confusion is to do really fancy moves that aren't used often in order
to use moves that are really simple (throws, low picks, safe mid/high moves).

Strings to use for confusion:

-b+1+2, SSL+4
-b+1+2, d+1+2, 4~3
-SS+4, WC d/b+3+4, 2+4
-4~3, WC d/b+3+4, d+3
-b+1+2, 3+4_d+3+4, f+2~1
-RDS d+1, [d]/b+3+4, [d]+3+4, 2+4
-RDS [D]+1+4, [d]/b+3+4, [d]+1+4, 2+4
-b+3+4, d+1+2~u~d/b+3+4, d+3
-AOP 2+4~[d], [d]/b+3+4, [D]+1+4, WS+4
-AOP u~d/b+3+4, d+1+2, AOP 4~3
-AOP u~d+3+4, 2+4
-opponent escapes throw* b+3+4, d+3_2+4

F7. Okizeme
      Okizeme is the art of hitting someone on the ground, or recovering from being on
the ground. This isn't a strategy, per se, just something that needs to be used after
every knockdown. Using this art correctly can open the momentum Xiaoyu needs for another
set of attacks.
      There is no serious flaw in Okizeme, other than it can only be used when opponent
is on the recovery. To use okizeme correctly, see how the opponent reacts on the
ground. Do they stay? Tech roll? Instant rise? Roll? These are among the first
questions you should ask yourself during a match.
      Positioning Ling after a juggle is also crucial for okizeme. Ending a juggle with
a X marks the spot (f,f+1+2) will keep an opponent close to you. Good for a safe
okizeme. Ending a juggle with a reverse kick (RDS f+3) will put an opponent at a
good distance for dash in mix-ups. With any juggle, know how you will finish it, and
what okizeme you plan to follow up with it.

Things to try for Okizeme:

-Parry baiting (for example, U_D/F+1 to bait a low rising kick. Parry the kick)
-Jump Over (if an opponent is lying lengthwise to you. RD d+3_u+4 good)
-Sidestep walk (encourages rolling. Use 4~3, or d/f+1 if you are fast enough)
-4~3 (if the move misses, immediately go in to AOP and sweep)
-d/b+4 (fairly safe for an easy hit)
-AOP f+3+4 (if tech roll, this move puts you in RD right behind them)
-d/f+2~1 (hits grounded, chance for more okizeme. A little risky on hills)
-Mix up (if they tech roll, run up and mix up throw_d/f+2~1)
-f,f+3 (good for set-up, but sometimes misses. While near walls)
-1+3 (off of a wall tech. A great set-up for extra hits)

F8. Overview
      The only way to win is to cause damage. Strategies are ways to cause damage. If
one strategy, or a combination of strategies is not producing adequate damage, then
use a different strategy.
      Ling is the most versatile character in the game. There are several ways to
use her. Players use their own combinations of strategies to win. But it is never
wise to use just one strategy, or to use one strategy for a long period of time.
Xiaoyu is best when she is moving, she's not a stationary character like Marduk, or
Kuma. Always move from one strategy to the next, always changing.
      Hit for hit, Ling can not deal damage the way most characters can. To over come
this, there are several techniques for putting an opponent on the defensive
(jabbing, confusion, evasion). When an opponent is favoring a fast offensive, don't
try for the set-up! When an opponent becomes defensive, don't use jabbing!
      "An expert player can be defined by one element: control. Expert players seek
to control; control themselves, control you, and control the fight. Intermediate
players simply hope their strategies are the winning ones and do their best to
ensure that." - The Ultimate Guide to Tekken 3-P.113
      Strategies aren't enough. Using them with correct response and purpose is
what is needed to win a fight against another expert player.


G1. Momentum
      Momentum is the force of control throughout a fight. At the beginning of a fight,
both players start at neutral momentum. If someone lands a hit, or a series of hits,
they are likely to gain momentum.
      Xiaoyu is a momentum character. When she has control, there is no limit to how
much damage she can do. While she is in control, the opponent is more concerned about
retrieving momentum, rather than inflicting damage. If Ling can keep the momentum,
the opponent will never hit her! I have seen matches where she has been beaten within
an inch of her life, then come back on one surge of momentum to win a match.
      Gaining momentum can be as easy as connecting a pair of jabs. After a pair of
jabs, nothing is guaranteed. But, it does give Ling frame advantage, perfect for
using a 12-16 frame move such as the offensive shove (d/b+3). The offensive shove
is unblockable, low, and gives momentum. After an offensive shove produces more
frame advantage, enough for a X marks the spot (f,f+1+2). Which when blocked
causes a guard stun. Ling has just used 3 moves with little or no threat of retaliation.
      Momentum can also be gained off of a juggle. After a set-up juggle, and a few
points of damage, okizeme keeps the opponent from regaining momentum. Momentum
can be gained off of any downed opponent. Throws, knock down hits, and even launchers
that don't guarantee juggles (AOP 3+4). A simple advantage of a few frames can turn
the flow of momentum in a fight.
      Keeping momentum is easy if the correct moves are used. Don't use moves that
push away, or moves that have a substantial lag. The easiest way to lose momentum is
the opponent getting off a few jabs. Even if the jabs are blocked, it puts each
character back a neutral momentum. To get around this, sidestep or crouch punch
before they have a chance. The reverse crouch punch (RD d+1) is the perfect move
for keeping up momentum. It almost always hits, and can go directly in to duckling
      If momentum is lost, preferably lose it to a neutral position. It is better for
Ling if she is hit by a pair of jabs rather than a Yoshi uppercut. Don't fret over a
connected crouch punch or a pair of jabs, because it's much better than a juggle
launcher. Keep the jab game up and you should be safe from juggles. Neutral momentum
isn't a horrible place for Ling to be.
      Losing all momentum can be a real pain. Depending on the character, you can
suffer real damage. Versus Law, Hwoarang, or Lei, stay on the ground and there is no
chance of losing momentum. Against other characters who have moves that take serious
damage away from an opponent, be cautious. An extended tech roll to a roll back is
most often wise.
      In any matter, the name of the game is control. Momentum is about controlling
your opponent. Control your opponent, keep the momentum, and the game is yours.

G2. Mind Games
      Mind games are played on a completely different dimension from what is on the
screen. It is a battle of thinking and strategy. Forcing another mind to become
unsure, brash, or afraid causes it to make mistakes. Mistakes are something that
Xiaoyu can take advantage of.
      In any video game, commands are sent from the mind, to the hands, through the
computer, to the character. The character does not do the thinking, the character
has their own properties and weaknesses to take advantage of. The computer is
something that can be used to Ling's advantage (levels, glitches, the clock). The
hands are their own entity. Your opponent's dexterity is not something that you
can control. The mind, along with the computer and character, is something that
you can control.
      To make an opponent unsure is a great way to kill their offense. Law has his
parry counters, which can take away an opponent's confidence in attack. Jin has his
parry, which can be followed up by an attack. Even reversals can be used to shake
confidence. Xiaoyu isn't a defensive character, but her evasion properties can work
like defense. If she can evade certain attacks consistently, the opponent backs off
to regroup. Even consistently parrying a pair of jabs is enough to make an opponent
not use them!
      Fear games force an opponent to do something that is wrong. Paul, for example,
has a built in fear game. Everybody fears the Deathfist, so it isn't often that
someone blocks low against Paul. This is why his SS+3 works so often. Ling doesn't
have any built in fear games, so she has to make them. Her fear games are essentially
her mix-ups. One that I use is a d+1+2~4~3 several times, and then use a d+1+2~1+2.
Fear games are best used when pressuring at range 0-1. Giving the opponent no time
to react is a great way to make them afraid of attack.
      Making an opponent break his cool is the essential theme of mind games.
Taunting an opponent in to attack is a brilliant mind game. Taunts are a direct
challenge to an opponent. Rain dance taunts are even more insulting. If the
opponent losses their cool, then their concentration is thrown off. If a
taunt bait like this works, their concentration for the rest of the match
could be seriously impaired.
      Mind games are an advanced art, and shouldn't be fully relied upon. Against
experienced players, mind games are almost useless. Stick to the basic strategies
and tactics, and use this when you know exactly how the opponent thinks.

G3. The Clock
      The turtle's greatest weapon. Unfortunately, time may not always be on your
side. The following tactics should be used within the last 15 game seconds of a
match, when the chance of an "out of time" is likely. Using these tactics throughout
an entire match for the purpose of a time-out win is likely to get Ling killed.
      When the clock hits 15 seconds the FIRST thing that needs to be seen is the
lifespan. Who's winning and by how much? The answer to those questions determine
the following series of actions.
      Xiaoyu is winning by a large margin: she has some options in this scenario.
The opponent is forced to charge in to her with whatever attack that may cause the
most damage. Ling has the option of staying on the ground against weak ground
characters. She also has the option of turtling back and sticking with 1,2 jabs
whenever the opponent gets near. Whatever happens, never just block. Use quick
moves that aren't likely to get you in trouble. Keep in mind that the opponent will
try juggles, and try to hit you on a counter hit whenever possible.
      Xiaoyu is winning or losing by a small margin: forget the clock all together.
Use the same strategies that have been used throughout the entire match. If the clock
manages to wind down to 3-4 seconds and she is still in the lead, jab and turtle.
If she is barely behind, don't lose your focus and continue playing. Look for any
momentum there is to be had.Xiaoyu is losing by a large margin: Not many options.
If the clock runs out, she's dead. If she is defensive, she's dead. If she does weak
damage, she's dead. The only chance she has at victory is a large chunk of damage.
Use whatever set-up she has involving juggles. The moves like the california roll
and the reverse hop kick may provide the damage and momentum needed for a come back.
This scenario is the time for set-ups, whether they work or not.
      The goal in any fighting game is to inflict damage. Clock or no clock, damage
must be inflicted in order to win. But depending on the situation, Xiaoyu should
take different course of actions. Jab if ahead, set-up if behind.

