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    Ling Xiaoyu by Nall-ohki

    Version: 1.5 | Updated: 08/28/00 | Search Guide | Bookmark Guide

    Ver. 1.5
    Completed Aug. 28, 2000
    Advanced guide to Ling Xiaoyu, everyone's favorite chinese schoolgirl
    | L      IIIII  N   N   GGG       Xiaoyu Xiaoyu Xiaoyu      |
    | L        I    NN  N  G           Xiaoyu Xiaoyu Xiaoyu     |
    | L        I    N N N  G  GGG       Xiaoyu Xiaoyu Xiaoyu    |
    | L        I    N  NN  G   G         Xiaoyu Xiaoyu Xiaoyu   |
    | LLLLL  IIIII  N   N   GGG           Xiaoyu Xiaoyu Xiaoyu  |
    Written, edited, toiled over, spent too much time on by:
    - Nall-ohki [nall@iloveyou.net] (so you know who to yell at 
    				 when things go wrong)
    	If you are reading this, I expect you already have a good 
    understanding of Tekken Tag, and at least a playable understanding 
    of Ling Xiaoyu.
    	All feedback is GREATLY appreciated, as I am a sucker for 
    compliments as a reason to continue work.
    Best viewed in monowidth font:
    If this appears messed up, so will the rest of this guide.
    1.    Ling Xiaoyu Profile
    2.    Moves
    	A. Throws
    	B. Regular Stance techniques
    	C. Rain Dance techniques
    	D. Phoenix Stance techniques
    	E. Hypnotist Stance techniques
    	F. Taunts
    	G. 10 Strings
    3.    Form
    	A. Defense
    	   a. Regular Stance defense
    	   b. Ducking defense
    	   c. Rain Dance defense
    	   d. Phoenix Stance defense
    	   e. Hypnotist Stance defense
    	B. Offense
               a. Regular Stance tactics
    	   b. Ducking tactics
               c. Rain Dance tactics
               d. Phoenix Stance tactics
    	   e. Hypnotist Stance tactics
     	   f. Charging tactics
    	C. Okizeme
    	   a. General
    	   b. Throws
    	D. Ground Recovery
    	E. Tagging and Ling
    	   a. Tagging In
    	   b. Tagging Out
    	F. Juggles
    	    a. Starters
    	    b. Juggles
    	G. Strategy
    	   a. Evasion - Pre-emptive
    	   b. Evasion - Reactive
    	   c. Poking - Instigation
    	   d. Poking - Stringing
    	   g. Custom Strings
    	   h. Ling's Tricks
    	   i. Specific Character Strategy
    4.    Thanks go to...
    Ling Xiaoyu ("Schoolgirl in High Spirits")
    	- I have researched her name, and have the official characters for 
    her name from a cute little teacup I won in a tournament.  It reads as follows:
    Xiao - Dawn
    yu   - Rain
    Ling - Sunrise (Ling *IS* her surname)
    Country of Origin: 	China
    Fighting Style: 	Hakke Ken, Hike Ken and various Chinese martial arts
    Age: 			16
    Height: 		157 cm ( 5'1"  )
    Weight: 		42 kg  ( 93 lbs )
    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
    	- She's fast, very fast.
    	- She's got many mixups
    	- Most of her moves have good recovery, often fooling opponents
    	- She's a small character, thus more difficult to juggle.
    	- She's evasive as peace in the middle east
    	- Has some very good medium level attacks
    	- Decent Juggle ability, including some very fast starters
    	- Some of her attacks do very good damage for thier speed
    	- Often lands counterhits
    	- Incredible sidesteps
    	- 4 Stances
    	- She's left-handed
    	- She hits like a little girl
    	- She takes damage like a little girl
    	- With her back turned, she's vunerable if you're not careful (Whiffs are 
    	- Some of her attack strings have weaknesses, especially when she turns her 
    	- She has very few low attacks with any priority
    	- Short Attack Range
    	I want to start by saying that Ling is the reason I started 
    playing Tekken.  I had on and off played Tekken 2, but it was no more 
    than a passing phase.  I simply saw Tekken 3 come in at the local arcade, 
    and decided to give it a shot.  It just so happened that Ling caught my 
    eye (I think it was the name, actually, "Xiaoyu" - I couldn't pronounce 
    it at the time, and wanted to hear the announcer say it ^^).  
    	After checking out the listed moves, I was wowed by her style, 
    and fell in love after that.  I also loved her speed compared to other 
    characters.  Thus began my Tekken addiction.  
