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    Xiaoyu by tekkenbro

    Version: 0.3 | Updated: 02/12/03 | Search Guide | Bookmark Guide

                       ___     ___  _____   ___  ______
                      (   )   (   )(     ) (   )(   ___)
                       ) (     | |  | |\ \  | |  | ) ___
                       | |     | |  | | \ \ | |  |( (_  )
                       ) (___  | |  | |  \ \| |  | )__) |
                      (______)(___)(___) (_____)(_______)
    
            __    __  ___  _________  __________  __    __  ____  ____
           (  )  (  )(   )(   ___   )(   ____   )(  )  (  )(    )(    )
            \ \  / /  | |  | (___) |  | (    ) |  \  \/  /  |  |  |  |
             \ \/ /   | |  |  ___  |  |  |  |  |   \    /   |  |  |  |
             /    \   | |  | |   | |  |  |  |  |    )  (    |  |  |  |
            /  /\  \  | |  | |   | |  | (____) |    |  |    | (____) |
           (___)(___)(___)(___) (___)(__________)  (____)  (__________)
    
    
                               Tekkenbro aka AnimalXR2
    
                                      TJ Sepede
    
                                animalXR2@hotmail.com
    
    
                                    Copyright 2003
    
    This is my first FAQ, saying that, I hope you can forgive me for any small
    mistakes I have made. If you have a serious problem with this FAQ,please email
    me or notify me on the Tekken 4 board. Any insulting or mean comments through
    email or on the boards will result in something very bad happening to you.
    
    The Ling FAQ written by Avarus is purely brilliant, and while our FAQ's may be
    similar at some points, all information in here was typed and researched by me
    and not stolen from any other source. Again I would happy if you did not made
    any reference on any of the Tekken boards about my FAQ 'stinking' or
    'stealing stuff from Avarus'.
    
    Thanks again!
    
    
    
    THINGS THAT ARE COMING:
    Frame Advantages
    Descriptions for all of Lings moves
    Descriptions of all of Lings Combos
    
    
    CONTENTS
    ````````````````
    1) Legal Stuff
    2) Ling Information
    3) Key Notations
    4) Ling Move List (Includes Grappling, Specials and Unblockables)
    5) Ling Combo's
    6) Playing a Human
    7) Author History
    8) Ling Player Mistakes
    9) Credits
    10) Version History
    
    1) LEGAL STUFF
    ```````````````````````
    By reading this FAQ you, the reader, agree to
    A. Not modify this FAQ by any means, written or electronic,
    B. Not to take this FAQ and say it is yours, written or verbally and
    C. Not take this FAQ  and post it on your personal web page without my
       consent.
    
    You may post this FAQ on your web page if you meet the following conditions
    A. You politly ask for my permission to post this FAQ on your web-page,
    B. You take this FAQ in it's final or most recent form,
    C. You do not make any alterations so as to change the view or overall feel of
       this FAQ.
    
    **THIS FAQ IS THE PROPERTY OF GAMEFAQS AND TEKKENBRO**
    
    2) LING INFORMATION
    `````````````````````````````````
    Ling is one of the fastest characters in the game. She has two stances, the
    Rain Dance Stance and the Art of Pheonix Stance. Both are very different but
    extremely useful. Using her many different moves takes alot of hard work, but
    the results are excellent. I often hear 'What?! Your using that weak girl?
    My (insert character name here) will beat you in a second!'.
    After most of them have been beaten though, their thoughts change about this
    'weak girl'.
    
    Speed does come with it drawback though. Any Ling player will have to learn
    to deal with a lower HP and it's especially difficult for a Jin/Ling player
    (like myself), Heihaci/Ling, Kazuya/Ling or a King/Ling player. Dispite her
    drawbacks though, learning and using Ling well is both satisfying and
    rewarding.
    
    Ling has evolved so much since her introduction in Tekken 3. She now has more
    moves in her RDS arsenal and her speed has been increased so much so that can
    I find it difficult to go back to her Tekken 3 self. Her looks have also been
    improved as well as her outfits. Now, overall, Ling is a faster, smarter
    package in the Tekken series, after all, isn't it embarassing to be beaten by
    a girl that's not even facing you?
    
    3) KEY NOTATIONS
    ````````````````````````````
    These key notations are universally used by all Tekkeners. Learn these well to
    avoid confusion.
    
