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    Ling Xiaoyu by CycoCrazy

    Version: 1.2 | Updated: 10/25/02 | Printable Version | Search This Guide

    Ling Xiaoyu
    Character FAQ For TTT
    Version 1.2
    Copyright (c) 2002 Ed Delaney
    Completed: 8/25/02
    Last Update: 10/25/02
    Email: Never774@webtv.net
    
    
    
    Disclaimer:
    -----------
    
    This document is copyrighted material and is the sole property of Ed 
    Delaney. You MAY NOT reprint, alter, link to, or in any way use this 
    document in a website, strategy guide, or anything else without my 
    permission. If I find that anyone has in fact done this, I will take 
    immediate legal action. Honestly, it is not hard to send an e-mail and 
    ask me if you can use my FAQ. I will more than likely say yes. Tekken 
    Tag Tournament and all Tekken characters are (c) 1994, 1995, 1996 Namco 
    Ltd. All Rights Reserved.
    
    
    
    Contact Information:
    --------------------
    
    If you have any questions or comments about my FAQ, you can reach me at 
    Never774@webtv.net, or you may know me on various Tekken forums as 
    either CycoCrazy, or Arveleg. Please do not email me with questions 
    like: "How do I do this move?" "It is really cool". If there are any 
    moves that I have left out, then by all means...ask away. Otherwise, 
    read the FAQ before you ask about the FAQ.
    
    
    
    Contents:
    ---------
     
     1.Introduction
     2.Button Conventions
     3.Normal Stance Moves and Strategy 
     4.Art of Phoenix Moves and Strategy
     5.Rain Dance Moves and Strategy
     6.Hypnotist Moves and Strategy
     7.Throws
     8.Juggling, Okizeme
     9.In Depth Strategy
        1.Some Things To Note...
        2.Blocking and Countering
        3.Evasive and Offensive Switching
        4.Psychological Strategy
    10.In Closing...
    11.Special Thanks
    
    
    
    Introduction:
    -------------
    
    This FAQ is intended to provide to it's readers a description of some 
    of the strategy and techniques that I have learned to incorporate into 
    my Ling game, as well as a quick look at the psychological strategy 
    necessary in a Ling arsenal against certain types of Tekken players. 
    You will also get a lot of lectures. I tend to ramble on sometimes, so 
    just remember where your scroll commands are. Obviously, I will also 
    take you through Ling's move list and give you my opinions and 
    strategies related to them. Everything else is listed in the contents. 
    If you are new to Tekken, a lot of people will tell you Ling is too 
    hard to learn, and having used her for years I can tell you she is not 
    easy to learn, but if you want to win games you will have to practice 
    constantly with any character, so do not let them discourage you. 
    Anyway on with the FAQ...
    
    
    
    Button Conventions:
    -------------------
    
    It is absolutely imperative that you learn these conventions. You will 
    not be able to understand the FAQ without them. It is important you 
    memorize them as well. Going on forums and asking what d+1 means may 
    very well get you flamed. There are more terms and abbreviations not 
    listed here. These are just the ones used in this FAQ.
    
    1 = LP Left Punch or Circle
    2 = RP Right Punch or Triangle
    3 = LK Left Kick or X
    4 = RK Right Kick or O
    5 = Tag
    F = Hold forward
    B = Hold back
    U = Hold up
    D = Hold down
    f = Tap forward
    b = Tap back
    u = Tap up
    d = Tap down
    D/f = Hold down and forward
    D/B = Hold down and back
    U/F = Hold up and forward
    U/B = Hold up and back
    d/f = Tap down and forward
    d/b = Tap down and back
    u/f = Tap up and forward
    u/b = Tap up and back
    N = Neutral. No direction being input. Hit nothing!
    , = Input these commands one after another
    + = Input these commands at the same time
    ~ = Input next command after first with no delay. 
    I mean NO delay.
    FC = Full Crouch
    WS = While Standing (from a crouch)
    RD = Rain Dance stance
    AoP = Art of Phoenix stance
    CH = Counterhit
    
    
    
    Normal Stance Moves And Strategy:
    ---------------------------------
    
    4 - Standing Right Kick
    Use this move often! It is incredibly fast and can surprise an 
    opponent.
    