G4. Baiting
      Also known as feigning weakness. Xiaoyu is the best character in the game at
feigning weakness because she fights like a school girl! Baiting, in other words,
is pretending to be vulnerable in a situation. The opponent attacks, expecting an
easy hit. Ling counters for damage. Even the smartest players sometimes get fooled
by this tactic. Feigning weakness can be used in every strategy. Baiting jump over
tactics can be used in okizeme, evasion baiting in her sidestep game, and recovery
baiting in her jab game.
      The purpose of baiting is to entice the opponent to attack. The following
sections are different methods to accomplish that goal, and follow up with
devastating consequences.

G4a. Shadow Baiting
      This tactic is only used in strings. Difficult, but not impossible, to use
in custom strings. The method is to do an incomplete string. Such as the double fan
to hydragea to fortune cookie. Leaving off the fortune cookie a few times, then
using it. The opponent sees the same attack a few times, and is then baited in to
eating the fortune cookie. Ling doesn't have many strings that she can use for shadow
baiting, but they do exist. It is best if each baiting move is safe, with or without
using it. Any character with strings has this capability, so keep on the lookout.
      Using strings in shadow baiting, both the last hit and the second to the last
hit have to be safe.

Examples of Shadow Baiting:

-u+1+2,2, _1
-u+1+2, 3+4_2
-f,f+2, _1
-1,2, _1
-1, d+2, _1+2
-u+41.2.(1+2).1.3, _RDS 4
-WC+3,2,1, _4*
-RDS 2,1 _4*
-AOP u+3, _4

Examples of Shadow Baiting in Custom strings:

-1,2 (hit), d/b+3, _d/b+1
-1,2 (hit), d/b+3, _1+2

G4b. Delay Baiting
      Using moves with a delay. An opponent sees a move cut short, and thinks to
attack. This can be used in junction with Shadow baiting to make the feign more
convincing. Strings that end poorly at the second to last hit (that can be delayed)
should only be used in delay baiting. The right handful to fortune cookie (AOP 2>1)
is one such example.
      Timing for delay baiting is crucial. To early and the move will be blocked.
To late and the opponent's attack will get through. To learn the timing takes
competition. There is no other way.
My rule of thumb is two moments before the last possible chance to input the move.
      Delay baiting in custom strings is much easier to explain. Use a safe
custom string a few times in a match. Then on the third or fourth time, put a
delay on the last hit.

Examples of Delay Baiting:

-AOP 2>1

Examples of Delay Baiting in Custom Strings:

WC d/f+4,4>d+1+2~3+4
d/b+2, WC 4>WS+4

G4c. Evasion Baiting
      This type of baiting is great against people who love to jab. It involves using
a 7-8 frame recovery hit at close range, evading, then striking when an opponent's
attack misses. Best for use at close range where an opponent is more likely to attack.

Evasion bait:

-RDS 2
-RDS f,f+3
-RDS 3
-AOP 2
-Hypnotist walk
-SS walk

Evading moves:

-D (SS walk)
-WC d/b+3+4
-RDS b~3+4
-RDS 3+4
-AOP 2+4

Gfd. Taunt Baiting
      Use this only if you are facing an opponent who has lost his concentration. A
taunt will bait an opponent to come in for an attack. When this happens, Ling cancels
the taunt and puts in some damage.
      The best position to taunt bait from is rain dance. She has the capability to
taunt in rain dance, an extremely vulnerable stance. From here, she has many options.
If the opponent is smart, they will dash in to bait an attack on Ling's part. Don't
be so fooled. The california roll will give you the range and opportunity to seriously
mess with any opponents strategy. If the opponent is definitely coming in for the
attack, RDS f+3_u/f+4 works well too. From neutral taunt baiting, a pair of jabs works

G4e. Parry Baiting
      A wonderful little trick that can be used by every character in the game. Ling
has a 16+ frame advantage if she manages to parry a low move. By quickly inputting
(d/f) during an opponents low (or special mid) attack, their punch or kick will be
thrown to the side. After a low thrust block, Xiaoyu can juggle the opponent with
cross lifting palms (d/f+2~1).
      Parry baiting is specifically using a move (or combination of moves) to tempt
a predictable crouch punch or sweep. Usually the fastest move the opponent will have
that hits ducking opponents is a crouch punch. However, characters like Steve,
Heihachi, or Paul may opt to use a fast mid move. As a suggestion, use a move.
If the opponent crouch punches, wait a few volleys. Then try the move again and
bait the parry.

Moves that Incite low punches:


G4f. Counter Hit Baiting
      Xiaoyu has a few moves that if connected on a counter hit will cause serious
damage. Baiting a counter hit is risky, but the damage is great. The timing needs to
be perfect, otherwise Ling may be the one that is counter hit. Develop a few counter
hit baiting scenarios. They are most useful when Ling is losing by a large margin,
and needs one huge surge of momentum and damage.
      There are methods to counter hit baiting that relate to all other types of
baiting. CH on a taunt, on a delay, on recovery, even on a parry. Even idle play is
a counter hit bait. Even though it is deadly for Ling to stand still, there are
people who bait counter hits just by standing still.

Moves that have Counter Hit Properties:

-RDS 1
-RDS d+3
-AOP 2,1
-AOP 3+4


-1,D+2, d/b+4
-d/b+2, d/b+2, u/f+4
-RDS 2+3+4, RDS 1
-WC d/f+4, ... AOP 2,1
-d/f+2 (hit), f,f+2,1
-WC d/f+4,4, f~f~d/b+4

G4g. Recover Baiting
      It is a fairly common belief that Ling's moves have poor recovery. This is a
common belief that every Ling player can take advantage of. Some of Ling's moves
only seem to have poor recovery. Using moves that have poor recovery, and using a
fast power move or jab just afterwards is the basis of recover baiting. Blocked or
not, these moves are deadly. Recovery bait usually ends in rain dance where Ling
can take advantage of her fast power strikes.

Moves that are Deceptively Fast Recovering:

-RDS 3
-RDS f,f+3
-RDS 2


H1. Walls
      The new dimension in Tekken is the advent of walls. And not just rectangular,
symmetrical, straight cornered walls either. There is an amount of strategy involved
in using them, as well as a bit of cheese. This section includes a few helpful hints
when using Ling near a wall. Unfortunately for some, it is impossible to stay away
from the walls 100% of the time. Learning to use the walls instead of avoiding them
is a fast way to improve at T4.
      Wall push (1+3~u_d_b_f). One of Ling's [1] break "throws". When pushed in to
a wall the opponent will be stunned long enough for other moves to be guaranteed.
Unfortunately, Ling doesn't have killer wall push combos (normally). Putting an
opponent on the ropes is great for mind games and momentum, even if it isn't the
most damaging. She'll only be able to input a few jabs, or another throw if she's
daring. One string that I like is 1+3, 1, D+2. This string gives her ample
opportunity to see how the opponent is going to react, and re-react accordingly.
      When around walls, always think how to use them. It is best if Ling can manage
to be facing a wall, rather than facing away from it. Because of her sidestep game,
she's able to do this with relative use. Using throw setups with a 1+3 has it's
advantages, as well as using power moves with a (w!) property. For example, when an
opponent is in a corner a bayonet to fortune cookie (1,2,1) will hit if the opponent
gets scared.
      Fighting with Ling's back to the wall stinks. Especially when she is in a corner.
Her sidestep game is limited to the point of absurdity. An opponent can jab (and
will jab) continuously until she is dead. Getting out from a wall she needs to evade
an attack. A cartwheel does the trick for me. A few jabs to push them away, then an
SSL to cartwheel. Even if she is hit by the opponent's jabs, she'll be out from the
wall. If that doesn't work, just wait for an opportunity to present itself. Jab back
until that window appears.
      Ling's power around walls is all in the mind. People get antsy when cornered.
They lose focus! Perfect for her to take advantage of. Use jabs and duckling
picking until you are in a position to use her close range mix-ups. Extremely deadly
against slower opponents. If they manage to sidestep around her for an instant, throw
them back with a 1+3. Keep them against the wall as long as possible.
      With an opponent parallel to the wall is a good position for Ling to be in. She
can out sidestep most characters, and she can be faster. The goal when fighting
parallel to the wall is either to take the match back out in to the open, or force
the opponent in to a corner. Either way, she needs to pitbull in this instance.
Forcing the opponent back will eventually put them in a corner! Use moves that can
push them like (d/b+1), (1,D+2), (D/F+1), etc. Using sidesteps is a tactic more likely
to put both characters back in the open.