    1= Square (Left Punch)       2= Triangle (Right Punch)
    3= X (Left Kick)             4= Circle (Right Kick)
    
    f= Light tap forward         F= Hold forward
    b= Light tap backwards       B= Hold backwards
    u= Light tap upwards         U= Hold upwards
    d= Light tap downwards       D= Hold downwards
    
    N= Put the directional pad in neutral
    /= Press the buttons on either side of this line together
      (only used on the directional pad)
    += Press the buttons on either side of this sign together
      (only used on the right pad)
    ~= Press the buttons after this line very quickly
    >=Delay slightly before pressing the buttons after this sign
    = =This move is the 'follow up' to the move above it. Inputing these commands
       will increase the damage to your opponent
    _=The moves on either side of this line are interchangeable
    
    qcf= Quarter Circle Forward (d,d/f,f)
    qcb= Quarter Circle Back (d,d/b,b)
    HCF= Half Circle Forward (b,d/b,d,d/f,f)
    HCB= Half Circle Back (f,d/f,d,d/b,b)
    
    FC= Full Crouch. A move inputed while in the crouch position
    WR/WS= While Rising/While Standing. A move inputted while rising from a crouch
           position
    WC= While crouching. A move inputted while still in the crouch position
    
    SS= Side Step. Input this move while side stepping
    SSL= Side Step Left. A move inputted while side stepping left only
    SSR= Side Stepping Right. A move inputted while side stepping right only
    iWS= Instant While Rising (d, d/b, N)
    
    CD= Crouch Dash (f, N, d, d/f)
    CH= Counter Hit
    CL= Clean Hit
    
    AOP= d+1+2, Lings' Art of Phoenix Stance
    RDS= b+3+4, Lings' Rain Dance Stance
    
    HIT RANGES
    h= High Range Attack. Crouch to avoid, can block by Stand Guarding
    m= Mid Range Attack. Will hit a crouching opponent,can block by Stand Guarding
    l= Low Range Attack. Block by crouching, a well timed jump can avoid
    sm= Special Mid Attack. Can block by crouching.
    != Unblockable attack.
    
    FRAME READING
    + = The number after the + shows the frame advantage over your opponent
     - = The number after the - shows the frame disadvantage you have against you
         opponent
    --= The move used is an evaisive move and doesn't hit the opponent
    ~ = The move does not connect to a crouching opponent
    KD: The opponent is knocked down. This includes juggles
    BLOCK: Show the frame advantage/disadvantage when the move is blocked
    HIT:  Shows the frame advantage/disadvantage on a standing hit
    CROUCH: Shows the frame advantage/disadvantage on a crouching hit.
    COUNTER:  Shows the frame advantage/disadvantage on a counter-hit.
    
    
    4) LING MOVE LIST
    ```````````````````````````
    Note: I am still working on the Frame data, you will start to see more in
    version 0.3
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    GRAPPLING ARTS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    RUBY (front)             2+4                 DAMAGE: 30          ESCAPE: 2
    
    JADE (front)             F+2+4               DAMAGE: 10, 20      ESCAPE: 2
    
    DRAGON FALL (front)      D/F+2+4             DAMAGE: 30          ESCAPE: 2
    
    DISLOCATOR (front)       qcb+2               DAMAGE: 35          ESCAPE: 2
    
    HUMAN HURDLE (front)     f+2~1               DAMAGE: 4           ESCAPE: 2
    [Ling goes into RDS after this throw]
    
    NECK SQUEEZE SLAP (any)  RDS f,f+3+4         DAMAGE: 17, 30      ESCAPE : --
    [Ling needs to be around three shouder lenghs away from the enemy]
    
    HOP 'N' THROW (any)      RDS f,f+(1+3_2+4)   DAMAGE: VARIES      ESCAPE: 2
    
    CRADLE THROW (front)     AOP (1+3_2+4) [~D]  DAMAGE: VARIES      ESCAPE: 1+2
    [ Pressing D will cancel the throw]
    
    ARM FILP (left)          (F+2+4_2+4)         DAMAGE: 45          ESCAPE: 1
    
    DUMP THE BUCKET (right)  (F+2+4_2+4)         DAMAGE: 38          ESCAPE: 2
    
    CRANK UP (back)          (F+2+4_2+4)         DAMAGE: 50          ESCAPE: --
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    SPECIAL ARTS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    BAYONET:                  1,2,1              DAMAGE: 4,7,17      RANGE: hhm
    BLOCK: +1 0 +9            HIT: +7 +6 KD      CROUCH: ~ ~ KD      COUNTER: +7 +6 KD
    
