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Xianghua

by senoB_DEC

Notes for myself:
*1 - K, what use is it? experiment.
*2 - 6+A+B, experiment. Does it dodge lows? What effects does each hit have?
Natural combo? 
*3 - 4,4+B+K how long does the GI last and what does attack types
does it stop?
*4 - 6,6+A+B is G cancellable? If so, is a G cancel to throw a feasible option?
*5 - WS K has what kind of hit effect? On CH? Anti-air?
*6 - 8WR1_7+B+K - what the heck is this?
*7 - WS A,A - natural combo? On CH perhaps?

|-Updates-|:

1/26/2006 - Ver. 0.38 - Added some more moves (1+A+B, several 8WR). Moved
several others.

1/23/2006 - Ver. 0.36 - Fixed some stuff.

1/22/2006 - Ver. 0.35 - Changing ranking of some moves and fixed descriptions
where I remembered wrong.

1/10/2006 - Ver. 0.3 - gotten most of the basic organization down and quite a
few of the moves with descriptions. Will try and list all moves somewhere. Need
to write strategies and possibly a simple "summary" of useful moves and their
respective ranges.

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ROCK.CAN'T STOP THE ROCK. ROCK. ROCK. CAN'T STOP THE ROCK. LET'S GET DOWN AND
DIRTY BABY. LET'S GET DOWN AND DIRTY BABY. LET'S GET DOWN AND DIRTY BABY. YEAH
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Beginner's Guide for using Xianghua by senoBDEC
Copyright 2006 Alexander Gee.
Game-related characters, terms, and names Copyright Namco.
Email: [email protected]

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Feel free to contact me if you feel you can contribute or for questions about
the F.A.Q.

No claims to greatness or skill, I just like Xianghua and have used her since
Soul Calibur. She is also the first character I ever chose, so there's
sentimental reasons too XD. This is my second FAQ and noone really cares and is
doubtfully reading this blurb ;p. I will eventually write a Kilik FAQ (again,
aimed at beginners mostly). The guide itself is a bit wordy so I recommend
reading bit by bit. Please be a bit indulgent as my computer and PS2 are
separated by quite a few miles. Am going on memory usually and check what I can.
If there's anything you think I've written wrong, ranked a move oddly, or missed
a move than than please feel free to tell me - you'll get credit.

This is a guide on how to use Xianghua with at least some modicum of skill. I am
new to SC3 myself and don't know all the properties of every single move, but
that's what movelists and other FAQ's are for. I also don't feel like explaining
how to get every single item, as I really couldn't care less. What point is
there in repeating the story already mentioned in the game or in the official
site? So I didn't include it. So go look elsewhere. I also don't really use Soul
Charge as all it usually does is make already slow, usually pretty avoidable,
moves guard-breakers and occasionally unblockables for Xianghua (though the
damage can almost make it worthwhile) - I will be experimenting and will update
accordingly. If anyone who has a good FAQ of these please forward me a link to
them and I'll put a link in a FAQ section for things I don't cover.

This guide assumes you know some of Xianghua's movelist already, if you don't,
don't worry too much, I usually speak in terms of commands anyway. However,
knowing the movelist allows for your own experimentation and is much better than
simply following by rote someone else's strategies. This guide also assumes you
have some basic knowledge regarding fighting games in general, including
cancelling, counter hit, and other such things. If not, read a bit Terminology
and "Just so you know" sections. The in-game tutorial is fantastic.

Ctrl+F to use the Find function in notepad or Internet Explorer (and
Mozilla/Firefox too). Just copy and paste the number or title you need.

TABLE OF CONTENTS:
[1.00] TERMINOLOGY.
[1.01] Just so you know.
[1.10] OVERVIEW.
[1.11] Xianghua overview.
[1.20] MOVES.
[1.21] Things you could try.
[2.00] STRATEGIES.
[2.10] Basic and general strategies.
[2.20] Character-based strategies.

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[1.00] Terminology overview.
Directional Input:

Control layout: this assumes you're facing right (1P default  position).

	   D-PAD

	   7 8 9
	   4 5 6
	   1 2 3

7 - Left-Up    8 - Up       9 - Right-Up

4 - Left       5 - Neutral  6 - Right

1 - Left-Down  2 - Down     3 - Right-Down

Basic shorthand:
qcf = quarter circle forward: d, df, f
qcb = quarter circle back: d, db, b
hcf = half circle forward: b, db, d, df, f
hcb = half circle back: f, df, d, db, b

Buttons:
G 	=       Guard Button
A 	=	Horizontal Slash Button
B 	= 	Vertical Slash Button
K 	= 	Kick Button

Hit Level:
H	=       Hits High - can be guarded standing or ducked
M	=       Hits Mid - must be guarded standing - cannot be  ducked.
L	=       Hits Low - must be jumped over or guarded while  crouching