    	Over the years of playing Tekken I have used other characters, 
    but noone has surpassed my love affair with the small chinese 
    schoolgirl (draw whatever meaning from this sentance you wish).  I have 
    had only one teacher, Lin, a korean girl at my arcade who taught me some 
    strategy early on.  Other than that, Ling players have been extremely 
    rare (I've seen maybe 10 good other Ling players), and this has been an 
    advantage, as my style has mostly developed on it's own, making it less 
    like the normal Ling player than most.  
    	All in all, I play more of a no-nonsense Ling than most people 
    I've seen.  I tend to take simple evasion techniques as opposed to large 
    ones, making it easier to capitalize on mistakes my opponent makes, of 
    which I encourage.  
    	This movelist is a modified, and REmodified version of Catlord's 
    list, which can be found at www.tekken.net.  As of now, there are minor 
    mistakes in this list, and it is not all-encompasing.
    Front - 
    1+3	Escape: 1			Slap, Forearm Chop
    	Ling takes the opponent by the arm and slaps them back acrost 
    the face, and then from the back, into the ground.
    2+4	Escape: 2			360 Degree Flip
    	Ling takes the opponents arms and spins them vertically and 
    the opponent follows.  
    QCB+2	Escape: 2			Over-Shoulder Throw
    	Ling  takes the opponent and throws them by the shoulders.  
    [So Shoe Me]
    f+2~1	Escape: 1+2			Human Hurdle
    	Ling hurdles opponent, stepping on them twice.  Leaves you 
    and opponent with backs turned.  
    [Dump the Bucket]
    1+3_2+4	Escape: 1	(Right Throw)	Takedown Punishment
    	Ling takes the opponent by both ends and flips them 
    vertically, leaving them face down face up in front of you.  
    [Arm Flip]
    1+3_2+4 Escape: 2 	(Left Throw)   Cartwheel Throw
    	Ling does a cartwheel over the opponents shoulders, and then 
    throws them some distance.  
    [Crank Up]
    1+3_2+4 Escape: None	(Back Throw)    Spinning Leg Trip
    	Ling grabs the opponents right leg and spins it vertically, 
    causing the opponent to follow.  
    Special (Front Stance):
    [Move Name]
    Command		Level					Description
    1,2		H,H					Quick 2 Jabs 			
    	Second hit guaranteed on first hit.
    [Bayonet McTwist]
    1,d+2		H,M					Jab, Uppercut
    	Small delay on second hit.
    [April Showers]
    2,1		H,M					Two Quick Punches
    	Ends in Rain Dance
    [Belly Chop]
    d/f+1		M					Spinning Punch
    	Ends in Rain Dance
    [Double Palm Strike]
    1+2		M					Lunging, double handed strike
    	Causes Violent Knockdown
    [Back Kick]
    B+4, {B} 	H					Double, back turned kick
    	Ends in Rain Dance unless B is held
    [Back Kick (Sidestep Version)]
    SS, {B} 	H					Double, back turned kick
    	Ends in Rain Dance unless B is held
    [Single Fan]
    u+1		H					Upward Slap			
    	Ends in Rain Dance
    [Sunrise Fan]
    d/f+2,1  	M					Upward multi strike
    	All hit mid.  Juggles, head facing Ling.
    [Sunset Fan]
    D+1,{D}		M,M,M					Downward, two-armed flap
    	Special mid, hits 3 times.  Tap D to end in Phoenix Stance, ends 
    in crouch otherwise.  
    [Storming Flower]
    d/b+1		M					Power Palm Strike 		
    	Opponent rolls on counterhit.  Automatic False slaute on counterhit, N.
    u/f_u_u/b+4, 	H					Jumping Overhead Kick
    	Ling does a sweeping jump kick.  Bounce Juggles on Counter Hit.
    [Cloud Kick]		
    f+3		H					Left Roundhouse			
    	Knocks opponent off axis on knockdown.
    [Knee Cracker]
    d/b+3 		L					Knee Shove
    	Guard Breaker, Short Stun.
    d/b+4		L					Toe Kick			
    	Lays opponent flat, face towards Ling on counter.
    [Left Spinner]
    3+4		N/A					Spin Dodge Into Screen
    	Spins 90 Degrees around stationary opponent.
    [Right Spinner]
    d+3+4		N/A					Spin dodge Out of Screen
    	Spins 90 Degrees around stationary opponent.
    [Leap Right]					
    f+3+4		N/A					Leaps to Ling's Right
    	Turns 180 Degrees around stationary opponent.  Jumps over low attacks.
