TK8_X_Xiaoyu_300

Xiaoyu T8 Frames

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To character select | Victor / Yoshimitsu

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m[12;12]i16+1+2c* Heat Burst* Cancel to r45 with b,b on frame 42* 2 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.* Power crush 7~16
H.BT.2+3m,m,m,m51i15~16+9+20g* Heat Smash* Spike* Transition to HYP 2nd step* Transition to standing with F (+3, +5)* Chip on block [7]
H.2+3m,m,m,M50i15~16+9+0d* Heat Smash* Balcony Break* Transition to standing with F (+5 oB)* Transition to attack throw on hit* Chip on block [7]* Low crush 9~
R.df+1+2m,t55+i20-18+0d* Rage Art* Removes Recoverable Health* Reversal Break* Damage increases with lower health, maximum 82* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes Rage* Power crush 8~
1h5i10+1+8
1,2h, h5, 8i10, i11-3+7* Combo from 1st hit with 4F delay* Jail from 1st block with 4F delay
1,2,1h, h, m5, 8, 20i10, ,i16~17-9+14a (+5)* Balcony Break* Combo from 2nd CH with 10F delay* Jail from 2nd block with 3F delay
1,d+2h, m5, 10i10, i20~23-3+8+10* Combo from 1st hit with 5F delay* Move can be delayed by 10F* Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)* Transition to HYP with 1,d+2~B (-2, +9, +11)
1,d+2,1+2h, m, m5, 10, 24i10, ,i29~31-12+17a* Combo from 2nd hit CH
1+3+4* Low crush 8~15
2h8i10-2+6*
2,1h, m8, 10i10, i19-4+7* Combo from 1st CH* Jail from 1st block* Transition to standing by holding any direction (-4, +7)
3h17i14~15-11+22a*
4h15i11-9+8+33a* Balcony Break on CH
1+2m24i20~21-7+20a*
2+3+4
3+4m23i23-1c+3c+19a* Spike* Transition to AOP with D (0, +4c, +20a)* Low crush 10~
f+2m12i16~17-5+4
f+2,1m, h12, 14i16~17, i20-6+5+7* Combo from 1st hit* Jails from 1st block* Transition to HYP with B (+0, +11)
f+2,1,4m, h, m12, 14, 20i16~17, ,i26~27-13+17a (+8)+62a (+42)* Balcony Break* Combo from 2nd CH with 6F delay* Move can be delayed by 10F
H.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a* Balcony Break* Spike* Partially uses remaining Heat time* Combo from 1st hit with no delay* Combo from 2nd CH with 6F delay* Move can be delayed by 5-10F* Transition to standing with F (+4, +21d, +47a)* Low crush
f+3M14i16~18-9+2* Knee * Doesn’t hit grounded if opponent is on-axis in FUFT
f+3,1M, m14, 8i16~18, i22~23-3+8* Combo from 1st hit
f+3,1,4M, m, M14, 8, 20i16~18, ,i26-22+62a (+46)* Tornado* Instant Tornado* Combo from 2nd hit CH
f+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c* Spike* Combo from 2nd CH
f+4h23i19+1+13* Homing* Chip on block [4]
f+1+2m30i12-16+15d (+10)* Balcony Break * Shoulder
f+3+4* Transition to AOP with D* Low crush 9~
f+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d** Low crush 23~
df+1m13i14-2+9* Transition to standing by holding any direction (-4, +7)* High crush 6~14
df+2m15i14-6+7*
df+2,3m, h15, 23i14, i23~24-1+35a (+9)* Balcony Break* Cancel to r15 FC with DB, D, or DF (-3, -16)* Combo from 1st hit with 8F delay* Move can be delayed by 6F* Input can be delayed by 9F
df+2,1+2m, m15, 25i14, i24~25-14+21a (+16)* Balcony Break* Shoulder* Combo from 1st hit with 7F delay* Move can be delayed by 6F* Input can be delayed by 9F
df+3L23i29~30-23+71a (+55)* Tornado* Instant Tornado* Homing* Cancel to BT with B (r31)* On hit of whiff, transition to AOP with D* Snake Edge* High crush 6~29
df+4m12i12-4+7*
d+1m,m,M7,7,7i17~19 i4~6 i3~9-5+8c+9c* Transition to AOP with D+1 (-10, +4c, +5c)* This move can become more minus if the final hit whiffs** Standing (-13, -2c) ** AOP (-17, -5c)
d+2sl8i11-4+7* Alternate input FC.2* High crush 4~
d+3L12i14-12-3+1** High crush 6~
d+3,4L, h12, 21i14, i25~26+0+26a (+17)* Balcony Break* Combo from 1st CH
d+4l6i12-15-4* Alternate input FC.4
d+1+2* Transition to AOP* Transition to r10 FC with AOP.u * Alternate input BT.d+1+2* High crush 1~
d+3+4special* Alternate input u+3+4
db+1m22i18-9+14a (+5)* Heat Engager* Heat Dash +5, +36a (+26)* Balcony Break* Clean hit damage: 30
db+2L13i18~19-8+5c+12** High crush 6~
db+3L0i15+2c+2c+14*
db+4L14i18-12+4c+14* This move is +20 on a traded hit
db+1+2* Transition to HYP* db+1+2: perform Hypnotist right* ub+1+2: perform Hypnotist left* Actionable for 70F* Stance move properties change with amount of time spent in stance:* 1 step: 20~24F* 2 steps: 45~50F* 3 steps: 70~90F* Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab* Punch parry (+9 HYP, opponent BT)* During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time* Successful parry partially restores remaining Heat time* Alternate input ub+1+2* Parry state 2~10?