Properties:
GI 	=       Guard Impact
GB 	=       Guard Break
UB	=	Unblockable

Misc:
AT 	=	Attack Throw
ST 	=	Stance
SP 	=	Special Movement
WC 	=	While Crouching
WS 	=	While Rising to Standing Position from Crouch.
WL 	=	While Landing
WJ 	=	While Jumping
WD	=	While Down (lying on the ground)
FC 	=	Forced Crouch (move causes character to crouch)
SWP 	=	Sweep
BNC 	=	Bounce
8WR     =	8 Way Run
DOS 	=	Double Over Stun (recoverable)
THS	=	Toe Hop Stun (non-recoverable)
FBS 	=	Fall Back Stun (recoverable)
CFS	=	Crumble Fall Stun (non-recoverable)
SS	=	Spin Stun (recoverable)
BT	=	Back Towards opponent
TC	=	Technical crouch (momentarily crouching)
( )	=	Optional command inside parentheses
~	=	Slide input (ex: A~B = slide from A to B rapidly)
 _	=	Or
[ ]	=	Hold
:	=	Just Frame Input - requires precise timing.
...     =	Repeat Input


[1.01] Just so you know - I occasionally mix them up anyway...

In absence of any other indication, assume the character is in a standing
position.

8WR or Eight-Way Run can be performed by either holding a direction during
standing or double-tapping any direction and holding the second directional
input. This can be done whether standing or crouching in a non-guarding starting
position.

"Damage" is the amount of health points lost to a particular hit. I basically
classify it this way with lots of leeway: Light=5-20, Moderate=25-40,
Heavy/Strong=50-70, Insane=70-100+. Any borderline is just the two categories
hyphenated.

"Follow-up" is a subsequent move that takes advantage of hit stun for extra
damage. Few launchers can be used as follow-ups.

"Guard" is simply holding the guard button. You can duck and jump while
guarding. New to SC3, you can also inch forward slightly.

"Natural combo" simply means that a particular move, if the first attack hits,
then the rest of the hits will be successful - the opponent cannot guard
in-between the attacks. Sometimes this means only on counterhits or sometimes
always. Certain circumstances (in the air, etc.) can cause misses.

"Okizeme" is the act of suppressing wake-up, that is, keeping the guy on the
floor. Mitsurugi is excellent at this. Talim really sucks at it.

"Poking" is using short, safe attacks to test defenses and divine what the
opponent has planned. Not the best way to do damage. This is also useful for
stopping attacks and then going into evasive action - hit-and-run as it were.
Sting like a bee, float like a winged buffalo.

"Pressure" is to aggressively attack the opponent attempting to force them to
guard (limiting options in movement or attack) or to find weaknesses to exploit
for damage (transitioning to rushing).

"Ring-out" is just like it sounds, a character falls off the edge of the ring or
fighting platform. Your job is to help them along like snakes help their prey
fulfill their role in life.

"Rushing" (rushes) is a highly aggressive attack pattern centered around
exploiting a defensive weakness and using combo starters (launchers, etc.) to
deal damage. Common in the quicker characters.

"Sequence" is a group of attacks that link to one another and are guaranteed,
though sometimes in specific situations.

"Series" is a group of attacks that complement each other but are not
guaranteed. Usually these are designed to pressure an opponent.

"Soul Charge" is performed by pressing and holding A+B+K and can be cancelled by
tapping G. There are three distinct levels depending on charge time - all give
CH properties to any hit and each level may give distinct properties (GB or UB)
to specific moves.

"Stepping" is simply any sort of evasive or positioning movement that doesn't
directly involve offense or defense. As such, side- steps, dashing back, and
such are all considered "stepping". So when I say catch or cover step, it is a
common phrase meaning "Verily, my blow doth catch that knave across the cracker
no matter whence nor where he doth fly!"

"Stun" is the amount of time the opponent will not perform commands given after
a hit, guarded or not. Hence, "hit stun" and "guard stun" are self-explanatory.
Hit stun will almost always be more on a counterhit (CH). The special types of
stun are shown in the terminology section above.

"Tech roll" is a very quick roll performed by G, optionally with a direction,
that allows you to get up as quick as possible, possibly evading.

"Ukemi" Japanese term for a rapid roll/wake-up. Also known as tech fall or roll.
I typically use the term tech roll but ukemi is more general.

"Wake-up" is the act of getting off the floor. Can be done in evasion or through
attacks. See the in-game tutorials for more info.

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[1.10] OVERVIEW.

Below is a very basic way to describe the styles used by all the characters in
Soul Calibur 3. Any character can use any style, but there are only some that
they are good at. Skip the next paragraph if you already know the basic types.
Ctrl+F this: (^) to reach character overview.

Rushers: highly aggressive, tends to rely on speed to overwhelm opponent setting
up launchers or other combo starters. Requires good knowledge of one's character
and the effects of commonly used moves in blocked, hit, or CH situations.
Rushing can be done in and of itself or as a complement to other attack
patterns. Xianghua cannot really be used for 100% rushing (nor can most
characters) as generally this leaves the player too open to taking damage. A
good example of this style would be Taki. Another would be Voldo (no, he's not a
full trickster despite how his style looks). More on that later.