Moves that Cause W!:

-f,f+2 (ch),1
-(u+1+2), 2 (ch), 1
-(1,2), 1
-1+2 (ch)
-b+1+2, 2
-RDS 3
-RDS f,f+3
-RDS f+3
-AOP 4
-AOP 2 (ch), 1
-AOP (u/f+3), 3
-AOP u/f+3
-AOP u/f,n+4
-AOP 3+4 (last hit)
-f,f+3 (side hit)

Strings to use After a Wall Push:

-1, D+2, d/f+2~1_1,2,1_d/b+3
-1, d+2, d+1
-1,2, 1+3~f_d/f+2~1

After a medium-far range Wall Push:

-d/b+1, d/b+1 *guaranteed*
-d/b+1, SS, 1, d+2, RD 2, RD f+3

H2. Ranges
      Ranges play an important role in tactics. Obviously, no one would try to throw at
range three and no one would try a step kick (f,f+4) at range 0. Ling can use different
tactics and strategies, even at different ranges. She does her best work at range 0-1.
By nature, she is a pitbull. In Tekken 4, with the addition of new moves and different
timing, she can also work well at range 2-3. Her worst area of play is range 1-2. This
section is focusing on each range and what tactics should be used. (Note that all of
these tactics are applied only to neutral fighting).
      Definition of ranges. Range 0 is considered throw range. Range 1 is from the
end of throw range to the tip of a jab. Range 2 starts at the tip of a jab to the tip
of power strikes (d/b+1 in this case). Range 3 is the tip of power strikes all the way
to the end of the screen.
      Range 0 is a wonderful place to be. An opponent's jab shield can make it hard at
times to get near, but it's exactly where to be. Ling's fast mix-ups, throw set-ups,
and jabs work best at this range. Range 0 is meant for pressuring. If Xiaoyu can out-jab
the opponent, she should. Since her sidestep has been reduced greatly, it's not a great
idea to use an evasion game at this distance (evasion baiting is still ok).
      Range 1 is where Ling ends up after most of her attacks. This range is too close
for power attacks, and a little bit too far for mix-ups. Spend time in this range
working back in to range 0. She can sidestep fairly well in this range, so keep that
in mind. The primary thing to do in this range is a simple 1,2 jab. She has good
follow-up and it puts her in closer. She can also use safe strings to put her closer
(1,2,1) (2,1) (D/F+1).
      Range 2 is a bit tricky for Ling. None of her power moves are that abusable,
not even the storming flower (d/b+1). The beginning of range 2 is perfect for
sidestepping. However, if her sidestep game isn't up to par... use a long sweeping
string like (2,1). The middle of range two is her best place for power hits. The
storming flower has a tendency of being over-estimated range-wise, and the birds flock
(1+2) will get beat by jabs. The end of range 2 should be used sidestep walks and
medium range moves like the demon flip (4~3), pirouette kick (u/f+3), and raccoon
swing (f,f+3). This quasi-range is best for Ling other than range 0 because of all
her distance moves.
      Range 3 isn't horrible for Ling like it has been in the past. She can use most
of her distance set-ups in this range (RDS f+3+4, AOP f+3+4). Her demon flip is still
ok, even if it doesn't hit (go in to AOP). Use her long distance moves from this
range ... step kick, forward layout, hop n throw. The end of Range 3 is running ground.
If Ling can get a run going before the opponent, she has first dibs at a shoulder
charge. This range is not where anyone wants to be in Tekken 4, especially people
who love to jab. This is the range where Ling has an advantage over most characters.
Take the time and space to side-step walk and be patient.
      In general, Range 0-1-2 is the place to gain momentum while range 2-3 is the place
to keep from getting damaged. It's a pitbull versus turtle strategy. Against the best
players, it is much better to stay close. While close in, Ling must always attack.
While far away, Ling must always be patient. If she gets too intent on attacking
while in range 3 she'll get killed by CH happy opponents. If she stands still at
range 1, she'll lose momentum.

H3. Levels

H3a. Underground
      A horrible stage for some, great for others. A small, enclosed arena with 4
corners and vision blackouts caused by opaque onlookers. Use the walls to your
advantage because it's absolutely impossible to stay away from them in this stage.
Ling's range 3 game is limited in this stage, so stay in range 0-1. If she can get
away with it, stay with the jabs and duckling game. This puts a ton of pressure on any
opponent, especially on this stage.
      There are some serious problems for Ling when fighting on this stage. Whenever
some of the bystanders block the view, use a safe jab string until both characters
can be seen again. Against a Paul or Heihachi player, don't get knocked down in a
corner. Their hammer fists (d+1) can hit Ling all day long with no retaliation.
Sidestepping is a bit harder, but not impossible. So long as Ling doesn't try to
sidestep in to a wall, she's fine. The final serious problem is the infinite combo.
Because the walls are so close together, a simple juggle with RDS 2,2,2,2,... can
become infinite.

H3b. Beach
      A wide-open stage with a few unexpected walls and changing floor surfaces. This
stage gives Ling the option of her sidestep games and her range 3 fighting. Wall
fighting won't be common on this stage, but it does happen. There are only two corners
to worry about on this stage (the concrete walls, and the concrete wall-chain link
fence). Keep in mind their location and stay away from them. If possible, memorize
the location of the beach shack and palm tree. The water provides an excellent "masking"
effect for Ling's duckling game. The water can completely conceal moves like WC d/f+4.
Use Ling how she would normally be used, except around walls.

H3c. Arena
      The tournament stage of choice. No uneven surfaces, no right-angled corners,
a fair amount of walls, and a good sized open fighting area in the middle. All of
Ling's games can be used on this stage, as with most characters. Stay in range 0-1
near the walls, and range 0-1,3 while in open territory. Infinite combos are a danger
on this level, but they are far less common than on Underground. Because of the obtuse
corners, the hammer fist trap is easier to avoid (but still be aware of it).

H3d. Shinjuku
      A closed in area with some uneven surfaces and walls everywhere. More often than
not two opponent's will be facing each other parallel to a wall here. Be careful with
okizeme here, the uneven surfaces (curbs) might cause a whiff. If Ling is fighting a
character that is better around walls, use the sidestep game to get away from the wall.
There are a few corners to worry about on this level. Near the shops and stores there
are nooks that can be troublesome. The glass booths in the middle of the area can be
used for  a peek-a-boo hit (attacking through the ruble).

H3e. Hon-Maru
      A well-made stage in my opinion. A large rectangular wooden arena with no uneven
surfaces. The area in the center is just wide enough to suit a range 3 game.
Fortunately, the stage is large enough to allow avoidance of corners. However,
there is basically nothing on this level to take advantage of. Exactly why most
people want to play on it.

H3f. Jungle
      One of the hardest levels to play on other than Underground. Uneven surfaces,
jagged walls, uneven surfaces, corners, and water to boot. There level is a large
pentagon with a tree in the middle, so keep in mind there are 5 corners (plus the
roots of the tree). One half of the pentagon is lowland, filled with water. The other
half is highland with corners everywhere. Fight on the water if possible, fight going
downhill if possible. Stay away from the walls on the highland, it is a death
sentence to anyone to be caught in a corner.

H3g. Parking Garage
      The Parking Garage is a wonderful closed in level. There are a few corners and
alleys to worry about, but nothing impossible. Range 3 game is nearly impossible, and
the sidestep game is limited near the walls. It is necessary to use the walls on this
level, it is not large enough to avoid completely. The pillars are good for a peek-a-boo
hit. The corners are near the cars, and the alleys are between the pillars and the wall.

H3h. Mall
      A huge stage with many walls, pillars, and surfaces. People tend to roam much
farther on this level than other big levels, so practicing with every part of this
level is key. It is common for a fight to start near the four pillars and end near
the stairs. The only uneven surfaces that need worrying about are the stairs. Walls
are plentiful, but they can be avoided. The rails on the stairs opposite the pillars
are breakable, but they can be used for at least one wall hit. Because the walls on
this level are short, often times the defensive fighter will have their back to a
wall. Ling is on offensive character, so keep this in mind.

H3i. Statue
      More pillars than any other stage. More breakable objects than any other stage.
This stage is where I use most of my peek-a-boo attacks (hit an object and attack
through the ruble). Okizeme is a bit harder to use on this stage, as well as range 3
tactics. Walls and surfaces are everywhere and impossible to avoid. The stairs on both
sides of the statue can cause some weird effects in juggles and hits, but not as bad
as the Jungle. Another danger in this stage are the abundance of corners. Not a great
stage to face Heihachi or Paul.

H3j. Rooftop
      The incline stage. Most of the level is one giant incline where juggles and
okizeme can suffer. Breakable statues all along the sides of the stage serve as
temporary corners and walls. A few corners to worry about at the "upper" part of
the stage, but they are fairly easy to see coming. The stage is open enough to a range 3
game,  but because of the incline it's better to stay closer.

H3k. Airport
      If Tekken Tag is still the favorite game, this is the level in T4. A huge, level
expanse with few walls or breakable objects. Nothing to take advantage of, except
the large space. Range 3 game is ideal on this stage. Most of the set-ups used in
Tekken Tag can still work in this level. This is the level to take on a super wall
character like Paul or Jin. This level puts the emphasis on strategy on not cheese,
which is absolutely perfect for Ling.

H3l. Lab
      The most closed in stage outside of Underground. The mist on the ground can
mask Ling's duckling game, so abuse it more on this level. Walls are abundant and
impossible to avoid. Corner encounters are abundant, so be careful. This is a stage
for range 1 fighting, pitbull and push the opponent back to a corner in order to
win. There are inclines on both sides of the stage, but they don't nearly screw things
up as Rooftop, Jungle, or Statue.

H4. Characters

H4a. Kuma
      Kuma is not as weak or slow as people might believe, so be careful. The best Kuma
players won't try to out set-up, out jab, or out-pitbull. But one thing that Kuma
does fairly well is turtle. The moves to worry about are the infamous bear jab (f+1),
the demon upper cut (f,f+2), and the salmon hunter (b,f+2+4). There is also some
hunting bear mix-up that should be feared, and I will cover that too. The bear jab can
be a nasty thing to face. Extremely fast, killer priority, and long range. This move
is used for interrupting momentum rather than causing damage. Blocking a bear jab will
put Ling at a decent range from Kuma. Unfortunately, Kuma can also be fairly good at
Range 3. Also his g-clef cannon (f+1,1,1) on a counter-hit is guaranteed. Don't try
to out-jab Kuma for this reason. The demon uppercut (f,f+2) is another reason why
Ling shouldn't jab Kuma. The demon uppercut will go under most jabs (even 1,d+2) and
cause serious damage, especially when paired with the JF salmon hunter. One of the
most hated moves in all of Tekken, the JF salmon hunter. Fast, low, A TON of damage,
and UNBLOCKABLE. Off of a demon uppercut, it's guaranteed to hit.
      The other thing to fear from a Kuma player is the Hunting Bear. The mix-up
comes from the bear fling (HB 1+2)_bear toss (HB f+1+2)_Bear sweep (HB 2). One hits
high, one hits mid, and one hits low. They all execute safely, and are safe on
recovery if blocked. The bear fling (mid) is a great juggle starter and will do a ton
of damage. The bear toss is a throw (1+2 escape), fair damage. And the bear sweep is
low, safe ifblocked. The one flaw in each of these moves is the lag time in execution.
A simple duckling string might do the trick. But don't underestimate Kuma in
this stance, he moves much easier than he did in TTT.
      All in all, Kuma is not a top tier character. He can be used in a worst case
scenario as cheese, but it isn't considered polite. Ling does have some trouble
against a good Kuma because of all the damage that she takes. The way to beat a
good Kuma is a sidestep, duckling, set-up game. Don't try to pressure Kuma with
jabs, cause Ling will get killed. Sidestepping is possible, but be careful. The
demon uppercut can track fairly well at a distance. Use AOP in this fight, but don't
flinch or stay in it too long. Rain dance is risky, so only use it in set-ups.
Hypnotist tactics can be effective at a close range. Overall, play it safe. Make the
opponent angry by turtling right back at them. Take of little chunks in the
beginning to put Ling in a slight lead, then wait for the Kuma player to get
antsy and make mistakes.