    1,2 - Bayonet
    One of the most important moves in your poking game, and also very 
    useful in the middle of strings. I usually use this move after a 
    successful parry. Very fast indeed.
    
    2,1 - April Showers
    Not a bad move at all. The second punch hits mid and leaves you in Rain 
    Dance. Be very careful as to how often you use this move.
    
    1,d+2 - Bayonet McTwist
    Another helpful move in a mix-up game. The second punch hits mid.
    
    d+3+4 - Right Spinner
    3+4 - Left Spinner
    Ling spins around the opponent to either side. I do not use these moves 
    very often as they are very slow and get predictable easily.
    
    1+2 - Birds Flock
    This move can be good to throw in there every so often when the timing 
    is right.  
    
    D/F+1 - Belly Chop
    I love this move. It can really irritate your opponent to no end. It 
    hits mid, it is fast, and if you just tap d/f instead of holding it, 
    you end up in Rain Dance. Play insane mind games with this move.
    
    d/b+1 - Storming Flower
    Classic Ling Xiaoyu. The Storming Flower is one of the best moves in 
    her arsenal. Use it to punish your opponent during bad recovery times. 
    It also works well to ward off a charge (use this strategy sparingly), 
    and on CH you get an automatic taunt (very worthless unless you like to 
    rub things in). The key is to know it's range and speed. It will not 
    take long at all. Use it often.
    
    d/b+3 - Knee Cracker
    Use it in your custom strings. It has a short stun.
    
    d/b+4 - Nutcracker
    Another very useful move in custom stringing. Ling does an instep and 
    drops your opponent on CH.
    
    d/f+2 - Butter the Bread
    The uses for this move are endless. I string it in alot. It comes out 
    very fast for the damage it does and often takes your opponent by 
    surprise. Use this often as well.
    
    d/f+2~1 - Cross Lifting Palms
    Ling's new juggler. This move is ok, but not one of my favorites. It 
    comes out pretty fast but has horrible recovery. I have heard some 
    people swear by this move however. Maybe because of the high priority 
    this move has. Experiment with it.
    
    u+4 - Cyanide
    This can sometimes be a suprising move. Use it sparingly.
    
    b+4 - Phoenix Twin Kick
    Ok move, but you should be using the standing 4 alot more often than 
    this. If both kicks are blocked, you are in trouble. Hold B to cancel 
    RD.
    
    b+1 - Great Wall Left
    b+2 - Great Wall Right
    These two moves are ok when someone is literally in your face and you 
    need some breathing room to counter. It is a good idea to cancel the RD 
    on these moves if they do connect. Use sparingly.
    
    u+1 - Single Fan
    Fast, but barely even worth it. There are better pokes to choose from. 
    Ends in RD. Cancel RD by holding U.
    
    u+1+2 - Double Fan
    Ok now we are talking. Throw this in there every so often as a counter 
    and throw your opponent off.
    
    u+1+2,2 - Hydrangea
    You can use this as a mix up, but most of the time I would stop at the 
    Double Fan.
    
    u+1+2,2,1 - Fortune Cookie
    Most players will see this coming a mile off. I cannot remember the 
    last time I used this entire combo.
    
    d+1 - Sunset Fan
    Thank you. This is what I am talking about. This move is fast, has 
    great priority, and if you hold D you will end in the great AoP stance. 
    Use this move often.
    
    f+3 - Cloud Kick
    This move does good damage, but is pretty slow. You may suffer too if 
    it is blocked. Put this one in your mix-up list.
    
    f+1+2 - Cartwheel Left
    Another move that I barely ever use. If you love style points be my 
    guest, but I am not responsible for what happens to you.
    
    f+3+4 - Dive Roll Right
    Now THIS is a good move! It seems to position you alot better than the 
    Cartwheel and it can end in RD depending on where your opponent is. Use 
    this as an evasive tactic against dashers (I am not talking about Wave 
    Dashers!), I am talking about people who like to charge in from just 
    out of range...this move can surprise them sometimes. If you surprise 
    them enough you can follow with a throw.
    
    f,f+3+4 - Front Layout
    Very handy. Very handy indeed. This move and the Back Layout are a few 
    of the most underestimated moves in this game. I will explain more in a 
    later section.
    
    f,f+1+2,1+2 - X Marks The Spot
    Good move, but not one to just throw out there without a plan. Very 
    useful in juggles.
    
    f,f+3 - Raccoon Swing
    Yes Indeed. The Raccoon Swing. Another beautiful RD starter. Be careful 
    using this move against a standing opponent. I mostly use it for 
    Okizeme. Do not overuse it for Okizeme either. It is a great move if 
    used well. Learn how an opponent may get up..and you will be ok.
    
    f,f+4 - Step Kick
    Too slow, but it may be good as a RARE mix-up move....to the list.
    