    BAYONET Mc TWIST          1,d+2              DAMAGE: 4,10        RANGE: hm
    BLOCK: +1 -2              HIT: +7 +9         CROUCH: ~ +9        COUNTER: +7 +9
    [Ling will be in RDS after she completes this move]
    
    BAYONET Mc TWIST          1,D+2              DAMAGE: 4,10        RANGE: hm
    BLOCK: +1 -3              HIT: +7 +8         CROUCH: ~ +8        COUNTER: +7 +8
    
    BAYONET Mc TWIST COM.     1,d+2,1+2          DAMAGE: 4, 10, 24   RANGE: hmm
    BLOCK: +1 -2 -12          HIT: +7 +9 KD      CROUCH: ~ +9 KD     COUNTER: +7 +9 KD
    
    BELLY CHOP                d/f+1              DAMAGE: 10          RANGE: m
    BLOCK: -1                 HIT: +10           CROUCH: +10         COUNTER: +10
    [Ling will go into RDS after this move]
    
    ALTERNATE BELLY CHOP      D/F+1              DAMAGE: 10          RANGE: m
    BLOCK: -3                 HIT: +8            CROUCH: +8          COUNTER: +8
    
    STORMING FLOWER           d/b+1              DAMAGE: 25          RANGE: m
    BLOCK: -6                 HIT: KD            CROUCH: KD          COUNTER: KD
    [Damage increases to 37 on a clean hit. On counter hit, Ling will
     automatically go into a False Salute Taunt (1+3+4)]
    
    SINGLE FAN                u+1                DAMAGE: 5           RANGE:m
    BLOCK: -3                 HIT: -3            CROUCH: -2          COUNTER: +1
    [Ling will go into RDS after this move]
    
    ALTERNATE SINGLE FAN      U+1                DAMAGE: 5           RANGE: m
    BLOCK: -10                HIT: -10           CROUCH: -9          COUNTER: +1
    
    GREAT WALL                b+(1_2)            DAMAGE: 10          RANGE: m
    BLOCK: 0                  HIT: +1            CROUCH: +1          COUNTER: +1
    [Ling will only go into RDS if the move hits]
    
    ALTERNATE GREAT WALL      B+(1_2)            DAMAGE: 10          RANGE: m
    BLOCK: 8/14               HIT: -3/+3         CROUCH: -3/+3       COUNTER: -3/+3
    
    FLAPPING WINGS            d+1                DAMAGE: 7,7,7       RANGE: mMM
    BLOCK: -7                 HIT: +3            CROUCH: +3          COUNTER: +3
    
    ALTERN. FLAPPING WINGS    D+1                DAMAGE: 7,7,7       RANGE: mMM
    BLOCK: -7                 HIT: +3            CROUCH: +3          COUNTER: +3
    [Ling will go into AOP after this move]
    
    CARTWHEEL DODGE           f+1+2              DAMAGE:--           RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    DOUBLE FAN                u+1+2              DAMAGE: 5,8         RANGE: mm
    BLOCK: -1                 HIT: -7            CROUCH: -7          COUNTER: -15
    
     =HYDRANGEA               = 2                DAMAGE: 12          RANGE: m
    BLOCK: -4                 HIT: +5            CROUCH: +5          COUNTER: +5
    
     =FORTUNE COOKIE          =2>1               DAMAGE: 12, 25      RANGE: mm
    BLOCK:  -4 -10            HIT: + KD          CROUCH: +5 KD       COUNTER: +5 KD
    
     =GINGER SNAP             =3+4               DAMAGE: --          RANGE: --
    BLOCK: -5                 HIT: +5            CROUCH: +5          COUNTER: +5
    
    X MARKS THE SPOT          f,f+1+2,1+2        DAMAGE: 12, 27      RANGE: mm
    BLOCK: -2 -5              HIT: + -3          CROUCH: +5 -3       COUNTER: +5 -3
    
    BIRDS FLOCK               1+2                DAMAGE: 24          RANGE: m
    BLOCK: -5                 HIT: KD            CROUCH: KD          COUNTER: KD
    