H4b. Hwoarang
      This character has been seriously modified from Tekken Tag. His sidestep game has
been toned down, but his flamingo stance has been given extra power. The flamingo
stance has been modified so that now nearly any move can transfer in to any other
move, custom string heaven. Hwoarang is a character who relies on set-ups and custom
combos. His mix-ups aren't as good as a character like Ling simply because they leave
Hwoarang extremely open if blocked.
      Set-ups won't do that much damage if they can be anticipated. The set-up that
does the most harm is RFL (Right Flamingo) 4. On a CH, a dynamite heel is guaranteed.
One set-up I've seen for this move was RFF d/f+4~f, RFL 4. Another is d+3,4, RFL 4 on
a grounded opponent. Set-ups can also come from OSB (side turned when blocked) moves
and guard breaks. For example, LFL b+3 causes an OSB. If the opponent tries to  punch
it will actually be read by the computer as BT 1_2, and it will miss! Leaving a free
side throw for Hwoarang. The RFF 3~4 also works very well as a OSB move.
      The custom strings are Hwoarang's greatest weapon. Unless they are parried,
reversed, or sidestepped, a good Hwoarang player can pick away at Ling the entire
match. Use Ling's sidesteps to avoid most of Hwoarang's attacks. Fortunately, if
Hwoarang wants to do any damage, he will have to take risks.
      Back in TTT, Hwoarang was the movement king. He could sidestep, fake, twirl,
glitch, the whole nine yards. In T4 it's been toned down, but he still can move. One
movement that I watch out for is the Fox step. It looks as though Hwoarang is dashing
or running in the wrong direction. It takes a fair amount of time to pull off, but it's
really enthralling when it happens. Crouch punch on reaction. If anyone wonders about the
notation, it is BT LFF 3+[4]~3+[4]. There are some fast ways to get in to it, but don't
worry about it. Most people can go a lifetime and never see it in a match. It's more of
a status symbol than a move. I do use it as a throw set-up...
b+3+4~b, 1+2~3+[4],3+[4]~b~b>2+4... but again, no one will see this within
their lifetime.
      Beating Hwoarang with Ling isn't impossible. With Ranges, Hwoarang is best at
Range 1-2. Ling can out jab him in range 1, but can't do much in range 2. So either
stay in very close and use jabs, or stay back and use long range moves. At close
range when in pitbull mode, watch out for the Sky Rocket (f,n,d/f+4) because it can
duck 1,2 punches. Personally I like the Belly Chop against this kind of character
(few mid moves are faster). Against an intermediate Hwoarang, pitbull and keep at
it. Against an expert Hwoarang player, pitbull except when facing flamingo... then
try range 3 or sidestep. Another weakness that Hwoarang has is the lack of a wall
game or good okizeme.

H4c. Yoshimitsu
      Yoshi's strength still lies in his unblockables, but thanks to T4's jab abusers,
he has been given new strength. His kangaroo kick (4~3) can go under jabs, as well
as his new samurai knee (u/f+3). In the hands of an expert, Yoshi can actually be as
fluid as Ling. He's actually a very good character, just not in the hands of a beginner
or intermediate player.
      The unblockables can be a problem sometimes. Yoshi can hit every level with his
unblockables (high, mid, low). The bad breath (d/b+1+2~1) hits high can lead to extra
juggle damage. The Sweep Slice (WC d/b, b+1) hits low, but takes a fair amount of time
for button command and execution. The sword shield (b,b+1~1) is a great mid move at
close range, but slow on execution. Yoshi's death copter (u/f+1+2>1) is good at a
distance or for Okizeme. The trick to beating Yoshi's unblockables? Pitbull like a
      Goodness knows beating Yoshi isn't that easy. Yoshi has several moves that can
drop under a pair of jabs and cause serious damage (d/b+1+2~1, u/f+3, 4~3). So
completely relying on a pitbull strategy can be bad. Fortunately, Ling can avoid
Yoshi's fast high unblockables and pitbull at the same time. Duckling can take care
of Yoshi fairly effectively.
      Yoshi does have the ability to set-up... the main one to look out for is after
a wall push (1+3~f, f+2, 2+4) *back throw sickness*. The other thing to watch out for
is the crouch mix-up. Yoshi doesn't have great mix-ups in neutral or any other stance
except crouching. From there he can mix the sweep slice, the full sweep, and the
samurai knee. Yoshi can get in close with the first part of the woodcutter (d/f+3)
to a crouch punch... then mix up the three moves. The way to beat it? Crouch punch
faster than he can hit you. The other mix-up is off of a manji spin punch (b+1) to a
throw_samurai knee. Just break the throw and Ling is safe.
      He can be cheesy if the opponent knows how. The door knocker (d/f+1,1,1,1) is a
safe string that can be repeated over and over. Ling can either thrust block or
crouch punch at the end of the string to end it. That takes care of the Yoshi scrubs
out there.
      Even though Yoshi has certain advantages over most characters, he is still
middle tier. His lack of an effective jab string seriously limits him. And for most
players, he is hard to handle. Going in to a match versus Jin or Paul (brickhouses),
Yoshi can be a shaky match. Against Ling, he's toast. Just as long as no one
forgets what makes Yoshi a strong character.

H4d. Julia
      Julia is the epitome of safe. Most of her moves revolve around safe or well
calculated attacks. Her CH offense is the best in the game, so pitbulls tend to have
a bit of trouble. Ling has a hard time against Julia because she is a pitbull, and for
the fact that her lifebar is so short. One G-clef cannon on a counter hit and Ling is
fated for death. This is the character that won the T4 national tournament, so don't
underestimate her!
      The counter hit offense is simple: bait the opponent in to attacking in to a CH.
Julia accomplishes this by several moves that recover deceivingly well. The elbow set-up
is most common (f,f+2 1~1,1,1). Turtle just a tad more at range 1 for this reason, or
crouch punch. A sidestep game might also take away some of Julia's CH offense, so
keep the hypnotist dance in mind.
      Julia's elbow is the second most accursed move in the game (next to the deathfist).
It's fast, fast recovering, high priority, and  impervious to retaliation. The worst
part, it guarantees range 0-1-2 as Julia territory. Don't face the elbow head on, it's
certain death for Ling. Instead fight in range three, or a fast duckling series.
      On okizeme, her best chances are her mix-ups. So just stay on the ground until
she pokes or until a safe opportunity to stand/roll away comes along. Be patient!
      Range 3 tactics are best because it can take away Julia's CH and elbow game.
If Julia comes close in, keep away with a pair of jabs and retreat until a better
opportunity comes along. The goal is to achieve enough distance for a 4~3, u/f+3,
(f,f+3) to go in to a duckling series. Ling is better around walls, so retreating to
the side of stage may put Ling at the advantage. In the end, be safe and play smart
in order to beat Julia.

H4e. Lee
      Lee is a character that can be used in much the same way Ling is used. His speed
is his asset, and a super easy character to control. In Tekken 4, with the addition of
walls, Lee has been given new strength. Walls give him the ability to take extra damage
with every wall push and juggle. He is also one of the few characters that can out
distance Ling.
      The mist step, previously useless, can be now used at the ends of certain moves.
This gives Lee a major advantage in controlling a fight. The 1,2 jab mist step when
used in a juggle can carry an opponent all the way to a wall (where Lee is strong).
Using the mist step in neutral fighting gives Lee the opportunity to mix-up (throw,
hopkick, low pick). To add to his speed, Lee has some fast strings that are safe
like (d+4, n+4,3,3). He can take a mountain of damage with simple, safe picking
      The Lee set-ups are evil. The simplest one is a 1,2 jab mist step to a throw.
The overhead somersault at the correct distance can hit a blocking opponent. The step
kicks (d+4,4,4,4) can be delayed, and can "stun" opponents getting off the ground. An
instant hitman stance execution from crouching (confusion).
      Don't fight Lee against walls. His 4,4,4 or 1,2,4 will score huge points of damage
against Ling after a wall push. If it can't be avoided and Ling has to face Lee against
the walls, make extra sure that he can't land a wall push or juggle.
      Ling can beat Lee in two of his strongest areas: speed and sidestepping. Fight Lee
accordingly. AOP can kick his jab game, and a fast AOP can destroy it. Ling's custom
strings at range 0 are also killer. Lee has a few good moves that track, but still not
good enough for Ling. The hypnotist dance works the best, not the rain dance triple SS.
Lee will be helpless.
      The other weak point of Lee is his pace. I've seen very few players who can keep
a good, rhythmic pace with Lee. They'll get caught up in the mist steps and jabs, and
lose pace just for an instant. This gives Ling a momentum advantage. She'll have a much
easier time using set-ups in this match.
      Lee is a great character, but a tough fight against Ling. Fight Lee on Ling's
terms: range 0, out in the open. Fortunately for Ling, she's just faster. But beware,
Lee will always be better when fighting around a wall.