    WS+2 - Sunflower
    My favorite move has been ruined. This only juggles on CH or if you 
    plan on tagging out. WS+2~5. Tap f after the 2 to spin around 
    completely. This move is now a deathtrap for Ling. Use only if you know 
    what you are doing! If you are sure of a CH...then by all means juggle 
    away, but don't mess up....
    
    WS+4 - Skyscraper Kick
    Ah yes, my new favorite WS move. It comes out very fast and will punish 
    an opponent after a low block. Follow up with Okizeme every time you 
    get a chance.
    
    FC,D/F+2,1 - Lotus Twist
    I have mixed feelings about this move. It can be surprising, but more 
    often than not it can get you into trouble. Use it wisely.
    
    FC,3,2,1,4 - Fire Dancer
    Interesting combo, but your chances of connecting the mistrust are 
    slim. If you do connect however, there is a tag add-on FC,3,2,1,4~5. 
    Try just doing the first 2 or three hits, and mix it up after that. Try 
    this: FC,3,2,1,1+3. Buffer the throw, or stop with 2 and buffer 4. You 
    get the idea.
    
    FC,d/f+4,4 - Double Map Sweep
    A good move to mix up your crouching game if your opponent is expecting 
    a WS+4.
    
    FC,D/B+3+4 - Low Back Turn
    RD switch.
    
    1+4 - Parry
    Learn this!!!! Do not sit there and complain that it is too difficult. 
    Learn it and expand your horizons. Parrying is essential to Ling's 
    game.
    
    d/b_d_d/f+1+4 - Low Parry
    Don't make me repeat myself.
    
    1+3+4 - False Salute
    2+3+4 - Greetings
    Worthless Taunts.
    
    b,u/b - Backflip
    
    
    
    Art of Phoenix Moves and Strategy:
    ----------------------------------
    
    d+1+2 - Art of Phoenix Stance
    This stance is my absolute favorite. The mind game that can be played 
    from this position is amazing. If timed correctly, most moves will fly 
    right over Ling's head, giving you time to counter with devastating 
    juggles. Take the time to learn all she can do from this stance, as it 
    will make your Ling game unpredictable. Please note that all the 
    following moves start from this stance.
    
    1+2 - Wave Crest Quick
    Input command immediately after entering AoP. This can be used a number 
    of ways.
    
    1+2 - Wave Crest Power
    Words cannot describe the importance of this move. When your opponent 
    whiffs an attack over your head, launch them with this. One of my 
    favorite juggles.
    
    d+1+2 - Wave Crest Heavy
    Use on whiffs that leave your opponent open for a long time.
    
    1 - Left Handful
    2 - Right Handful
    I consider these mediocre and a waste of time. Wave Crest!
    
    3- Knee Stabber
    Interesting mix up move. I like the range on it, but it comes out slow.
    
    u+4,4 - Flower Power
    Ok move to use when your opponent ducks.
    
    f+4,4 - Flower Garden
    Funny looking kicks, but they are a great mix-up with the Waves. Be 
    careful: executing second kick will leave you in a crouch.
    
    u/f+3,3 - Double Barrel Shotgun
    I really don't have a use for this. The second kick never connects 
    anyway. Fear the Wave Crest.
    
    u/f+3,4 - Double Scissor Kick
    Same goes for this move.
    
    u,N,3 - Sky Kick
    u,N,3 - Jumping Pirouette
    u,N,4 - Crane Kick
    The timing on these moves is different. Try all three.
    
    4 - Back Kick
    This I find very useful on AoP haters. Use it as they are charging in 
    for the sweep. Hit b after 4 to end in RD.
    