    APRIL SHOW.TO BELLY CH.   2,1                DAMAGE: 8, 10       RANGE: hm
    BLOCK: -2 -5              HIT: +6 +6         CROUCH: +7 +6       COUNTER: +6 +6
    [ Ling will go into RDS at the completion of 1]
    
    APRIL SHOW.~ALTER. BC     2,D/F+1            DAMAGE: 8,10        RANGE: hm
    BLOCK: -2 -3              HIT: +6 +8         CROUCH: +7 +8       COUNTER: +6 +8
    
    FORTUNE COOKIE            f,f+2>1            DAMAGE: 12,21       RANGE: mm
    BLOCK: -5 -10             HIT: +6 KD         CROUCH: +6 KD       COUNTER: +6 KD
    
    SUN FLOWER                WS+2               DAMAGE: 12          RANGE: m
    BLOCK: -3                 HIT: +7            CROUCH: +7          COUNTER: KD
    [Ling will be in RDS after this move]
    
    SUN FLOWER                WS+2~F             DAMAGE: 12          RANGE: m
    BLOCK: -5                 HIT: +6            CROUCH: +6          COUNTER: KD
    
    BUTTER THE BREAD          d/f+2              DAMAGE: 15          RANGE: m
    BLOCK: -6                 HIT: +5            CROUCH: +5          COUNTER: +5
    
    SHADY LOTUS               FC,D/F+2           DAMAGE: 10          RANGE: Sm
    BLOCK: -4                 HIT: +7            CROUCH: +7          COUNTER: +7
    [Ling will be in RDS at the completion on this move]
    
    LOTUS TWIST [RDS]         FC,d/f+2,1 [~d/f]  DAMAGE: 10, 15      RANGE: Sml
    BLOCK: -4 -10 [-7]        HIT: +7 +6 [+9]    CROUCH: +7 +6 [+9]  COUNTER: +7 +6 [+9]
    [Going into RDS is optional. It depends if you input the d/f]
    
    CROSS LIFTING PALMS       d/f+2,1            DAMAGE: 15,12       RANGE: mm
    BLOCK: -14                HIT: KD            CROUCH: KD          COUNTER: KD
    
    PUNT KICK                 d/f+3              DAMAGE: 17          RANGE: m
    BLOCK: -10                HIT: +6            CROUCH: +22         COUNTER: +6
    
    CLOUD KICK                f+3                DAMAGE: 25          RANGE: h
    BLOCK: -15                HIT: KD            CROUCH: ~           COUNTER: KD
    
    GUARD BREAKER             d/b+3              DAMAGE:--           RANGE: !
    BLOCK: +4                 HIT: +4            CROUCH: +4          COUNTER: +4
    
    RACCOON SWING             f,f+3              DAMAGE: 13          RANGE: m
    BLOCK: -5                 HIT: +6            CROUCH: +6          COUNTER: +7
    [Ling will be in RDS at the completion of this move]
    
    PIROUETTE KICK [AOP]      u/f+3 [d+1+2]      DAMAGE: 30          RANGE: m
    BLOCK: -12 [-5]           HIT: KD [KD]       CROUCH: KD [KD]     COUNTER: KD [KD]
    [Going into AOP after the kick is optional]
    
    SPIN KICK TO HOOK KICK    d+3,4              DAMAGE: 8,18        RANGE: Lh
    BLOCK: -13 -15            HIT: +6 KD         CROUCH: +6 ~        COUNTER: +5 KD
    
    FIRE DANCE                D+3,2,1,4          DAMAGE: 8,6,6,12    RANGE: Lhhm
    BLOCK: -15 0 0 -18        HIT: -4 +7 +5 KD   CROUCH: -4 ~ ~ KD   COUNTER: -4 +8 +5 KD
    [After the D+3,2 Ling will be in RDS]
    
    SPINNER DODGE             (3+4_d+3+4)        DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    DIVE ROLL                 f+3+4              DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    FRONT LAYOUT              f,f+3+4            DAMAGE: 25          RANGE: M
    BLOCK: -3/+2              HIT: +12/+19       CROUCH: +15/+18     COUNTER: +12/+18
    [Depending on the opponents and Ling's position, she could be in RDS at the
    completion of this move]
    
    SCISSOR KICK [AOP]        4~3 [d+1+2]        DAMAGE: 30          RANGE: M
    BLOCK: +2 [-7]            HIT: +3[-6]        CROUCH: +3 [-6]     COUNTER: KD [KD]
    