H4f. Xiaoyu
      One of the greatest feats of irony in the entire game is that the best character
on can play is often the character one is weakest against. Don't underestimate any
character, this match does not simply equate to player versus player. Xiaoyu can take
advantage of some weaknesses that another Xiaoyu may have.
      First rule, watch the opponent. What tactics do they use? What tactics don't
they use? Second, where is the advantage... out in the open, near a wall, uphill,
downhill, close in, far away? Play smart. This is where practicing near walls comes
in handy. If you face a Ling who is weaker around walls, it's a definite advantage.
      Even though I stress that there is are advantages and disadvantages in this
fight, it is true that in the end, it's player versus player. All the tactics,
set-ups, strategies, etc. can be used by the other Ling. The difference simply lies
in who uses Ling better, and who can handle an opponent's Ling better. I've faced
players who use Ling better than me, but have a harder time fighting against her.

H4g. Marduk
      With Tekken 4 comes the arrival of this monster. Marduk is power. He can control
every range, every sidestep, and every predictable pitbull. People new to T4 are
hesitant when fighting Marduk, because he is an unknown player.
      When fighting Marduk, don't get tackled. I repeat, don't get tackled. It is
possible to use hopling to get around him, but crouch punches work better. Worst
case scenario, try to break it with both punches. The throw break window is a tad
small, but not impossible. Once in the tackle, it's a rock paper scissors game. Not to
mention Marduk maintains momentum for another 10 seconds or so.
      Marduk can fight at range 3, 2, 1, and 0. There's no zone tactics versus him
because he can strike at any level (high, mid, low) at any range. At a distance he
can use his sidestep or his long sweeping moves. At close range, his throws are deadly.
      The Marduk sidestep can be extremely tough to counteract. Unfortunately, it does
beat Ling's. I use a SSL walk or a hypnotist dance to get near him and then pray I can
beat him to the punch with a jab. An u/f+3 at a distance may also work. In any case,
Ling can not use her linear moves when Marduk is in SS mode.
      Fighting Marduk wouldn't be that hard at all... if it wasn't for that cursed
reversal. Marduk can reverse high and reverse mid. A player with fast reaction time
can easily control the fight with just these moves alone. Another move that kills
jabbers are his launchers. Both his d+1+2, and d/b+1+2 can travel under punches
and juggle.
      Ling can beat Marduk, but she has to control the fight. Travel in and out of
zones very quickly. Her middle jabs can beat Marduk (d/f+1, ... 1,d+2), as long as
he doesn't have time to react. Duckling is good against any Marduk because there
is not much he can do (no hopkick or fast uppercut). Don't try to out sidestep
Marduk, his moves track too well. Keep the fight in Ling's hands and she will win.
Get tackled and it's an uphill battle for the rest of the fight.

H4h. Lei
      Toned down in T4, but still a force to be reckoned with in the hands of a skilled
player. Lei's strength is in his set-up and distance game. Most of his strings are best
out of range 2, where Ling is weak. Lei is also strong at turtling, another area where
Ling is weak at. However, most of the strengths that Lei has can be taken away from him.
      The most feared tactic of the kung-fu master is Lei-down. Lei can turtle while on
the ground, making it nearly impossible to fight as a pitbull. Be cautious around Lei
when he is in this position, and know the moves he can execute at all times. For
example, when Lei is face down head feet away, a slide is most likely coming. So stay
back and prepare to block low. Ling's okizeme should prove useful when fighting the
Lei down.
      Right next to Lei-down tactics are the stances. Again, learn all of the moves
from the stance. Also note that Lei can auto parry many moves from his stances.
One thing to watch out for in his stances is the sidestep. He can sidestep dodge a
move in to a stance, then counter with devastating damage. Use fast pokes and pitbull
techniques to keep him out of the stances.
      Lei's strings and sweeps. His strings can hit many different levels and are very
confusing. Some of his strings can even be delayed. Watch out for a razor rush with the
last punch, kick combination delayed. Another would be the simple kicking combination
4~4,3> ankle kick (d+4). His sweep makes up for what his strings lack: tracking and
the ability to hit AOP. Favor AOP more often then not, but block the sweep enough
to make the opponent scared of using it.
      The final weapon is Lei's ability to beat pitbulls. His backturn retreat will
escape a jab, then come back with an uppercut. Lei can drop down, or even use his
cannonball headbutt. Lei can even beat some of the fastest characters to their jab
with his razor rush.
      In order to beat Lei, Ling has to take away his advantage. Make the opponent
weary to use most of his moves and turtle. When Lei turtles it is the perfect
opportunity to use set-ups. When Lei goes on offense, use AOP and evasion. Sidestep
works well against everything but the sweep. Block the sweep. Not an impossible
fight if Ling can take away Lei's offense.

H4i. Kazuya
      The man, the myth, the Mishima. The same Kazuya with some new toys that can
wreak havoc on characters. The walls give him news strength where other characters fail.
A well built character for the purpose of force rather than style.
      Don't go after Kazuya near walls during neutral fighting.. Or at least try to
avoid it. His mix-up game is at it's peak in this area. Kazuya can close the gap
easily with some of his moves. At close range he can mix up his strong mids and the wall
push. Use the sidestep game to get around walls as much as possible.
      Kazuya is not a character for style, but he makes up for it. He can mount a decent
effort in nearly every aspect of the game. His news stomp (d+4) gives him strong
okizeme. The walls give him strong throwing power. The only thing he lacks is a good
sidestep game. Ling can dance circles around him if he isn't careful.
      Unfortunately for Ling, sidestepping isn't good enough. Kazuya's jabs beat out
Ling's in priority and speed, his mid moves can beat out duckling, he can wait out
range 3 tactics, and he can pitbull through a set-up. Against a great Kazuya player,
there's nothing Ling can do.
      This fight comes down to a battle of will. Ling can sidestep and jab for a little
bit before an opponent will catch on. After that, it's up to mind games. Confuse the
heck out of Kazuya. Get the opponent to turtle so Ling can use set-ups and duckling.
Jab only when it is free, Kazuya does have some moves that will go around jabs.
      One tiny trick to watch out for against Kazuya is the wave/light dash. If Kaz
is in range 3, he can begin a wave/light dash. It's a crouch dash that repeats itself
over and over, really quickly. Don't get caught looking at it! Kazuya can mix things
up very well from this, and from a regular crouch dash.
      Kazuya is a basic character, so you won't find players trying to use him like
Ling. Ling does have the option of turtling for the first few seconds to try and find a
weakness in the opponent, but it's risky. The Hopling retreat may buy the time she
needs. If Ling tries to go pitbull v pitbull against Kazuya, it's her prerogative.
But he's just a sturdy character when played right.
      The key to winning this fight? Don't make mistakes.

H4j. Paul
      The scariest character this side of Jin. Paul has the ability to be brutal, plain
and simple. He is the holder of the dreaded deathfist, not to mention strings that hit
all levels safely. A jab the has priority over nearly every other move. A fairly good
low hitting move (SS+3)to use as mix-up for the death fist. An attack reversal to throw
off another player's momentum. The best wall game in Tekken. Killer okizeme, the best
around corners. Moves that can evade jabs and cause sizeable damage. Not to mention his
new haircut.
      This is a tough fight for Ling. Paul can finish a match in 10 seconds if she
isn't careful. The deathfist is strong enough to take half of Xiaoyu's lifebar on a
counter hit. Pitbull against Paul, and he goes back to a 1,2 jab combination. The
sidestep works best against the deathfist. SSR will evade the move more often, but
you can still get away with a hypnotist dance at range 2.
      AOP and rain dance are tough to use on this guy, so don't stay in them long.
His new, high priority, high-speed shoulder push (d+1+2) can hit Ling out of both.
      When it comes to Ranges, fight Paul range 0-1 a little bit less than usual. Stick
to the sidestep in range 2 or 3. Range 3 is another place Ling should be. A 4~3 or
u/f+3 can put Ling in prime position for some low strings and mix-up. Also, 99% of
the time... when Ling goes in to a SSL or a hypnotist dance, Paul will SS+3. I've seen
it a billion times, and punish every time I do.
      Try not to fight Paul around walls. It's asking for trouble. He can easily mix-up
in that scenario. And even if Ling tries to pitbull, he can 1,2 jab her to death. Plus,
there's the added fear of being knocked down in a corner. A cheesy player can hammer
fist Ling for the rest of the match and win. So just stay away from the walls.
      Character versus character, Paul will win. The player (YOU) needs to concentrate,
think ahead, and play flawlessly. Mind games should be priority over anything else. The
only advantage Ling has over Paul is her sidestep, but the player has to make up for
everything else.
      A few tricks to watch out for: Paul running up to Ling and d+4_f,f+1+2. Whenever
he dashes in, jab! Be wary of the SS+3_deathfist mix-up. Learn to read his dash the
instant the opponent inputs it.
      This is another fight where Ling can't afford to make any mistakes.
Deathfist! Deathfist! Deathfist!