    4,3 - Firecracker
    Alot of people hate this move and I don't know why. Sure it has 
    horrible recovery after a block, but this move should not get blocked. 
    This is the type of move you use when your opponent thinks they have 
    you figured out. Guess again. It comes out pretty fast. Hit u or d 
    after command to rise.
    
    d - Butterfly
    Good move for those with good reflexes. Ling ducks down to the floor to 
    avoid more hits.
    
    u - Take a wild guess
    
    f+1+2 - Back Turn
    Rain Dance again.
    
    f+3+4 - Roll Ball
    Ling does a roll ending in a crouch. Use with caution.
    
    1+2,D or 3+4,D - Cradle Throw Cancel
    Useful as a confusion tactic. DO NOT overuse. For desription of the 
    throw...see {Throws}.
    
    
    
    Rain Dance Moves and Strategy:
    ------------------------------
    
    b+3+4 - Rain Dance Stance
    Another great stance with alot of mix-ups. There are many other ways to 
    get into this stance. This particular way is a SS as well, and a good 
    one at that, for it can be very tricky. Note again that all following 
    moves are performed from this stance.
    
    4 - Mistrust
    You will be using this move so often that you will see it in your 
    sleep. It is fast, hits mid, and juggles high. Learn to use this 
    effectively and your opponents will not know what to do.
    
    f,f+3+4 - Back Layout
    Yes Indeed. Another layout...this one from behind.
    
    f+3+4 - California Roll
    A pretty good move if you know what to do with it. There are many 
    follow ups to this. Mix them up.
    
    f+3+4,3+4 - Moonshot
    Ah Yes...another great juggle. Use this as a mix-up with the back 
    layout.
    
    f,f+3 - Peg Leg
    Ling takes a step and does a back kick. Hits mid. Use this to bait a 
    slow opponent.
    
    2,1,4 - Dark and Stormy
    Remember the Fire Dancer? Well use the same strategies on this move. 
    Add on the Mistrust only if you think it will hit. If the first hit is 
    a CH, all other hits will connect as well.
    
    d+3 - Back Circle Breaker
    Makes a good add-on for Okizeme as well as a good poking tool. Hold D 
    to turn around.
    
    1+4 - Parry
    Yes, she can parry from RD as well. Very useful.
    
    3+4 - Spinning Dodge
    
    
    
    Hypnotist Moves and Strategies:
    -------------------------------
    
    b+1+2 - Hypnotist Stance
    This stance is interesting. Unlike the other stances, this one is not 
    permanent. Ling walks around your opponent for a limited period of 
    time. You can pretty much unleash any normal move from this stance, so 
    keep your eyes open for a greedy opponent. The following moves are 
    performed from this stance (did I hear that somewhere before?).
    
    2 - Spin Sticker
    Too slow. Never will it happen in a high level game, but have fun with 
    a distracted opponent.
    
    1+2 - Thunder Strike
    Ling's unblockable. Good move to use if your opponent gets up to go get 
    a drink, or if he/she falls asleep during a match. Both these moves do 
    more damage the longer you delay.
    
    
    
    Throws:
    -------
    
    1+3 - Jade
    2+4 - Ruby
    Standard throws. Quick and smooth. Use every chance you get.
    
    AoP,1+3 or 2+4 - Cradle Throw
    This Throw is EXTREMELY easy to avoid. Better to cancel the throw (D) 
    and follow up with something a little less detectable.
    
    RD,1+3 - Jade
    RD,2+4 - Ruby
    These moves are just as effective from Rain Dance...if not more so. 
    They are unexpected.
    
    RD,f,f+1+3 - Windmill Throw 1
    RD,f,f+2+4 - Windmill Throw 2
    These throws are bound to make you laugh if you haven't seen them yet. 
    Ling does some crazy arm flailing move and skips over to your opponent 
    to grab them. Do not overuse these as your opponent will see it and 
    bash you in the face (quite literaly).
    