Turtlers: highly defensive and specializing in punishment, typically with a few
short powerful move sequences. The counter to the rush - essentially. Xianghua
can do this but this style does not utilize her speed and emphasizes her weak
striking power. A good example of this style would be Astaroth. Many turtlers
also tend to have excellent throws, again, like Astaroth or Ivy (though Ivy has
more styles open to her). This is a good style if you know all the characters to
some extent.

Poker: this is pretty common to all the quicker characters and can be used also
by somewhat slower characters (who cannot rush as easily). Xianghua excels in
this area and has the ability to pressure using pokes (somewhat speedy attacks
that both pressure an opponent and allow time to set up other attack patterns).
In fact, she could be said to use pokes to lead to rushes. The line between
poking and rushing blurs when both are used offensively. Generally poking is to
determine defensive ability and how "safe" it would be to rush as well as to
interrupt attacks or keep enemies away. A good example of a slower poker-type
character would be Mitsurugi - he has devastating rushes, but is too slow to use
them very often. Beware his verticals.

Keep-away: just like it sounds, this is similar to poking and is exclusive to
long range characters. Xianghua cannot really do keep-away that well due to her
lacking long range attacks, but she can maintain any range she wishes pretty
easily. A good example of a classic keep-away is Kilik. This isn't necessarily
because they're slower at close or mid-range (though Kilik is), they just CAN do
it. Also, many keep- away styles involve strong attacks, of course, to knock
back, but poking is the primary attack style used.

Trickster: again, just like it sounds. Unpredictability and excellent mobility
is key. Xianghua is not much of a trickster but has a few fakes and has
sufficiently variable moves to be effective. A good example would be Yoshimitsu.
Fakes, "weird" moves, and the like all combine to make a very effective rushing
style. Who needs to use conventional moves when you can kill a guy by committing
hara-kiri?!

[1.11] Character Overview. (^) Xianghua is what I would call a "rusher" and
"poker" - she is very good at poking offensively and, due to certain moves'
properties and speed, defensively as well. Thus her poking is useful for setting
up rushes. She excels at two things, range and speed. She COULD be construed as
a trickster but her main style is offensive poking and rushing... so meh.

Easily excelling at close to middle ranges, her speed and ability to mix up
levels of attack make her a dangerous opponent. Best of all, she is perhaps the
epitome of a beginner-style character, easy to use and easy to gain competence
with - a nice shallow learning curve. Switching between her rapid rushing to
some aggressive poking baiting for opportunities for punishment is the
quintessential Xianghua style. Many of her moves leave her at an advantage on
hit (and sometimes even when blocked) simply due to the sheer speed of her
moves. Her ability to cut off movement with mid horizontals and verticals is
very frustrating (for the other guy ^_^).

Many of her moves have some evasive properties and I will try and mention each
and every one where appropriate. These move properties allow her to regain
initiative by dodging an incoming attack and striking rapidly. This requires a
bit of experience and knowledge of other characters to work properly and may be
discussed later. "Technical crouch" (TC) for example means a particular move
crouches, though the duration of the "crouch" may be very short, and is thus
useful for dodging quick highs of short duration. Though not her strong point,
Xianghua can also pressure on wake-up (while opponent is getting up) and thus
force open even more opportunities for damage. Xianghua also has a couple of
combos, but they shouldn't be aimed for. When the situation arises use them, but
don't concentrate on getting them.

Obviously, her greatest weakness is her generally weak attacks. She has only one
command throw that is rather pitiful (I suppose it has SOME advantage but I
haven't figured it out yet - knocks back for possible ring out?), but the rest
of her throws are quite damaging. She also has low throws to make it even more
fun trying to predict her attack.

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[1.20] MOVES. Arranged in order of frequency and utility, highest (1st tier) to
lowest (4th tier). Throw moves have their own section.

FIRST TIER MOVES (the best or at least most used):

A or A,A(8_2+B+K) - uber-fast high horizontal(s). Decent range and can be used
to interrupt. Natural combo (second A will hit on pretty much any hit of the
first A). Safe if blocked - almost feels like it gives you advantage on block.
Used primarily to interrupt (close range) and as offensive pressure. Excellent
against primarily high and standing-mid attack users as it will interrupt almost
any simulataneous standing move anyone can throw out with the exceptions of
Talim, another Xianghua, and possibly Taki. The optional 8_2+B+K move out of the
A,A is a weird spinning GI and takes some time to recover on whiff. I tend not
to use this but it can be useful against characters that use rapid high or mid
verticals to counter after block; that said, punishment is possible, but not
easily done because the A,A pushes back.

A,A,B(4) - the two-hit horizontal mentioned above followed by a quick mid
thrust. I have never seen this move interrupted even if the first two hits are
blocked. It's decent for pressure and mind-games (see A,A,4+B,B(G)_6+B). On
block the B will push the opponent back to a comfortable range (just within the
range of 2+K). Additionally, you can press or hold back (4) after B on hit or
block to get a dodging back Guard Impact (high and mid verticals I think) which
is mostly useful as a minor dodge though the fact it GI's doesn't hurt - still
quite punishable though. On CH (counter-hit) will naturally combo. Useful eh? So
if you interrupt an attack with A,A just start mashing B.