H4k. Jin
      The Mishima monster returns, renewed and with a vengeance. Out performs every
character in jabs, picking strings, and juggles. While he doesn't have the power of
Paul, he does have more control. Jin can manipulate nearly every fighting scenario with
just a few moves. His new JF laser scraper is the most feared move in the game. It is
nearly impossible to defend against. The only bright side for Ling, the JF
laser scrapper is hard to pull off on a consistent basis.
      In order to beat Jin, Ling has to worm around his strings. The jab-axekick (1,2,3)
series can be sidestepped on the third hit. So can the laser scraper. His low poking
hits can be real bothersome, so keep the pressure on for as long as possible. Also,
the best jab series in the game (2,1)... watch the throw after this move connects.
Jin doesn't have many great mid launchers, so stay ducked after this move connects.
      Jin's main goal is to get his opponent in the air. While in the air he can juggle,
then dominate on okizeme. A counter hit laser scraper to a simple juggle, low sweep,
can lead to serious damage. Beware the double kick (d+3+4). It can hit Ling out of
AOP. If the first hit is blocked, Ling still has to block the mid coming right after.
      Finally, and unfortunately for Ling, Jin has been given a defensive move. His new
parry can shuffle a string to the side and leave Jin a juicy opportunity for a juggle
or a throw. What does this mean for Ling? Not much considering that she doesn't have
many high-mid strings. But don't get caught overusing a jab or any other mid moves. Jin
will parry, launch, juggle, control. Death follows shortly thereafter.
      Beware the laser scraper. You'll see more half completed laser scrapers in a
tournament than any other move. On a counter hit it is basically a guaranteed juggle
(when facing a good opponent). I've seen brilliant Ling players lose to Jin simply
because they kept getting hit by this move. Answer? Don't get caught in range 2. Even
range 1 is risky against Jin because of his jabs. Fight in range 0. Duckling still
works if Ling is fast enough (fear the double kick). The distance tactics still work,
just beware Jin's f,n,D/F+4>4~3.
      The hardest part about fighting Jin, the character doesn't make mistakes. It is a
simple character to control and use, so players don't often make huge mistakes. Ling has
to play smart. THIS DOES NOT MEAN STICK TO JABS. I saw a match a few months ago where
Ling was ahead by two rounds and started relying on the jab out of safety. Jin easily
made up the two rounds back (but still lost in the last round). Don't fight Jin jab
versus jab. Fight Jin with set-ups if possible. Control the fight as long as possible.
Jabs are secondary. Sidesteps are tertiary (third). Jin is unbeatable, but the person
using him isn't.

H4l. Nina
      The most under-rated character in all of Tekken. It's been recently discovered
that Nina can actually deliver more of a wallop than was previously thought. Her jabs
are her main weapon, as well as a strong sidestep and set-up game. At close range, she
can beat out an opponent with speed and priority. Her blonde bomb (f+1+2) can knock
Ling out of AOP at range 0-2 with relative ease. And the flurry of jabs ( plus an attack
reversal) make it difficult for Ling to gain momentum.
      At range 0, Ling still has an advantage if she uses her faster attacks. Ranges 1,2
are a bit difficult to stay in because of the jabs, and the blonde bomb. Range 3 is open
game, Ling can operate more effectively, but still needs to get through range 1-2 in
order to strike.
      Walls are something that Nina hates. Ling has an advantage here, as long as her
back isn't against the wall. Ling can maneuver much easier than Nina, and can force her
in to a corner if she can keep a constant pitbull. If Ling is the one with her back to
the wall, be wary. Nina's overhead throw (u/f+1+2) is her main weapon around walls.
      Don't get caught watching Nina. Many of her set-ups happen when she performs a
cancel (or another intricate move) in to a more powerful move. Crouch punch out of
reaction. If the reflexes aren't fast enough, don't let Nina have the time to set-up.
Use range 0 duckling and pitbull. If Nina gets a few of her jabs out, she'll have
the momentum.
      Fortunately, Ling can make a few mistakes without the threat of serious damage.
Nina takes patience to play, as most of her moves don't take that much damage.
Therefore, pitbull. Aside from the reversal, there's nothing to stop Ling at range 0.
Make Nina afraid to fight. Out flurry her with jabs. If Nina does get momentum, fall
back and sidestep. Pick your opportunity to jab and get back in the fray. Set-ups in
this fight are secondary. As long as Ling can jab effectively, she should.

H4m. Steve
      Another new addition to the Tekken world... a annoying deadly one. This pugilist
can punch faster than any other character in the game. Most of his strings can be
executed without fear of retaliation. He has plenty of moves that can cause crumple
stuns or OSB (Opponent turns side when blocked). He moves easily and gracefully, and
can cause confusion just by dancing around the stage. This character does not have any
set-ups outside of his custom strings, but frankly he doesn't need them. He can play
safe, he can play daring. Doesn't matter to Steve.
      One thing that Steve does lack however, is the ability to knock Ling out of AOP
quickly. AOP will kill any Steve player. The motion can duck under most of Steve's
jabs, and a quick launcher after the whiff is guaranteed damage.
      Aside from the AOP weakness, Steve is nearly impossible to fight. Watch out for
his (d/f+1,2,1... d/f+1,2,2) mix-up. The first will cause an OSB (high hit), the second
causes a gut stun (mid hit). There's also a few custom strings like (SL 1~[B], FL [B]+2)
and (1,2,1~[B], FL [B]+2). The extended crouching alsoadds some difficulty. The hook
causes OSB (high hit) and the uppercut is a juggle. Don't get caught looking when
Steve goes in to the Albatross Spin or the Flicker Backdash (b+1+2, f~b+1+2, f~b+1+2).
SS+4 can work well against the Albatross Spin, and charge Steve (CAREFULLY) when he
      Try not to fight Steve pitbull versus pitbull. He is much better at range 0,1.
Even at range 2 Steve has a fair amount of control. Outside of AOP, stay at the end
of range 2 or range 3 unless you have momentum. For example, a demon flip (4~3) to a
crouch punch can leave Ling in range 1 with a fair amount of momentum.
      Steve is a difficult fight for nearly every character. Ling is a character that
has a natural advantage over Steve because of his reliance on fast hitting mid and
high moves. But don't take Steve too lightly. A good player can overcome any
disadvantage between characters.

H4n. Christie
      One of my favorite characters to use besides Ling. Christie's auto tracking,
low picks, great throws, fairly good launchers, and range 3 game put her in a great
advantage in Tekken 4. Many of her moves have been revamped in Tekken for to cut down
lag time, such as the Satellite Moon (4~3). Christie can stay in range 3 and take pot
shots through the entire match. Or she can stay in range 1 and use her deceptive low
picks. The launchers can be a pain to face, especially when mixed with Christie's
      The low picks are the first thing that Ling needs to watch out for. The
d+3~4 and SS+4 can be used at different ranges, but they share one deadly property.
They aren't recover crouching, even if it seems that way! What does that mean?
Christie can still use any move she normally could in standing... like throws,
juggles, and other low picks. For example, a string like SS+4, d+3~4, 4~3 can strike
the opponent twice low, then mid, and recover safely at range 2. There are a ton of
custom strings like that, so follow Christie very closely. Ling doesn't have great
priority so it can be tough.
      The launchers Christie has can be a pain to face. Both of them are fairly safe,
even if blocked. Staying in range 0 and using the parting chop (D/F+1) can be an
effective barrier against launchers and throws. Even a pair of jabs works. Be careful
though, both her d/b+4 and d/b+1+2 with avoid the jabs.
      If Christie loses her momentum, she has a hard time getting it back. Most likely,
she'll try to create some space and regroup. When this happens, keep after her. This is
where Ling can take the most damage away from Christie. Pitbull against her. Even though
she has a strong game at close range, her far range game is better. If Ling keeps the
momentum, it's a tough fight for Christie.      There are a few set-ups to watch out
for. The most brilliant one I've seen is the relaxed 2, d/f+1+2. The relaxed 2 will
recover standing (not crouching) at range 0, perfect for a throw. Like Jin's 2,1.
Learn the moves that have the recover standing/recover crouching confusion and
Xiaoyu will be much better off.
      Don't fight Christie with Ling's back to the wall. She is incredibly good around
walls. People tend to lose focus around walls, which is exactly what Christie counts
on. The hypnotist dance works well. Try to avoid the rain dance double sidestep.
Christie can automatically track Ling when she sidesteps.
      In order to beat Christie, don't make mistakes. Know her capabilities, and her
goofy tricks from low picks. If she manages to throw Ling, immediately double punch
input. If she gets close, use the parting chop. Lose focus and it's over.

H4o. Bryan
      Bryan has been seriously toned down since Tekken Tag. He can still offer up some
trouble with his basic moves, but it's really a tough fight for him. Fight Bryan with
a modicum of intelligence and it's a guaranteed win.
      The best string that Bryan has is the d/f+1,2. The second hit is guaranteed of
the fist connects. The first hit has fairly good properties. Weather the storm when
it comes to this move. Ling will have the advantage of momentum after this move. 1,4,3
is another string similar to this one. Same rules apply.
      The other move to look out for is the sweep. It hits low, fairly fast, and gives
Bryan juggle opportunity. Ling can come out with a WS+4 after this move, but she has to
be quick about it. A must, block this move or learn to pick Bryan out of it.
      He does have a set-up two left in his rotting corpse. Watch for the b+2,1~d
cancel. He can sweep after this move. Another string with a cancel is 1,4,2,1~d.
A parting chop works wonders in this situation. If not, just watch Bryan closely for
the block/duck.
      Bryan does have a slight advantage around walls, but not enough to seriously
avoid them all together. He has a tough time controlling the movement of the other
character. Ergo, tough time moving Ling in position for wall damage.
      The best Bryan players that I've seen will pick away damage rather than go big.
He has some great low/mid picks. Fortunately, Ling can out-pitbull Bryan with ease.
But don't be predictable. The one parry that Bryan has is fairly effective when people
get careless. Don't get careless.
      In the match up, fight with Ling's strengths. Pitbull, stay out of range 2, etc.
The only thing that Bryan has is a fairly good set of moves that track. So avoid the
sidestep game. Play smart, control the tempo, control the fight.

