66
Ver. 1.5 Completed Aug. 28, 2000 Advanced guide to Ling Xiaoyu, everyone's favorite chinese schoolgirl  ----------------------------------------------------------- | L IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu | | L I NN N G Xiaoyu Xiaoyu Xiaoyu | | L I N N N G GGG Xiaoyu Xiaoyu Xiaoyu | | L I N NN G G Xiaoyu Xiaoyu Xiaoyu | | LLLLL IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu |  ----------------------------------------------------------- Written, edited, toiled over, spent too much time on by: - Nall-ohki [[email protected]] (so you know who to yell at when things go wrong) If you are reading this, I expect you already have a good understanding of Tekken Tag, and at least a playable understanding of Ling Xiaoyu. All feedback is GREATLY appreciated, as I am a sucker for compliments as a reason to continue work. Best viewed in monowidth font: 1234567890 ABCDEFGHIJ If this appears messed up, so will the rest of this guide. ***** INDEX ***** 1. Ling Xiaoyu Profile 2. Moves A. Throws B. Regular Stance techniques C. Rain Dance techniques D. Phoenix Stance techniques E. Hypnotist Stance techniques F. Taunts G. 10 Strings 3. Form A. Defense  a. Regular Stance defense  b. Ducking defense  c. Rain Dance defense  d. Phoenix Stance defense  e. Hypnotist Stance defense B. Offense  a. Regular Stance tactics  b. Ducking tactics  c. Rain Dance tactics  d. Phoenix Stance tactics  e. Hypnotist Stance tactics

Tekken Tag Tournament Ling Xiaoyu

Embed Size (px)

DESCRIPTION

xiaoyu ttt moves

Citation preview

Ver. 1.5Completed Aug. 28, 2000Advanced guide to Ling Xiaoyu, everyone's favorite chinese schoolgirl -----------------------------------------------------------| L IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu || L I NN N G Xiaoyu Xiaoyu Xiaoyu || L I N N N G GGG Xiaoyu Xiaoyu Xiaoyu || L I N NN G G Xiaoyu Xiaoyu Xiaoyu || LLLLL IIIII N N GGG Xiaoyu Xiaoyu Xiaoyu | -----------------------------------------------------------Written, edited, toiled over, spent too much time on by:- Nall-ohki [[email protected]] (so you know who to yell at when things go wrong)If you are reading this, I expect you already have a good understanding of Tekken Tag, and at least a playable understanding of Ling Xiaoyu.All feedback is GREATLY appreciated, as I am a sucker for compliments as a reason to continue work.Best viewed in monowidth font:1234567890ABCDEFGHIJIf this appears messed up, so will the rest of this guide.*****INDEX*****1. Ling Xiaoyu Profile2. MovesA. ThrowsB. Regular Stance techniquesC. Rain Dance techniquesD. Phoenix Stance techniquesE. Hypnotist Stance techniquesF. TauntsG. 10 Strings3. FormA. Defense a. Regular Stance defense b. Ducking defense c. Rain Dance defense d. Phoenix Stance defense e. Hypnotist Stance defenseB. Offense a. Regular Stance tactics b. Ducking tactics c. Rain Dance tactics d. Phoenix Stance tactics e. Hypnotist Stance tactics f. Charging tacticsC. Okizeme a. General b. ThrowsD. Ground RecoveryE. Tagging and Ling a. Tagging In b. Tagging OutF. Juggles a. Starters b. JugglesG. Strategy a. Evasion - Pre-emptive b. Evasion - Reactive c. Poking - Instigation d. Poking - Stringing g. Custom Strings h. Ling's Tricks i. Specific Character Strategy4. Thanks go to...*******PROFILE*******Ling Xiaoyu ("Schoolgirl in High Spirits")- I have researched her name, and have the official characters for her name from a cute little teacup I won in a tournament. It reads as follows:Xiao - Dawnyu - RainLing - Sunrise (Ling *IS* her surname)-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Country of Origin: ChinaFighting Style: Hakke Ken, Hike Ken and various Chinese martial artsAge: 16Height: 157 cm ( 5'1" )Weight: 42 kg ( 93 lbs )Blood Type: AOccupation: Student, Panda caretakerHobby: Traveling, visiting amusement parks all over the world.Likes: Chinese steamed buns and shrimp dumplings. Peking Duck.Dislikes: Math teachersStrengths:- She's fast, very fast.- She's got many mixups- Most of her moves have good recovery, often fooling opponents- She's a small character, thus more difficult to juggle.- She's evasive as peace in the middle east- Has some very good medium level attacks- Decent Juggle ability, including some very fast starters- Some of her attacks do very good damage for thier speed- Often lands counterhits- Incredible sidesteps- 4 Stances- She's left-handedWeaknesses:- She hits like a little girl- She takes damage like a little girl- With her back turned, she's vunerable if you're not careful (Whiffs are deadly)- Some of her attack strings have weaknesses, especially when she turns her back. - She has very few low attacks with any priority- Short Attack RangeI want to start by saying that Ling is the reason I started playing Tekken. I had on and off played Tekken 2, but it was no more than a passing phase. I simply saw Tekken 3 come in at the local arcade, and decided to give it a shot. It just so happened that Ling caught my eye (I think it was the name, actually, "Xiaoyu" - I couldn't pronounce it at the time, and wanted to hear the announcer say it ^^). After checking out the listed moves, I was wowed by her style, and fell in love after that. I also loved her speed compared to other characters. Thus began my Tekken addiction. Over the years of playing Tekken I have used other characters, but noone has surpassed my love affair with the small chinese schoolgirl (draw whatever meaning from this sentance you wish). I have had only one teacher, Lin, a korean girl at my arcade who taught me some strategy early on. Other than that, Ling players have been extremely rare (I've seen maybe 10 good other Ling players), and this has been an advantage, as my style has mostly developed on it's own, making it less like the normal Ling player than most. All in all, I play more of a no-nonsense Ling than most people I've seen. I tend to take simple evasion techniques as opposed to large ones, making it easier to capitalize on mistakes my opponent makes, of which I encourage. *****MOVES*****This movelist is a modified, and REmodified version of Catlord's list, which can be found at www.tekken.net. As of now, there are minor mistakes in this list, and it is not all-encompasing.THROWSFront - [Jade]1+3 Escape: 1 Slap, Forearm ChopLing takes the opponent by the arm and slaps them back acrost the face, and then from the back, into the ground.[Ruby]2+4 Escape: 2 360 Degree FlipLing takes the opponents arms and spins them vertically and the opponent follows. [Dislocator]QCB+2 Escape: 2 Over-Shoulder ThrowLing takes the opponent and throws them by the shoulders. [So Shoe Me]f+2~1 Escape: 1+2 Human HurdleLing hurdles opponent, stepping on them twice. Leaves you and opponent with backs turned. [Dump the Bucket]1+3_2+4 Escape: 1 (Right Throw) Takedown PunishmentLing takes the opponent by both ends and flips them vertically, leaving them face down face up in front of you. [Arm Flip]1+3_2+4 Escape: 2 (Left Throw) Cartwheel ThrowLing does a cartwheel over the opponents shoulders, and then throws them some distance. [Crank Up]1+3_2+4 Escape: None (Back Throw) Spinning Leg TripLing grabs the opponents right leg and spins it vertically, causing the opponent to follow. Special (Front Stance):============[Move Name]Command Level DescriptionNotes============[Bayonet]1,2 H,H Quick 2 Jabs Second hit guaranteed on first hit.[Bayonet McTwist]1,d+2 H,M Jab, UppercutSmall delay on second hit.[April Showers]2,1 H,M Two Quick PunchesEnds in Rain Dance[Belly Chop]d/f+1 M Spinning PunchEnds in Rain Dance[Double Palm Strike]1+2 M Lunging, double handed strikeCauses Violent Knockdown[Back Kick]B+4, {B} H Double, back turned kickEnds in Rain Dance unless B is held[Back Kick (Sidestep Version)]SS, {B} H Double, back turned kickEnds in Rain Dance unless B is held[Single Fan]u+1 H Upward SlapEnds in Rain Dance[Sunrise Fan]d/f+2,1 M Upward multi strikeAll hit mid. Juggles, head facing Ling.[Sunset Fan]D+1,{D} M,M,M Downward, two-armed flapSpecial mid, hits 3 times. Tap D to end in Phoenix Stance, ends in crouch otherwise. [Storming Flower]d/b+1 M Power Palm Strike Opponent rolls on counterhit. Automatic False slaute on counterhit, N.[Cyanide]u/f_u_u/b+4, H Jumping Overhead KickLing does a sweeping jump kick. Bounce Juggles on Counter Hit.[Cloud Kick]f+3 H Left RoundhouseKnocks opponent off axis on knockdown.[Knee Cracker]d/b+3 L Knee ShoveGuard Breaker, Short Stun.[Nutcracker]d/b+4 L Toe KickLays opponent flat, face towards Ling on counter.[Left Spinner]3+4 N/A Spin Dodge Into ScreenSpins 90 Degrees around stationary opponent.[Right Spinner]d+3+4 N/A Spin dodge Out of ScreenSpins 90 Degrees around stationary opponent.[Leap Right]f+3+4 N/A Leaps to Ling's RightTurns 180 Degrees around stationary opponent. Jumps over low attacks.[Cartwheel Left]f+1+2 N/A Cartwheels to Ling's LeftTurns 180 Degrees around stationary opponent.[Front Layout]f,f+3+4 M High Overhead Flip Short stun on hit and counterhit.[Fortune Cookie]U+1+2,2,1 M~M,M,M Canned Combo.First two hits are together, 3rd hit knocks over on counter, causing 4th to miss. [Fortune Cookie Fakeout]U+1+2, 3+4 M~M Canned ComboDoes first two hits of flower power, then Ling spins and cancels the rest. [Phoenix Wings]f,f+1+2,1+2 M Upward, Downward FlapShort Stun on counterhit. Second hit bounce juggles (only if first hit does not connect).[Raccoon Swing]f,f+3 M Wide leg non-sweep.Ends in Rain Dance.[Step Kick]f,f+4 M Forward Lunging KickLing takes a shuffling step forward and kicks out with a fullyextended leg.[Sunflower]WS+2 M Rising UppercutJuggles on counterhit. Ends in Rain Dance. (Tap F to end in Forward Stance)[Skyscraper Kick]WS+4 M Vertical Split kickJuggles end-over-end on hit, no unavoidable followups possible.[Fire Dancer](FC),3 L Low, weak sweepLinks to Dark and Stormy (2,1,4). Ends Crouching.[Flower Garden](FC),d/f,4,{4} L Sweep KicksLing does a tiny sweep kick. Ends in Phoenix Stance unless the second kick is executed, and then ends crouching.[Lotus Twist](FC),d/f+2,1 ??? Spin Punch ComboA small spinning 2 hit. [Great Wall-Left]b+1 M Left Knifehand ReversalLing does a knifehand block. If B is held, she will change to raindance on hit. [Great Wall-Right]b+2 M Right Knifehand ReversalLing does a knifehand block. If B is held, she will change to raindance on hit.[Mid Thrust Parry]1+4 N/A High/Med Attack BreakerQuick dodge, Ling pushes the attack aside. Works on High and Mid level moves.[Low Thrust Parry]d+1+4 N/A Low Attack BreakerQuick dodge, Ling pushes the attack aside. Works on Low level moves.**********RAIN DANCE**********[Rain Dance]b+3+4 N/A Turns around.Sidesteps 90 Degrees around stationary opponent and turns Ling around.[Low Back Turn](FC),DB+3+4 N/A Turns aroundTurns Ling around while crouching. [Stormie]2 H SlapRemains in Rain Dance.[Dark and Stormie]2,1 H,H Dual SlapEnds in Forward Stance. If first hit is on counter, second is guaranteed.[Dark and Stormie -> Mistrust]2,1,4 H,H,M Dual Slap -> rising kickEnds in Forward Stance. If first hit is on counter, rest is guaranteed. If second hit connects, mistrust on ~4 is guaranteed. Mistrust can be delayed slightly. [Back Circle Breaker]d+3 L Stab kick at the shinLays opponent flat, face towards Ling on counter. Remains in Rain Dance on Normal Hit, Ends in Normal Stance on counter.