2+A - the classic interrupt (note a trend here?). Special-low horizontal,
blockable by high or low guard, very fast, short range, won't hit downed
opponents. It's not bad. As you already know, there are better options in
regards to range and damage, but it's a solid choice due to its horizontal
properties and speed. This is somewhat interchangeable with 2+K, but has better
recovery and has frame advantage (can perform a move earlier than opponent) on
any hit. In fact, after a hit with 2+A, a 2+K is a useful poke. People wise up
to this eventually.

2+B - a basic FC mid vertical. As do most verticals, will crash through many
weak and/or high horizontals and is useful as an interrupt. While not as quick
as A,A, should suffice in most cases and allows you to use WS (while rising) and
WC (while crouching moves). As with all FC moves, Xianghua has several options,
both offensive and defensive or just plain tricky. Example: Xianghua gets a CH
2+B, follow with mid-risk 3+B launcher. Example 2: Xianghua gets blocked or
normal hit 2+B, defensive 2+K or a WS K are decent options, especially since WS
K hits mid and also retreats. Other options are of course possible.

3+B - Xianghua's basic launcher, good speed, hits mid. A typical, and therefore
predictable, but very useful nonetheless, punisher (how's that for a run-on
sentence?). Has less than stellar recovery when blocked, but is still okay. This
is actually a nice all-around follow-up for just about any move that knocks
opponent down, including itself. Will hit on the ground and may pop opponent up
on wake-up. Light-moderate damage, but speedy and dependable.

3+K - a somewhat quick linear mid kick. Nothing special, light damage, but
extraordinarily useful as an mid-range interrupt and as an offensive poke. Much
like 2+K, acts as a pause in strings of attacks. Stops opponent for a little
while. I personally don't like space so I use this to interrupt and dash right
back in. Nevertheless Xianghua can function well at the close-mid range border.
I actually use this less than I should. Has little stun even on CH, thus use it
primarily as a retreat interrupt or to quickly hit a crouching opponent.

A+B_[A+B] - two strong mid verticals, natural combo that launches - very simple
command - good range too - even tracks slightly. The second hit can be charged
(release A+B to hit) and gains GB properties at full charge. This move gains GB
from SC lvl 2 on any hit, charged or not. While not great for use as an
interrupt it can be used as such and the CH damage is well worth the risk, not
to mention the potential juggles. Pretty unsafe on block.

A+K (B+K_[B+K]) - A spinning FC (can be done out of 8WR) dash. Xianghua can
simply press B+K to do a standing Great Wall (6,6+B+K). You can also hold B+K to
do another spin to a stronger version of Lower Great Wall. This move will guard
break normally and is unblockable at Soul Charge 3 level. Moderate damage,
knocks back quite a bit, and evades highs. Either version is a good move. Using
A+K alone is actually quite effective (the reason this move is first tier).
Simply pressing K after the spin does a defensive cartwheel back that knocks
opponent down on hit and retreats at the same time (this is WS K). You could
simply hold down and press K (2+K) to interrupt or try 3+B to get a powerful
launcher. Knowing Xianghua's WC and WS moves is essential.

3+B+K - Lower Great Wall (one of the few moves whose name I remember). Xianghua
ducks and leans forward to a nice strong blow with the flat of the sword,
reinforcing it with her off -hand. Great for evasive tactics and hits decently
hard to boot. Will ring out behind opponent. This move can also be done from A+K
discussed previously. It's unblockable at Soul Charge 3, and is pretty darn
useful as both an interrupt and a combo-ender and for ring-out. You can
occasionally throw it out for no reason as Xianghua's FC moves are generally
pretty safe on block as she can interrupt most any counter attempt.

SECOND TIER MOVES: Slightly more situation-based. Still quite spammable.

A,A,4+B,B(G)_6+B - two quick high horizontals followed by the 4+B,B sequence.
Good for using on hit... not so great if guarded as it's somewhat easy to
interrupt - however if you've played Xianghua well your opponent should be
cautious and scared - especially of the A,A,B sequence - thus this makes for
good pressure. Using the 6+B thrust also works okay. Find - Ctrl-F - (&) for
more on the 4+B,B(G) move.

6+A - a fast high horizontal that works well for catching step. On any hit will
spin opponent to the side - thus useful as an interrupt in creating attack
openings - CH obviously has longer stun. Not useful for much besides as an
interrupt against movement or attacks. Has only modest range since Xianghua
doesn't lunge in during execution. Can set up attacking series.

6,6+A - a quick dash to powerful high horizontal. Nice for catching 8WR or
retreating opponents. Somewhat slow on recovery, but definitely not bad. Useful
especially after a quick defensive poking session, when they back off, nail 'em.
Or just use the 6,6 command to get close enough to throw or use a different
command afterwards.