H4p. Heihachi
      Every Tekken I wonder how this guy is able to walk, let alone fight. A diaper?
Now things have got bad for the geriatric. Alright, enough of the teasing. Heihachi
can kick Ling's ass. Not because he can out pitbull or move better. He has very few
moves of actual worth, which keeps the opponent from making mistakes. Heihachi can
fight well at range 0-1,1,2. His hammer fist still gives him the advantage in corners.
The classic 1,1,2 combo works after wall pushes. The d/f+1,2 punishes people who make
mistakes. The quasi-deathfist (diet coke of deathfist) is a powerful mid move.
      First, learn how to block the demon sweep (f,n,d/f+4,4,4) after the first hit.
Otherwise, Ling just might as well fall over and die. Don't be tricked in this tekken,
blocking it won't stop the string. So just be patient. It's a fairly easy move to watch.
      Don't make punishable mistakes. Don't use moves that will Ling open for more
than 10 frames (standing) or 15 frames in AOP. Fortunately, Ling can abuse her jabs all
she wants. She can also abuse the Hypnotist walk. Avoid the double SS rain dance
because of Heihachi's standing 4. She can also use duckling with little threat of
      Fight Heihachi close range. If Ling wanders beyond range 2, Heihachi is in
control. He can use his wave dash mix-up at a distance. Abuse the jabs and duckling
and Ling won't have to worry about most of Heihachi's super damaging moves. Set-ups
are alright if Ling has momentum. There's nothing really special about Heihachi to
counter them.
      Key to this fight: being a smart pitbull. Attacking while making few mistakes.
If the fight is in neutral, stay as close as possible. Use moves that will put Ling
at range 0-1. Mind games still work. Set-ups work as long as they are well executed.
Fight Heihachi in the open more often than not, but it's not a huge deal if both
fighters end up parallel to a wall. Just don't get caught in a corner. Ever.
      Know Heihachi's moves and he is powerless. He can't hurt Ling unless she let's him.

H4q. King
      King, armed with a fair arsenal of powerful moves, can wait for a mistake and
easily punish it. His throws are the best in the game, and they always will be. This
jab combinations aren't half bad, and he has some fair low moves. His deadly boomerang
(SS+3+4) is his long distance saving grace, along with the capitol punishment
(u/f+1+2). At range 1-2, the stomach smash (f,f,n+2) will kill Xiaoyu if she stays in
that range. What few set-ups king does have can take a fair amount of damage. Overall,
a good character. But, Ling outclasses King in nearly every area except power.
      Most good King players won't even use his throws unless the opportunity presents
itself. They will stick to the jab combinations, low picks, and hop kick... with a few
power moves. Ling has a faster jab and the parting chop (D/F+1) still works wonders.
To beat King's combinations, block mid and gain some momentum after the move. Against
moves like the shin kick (d/f+4), be patient. The move doesn't do that much damage,
and it's much better to be hit by that and not a headspinner or a hopkick. Range 0,
jab like mad. Range 1, be patient.
      Range 3 probably goes to King in this fight. He has some options if Ling opens
the gap. He can use the deadly boomerang, capitol punishment, a crouch dash mix-up, a
cannonball sidestep (SS 3+4~D)... etc.  He can also close the gap and use intermediate
range moves like the stomach smash. On a counter hit, the stomach smash will do a ton
of damage, and leave Ling open for okizeme.
      A few set-ups to watch out for: the stun push (f,f,n+1+2) to a giant swing. It
won't connect unless Ling tries to go forward. Another set-up is the cannonball
sidestep to a hopkick. It works in the same way that Ling's AOP roll to WS+4 works. On
okizeme, King has a few things he can do with the capitol punishment. Advice, stay on
the ground against King for a second, then get up.
      The problem with the King v Ling match is that King has nothing that can really
stop Ling's strengths. The jabs at range 0-1, the sidesteps, or duckling. So, do what
Ling does best. Pitbull like mad. Keep in mind what King is capable of, he can still
kill Ling with a few moves... just don't dwell on it.

H4r. Law
      Back from Tekken 2, Marshall has been rebuilt... they made him faster, stronger,
tougher. Strong in jabs, juggles, set-ups, defense, throws, range control, and counter
hit tactics. The only areas that he craps out in are okizeme and wall offense. But
frankly, he really doesn't need it to give a beating.
      They had to go and give Law a strong jab combination. Damn. Law's 1,2,3 is one of
the most annoying moves in the game. Auto-tracking, a mid, guard break, guaranteed on a
counter hit, and fast. If ever Ling is facing an opponent who does this move over and
over, smack them (the player), then parry the first jab. This move will give Law tons
of momentum. A parting chop is the only good offensive move I can really suggest
against this jab string.
      Law's juggles are annoyingly damaging. A counter hit dragon storm (b+1,2,1) to a
double flip will take nearly half of Xiaoyu's lifebar. A knee lift (f,f+3+4) to a
b+2,{3},4, b~f~b~[f] [f]+1 can also take a heft amount. Law has a few good launchers,
and many ways to follow them up. Really, the only way to avoid a juggle is not to get
hit by the launcher. THIS IS ABSOLUTE FACT. So, don't get hit by the juggle. Easier
said than done, but try. Keep your finger on the [1] escape and block mid until
otherwise directed.
      Somewhere there's a tekken player cursing the day law was ever given a parry. And
not only does he have one parry, no- not even two, three parries. The regular parry
(b+2+4_b+1+3) can be quite a pain. It can grab any mid/high move and use it against
the other person. It can also be followed by the DSS in to a back fist. Example, Ling
jabs, Law parries... b~f~b~[f] [f]+1. He has two other parries, the DSS parry and the
punch parry. Each can be followed up with powerful moves. Law is the only character in
the game that can make an offense out of a defense... so be careful. Change the tempo
of Ling's attacks.
      Set-ups with Law are a-plenty. I've seen a bunch with the parry alone. For
example, Law does a WS+2 (which recovers better than people think) which is blocked,
the opponent charges in and Law parries. Law can also use his counter hit tactics in
that situation (i.e WS+2 b+1,2,1). Even a 1,2 jab followed by a parry is effective.
Just keep on guard. Another set-up is the U/F+3 mix-up. Normally, the U/F+3 is followed
by a mid...but some players can mix it with the ground slide. So if you see someone at
range 3 use a U/F+3, BLOCK LOW. The last type of set-ups he has are the delays or
shadows. Watch the b+1,2>1. There's also DSS 1>f+1. And every now and then you'll see a
      Law doesn't have a range 3 game, but he makes up for it. He can close the gap
better than anyone in the game IMO. He can even get in range 0 with little threat of
retaliation by means of the U/F+4 (recovers better than expected). Little strings like
b+2, d+1 can put Law in a great position for damage. The 1,2,3 will close the gap easily
from range 1-2. Law can even retreat away with moves like 4,3 b~f. He can move easier
through the ranges than most characters. Especially now since they took out the back
handspring *sobs*.
      Fight Law with brains. This is a battle of the mind when it comes between two
characters that have so many set-ups. Don't fight Law where he's strong. Use duckling
mix-up, a few set-ups, and jabs sparingly.
distance, but beware... Law can track at close range (f+1+2, 4, SS+3+4). Play smart.
Stay on the ground or by a wall. The person who makes the fewest mistakes, wins.


      Here are a few custom strings that I like to use. These are just a series of moves
that are relatively safe or have a high probability of connecting. That's my definition
of a custom string.
      Of course, certain strings only work in certain places. No one would attempt a
string best suited forrange 1 at range 3. Nor would anyone want to try a slow string
against a character like Law or Julia. Finding the best possible environment for the
string is necessary when using them. Use your discretion.

-1, d+2, RDS d+1
: A simple string. Nothing fancy, just meat and potatoes. Which is what makes it so
good. The only weakness that this move has is the third hit (it can be parried). It
isn't much of a weakness, unless the opponent knows it's coming. Use this string at
range 1 or 0. The jab beats out most, and so will the low crouch punch. This puts Ling
exactly where she needs to be for mix-up. For example... 1,d+2, RD d+1, WS+4 or ...
1,d+2, RD d+1, WC d/f+4,4. This is one of the best ways to get in to duckling

-1,2, d+4
: A 1,2 jab with a low hit. It's almost inconceivable to have anyone block the third
hit, or be able to come out with a faster move. This will put Ling at the edge of
range 1 while crouching. There are a few things she can follow up with... immediate
AOP roll, raccoon swing (ff+3), XMTS (ff+1+2, 1+2)... but that's up to the

-[D/F]+1, [D/F]+1
: I've always liked the parting chop because it can go under certain jabs. It's a fast
mid hit that can interrupt an opponent's momentum very easily. After this string, an
opponent is likely to turtle for a nanosecond or two. Good for an XMTS, or as I like
to do, drop in to AOP and firecracker (AOP 4~3). Another good follow up is the Wang
Sweep (SS+4). After a while, Ling can switch and just use one parting chop with
the same effectiveness.

-1,2 (hit), d/b+3, f,f+1+2,1+2
: I covered this one earlier, but it is still good. One of the best ways to keep
momentum for a few seconds. More often than not this will be safe. The only option the
opponent has is to crouch punch after the stun. Not much of a weakness if you as me.

-1, D+2, SS+4
: The first two hits create a sizeable distance between both characters. Just right for
range 2 moves like the raccoon swing or the sweep. I like the Wang sweep because it is
more likely to hit. The raccoon swing can be blocked (best case scenario, counter hit.
Recovery bait).

-1, D+2, D/F+1, f,f+3
: If the first two hits connect, the rest of the string is effectively uninterruptable.
It's just a simple little picking string with a recover set-up at the end. Nothing
hidden here. Good recovery all round if the first two hits connect. If they don't,
keep working the jabs.

-D/F+1, d/f+1, RD d/b,
: This is a great string for a set-up. Nine times out of ten the opponent will charge,
right in to a WC Ling. Bad bad bad for them. Mix up is the name of the game in this
case. WC d/f+4,4... WS+4... cart blanche` here.