db+3+4* Transition to BT* High crush
b+1m10i8~13-12+1~+6* Transition to BT on hit* Transition to standing on hit with B+1 (-1~+4)
b+1+3+6* Transition to BT on successful parry* Alternate input b+2+4* Also possible during HYP and BT* Parry state 5~12?
b+2m13i15~16-6+5* Homing * Transition to BT
b+2,2m, L13, 15i15~16, i21~23-7+4+22a* Transition to BT* Combo from 1st hit with 9F delay* Move can be delayed by 6F* Input can be delayed by 11F
b+3h22i18~19+3+8c+32d* Chip on block [6] * Unparryable by traditional kick parries (bug?)* Transition to BT
b+4m10i13~14-11+0*
b+4,1m, m10, 20i13~14, i27-14+40d (-18)* Heat Engager* Heat Dash +5, +43d (+35)* Balcony Break* Combo from 1st hit with 8F delay* Move can be delayed by 5F* Input can be delayed by 8F
b+1+2M,M8,12i15~16 i5~6-13+29a (+19)*
b+3+4* Transition to BT* r25 BT when performed from BT* r15 BT when performed from AOP* Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
ub+3m23i20~21-13+36a (+26)* Tornado* Transition to AOP* Low crush 18~
ub+4M20i22~24-13+13d (-4)* Tornado* Balcony Break* Power crush 7~21
u+4m20i23~26-7+4c+24a* Spike* Transition to FC with D (-7, +4c, +24a)* Transition with AOP with d+1+2 (-9, +2, +22)* Low crush 9~
u+4,1m, h20, 4i23~26, i18-10-4-1*
u+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1* Combo from 2nd hit* Jail from 2nd block
u+1+2m,m5,5i16~18 i2~4-11+0c*
u+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1* Combo from 1st CH
u+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)* Balcony Break* Combo from 2nd hit* Combo from 1st CH* Cancel to BT with B (-19/-8)
uf+1L15i33-7+10g c* Cancel to r42? FC with D* Low crush 9~
uf+2m23i26~27+6c+7c+49a* Spike* Transition to standing with F (+4c, +5c, +47a)* Alternate input u+2* Chip on block [6]* Low crush 9~
uf+3m13i16~17-13+29a (+19)* Low crush 9~
uf+4m20i23~26-7+4c+24a* Spike* Transition to FC with D (-7, +4c, +24a)* Transition with AOP with d+1+2 (-9, +2, +22)* Low crush 9~
uf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d* Balcony Break* Spike* Transition to BT on block or whiff* Transition to standing on hit* Low crush 9~
1+2+3+4
While in the air 3m30i14-2+29d* Strong Aerial Tailspin* Balcony Break* Transition to AOP with D (-3, +28)* Low crush
While landing 3L19i15-18+27a*
While landing 4m25i8-8+23a (+13)* Balcony Break* Low crush
f,F+1m13i15-11+7c* Spike* Transition to AOP with D (-5, +13)
f,F+1,3m, h13, 20i15, i18~19-1+20a (+11)* Balcony Break* Combos from 1st hit
f,F+1,4m, m13, 20i15, i21~22-12+22d* Combos from 1st CH
f,F+2m12i15-5+6*
f,F+2,1m, m12, 20i15, i27~28-12+16a (+7)* Balcony Break* Combo from 1st hit with 2F delay* Move can be delayed by 12F* Cancel to BT with B (-19,-8)
f,F+3m12i14~15-5+6+12g*
f,F+4h20i20~23+9+13g c+58a (+38)* Strong Aerial Tailspin* Balcony Break* Transition to HYP on hit or block* Chip on block [6]
f,F+1+2m12i14~16-9+5
f,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a* Spike* Combo from 1st hit with 8F delay* Jail from 1st block with no delay* Move can be delayed by 14F* Input can be delayed by 16F
f,F+3+4M23i37~45-3+39a* Spike* Chip on block [9]* Low crush 9~
uf,n,4m20i23~24-18+27a (+17)** Low crush 9~
f,f,F+3m20i23~30+7+29a (+19)* Balcony Break* Transition to AOP* Chip on block [9]* Alternate input wr3* Low crush 3~
ws1m8i12~13-7+4
ws1,4m, m8, 16i12~13, i22~23-10+12g* Balcony Break* Combo from 1st hit
ws2m17i13~14-3+7+38a (+28)* Transition to standing by holding down any direction (-5, +5, +36a (+26))
