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    Ling Xiaoyu by JKim

    Version: 2.0 | Updated: 06/07/98 | Search Guide | Bookmark Guide

    ----====Ling Xiaoyu====----
    Ling Xiaoyu strategy guide Version 2.0
    By: Josh Kim "Joshic"
    Original Release Date: 11-21-97
    Latest Update: 6-7-98
    This FAQ can be distributed in any form, period.  However, any
    organizations wishing to distribute this FAQ or any portion thereof for
    profit should contact the author at:
    (c) Copyright 1997,1998 Josh Kim
    This FAQ should be viewed with a monospace font (like Courier New) if
    1.    Moves List
    2.    Vs. People Strategy
             A. Defense
             B. Offense
                a.Rain Dance tactics
                b.Phoenix Stance tactics
                c.Regular Stance tactics
                d.Tenstrings and Unblockable
                g.Sidestepping Techniques
    3.    Vs. Computer Strategy(?)
    4.    Ling Xiaoyu Background Information
    5.    Credits
    1.  Introduction
    Welcome to the second major revision of my Ling FAQ!  Since the last
    version of this guide, my Ling skills have greatly improved, as have my
    general Tekken skills.  This version fixes all mistakes/typos that were
    in the previous version, and includes better strategy, custom strings,
    and other goodies/tips.  At first glance this FAQ may look the same as
    the previous version, but rest assured that I've gone through the entire
    text from beginning to end multiple times and made changes all over the
    place.  Read it from beginning to end for full benefit.  That is, if you
    have the time and the patience, hehe.
    This version of my FAQ does not include a moves list.  I had one in my
    previous version, but realized it to be inadequate and somewhat
    difficult to read.  Rather than make another movelist or copy someone
    else's work altogether, I thought I'd just leave it up to you to find
    one- it shouldn't be hard.  I strongly recommend that you check out Ben
    "Tragic" Cureton's Tekken3 Manual Act1.  Read the gameplay primers in
    his FAQ and familiarize yourself with general Tekken lingo if you have
    not done so already.  Print out a copy of Ling's section from the TK3
    Manual and keep it handy as you go through this FAQ.  In case you don't
    already know, you can find it, along with just about any other Tekken
    FAQ, at http://www.gamefaqs.com
    2.    Vs. People Strategy
    Ling Xiaoyu is one of the fastest characters in Tekken3.  Offensively,
    she can get in the opponent's face and maintain a stream of poking
    attacks, all the while looking for throws and juggle opportunities.
    Defensively, Ling has a vast array of evasive maneuvers which alter her
    axis alignment, making it very difficult for the opponent to score a hit
    on her.  Master all aspects of Ling and you can frustrate your opponent
    to no end.
    Here are some key defensive moves you'll use:
    1.) Mid Parry (1+4):  Useful for interrupting an opponents string or
    attack.  Gives you a 7-frame advantage (.1167 sec).  You can't do
    much with that time, but you can go into a reverse 1-2 punch (2,1)
    to snuff out any counter attacks and set yourself up right next to
    your opponent in Rain Dance.  You can also try going into Phoenix
    Stance(AoP) and making your opponent guess your attack from there.  Ling
    can even do a mid thrust block with her back turned!
    2.) Low Parry (d+1+4 or db+1+4):  Use this, PLEASE!  I almost never see
    people use low thrust blocks, and so many characters have them,
    including Ling.  If you know the opponent is going to do a low attack,
    then use a low thrust block.  Say your opponent is doing a tenstring,
    then what you want to do is wait for a low attack in the string and
    thrust block it.  You have a 26-frame advantage after a successful
    low thrust block (.4333 sec), and you are guaranteed either a Storming
    Flower (db+1) or Phoenix Wings (f,f+1+2~1+2).  Or you can try a
    Sunflower or throw, but they are not guaranteed.  Remember that Ling can
    do a low thrust block even if her back is turned.  Isn't she so special?
    3.) b+1 or b+2:  These are two really quick "knifehand" attacks that
    can interrupt many attacks, even some tenstrings.  They hit mid and
    Ling sidesteps a little before doing the move.  Ling will sidestep
    slightly to her right before b+1, and will sidestep slightly to her left
    before b+2- keep that in mind.  They seem to be useful after you have
    finished a series of attacks and expect a counter-attack.  Do this move
    to interrupt them.
    4.) Standard Sidesteps:  tap up or down to do the standard sidestep.
    Ling's sidestep is one of the fastest and longest in the game.  Not
    as great as Ogre's sidestep, but since she is so small your timing
    doesn't have to be perfect.  Don't forget she can sidestep in Rain
    Dance.  More on sidestep maneuvers later in this guide.
    5.) f,f+3+4, Front and Back Layout:  This is useful if your opponent is
    far away and they start charging towards you looking for a shoulder
    ram or whatever.  Jump over them and kick them sky-high.  If your
    opponent is the defensive type, they will usually wait for you to
    land from your flip and slam you with a power move as soon as you
    land, so be careful with this move.
    6.) Hypnotist to Spin Sticker:  Not that great, but she starts walking
    slowly to the left and comes out with a quick mid attack.  I guess
    it could be useful if timed perfectly.  Also when in Hypnotist
    stance, you can pull almost any move out, so mix it up to confuse
    your opponent.
    7.) d+2, Low Jab:  Great move.  The low jab can interrupt a lot of
    attacks, since Ling's is one of the quickest in the game.  If you throw
    out this move, do a low kick immediately afterward- it will almost
    always hit for damage.  This is because most people see a low jab and
    block high afterwards, afraid of getting hit by a WS attack.
    8.) d+1, Sunset Fan:  This move eats up a lot of attacks for lunch.
    Great priority.  This move recovers crouching, so you can go into any WS
    attack immediately afterward.  Holding down on the joystick after the
    move leaves you in AoP.
    9.) d+1+2, Phoenix Stance/Art of Phoenix (AoP):  This will make her
    dodge all high attacks, some mid attacks (Paul's Deathfist is ducked
    under), and sets you up in Phoenix Stance so you can get back on the
    offensive.  You can even go straight into the Phoenix Stance from the
    Rain Dance.  Just press d+1+2 when you have your back turned.  This is a
    great defensive position.  If your opponent sees you go into this stance
    and tries to attack you with a blonde bomb, flip kick, or something
    similar, you can roll out of harm's way by pressing 1+3 or 2+4.
    Hold down on the joystick immediately after pressing the buttons to
    do the roll without the throw.
    10.) db+1, Storming Flower:  If your opponent is rushing at you with
    attacks from a little beyond side kick range, you might want to do
    this move.  It counterhits a lot of attacks and knocks them back.
    If you whiff with this move, you're screwed, so make sure you know
    the exact range of this move.