WS A,A - while still ducking, Xianghua does two decently fast mid horizontals
while moving forward slightly. Okay to squish counter attempts after a move that
FC's. Okay at continuing pressure as well, but not especially stellar in damage
or recovery. Easy to do and great for catching step up-close. Occasionally I
will throw after this for no reason whatsoever (you can dash momentarily if you
wish). It's better than it seems. *7

4,4+A_[A] - TC's and leans back on startup, then throws forward a mid horizontal
that always double-over stuns (a.k.a. crumple stun = DOS). Holding the A button
produces a second attack, a spinning high horiztonal that negates the effects of
the stun - thus it is most useful for messing up timing - maybe spastic button
pressing to avoid the expected DOS - or simply as a coup de grace (finishing
blow). There are several good follow-ups - 6+B+K, 3+B, or a delay then 2_3+A+B.
6+A+B is useful for chasing backward tech rolls.

B_B,B - quick mid vertical(s) with similar range as and slightly slower speed
than A,A. Used mainly to mix up between Xianghua's plentiful lows and throws.
Placed here because it's an easy command and is a natural combo. Slight
disadvantage on block but it's no big deal because you can then throw in a 2+B
(kinda slow), an 8WR (double-tap direction) horizontal to avoid the quick
reprisal verticals, or 4,4+B etc. for frustating fun. Again, this should be used
on the offense, as it has little use as an interrupt though it can be used as
such. Xianghua just has better options. Using B alone is sometimes useful. A
alone is not.

4,4+B(4) - Xianghua's primary linear dodge back move to counter. Dashes back a
short way then lunges in for a strong mid thrust that knocks down. Very simple
to apply in several situations. The dodge back isn't VERY great and you can
still be clipped by horizontals or quick/strong verticals on the way back. Also
doesn't track at all. I have had the thrust crushed several times when clashing
with another strong vertical attack. Thus, isn't an end-all response. Very
useful anyway.

6+B,A_B - a somewhat telegraphed but quick high vertical thrust followed by
either a quick mid horizontal (A) or a slow-ish ducking to low thrust that (B)
which has recovery issues. I don't particularly like this move, but will use it
often. Decent for two-way options. Using the 6+B alone is sometimes useful,
though there are recovery issues and little stun even on hit. It does advance
you a step, so could be used with other moves as you rush to throw off GI
timing. Use the A option if the B gets blocked as it will push the opponent back
and give you time to block - can even catch someone who dodged the initial
thrust.

WC 3+B - A fast and powerful launcher (knocks the guy up pretty high) that
slides forward slightly before unleasing the strike. This is an awesome option
against slower moves and transitions well from quick FC moves. This leads to
some of Xianghua's stronger juggles. Unsafe on block.

WJ B_5B - A nice, quick mid vertical (useful for dodging lows and
counterattacking simultaneously) that has little recovery. Not much stun but
sufficient damage to make it worthwhile. The 5B option is simply WS B and is
performed by holding G, then pressing an upwards direction, then neutral for
half a second then pressing B. Useful especially on the retreating jump because
recovery doesn't allow follow-ups on hit - though interrupts will work usually.

8WR 2_9+B (G) - Three strong mid verticals that cover a lot of space and
naturally combo on CH - the 8WR command dodges and allows you to do this very
punishing move. Pressing or holding G will cancel the last hit with minimal
recovery - allowing a throw or an attack if the opponent hesistates or guarding
if not. Shouldn't be a huge part of your game but very nice for regaining
initiative. However, the last hit should be allowed occasionally as it's very
strong.

2+K - a FC low half-horizontal kick. Has decent range and is VERY useful as an
interrupt against most non-evasive attacks and excels as a poke. I'm not sure,
but I have seen Xianghua either dodge or somehow pass through mids when doing
this attack. It may simply boil down to speed. Very useful following other
attacks as a defensive poke or simply as an annoyance. Even if completely dodged
or blocked Xianghua still has quite a few options open. Slight disadvantage even
on hit, so not useful in strings of attacks, acts as a "pause". Hard to block on
reaction but isn't that great. Very weak.

6+K - Xianghua steps forward slightly and does a very fast high inwards crescent
kick. Doesn't do much damage but knocks down to her left. Not very useful
otherwise. Can ring out in exceptional circumstances... I find it useful again
as an interrupt but also as a nice way of getting some block stun. The recovery
is shorter than it would appear - a simple 2+A to WS moves works well though
isn't guaranteed. A 2+B or 8WR could be useful too.

4+K - Xianghua does a mid-range spinning heel kick to the head! Simple, fast,
and for decent damage. A nice one to throw out now and then. Knocks back into
the air - thus okay for ringout. Catches step well (but 6,6+A is better).
Similar to 6+K in range, less damage.

4,4+K,(B) - Xianghua dashes back slightly during the 4,4 motion, then does a
rush forward to mid vertical kick that causes fall back stun (FBS) on any hit
and does a decent amount of damage - easy to follow up on wake-up suppression
(also hits on the ground). The optional B follow-up is a lunging mid stab that
DOS's and is a natural combo (the guy's on the ground, so duh). I've found it's
only useful AFTER the kick hits, as the recovery on the stab isn't very good.
The good news is that it can be delayed slightly, so it could theoretically be
used if the kick misses or blocked.