    [Cartwheel Left]
    f+1+2		N/A					Cartwheels to Ling's Left
    	Turns 180 Degrees around stationary opponent.
    [Front Layout]
    f,f+3+4		M					High Overhead Flip 		
    	Short stun on hit and counterhit.
    [Fortune Cookie]
    U+1+2,2,1	M~M,M,M					Canned Combo.
    	First two hits are together, 3rd hit knocks over on counter, causing 4th to miss.  
    [Fortune Cookie Fakeout]
    U+1+2, 3+4 	M~M					Canned Combo
    	Does first two hits of flower power, then Ling spins and cancels the rest.  
    [Phoenix Wings]
    f,f+1+2,1+2 	M					Upward, Downward Flap	
    	Short Stun on counterhit.  Second hit bounce juggles (only if first 
    hit does not connect).
    [Raccoon Swing]
    f,f+3		M					Wide leg non-sweep.		
    	Ends in Rain Dance.
    [Step Kick]
    f,f+4		M					Forward Lunging Kick
    	Ling takes a shuffling step forward and kicks out with a fully
    extended leg.
    WS+2		M					Rising Uppercut			
    	Juggles on counterhit.  Ends in Rain Dance.  (Tap F to end in Forward Stance)
    [Skyscraper Kick]
    WS+4		M					Vertical Split kick
    	Juggles end-over-end on hit, no unavoidable followups possible.
    [Fire Dancer]
    (FC),3		L					Low, weak sweep
    	Links to Dark and Stormy (2,1,4).  Ends Crouching.
    [Flower Garden]
    (FC),d/f,4,{4}	L					Sweep Kicks
    	Ling does a tiny sweep kick.  Ends in Phoenix Stance unless the 
    second kick is executed, and then ends crouching.
    [Lotus Twist]
    (FC),d/f+2,1	???		            		Spin Punch Combo
    	A small spinning 2 hit.  
    [Great Wall-Left]
    b+1		M					Left Knifehand Reversal
    	Ling does a knifehand block.  If B is held, she will change to 
    raindance on hit.  
    [Great Wall-Right]
    b+2		M					Right Knifehand Reversal
    	Ling does a knifehand block.  If B is held, she will change to 
    raindance on hit.
    [Mid Thrust Parry]
    1+4		N/A					High/Med Attack Breaker
    	Quick dodge, Ling pushes the attack aside.  Works on High and 
    Mid level moves.
    [Low Thrust Parry]
    d+1+4		N/A					Low Attack Breaker
    	Quick dodge, Ling pushes the attack aside.  Works on Low level moves.
    [Rain Dance]
    b+3+4		N/A					Turns around.
    	Sidesteps 90 Degrees around stationary opponent and turns Ling around.
    [Low Back Turn]
    (FC),DB+3+4	N/A					Turns around
    	Turns Ling around while crouching.  
    2		H					Slap
    	Remains in Rain Dance.
    [Dark and Stormie]		
    2,1		H,H					Dual Slap
    	Ends in Forward Stance.  If first hit is on counter, second is guaranteed.
    [Dark and Stormie -> Mistrust]	
    2,1,4		H,H,M					Dual Slap -> rising kick
    	Ends in Forward Stance.  If first hit is on counter, rest is guaranteed.  If 
    second hit connects, mistrust on ~4 is guaranteed.  Mistrust can be delayed slightly.  
    [Back Circle Breaker]
    d+3 		L					Stab kick at the shin
    	Lays opponent flat, face towards Ling on counter.  Remains in Rain Dance on 
    Normal Hit, Ends in Normal Stance on counter.
    4		M					Reverse Upwards Kick
    [Peg Leg]
    f,f+3		M					Skipkick
    	Jumps over low attacks.  Remains in Rain Dance.
    [Hop 'n Throw] (Throw)
    f,f+(1+3_2+4) 	Escape: 1_2				Reverse Dash Grab 
    	Ling waves arms wildly and grabs.  Jumps over low attacks.  
    [Left Spinner]
    3+4		N/A					Spin Dodge Into Screen
    	Spins 90 Degrees around stationary opponent.  Ends in Normal Stance
    [Right Spinner]
    d+3+4		N/A					Spin dodge Out of Screen
    	Spins 90 Degrees around stationary opponent.  Ends in Normal Stance
    [California Roll]			
    f+3+4, 3+4 	M					Roll Towards
    	Ling rolls backwards and stands up in Rain Dance
    [California Roll, Cyclone]			
    f+3+4, 3+4 	M					Roll Towards, Donkey Kick
    	Ling rolls backwards and kicks upwards at 45 Degrees with both legs.