    11.) 1,2:  Even though her 1-2 jabs both hit high, they are super quick
    and can interrupt many attacks.  Doing 1,d+2 is sometimes even more
    effective because the second hit connects mid.  Either way, the second
    hit of these two punch variations is guaranteed if the first hit
    connects, counterhit or not.
    12.) df+1:  This move hits mid, puts you in Rain Dance, and interrupts
    many attacks.  Pressing DF+1 will leave you in regular stance.  This
    move also has a tendency to duck under high attacks in its execution.
    13.) 2,1:  High, then mid punches.  Interrupts many attacks and sets you
    up in Rain Dance.  To do this move and recover in regular stance, do
    14.) u+4 or uf+4, Cyanide:  If your opponent keeps performing low
    attacks in a predictable fashion(like King's Stagger Kicks), use this
    move to go over the low attack and hit them.  If it connects on
    counterhit, you knock them down and can juggle with a Fire Dancer into
    Dark and Stormy.  Note that this is also Ling's tenstring starter.
    15.) standing right kick (4); df+4:  Along with Nina and Julia, Ling has
    the fastest executing standing right kick in the game.  This move hits
    high, but it comes out extremely quickly and if it counterhits, you can
    immediately do a db+1 to hit them for a juggle combo.  df+4 executes a
    little slower than 4, but it hits mid so you can use it if your opponent
    repeatedly ducks your standing right kick.  These two kicks are useful
    in custom strings and as spacing tools when used after a punch series,
    as they have more range than standard punches.
    Sense a recurring theme in the above list?  The best defense is a good
    offense.  i.e., it's better to interrupt an attack than to block it.
    Of course, interrupting is dangerous in that you can get counter-hit,
    so you don't want to go crazy with this, but since Ling is the fastest
    character in the game, many opportunities to interrupt attacks will
    arise.  Try to capitalize on as many of these opportunities as you can
    without being overly reckless.  If you feel uncomfortable about
    interrupting your opponent's attacks, try to evade them, as Ling is the
    best evasive character in the game.
    Blocking your opponent's attacks will usually not give you the
    initiative, and if the opponent uses a guard stun move, you may even
    lose it.  Therefore it makes sense to try to stop your opponent's
    attacks or evade them so you can gain initiative and get back on the
    An important thing to know is how to get into Rain Dance (back turned
    position).  Sure, we all know about f,f+3 (Raccoon Swing), but do you
    know them all?  If you use a new technique to get into Rain Dance, your
    opponent won't know and try to rush you or duck, setting them up for a
    Mistrust.  Remember, Ling wins by tricking the opponent, and if you use
    the same move over and over again to get to Rain Dance, you're not
    gonna get a Mistrust to connect.
    So here are all the ways to get into Rain Dance that I can think of:
    1.) b+3+4:  The standard method.  No attacks, just a turn around move.
    Note that she sidesteps slightly to the right when she does this
    move.  If you do a right sidestep followed by this move, you'll end
    up behind your opponent.  This is also a good round-opening move.
    2.) f,f+3:  Not bad at long range, but good players will see it coming
    in most cases, so make sure you buffer a reversal break.
    3.) 2,1:  quick and easy (one of my favorites, hits high, then mid).
    Hold DF on the joystick to recover facing forward.
    4.) (WS)+2:  a.k.a. Sunflower.  Juggles AND leaves you with back
    turned.  What more could you want?  Hold forward on the joystick to
    recover facing forward. (e.g. WS+2~F)
    5.) u+1:  good at really close range.  If you hold up (U+1) you'll end
    in regular stance.
    6.) (AoP), 4~B:  When you're in Art of Phoenix, hit 4 to do a mid-kick.
    What most people don't know is that if you hold back after doing
    the kick, you'll end up in Rain Dance.
    7.) df+1:  Quick mid attack that moves you forward, interrupts attacks,
    and leaves you in Rain Dance.  Hold DF on the stick to recover facing
    8.) (AoP), f+1+2:  Takes Ling straight from Phoenix Stance into Rain
    9.) (FC),3,2:  Firedancer into first hit of Dark and Stormy.  Hits low
    then high.
    10.) (FC),df+2:  If you do just the first hit of the Lotus Twist, you'll
    recover in Rain Dance.  Hold DF after you do this move to recover
    11.) (AoP), U+4~U:  If you do just the first hit of Flower Power and
    hold up, you'll recover in Rain Dance.
    12.) (FC),DB+3+4:  Low Back Turn.  No attack, but this move lets you go
    immediately from a crouching position into Rain Dance.  Not many
    people know this move, so it can surprise your opponent.
    NOTE:  when Ling has her back turned to her opponent, f or F means
    towards the opponent
    Ok, so now you're in Rain Dance.  What can you do?  If you're in close,
    you can:
    1.) 2,2,2,2,2...:  You can do as many of these as you want (I wouldn't
    recommend doing more than two or three of these in a row though.).
    This is a set up move.  They all hit high, leave you with your back
    turned, come out very quickly, and are unlikely to hit, but your
    opponent is not gonna want to block all day.  If they try to duck,
    you can...
    2.) 4:  Mistrust.  They will get tired of blocking all those high
    punches and duck, which means you can juggle!
    3.) 2,1:  The 1 punch will turn you around to face your opponent.
    4.) 2,1,4:  Two high punches into Mistrust.  The Mistrust can be
    slightly delayed.
    5.) 1+3_2+4:  Like all characters, Ling can throw when her back is
    turned.  Her throw range appears to be greater when her back is turned.
    Additionally, if Ling whiffs a throw attempt, she remains in back turned
    position, unlike other characters.  If they continue blocking your
    2,2,2, then throw them with a 2+4 (you can even use button buffering to
    make the throw come out faster).  If you end the punches with a 2,1
    (last punch makes you face forward) throw with a 1+3.  A great way to
    implement this technique is to do a Firedancer into the first hit of the
    Dark and Stormy, hold down right punch, and press right kick.  It looks
    like this:
            (FC)d+3,2, 2+4
    This is effective because you are buffering the throw so it'll come out
    faster, plus your opponent will usually be holding back, blocking and
    waiting for the standard (FC)d+3,2,1,4 string to end.  Essentially you
    are setting your opponent up for a throw.
    6.) d+3:  This will kick them low.  Also hits grounded opponents.
    If you hold down (D+3) Ling will recover in regular stance.  You
    can use this after a Raccoon Swing (f,f+3).  Most people will stand
    and block high, expecting a Mistrust.
    7.) f+3+4:  California Roll.  This will roll Ling forward and duck
    under high attacks.  If they try to attack you high, you can do a
    Cyclone (f+3+4~3+4) to juggle them.  If they just stand there blocking
    after your roll, don't do the Cyclone because they'll pound you when you
    recover from the Cyclone.  Do a throw, mistrust, or Back Circle Breaker
    (d+3) instead.