ws2*m20i22~23-3+38a (+28)* Transition to standing by holding down any direction (-5, +36a (+26))
ws3m22i22~23+3c+6c+51a*
ws4m20i11~13-10+20a (+13)*
ws1+2m12i14~16-9+5
ws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a* Spike* Combo from 1st hit with 8F delay* Jail from 1st block with no delay* Move can be delayed by 14F* Input can be delayed by 16F
SS.4l19i18-13-2+29a** High crush 6~
FC.1sl5i10-5+6* High crush 1~34
FC.2sl8i11-4+7* High crush 1~34
FC.3L11i15~17-15-4* High crush 1~49
FC.3,2L, h11, 6i15~17, i18+0+7* Combo from 1st hit CH
FC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10g* Transition to HYP with B (-2, +5)* Combo from 2nd hit* Jail from 2nd block
FC.3,2,1,4L, h, h, m11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)* Combo from 3rd hit CH with 11F delay* Jail from 3rd block with no delay* Move can be delayed by 14F
FC.4l6i12-15-4** High crush 1~46
FC.df+2L8i19-8+3* Transition to FC BT with DF_D_DB* High crush 1~27
FC.df+2,1L, l8, 10i19, i18-8+3* Combo from 1st hit* Jail from 1st block* Transition to FC BT with DF_D_DB* High crush 1~45
FC.df+4L13i18~20-7+4* Transition to AOP* Alternate input AOP.f+4* High crush 1~
FC.df+4,4L, L13, 13i18~20, i27~29-6+5* Combo from 1st hit CH* Alternate input AOP.f+4,4* High crush 1~
AOP.1m11i18-5+6* Transition to HYP with B (-2, +9)
AOP.1,2m, h11, 15i18, i21-3+30g* Combo from 1st hit with 8F delay* Move can be delayed by 11F* Input can be delayed by 12F
AOP.1,4m, M11, 20i18, i25-9+15d (-2)* Tornado* Balcony Break* Combo from 1st hit with 4F delay* Move can be delayed by 11F* Input can be delayed by 12F
AOP.2m10i13-11+0*
AOP.2,1m, m10, 20i13, i21-12+13a (+4)* Heat Engager* Heat Dash +5, +43d (+35)* Combo from 1st hit with 7F delay* Move can be delayed by 12F* Cancel to BT with B** (-14, -3)
AOP.3L19i25-16+0+27a** High crush
AOP.4m14i12-3+8*
AOP.1+2m25i19-1+19a (+10)+64a* Tornado* Balcony Break
AOP.3+4L22i23-33+1d* Transition to FUFT on block
AOP.d* Xiaoyu ducks lower* will crush most mids* High crush
AOP.d+1L13i19-12-1+0** High crush
AOP.d+1+2m21i26-8+42a (+32)*
AOP.f+4L13i18~20-7+4* Transition to AOP* Alternate input FC.df+4* High crush 1~
AOP.f+4,4L, L13, 13i18~20, i27~29-6+5* Combos from 1st hit CH* Alternate input FC.df+4,4* High crush 1~
AOP.f+3+4* Transition to AOP with D* High crush
AOP.uf* Alternate input AOP.ub AOP.u* Low crush
AOP.uf+3m14i15-17+27a (+17)* Alternate input AOP.ub+3, AOP.u+3* Low crush
AOP.uf+3,1m, m14, 22i15, i24-4+8c* Alternate input AOP.ub+3,1 AOP.u+3,1* Floor Break on airborne opponent
AOP.uf+3,4m, M14, 17i15, i15-14-3+22g* Alternate input AOP.ub+3,4 AOP.u+3,4
AOP.uf+4m12i16-10+1* Transition to AOP with D (-12, +0)* Transition to BT with B (-15, -3)* Alternate input AOP.u+4* Low crush
AOP.uf+4,4m, m12, 12i16, i23-12-1* Alternate input AOP.u+4,4* Low crush
BT.1m17i16~18-5+4+64a* Elbow
BT.1,2m, m17, 20i16~18, i24~25-13+17a* Tornado* Balcony Break * Combo from 1st hit* Cancel to r15 FC (-16/-7/+53a) with D* Low crush 9~21
BT.2h9i12+0+6*
BT.2,1h, h9, 8i12, i14-1+6+10* Transition to HYP with B (-2, +5)* Combos from 1st hit* Jail from 1st block
BT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)* Combo from 2nd CH with 11F delay* Jail from 2nd block with no delay* Move can be delayed by 14F
BT.2,2h, m9, 12i12, i21~23-7+5* Combos from 1st CH
BT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c* Transition to AOP with D (-10, +5)* Combos from 2nd hit
BT.3M13i16-5+12* +21d on backturned hit* Low crush 5~
BT.4M13i13~15-18+33a (+23)*
BT.1+2m,m6,6i16~18,i3~5-6+8*