[Mistrust]4 M Reverse Upwards KickJuggles. [Peg Leg]f,f+3 M SkipkickJumps over low attacks. Remains in Rain Dance.[Hop 'n Throw] (Throw)f,f+(1+3_2+4) Escape: 1_2 Reverse Dash Grab Ling waves arms wildly and grabs. Jumps over low attacks. [Left Spinner]3+4 N/A Spin Dodge Into ScreenSpins 90 Degrees around stationary opponent. Ends in Normal Stance[Right Spinner]d+3+4 N/A Spin dodge Out of ScreenSpins 90 Degrees around stationary opponent. Ends in Normal Stance[California Roll]f+3+4, 3+4 M Roll TowardsLing rolls backwards and stands up in Rain Dance[California Roll, Cyclone]f+3+4, 3+4 M Roll Towards, Donkey KickLing rolls backwards and kicks upwards at 45 Degrees with both legs.Juggles.[Back Layout] f,f+3+4 M High Overhead FlipLing does a spinning backflip. Minor stun on hit, turns into throw on deep hit. [Turn Kick]3 H Spin kickEnds in Normal Stance.**************PHOENIX STANCE**************[Phoenix Stance]d+1+2 N/A Low to ground Crouching StanceLing puts herself low to the ground, making her hard to hit. Ducks all high, and most mid attacks. [Butterfly]d N/A DuckLing puts herself even lower to the ground, ducking even more attacks. [Left Handful]1 M Left Stomach StrikeSimple slap to the stomach. Ends in crouch.[Right Handful]1 M Right Stomach StrikeSimple slap to the stomach. Ends in crouch.[Wave Crest - Quick]PP~1+2 M High Forearm BashLing takes both arms, and using her whole body, rushes up and punches the opponent. Excecuted immediately after entering the phoenix position. Juggles. Ends in normal stance.[Wave Crest - Normal]1+2 M High Forearm BashLing takes both arms, and using her whole body, rushes up and punches the opponent. Juggles. Ends in normal stance.[Wave Crest - Power]d,1+2 M High Forearm BashLing takes both arms, and using her whole body, rushes up and punches the opponent. Ling's highest juggle. Ends in normal stance.[Cradle Throw](1+3_2+4), {D} Escape: 1_2 Crouching Dodge Roll, ThrowLing does a side-axis roll, and then does a lunging throw. Pressing D will cancel the throw and end crouching. Recovers normal stance on miss. [Knee Stabber]3 L Low KickLing extends her entire leg out and hits the opponent in the knee. Ends in Phoenix Position. [Back Kick]4,{B} M Roundhouse KickLing stands up and does a roundhouse kick to the stomach. Holding B will end in Rain Dance, otherwise Normal Stance.[Flower Garden]f+4,{4} L Sweep KicksLing does a tiny sweep kick. Ends in Phoenix Stance unless the second kick is executed, and then ends crouching.[Back Turn]f+1+2 N/A Rise, Turn AroundEnds in Rain Dance.[Roll Ball]f+3+4 N/A Forward RollEnds crouching, Normal Stance. [Firecracker]4~3 L Strong Sweep, LiedownScissor-sweep with both legs, knocks opponent down. Ling lies down in prone position (i.e. for bad miss reprisal by opponnent).[Flower Power]u+4, {U_4} M Twirling KickLing does a 45 degree angle kite-style kick. Ends in Phoenix Position. U leaves her in Rain Dance. 4 is an additional Flower Power, leaving her crouching. [Single/Double Barrel Shotgun]u+3,{3} H, ? Single/Double Jump KickLing jumps, kicking out once {or twice}. Ends in Normal Stance.[Single/Double Scissor Kick]u+3,{4} ??? Single/Double Jump KickLing jumps, kicking out once {or twice}. Ends in Normal Stance.[Jumping Pirouette]u/f_u_u/b,N,3 H Leaping Spin Kick Ling Jumps, does a spin kick. Turns opponent around on connect. Ends in Normal Stance.[Sky Kick]u/f_u_u/b,N+3 H Leaping Spin Kick Ling Jumps, does a jump kick. Ends in Normal Stance.[Cyanide]u/f_u_u/b+4, H Jumping Overhead KickLing does a sweeping jump kick. Bounce Juggles on Counter Hit.****************HYPNOTIST STANCE****************[Hypnotist]b+1+2 N/A Circling Defensive StanceLing continuously sidesteps slowly.[Spin Sticker]2 M Circular single strikeLing spins and comes out with a right hand strike.[Thunder Strike]1+2 M,M,M Two handed power strikeLing powers up in the Rain Dance/Crouch position, and then turns a double arm flapping strike on opponent. Damage for move varies on distance walked in Hypnotist. Hits 1-3 times.**********TENSTRINGS**********[Tenstring 1]M--H--H-L-L--M-M---LM--Mu+41::2:4:4::2:1+2:14::2Not a bad 10 string, but easily blocked. Stopping at 4th or 5th hit leaves Ling in Phoenix Position. [Tenstring 2]M--H--H-M---M-H-L-L--M-Mu+41::2:1+2:1:3:4:4::4:1This one's even better, but has some delays that leave her vunerable. Leaving at 6th hit leaves Ling in Phoenix Position.TAUNTS[False Salute]1+3+4 Horizon TauntLing shuffles her feet and pretends to be looking at something far away (complete with hand as a visor over the eyes). Wiggles her body and makes a small giggle noise.[Greetings]2+3+4 M Wave TauntLing sticks her face out, smiles, and waves her hand at you vertically. This taunt actually hits for 0 damage.********************************************************************************************************************************************DEFENSELing is fast. Very fast. Her left jab is tied for the fastest execution in Tekken at 8 frames, and her right kick is as fast as most people's jabs at 10. Her movement is quick as lightning, and is probably the fastest, or among the top 3 (Julia, Michelle and Kuni are up there as well). Because of this, Ling's defensive strategy SHOULD NOT be based on blocking. Note: this does NOT mean "do not block with Ling", but rather, there are better options. As for me, there are several that I tend to use:************************DEFENSE IN NORMAL STANCE************************a) 1, 2: Bayonet (10/10)This move is GREAT vs. frontal attacks. Not only are these jabs fast as hell, there recovery is really good, and on hit you gain a 9, read it, 9 frame advantage. In theory, if you Bayonet twice in a row with no delay, if the first pair hits, you should get a second. This move stops any frontal momentem, and can turn the tide of the battle in a lot of situations. They tend to interupt a LOT of attacks.These should be used at close range only, as whiffing entirely does give the opponent an (albeit small) advantage.Followups:- See Strategy : Pitbullb) SS: Sidestep (9/10)Ling's sidestep is VERY fast, and VERY large. In close range, her wrap around can be enough for a back throw, and always for a side throw. This should especially be used on opponents making forward-momentum attacks from close-medium range.Followups:- See Strategy : Evasion - Preemptive/Reactivec) d+1,2: Sunrise Fan (8/10)This is an EXCELLENT move when it's pulled off. Unfortunately, it's fast, but not blindingly so (14 frame execution), and has poor recovery (18 frames) when blocked. On the up side, the move hits mid, hits many times (which often confuses the opponent enough to keep the opponent from reprising immediately on a partial hit), is high priority, and juggles for decent damage followup. This should be used at close to medium range, and only when the opponents attack is somewhat slow, or you can anticipate his attackwell.Followups:- See Juggling : Sunrise Fand) 4: Standing right kick (7/10)This move is fast, equal to most people's front jabs. What's better is that on counter hit (which is quite common), it floats the opponent. As a juggle, if you are REALLY quick (you almost have to anticipate it, but it is possible to do on reaction) you can hit them with a Storming Palm before they hit the ground. The down side is that this move doesn't have as much range as her Bayonet (which actually sometimes is an advantage, but I digress). This move should be used almost exclusively at close range, and can be thrown out almost at random. Works very well on charging opponents and okay after a canceled charge. Followups:- Storming Palm (d/b+1) Juggle, dashe) b+1+2: Rain Dance (9/10)This move has less speed, and sidesteps slightly less than her normal sidestep, but on the bright side, Ling ends up in Rain Dance. Often, after this move, you can pull off a Mistrust before they recover. This move can be used ALMOST the same as her sidestep, but should not be used when people tend to use, very fast poking, quick recovery moves, or 360 degree axis moves, as doing so tends to compromise Ling's life. Followups:- See Tactics : Evasionf) B+4, SS+4: Back Kick (4/10)This move is only good on slow moves, and is not neccessarily the best to use. One advantage is that Ling slightly backsteps during execution.This move should NEVER be just thrown out unless you expect to hit on counter, as the recovery is horrid. Use at medium range.Followups:- See Offense/Defense : Rain Danceg) d/b+2: Storming Palm (7/10)This move is fairly fast, but not extremely, which makes it lose a few points. The reason it is so highly rated, though, is that it can be absolutely DEVISATING to your opponent on counter. Not quite Paul's Phoenix Smasher, but hurts enough coming from Ling. Use at Medium Range.Followups:- See Offense : Charging Tacticsh) 2, 1: April Showers (6/10)The first hit is 10 frames, and the second turns Ling around, leaving her ready for Rain Dance. Unfortunately, after this move, Ling doesn't always have such a great frame advantage, which can get her slaughtered if you're not careful against good players. Can also hold d/b to cancel the turn to rain dance if you wish.Use at close to medum range.Followups:- See Offense : Rain Danceg) 1+2: Double Palm Strike (3/10)This is a new move to Tag, and frankly I toss it out more by accident than by choice. In my opinion, it is a very "Un-Ling" move, taking 20 frames to connect. It does, however, have the longest range of any of her moves (except her unblockable).Do NOT use this at close range EVER, unless you want to attend her funeral. Best used at Medum to Long range on obvious attacks, though other, better options are available (Storming Palm).Followups: - See Okizeme : Generalh) d/f+1: Belly Chop (7/10)This move has slower execution than April Showers, but has better recovery, thus giving Ling more of an advantage once her back is turned. Also, the first hit goes out further. Great in custom strings, and allows you to play a change up game by going into/not going into rain dance.Use at close to medium range.Followups:- Consult Offense : Rain Dancei) Throw: Throw (6/10)Ling's throwing game is very important, and being as quick as she is, you can connect them very often. Throw them into her strings often. Should only be used in close range. Followups:- Consult Okizeme : Throwsj) d+1: Sunset Fan (7/10)This move is not great on speed (17 frames), but has great priority. It hits 3 times, mid, and stops most attacks cold once it's out. Followups leave something to be desired however, because good players know she recovers crouching or in the phoenix position. Use in medium range.Followups:- Cyanide (u/f+4)- Bayonet (1,2)- Double Palm Strike (1+2)- Skyscraper Kick (WS+4)- Sunflower (WS+2)- On {D}, consult Offense : Phoenix Positionk) d+1+2: Phoenix Position (10/10)This move is Ling's best evasion tactic. She ducks over all high, and most medium attacks, causing most moves to miss her. After that, the opponents are at your mercy. Be wary of players who will goad you to enter the phoenix position in order to hit you out of it. Ling cannot block in the Phoenix position.Followups:- Wave Crest: Quick (~1+2) -> Consult Juggles : Wave Crest- Firecracker (4~3)- Consult Offense : Phoenix Positionl) 1+4_d+1+4_d/f: Mid/ Low Thrust Blocks (6/10)The mid thrust block is good for stopping momentum, but