    8.) 3:  Quick mid kick, recovers in regular stance.  I guess you can
    use this for variation, but since the Mistrust also hits mid, this
    is not very useful in this situation.  However, it is quite useful in
    juggles (explained later).
    9.) f,f+3:  Peg Leg.  If any of the above moves leaves you slightly
    more than side kick distance away, you can do this move to hit them
    mid.  Not as useful as I had thought previously, hehe.  It looks cool
    10.) Sidestep:  Ling has a great sidestep when in Rain Dance, and unlike
    other characters, she stays in Rain Dance after the sidestep.  You can
    do the standard sidestep by tapping the joystick up or down, or you can
    press 3+4 or d+3+4 for a spinning sidestep.  After the sidestep, you
    can follow up with any of the above.  The spinning sidesteps leave you
    in regular stance.
    11.) Phoenix Stance:  When some people see Ling in Rain Dance, they see
    an opportunity to hit her with a mid or high hitting power move.
    Quickly go directly into AoP by pressing d+1+2 during Rain Dance to duck
    under their attacks.
    12.) d+4, d+1_2:  These two are last on this list, but may be the most
    important.  If you find yourself with your back turned and don't want to
    be, d+1_2 is the fastest and frequently the safest way to do it.  d+4
    will turn you around as well, but is not quite as fast as d+1_2.  If
    your opponent blocks a WS+2 attempt, they may see it as an opportunity
    for them to attack you with a slow-executing move.  Use either d+1_2 or
    d+4 to maintain initiative.
    The above moves are all quite fast, and you can mix them up until your
    opponent either dies or swats you for being so annoying.  Putting them
    together into custom strings:
    (There are infinite variations, I think these will help get you
    started.  NOTE: some of the custom strings in the previous version of
    this FAQ were not very effective.  The following are modified and should
    be better)
    From regular stance: (the first 1 or 2 moves will put you into Rain
    (FC),3,2, d+4, ws+2, d+1, d+3,2, 2+4 (L-H-L-M-SM-L-H-throw)
    2,1, 2, f+3+4~3+4 (H-M-H-M)
    u+1, 2,1,4 (M-H-H-M)
    df+1, 1+3 (M-throw)
    (FC),df+2~DF, 2, d+3, 4 (S-M-H-L-M)
    f,f+3, d+3, f+3+4, 2+4 (M-L-throw)
    That's all well and good, but what if you're in Rain Dance and you're
    kinda far away?  You can:
    1.) Peg Leg (f,f+3):  Not so great- you can get hit out of it fairly
    easily, but at least you get style points.
    2.) California Roll (f,f+3+4)(into Cyclone juggle starter if you want)
    3.) Sidestep.  Keep sidestepping to either side until your opponent
    gets tired of waiting and comes in at you.  Or you can do the Spin
    Tornado (3+4) as an alternative sidestep.  More on this in the
    Sidestepping Techniques section.
    4.) Back Layout (f,f+3+4).  If you land square on top of your opponent,
    you'll jump on their shoulders and slap them in the face.  If this move
    connects on counterhit, you get a guaranteed mistrust.
    5.) Go into Phoenix Stance (d+1+2)
    6.) f,f+1+3_f,f+2+4:  This will make Ling hop backwards and throw the
    opponent.  If your opponent is just standing there waiting for you,
    this can come in handy.  This works very well if used immediately after
    a Raccoon Swing (f,f+3).
    Everyone knows the Phoenix Stance, but like the Rain Dance, do you know
    all the ways you can get into Phoenix Stance?  Here are all I can think
    1.) d+1+2:  standard method.
    2.) D+1:  Sunset Fan.  Holding down leaves you in Phoenix Stance (AoP).
    Very useful, since it hits mid and has high priority.
    3.) (BT)+d+1+2:  You can go directly into AoP from Rain Dance.
    4.) (FC),d/f+4:  If you end the Flower Garden after 1 hit instead of
    the usual 2 sweeps, you end in AoP.
    Now what can you do in AoP?  Stuff to try:
    1.) 1 or 2:  Left and Right handful.  This move can be useful because it
    is Ling's fastest mid attack from AoP.  If your opponent is close to you
    and tries to hit you out of your AoP stance with a low kick, this move
    can interrupt them and you can continue with your poking attacks.  Left
    handful recovers crouching, right handful does slightly more damage and
    recovers standing.
    2.) Wave Crest- Quick:  During AoP, press d+1+2~1+2.  Or, immediately
    after going into AoP, press 1+2.  Hits mid, juggles, and has a
    quick start and long stun.  Does 14 points of damage.
    3.) Wave Crest- Power: During AoP, press 1+2.  Hits mid, juggles, and
    has slow start, short stun.  Does 16 points of damage.
    4.) Wave Crest- Heavy: During AoP, press d+1+2.  Hits mid, juggles, and
    has slow start and shorter stun.  This juggle starter launches your
    opponent higher than any other juggle starter.  Does 25 points of
    5.) 3:  Knee Stabber.  Hits low and leaves you in AoP, which is good.
    6.) df+4,4:  Flower Garden.  Two low sweeps.  If you do just 1 sweep,
    you'll end in AoP.  If you do both, you recover crouching.  That
    means you can do df+4,4,4 to do 2 Flower Gardens followed by an
    immediate Skyscraper Kick.  Or do df+4,4,2 to do 2 Flower Gardens
    into a Sunflower and juggle.  Good players will anticipate the
    final hit and may reverse you, so buffer a reversal break.  Or, you can
    do df+4,4, hold down, and do more Flower Gardens.
    7.) 4~3:  Firecracker.  Fast full sweep.  Only drawback is that it has
    no real follow ups except okizeme.  Otherwise it's great.  You are
    guaranteed a getting up 3 (low sweep) after both of you are on the
    ground.  Holding down or up after the sweep will make Ling roll out of
    the way and recover crouching.  Down makes her roll out of the screen,
    up makes her roll into the screen.
    8.) u+4,4:  Flower Power.  Two dominant mid attacks.  If you do just
    one of them and hold up, you end in Rain Dance.  The second hit recovers
    crouching, so you can perform any WS attack immediately afterward.
    9.) u,N+3 or uf,N+3:  Sky Kick.  Hit 3 right as Ling lands from the
    jump.  A surprise low kick.  You can juggle with (FC)d+3,2 after the low
    kick hits your opponent.  Mixing this move up with the jumping
    pirouette(u,n+3), hop kick(uf+3), and especially the Crane Kick (uf,N+4)
    can be effective on people who are not used to seeing these moves.
    10.) u,n+3 or uf,n+3:  Jumping Pirouette.  If counterhits, it will knock
    them down and you can juggle with a Fire Dancer into Dark and Stormy-
    (FC)d+3,2.  On a normal hit, this move will turn your opponent's back to
    you.  If you are close enough, you can juggle with a df+2 (this is
    probably the only time you will use the df+2 move).