WS K - quick cartwheel back that hits mid. Nice retreating (but still
punishable) move with decent recovery. Does decent damage. Don't think CH is
much different. Mainly for defensive use as recovery time and position
essentially make follow-ups impossible. I use this pretty often actually,
especially out of A+K or 2+B or 2+A. *5

6,6+A+B - a quick dash that TC's, then sidesteps to Xianghua's left, finishing
with a powerful mid blow that tracks very well. Definitely a nice "chasing"
move. Excellent to follow-up a finished sequence or rush. Great for wake-up too.
Has occasionally missed. In that case I would familiarize oneself with
Xianghua's back-turned moves - BT 2+K or BT 2+A are useful occasionally though
BT A or BT K are quicker and hit high and mid respectively. I have had some luck
with BT B+K. *4

6+B+K - this used to be the SC2 6+A+B. It's two mid strikes and hits on the
ground. Pretty fast, and nice for following up ANY knock-down or simply
offensive pressure - tracks slightly too. Not safe on block but its close.

THIRD TIER MOVES: much harder to apply.

3+A,K - A sword swipe at the ankles to a spinning high linear side kick - is
pretty unsafe on block on either hit. I actually use this somewhat often but
it's definitely 3rd tier as both hits are slightly unsafe on block. Is a natural
combo on CH. I think the kick is more linear now than in SC2 but I may be wrong.
It may also miss because the spin pushes the opponent out of the way (rare).

4+A - a suprisingly quick mid horizontal after a spin forward. Used to TC, but I
don't believe it does any more. Still useful for catching retreating opponents.
Also turns them to the side (on any hit I think), opening them up for some
attacks (none guaranteed I believe).

1+A - advancing low - looks a bit like 2+A on start-up until you notice the
sword hand position and movement. Slower than 2+A, about same speed as 2+K - it
hits low and is occasionally useful despite its pretty short range. It's really
not much of a horizontal. Not useful as an interrupt but hits for moderate
damage (30 I think). Very useful to finish off a round.

A~K,(5_8_2+B or K) - A mid-range flying "butterfly kick" that hits mid - think
wushu - optionally followed by a variation of a low thrust or another butterfly
kick (totally would not work). Nothing special about the kick, but the optional
directions for the B input determine the direction of the spin before thrust,
and thus can be used to avoid vertical interrupts (pretty much the common
response). Occasionally decent for mixing levels, but it's real purpose for me
is to avoid low or special-low attacks and its fast enough for this. It hits
decently hard and the two kicks naturally combo. Not safe on block (the K option
comes close due to block stun), but at times it's worth it to be flashy.

WC A - The WC A is slower but has wider range than 2+A and is a special-low -
not very useful. Thus, WC A is not a viable option following any Forced Crouch
(FC) moves.

WJ A - Weak high horizontal that turns opponent. Not used much and it shouldn't
be. I like using it while jumping on retreat - though WJ B is probably a better
choice unless you're aiming for the turn stun to give more breathing room.
Somewhat punishable.

8WR 2_8+A - a very quick double mid horizontal with dismal recovery. Very useful
on the defensive when you get a chance to 8WR against a lunging move. Hurts a
bit, and has nice stun. To be honest, I hardly ever get a hit with this...always
a counter hit ^_^. Again, very useful when hit or normal hit. But definitely too
long a recovery time to launch a rush, thus purely defensive.

WS B - A semi-launcher, two spinning mid verticals that together knock the
opponent into the air. Moderately fast execution and medium recovery speed. I
don't use it often. Has a little less range than 3+B.

1+B,B - a delayable two mid verticals that cause FBS. A bit slow on start-up
with similar range to B,B. Hits hard, but is not useful for any sort of juggle
combo. The last hit slams down though so I've occasionally managed to make it
ring out after a launcher. A very risky choice though. Natural combo on CH.

6,6+B(4_B_B,4) - An often over-used mediocre rushing double thrust. Natural
combo on CH. After either B input you can hold [4] to get the dodge back and
high-mid vertical GI. Somewhat safe on block if you use the GI option, but it
commits you to a linear retreat and can be chased down fairly easily.

8WR 2_8+B - Used to be SC2 3+A+B. A very nice, strong, fast launcher. Looks like
it may TC but haven't confirmed this yet (if it does it's REALLY quick). Not
safe on block but it should be used to punish verticals with moderately slow
recovery. Think of it as a stronger but more vulnerable version of 3+B, only the
height is higher and thus more juggle options.

1+K and 1+K~A, (A,5_8_2+B or K) - 1+K is a slow-ish but potentially confusing
low kick that sweeps opponent to the ground on CH. Also hits on the ground for a
little damage. You can change the move with the ~A input to a mid
half-horizontal (hits only on one side) that then goes into the previously
discussed butterfly kick series. The timing is close enough that it's difficult
to block on reaction. A basic 50-50 - but only one option has any real damage
potential without CH. Thus, the 1+K is more for baiting for the CH than anything
else. One exception to the 50-50 is that some characters can dodge the mid
horizontal, since the 1+K is linear this provides one escape route.