    [Back Layout]                              
    f,f+3+4	  	M					High Overhead Flip
    	Ling does a spinning backflip.  Minor stun on hit, turns into throw 
    on deep hit.  
    [Turn Kick]
    3		H					Spin kick
    	Ends in Normal Stance.
    [Phoenix Stance]
    d+1+2		N/A					Low to ground Crouching Stance
    	Ling puts herself low to the ground, making her hard to hit.  Ducks all 
    high, and most mid attacks.  
    d		N/A					Duck
    	Ling puts herself even lower to the ground, ducking even more attacks.  
    [Left Handful]
    1		M					Left Stomach Strike
    	Simple slap to the stomach.  Ends in crouch.
    [Right Handful]
    1		M					Right Stomach Strike
    	Simple slap to the stomach.  Ends in crouch.
    [Wave Crest - Quick]
    PP~1+2		M					High Forearm Bash
    	Ling takes both arms, and using her whole body, rushes up and punches 
    the opponent.  Excecuted immediately after entering the phoenix position.   
    Juggles.  Ends in normal stance.
    [Wave Crest - Normal]
    1+2		M					High Forearm Bash
    	Ling takes both arms, and using her whole body, rushes up and punches 
    the opponent.  Juggles.  Ends in normal stance.
    [Wave Crest - Power]
    d,1+2		M					High Forearm Bash
    	Ling takes both arms, and using her whole body, rushes up and punches 
    the opponent.  Ling's highest juggle.  Ends in normal stance.
    [Cradle Throw]
    (1+3_2+4), {D}	Escape: 1_2				Crouching Dodge Roll, Throw
    	Ling does a side-axis roll, and then does a lunging throw.  Pressing 
    D will cancel the throw and end crouching.  Recovers normal stance on miss.  
    [Knee Stabber]
    3		L					Low Kick
    	Ling extends her entire leg out and hits the opponent in the knee.  
    Ends in Phoenix Position.  
    [Back Kick]
    4,{B}		M					Roundhouse Kick
    	Ling stands up and does a roundhouse kick to the stomach.  Holding B 
    will end in Rain Dance, otherwise Normal Stance.
    [Flower Garden]
    f+4,{4}		L					Sweep Kicks
    	Ling does a tiny sweep kick.  Ends in Phoenix Stance unless the 
    second kick is executed, and then ends crouching.
    [Back Turn]
    f+1+2		N/A					Rise, Turn Around
    	Ends in Rain Dance.
    [Roll Ball]
    f+3+4		N/A					Forward Roll
    	Ends crouching, Normal Stance.  
    4~3		L					Strong Sweep, Liedown
    	Scissor-sweep with both legs, knocks opponent down.  Ling lies 
    down in prone position (i.e. for bad miss reprisal by opponnent).
    [Flower Power]
    u+4, {U_4} 	M					Twirling Kick
    	Ling does a 45 degree angle kite-style kick.  Ends in Phoenix 
    Position.  U leaves her in Rain Dance.  4 is an additional Flower Power, 
    leaving her crouching.  
    [Single/Double Barrel Shotgun]
    u+3,{3} 	H, ?					Single/Double Jump Kick
    	Ling jumps, kicking out once {or twice}.  Ends in Normal Stance.
    [Single/Double Scissor Kick]
    u+3,{4} 	???					Single/Double Jump Kick
    	Ling jumps, kicking out once {or twice}.  Ends in Normal Stance.
    [Jumping Pirouette]
    u/f_u_u/b,N,3 	H					Leaping Spin Kick 
    	Ling Jumps, does a spin kick.  Turns opponent around on connect.  
    Ends in Normal Stance.
    [Sky Kick]
    u/f_u_u/b,N+3 	H					Leaping Spin Kick 
    	Ling Jumps, does a jump kick.  Ends in Normal Stance.
    u/f_u_u/b+4, 	H					Jumping Overhead Kick
    	Ling does a sweeping jump kick.  Bounce Juggles on Counter Hit.
    b+1+2		N/A					Circling Defensive Stance
    	Ling continuously sidesteps slowly.
    [Spin Sticker]
    2		M					Circular single strike
    	Ling spins and comes out with a right hand strike.
    [Thunder Strike]
    1+2		M,M,M					Two handed power strike
    	Ling powers up in the Rain Dance/Crouch position, and then turns 
    a double arm flapping strike on opponent.  Damage for move varies on 
    distance walked in Hypnotist.  Hits 1-3 times.