    11.) 4:  Back Kick.  Quick mid kick.  If you hold back immediately after
    the kick, you recover in Rain Dance.  The execution animation for this
    move will make Ling dodge slightly.
    12.) D:  Butterfly.  How low can you go?  Ling can duck even lower than
    her Phoenix stance to duck under almost all mid attacks (except
    Nina's Blonde Bomb).
    13.) f+1+2:  Makes Ling recover in Rain Dance.
    14.) 1+3_2+4:  Roll out and throw.  Great move.  If your opponent is
    standing around, use this to throw them.  At a higher level of
    play, people will be expecting the throw and duck.  If you hold
    down on the joystick after you press 1+3 or 2+4, you will roll out
    and recover crouching.  Your opponent will still be crouching
    waiting for the throw.  You know what to do at this point:
    Sunflower into juggle combo!
    15.) uf+3:  This is Ling's juggling hopkick.  Unlike characters like Law
    or King, Ling's hopkick needs to be executed from AoP.  This move comes
    out very fast, so if you need a quick juggle starter from AoP, this is
    it.  Apparently a good use for this move is right after 1-2 punches,
    i.e: 1,2, d+1+2, uf+3.
    If you are in AoP and kinda far away:
    1.) f+3+4:  Roll Ball.  This move will roll you toward the opponent and
    Ling will recover crouching.  Most players see Ling roll from her
    AoP and expect a throw, so they'll crouch when they see this move.
    At the end of the move, tap 2 to go directly into a Sunflower for a
    juggle combo.  You won't believe how many times people will fall
    for this trick.
    2.) 1+3_2+4:  People will see this coming a mile away so mix it up with
    a roll and non-throw.  If you are playing Nina, she will try to
    Blonde Bomb you as soon as you get into AoP.  Use this move in
    anticipation to avoid her attack and throw her.
    3.) uf+3,3 hits mid,high.  uf+3,4 hits mid,mid.  These moves are great
    when you are in AoP, kinda far away from the opponent, and fighting
    Nina, Jin, or Heihachi.  This move will hit them out of their flipkick
    with its high priority and jumping attack.  Paul's flipkick is so low to
    the ground from beginning to end that it's hard to counter with this
    4.) Flower Power u+4,4:  This move hits mid,mid and has good range.
    5.) 4:  Use it like you would at close range.  It can be used at medium
    range due to its long reach.
    6.) f+1+2:  It's not a good idea to stay in AoP too long, so use this
    to recover in Rain Dance.
    AoP is a great stance, but it should be used carefully.  If you go into
    it for extended periods of time, you'll get hit out of it.  One of the
    best times to go into it is when you expect your opponent to throw you
    or attack you with high attacks.  Another great time to use AoP is when
    you whiff an attack or have an attack blocked.  Your opponent will
    frequently try to counterattack starting with a high or mid attack.
    Duck into Phoenix Stance using d+1+2 and juggle them with a uf+3 or wave
    crest variation.  Sweep them with 4~3 if they block high.  If you want
    to do a low attack but are wary of having 4~3 blocked, flower gardens
    (df+4,4) will work nicely.
    Ling doesn't have too much to offer when she's in her regular stance.
    She can do a Step Kick (f,f+4) to hit distant opponents, but it comes
    out slowly because Ling lunges forward before unleashing the kick (this
    can be a good thing too, since it might counterhit or make it harder
    for your opponent to reverse).
    Or, she can do a Storming Flower (db+1) in anticipation of the
    opponent's moves.  This is a good move in that it hits for a lot of
    damage, comes out quickly, and counterhits a lot of attacks.  The major
    drawback is that its range is nothing like Paul's Phoenix Smasher or
    Nina's Blonde Bomb.  Plus, if the opponent blocks it, they are not
    pushed back like other characters' power moves, so they can do as they
    please with you if you whiff.  Know the exact range of this move so you
    don't whiff, and use it sparingly.
    Phoenix Wings (f,f+1+2~1+2).  This move is a great juggle ender, but as
    a stand-alone move, it's not too bad either.  If your opponent blocks
    the second hit, you are safe from immediate retaliation and can gain
    initiative because the hit causes guard stun if blocked.  If the first
    hit connects on an unguarding opponent, the second hit is guaranteed,
    whether the first hit was a counterhit or not.
    Front Layout (f,f+3+4).  This is good if you're far away and want to try
    something interesting.  It is a very dominant attack.  If they get hit,
    you'll knock them down, but if they block, you might want to go into a
    standing right kick or throw.
    Nutcracker (db+4).  If you are in close and want to do a low
    attack from Ling's regular stance, do this move.  It does a little more
    damage than the Fire Dancer and you get more style points (it looks so
    much cooler).  The drawback of this move is that it executes fairly
    slowly, but the upside is that if it connects on counterhit, your
    opponent is gonna get knocked down with their face on the floor.
    u+1+2,2,1  This is a canned combo, but it can be pretty useful.  Always
    buffer reversal breaks on the last hit; sometimes good players will try
    to reverse the second hit.  What makes this move so great is that it
    hits mid on all three hits.  Use it like Law's Dragon Storm(b+1,2,1) or
    Jin's Laser Cannon (b,f+2,1,2).  Each hit of this string can be
    delayed, which makes it harder for the opponent to reverse.  Try
    varying your delays and stopping in the middle of the string.  If you
    stop in the middle of the string, your opponent will block high,
    expecting the next link.  At this point you can throw them.  Do this a
    couple of times and they will have to guess whether to block the next
    link and risk getting thrown or ducking and risk getting hit. You can
    trick some people by throwing in a Ginger Snap (u+1+2~3+4) and then
    Be a gymnast.  This is really tricky to do at first.  Try confusing your
    opponent by doing all of Ling's cartwheels, spins, and the like.  f+1+2
    will make her cartwheel to the left, and f+3+4 will make her dive roll
    to the right.  The f+1+2 comes out faster, but the f+3+4 causes her to
    duck under high attacks.  Try doing these two moves with 3+4 or d+3+4
    and sidesteps to spin all over the place.  Amid all the craziness you
    notice your back is turned, do a Mistrust.  Otherwise, try sticking in
    Sunflowers and throws while performing your acrobatics.  For more info
    on gymnastics, read the "Sidestepping Techniques" section.