unfortunately, Ling doesn't have any spectacular followups albeit going on the offensive. The only thing guaranteed, I think, is the 1-2 punches.The low thrust block is a great move, however. Following it, just about any of Ling's basic moves are guaranteed. Followups:- Mid Thrust:- Bayonet (1,2)- Consult Offense : Pitbull or Evasion- Low Thrust:- Storming Palm (d/b+1)- Sunrise Fan (d/f+2,1)- Throwm) 1+4_d+1+4: Left/Right Spinners (2/10)These suck for defense, use the other sidesteps instead. Followups:- See Offense : Sidestepo) b+1_b+2: Great Wall Left and Right (5/10)This move is really not that great. The range really sucks, and whiffing is not a good idea. If you hold B and manage to connect, you will change to rain dance, but will be at a slight frame disadvantage. Followups:- See Defense : Rain Dance********************DEFENSE WHEN DUCKING********************As a rule, Ling is NOT best served by ducking. She has a better repetoire in the phoenix position, as well as less of a perchance to be hit (Namely by some Mid Level moves). All ducking moves should be done at close range ONLY. p) WS+2: Sunflower (6/10)Apperantly, in the period where Tekken Tag takes place, it is obvious that one of the following has occured:Ling is:a) Having her periodb) Recovering from surgeryc) A recent victim of Roger's voracious sexual appitited) Been eating too many Steamed BunsAs a result, this move has been butchered in Tag. It now juggles only on Counterhit, making it a dangerous commodity (to HER!). Ling ends in the rain dance, and may eat dirt if the move is blocked (reccomend an IMMEDIATE d+1). Use only in close range, and ONLY if you think a counterhit is possible.Note: due to an interesting timing glitch, I have been back thrown out of this move.Followups:- On counterhit, consult Juggles : Sunflower- On hit, consult Offense : Rain Dance- On block, consult Ground Recoveryq) WS+4: Skyscraper Kick (8/10)Very fast move to come out, and knocks down. Unfortunately, damage and followups leave much to be desired. Is GREAT for getting the opponent off your back, however. Followups:- See Okizeme : Generalr) d/f+2, 1: Lotus Twist (3/10)I rarely use this move. Frankly, it's not much damage, has low priority, and has a high mess-up factor. I do use it occasionally because of the fact that if you hold d/f after the first hit and don't execute the second, Ling ends in Rain Dance, which can cause opponents to panic. Followups:- See Offense : Rain Dances) N, Throw: Stand and Throw (8/10)Ling's speed once again gives her the advantage. People don't expect how fast this can come out. If you get the timing for this down, it's almost instantaneous.Followups:- See Okizeme: Throws*********************DEFENSE IN RAIN DANCE*********************Ling is not really equipped to defend herself in the Rain Dance position. Blocking is impossible, and almost all of her moves are slower. This taken, it's important to avoid this situation if possible, but if it's not avoidable...t) Throw: Throw (3/10)Ling's throw while turned around is slower, and if she whiffs, she's going to be in a world of pain. This move is NOT suited for defense. Followups:- See Okizeme: Throwsu) 4: Mistrust (7/10)It comes out pretty fast, but many people know the timing of this, and it is only an okay move to use on defense (unless you're baiting the opponent). The range is pretty good, though. Followups:- See Juggles: Mistrustv) 3: Turn Kick (8/10)Comes out a bit faster than the Mistrust, which catches people by suprise. Hits high, which is a bad thing, but usually people leave theirselves open when attacking Ling's backside. Followups:- Nonew) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)Close to her fastest move with back turned (12 frames for the first hit). Even better is on counterhit, the rest is guaranteed plus a juggle Followups:- See Juggles: Mistrustx) d/f+2: Crouch Punch (7/10)I don't use it much, but it's the fastest move she can pull off in rain dance. Is a good followup to a bad frame advantage back turn attempt, as it will usually snuff out most anything else. Followups:- See Offense: Crouchingy) SS: Sidestep (9/10)You have to anticipate a bit with this one (i.e. Start the sidestep early) because it's a bit slower then when she's face forward, but seems to sidestep farther, missing more moves. Followups:- Mistrust (4)- Throw- Dark and Stormie Changeupsz) 3+4_u+3+4: Spinners (7(9)/10)I have totally changed my opinion of this move recently, but only partially. The 3+4 spinner is okay, it is a far sidestep, and she ends up close to the opponent in normal stance.The u+3+4 spinner, however, is REALLY, REALLY nice for agressive players against Ling's back. The movement itself is like Yoshi's B+3+4, moves Ling to the side and away from the opponent, and gives her some room to work with, while simultaneously making many people whiff her.Use it wisely.Followups:- Mistrust (4)- Hop n' Throw- Cyclone (f,f+3+4,3+4)***************************DEFENSE IN PHOENIX POSITION***************************In General, Ling can be hurt in the Phoenix Position if used carelessly. However, it's also a great position in which to trick the opponent to attack you. The latter is risky business, but can be very effective just the same. aa) 1_2: Left/Right Handful (7/10)They're quick, and interupt attacks. Not great priority, but okay. Followups:- Sunflower (WS+2)- Skyscraper Kick (WS+4)bb) ~1+2_1+2_d+1+2: Wave Crests (7/10)They're slower, but pack much more punch and juggle to boot. Followups:- See Juggles: Wave Crestcc) 3: Knee Stabber (1/10)The only reason I write this one is to warn you NOT to use it. You will be hurt from reprisal 90% of the time. Followups:- You hitting the ground- Firecracker (4~3) (If opponent is too slow)dd) 4~3: Firecracker (8/10)Hits low, is quick, knocks opponent down. Stops them dead, people don't usually expect it, either. Followups:- Low sweep (3 from the ground)ee) 1+3_2+4, {D}: Cradle Throw (5/10)Good for an escape if you start early enough, but the throw is off axis a lot of the time, which makes it better to just cancel the throw. All in all, not that great.Followups:- See Okizeme: Throwsff) u/f+3 {,4}: Hop Kick (9/10)This is a move I discovered the beauty of only recently. Really, it's strenth comes in that it is it's fast-as-hell execution after going into the Phoenix Position, alowing you to often catch people during recovery that you can't for any other move. In addition, this move has VERY high priority against most attacks. On top of that, it Juggles, and you can use it with her other jumping mix-ups. Learn to use this.Followups:- See Juggles: Wave Crest***************************DEFENSE IN HYPNOTIST STANCE***************************Ling can do almost anything she can do in the normal stance from the Hypnotist Stance (including block). The only exceptions are moves who's inputs overlap with her 2 moves from this stance. (1,1+2)- See Defense: Normal Stance**************************************************************************************************************************OFFENSELing is without a doubt, an offensive character. However, there is one thing to remember: careless offensive tactics are not what Master Wang perscribed. Instead, she is best used with a variety of pokes, confusion tactics, throws and juggles. I believe that Ling has one of the best overall useful arsenals, with a ton of moves from every position, if you mix them effectively, your opponent will have no idea what to do. When that happens, you've already won. Along with not being predictable, there is another skill that will win you more matches than ANYTHING else: being able to predict and/or bait your opponent. Ling has so many small poking moves, and has many moves from which recovery is very, very fast. Used effectively, you can:- Snuff opponents attacks out- Major counter opponents attacks- Force them to choose between attack levels- Totally whiff her, leading to an easy juggle************************OFFENSE IN NORMAL STANCE************************a) 1, 2: Bayonet (10/10)Great in offense as well as defense. Recovery is fast, and allows you to go directly into other moves. A great move to throw out after any whiff, it tends to snuff out other attacks. Followups:- See Offense: Custom Stringingb) SS: Sidestep (10/10)Thrown out at random, or even as a threataning tactic, Ling's sidestep is the best in the game. Use it oftenFollowups:- See Offense: Custom Stringingc) d+1,2: Sunrise Fan (7/10)Great move when you expect the next moves may occur simultaneously, as it tends to out-prioritize enemy attacks. Bad side is that if it's blocked, it has poor recovery. Creates a great changeup game with a throw, as the start of the animation is unthreatening. Great on ducking opponents. Followups:- See Juggles: Sunrise Fand) 4: Standing right kick (9/10)Excellent in custom strings, and followup to blocked or whiffed moves. Juggles on counterhit, with a Storming Palm followup (you must be VERY FAST).Followups:- Storming Palm (d/b+1), Running Slide/Cross Chop (WR 3_1+2)e) b+1+2: Rain Dance (9/10)Great to throw out after moves, and just randomly. The sidestep from it will dodge most attacks, and leave you back-turned for a mistrust when they whiff.Followups:- Mistrust (4)- Throwf) B+4, SS+4: Back Kick (2/10)This move SUCKS on offense. If the second part does NOT connect, Ling will see a world of pain. It gets 2 points because it does decent damage if both hits connect. Followups:- Block and hopeg) d/b+2: Storming Palm (10/10)This move is in some respects better than Paul's Phoenix Smasher:- Easier execution- Easy to buffer- People don't expect it from Ling- It takes less space to executeThe speed is about the same, as well. It is important to note, however, that while it has good range, it is NOT anywhere NEAR Paul's (Ling has little tiny arms!).Also, this move is better if you throw it in a custom string, or after an opponent's whiffed attack, as it does have a slight windup time, and it tends to veil the attack. Note: I just came home from my weekly Saturday night bouts at Taito: Akita, and I counterhit an entering Heihachi for around 45% damage, no joke. This move ROCKS.Followups:- See Offense: Chargingh) 2, 1: April Showers (7/10)Good move to mix up the mix, and another good custom stringer. It's also good to hold d/f after 1, to keep Ling in her normal stance most of the time (it creates a good mixup game for when you DON'T).Followups:- See Offense: Custom Stringing- See Offense: Rain Danceg) 1+2: Double Palm Strike (4/10)This move is only good occasionally. Usually, I do it when the opponent is pushed out of Ling's normal range and starts a slower move, although often the Storming Palm is better. I also occasionally use when people duck directly in front of me. Followups:- See Okizeme : Generalh) d/f+1: Belly Chop (7/10)Another good custom stringer. You can play the same hold d/f mixup with opponents to trick them.Followups:- See Offense: Custom Stringing- See Offense: Rain Dancei) Throw: Throw (9/10)Throws are one of Ling's strongest assets when used correctly. I have found that while people know that I will throw them, can do nothing about it. I tend to use her regular throws (1+3_2+4), and mix up which one I do (for people who escape throws). They do good damage, and have good Okizeme (not guarenteed, but good, just the same). Also, if a throw IS escaped, my most common response is to sidestep immediately, and throw again, changing the throw. This gets people 85% of the time. Followups:- See Offense: Okizemej) d+1: Sunset Fan (5/10)This move is okay on offense, but I would not reccomend it very often. It leaves Ling vunerable (either ducking or in the Phoenix Position) to good players. Also, because of the range, it is primarily a defensive move.Followups:- Cyanide (u/f+4)- Bayonet (1,2)- Double Palm Strike (1+2)- Skyscraper Kick (WS+4)- Sunflower (WS+2)- On {D}, consult Offense: Phoenix Positionk) d+1+2: Phoenix Position (10/10)This is excellent if you use it effectively. It is great for frontal back-and-forth combat, as you can immediately follow it up with her Wave Crest-Quick for a juggle. If the opponent does not immediately respond, you still have a lot of options, though I would not reccomend staying still for any time at all. Followups:- See Offense: Phoenix Positionl) 1+4_d+1+4: Left/Right Spinners (2/10)I do not use these moves at all. It's too obvious and an inferior sidestep for advanced games. It might work against scrubs, however...Followups:- Strategy: Evasion - Premptive/Reactivem) WS+2: Sunflower (4/10)With this move butchered as it is, offensively, it's not great. It has a somewhat slow execution, and if it's blocked, Ling could be in trouble.n) WS+4: Skyscraper Kick (7/10)Very fast execution, knockdown. 