-D/F+1 (blocked), SS+4, SS+4
: The parting chop will put some distance in between the two characters. Which is great
for the sweep. Be careful with the second sweep though, you'll have to sidestep up. That
is the only way to recover crouching in to an SS. It works the same for an AOP too...
Which may give you some ideas later on.

-4~3, WC [d+1]
: I like this move when I know I can beat another player to the crouch punch, and if
I know that they won't parry it. The reason why I put the d+1 in brackets is because it
can go in to AOP. For example, 4~3, WC [d+1], [d+1]+2, 4~3. Or...
4~3, WC [d+1], [d+1]+[2], [2]+4. Good for damage when needed. Eventually,
go over to 4~3>d+1+2 ... the crouch punch will be parried.

-D/F+[1], SSL, b+[1]+2
: My favorite way to get in to Hypnotist. Create some space, sidestep, hypnotist.
The spinsticker after this string will hit more often than not, even against experienced
players. But I like to list this string because of the options. See the section on the
Hypnotist for further ideas after this move.

-f,f+1+2,1+2, d+[2], f,f+1+[2],1+2
: This is one of the ways I like to use RC canceling. The first XMTS will put the
opponent at guard. The crouch punch will follow that up, relatively safely. And the
following XMTS will punish when the opponent tries to go back on the offensive. There
are punches that can beat out the second XMTS, but none so damaging as to cause great
harm. A very safe string to use. The thing Ling loses if it fails is momentum.

-f,f+3, RD d+1
: One of the more common methods of closing the gap. Not really much to this move...
it can go in to duckling, it's fairly safe, covers a long range. I use this when I am
farther back, so I won't get taken out by jabs. Unfortunately, using it at a distance
will give the opponent a period of time for CH opportunity. More on accident than
skill. Use this string, but don't depend on it.

-WC d/f+4, AOP 1, WS+4
: A fantastic way to go in to AOP, a fantastic way to get out of AOP. Again, very
few weaknesses to this string. There are a few moments Ling can be hit between the
first and second move, but again... not real serious. The AOP 1 to WS+4 is recovery
bait. The only real danger is if the first hit is blocked, then it is possible to
get in a uppercut (if the opponent has one).

-RDS D+[3], b+[3]+4, RDS D+[3], b+[3]+4
: This is the best string involving the back circle breaker. The only real trick is
providing a set-up that ensures the likely probability of the first hit connecting.
Beyond that, this string is lovely. If one of the back circle breakers connects on CH,
there's a chance to float. After this string is completed, easy chance for mix-up. The
reverse hop kick is my favorite... launches with relative safety.

-WC d/f+[4], AOP b+3+[4], RDS D+3
: A bunch of people get caught watching this move, even though there is a ton of
weakness in this move. This is more of a set-up than a string... but I wanted to give
an idea of how to use the back circle breaker. Use the best of abilities to ensure that
the first hit isn't blocked, and this string is safe.

-SS+4, u/f+3~d+1+2
: It looks very funky, which is part of the reason why it is good. It's a low pick,
RC cancel to a mid move, then back to AOP at range 0-1. Good place to be for a mix-up.
Problem is, it's funky. Some players will jab on instinct, others won't. Give it a
try... worst case scenario, Ling takes a jab or two and loses momentum. Best case...
both hits connect.

-RDS 2, SSR, RDS 2
: This is called the dark and stormy pressure. It first came in to style in Tekken 3 as
a way to feign strength. Personally, I don't like it... but I'll put it in here as an
idea of what it is. It's fairly safe (against a human opponent who doesn't jab at that
particular moment), and it does provide some time if they turtle. Good opportunity for
a back circle breaker or a throw.

-WC [d]+1, [d]/b+3+4, RDS [d]+1, [d]/b+3+4
: It's one of the shining examples of the duckling style. I use this more often than
the back circle breaker string, as it is much easier to get in to. Unfortunately, it
does less damage. All of the hits are low though, so chances are they'll connect.
After this string, there's a simple mix-up. I like the reverse hop kick. And I
have nailed in on advanced players. This string is fairly safe if the opponent is
slower to think than react.

-3+4 *wall stun*, 1,D+2
: The standard when it comes to the wall push. This provides some options. Basically,
a guessing game. Will the opponent stand or duck. Personally, I like following this
string up with a bayonet Mctwist that goes in to rain dance (1,d+2)... and going in
to another string. But, there are more options... like another wall push, a pair of
jabs, d+4, or d+1. Each has their own properties, use accordingly.


      My combo section will be very basic. In my opinion, a character only needs two
good juggles from every launcher. One that does the most damage, and one that sets up
for the best okizeme. Any more combos that I put will be for variety.

Standard Launcher: WS+2~f CH, WS+2*~f, AOP u/f+3, AOP 1+2, CH 4

-1,2, f,f+1+2,1+2

Cross Lifting Palms: d/f+2~1


Sunflower Counter hit: WS+2 CH, WS+2*

-2,1, f,f+1+2,1+2

Kangaroo kick: RDS f+3+4,3+4

-b~b 2,2,2,f+3
-b~b 2,2,2>1_f,f+3
-b~b 2,1, f,f+1+2,1+2

Heavy Wave Crest: AOP d+1+2

-4~3, WS+2,2,f+3
-4~3, WS+2,2>1_f,f+3

Parting Sweep or Demon Flip CH: SS+4 CH, 4~3 CH

-WC d+3,2,2,2,f+3
-WS+2,2,1, f,f+1+2,1+2
-WC d+3,2,2>1_f,f+3
-WC d+3,2,1, f,f+1+2,1+2

Cyanide CH: u/f+4~d

-WC d+3,2,2,2,f+3
-WS+2,2,1, f,f+1+2,1+2
-WC d+3,2,2>1_f,f+3
-WC d+3,2,1, f,f+1+2,1+2

X Marks the Spot CH: f,f+{1+2}, 1+2 CH

-f,f+1+2, 1+2

Nutcracker CH: d/b+4 CH

-d/b+3, f,f+1+2,1+2

Reverse Elbow CH: RDS 1 CH

-RDS 4, -d/f+1,2,2,f+3  - isn't guaranteed, but likely.
-RDS 1

Power Stun Wall Standing: Against a wall, d/b+1, 1+2 CH, HYP 2, ...
AOP 4,  AOP u/f,n4,  AOP (u/f+3),3,  (u+1+2,2,)1,  (1,d+2)1+2 CH ...
(1,2)1,  (f,f+2)1   f,f+4   AOP 2ch, 1   AOP (2),1    f,f+2 CH,1   WR1+2 ...


Power Stun Wall Rain Dance: Against a wall, RDS f,f+3, RDS 3, RDS f+3 WS+2*


      Those are all the combos Ling will ever need. There are some more combos, even
combos that do more damage. However, they are harder to time and input. If there is
some great compelling interesting to learn them, they are available at Tekken Zaibatsu.
They're nice to know to keep the game interesting. There are even more tricks, but that
has to do with okizeme, not combos. Check out the set-up section.


      Why on earth should anyone believe what I am saying?!?!?! Well, you shouldn't.
Test what I've said for yourself. If it doesn't work, it doesn't work. If it does work,
hurrah! No one has to believe anything I've said based on who I am. But just in case
anyone is curious...
      I have been playing Tekken for 5 years now. My original arcade was Orchid Bowl in
Santa Barbara, CA. The local arcade shark there (Whose initials are ABC) would kick my
butt nearly every time I played him. I practiced in order to get better (I hate losing),
and it just continued from there.
      Two years ago, I moved to Las Vegas, NV. Since then, I've been competing on a
national level. I've been fortunate enough to play some of the country's greatest
tekkenites. Granted, I'm nothing special, but I can hold my own. I've competed at
EC3 (Los Angeles) and TiT4 (Dallas), and have attended the National T4 Tournament
(Las Vegas). At TiT4, I managed to rank 25th-32nd at Tekken 4 with a win record of 3-2.
      I've been a Ling player for 4 years now, and I consider her my best character.
I have achieved a moderate ability with every character, and an expert ability with
about 4. At TTT my main characters are Xiaoyu, Gunjack, Yoshi, Julia, and Hwoarang.
At Tekken 4: Ling, Christie, Hwoarang, Steve, and Law.
      And there you have it.


My cats.

The Las Vegas Crew: Zamba, Mauriandlaw, Chris, Mr. Rumble, Slithey_Toves
The El Paso Royal Court: Hwoarang Prime, Tekken Queen, Radu, Mexican Knight
Texan Tekkies: Mistress Teenie, King Mishima, Fingers, Crow, Pall Wall
SoCal: Qdogg, Evaspeed, Shauno, Preparefortrouble, Tokendagreens, J-j-jin, Hydro, JAG
San Diego: Tensaikun, USMCogre, WEIRDGONZO
Southwest: Chinnuts, Madkatjun
NorCal: Hussein Fatal a.k.a GoVegan
East Coast: The Motch, Insomnia
The Ling players I've learned from, faced, respect: Shauno, STLbadboy, WEIRDGONZO,
Dr. Dogg, 7th Pixel, LittleEric, Tseng, Bigboss, Nall-ohki, Tekken Queen, Ali Vegas,
LCM, HareIlay, Ieatkittys, Smoking Devil
Jack Players everywhere (Fred The Jack Player v Shauno, one of the best matches I've
ever witnessed: EC3)Rocksteady (The man behind Electric Cancel)
The TZ Staff, for an excellent site: Castel, Catlord, Mr. Wizard, Tragic
The Authors of the guide to T3:
Jason Arney "WCMaxi", Graham Wolfe, Jason Cole... incredible piece of work.

Anyone for whatever reason helped me to be the tekken player that I am now. Anyone I've
played, learned from, respect, admire, taught, etc.  . In short, everyone,
thank you thank you thank you.

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