    Taunt (1+3+4 or 2+3+4).  This is not something to use often or even at
    all against good players, but if you are playing against bad players
    then you might want to try this.  Also try doing a taunt immediately
    after the last hit of a juggle combo to score style points.  For even
    more style points, put a taunt inside of a juggle combo (hard to do
    ** Krautnote: if you pull off the 2+3+4 taunt right next to your
    opponent it will "hit", but do no damage, looks hilarious! **
    While Ling is taunting, she is considering standing and can attack at
    any time.  So basically what should happen when you use this move is
    that your opponent will see the taunt and come rushing at you, thinking
    you are vulnerable.  As they come running at you do a Storming Flower
    (db+1) to counter hit them, knock them back, go into another taunt, and
    generally make them look stupid.  The audience will laugh, your
    opponent will feel humiliated, and you get tons of style points.  =)
    What you really want to do when Ling is in her regular stance though is
    to keep moving and use a bunch of custom strings.  Here are some:
            1,2, d+2, WS+2 (H-H-SM-M)
    This is one of my favorites.  Simple yet highly effective.  You start
    with 2 super quick jabs, go into a low jab, then hit them with a
    Sunflower for a possible juggle.  If they block the Sunflower, you can
    go straight into in-your-face Rain Dance tactics.
            1,2, d+2, d+4, df+4, uf+3 (H-H-SM-L-L-M)
    Start with 2 quick jabs, low jab, then instead of going mid with the
    Sunflower, go low into a low right kick, then a single Flower Garden
    (down motion of low kick charges the down motion of Flower Garden).  End
    the string with a possible juggle from the hop kick.
            2,1, d+1, df+4, u+4~U,4 (H-M-SM-L-M-M)
    April Showers into Rain Dance, followed by a back-turned low punch.  One
    Flower Garden, then one Flower Power, recover in Rain Dance, then
            df+1, 2,1, D+1, 4~3 (M-H-H-M-L)
    Belly Chop, Dark and Stormies (2nd Dark and Stormy recovers in regular
    stance), Sunset Fan into AoP, Firecracker.
            f,f+3, f+3+4, d+4, WS+2~F, d+1+2, uf+3 (M-L-M-M)
    Raccoon swing into Rain Dance, California Roll, back-turned low kick
    into regular stance (recovers crouching), Sunflower (hold forward to
    recover in regular stance).  If the Sunflower hits, the string is over
    and you juggle.  If it is blocked, go into AoP and try a hop kick.
            f,f+3, d+1+2, f+3+4, 2 (M-M)
    Raccoon Swing into Rain Dance, Down into Phoenix Stance, Roll Ball into
            (FC)d+3,2,1, d+2, DB+3+4, SS, 4 (L-H-H-SM-M)
    Fire Dancer into two Dark and Stormies, recover standing.  Low jab
    charges the down motion for Low Back Turn, end in Rain Dance.  The low
    back turn sidesteps slightly as it executes, so add in another sidestep
    to alter alignment further, then look for the mistrust to connect.
    There are many other possibilities.  You have all the tools; it's up to
    you to be creative and come up with other custom strings as you go.
    There are several things to remember as you make custom strings:
    1.) Center your attacks around the Sunflower (WS+2).  It's a very high
    priority attack and juggles.  If it doesn't juggle, you can go
    straight into annoying Rain Dance tactics.  Remember you can hold
    forward on the joystick right after the move to recover in regular
    2.) Throw a lot.  Seriously.  Ling has very few low attacks.  You need
    to set your opponent up to block low so you can get your Mistrust
    and Sunflower to connect.  If your opponent keeps escaping throws,
    use the So Shoe Me (f+2~1) to throw them as it requires both punch
    buttons to escape.  After you successfully grab them with this
    move, dash backwards and Mistrust them.  If this doesn't work, try a
    back roll (f+3+4) after the throw to approach them quickly and make them
    guess between a Mistrust, throw, or Back Circle Breaker (BK+3).
    3.) If you find yourself in a bad situation, (you whiffed an attack
    like the Storming Flower or can't think of anything to do at close
    range) do a Sunset Fan (eats up other attacks for lunch), go into AoP
    (d+1+2), or do a low jab to counter your opponent, with a possible
    Sunflower follow up.
    4.) Sidestep a lot.  Ling has one of the best sidesteps in the game, so
    use it.  She can sidestep just as well when she's in Rain Dance.
    5.) Know your moves inside and out.  Some moves recover in regular
    stance, others recover in Rain Dance, and some moves can recover in
    either stance, usually depending on your joystick movement immediately
    after the move.  Also, know which moves recover crouching because you
    then have the option of going straight into Flower Gardens(FC+df+4,4) or
    WS+2 or WS+4 immediately after to keep your opponent off guard.  Moves
    that recover crouching and facing forward are:
    a.)  (FC)df+4,4 or (AoP)df+4,4
    b.)  (FC)df+2,1
    c.)  (AoP)u+4,4
    d.)  (AoP)1
    e.)  (AoP)f+3+4
    f.)  (AoP)1+3~D or (AoP)2+4~D
    g.)  (AoP)4~3,u or (AoP)4~3,d
    h.)  (AoP)u,N+3 or (AoP)uf,N+3 (sky kick)
    i.)  d+1
        I think that's all of them- let me know if I missed any.
    Ling's tenstrings can be useful.  Average players may not know how to
    block them, so sometimes you can do the entire string.  Against better
    players, tenstrings can still be useful if you do only part of the
    string.  Both of Ling's tenstrings are great because they start with a
    Cyanide, which is also a good stand-alone move.  If the Cyanide hits
    them on counterhit, you can juggle with a Fire Dancer into Dark and
    Stormy.  If they block the Cyanide, you can follow through with the
    tenstring (or part of the string).
    u+41::2:4:4::2:1+2:14::2        Tenstring#1
    This tenstring is most useful against people who don't know Ling's
    tenstrings.  The low hits come quickly, confusing your opponent, and if
    the 8th hit connects, the last two are guaranteed.  Against people who
    know how to block this string, it's still useful because if you stop
    after the 4th hit, you'll be left in AoP and can resume attacking from
    that position.
    u+41::2:1+2:1:3:4:4::4:1        Tenstring#2
    This is even better than the other tenstring.  If you stop after the
    6th hit, you'll be left in Rain Dance.  People will be expecting the
    next two hits of the tenstring (Flower Gardens) and block low.  Stop
    the string before you go into the sweeps and juggle them with a
    Mistrust as they are crouching.  If they're not crouching, you can go
    straight into Rain Dance annoyance tactics.  Also, just like the other
    tenstring, you can stop after one Flower Garden (i.e. stop after the
    8th hit) to go into AoP and into AoP tactics.
    Ling's unblockable is not that great, but not useless either.  Like
    most of her moves, you can't just pull it out of nowhere and expect it
    to hit.  You need to set your opponent up for it first.  To do her
    unblockable, you first need to go into Hypnotist stance (b+1+2).
    Several things are likely to happen now:
    1.) Your opponent either thinks you're doing something weird and
    doesn't understand (bad players) or knows that you're doing an
    unblockable (good players).  In either case, they will dash back
    out of range.  You can keep walking around in circles in the
    Hypnotist until you get tired of doing it, or they start coming at
    you, at which point you should...