'Nuff said.o) u/f_u_u/b+4: Cyanide (6/10)Occasional use move. Best used when a low move is expected, but has funky execution. On the bright side, you can go into her 10 strings from this move. p) u+1+2,2,1: Fortune Cookie (5/10)Alright move, decent priority, last move can be delayed, otherwise not very wise, doesn't string very well. Can also be sidestepped easily. q) f,f+1+2,1+2: Phoenix Wings (9/10)Another move who's usefulness has shown itself to me.There is a guard stun after the second hit, which makes it incredibly good against people blocking. This makes a really really good changeup game. In addition, it does good damage, and tracks better than most people realize. Also, the second hit I believe is guaranteed if the first connects.You can also use this without the second hit, after which you should do an immediate standing right kick, for a float into a Storming Palm.Followups:- See Juggles: Floats- Bayonet (1,2)- Belly Chop (d/f+1)- Phoenix Position (d+1+2)- Phoenix Wings (f,f+1+2,1+2)- Standing Right Kick (4)r) f,f+3: Racoon Swing (7/10)A good general move to follow up any knockdown with. Also a good long range custom string starter. Leaves you in Rain Dance, but the range from opponent will vary. Use this to your advantage - Opponent will not understand usually.Note: Do NOT overuse this moveFollowups:- See Offense: Rain Dance- Spinner (u+3+4)s) f,f+4: Step Kick (7/10)This is an occasional move to throw out, don't use it often, as it takes a bit to come out, during which Ling can get major countered. However, the timing is kinda funky on it, so it may be miss interpreted by the opponent. Followups:- Nonet) d/b+4: Nutcracker (5/10)Another occasional move, not great speed, poor range, but is her only normal stance low move. Knocks opponent down face down, head towards Ling on counterhit. Use when opponent is Turtling.Followups:- See Offense: Custom Stringing- See Okizeme: Nutcrackeru) f, f+3+4: Front Layout (7/10)A move to use from further range. Most people do not know how to deal with this move, and will fall prey to it, but if opponent catches on, cease all but the upmost prudent use - Ling can be in a lot of trouble otherwise. On hit, the only guarenteed followup is usually a poke. Also a good measure charging opponents. Followups:On Hit/Block:- Bayonet (1,2)- Front Kick (4)On Over Opponent:- See Offense: Behind Opponent*********************OFFENSE WHILE DUCKING*********************I'm just going to make a few comments in this section, as I feel it should be used only sparingly, as Ling is very vunerable when she does not move. These moves should be used only in two main situations, that is 1) to regain the advantage through a low poke or WS move, or 2) inside of a custom stringWaiting, immobile, ducking is like begging Mistress Nina to kick her in the teeth. v) FC+1 : Crouch Punch (8/10)Everyone has it, use it in custom strings, or when you feel you give the opponent too much of an advantage and they are attacking in close.Followups:- See Strategy : Custom Stringsw) WS+2 : Sunflower (5/10)This move is butchered. If you use it and they block, be sure your next move is a crouch punch, otherwise you're going to eat dirt. Juggles ONLY on counterhit now, making it a shell of the move it once was. Followups:On Hit:- Crouch Punch (d+1)On Counter:- See Juggles : Sunflowerx) WS+4 : Skyscraper Kick (8/10) VERY fast execution, decent recovery. Knocks opponent over, with a Raccon Swing (f,f+3) okizeme possible. Damage is small. Good if you need a breather. Tends to catch people. Followups:- Raccoon Swing (f,f+3)y) d/df+4, {4} : Flower Garden (6/10)Same as from the Phoneix Position. In fact, if you do only one, it leaves you in the Phoenix Position. Followups:- See Offense : Phoenix Positionz) d/df+2,1 : Lotus Twist (6/10)Okay move, doing only the first will leave you ducking in Rain Dance. Okay for a suprise turn to Rain Dance, but not all that useful. Careful, recovery is not great, especially if you miss. Followups:- None- See Offense : Rain Danceaa) N, 1+3_2+4 : Stand n' Throw (8/10)Let go of the lever for a moment, and notice how fast Ling stands up. Learn to buffer the throw, and it comes out like lightning. Followups:- See Okizeme : Throws*********************OFFENSE IN RAIN DANCE*********************When Ling is in the Rain Dance, she has her best arsenal available, unfortunately, she is also somewhat vunerable. Thus, the best way to play her with back turned is offensively, not giving the opponent a chance.bb) Throw: Throw (8/10)Ling's throw while turned around is a very, very good move, and should be used whenever possible. People will often have to choose between this and the mistrust (standing/ducking) If you can influence them correctly, you have it.There is 1 MAJOR danger with this, however. If you whiff with her throw, Ling remains in Rain Dance and has MAJOR recovery time, which proves very, very deadly to the little girl. Followups:- See Okizeme: Throwscc) 4: Mistrust (10/10)Mistrust -> Storming Palm is almost Ling's trademark move. This move is great, comes out with good speed, hits mid, juggles high, recovers with no penalty, and is impossible to see coming from the animation. There is one downside, people expect this move, and thus will often wait for it. However, used correctly, this can be easily turned to your advantage. Followups:- See Juggles: Mistrustdd) 3: Turn Kick (8/10)This move is good in emergencies, or when you sense you're beginning to lose the advantage. Coming out a few frames faster than the Mistrust, and having longer range, are it's only advantage over the move. It hits High, so be careful on ducking opponents (you should Mistrust them anyways).Followups:- Noneee) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)This canned string is nice, really nice. The only disadvantage is that the first two hits hit high. Luckily, if either of them hit on counter, and you use full speed on the rest, the rest is guaranteed. The REAL strength of this move, though is that it can be delayed between both 2 and 3rd hits, and the last move canceled in favor of a throw, or even further, having the opponent eat a counter hit standing 4 -> Storming Palm.Followups:- See Juggles: Mistrustff) 2: Stormie (6/10)This move is her jab when turned around. Hits high, and is basically a setup move, forcing the opponent to react. Reccomended for prudent use, and not to be overused, as opponent may duck and hurt you. Followups:- See Offense: Rain Dancegg) SS: Sidestep (9/10)Ling's backward sidestep is a great offensive move. It often causes opponents to react, or miss, leaving Ling ready with a mistrust or throw, though the former is usually preferable, and safer. Followups:- Mistrust (4)- Throw- Dark & Stormie -> Mistrust (2,1,4)hh) b+3+4: Roll Ball (8/10)A great move when you end up Rain Dance at medium distance to opponent, and creates a great confusion game. The move puts you in the opponent's face with Ling in Rain Dance (always a good thing). After this, you can do any rain dance tactics, especially a throw or mistrust (forcing a duck/not duck game).Followups:- Mistrust (4)- Throw- Delay, Rain Dance Tacticii) f+3+4,3+4: Cyclone (9/10)A move to be used during times of retribution from opponent. Ling goes down into the roll ball, and then kicks up with both feet, creating a far juggle, and doing good damage. The move is fairly quick, but the real advantage lies in that she goes under a lot of attacks during the animation. Also, this creates more confusion, if used in conjunction with the roll ball. If this move is blocked, you have more advantage that the opponent often thinks. The best followup is another Cyclone, as opponent will often try to hit her after a block (I fall for this tactic more often than I'd like to admit, despite the fact that I know it and use it myself). Followups:- See Juggles: Cyclonejj) f,f+3+4: Back Layout (9/10)A great move for medium range. It's got among the best priority in the game, stuns on hit and counterhit for a guarunteed juggle, and she is safe for almost the entire move. It's simply overpowering. This move good/bad against large characters, the nice thing is that if she does it close enough to opponent, it will hit the opponent with an unblockable on the way up, and then another time on the way down, and you can get a 1 hit juggle with an immediate Mistrust most of the time (this does excellent damage, by the way). The bad thing is that if it hits large opponents with the down hit only, it often hits too early to get the automatic Mistrust juggle. Followups:- Mistrust (4)- Throwkk) d/f+2: Crouch Punch (6/10)This move is ultra fast, and is used primarily if you want to custom string Ling between Rain Dance and normal stance or as a defense, because of it's speed. Not really that special, just a crouch punch. Followups:- See Offense: Custom Stringingll) d+3: Back Circle Breaker (6/10)Good move for turtling opponents who like to back out of throw range of Ling. Hits low and gives you the advantage. Also, if you hold D, Ling will return to Normal Stance.Followups:- See Offense: Rain Dancemm) f,f+3: Peg Leg (6/10)This move is good if you can get it off. It has a bit of lag at the beginning, and for some reason, against me tends to be countered a lot by King (go figure). The real advantage of this is the advantage game it plays. Ling has no lag on block, and so has an illusionary disadvantage, which temps opponents to attack almost 95% of the time. Remember: getting opponents to attack is Ling's perogative.Followups:- Cyclone (b+3+4,3+4)- Sidestepnn) f,f+(1+3_2+4): Hop 'n Throw (7/10)Another good move to use at close or medium range, and when opponent is not actively attacking Ling. The move itself is one of Ling's most deceptive, as she hops, waves her arms wildly, making it look like an attack, and then lands