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Xingyiquan

Page history last edited by Galdeira 11 years, 11 months ago

Xingyiquan
Description: The ancestor style of Xinyi Liuhe Quan, Xinyiquan utilizes straightforward movement to generate explosive bursts of power, whilst simultaneously defending from the opponent's attacks.
Price: 202 Astros
Class: All
Opinion: Xinyiquan possesses no flashy moves and actually looks rather simple.  However, Xinyiquan is blessed with the most powerful ground-hit in the game: its >>G, clocking in at an absolutely bruising 160 base damage on the floor.  While this might scream "OVERPOWERED," Xinyiquan is surprisingly balanced, underwhelming even.  Saver users put much difficulty on using Xingyiquan, making deciding to use a >>G an ugly guessing game.  Xingyiquan's combos are above-average on the damage scale but subpar practically everywhere else; poor frontal and peripheral ranges plague the scroll as well as an exceedingly slow punch combo, making Xingyiquan the apotheosis of the importance of stable, reliable combos for a scroll.  Xingyiquan hurts, but only if you can manage to reliably hit people with its combos and its ground hit.
DIFFICULTY TO USE: MODERATE+
DIFFICULTY TO MASTER: HARD

POTENTIAL: HIGH


Combos:
PPPPP - [490]
KKKK - [465]
KPP - [290]
kGP - [200]
(P+G) - [230]
>>G - [180] (160)

Iron Bombardment
PPPPP
80, 90, 90, 100, 130, [490]
Xingyiquan's punch combo is long but also very linear. None of the attacks move you very far so you're not likely to misalign yourself but in exchange, their have very poor peripheral and frontal range. This unfortunate combination forces you to stay in rather close to the enemy to land any attacks at all.   But perhaps the most debilitating factor of Xinyiquan's punches is the awful execution speed on its most important inputs: Xingyiquan's 2nd, 3rd, and 5th punch take an eternity to come out, so you will have to acclimate yourself to their timing in order to use the scroll effectively.

PPPPP will mainly be your pressuring tool, as despite speed rivaling that of a crippled tortoise, its first punch is still the fastest attack in your arsenal.  Xingyiquan's first punch is very nice on both recovery and stun, but it is very lacking in range, much like the rest of the combo. As long as you're close to your opponent, PPPPP works great to lay down pressure on your opponent and force them to move less since it also makes a decent anti-drift tool with their forgiving recoveries. Because Xingyiquan works best in close-range combat, where the slightest error results in huge damage, use the punches to hit the opponent if you feel you don't have enough time to hit them properly with kicks. Keep in mind that all of the attacks can be safely angled out of the way of a blocker to confound enemies or simply just escape. 


The third and fifth inputs of the combo delay themselves automatically. Be careful when delaying, as the slightest amount of delay on those inputs will cause the combo to become blockable due to the short stun on the attacks.

It should be noted that Xingyiquan is even worse at angling than Jin Taekkyon, a surprising feat. Don't angle the finishing attack, because it will not hit.

It should also be noted that you can always follow up with a >>G ground-hit for 160 extra damage.

Terra Blade
KKKK
90, 100, 125, 150 [465]
Xingyiquan has a very basic kick combo whose main purpose is to throw in some reliable damage into its arsenal. Much like the rest of Xingyiquan's attacks, the combo is incapable of angling and has poor range overall. The first kick is the worst offender here, having similar range to Cold Blood's first kick. Much like the punches, you'll have to stay pretty close to your opponent in order to attack. Thankfully though, in exchange for crap range Xingyiquan has some delightful recoveries on its kick combo.

The first kick surprisingly recovers the worst, but the second and third kick have some pretty fast recoveries for a kick combo. In addition, the third kick has some nice stun for such a fast recovery time. Use that to your advantage. Like the punches, you can angle yourself out of the way safely as an offensive/defensive maneuver.

The combo's main use is as a close-range punisher due to the short range on the attack and because the first kick comes out slower than the scroll's first punch.

Again, KKKK can be followed up with a >>G for 160 extra damage.