    2.) Ok, now they're coming at you.  Tap 2 to do a quick mid attack
    (Spin Sticker).  The longer you were walking in the Hypnotist, the
    more damage this move will do.  It has pretty good priority.  After
    you do this a couple of times, your opponent will, once they see
    you go into Hypnotist, come in at you and block, expecting to block
    the Spin Sticker and then counter-attack.  When this happens, you
    pull out the unblockable.  The longer you were walking around in
    Hypnotist, the more damage the unblockable will do.  Ling's
    unblockable gets some definitely pluses in that:
            A.) she ducks before performing the unblockable
            B.) The range on the unblockable is deceptively long.  People
            will think that they are just out of range of the move, but will
            instead get hit.
    Now all this doesn't mean you should start using her unblockable all
    the time.  In fact, you should almost never use it, because like most
    other unblockables, it's very risky.  But it doesn't hurt too much to
    throw it in your strategy every once in a while for a little variation
    and lots of style points, right?  :)
    At this point you should know how Ling juggles.  Her standard juggle
    starters are:
            1.) Wave Crest variations.  (AoP), 1+2
            2.) Hop Kick  (AoP), uf+3
            3.) Sunflower (WS)+2 or (WS)+2~F
            4.) Mistrust (Rain Dance)+4
            5.) Cyclone (Rain Dance)+f+3+4~3+4
    I'm not gonna list a whole bunch of juggle combos, just the ones I find
    to be most reliable, damaging, and/or annoying to the opponent.  If you
    want to find more juggle combos, check out "The Unauthorized Tekken3
    Guide", written by Ben Cureton and co-authored by many other expert
    Tekken players.  You can also try checking out the
    rec.games.video.arcade newsgroup or the #TKN channel on IRC and asking
    people to contribute their favorite juggles.
    Juggle combos that work after a standard juggle starter that leaves you
    in regular stance after the launcher connects:
          1,2, db+1
    1-2 jabs, Storming Flower.  You can also skip the 1-2 jabs and just do
    the Storming Flower for about the same damage (or sometimes more, if
    db+1 connects on clean hit), because of the way Tekken's juggle damage
    system works (in short, each successive hit of a juggle combo will do
    less and less damage).
            df+1, 2,2,2,2, f+3+4~3+4, d+3
    Belly Chop, four Dark and Stormies, Cyclone, Back Circle Breaker.  This
    is not a true juggle combo in that the last two hits can be avoided
    with a tech roll, but if you get it off, it looks really cool.  If you
    cut the Dark and Stormies short by two punches, the Cyclone will hit
    guaranteed, but the Back Circle Breaker can always be avoided (but
    people don't tech roll all the time).  Don't use this combo against the
    computer in the later stages because it will tech roll out of it every
            df+1, 2,2,2,2, 3
            Belly Chop, four Dark and Stormies, Back Left Kick.  This is
    similar to the above except it's a guaranteed combo and doesn't look as
    flashy.  Use the back left kick to end the juggle because it does more
    damage than the Mistrust.
            df+1, 2, 2,1, f,f+1+2~1+2
            Belly Chop, three Dark and Stormies, Phoenix Wings.  This is
    a great guaranteed combo.  Juggles that follow this form generally are
    the most damaging, but the drawback is that it can be hard to pull off
    at first because the f,f+1+2 sometimes registers as a f+1+2 if you don't
    enter the commands correctly.  Try using button buffering to get the
    last two hits to come out more consistently.  By this I mean: hold down
    left punch, then tap forward twice and press right punch twice, all the
    while holding down left punch.  Another way to keep yourself from
    messing up the last two hits is to remind yourself that they start with
    a f,f+1+2 which is the same movement for Nina's Blonde Bomb.  Just tell
    yourself that you are doing a blonde bomb, but with an added 1+2 after
    the initial f,f+1+2 movement.
    After a standard juggle starter that leaves you in Rain Dance, you can
    basically do the same juggle combos as the ones listed above, except
    that you will omit the df+1 (because you are already in Rain Dance) and
    usually use a BK+2 in its place.  Also, the first juggle combo in the
    above list needs to be revised to: [2,1, db+1], because you need to go
    into regular stance before you can do the Storming Flower.  If you start
    a juggle with the Cyclone, tap in the direction of your floating
    opponent twice.  This will cause Ling to dash quickly into range so your
    Dark and Stormies (BK+2) can hit.  Then, go into your favorite juggle
    combo ender.
    Ling has unconventional juggles, otherwise known as floats.
    Unconventional juggle starters include:
    1.) Sky Kick (AoP, u,N+3) or (AoP, uf,N+3)
    2.) Cyanide (u+4) or (uf+4):  only juggles on counterhit
    3.) Face Down on the ground with feet toward opponent, then low
    sweep OR rising low kick from standard knockdown position- must be close
    to opponent
    4.) Standing High Right Kick (4):  only juggles on counterhit
    5.) f,f+1+2,1+2:  only juggles (bounces) if second hit is a
    6.) WS+4 (must be close to opponent)
    The first three float your opponent close to the ground, and the only
    real follow up is a Fire Dancer into Dark and Stormy.  For example:
            (FC),3,2, 2,2,2, 3
            (FC),3,2, 2,2,2, f+3+4~3+4, d+3
            (FC),3,2, 2,1, f,f+1+2~1+2
    Note that these are all very similar to the juggle follow-ups after a
    Mistrust, Sunflower, Hop Kick, or Wave Crest, except that you need to do
    a Fire Dancer into Dark and Stormy to lift the opponent off the ground.
    Standing Right Kick and Phoenix Wings can be followed up with a Storming
    Flower (db+1).   The Phoenix Wings (f,f+1+2~1+2) can be followed up with
    either a db+1 or another Phoenix Wings.
    Because the Standing High Right Kick comes out pretty fast and is
    virtually a risk-free move, you will want to throw this move out
    randomly during a match.  The db+1 needs to be done immediately after
    the 4 hits on counterhit, so be ready.
    WS+4, f,f+3, 4:  This is a non-techable, true 3-hit combo, but will only
    work if the initial hit connects when you are close to your opponent.