6,6+K - an odd looking spinning kick that hits mid and is essentially vertical,
hits on the ground. Anyway, turns opponent on hit, but the spin recovery is too
long to really take any advantage of it. Thus it's primarily used, again, as an
interrupt or simply to tack on a little more damage. Pretty fast and pretty
decent range, especially if you extend the dash just a little. This is a great
one to mix in with a dashing throw/low throw though the timing may be similar to
enough to fall to a GI. Also has decent tracking.

WS A+B,(B_2+B) - Two quick close-range low-to-high strikes to optional thrusts
to the face or to the ankles (these are the same, respectively, as from 4+B,6+B
and A~K, 5+B). Great for additional damage and good for mindgames too. Not very
useful out of A+K (almost all the other WS or WC moves are mid - thus leaving
you open). Without using the follow-up thrust sequence it isn't very useful.
However, the recovery on hit is such that you should be able to interrupt just
about anything....

1+A+B_1+[A+B] - a TC mid horizontal done in place. Low to moderate damage,
useful only on CH, where it gives a very nice CFS which is pretty easy to follow
up for a juggle. I find it's a bit slow and predictable but A+B can be held to
go to a face-down position, from which any WC or WS moves can be done (or
defensively, WD A+B).

2_3+A+B - the classic sweeping sword stroke (SWP). Strong, fast, and pretty nice
for quick okizeme. However, is very much unsafe on block. Thus, shouldn't be
used very often. It is a good way to stop quick ukemi/evasive roll (see
tutorial) and continue okizeme (attacks to KEEP opponent on the ground or at a
disadvantage on wake-up).

4+A+B - A GI high-mid vertical parry followed by two rising mid verticals -
natural combo. Not much tracking, pretty slow, and not great on recovery. Hits
hard, and sorta launches, though it cannot be followed up IIRC. Great option
against characters that tend to use verticals a lot, such as Raphael or
Mitsurugi.

4+A+K,A - A GI, mid horizontal, and then a strong high horiztonal that FBS. Not
especially useful because of slow speed but has good hit properties on CH,
especially the second hit. The first hit is nice for GI-ing mid+high
horizontals. The second hit can be delayed.

6,6+B+K - a very quick linear mid. As far as I can tell the hit is as soon as
Xianghua runs into the opponent (or after a set time if there isn't a hitbox in
the way). Actually very useful as a mid- range interrupt but the recovery is
pretty bad - gives a guaranteed hit on block, so use it sparingly. Can also be
used to end juggle combos (3+B+K is better). Will miss on certain moves that
"dodge back" like Mitsurugi's 4+B_6+B~4 moves - where the torso is pulled back
before doing the attack.

1+B+K - an old favorite. Dodges to Xianghua's left while ducking then standing
to a mid vertical strike (not very strong). Obviously an evasive poke. Recovery
isn't incredible but still somewhat hard to punish unless the strike is evaded
first and not blocked.

FOURTH TIER MOVES: almost scraping the bottom of the barrel but still useful.

A~B - An odd move that TC's but not too useful as it's too slow to be used
evasively on instinct, but will dodge some high moves. Decent move with odd
timing and hits a linear mid that CFS on any hit. Not much to say really as it
isn't a move I use much. It has its place and should be part of your repertoire
and is okay for pressuring someone who GI's your fast moves.

8WR 1_7+A - Xianghua cocks her arm as she side-steps diagonally back then spins
unleashing a strong high horizontal. I've found it isn't incredibly useful
because the dodge is somewhat slow and verticals still seem to hit me. However,
if anticipated makes for a nice, flashy punisher. Not incredible damage, but
intimidating. Far less recovery time than 8wR 2_8+A.

4+B,B(G)_6+B - Three slow, short range, verticals. Either three mid verticals
that are all pretty slow or the two first verticals and a quick-ish high thrust.
I really dislike this move. The cancel is nigh worthless as the timing is in
fact worse than if you did the move. The only thing it's got going for it is
that the verticals, once the move sequence starts, do come pretty close
together. The thrust is just in case someone attempts a standing interrupt (dumb
- go for a ducking interrupt). Not one to try too often but occasionally useful
for messing with GI timing. (&)

6+B~K(2_8) - Moderately slow linear SWP followed by a mid hit or, optionally, a
roll in either sideways direction. Not terribly useful but quite surprising to
get hit with and does decent damage. Do not expect to escape if blocked, however
most opponents cannot do much damage while you're on the ground.

2_8,5B - SC2's 8WR 2_8+B - three mid verticals (only one hits) while moving
sideways (opposite to input direction). Not too useful as it no longer dodges,
but it catches any forward/sideways stepping well and launches for a possible
juggle. Unsafe on block, most quick horizontals will hit you. Not good at all
for chasing a retreating opponent.

8WR 2_8+K - Quicker version of WJ K (uses other leg) and can be used to punish
quick linear moves where the opponent tends to GI afterwards. Still very
vulnerable on block. Easy to follow-up, just use wake-up suppression or moves
that hit on the ground.