to throw the opponent. Most people can't deal with this move, even if they know it and have fought against it. Also, this move can be used to counter low attacks against Ling as she hops over them. This move earns you great style points with observers.Be very careful, though. This move has horrid recovery on whiff. Followups:- See Okizeme: Throws***************************OFFENSE IN PHOENIX POSITION***************************oo) 4~3 : Firecracker (8/10)A good move, fairly fast, and plays a great changeup game with the Wave Crests. Best pulled immediately after going into Phoenix Position. Doesn't do the best damage, but does knock the opponent down. Careful, though. On block, Ling is grounded, but in slide position, meaning she can be picked up by some moves. Followups:- Nonepp) 1+2_d+1+2_d,1+2 : Wave Crests (9/10)Great juggle starters, with variable speed depending on the input. Not incredibly punishable on block either. It's best to input a chicken, however, as some players wait for this move. Followups:- See Juggles: Wave Crestqq) 1_2 : Handful Left_Right (6/10)A quick poke, leaves Ling in a sort of half ducking, half standing position. However, this means that a WS move is possible fairly quickly afterwards. Reccomend WS+2 if you are sure of a counter, WS+4 otherwise.Followups:- See Offense: Normal Stancerr) u+4,{4} : Flower Power (6/10)This move is okay to keep you on the offense, but is risky, especially if you do the second one because the opponent definately has the advantage. Usually, after I do two of them, I will immediately throw out an attack parry (this actually works almost 70% of the time). Otherwise, it is wise to just block, as you are likely going to eat any move the opponent gives you. Another option is to go immediately into the Phoenix Position, but it is more risky, as for some reason, TTT doesn't like to take buffered directional commands and buttons together for some reason. Also, it is slower, and Ling may take a counter to the face. If you do NOT use the second flower power, you have really two options: recover ducking and go from there, or hold U when you input the first move, and end in Rain Dance. The second is only good because of it's suprise factor, as Ling has a disadvantage when doing this. Followups:- See Abovess) f+4,{4} : Flower Garden (5/10)Use this only in very close, as the range is very small. If you do two, you end up ducking with an illusionary disadvantage. This is caused by the speed that her WS+4 comes out (use WS+2 if you're gutsy, and be sure to chicken either one!). If you don't do the second, you're left in the Phoenix Position, Go from there. Followups:- See Abovett) f+3+4 : Roll Ball (6/10)A move that would be best used at far range, but unfortunatly doing so give the opponent time to hit you, and so it should not be used as such. Better used at medium to close range, as a confusion tactic, as it leaves you in ducking stance, which is not optimum for a Ling assault. Followups:- WS+4- WS+2- Phoenix Position- Side Stepuu) f+(1+3_2+4), {d} : Cradle Throw (7/10)This move is good for an escape... sometimes. It's actually slower than it looks in getting off of the oppponent's axis, so be wary in using it to avoid hits. Out of this move, you can either throw or tap down to cancel the throw and recover crouching (reccomended). Most people will duck the throw, leaving you open, so be careful in using it. In addition, in TTT, the throw seems to track worse than it did in 3, Followups:- See Throws: Okizeme- See Offense: Ducking***************************OFFENSE IN HYPNOTIST STANCE***************************When Ling is in the Hypnotist Stance, she can do almost anything she can in the normal position. With this in mind, use it as a scare tactic, making them think you are vunerable, or are going to come out with 1 of the two moves from this stance, of which I rarely use. Throws are highly encouraged. During this stance, Ling will take 4 steps, ending ON the forth (not after). After each step, the damage (and lag in beginning for the Spin Sticker) will increase. Note: you can restart the Hypnotist stance by pressing B+1+2.This move is utilized better in sidestepping tactics with Ling. vv) 2 : Spin Sticker (7/10)This move sidesteps and ducks Ling before coming out, and sends Opponent flying on connect. Follow with a charge. Not highly reccomended because people expect it too much. Followups:- Charge!ww) 1+2 : Thunder Strike (3/10)Ling's unblockable is decent in damage, she ducks in execution, it tracks like a SOB and has deceptively long rangebut yet does NOT connect with any regularity. Don't ask me why, perhaps I don't utilize it correctly. Not reccomended, people can step away in time or duck punch her out of it, giving them the advantage. Followups:- None**************************OFFENSIVE CHARGING TACTICS**************************The charge is a great offensive tactic for Ling, but at the same time, high risk. It is important not to be too forward in TTT about charging in general, because there are many more options for avoidance/payback than there were in 3. The most common mistake is to get too close to the opponent before executing your move, this can be extremely fatal, so watch your step!xx) 4 : Slide (9/10)I use this by far the most often. Even advanced players fall for it time after time, expecting a frontal attack or throw. Gives you a chance for a followup sweep as well, or, if the opponent immediately tags out, you can sweep juggle the newcommer. Followups:- Play by Earyy) 3 : Jump Kick (8/10)I use this only when people have been blocking the slide as a followup. It's got very little range, and for some reason people duck when they see the animation, expecting to duck it. Unfortunately, it doesn't work that way. A little bit more risky than the slide.Followups:- Nonezz) 1+2 : Flying Cross Chop (7/10)Even more risky, as it takes more time to come out, sometimes allowing the opponent to hit you first. I use it for far opponents, especially large ones, because it sometimes hits them even if they're grounded. aaa) N : Shoulder Charge (6/10)Unblockable, but takes a LOT of time to get going, you also may get hit first, which makes it difficult to pull off. Followups:- Nonebbb) N : Ultimate Tackle (4/10)I don't use this very often, as it's too risky in TTT. Ling really doesn't do much damage with her little slaps, anyways, so it's not worth it in my opinion. Plus, it can be countered.Followups:- Slaps (1_2 x 5)ccc) N : Body Stomp (6/10)Good move usually. This only occurs when the opponent is lying down. Fairly safe, unless you give the opponent too much time to recover, in which case you can be low swept. Followups: - Noneddd) Stop Short, Sidestep (8/10)Defensive manuver, puts Ling into position to make an attack. Use any of Lings evasive sidesteps from her basic, to the cartwheel, to the back turn. Change it up!eee) d/b+1 : Storming Palm (7/10)A good one because the timing is a little odd the opponent may try to hit you as you run in, but this move will usually out prioritize his move if done correctly. Best part about it: on counter, you get to charge again!Followups:- Charge!fff) f,f+1+2,f+1+2 : Phoenix Wings (6/10)Quite risky, but has lots of possibilities for devistating damage to the opponent. If this move out prioritizes, he takes a good 30+ Points. On counter hit it's more. If the SECOND hit is on counter, you get a float from which you can do a small juggle or a Storming Palm (d/f+1)Followups:- F+4- Charge!- d/f+1- Throwggg) Stop Short, Front Layout (6/10)A little risky. If the opponent does a long move, you will be back to back with them, but if they recover too fast, they'll kick you out of the air before you land behind them. Best followup is a Cyclone. Followups:- Cyclone (f+3+4,3+4)- See Tactics : Behind Opponenthhh) Throw : (4/10)This is one time in which it is NOT reccomended to throw. The charge gives people too much time to see you coming, and will more than likely hit you before you get a chance. Followups:- See Okizeme : Throws*******OKIZEME*******Okizeme is, put simply, "Hitting the opponent while he's down."Some call it cheap (scrubs, no good players), but it's a great way to add damage to Ling's game, especially because many of her moves offer such great opportunities to do so, and are damaging. So, without further ado...*****************OKIZEME - GENERAL*****************Ling's okizeme is best used exclusively at close range, like most peoples. It is often uncertain (as well as unwise), to hit far ranged opponents lying on the ground by charging in and doing a move, because 9 times out of 10, they will out prioritize you. The only somewhat "safe move" in this situation being the Racoon Swing (f,f+3).I use the following codes for the Okizeme section:[D] - Good damage[d] - Poor damage[F] - Good Followups[f] - Poor (or no) Followups[P] - Good Position is gained by the move[p] - Poor Position after execution[S] - Usually a safe move[s] - Fairly unsafe move[H] - Usually Hits[h] - Hitting is Risky* If not noted otherwise, moves are somewhere in the neurtral range. a) d/f+2,1 : Sunrise Fan (9/10) [DF...]This move is AWSOME against grounded opponents. It comes out with good speed, hits several times, and does good damage. However, it does not work well UNLESS the opponent is sideways from Ling. Doing so otherwise will hit the opponent 1-2 times, and give them a major advantage. Good followup is Racoon Swing (f,f+3) to Back Circle Breaker ((RD) d+3)There is one danger in this move, in that the opponent may quick rise to block it. This situation is covered in Strategy : Ling's Tricks. Best used when:- Opponent is on his side, and refuses to move OR has just been knocked down.Followups:- Tag -> Slide [.fpS.]Opponent Rolls (likely):- Racoon Swing (f,f+3) [dFPSH]- Phoenix Wings (f,f+1+2) [D..sh]Opponent Stays:- Fire Dancer ((FC),3) [D.p.h]- Racoon Swing (f,f+3) [dFPSH]b) d/b+4 : (5/10) [.F.S.]Okay move, fairly safe if done right away, and you want to stay in front stance. Has poor range, though, allowing it to miss if you're too far. Not bad if the opponent is rolling towards you either, because it leads to more followup opportunities.Best used when:- Opponent rolls towards you, and you aren't ducking.- Opponent lies still, with feet or head towards LingFollowups:Opponent Stays:- Racoon Swing (f,f+3) [dFPSH]Opponent Rolls:- Racoon Swing (f,f+3) [dFPSH]- Phoenix Wings (f,f+1+2) [D..sh]- Step Kick (f,f+4) [D.P.h]- Fire Dancer ((FC),3) [D.p.h]c) d/b+3 : Knee Cracker (5/10) [d.PSH]This move is not bad as a confusion tactic, as it will often cause the opponent to flinch, allowing you to do a number of things. Note: this move does NO damage, it's only nudges the opponent.Best Used When: - Opponent is sideways- Opponent just starting a move (possible float)Followups:Opponent Stays:- Racoon Swing (f,f+3) [dFPSH]- Nut Cracker (d/b+4) [.F.S.]- Sunrise Fan (d/f+2,1) [DF...]Opponent Rolls:- Racoon Swing (f,f+3) [dFPSH]- Phoenix Wings (f,f+1+2) [D..sh]- Step Kick (f,f+4) [D.P.h]- Fire Dancer ((FC),3) [D.p.h]d) FC+3,{2...} : Fire Dancer (7/10) [Dfp.h]This move has the potential for the most damage of any of Ling's Okizeme, as it goes directly to her standard Juggle. Unfortunately, it's hard to hit with on a wary opponent. Keep in mind that some of her longer combos will miss the last move from this juggle, as it is slightly lower than her standard starters. Best Used when:- You block a slide attack, or Opponent is Short.