    1+3 or 2+4 enemy's left side - Arm Flip
    45 Damage
    
    1+3 or 2+4 right side - Dump the Bucket
    38 Damage
    
    1+3 or 2+4 from behind - Crank Up
    50 Damage
    
    RD,f,f+3+4 - Back Layout Skull Smasher
    If you do a Back Layout and land DIRECTLY on a standing opponent facing 
    the same direction, you will pull off an impressive throw with no 
    escape.
    
    f+2~1 - So Shoe Me
    Ugh. Very low damage. You can use this as a tag throw.
    
    d,d/b,B+2 - Dislocater
    Great throw if timed well. Does good damage. Use this one often.
    
    
    
    Juggles, Okizeme:
    -----------------
    I guess I should start off this section with a little about juggling. 
    It is one of the most important parts of Ling's game since she is one 
    of the weakest characters as far as damage goes. If you do not know how 
    to juggle with Ling, learn to. Not only will juggling deal more damage 
    to your opponents, it will often frustrate them and/or make them 
    flustered, especially with ling and her little "taps" that she does. I 
    have had people literaly lose their cool after a successful 
    d/f+1,2,2,2,2,4 juggle and charge at me with no plan but to smash Ling 
    out of the history of the game, only to get countered and juggled 
    again. This usually only works on the average Tekken player who is not 
    used to fighting against Ling, but you never know when someone will get 
    emotional too easily and make hasty mistakes. Whether it irritates them 
    or not, you need to juggle. I am not going to write a big list of 
    juggles because there is much material on juggling in many places, and 
    many FAQS dedicated to it. I will however provide the juggles that I do 
    often ...and will tell you why I use them. Keep in mind that these are 
    not the most powerful juggles that she is capable of (nor are they weak 
    either), they are off a few points, but they are long, and most 
    importantly...they are as annoying as can be. I am not saying that I 
    like to irritate people, but I do like to bait them into making a 
    mistake. Anyways here they are...
    
    AoP,1+2,d/f+1,2,2,2,2,4
    RD,4,d/f+1,2,2,2,2,4
    RD,f+3+4,3+4,2,2,2,2,2,4
    
    You can see that these are pretty much all the same. There are alot 
    more starters of course, but you get the idea d/f+1,2,2,2,2, and so on. 
    The key here is the 2. Nothing is more annoying than that 2. *tap *tap 
    *tap *tap *tap. Okizeme is just as important as juggling. The Raccoon 
    Swing: f,f+3 is probably the best Okizeme move that Ling has. I abuse 
    it quite often, but be wary when you go against people who know how to 
    get up....you can whiff horribly and be vulnerable. Her standard sweep 
    is the way to go sometimes as well, and I also use her RD,d+3 quite a 
    bit. Learn when to use each move and you will be alright.
    
    
    
    In Depth Strategy:
    ------------------
    
    Some Things To Note...
    
    As you have probably noticed by now there has been no mention of 
    tenstrings. I only mention them now to tell you that they are not worth 
    mentioning. Once you stop trying to figure out what I just said, maybe 
    you will just agree with it. Okay...I hear all of you tenstring lovers 
    now "but when I get to Yoshi's 3 sword slashes there is nothing they 
    can do." That may be so....but when you fight good Tekken players you 
    will not get even remotely close to finishing a string, and will most 
    likely be hearing "round 2" before you know it. Just forget them. Learn 
    to break them up and counter them in practice mode, but don't bother 
    doing them yourself. I think I am starting to repeat myself so I will 
    just move on.
    
    Ling has a massive arsenal of lightning fast moves that can make even 
    the most confident of Tekken players start to worry. She is here, then 
    she is there. One thing you MUST learn is the SS. Ling has one of the 
    fastest side steps in the game, and it has made the difference for me 
    in many matches. Learn to mix up what you do after a SS and you will 
    retain the advantage. Her b+3+4 is an awfully deceptive SS that will 
    sometimes put you in good position for a throw, or leave you in Rain 
    Dance ready to commence the punishment. Unfortunatley a mistrust will 
    not juggle an opponent if it connects with his/her back, so be 
    selective about what you throw out there. You can fight effectively 
    with Ling whether you are a defensive player, or an offensive player. 
    She is an evasive character as well as an aggressive one. I usually 
    keep up the pressure when I feel my opponent getting restless, and take 
    a defensive posture when necessary. Keep in mind that while blocking is 
    obviously very important, there are many times when it is better to 
    parry, or go into AoP, or just plain duck. I will try to describe them 
    to you, but you will best learn them through experience.
    