    STEP KICK                 f,f+4              DAMAGE: 25          RANGE: m
    BLOCK: +1                 HIT: KD            CROUCH: KD          COUNTER: +7
    
     =RUN UP BACKFLIP=        4                  DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
     [The opponent needs to block the f,f+4]
    
     =ART OF PHOENIX =        d+1+2              DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    NUT CRACKER               d/b+4              DAMAGE: 10          RANGE: L
    BLOCK: -12                HIT: +7            CROUCH: +7          COUNTER: KD
    
    TOE KICK                  d/f+4              DAMAGE: 11          RANGE: m
    BLOCK: -4                 HIT: +7            CROUCH: +7          COUNTER: +7
    
    SKY SCRAPER KICK          WS+4               DAMAGE: 14          RANGE: m
    BLOCK: -11                HIT: KD            CROUCH: KD          COUNTER: KD
    
    CYANIDE [AOP]             u/f+4 [~d+1+2]     DAMAGE: 25          RANGE: m
    BLOCK: -1 [-16]           HIT: +10 [-5]      CROUCH: +11 [-4]    COUNTER: KD [KD]
    [ Inputing d+1+2 is optional]
    
    FLOWER BED                FC,d/f+4           DAMAGE: 6           RANGE: L
    BLOCK: -7                 HIT: +4            CROUCH: +4          COUNTER: +4
     [Ling will automatically go into AOP after this move]
    
    FLOWER GARDEN             FC,d/f+4,4         DAMAGE: 6,10        RANGE: LL
    BLOCK: -7 -6              HIT: +4 +5         CROUCH: +4 +5       COUNTER: +4 +5
    
    PARTING SWEEP             SS+4               DAMAGE: 16          RANGE: L
    BLOCK: -13                HIT: -2            CROUCH: -2          COUNTER: KD
    
    TWIN PHOENIX [RDS]        b+4 [~B]           DAMAGE: 13, 15      RANGE:  hh
    BLOCK: -11 [-16]          HIT: 0 [-5]        CROUCH: ~ ~         COUNTER: 0 [-5]
    [Twin Phoenix will leave Ling in RDS, you can avoid this by pressing ~B to
    put her back in her basic stance]
    
    HYPNOTIST WALK            b+1+2              DAMAGE: --          RANGE: --
    BLOCK: ~                  HIT: ~             CROUCH: ~           COUNTER: ~
    
     =SPIN STICKER=           2                  DAMAGE: 25          RANGE: m
    BLOCK: +1                 HIT: KD            CROUCH: KD          COUNTER: KD
    
    CROUCHING RD STARTER      FC, d/b+3+4        DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
     [Ling will be in RDS]
    
    PHOENIX STARTER          d+1+2               DAMAGE: --          RANGE: --
    BLOCK: --                HIT: --             CROUCH: --          COUNTER: --
     [Ling will be in AOP]
    
    HIGH PARRY                1+4                DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    FALSE SALUTE TAUNT        1+3+4              DAMAGE: --          RANGE: --
    BLOCK: --                 HIT: --            CROUCH: --          COUNTER: --
    
    GREETINGS TAUNT           2+3+4              DAMAGE:--           RANGE: --
    BLOCK: +19                HIT: +19           CROUCH: +19         COUNTER: +19
    
    WALL JUMP                 b,b,u/b            DAMAGE: 15          RANGE: m
    BLOCK: 0                  HIT: KD            CROUCH: KD          COUNTER:KD
    [Depending on the opponents poition, Ling may be in RDS at the completion of this move]
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    RAIN DANCE ARTS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    REMEMBER: LING IS UNABLE TO BLOCK WHILE IN RDS
    
    ART OF PHOENIX STARTER     d+1+2             DAMAGE: --          RANGE: --
     [Ling will be in AOP after this move]
    
    RAIN ELBOW                 1                 DAMAGE: 22          RANGE:N/A
    [Ling will still be in RDS after this move]
    
    REVERSE SLAP               2                 DAMAGE: 10          RANGE: h
    [Ling will still be in RDS after this move]
    
    DARK AND STORMY            2,1,4             DAMAGE: 10, 10, 15  RANGE: hhm
    
    FORTUNE ROLL               3                 DAMAGE: 16          RANGE: m
    [Ling will still be in RDS after this move]
    