- Opponent does a move that grounds him in front of your face.- You can anticipate a roll forwards or backwardsFollowups:Opponent Juggles:- See Juggles : Fire DancerOtherwise:- No followups possiblee) f,f+3+4 : Back Layout (6/10) [..P..]This move has a specialized use for long range Okizeme. Use it sparingly, though, as it can be seen coming. The advantage is that the opponent on the ground will often take incorrect steps to avoid being hit by this move, either leaving him standing or on the ground after being hit.Best Used when:- Opponent is at medium distance, recently grounded.Followups:Opponent is Hit on Ground:Opponent Rolls:- Racoon Swing (f,f+3) [dFPSH]- Phoenix Wings (f,f+1+2) [D..sh]- Fire Dancer ((FC),3) [D.p.h]Opponent Stays:- Racoon Swing (f,f+3) [dFPSH]f) f,f+3 : Racoon Swing (10/10) [dFPSH]Okay, this move gets a 10/10 because of the following reasons: 1) It's almost a guarunteed hit 2) It ends back turned 3) there are good, and (almost) guarunteed followups 4) It's a pretty safe move.If you notice, this move is part of most of my Okizeme tactics, putting me in position to begin with the next attack. However, if opponent is rising when this move connects, be SURE you IMMEDIATELY sidestep. If you don't, at worse, you'll probably take a single hit to the back. Best Used when:- Just about any time at all (while opponent is on the ground)Followups:- Back Circle Breaker ((RD) d+3) [d.PSH]- Peg Leg ((RD) f,f+3) [D.Psh]f) (RD) d+3 : Back Circle Breaker (8/10) [d.PSH]This move is almost guaranteed after the Racoon Swing (f,f+3) if executed immediately, and is if the opponent happened to be rolling when they were hit. The damage is negligable, but this move is an inportant part in a great little attack pattern Ling has. Best Used When:- Following Racoon Swing (f,f+3) [dFPSH]Followups:- See Strategy : Ling's Tricksg) (RD) f,f+3 : Peg Leg (7/10) [D.Psh]This move, to be honest, almost NEVER hits if the opponent does anything but just sit there. So why do I give it a 7 rating, you ask? See Strategy : Ling's Tricks for the answer.Best Used When:- See Strategy : Ling's TricksFollowups:- See Strategy : Ling's Tricks****************OKIZEME - THROWS****************The main reasons Ling's throwing game is so deadly is that there are very good Okizeme followups. Learn to use these, and you can REALLY punish the opponent. Indeed: this a major part of Ling's fgame, in my opinion. ---Front Throws - Jade (1+3) and Ruby (2+4)---After both of Ling's front throws, there is a very good followup: Sunrise Fan (d/f+2,1). Follow up with anything you wish. There is 1 pitfall, however. This move CAN be blocked, but it is very difficult to do. For people who DO know how to block it, however, there is a trick...- See Strategy : Ling's Tricks----Side Throws - Dump the Bucket (Right), Arm Flip (Left)----Ling's Right throw (Dump the Bucket) doesn't really give you much of an option for good Okizeme. The best you can hope for is if you do an immediate Phoenix Wings (f,f+1+2,1+2), you can sometimes catch them if they're doing rising kick or sweep. It's risky business, though. Ling's Left throw (Arm Flip) on the other hand, is an incredibly good thing. See Ling's Tricks for details. - See Strategy : Ling's Tricks---Back Throw - Crank Up---Aside from doing really nice damage for a character who can get back throws as often as Ling does, it also has a very good possibility for an immediate Juggle afterwards. The trick is this (will be recapped in Strategy : Ling's Tricks) :Immediately after Ling's Crank Up back throw, duck, and wait for any sign of a flinch from the opponent. Most people think that because of the range, they are safe from her by rolling back... but Ling has incredibly long legs for such a tiny Chinese girl, and her little juggling sweep can still catch them most of the time. When they move, hit 3, 2 and Juggle!***************GROUND RECOVERY***************Ling actually has fewer options than most people from the ground. She can't perform the normal b,b+3+4, or f,f+1+2 moves like most people can. This means you have to be somewhat more prudent. HOWEVER, Ling does have 1 thing in particular that in all likelyhood, more than makes up for it: She can juggle opponents while she herself is on the ground!The move in question is simply her Rising Low Sweep (3) and followed immediately by the Fire Dancer (d+3) into a rain dance combo.Note: this juggle is a bit lower than most of her others, and thus, if you try to put a Phoenix Wings (f,f+1+2,1+2) on the end, you willmore than likely miss (but not always!). As a result, I tend to use rising kick moves a lot more than I would with other characters when using Ling. This can occcasionaly get me into trouble with people who anticipate it, but wins me a lot of damage, so I live with it. The best time to use the sweep is on people who use careless Okizeme tactics against you. The move is fast, very fast, so you can get it in a lot, but beware of low blockers. Reccomend to mix it with her Rising High Kick (4) if you're unsure.Other than that, use quick recoveries, rolls, etc. as you would with other characters.*****************TAGGING WITH LING*****************In TTT, Tagging in and out safely is no less an important skill than knowing your character. Doing so unsafely will result in many spent Quarters (or 100 Yen pieces, depending where you are). Ling has a few advantages when tagging that other players don't, so it's important to learn them and use them to your advantage.********************TAGGING IN WITH LING********************Ling's entering moves are standard, that is, she has the Slide (f,f,N+4), the Head Dive (f,f,N+1+2), the Jump Kick (f,f,N+3), and the Run Cancel->Backflip (u/b,b). I will not explain the use of these moves individually, as they are well known and you should be able to determine when they should be used. I will instead suggest moves from Ling's arsenal to use when entering. a) d+1+2 : Phoenix Position (9/10)This is a GREAT move, as long as you don't overuse it. It's suprises people who want to hit you as you come in, as it makes thier attacks whiff. Follow up with a quick Wave Crest (~1+2). If you misjudge, and the enemy doesn't attack immediately, follow up with a Firecracker (4~3) or another Rain Dance Tactic. Use on aggressive opponents attempting to hit you immediately on entry.Followups:- Wave Crests (1+2)- Firecracker (4~3)b) d/b+1 : Storming Palm (7/10)This one is great when done well, but is only good in situations where the opponent is either recovering close to the side of the screen, or is attempting to attack you, but is attacking you towards the end of your run. This will out prioritise them, and likely counterhit. But be wary.Followups:- Running Chargec) SS_b+3+4_f+1+2_f+3+4 : Sidestep, Rain Dance, Cartwheel, Leap Right (7/10)These are good if the opponent is not on top of you when you come in, or is attacking you with really bad latancy when you come in. Be careful if the opponent has already begun a move, though. With the cartwheel and Leap right, you will probably not completely avoid an attack, but the damage will be much less. With the Sidestep and Rain Dance, you might get nailed if you're too close.Followups:- See Tactics : Evasion Reactived) Throw : (7/10)This move is good on an "indecisive" opponent. If they're not attacking, they'll probably expect an immediate attack, so run up and grab them immediately. Followups:- See Okizme : Throws*********************TAGGING OUT WITH LING*********************There's really no extra trick to tagging out with Ling in comparison with any other character. I will now go over methods of tagging out. e) 2+5 : Tag Throw (8/10)Tag throws are a great option for her, because of her speed and ability to make people eat them. Although, sometimes the prospect of getting close to an opponent while low on life is sometimes daunting.f) (RD) 4~5 : Mistrust [Tag] (5/10)This is not bad if you happen to be in the position where you can use this move to tag out, great: more power to you. Unfortunately, it requires her to go to the trouble of getting into the Rain Dance, which is dangerous if she is low on life. It's more of a risky manuver than I like to take considering how low her stamina is. Good juggle starter, however. g) (PP) d+1+2~5 : Wave Crest - Power [Tag] (5/10)The wave crests are tagable, but this option is brought down for a couple of reasons:1 - Ling CAN NOT tag out while in the Phoenix Position - a fact that has flustered me once or twice in a game - making this position somewhat dangerous while low on life.2 - If the opponent blocks, or you miss, you lose the round.On the up side: you get a good juggle if you connect. h) (PP) 4~3,5 : Firecracker, Tag (8/10)This move makes you go into the Phoenix Position, but the move itself has a much lower chance of being blocked, allowing you to tag out safely, and tag in RELATIVELY safely as well. The opponent will be grounded, or rising when your partner comes in. i) d+2,1~5 : Sunrise Fan (5/10)This move is a DANGEROUS one to use. The move itself, if connected, insures a safe exit and entry for your team from the front position. Unfortunately, the penalty for failure, is death, as the recovery time for this move is enough for any medium speed juggle starter. You also might be able to juggle SOMETHING off of this. j) WS+2 : Sunflower (3/10)This has about a 25% chance of you surviving. Unless you feel lucky - little girl - don't use it to tag out. You get almost no chance of a juggle, anyways. k) 1,2_d/f+1,WC+1_4 : Poking tactics (8/10)This is my usual way of tagging out if an opportunity is not immediately obvious. Basically, I do a small poking move, and tag out after a connect. This often causes a retaliation move that will most time miss your partner coming in (but not always!), thus give you a juggle starting opportunity. ******************JUGGLING WITH LING******************Ling is a very good juggler - better than most people think. Her juggle do decent (not Mishima level, but very good) damage, and can be extremely long. Unfortunately, her Juggle starters are not as good as say, EWGF, but they do the job.A lot of your game should be centered around an occasional Juggle. ********STARTERS********a) (RD) 4 : Mistrust (10/10)This is Ling's signature starter. It juggles high, and allows almost all of her juggles. Comes out fast, Highly reccomended.b) ~1+2_1+2_d+1+2 : Wave Crests (7/10)This is a good juggle starter. It's impossible to hit an unaware person with, but works great on countering other attacks. The d+1+2 version is a Class 1 starter, and is her highest. c) WS+2 : Sunflower (5/10)As a juggle starter, no. This move is unreliable unless you're ducking under a string and know you can get a counterhit. I would give up the Sunrise Fan (d/f+2,1) to have this move back in full. d) d/f+2,1 : Sunrise Fan (8/10)A new move to TTT, this is the best improvement they've given her (though not enough for what they took away). It juggles head towards Ling, which SEVERELY limits her options, but it does it's job nonetheless. *******JUGGLES*******Okay, this is by no means the end all of juggles for Ling, and I intend to update this section once tekken.net gets around to listing them.For those who doubt Ling's juggle ability, I ask them to compare them to, say, Jin's Laser scraper combos. Ling's will usually do more. In fact, Ling's better Juggles will do from 1/3 to 1/2 (on Kali) of the opponent's life bar. This is by no means weak in any fashion. Note, [***] Indicates a good damage combo.Also note that all of these juggles have not been tested, ESPECIALLY in the Sunrise Fan category. I have a number of sources for these juggles, as well as personal experience.They are as follows:From tekken.net forums:* TekkenSmoker* Marsical Gump* LingPanda* StatiK* SmuvMoneyMistrust Juggles-=-=-=-=-=-=-=-=-Ling's best Juggle starter for many reasons. From this move she can do close to her most damaging juggles. Mistrust ( (RD) 4 ) ->* d+4_d/f+1_WS+2* 2,{2},{2},{2} [***]* 2,{2},...