Xianghua Q and A

Yubashiri

[09] Warrior
So i was reading her Wiki, and i was looking at her special stances, and noticed that on the notes of the taunts, it says it increases SXS stocks by 1, and i had no idea what that meant really, so could someone explain that to me? Also, is her Heaven, Earth, and Buffed stances random? I dont think the buffed is because after i do 1 few of those its all i do, but i never understood how it worked really.

Thanks
 

ZOMBIEBEAR666

[09] Warrior
@mnsalma: I don't understand but I believe you meant SXSC B into FC 3B which would be garaunteed but you say it whiffs on Mitsu n Vader etc??? Well if thats the case, after SXSC B on grd you're at +19 meaning that any move i19 or faster is essentially garaunteed too, so 4K/ 44A+B/ Throw/ WR K/ 66B+K/ 66A/ 6B+K these are notable and work afterward... As for the next best followup I'm not too sure, in terms of damage I'd say Throw especially the command throw (214B+G412B), but you can also use the advantage off of SXSC B to force the opponent into blocking another move with significant SCD if you're going for a critical finish like 66B for example...
 

Dragonfall

[10] Knight
That post was from Oct. 2010. But yes, I've asked this question as well. Level 3 SXS B > FC3B whiffs on Mitsurugi, Vader, Setsuka and Voldo consistently. It will whiff on other characters randomly depending on alignment. Good for ring outs.
 

ZOMBIEBEAR666

[09] Warrior
Lets just say I haven't been to X's page in while, does anyone else want to give a more expert opinion on SXSC B followups???
 

Kalas

[13] Hero
Well in general, Xianghua really lacks some strong combos on NH. Her best/strongest ones are Step B and iFC 3B.
On characters that won't get hit by FC 3B, I always do 66B+K for 45dmg. Remember that the move that you do after SXS B gets blocked has to be done from crouch. So if you don't wanna go for a RO to the left (66A) or to the right (4K, 6K), I suggest 66B+K.
 

JAGTHEGEMINI

[12] Conqueror
I think X´s NH combos are really good like FC3B 66B+K, 2/8 5B 66B+K and 4A+B. There should be more, those were just the first i remembered.
 

Kalas

[13] Hero
Well, I think I didn't explain it very well.
As we both said, Step B and FC 3B are her best/strongest NC's (around 60-65dmg). With her 4A+B, these are her only NC's that deal at least 50dmg. What I wanted to explain in my last post is that there is no other "strong" NC she can do instead of FC 3B after SXS B, because all of her strong NC's are >i20.
So, she has good NC's, because FC 3B and Step B are great launchers, but I think that if every character in the game had a guard break that would be +20 on block, almost everyone would get more damage than X with her 66B+K on Sets, Voldo und Mitsu.
 

Age_of_Truth

[12] Conqueror
Agreed with Kalas that 66B+K is prob best option.

However due to hit boxes you might not get the full 45 damage on some characters (I seem to remember it's really tough to get close enough to Voldo to get 45 damage because his arms get in the way, but I'll test this later).

For RO or W!: 66 B+K (front); 4K (right); 66A (left)

For CF damage: 4B / 4A+B (must mix up follow-up)
or 44K,B (44K on hit, or delay 44K for both block)
or WS B.

On a side note, X has 1aK,A for 55+dmg NC. But generally her whiff punish combos are not especially strong.
 

Age_of_Truth

[12] Conqueror
OK I went over blocked Guard-Crush SXS B yesterday.

Against Setsuka and Mitsurugi, you get the full 45 damage for 66B+K followup. What is nice about lvl5 SXS B is that it draws your opponent next to you on block, so whether you hit at tip range or point blank, you will get 45 damage for 66B+K.

Unfortunately Voldo has an awkward hitbox (I think it's the way his arms hang in front of him, they stop you getting close but you can't hit them). The result is 66B+K only gets 35 damage.

Therefore against Voldo I'd suggest:

>6B+K does 36+dmg and gives decent advantage right up close, which is what X really really wants. You can also cancel into SXS again if you really want.

>6A turns them a little and gives loads of advantage.

>11B is guaranteed and gives a mixup for a mid or low, which offer decent damage if not blocked.

Bear in mind the wall/RO and CF options above too
 

Kalas

[13] Hero
Synraii: Her AA is -2 on hit, and 6A is +8 on hit. :)

Age_of_Truth: I didn't know that it's 35dmg on Voldo, never tested it on him, but good to know. And I've never thought about doing 6B+K cancel after SXS B. Could be nice, but only if you're on the highest SXS stock so that the Buffed comes out twice. However, I personally always prefer guaranteed damage over mixup-possibilities.:)
And since her CF game isn't the best (and in general you should never go for CF), I would never use SXS B (or any other blockstun or forced block) as a tool to get CF-damage.
 

Synraii

[14] Master
Oh ok, thanks for clearing that up man! Btw, I scoped out your anti ivy vid - awesome stuff, didn't realise you could juke cl 236bb.
=)
Though I must disagree with you - I use SG damage as an integral part of my strategy, the pressure I find causes more iFC3Bs to land than not, I'd say it's a good tool, though my X is scrubby at best.
 

Age_of_Truth

[12] Conqueror
Hi Kalas - the 6[B+K] suggestion was not recommended, just an option for those who are getting purchase off it.
CF damage options would be worthwhile if opponent has lots of health but flashing gauge.
These are only useful in particular circumstances, 6B+K is a good punish for -19 so is usually best option. Guaranteed damage is definitely the #1 option. Still think 11B is useful if opponent isn't expecting it though (around 45-50+dmg if they guess wrong or fail to interrupt).

Btw you will get 2x Buffed SXS at level 7 or 8.
 

Norik

[14] Master
Complete Xianguha noob over here, but I would love to learn, she looks awesome. Any tips? Best punishers? Most effecient combos online? techs?
 

Synraii

[14] Master
Online? 66B+K on block ~ 66B+K is the shit. =P
Anyways: punishers
Standing
-11 - AA
-14 - 6K
-15 - 66B+K (Realistically you'll be punishing -17 upwards with this though)
Super unsafe - iFC3B

Couching
-13 - FC A
-14 - 6K
-15 - 66B+K
-19 - FC 3B

Step B is your best friend.
44B+K aGI makes crouch throws full tech traps.
General advice - poke. A LOT.
Otherwise just poke around the SA.