    TURN AROUND KICK          (f_b)+3            DAMAGE: 25          RANGE: h
    
    PIG LEG                    f,f+3             DAMAGE: 20          RANGE: M
    [Ling will still be in RDS after this move]
    
    BACK CIRCLE BREAKER        d+3               DAMAGE: 15          RANGE: L
     [Ling will still be in RDS after this move]
    
    ALTER. CIRLCE BREAKER      D+3               DAMAGE: 15          RANGE: L
    
    REVERSE FRONT LAYOUT       f,f+3+4           DAMAGE: 17          RANGE: M
    [Depending on the oponent's and Ling's positions, Ling may end up in RDS]
    
    SPINNER DODGE              (3+4_d+3+4)       DAMAGE: --          RANGE: --
    
    CALIFORNIA ROLL            f+3+4             DAMAGE: --          RANGE: --
    [Ling will still be in RDS after this move]
    
     =REV. KANGAROO KICK=      ~3+4              DAMAGE: 25          RANGE: m
     [Ling will still be in RDS after this move]
    
    GUARD BREAKER              d+4               DAMAGE: --          RANGE: --
    
    JUGGLE MISTRUST            4                 DAMAGE: 16          RANGE: m
    
    HIGH & MID PARRY           1+4               DAMAGE: --          RANGE: --
    
    LOW PARRY                  d+1+4             DAMAGE: --          RANGE: --
    
    SPIN AWAY                  b~3+4             DAMAGE: --          RANGE:--
    
    SPIN AWAY                  B~3+4             DAMAGE: --          RANGE: --
    
    FALSE SALUTE TAUNT         1+3+4             DAMAGE: --          RANGE: --
    [Ling will still be in RDS after this move]
    
    GREETINGS TAUNT            2+3+4             DAMAGE: --          RANGE: --
    [Ling will still be in RDS after this move]
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ART OF PHOENIX
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    BUTTERFLY                  d                 DAMAGE: --          RANGE: --
     [Ling will stay in AOP while doing this move]
    
    HANDFULL                   1                 DAMAGE: 7           RANGE: m
    
    PHOENIX COOKIE             2,1               DAMAGE: 12, 15      RANGE: mm
    
    QUICK WAVE CREST           ~1+2              DAMAGE: 14          RANGE: m
    
    HEAVY WAVE CREST           d+1+2             DAMAGE: 25          RANGE: m
    
    POWER WAVE CREST           1+2               DAMAGE: 16          RANGE: m
    
    RDS STARTER                b+3+4             DAMAGE: --          RANGE: --
     [Ling will now be in RDS]
    
    KNEE STABBER               3                 DAMAGE: 15          RANGE: L
     [Ling will stay in AOP after this move is inputted]
    
    BARREL SHOTGUN             (u/b_u_u/f)+3     DAMAGE: 15          RANGE: m
    
    DOUBLE BARREL SHOTGUN      (u/b_u_u/f)+3,3   DAMAGE: 15,23       RANGE: mH
    
    SCISSORS KICK              (u/b_u_u/f)+3,4   DAMAGE: 15,25       RANGE: mm
    
    PHOENIX TRIP               (u/b_u_u/f),3     DAMAGE: 19          RANGE: L
    
    PIROUETTE KICK             (U/B_U_U/F)+3     DAMAGE: 30          RANGE: m
    
     =ART OF PHOENIX =         d+1+2             DAMAGE: --          RANGE: --
    
    ROLL OUT                   f+3+4             DAMAGE: --          RANGE: --
    
     =ART OF PHOENIX=          ~D                DAMAGE:--           RANGE: --
    
    RISING PHOENIX             3+4               DAMAGE: 12,8,14     RANGE: N/A
    
    FLOWER KICK                4                 DAMAGE: 23          RANGE: m
    
     =RAIN DANCE STANCE=       ~B                DAMAGE: --          RANGE: --
    
    FIRE CRACKER               4~3               DAMAGE: 15          RANGE: L
    
     =FIRE CRACKER ROLL=      (u_d)              DAMAGE: --          RANGE: --
    
    FLOWER BED                 f+4               DAMAGE: 7           RANGE: L
     Ling will go back into AOP]
    
    FLOWER GARDEN              f+4,4             DAMAGE: 7,10        RANGE: LL
    
    CRANE KICK                 (u/b_u_u/f),4     DAMAGE: 25          RANGE: m
    
    FLYING CRANE KICK          (U/B_U_U/F)+4     DAMAGE: 25          RANGE: m
    
    FLOWER POWER               u+4,4             DAMAGE: 8,12        RANGE: mm
    [By inputting d+1+2 after the first kick, you can quickly put Ling back in AOP]
    