8WR 3_9+K,A(B+K) - A mid linear kick to a jumping high horizontal that knocks
down. The B+K option must be inputted early and gives a spinning mid-high
vertical GI. Not incredibly useful but it's alright for punishing missed
attacks.

6+A+B - A short-range mid horiztonal by a strong mid vertical that knocks down.
Slow and very unsafe on block. I don't use this much because it honestly isn't
worth the risk for the damage potential. Has decent range and jumps during the
second hit. Not sure if the jumping dodges lows or it's just animation... *2

2+A+K,K_2+K - A very slow starting kick (SWP) that then transitions into either
a forward cartwheel or another SWP kick. Pretty useful but slow. Will hit on
ground for small damage and is useful also for wake-up suppression. Use for
messing with timing.

2+B+K - Xianghua does a slow, short-range mid vertical GB and a simultaneous
stomp that causes a "quake effect" which MUST be blocked low to avoid losing
balance and staggering. This is an interesting move... but not too useful. The
best, and therefore rare, occasions when the opponent is down and MUST block the
attack is when it is best to use this.

8WR 3_9+B+K - A slow-starting but powerful vertical with rather dismal recovery.
In SC2 came after 6,6+K. Bounces the opponent but isn't incredibly useful as a
launcher. I like it because it's so incredibly fun to smack someone with this.
Use it similar to 8WR 3_9+B but take into account its slowness and
vulnerability.

[1.21] Things you could try - not necessarily bad but unusual or only applicable
in a couple of specific situations.

WJ 5A - A very pitiful low. Doesn't really hurt nor does it knock down or stun
for very long. Don't use this.

B~K - medium speed, two close-range mid hits. Recovery isn't great, but the
speed is decent and it works okay as pressure, despite not being completely safe
on block. A more fancy interrupt. Natural combo. Decent side-turn stun on CH,
but difficult to follow up.

WC 3+B~B - similar to WC 3+B, slides forward then stands to a VERY telegraphed
low thrust to the ankles, causes THS on any hit. Decent damage, and can be
easily followed up with 6+B+K for damage, 3+B to play it safe, or 6,6+K to
chase. Some special situations allow 4,4+K(B) to be used.

8WR 1_7+B,A(G)_2+A(G) - a mid FC vertical then a small hop to either a mid
horizontal (A) or a low linear poke (WC A+B). Both A options are G cancellable.
The G cancels in general aren't very good since it cancels in the middle of the
hop and is pretty obvious. Thus, you must go on the defensive if you manage to
land (without getting hit first). I hardly ever use this move because it doesn't
have any stopping power. Damage is minimal, and little stun. So basically it's
for using as a mid-range pressure tool with a 50-50 mixed in.

K - simple high kick with the lead leg. Nothing special and not something I use
much. Would work well as a decent poke and is very fast. Will experiment with
this later, for now placed here. *1

WJ K_5K - Either a slow strong mid-level overhead kick or a decent low sweep
(use this instead of WJ 5A). The overhead kick is pretty slow, telegraphs badly,
and very linear, not safe on block. It's fun but risky for knocking people out
of the air (Taki). The 8WR version is better.

WC A+B - Xianghua does a long spinning jump and lands, crouching to a linear low
hit that staggers the opponent slightly (falls to knees then gets up). Not
really worth it for damage or hit properties. It's a pretty rarely seen move
because of it's slow execution as well - WJ_5K is probably a better choice
overall but has less range.

WD A+B - Guei, great move :D. Can be done in any down position before rolling.
Yeah, basically Xianghua throws a mini-tantrum on the floor. You will be
surprised how useful this move is - has saved my butt many a time. Won't stop
any jumping moves (Taki has several strong ones) but will stop just about
everything else. Embarassing to get killed by too.

B+K - Xianghua spins slightly to her right and then does a sideways thrust to
the ankles. Must be done VERY close to the opponent and doesn't really have any
special properties. I use it mostly as a fight finisher since it's not often
seen in time and dodges highs (and occasionally mids, not just verticals -
probably a bug). Will not dodge fast mids.

4+B+K(G) - Mid vertical UB. Not too useful, tracks a little, but has little
range. Best used anticipating the opponent is getting up and about to attack. I
believe it has priority over anything that isn't incredibly long-range (Kilik's
6+B or the like). The G cancel is useful in the same situations. Suprisingly
hard to punish.

4,4+B+K - Retreat (similar distance as initial dodge of 4,4+B) with a high-mid
vertical GI. Not sure how long the GI lasts. I almost never use this. *3

BT B+K - "Hopping chicken kick" - looks stupid, asks for punishment, and is all
the more satisfying to hit with. Actually hits VERY quickly and always gives
CFS. Despite it being in this section I do use it often when I'm BT along with
BT 2+A and BT K or BT 2+B.

K+G - taunt. Not aware of any bonuses but it is useful after a match (I prefer
to, rudely, smack the opponent around, especially Taki). Could be useful during
a round after a move with a particularly long stun.

8WR 1_7+B+K - I have no idea what this is. *6