    Following are some interesting juggle combos from the Gamest Tapes:
            (BK)f+3+4~3+4, f+3+4~3+4, (BK)+d+4, WS+4
            Jumping Pirouette (AoP+uf,n+3), df+2, df+1, 2,2, 3
            AoP, d+1+2: (this juggle starter launches the opponent really high
                            into the air)
            AoP, d+1+2, (AoP)+uf+3,4
            AoP, d+1+2, db+1, f,f+3, 4
            AoP, d+1+2, UF+4, dash, 1, db+1
            AoP, d+1+2, (AoP)+u+4~U, (BK)+d+1, WS+4
            AoP, d+1+2, u+1+2,2, 2, f,f+1+2~1+2
            AoP, d+1+2, f,f+3, 2, 2,1, f,f+1+2~1+2
            AoP, d+1+2, 2+3+4, dash, df+1, 2,2, 3
    Ling's most damaging juggle combo (I think- correct me if I'm wrong):
            AoP, d+1+2, UF+4, f,f+1+2~1+2
    Ling's most damaging combo if first hit is a counterhit (Again, correct
          me if I'm wrong)
          (FC)3,2,1,4, df+1, 2, 2,1, f,f+1+2~1+2
    Okizeme is the art of pounding a grounded opponent on the ground and
    keeping them there. This is considered by some people to be "cheap."  I
    personally don't consider it to be "cheap," but instead find it to be
    very boring when an entire match is fought on the ground (I like to go
    for style points whenever I play Tekken3).  However, sometimes people
    will do their best to okizeme you to death even if you don't, and that
    is when you must play their game as well, so I am going to include
    okizeme tactics in this guide.  Other times to use okizeme are if you
    really, really want to win all the time against expert players, or if
    people start calling you "cheap."  I love it when people say, "that's
    so cheap!" when in fact what I did was not cheap in any sense of the
    word to a seasoned player.  I just respond with, "You ain't seen
    nothin' yet" and play as "cheap" as possible with insane amounts of
    okizeme.  But I digress.  Ling is one of the meanest okizeme characters
    in TK3, and since she doesn't have many power attacks, you may have to
    rely on juggles and okizeme tactics for damage.
    Ok, so you've knocked your opponent to the ground and you want to keep
    pecking away at their life until they die.  What should you do?  Well,
    it depends on what your opponent is doing.
    If they...
    1.) Just lie there.  You can hit them with:
            A.) Nutcracker.  Fire Dancer works too, but Nutcracker does
            a little more damage and yes, you get more style
            B.) Back Circle Breaker if you are in Rain Dance.
            C.) Front or Back Layout if you are kinda far from them.
            D.) Raccoon Swing if they are kinda far away and you are
            facing forward.
            E.) Nothing.  Wait them out til they do something (roll,
            get up, etc.) and react accordingly.  If you have more
            life than they do, you can afford to sit and wait all
    2.) Start rolling.  Uh-oh.  This means they are asking you to
    play okizeme against them.  hehe.  Hit them with:
            A.) Raccoon Swing, which will lift them up in the air, then
            Mistrust to knock them back down.  If they start
            rolling again, do this again.  Keep doing it till they
            stop rolling.
            B.) Fire Dancer into Dark and Stormy.  This is too evil.
            This will juggle them up off the ground and you can go
            into one of the long juggle combos that are listed in
            the unconventional juggles section.  Massive damage on
            this series.  A good way to start this is to crouch
            next to the lying opponent, and the moment you see them
            flinch, do the Fire Dancer into Dark and Stormy to
            juggle them.
            C.) Cyanide.  This will float them and you can finish with
            an unconventional juggle combo as stated above, or you
            can go into one of your tenstrings.  This is also
            useful against people who like to get up with low
            sweeps.  The cyanide will jump over the sweep, connect
            on counterhit, and you can follow through with a
    3.) Get up standing.  Throw them.  Ling's throws leave the
    opponent on the ground right next to her, so you can go
    right back into happy okizeme tactics.
    4.) Get up crouching.  Crouch with them, then Sunflower for a
    5.) Get up with either a rising mid or low kick.  Hit them with a move
    before they get their attack off, or stay out of range and hit them
    after they whiff their kick.  If your opponent is in play dead position
    (the position where your opponent is lying with their back on the ground
    and their head towards you), you can do a 2+3+4 taunt to hit them as
    they get up.  They will recover standing with their back facing you.  At
    this point go for the guaranteed db+1 to knock them down again.
    6.) Far away.  They will usually just get up, so run up to them
    as they get up and either throw them if they are standing
    after getting up, or Sunflower them if they are crouching
    after getting up.
    If you find yourself floored and on the receiving end of Okizeme, keep
    in mind that Ling doesn't have a rising handspring attack or lunging
    cross chop attack.  The only ways to attack when getting up from knock
    down position is to do a mid kick, low kick, or ankle kick.
    As you may already know, sidestepping plays a huge part in a good Ling
    player's strategy.  Some moves will make Ling change stance and sidestep
    at the same time.  Others will attack and sidestep at the same time.
    Here is a summary of sidestepping moves divided into two categories:
    A.) Moves which sidestep in the same direction regardless of which side
    you are on include moves like b+3+4 and f+1+2.  b+3+4 will always make
    you sidestep to your opponent's left.  f+1+2 will always make you
    "sidestep" to your opponent's right.  Here is a little list:
              Moves you to your opponent's left:
              Moves you to your opponent's right:
    B.) Moves which sidestep either into the screen or out of the screen,
    regardless of which side you are on include moves like the standard
    sidestep, which you do by tapping up or down.  As you should know by
    now, tapping up makes you sidestep "into" the screen, and tapping down
    makes you sidestep "out of" the screen.  The following moves fall into
    this category.
              Moves you into the screen:
                    standard sidestep (u,n)
                    tech roll using a punch button
              Moves you out of the screen:
                    standard sidestep (d,n)
                    tech roll using a kick button
    To get started, look at the above lists and practice the moves.  See
    what each move looks like and how fast each move changes alignment with
    your opponent and how far.  Remember that you can cancel a standard
    sidestep with virtually any move, so what you want to do is combine two
    or more moves from the above lists in a seamless manner.  You also need
    to always be aware which side of the screen you are on, especially for
    the moves that sidestep in different directions depending on whether you
    are on the left or right side of the screen.  Also, if you have a
    choice, choose to sidestep "out of" the screen.  This is preferred
    because this way you can block your opponent's view of his character on
    the screen for a brief moment as you do your sidestep move.  He will
    have a harder time locating his character relative to yours and you'll
    have a better chance of catching him off-alignment.  Of course, you
    should also sidestep in the other direction every so often so you remain
    unpredictable.  Here are some examples:
    If you are on the left side of the screen facing your opponent:
            d,n, b+3+4, d,n
    This is a very popular and effective technique.  The initial d,n will
    make you sidestep out of the screen, then the b+3+4 will cancel the
    sidestep during its execution and sidestep you again in the same
    direction while taking you into Rain Dance at the same time.  The last
    sidestep is optional and will continue your movement to your opponent's
    right side.  Your opponent won't be able to block if their side or back
    is facing you, so you can juggle with a mistrust.
    If you are on the left side of the screen facing your opponent:
            d,n, b+3+4, d+3+4
    This is similar to the above example, except that the final sidestep is
    achieved by means of a Spin Tornado.  Also, this sidestep series leaves
    you in regular stance, not Rain Dance.