    TRICK FLOWER               U+4               DAMAGE: 8           RANGE: mm
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    UNBLOCKABLES
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    PHOENIX STRIKE             b+1+2>1+2         DAMAGE: 40          RANGE: !
     [By Hypnotist Walking longer, you can increase the damage to 50 then 80]
    
     =CANCEL=                  b,b               DAMAGE: --          RANGE: --
    
    
    5) LING COMBO'S
    `````````````````````````
    
    This section is still under construction. Since I currently have no move tips
    for all of the combo's, you will have to test each move out to see how it
    works etc.  I will be adding more combo's and move tips over the next few
    updates...
    
    Do you have a combo that you think should be in this section? Notify me on the
    boards. That way, other users can voice their opinions and offer help to
    improve your combo. If you think you have a combo that needs no changing at
    all, email me.
    
    Remember, you must tell me the starting move, when you like to use it
    (optional) and any other important information you think I should know about.
    
    I will give credit where credit is due.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    CROSS LIFTING PALMS COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2,f,f+2,1                                    DAMAGE: 38
    MOVE TIPS:
    
    1,D+2,f,f+2,1                                DAMAGE: 39
    MOVE TIPS:
    
    2,1,d/f+1,f+3                                DAMAGE: 40
    MOVE TIPS:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    REVERSE KANGAROO KICK COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    U/F,N,4,f,f+3                                DAMAGE: 50
    MOVE TIPS:
    
    f+3+4~3+4,d+1                                DAMAGE: 49
    MOVE TIPS:
    
    3                                            DAMAGE: 24
    MOVE TIPS: After the Reverse Kangaroo Kick hits the opponent, you must press 3
    quickly for it to hit.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    WAVE CREST COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    4~3,WS+2,2,1                                 DAMAGE: 60
    MOVE TIPS:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    CYANIDE COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2,1,1,f,f+3                                  DAMAGE: 35
    MOVE TIPS:
    
    ~d+1+1,2,1                                   DAMAGE: 43
    MOVE TIPS:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    X MARKS THE SPOT COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    U/F,N,4,d+4                                  DAMAGE: 39
    MOVE TIPS:
    
    d+1+2,1,WS+2,4                               DAMAGE: 40
    MOVE TIPS:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ART OF PHOENIX MISTRUST COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1,1+2                                        DAMAGE: 59
    MOVE TIPS:
    
    D/F+1,f,f+2,1                                DAMAGE: 70
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ART OF PHOENIX BARREL SHOTGUN COMBOS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1,d+2,2,1,3                                  DAMAGE: 36
    MOVE TIPS
    
    
    
    6) PLAYING A HUMAN
    `````````````````````````````````
    I 've added this section in for a bit of spice and fun. These types of players
    are written from my experience only. If you have something worth while that
    you think needs to be here or have a serious problem with any of the things I
    have said here, email me or post a message on the board.
    I will give credit where credit is due.
    
    First Job: Identifying your opponent
    
    There are six basic types of Tekken players.
    
    The Masher:    Someone who doesn't know a thing about Tekken, they are
                   convinced that pushing 1 000 buttons' a second is going to win
                   them the match. Prove them wrong. Since mashers seem to have a
                   different playing style everytime they press a button it's
                   going to be hard predicting them. Here's a hint. Mashers will
                   always find one or two moves while they will constantly use.
                   Eddy/Christe mashers will most likely stick to their Slippery
                   Kick Combo while Hwoarang mashers will stay with his Machine
                   Kicks and/or Hot Feet Combo. Take a step back and observe to
                   see what moves they are sticking to then, find the weaknesses
                   and exploit them.
    
    The Street Fighter:    These people take an interest in fighters games, but
                           not particulary Tekken. The Street Fighter espically
    (Also called The       will often play in a 2D environment. They won't
     Tekkenite or          sidestep too often but will block, crouch etc. Most of
     Average player)       them stay with poking and quick jabs, so try and work
                           in a 3D environment. Roll, cartwheel, duck, front
                           layout. Confuse them evasive moves and when the time is
                           right, punish them!
    