* ~1* f,f+1+2,1+2 [***]* d/f+3* d/f+1 * d+4* d/b+4 * d/b+3* (FC) 3* 3 * 4 * d+3* 3 * 4 * d/b+1 * f+4 * 1* f,f+1+2,1+2 [***]* d/b+1 [Big Only] [***]* d/f+3* d/f+1 * d+4* d/b+4 * d/b+3* (FC) 3* d+2,d/f+4* d/f+2,1 [~5]* d/f+1* f+3* D+2,WS+4* D+2,D+3* 1,1,f,f+3 * 1,2 * f+4 * d/b+1The juggle I almost always use is:Mistrust -> d/f+1, 2, 2~1, f,f+1+2.However, I will occasionally go for justMistrust -> d/b+1if I know the person will die, or if I'm running out of time with my Kali.Wave Crest Juggles-=-=-=-=-=-=-=-=-=-With the wave crest Quick and Normal, you can do most of the Mistrust followups minus the f+4 and d/b+1. Keep in mind that fewer of the (RD) 2,{2}... are reccomended to get the end of the juggle off.The wave crest Power is Ling's highest launcher,and allows for a few extra juggles. Any of her Mistrust Juggles are good, but there a few additional Juggles that should be added.Wave Crest - Quick ( (PP) ~1+2 ) ->Wave Crest - Normal ( (PP) 1+2 ) ->All Mistrust followups except d/b+1 and f+4.Wave Crest - Power ( (PP) d+1+2 ) ->* d+1+2* ~1+2* u+4* ws+2* 2,{2},{2} * 2,1* f,f+1+2,1+2 [***]* d/f+3* d/f+1 * d+4* d/b+4 * d/b+3* (FC) 3* u/f,N+4 (7/10)* f,f+1+2 [***]* d+4 Both of the above juggles ending with f,f+1+2 are fairly difficult, but worth the effort if you can get them.Sunflower Juggles-=-=-=-=-=-=-=-=-Though toned down, this move is still a nice juggle starter on counter. It basically puts you into the same position as if you used the WS+2 link off a Mistrust, plus a bit more. Sunflower (WS+2) ->See Mistrust Juggles off of the WS+2 link for juggles.Sunrise Fan Juggles-=-=-=-=-=-=-=-=-=-This move juggle opponents with head facing Ling, and not very high, thus limiting her options.Sunrise Fan (d/f+2,1) ->* d/f+2,1 [~5] [***]* 1* f,f+1+2,1+2 [***]* d/b+1 [Big Only] [***]* d/f+3* d/f+1 * d+4* d/b+4 * d/b+3* (FC) 3* d+2,d/f+4* d/f+2,1 [~5]* d/f+1* f+3* D+2,WS+4* D+2,D+3* 1,1,f,f+3 * d/b+3,d/b+3,d/b+3,f,f+3 [Really Taunting]* 2, d+4, 2+3+4 [Taunt!]* 2,{2}* 3* 4* 2~1* d/f+3* d/f+1* d/b+3* d+2,d/f+1,2,4 [Big Only]* 1,2* 1,2, f,f+3* 1,2,d/f+4* d/f+1,2~1* f,f+1+2,1+2* d/f+1* 3 (8/10)* 4 (7/10)* d+3 (6/10)I usually just go for the d/f+2,1, as it's the easiest, and almost never misses (but beware if you do it too late, it can be techrolled!).Cyclone Juggles-=-=-=-=-=-=-=-With the Cyclone, you have a few additional optionsover the Mistrust, but you also have some disadvantages.Cyclone ((RD) f+3+4, 3+4) ->* f,f, 2,{2}...* See Mistrust section for juggles* f+3+4, 3+4* u/f,N+3* u/f,N+4* 3* 4******FLOATS******Ling has a few moves that float, and while I will not get technical here, I will list a few followups for them.Standing Right Kick on counterhit:Storming Palm (d/b+1) is about all you're gonna get off.Phoenix Wings (f,f+1+2,1+2) second hit on counterhit* Storming Palm (d/b+1)* Phoenix Wings (f,f+1+2,1+2)Nutcracker (d/b+4) on counterhit, Knee Cracker (d/b+3) ORBack Circle Breaker ( (RD) d+3 ) on counterhit, Reverse Knee Cracker ( (RD) d+4 ):* 1, f,f+1+2,1+2 [HARD AS HELL]* f,f+1+2,1+2 [HARD AS HELL, but easier]Someone gave me this last float, but I totally forget who it was. It was on tekken.net's forum, and I apologize to that person. If you would like me to put your name her, please notify me!********STRATEGY********In this section, I will go into the basic, and intricate strategy of playing Ling. These 4 strategies are the main ways in which I have found effective to use Ling. Certain stratagies are better against certain kinds of opponent, as well as specific characters. This will be discussed in detail at a later date. In General, Ling is at her peak against offensive characters - ESPECIALLY pitbulls. Turtles are generally her weakness, with every other type of style somewhere in between. Another type of person to fear is the person who knows Ling well - they are the people who can punish you after certain moves where Ling is vunerable (they exist in more places than people think). More on this later. *******************EVASION - PREMPTIVE*******************Name : Schoolgirl's Temprement (jyoshikousei no seikaku)Best Used Against : Low-HighAverage Level Pitbulls, Turtlers.Effectiveness : 7/10Fun Factor : 10/10Strengths : Allow you to avoid attacks alltogether if used right. Is fun as hell and taunting to your opponent.Evasion often coinsides with an enemy's reprisal, leaving Ling in prime position. Weaknesses : If you make a mistake, you can be punished for it. High level players will not fall for it as often. Primary Purpose: Confuse the enemy, provoking them into making mistakes by attacking Ling while she is sidestepping, thus giving you opportunity for side/back throws or juggle starters.Basically, this is Ling as she was ment to be played. Unfortunately, due to many of the changes made to Ling since Tekken 3, this option has been taken away from her at higher level play (mainly due to the fact that the Mistrust now does a head-over-heels knockdown instead of juggle when done behind the opponent). In this strategy, you will use a lot of Sidesteps, Rain Dance back turns, Spinners, Cartwheels and Leaps. To mix it up, you should also use the Phoenix and Hypnotist Positions. The main trick is to keep moving, and to watch your opponents actions carefully. When in doubt, sidestep, when not in doubt, sidestep: it's the name of the game. There are a few reactions that the typical opponent will have to this:1) Opponent continually turtles while backing upThis is the most annoying type of reaction, and one that you really have very little control over. If the opponent continuously does this, you should a) Front or sidestep Throw themb) Use her Knee cracker (d/b+3), Nutcracker (d/b+4), or Firecracker ((PP) 4~3) to break thier block, and encourage some reprisal.c) Use her Roll Ball ((PP) f+3+4) and California Roll ((RD) f+3+4) and changeup with Throw/Mistrust (Risky)d) Use her Back Layout ((RD) f,f+3+4) from in close. If the person continues to back up, he'll be in trouble, even if he doesn't, if you make it up in the air, Ling should be safe. 2) They try to pitbull youSwitch to reactive evation (you'll beat them soon).3) Opponent Turtles, without backing upThis is easy to counter, as if they don't back up, thier axis fails to change despite thier ducking. You can mistrust them or throw them from the side.4) Opponent will Turtle with intent to bait you into coming near. This is the most common reaction, and the best trick is to beat them at thier own game. You can do this by making false approaches, and using confusion tactics like the Left and Right Spinners (d+3+4, 3+4). These are only needed for excessively conservative opponents, who have proven themselves to be good at avoiding Ling tactics, and should be very carefully given out. Usually, people who try this will fail against a clever Ling player, unless they have extensive experience against her. I usually mix this tactic with Poking : Instigation. Primary Moves:Avoidance:- Sidestep (SS)- Cartwheel Left (f+1+2)- Leap Right (f+3+4)- Rain Dance (b+3+4)- Phoenix Stance (d+1+2)- Roll Ball ((PP) f+3+4)- California Roll ((RD) f+3+4)- Cradle Throw {Cancel} (1+3_2+4,{d})Attack:- Throw- Mistrust (4)- Sunrise Fan (d/f+2,1)- False Salute (1+3+4) \ Whoever said 'attacks'- Greetings (2+3+4) / had to do damage? ^^******************EVASION - REACTIVE******************Name : Maiden's Prerogative (otome no tokken)Best Used Against : Low-High Level PitbullsEffectiveness : 9/10Fun Factor : 7/10Strengths : Makes your opponent miss you completely, setting you up for painful retribution opportunities. Weaknesses : Moves that track, 360 Degree axis moves, slow reaction on the part of the Ling player can all MAJORLY punish her while using this. Primary Purpose: Lings most damaging method of play if done correctly, allows you to really do damage.The main difference between this and premptive evasion is the fact that you don't use as much of the outgoing Ling moves to begin with, but do more of a give and take game, with occasional Sidestep, Cartwheel (f+1+2), Rain Dance (b+3+4), or Phoenix Position (d+1+2).This is the primary method I use, as people don't know as much about Ling's frontal arsenal as her back-turned. As a result, people seem to underestimate her, and it adds more variety to her game. In fact, unlike most people who play Ling, I tend to use her front game more than her back, and use the Rain Dance mostly for specific purposes such as changeups, stringing and juggling. Primary Moves:Avoidance:- Sidestep (SS)- Cartwheel Left (f+1+2)- Rain Dance (b+3+4)- Phoenix Stance (d+1+2)- Roll Ball ((PP) f+3+4)- California Roll ((RD) f+3+4)Attack:- Throw- Mistrust ((RD) 4)- Sunrise Fan (d/f+2,1)- Wave Crest - Quick (~1+2)- Firecracker ((PP) 4~3)********************POKING - INSTIGATION********************Name : Teasing the Teacher (Sensei wo ijimeru)Best Used Against : Fast characters, or those with Linear or High movesEffectiveness : 7/10Fun Factor : 9/10Strengths : Can set you up for some good damagecounters and juggles.Weaknesses : You may eat a move with higher priority.Primary Purpose: Another method of setting opponent up in order to retaliate. This strategy is about as defensive as Ling gets. The idea is to use nothing but small, fast pokes and occasional evasion tactics to safely do damage to the enemy. It's basically a back and forth tactic, changing from offense to defense and back again - something Ling is very good at, though not the MOST effective way to play her. Note, although you should use pokes often, it does not keep you from going for an occasional powerful move or juggle starter. More often than not, you will be forced into this strategy by better players, so it's important to learn.I use this rarely by choice, as there are usually better ways to beat the enemy. It can be, however, EXTREMELY annoying to the opponent when you poke thier life away from every move they do. The primary requisites are extremely fast pokes, and small damage strings, with an occasional throw if the opponent opens themselves up too much. If he flinches, throw out a poke. If he stands there, go over and poke them or throw them, or juggle them with a Sunrise Fan (d/f+2,1) when they duck. The whole idea of play is basically a back and forth strategy, with capitalization on slow moves that can be stopped with small pokes. The Bayonet (1,2) is your primary weapon, it's tied for the fastest move in the game, and is almost always a great followup