    If you are on the right side of the screen facing your opponent:
            d,n, b+1+2, f+1+2
    The initial sidestep moves you to your opponent's right, then you cancel
    the sidestep and go into hypnotist stance, which also moves you to your
    opponent's right.  Finally cancel the hypnotist stance with f+1+2 to
    hopefully move to your opponent's back side.
    An effective strategy is to combine Rain Dance and sidestep tactics.  Do
    this by going into Rain Dance and enticing your opponent to attack.  The
    moment before they strike, evade their attack and juggle with a Mistrust
    (BK+4).  The standard sidesteps(u,n or d,n) in Rain Dance work well to
    move you sideways.  Note that 3+4 and d+3+4 are also used to move
    sideways.  These moves are more or less the same whether done from
    regular stance or Rain Dance, but you will always return to regular
    stance afterward, regardless of which stance you started them in.  Tap
    forward twice or use f+3+4 to move closer to your opponent and remain in
    Rain Dance.  To move away from your opponent, you can use u+3+4- Ling
    will spin away from her opponent but also remain in Rain Dance, ready to
    launch with a Mistrust (BK+4).
    Also keep in mind that Ling can go back into AoP during Rain Dance by
    simply pressing d+1+2.  She can go back to Rain Dance from AoP by
    pressing f+1+2.
    To go from AoP to regular stance, just tap up on the joystick, although
    it's almost always better to do it using a left or right handful.  Also
    to go from Rain Dance to normal stance, just hold back on the joystick
    away from your opponent, although using d+1 or d+2 is usually a better
    way to do the same thing.
    Once you learn all the moves Ling can do in each stance, you can switch
    up stances and sidestep around the field of battle and confuse your
    opponent like crazy- just don't end up confused yourself, hehe.
    3.    Vs. Computer Strategy
    Playing the computer should only be done if:
    1.) You are a beginning Ling player and you are trying to familiarize
    yourself with her moves.
    2.) There is no one to play against because no one's in the arcade.
    3.) There is no one to play against because everyone's too scared
    they'll get destroyed if they play against you, hehe.
            Otherwise, don't play against the computer.  It's dumb.  Ling
    plays by setting the opponent up with attacks, and since the AI in
    Tekken3 is worse than, well, just about anything, you can't use any
    real strategy.  However, because the computer can sometimes get "lucky"
    and because you don't want to look stupid by losing to the computer and
    wasting your money, use these tactics if you are in a jam:
    1.) Raccoon Swing to Mistrust.  Repeat over and over again.  The
    computer virtually never tries to reverse or do anything about these
    attacks, so they are safe to keep doing over and over again.
    2.) Tenstrings.  If you want to "wow" the audience and still beat the
    computer, do Ling's tenstrings.  Sometimes they'll connect, sometimes
    they won't, but the computer usually doesn't do anything to interrupt
    your strings.
    3.) f+3, f,f+4, u+1+2,2,1: The fastest and most guaranteed way to beat
    the computer.
       The Cloud Kick (f+3) will knock the computer down.  The computer will
    try to tech roll, so immediately follow up the Cloud Kick with a Step
    Kick(f,f+4) to hit the computer as it gets up.  The computer will be
    stunned with their back turned towards you (if you did f,f+4 fast enuf),
    so finish the computer off with the u+1+2,2,1 string.  Repeat as
    necessary.  Needless to say, this tactic will not often, if ever, work
    on human opponents.
    4.    Ling Xiaoyu Background Information
    This is basically useless information, but if you know the storylines
    and vital stats for Ling, you can relate with her and feel a greater
    attachment to the character and the game.
    In other words, if you are like me, you will read and commit all this
    to memory because you are a Tekken3 nutjob and are obsessed with this
    game.  =)
    Cute, spirited, has panda...will travel
    THIS YOUNG GIRL loves amusement and theme parks. Her dream is to build
    the perfect amusement park in China when she grows up.
    SHE IS both young and small in stature but Ling is a skilled martial
    arts expert. Many believe if she was more serious she could achieve
    real greatness. Having learned that the Mishima Financial Empire is
    rich and powerful she seeks out Heihachi (president and CEO) to make
    her dream a reality.
    WHILE VACATIONING in Hong Kong with her family, Ling stowed away on a
    yacht bearing the name, Mishima Financial Empire. Heihachi was not on
    board but Mishima's men discovered her soon after the ship left port
    and Heihachi was informed immediately.
    UPON HIS ARRIVAL, Heihachi found his men beaten and strewn around the
    ship as if it was hit by a hurricane. She threatened that she would go
    berzerk again if he did not accept her challenge. Roaring with
    laughter, he promises to build the amusement park of her dreams if she
    wins the tournament.
    Character Profile: Ling Xiaoyu (High-Spirited)
    Country of Origin: China
    Fighting Style: Hakke Ken, Hike Ken and various Chinese martial arts
    Age: 16
    Height: 157 cm
    Weight: 42 kg
    Blood Type: A
    Occupation: Student, Panda caretaker
    Hobby: Traveling, visiting amusement parks all over the world.
    Likes: Chinese steamed buns and shrimp dumplings.  Peking Duck.
    Dislikes: Math teachers
    To do the winning stance of your choice, you must win, then hold down
    one of the four buttons (depending on which winning stance you want to
    do) before the instant replay ends.
            1- Handstand into Split, Kneel
            2- Hand Fold, Bow
            3- Hop Around, Arms Flailing
            4- Circular Arm Motions, Defensive Stance
    5.    Credits
    Sauer Kraut- input and proofreading for this FAQ, good competition to
    play against and improve my TK3 game.
    Zach J- great competitor to play against and improve my game; helping me
    elevate my game to a higher level through his "mental" encouragements
    Tragic- his TK3 Manual Act1 and of course his Unauthorized TK3 Book (get
    this if you don't have it already, heh)
    CatLord- his easy to read moveslist, which got me started on TK3
    Chimmy- for additions/suggestions to this FAQ
    The great and maybe more importantly, nice :) players I've met/played
    against, and who've helped me improve my gameplay:  1TruKing, BMW,
    Gordola, Tragic, Sauer Kraut, Zach J (hope I didn't forget anyone...)
    Thomas T. Johnson, Dion Adrian Madrilejo, Jason Ho, Wai dat Chan, and
    Justin Pierce for writing some helpful Ling FAQs/movelists/strategy
    guides.  You can probably find their guides at http://www.gamefaqs.com.
    Everyone who's written a FAQ for Tekken3 and posted it on the Internet.
    If you did, I probably read every word of it cuz, yeah- I'm obsessed
    with this game. =)
    Namco for making an excellent fighting game and providing Ling Xiaoyu
    background info
    Diversions Arcade: for providing a great Tekken3 cabinet with high
    lifebars and best of 5 matches along with the best competition in
    If you have any questions, flames, compliments, suggestions,
    corrections, or whatever, you can contact the author at:

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