    The Tekkener:    The average player will know the basics of the game-how to
                     jump, duck etc etc. However they lack a certain 'Ooph' in
                     their knowledge of the attacks they use. For example, the
                     average player many not block often and they might use a
                     'structured' gameplan. That means that they will use a
                     certain opening move etc, contrary from the Master's gameplan
                     the average player will not be able to change their plan in
                     the game, due to their 'lack' of knowledge of some aspects of
                     the game. Find holes in their attack and punish them...
    
    The Pitbuller:    Attack, attack, attack. If you don't know how to block,
                      counter, parry, interrupt and recover fast, you're not going
                      to last very long indeed.The Pitbuller will most likely stay
                      with quick moves. Make sure you are good with playing a
                      defensive game before versing a Pitbuller. Some Pitbullers
                      act like Turtlers to draw you in, then they pound you with
                      damaging attacks.
    
    The Turtler:    Will play a defensive game. They know when to duck most high
                    attacks, and will probably (if their character has one) try to
                    parry some attacks. They favour WS and Counter Hit attacks and
                    like to use damaging juggles.The Turtler will know a mistake
                    when they see one. If you verse a turtler (and you happen to
                    be a turler) try to play mind games on them. Use low jabs then
                    set them up for a juggle, dance around the opponent from afar
                    then run in and stop just outside of hitting range. This will
                    force them into corners and tight situations and they are
                    forced to take a more offensive role, which most have trouble
                    playing.
    
    The Master:    The absolute pride and glory of Tekken. Masters know everything
                   about the game well and will rarely make even the smallest
                   mistake. Masters know what they are doing and can easily and
                   quickly change their game play and setup.Masters' will punish
                   you for making a mistake and are not easily thrown off their
                   game. If you treat them with respect,most likely they'll treat
                   you with respect. Highly unlikely you'll have half a chance beating
                   them unless your a master yourself...
    
    7) AUTHOR HISTORY
    ``````````````````````````````
    Since this is my first FAQ, many of you may want to know me better,
    so here we go!
    
    I live in Perth, Australia. I have been interested in Tekken ever since
    Tekken 2's debut back in the 90's. I played Jun Kazama and Nina Williams alot
    and when Tekken 3 came out, I began to use Jin Kazama and again Nina Williams.
    It wasn't until about nine months into Tekken 3 when I started to look for a
    new character to make my merry couple-team a crowd. I tried Ling and I've
    never put her down.
    
    Unfortunatly, I am considered 'underage' to compete in professional
    tournaments,( I was only 3 months under the desired age for the Tekken 4 World
    Tournament) however, I do compete in smaller arcade, friendly and state
    tournaments. My choice? The speedy Ling of course (I don't use Jin because
    half the other players use him anyway). I don't consider myself a master of
    Ling, (maybe bordering on skilled player and expert) but I don't consider
    myself as a pushover either.
    
    My other interests include racing games, swimming and drawing.
    
    There you have it! Ask me questions if you want (not too personal though :P).
    
    
    8) LING PLAYER MISTAKES
    ```````````````````````````````````````
    Here I hope to answer  frequent questions asked by Ling players. I may be
    quoting people from the boards, so if you find here one of your questions you
    asked on the board and want your name removed, please don't hesitate to
    tell me.
    
    
    9) CREDITS
    ````````````````
    Dinaga (Yoshimitsu), for his support, encouraging me to write a FAQ and his
    concept Header Art.
    
    NeoSloane, for making the comment about being beaten by a girl that's not even
    looking. Thanks man! :P
    
    Avarus, for unknowenly pushing me to make my FAQ better and better and better
    and better.............
    
    GameFAQS, for creating a great place for people to talk about their gaming
    interests. And for posting my FAQ of course!
    
    Me, for being so brilliant. Haha, ha....ha *sigh*.
    
    10) VERSION HISTORY
    ```````````````````````````````
    0.0: (27/1/03) Began typing Ling Faq
    0.1: (28/1/03) Added Human Player Section
                           Added more people to Credits section
                           Began Work on Frame Advantages.
                           Fixed small typo and spacing errors.
    0.1 (29/1/03) Began improving movelist
    0.2 (30/1/03) Finished changes to movelist
                          Changed Introduction and About the Author slightly
                           Started improving Combo section
                           Began testing Ling Combos on PS2 and started writing
                             Move Tips
                           Began and Finished Top Header
    0.3 (31/1/03) Began adding Frame Data to FAQ
    
    
    

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