BT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)* Heat Engager* Heat Dash +5, +62a (+42)* Balcony Break* Combo from 1st hit with 15F delay* Move can be delayed by 8F* Input can be delayed by 17F* 6 chip damage on block
BT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d* Combo from 1st hit with 17F delay* Move can be delayed by 8F* Input can be delayed by 17F
BT.3+4m25i18~19-16+10a (+1)* Balcony Break* Low crush 9
BT.b+1+2m25i17~18-14+21a (+16)* Balcony Break* Shoulder* -9 on block if an attack is absorbed* 10 chip damage on block after absorbing an attack in power crush state* Power crush 6~16
BT.db+4L0i15+2+2+14* Alternate input BT.df+4
BT.d+1+3+51a (+35)* Low Parry from BT* Alternate input BT.d+2+4* Parry state 1?~14?
BT.d+3L12i16-12+7c*
BT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a* Strong Aerial Tailspin* Balcony Break* Combo from 1st CH with 12F delay* Move can be delayed by 10F* Input can be delayed by 12F
BT.d+4L19i20~22-26-1+27d* Instant Tornado* Clean hit damage: 20* +27d on clean hit* High crush 8~
BT.d+3+4* Xiaoyu spins and steps to the right* Alternate input BT.u+3+4 (steps to the left)
BT.f,F+3+4M (t)15 (43)i39+4+39d* Unbreakable throw when connecting at close range on front standing hit* Chip on block [9]* Low crush 10~
BT.f+1+2m21i23-8+3+5* Punch parry** 50 damage, +20d** Transition to BT* Parry state 1~5?
BT.f+3+4* “Cali Roll”* High crush 1~8* Low crush 9~* High crush 28~30
BT.f+3+4,3+4M23i12-11+40a (+30)* “Cali Roll”* High crush 1?~13?* Floating state 1?~13?
BT.uf+1L15i33-7+12g c* Transition to AOP* Cancel to FC with D* Alternate input BT.u+1* Low crush 9~
CH AOP.d+1l,t40i19-12+0* Floor Break* Attack throw on CH* High crush
HYP.2m25i18-4+22 (-13)* Heat Engager* Heat Dash +5, +36a (+26)* Balcony Break* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.* Consumes 240?F of heat timer during heat* 9 chip damage on block (2 steps)* 14 chip damage on block (3 steps)
HYP.3L17i20-13+7c* Homing* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.* Consumes 450F of heat timer during heat* High crush 6~30
HYP.4h20i14-2+57a* Balcony Break
HYP.1+2* Starts taking steps in the opposite direction* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?* Parry state 2?~11?
HYP.2+3m!40i61+10d* Unblockable* Cancel to BT with BB
HYP.3+4h20i25+8+30a* Strong Aerial Tailspin* Cancel to BT with B* Chip on block [8]* Low crush 12~
H.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a* Balcony Break* Partially uses remaining Heat time* Combos from 1st hit* Transition to with F (+4, +22d, +48a)* Low crush
1+3t35i12-6+1d* Homing* Throw break 1 or 2
2+4t35i12-3+0d* Homing* Throw break 1 or 2* Side swap
AOP.1+3t35i12-6+1d* Actual startup: i32* AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)* AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)* Cancel to r40 FC with D* High crush 1~30
BT.f+1+3t35i31-6+1d* Homing* Throw Break 1* Alternate input BT.f+2+4 (Throw Break 2)* Cancel to FC with D* Low crush
BT.f+2+3t20i31~33-2+20cs* Homing* Balcony Break* Throw Break 1+2* 16 additional damage on wall splat* Cancel to FC with D* Low crush 1~
Back Throwt50i12+0d* Unbreakable
Left Throwt45i12-3+0d* Throw break 1
Right Throwt45i12-3+0d* Throw break 2
df+2+4t38i12-2+0d* Throw Break 2* Floor Break* Side Swap
f+2+3t20i14-2+20cs* Balcony Break* Throw Break 1+2* 16 additional damage on wall splat* Side Swap
uf+1+2t40i12+0+0d* Throw Break 1+2* Side swap

To character select | Victor / Yoshimitsu

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