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Xinyi Liuhe Quan

Page history last edited by Lapid 12 years, 8 months ago

Xinyi Liuhe Quan (a.k.a XinYiLiu) 
Description: This ancient, traditional Chinese martial art utilizes the body to generate explosive power. 
Price: 180 Astros 
Class: All 
Opinion: XinYiLiu is an extremely powerful pressure-based scroll with one major boon: a juggle launching grab. Alone, this makes XinYiLiu amazingly deadly, because XinYiLi can still pack on the damage... even if your opponent is blocking. With two options to blast through an opponent's guard (kG, KKP), XinYiLiu can be very tricky to fight against, because not even blocking is safe anymore. 
DIFFICULTY TO USE: MODERATE+

DIFFICULTY TO MASTER: SUPER HARD

POTENTIAL: MODERATE


Combos: 
PPPPP - [480] 
KKKK - [465] 
KKP - [370] no charge, [390] semi-charge, [430] full charge 
K(K+G)P - [350] 
KP - [290] 
kG - [170] 
(P+G) - [230] 
(K+G) - [205] 

Impact Thrust 
PPPPP 
80, 80, 90, 105, 125 [480] 
XinYiLiu's punch combo is easily the best of all of its combos. Huge damage, great range, and massive movement all belong to PPPPP. The first punch is XinYiLiu's fastest attack, so you should be using it often (XinYiLiu is not the fastest of scrolls). Each punch also has the same delay, so use that to your advantage. In order to use the rest of XinYiLiu effectively, you must keep your opponent pressured through the punches. XinYiLiu works best against a turtler, because it has so many options to deal with them. 

XinYiLiu's punches move a lot, so that they can be used to avoid opponent's attacks or move out of the way of a blocker. In fact, they move so much that angling it out of the way of a blocker renders every one of XinYiLiu's punches safe (bar the last). Of course this comes at the price of horrible angling, but it's a good tradeoff, honestly. 

Eagle Talons 
KKKK 
90, 100, 125, 150 [465] 
XinYiLiu's kicks are its only source of reliable damage, and well, KKKK isn't the brightest part of XinYiLiu. The first two kicks have horrible range. Compare them to the likes of Pa Kwa Kwon, except slower. 

The combo brightens up a bit at the third and fourth kicks. They're a little bit spinny, so they have great peripheral range. As an added bonus, the final kick angles great. In fact, it's XinYiLiu's only attack that can actually angle, honestly. Reserve this combo's use for punishment, because it's too slow and lacks the stun needed to pressure. 

An important thing to note is that while this combo can be used in a juggle, there's little reason to because it's extremely difficult and deals less damage than a full punch juggle. 

Full Impact 
KKP 
90, 100, 180 [370] 
XinYiLiu's uncharged guard-breaker combo. Uncharged, this combo is pretty much useless. The only use for it is to smack drifters, because the final attack can turn 180 degrees. If blocked, the attack is completely unsafe and even if it succeeds, you're missing out on damage you could have done simply by using KKKK. Always avoid using KKP unless you caught someone in an air-juggle. 

Full Impact (semi-charge) 
KKP(semi-hold) 
90, 100, 200 [390] 
The semi charge for XinYiLiu is also equally useless. It does a little bit more damage and sends them further away. However, you are STILL missing out on damage, if you had simply performed KKKK. Because of that reason alone, there really is no reason to use this (unless you try to juke a blocker into attacking). 

True Impact 
KPP(hold) 
90, 100, 240 [430] 
XinYiLiu's fully charged KKP blasts through any guard. The biggest advantage the guard breaker has is that the opponent has no prior warning of its usage (it starts from KK). However, it takes about a full second to charge, which is plenty time for a person with fast reactions to retaliate and interrupt your charge.   This combo should seldom be used because of its long charge time; using it too often will make you predictable. It still does less damage than a full KKKK, so as mentioned previously, keep its usage limited. 

Eagle Seize 
K(K+G)K 
90, 140, 200* [350] 
* - reduced damage due to air-time attack 
XinYiLiu's fence-edging attack. Because the (K+G) input begins immediately after the K, you have to be intent on using this before you begin the kick combo, unless you have godly reaction time. Doesn't knock over tall fences, but it does its job. Its damage is bad, so it's useless in a serious 1v1. 

Sudden Release 
KP 
90, 200 [290] 
XinYiLiu's two-hit knockback is fast, but moves your character far. Because of this, angling with it is nearly impossible. Reserve its use for maps like Moonlight Valley or the such. 

Swift Rebuttal 
(K+G) 
[205] 
XinYiLiu's counter does extra damage and sends the opponent flying far back. Useful for edging, and also punishes attack-happy enemies. It knocks back a bit too far to successfully initiate a wake-up game from the back, though. 

Tombstone 
(P+G) 
[230] 
XinYiLiu's regular grab knocks back FAR. And I mean FAR. It doesn't look like much, but your opponent is literally sent FLYING. It's overshadowed by the much better kG grab, but this is good for a quick edge-kill. It barely moves your character at all, so it's mostly safe on bridges. In all cases where you could land a successful grab, use the kG grab instead. 

Tossing the Great Boulder 
kG 
[170] 
This is the attack that really makes XinYiLiu so powerful. Because of this attack alone, XinYiLiu renders blocking almost entirely unsafe as the scroll can smack 500+ damage into that person's face by kG grabbing them. Use this whenever you think a regular grab would be successful. Learn how to kG very quickly, because this is XinYiLiu's bread-and-butter move. 

Basically, if kG succeeds and grabs an unfortunate soul, you launch them HIGH into the air, and you can start a juggle from there. Sure, XinYiLiu doesn't have the strongest of juggles, but look, it starts it from a grab. This is what makes XinYiLiu extremely deadly. 

Avoid spamming the thing, however, because like with any grab, a failed one will result in a face-ful of damage. Use it ONLY when you know when your opponent will block, and then use it accordingly. 

Juggles: 
Super Toss Juggle 
kG P P PPPPP 
170, 48, 48, 48, 48, 54, 63, 75 [554] 

STRATEGY: 

XinYiLiu operates by forcing the opponent into defense and then punishing them for it by using KKP(charge) and kG. XinYiLiu can't afford to go all-out attack, so that's what the special counter is there for. Basically, force the opponent to block with your great punch combo, and when you've forced your opponent to turtle, start using the kG and punish them for their blocking. Be smart about it though, because grabs can't be spammed like most attacks. XinYiLiu is special because it's the only scroll that can start a juggle through a grab, so make sure to make good use of its greatest asset. 

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