    Blocking and Countering:
    
    Ling has some great moves for doing just that. First off all, you have 
    to know how to read your opponents moves well and catch an opening in 
    their game. Secondly, you need to know what to do with that opening. 
    The d/b+1 Storming Flower is an excellent way to punish a whiff or a 
    blocked attack with bad recovery. Always be ready to use one of these 
    when you see a large enough window. Ling's Sunset Fan d+1, is a great 
    way to stop an attack that has just begun. The priority this move has 
    is amazing and it should be at the top of your inventory. Poking is 
    always a good thing to do with Ling, being that she is one of the 
    fastest characters in Tekken. Throw in a 1,2 or a standing 4 every so 
    often to break up your opponents strings. If you get a small window go 
    with a u+1+2 or a d/f+2. The key is to know your moves and their 
    timing. When you block low, you will get MANY, MANY chances to send 
    your opponent flying with a WS+4. This move is essential. Always have 
    it ready when you block most moves that require your opponent to be 
    crouching; they often cannot stand up quick enough after the recovery, 
    and end up eating this one time and again. Remember to NOT use the 
    Sunflower WS+2 unless you are sure it will CH or if you want to Tag 
    juggle.
    
    Evasive and Offensive Switching:
    
    This is where it all is. Ling has an amazing ability to make moves 
    whiff, leaving the opponent helpless and standing on the back button 
    trying to block. One of the most important parts of this ability is the 
    Art of Phoenix stance. When you see an opponent go into a predictable 
    string and you know the next move is high, AoP. When you know their 
    next attempt is going to be a throw, AoP. When they fall into a high 
    hitting pattern, AoP. There are so many instances in which to use this 
    move it is crazy. You will learn them quickly if you AoP often. You 
    WILL also know when you do it at the wrong time as well, and you may be 
    caught up in a pretty ugly juggle. Many advanced players will fake you 
    out and make you believe their next move will be high, and as soon as 
    they see the AoP they will eat you alive. DO NOT be predictable. This 
    is where the parry 1+4 comes in. Use it often and use it well. I 
    usually do a 1,2 after a successful parry, and sometimes I will do 
    another 1,2 directly after it as a mix up, and since this often leaves 
    the opponent blocking, you can buffer a throw in there as well if you 
    are feeling lucky. DO NOT try a throw directly after a high/mid parry 
    as this can and WILL be shoved down your throat. Parrying can only be 
    learned by practicing, just like any other aspect of the game. You will 
    find that when you use these tactics effectively, you will have many 
    chances to take the offensive. Let's start with AoP. As stated earlier, 
    when you know a high attack is on the way, do a quick wave d+1+2, 1+2 
    and you will launch your opponent. I almost always go with the 
    d/f+1,2,2,2,2,4 afterwards. You can follow up with a Raccoon swing, 
    f,f+3 and you will be left in RD. From this position (opponent some 
    distance away) there are so many options it is rediculous. You can 
    elect to just stay where you are in RD, ready to counter an attack, you 
    can wait for them to advance and try a f+3+4,3+4 for another juggle, 
    you can simply turn around, or you can go for a f,f+3+4 in RD. If you 
    choose the Back Layout, you must be careful; if you execute the command 
    immediately, you will have a harder time tracking. If you delay the 
    move until your opponent starts to get up (note how of course, and 
    cancel if necessary) you will have a much better chance of connecting 
    with the move. What you do when you hit the ground all depends on where 
    and the situation. I have caught many people unawares by simply 
    throwing them as soon as I hit the ground to the left or right of them 
    because they usually are expecting a mistrust. Sometimes I do a Front 
    Layout knowing I will land way ahead of them and simply do a standing 4 
    when I land (they are usually waiting for you to land so they can mop 
    the floor with you) they never expect the kick to come out so fast. If 
    you happen to land directly in front of them it is often a good idea to 
    duck, usually they whiff and you get a WS+4. There are many situations 
    that can arise even a back throw for those who try to dodge the layout 
    by moving TOWARD you...which is not going to happen in a high level 
    match. Just practice it and you will know the distances you will travel 
    and the time it takes to execute these Layout moves. Sometimes you may 
    even chance it and have no delay...leaving you in a surprising position 
    and a throw possibility, but if they rise correctly...oops. Of course, 
    there is the annoying truth that if you do this move too much...you are 
    dead. End of story. I usually avoid the Layouts when a player knows how 
    to snuff them out most of the time.  They are still very useful against 
    a dash (mostly for avoidance). Just time it right. Getting back to the 
    AoP...whenever you enter this stance without a sizeable frame advantage 
    from a whiff, you will have to mix it up. Never delay in this position 
    unless you are far enough away, or you REALLY know what you are doing. 
    If you enter AoP and they do nothing, sweep. If they whiff, Wave. If 
    they rush in, Back Kick, you get the general idea. The key to Ling is 
    mind tricks. Don't go into a Firedancer and finish with a Mistrust 
    EVERY single time you do it. Always change the ending to something 
    else, or change the middle. Simple tricks will win you the match. SS 
    often, Parry often, learn to poke and counter effectively and you are 
    on your way to mastering Ling, she may have a great offense, but it 
    means nothing without defense.
    