to moves that recover at fast to medium speed (anything more, and you should juggle or throw them). It's also good if you can see a move coming before it comes out (i.e. double forward tap moves). Better yet is the Standing Right Kick (4), as it's almost as fast as the Bayonet (albeit 2 frames), and on counterhit, floats with a Storming Palm (d/b+1) followup for very good damage. Primary Moves:Attack:- Bayonet (1,2)- Belly Chop (d/f+1,{d/f})- April Showers (2,1,{d/f})- Bayonet McTwist (1,d+2)- Standing Right Kick (4)- Storming Palm (d/b+1)- Sunrise Fan (d/f+2,1)- Racoon Swing (f,f+3)- Phoenix Wings (f,f+1+2,1+2)- Flower Garden ((PP) f+4,{4})- Flower Power ((PP) u+4,{4})- Wave Crests ((PP) ~1+2_1+2_d+1+2)- Firecracker ((PP) 4~3)- Skyscraper Kick (WS+4)- Sunflower (WS+2)- Step Kick (f,f+4)******************POKING - STRINGING******************Name : Wrath of the Schoolgirl (jyoshikousei no hageshii ikari)Best Used Against : Slow Characters, especially those with no good pokes. Turtles. Effectiveness : 7/10Fun Factor : 7/10Strengths : Does not give opponents a chance to react, or will score counterhits for good damage when they try to retaliate.Weaknesses : You may eat a move with higher priority.Chickens are often difficult to buffer.Damage is not that great compared to other methods usually. Primary Purpose: Keep the pressure on the opponent so that he can't react, useful especially as the opponent is tagging out, to be prepared for the entrance of the partner. Ling's custom strings are EXCELLENT. She's probably among the best in the game in this area. Her moves are fast, most have quick recovery, and add up to damage when you use them to work in a throw or juggle starter. I do have use some standard strings in my repitoire, mostly because they have worked so well for me consistantly. On my better days, I tend to do something I call "Random Stringing."Basically, this can be done with the faster characters that one knows very, VERY well. The trick is to start a string, and not really think about what you're next move will be (because doing so will cause you to go to your standard stringing techniques). This makes for extremely hard-to-predict strings. If you're on, it works like a charm. If you're not, you'll get nailed. I usually have my best streaks when my strings are sufficiently random. Other things to work into this is an occasional sidestep, possibly changing to the Poking - Instigation occasionally, as these two styles work together very well with Ling, because the opponent won't know if he's being baited or not.Often the best poke is the poke that the opponent thinks is coming, but doesn't - it usually confuses the opponent, at which point, panic moves come out; Moves often inappropriate against Ling. Attack:- Bayonet (1,2)- Belly Chop (d/f+1,{d/f})- April Showers (2,1,{d/f})- Bayonet McTwist (1,d+2)- Standing Right Kick (4)- Storming Palm (d/b+1)- Sunrise Fan (d/f+2,1)- Racoon Swing (f,f+3)- Phoenix Wings (f,f+1+2,1+2)- Flower Garden ((PP) f+4,{4})- Flower Power ((PP) u+4,{4})- Wave Crests ((PP) ~1+2_1+2_d+1+2)- Firecracker ((PP) 4~3)- Skyscraper Kick (WS+4)- Sunflower (WS+2)- California Roll ((RD) f+3+4)**************CUSTOM STRINGS**************Here I will list all of the common strings I pull off with Ling, and attempt to show some of the possible options she has from any position. Remember: this list is not exhaustive, as I believe that would be close to impossible, so don't use these strings exclusively, try random stringing to see what you come up with!Note: I am Forgoing the move names at this stage as a space-saving device.I use the following codes for the String section:[D] - Good damage (or potential off a juggle or Okizeme)[d] - Poor damage[F] - Good Followups[f] - Poor (or no) Followups[P] - Good Position is gained by the move[p] - Poor Position after execution[S] - Usually a safe move[s] - Fairly unsafe move[H] - Usually Hits (whether opponent blocks or not)[h] - Hitting is RiskyIn refrence to the FC, RD, and PP Strings sections:The strings labeled '1' are for moves where when entering that position, you have little time to make your next move. Those labeled '2' are if you have more time to work in those positions. This is subjective, but all moves in '1' sections may be used even if section '2' is pointed to.Sidestep (SS) does not use this method as if you fail to gain the advantage in a sidestep, you are still in front position.Setup for this section is as follows:?) Link Input [Properties for using this as a Link]- Move Input [Properties] Hit Level (Rating) [Links to ?]* Ratings for moves are indivdualized for the move they follow. That is, certain moves flow together, the rating reflects that. * Certain links have properties that cannot be listed, and as such are not exactly the sum of thier parts. Try them out to get a feel of what works.* The move listed is the MOST COMMON used linker, other moves may result in similar setups.* Keep in mind that these strings are VERY (x3) dependant on whether or not your opponent gets hit, gets hit on counter, or blocks her moves. In other words, if opponent blocks, they may be pushed back (or the opposite may be true). You should always be watching EXACTLY what happens when Ling throws her moves. The difference advantage and spacing means the world. a) 1,2 [FPSH]- d/f+1{d/f} [dFPSH] (10/10)[c]- 1,d+2 [...SH] (9/10) [b]- 1,2 [...S.] (8/10) [b]- Throw [DFPs.] (8/10) [KD]- b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD]- SS [..PS.] (7/10) [SS]- d/b+1 [DFP..] (7/10) [KD]- 4 [.F...] (7/10) [b]/[Float on CH]- d/f+1 [dFPsH] (7/10) [RD-1]- d/f+2,1 [DFPs.] (7/10) [Juggle]- f+4 [DFP..] (6/10) [KD]- d/f+4 [dfp.H] (6/10) - 2,1{d/f} [....H] (6/10) [b]- 2,1 [.FPsH] (6/10) [RD-1]- d+1+2 [.FP..] (6/10) [PP-1]/[PP-2]- d+1{d} [.fps.] (5/10) [PP-1]/[PP-2]- d+1 [.Fps.] (5/10) [h]b) (1,d+2) d/f+4 [SH]- d/b+1 [DFP..] (8/10) [KD]- f,f+1+2 [DFPs.] (8/10) [d]- SS [.FPS.] (7/10) [SS]- 4 [.F..h] (7/10) [b]/[Float on CH]- f+4 [DFPsH] (7/10) [KD]- b+3+4 [.FPS.] (6/10) [RD-2]/[SS-RD]- d+1+2 [.FPS.] (6/10) [PP-2]- d/f+4 [dfp.H] (6/10) - 2,1 [.FPsH] (6/10) [RD-1]- d/f+1 [dFPsH] (6/10) [RD-1]/[RD-2]- d/f+1{d/f} [d..SH] (6/10) [c]- 1,2 [.FPsh] (4/10) - d/f+2,1 [DFPsh] (4/10) [Juggle]c) d/f+1{d/f} [...SH]- Throw [DFPsH] (10/10)[KD]- 4 [.F...] (10/10)[b]/[Float on CH]- 1,2 [.FPS.] (8/10) [a]- SS [..PS.] (8/10) [SS]- d+1+2 [.FP..] (8/10) [PP-1]/[PP-2]- d/f+2,1 [DFPsh] (8/10) [Juggle]- f+4 [D.P..] (7/10) [KD]- d/f+1{d/f} [dFPsH] (7/10) [c]- 1,d+2 [...SH] (7/10) [b]- b+3+4 [.FPS.] (7/10) [RD-2]- d/b+1 [DFP..] (7/10) [KD]- d/f+1 [dFPsH] (7/10) [RD-1]- d/b+4 [.F..H] (6/10) [b]/[KD on CH]- d/f+4 [dfp.H] (6/10) - 2,1{d/f} [....H] (6/10) [b]- 2,1 [.FPsH] (6/10) [RD-1]- d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2]- d+1 [.FpsH] (6/10) [h]d) f,f+1+2 [DFPs.]- Throw [DFPs.] (10/10)[KD]- ~1+2 [DfPSH] (9/10) [Opp ends FC]- 4 [.F...] (9/10) [b]/[Float on CH]- 1,2 [.FPS.] (9/10) [a]- f,f+1+2 [DFP.H] (9/10) [d]- f,f+1+2,1+2 [D.P.H] (9/10) [b (Opp FC)]- 1,d+2 [...SH] (8/10) [b]- b+3+4 [.FPS.] (8/10) [RD-2]/[SS-RD]- d/b+1 [DFP..] (8/10) [KD]- f+4 [DFP.H] (7/10) [KD]- SS [..PS.] (7/10) [SS]- d+1+2 [.FPS.] (7/10) [PP-2]- d/f+1{d/f} [dFPsH] (7/10) [c]- 2,1{d/f} [....H] (7/10) [b]- d/f+1 [dFPsH] (7/10) [RD-1]- d/b+4 [.F..H] (7/10) [b]/[KD on CH]- d/f+2,1 [DFPsh] (6/10) [Juggle]- d/f+4 [dfp.H] (6/10) - 2,1 [.FPsH] (6/10) [RD-1]- d+1{d} [.fpsH] (6/10) [PP-1]/[PP-2]- d+1 [.FpsH] (6/10) [h]FC1) Full Crouch Strings - 1 (Time-critical)- WS+4 [..PSH] (10/10)[KD]- 3,2 [.FP.H] (10/10)[RD-2]- FC+1 [...SH] (9/10) [FC-2]- WS+2 [DFPsh] (7/10) [RD-1]/[Juggles on CH]- d/b+3+4 [.FPs.] (5/10) [RD-1 (FC)]/[RD-2 (FC)]FC2) Full Crouch Strings - 2 (Normal or advantage)- WS+4 [..PSH] (10/10)[KD]- FC+1 [...SH] (7/10) [FC-2]- d/b+3+4 [.FPs.] (6/10) [RD-2 (FC)]- d/f+4 [.FPsh] (6/10) [PP-1]- d/f+4,{4} [.fp..] (6/10) [FC-1]- WS+2 [DFPsh] (6/10) [RD-1]/[Juggles on CH]- d/f+2 [.Fps.] (5/10) [RD-1 (FC)]- d/f+2,1 [.fps.] (3/10) [FC-1]RD1) Rain Dance Strings - 1 (Time-Critical)- 2,1,4 [DFP..] (9/10) [Juggles]- d+1 [df.SH] (9/10) [FC-1]- 3 [.fPSH] (9/10) [KD]- 1 [dfP.H] (8/10) [b]- d+1+2 [.FP..] (8/10) [PP-1]- SS [.FP..] (8/10) [SS-RD]- f+3+4,3+4 [DFP.H] (7/10) [Juggles]- 4 [DFPsH] (6/10) [Juggles]RD2) Rain Dance Strings - 2 (Normal or advantage)- Throw [DFPsh] (9/10) [KD]- 4 [DFP.H] (9/10) [Juggles]- f+3+4,3+4 [DFP.H] (8/10) [Juggles]- SS [.FP..] (8/10) [SS-RD]- f,f+3+4 [DFP..] (8/10) [RD-1]- d+1+2 [.FP..] (7/10) [PP-1]/[PP-2]- 2 [.fPs.] (7/10) [RD-1]- d+3 [.FPs.] (7/10) [KD on CH]- 2,1,4 [DFP..] (7/10) [Juggles]- f,f+3+4 [.FPs.] (7/10) [RD-1]/[RD-2]- d+1 [df.SH] (7/10) [FC-1]- 3 [.fPSH] (7/10) [KD]- d+4 [dFP..] (7/10) [b (Opp Guard Stun)]- f,f+(1+3_2+4) [DFPsH] (6/10) [KD]PP1) Phoenix Position Strings - 1 (Time Critical)- 4~3 [DFPSH] (10/10)[KD]- ~1+2 [DFPsH] (9/10) [Juggles]- 4 [Df..H] (8/10) - 1 [dfpS.] (8/10) [WC-1]- f+4 [dFps.] (6/10) [PP-1]- f+4,4 [.fpsH] (6/10) [FC-1]PP2) Phoenix Position Strings - 2 (Normal or Advantage)- 4~3 [DFPSH] (9/10)[KD]- ~1+2 [DFPsH] (8/10) [Juggles]- 4 [Df..H] (8/10) - u+4 [....H] (7/10) [FC-1]- u+4{u} [...sH] (6/10) [RD-1]- u+4,4 [.fpsH] (6/10) [FC-1]- f+(1+3_2+4){d}[.fp..] (6/10) [FC-1]- f+3+4 [.FPs.] (6/10) [FC-1]/[a]- f+1+2 [.FPs.] (6/10) [RD-1 (FC)]- f+4 [dFps.] (5/10) [PP-1]- f+4,4 [.fpsH] (5/10) [FC-1]- f+(1+3_2+4) [DFPs.] (5/10) [KD]SS) Side Step Tactics - d+2,1 [DFP.H] (10/10) [Juggles]- Throw [DFP.h] (9/10) [KD]- SS-4 [.FPs.] (7/10) [RD-1]- SS-4{b} [.fp..] (6/10) SS-RD) Sidestep Rain Dance Tactics- 4 [DFP.H] (10/10) [Juggles]- Throw [DFP.H] (9/10) [KD]- 2,1,4 [DFP.H] (8/10) [Juggles]Well, if you get anything from any of the above, let it be this: LING IS VERSITILE. She has a ton of moves from many different positions, and levels (although she's a bit short on the low side) making her an excellent stringer. In the words of Master Wang: "Use the strings, Ling!"My FAVORITE strings will be listed in the Ling's Tricks section.*************LING'S TRICKS*************BEGIN SELF-GLORIFICATION SEQUENCE...Okay, this is the section you've all been waiting for: the section where I reveal all of my tricks of the trade, and how I use Ling to her fullest advantage and beat the crap out of every person I meet.GLORIFICATION SEQUENCE COMPLETED, FAQ MAY CONTINUEPlease excuse me there, but I have been doing my best to resist the temptation this long, I guess I finally had to rant. This is basically all the little things I've found over the years I've been playing Ling, and the basic little insights into Tekken I've gotten from learning it PRIMARILY from the spunky little girl. (If you didn't know, I tend to sidestep a lot, even with other characters).So, without further ado...Strings:***Bayonet (1,2), Storming Palm (d/b+1)It's simple. I can hear you asking "What's so special about that?" Well, it's the fact that the Storming Palm (d/b+1) connects so often if you use this with other strings. People think Ling is weak after her jabs, in fact, the opposite is true: she has a 5/6 frame advantage. This being the fact, if anyone starts a move that takes longer than 12 frames, they're gonna get busted in the teeth. Use this ONLY if opponent gets hit by both hits of the Bayonet, otherwise her advantage is not great enough to give you a reasonably safe execution.***Bayonet (1,2), Belly Chop (d/f+1{