Eternal Fist
KPP
90, 90, 100 [290]
Xingyiquan is blessed with a stun juggle launcher, which allows it to execute juggles with impeccable ease. While this combo seemingly makes it comparable to Mantis' KKP, the two are nothing alike. In reality, Xingyiquan's launcher can be rather difficult to land consistently and is a bit unforgiving; Xingyiquan must stay in close in order to land its juggle launcher at all, and the KPP input means that you must be intent on the juggle before starting it. The poor stun on the first kick forces you to have absolutely zero delay on the first P, or else the combo will be blockable. In addition, the two P inputs of the juggle launcher have some very poor peripheral range, making angling very difficult or, in other situations, outright impossible. The final P is the exact same attack as the final P in PPPPP, sharing the same terrible angling as the punch combo.

However, such drawbacks are necessary for such a powerful juggle Xinyiquan is capable of performing. The damage on the full juggle rivals that of damage kings such as Vale Tudo, Soulless, and Zin Karate.

Explosive Charge
kGP
[200]
Xingyiquan has a guard breaker move, but it's not terribly useful. In fact, it's one of the more useless guard breakers in Rumble Fighter, from a 1v1 standpoint; for one, it takes an eternity to come out; and second, the recovery is quite horrid. Playing mindgames with the kGP is impossible; simply inputting kG to scare your opponent puts you in a state that takes literally a second or more to recover from before you can make another move. Thankfully though, the attack has a few good points:

The attack's range isn't all that shabby.
The attack can be angled, allowing you to surprise opponents.
The attack can be delayed to absolutely ridiculous amounts (as long as the charge remains visible).
You can fly off edges and surprise people.

Due to the slow start-up time of the attack, it's best suited to wake-up game. Approach a fallen enemy from the back, and as they're standing, perform a kG. If they do nothing, press P and go on from there. If you suspect a recovery kick, hold your charge, and then press P immediately after the kick finishes. kGP isn't very useful outside of this though, since it can be seen from a mile away and can be punished very easily if you miss (or do nothing).

Furious Rebuttal
(P+G)
[230]
Xingyiquan has a forward throwing grab that throws a moderate distance. It has a unique animation, but the special thing about it is the huge amount of time it forces your opponent on the floor. After a grab, your opponent stays on the floor for a longer time than usual, allowing you enough time to perform a >>G to stuff in 160+ extra damage. Xingyiquan is a close range scroll, so grabbing may differ depending on the strategy of your opponent.

Raging Stream
>>G
[180] - standing
(160) - grounded
Xingyiquan's >>G acts as both a semi-useful attack and a VERY powerful ground hit. If you use >>G on a standing opponent and it connects, your opponent will fly the opposite direction you were facing when you performed the move. Good for hitting people off the map, but since it takes longer than a regular dash (or even a ram) to come out, it's not exactly useful in a 1v1, since it's punishable on block.   When used as a ground-hit, however, the attack is devastating. Xingyiquan can connect its >>G after literally all of its moves, effectively increasing the base damage of its combos by 160. Moves that >>G can follow successfully are:

PPPPP
KKKK
kGP - requires impeccable timing with a wall OR additional SPD
>>G
a grab
a juggle
a recovery kick
any knockdown attack to the back

The fact that Xingyiquan doesn't need a wall to connect its >>G is extremely powerful. Keep in mind though, simply because Xingyiquan has the most powerful ground hit in the game doesn't mean that victory will come easily; remember that you still have to knock your opponent down first in order to use it.

Juggles:
KPP P P PPPPP >>G
90, 90, 100, 48, 48, 48, 54, 54, 60, 78, 160 [830]
Xingyiquan's juggle is very easy to pull off once you land a KPP, simply mash the punch buttons after the first two punches and it should connect fine.

STRATEGY:

Due to the poor range on all of Xingyiquan's moves (bar kGP), you must stay in very close to your opponent in order to do anything at all, which is easier said than done. Xingyiquan has no special methods of approach. This means that you must master getting in close to the opponent safely, which in turn requires that you must watch the opponent carefully at all times. Poor hit and block stun on all of Xingyiquan's moves makes your close-range life even harder, as slip-ups in inputs or pressure will allow the opponent to counter-attack. Keep a sharp eye out on your opponent's movements and actions, and time your attacks for maximum effectiveness. KPP works excellently as a punishing tool and PPPPP is great at pressuring the opponent and forcing them to stand still. Remember; when using Xingyiquan, the further away you are from the opponent, the more likely you are to lose.

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