    Psychological Strategy:
    
    Ling is one of those Tekken characters that can really frustrate an 
    opponent. Use this to your advantage and you will win many matches. 
    There are many types of Tekken players out there, but the most common 
    type I have come across are those who love to pummel you with quick, 
    short combos and never let up. These can be the toughest to beat if 
    they know what they are doing. Usually with these types the best thing 
    to do is to make them whiff as much as possible. You must know the 
    character they are using well, and parry or duck under all moves that 
    you can predict. This usually irritates them to no end and may get them 
    to start making mistakes. I have come across a few of these types that 
    have not lost a match in a long time, because they have been fighting 
    people who don't know how to block, and when they start whiffing left 
    and right they lose their cool and their focus. Evasion is the key to 
    these types. The complete opposite are those who stand just out of or 
    just in range, and will reverse or parry everything you throw at them. 
    If this is ALL they seem to do, poke at them like crazy (chickening of 
    course) and throw them as much as possible. They seem to be so intent 
    on the parry or the reversal that they fail to defend against you when 
    you dash in for a throw. Make sure to keep close to these types of 
    players, for their chosen style requires excellent reflexes, and in 
    close quarters they get frustrated easily. Pound them down when this 
    happens. Finally, there are those that take no predictable style in 
    Tekken. These are the high level players. This is what you must become. 
    Do not weigh your strategy too heavily on either offense, or defense. 
    Granted, you want to be on the offensive as much as possible, but you 
    must know WHEN to take over the offensive for it to even be effective. 
    Defense before offense. Once you have learned defense, THEN you can 
    worry about offense.
    
    
    
    In Closing...
    -------------
    
    I have found that in many matches, it is attitude that can make the 
    difference. If you come into a fight with a "I'm gonna wipe the floor 
    with you" attitude, and like to talk tons of trash, you will most 
    likely lose against an evenly matched player who is more focused on the 
    game than showing off. If you are fighting a beginner, and decide that 
    you are going to "do all this fancy stuff on them and make them look 
    foolish", you stand a good chance of getting surprised. If you go into 
    a match against someone you consider to be a "scrub", you might be in 
    for a shock. NEVER underestimate an opponent. Doing so can make you try 
    things that you know would not work against a good player. For 
    example...you are fighting a beginner and decide to do a fancy throw on 
    them because "they are a beginner and it will be easy to pull off". You 
    may take A LOT of damage before you are successful. Attitude can make 
    you reckless. Being confident is fine, but always remember to stick 
    with the strategy that works against EVERY player: not doing what you 
    know is a foolish move. Sounds simple enough, but you would be 
    surprised at how many people make this mistake time and again. Anyway, 
    I am ranting again. I hope this guide has in some way helped you, or at 
    the very least provided some amusement. Feedback is always welcome and 
    I wish you well in your future Tekken battles.
    
    
    
    Special Thanks:
    ---------------
    Popetti (poe-petty) for the countless hours of Tekken discussion, and 
    the basement SF games. "You wanna take this outside for real?!?!"
    
    Brando for all of the apartment matches, and of course, the ever 
    funny... "What did you call me?!"
    
    Last but certainly not least, Zingo for the Prototype Jack 
    malfunction...funniest glitch I ever encountered.