    [Tenstring 1]
    	Not a bad 10 string, but easily blocked.  Stopping at 4th or 5th 
    hit leaves Ling in Phoenix Position.  
    [Tenstring 2]
    	This one's even better, but has some delays that leave her 
    vunerable.  Leaving at 6th hit leaves Ling in Phoenix Position.
    [False Salute]
    1+3+4							Horizon Taunt
    	Ling shuffles her feet and pretends to be looking at something 
    far away (complete with hand as a visor over the eyes).  Wiggles her 
    body and makes a small giggle noise.
    2+3+4		M					Wave Taunt
    	Ling sticks her face out, smiles, and waves her hand at you 
    vertically.  This taunt actually hits for 0 damage.
    	Ling is fast.  Very fast.  Her left jab is tied for the fastest 
    execution in Tekken at 8 frames, and her right kick is as fast as most 
    people's jabs at 10.  Her movement is quick as lightning, and is probably 
    the fastest, or among the top 3 (Julia, Michelle and Kuni are up there 
    as well).  
    	Because of this, Ling's defensive strategy SHOULD NOT be based 
    on blocking.  Note: this does NOT mean "do not block with Ling", but 
    rather, there are better options.  
    	As for me, there are several that I tend to use:
    a) 1, 2: Bayonet (10/10)
    	This move is GREAT vs. frontal attacks.  Not only are these 
    jabs fast as hell, there recovery is really good, and on hit you gain 
    a 9, read it, 9 frame advantage.  In theory, if you Bayonet twice in 
    a row with no delay, if the first pair hits, you should get a second.  
    	This move stops any frontal momentem, and can turn the tide of 
    the battle in a lot of situations.  They tend to interupt a LOT of 
    	These should be used at close range only, as whiffing entirely 
    does give the opponent an (albeit small) advantage.
    	- See Strategy : Pitbull
    b) SS: Sidestep (9/10)
    	Ling's sidestep is VERY fast, and VERY large.  In close range, 
    her wrap around can be enough for a back throw, and always for a side 
    	This should especially be used on opponents making 
    forward-momentum attacks from close-medium range.
    	- See Strategy : Evasion - Preemptive/Reactive
    c) d+1,2: Sunrise Fan (8/10)
    	This is an EXCELLENT move when it's pulled off.  
    Unfortunately, it's fast, but not blindingly so (14 frame execution), and 
    has poor recovery (18 frames) when blocked.  On the up side, the move hits 
    mid, hits many times (which often confuses the opponent enough to keep 
    the opponent from reprising immediately on a partial hit), is high 
    priority, and juggles for decent damage followup.  
    	This should be used at close to medium range, and only when 
    the opponents attack is somewhat slow, or you can anticipate his attack
    	- See Juggling : Sunrise Fan
    d) 4: Standing right kick (7/10)
    	This move is fast, equal to most people's front jabs.  What's 
    better is that on counter hit (which is quite common), it floats the 
    opponent.  As a juggle, if you are REALLY quick (you almost have to 
    anticipate it, but it is possible to do on reaction) you can hit them 
    with a Storming Palm before they hit the ground.  
    	The down side is that this move doesn't have as much range 
    as her Bayonet (which actually sometimes is an advantage, but I 
    	This move should be used almost exclusively at close range, 
    and can be thrown out almost at random.  Works very well on charging 
    opponents and okay after a canceled charge.  
    	- Storming Palm (d/b+1) Juggle, dash
    e) b+1+2: Rain Dance (9/10)
    	This move has less speed, and sidesteps slightly less than her 
    normal sidestep, but on the bright side, Ling ends up in Rain Dance.  
    Often, after this move, you can pull off a Mistrust before they 
    	This move can be used ALMOST the same as her sidestep, but 
    should not be used when people tend to use, very fast poking, quick 
    recovery moves, or 360 degree axis moves, as doing so tends to 
    compromise Ling's life.  
    	- See Tactics : Evasion
    f) B+4, SS+4: Back Kick (4/10)
    	This move is only good on slow moves, and is not 
    neccessarily the best to use.  One advantage is that Ling slightly 
    backsteps during execution.
    	This move should NEVER be just thrown out unless you expect 
    to hit on counter, as the recovery is horrid.  Use at medium range.
    	- See Offense/Defense : Rain Dance
    g) d/b+2: Storming Palm (7/10)
    	This move is fairly fast, but not extremely, which makes 
    it lose a few points.  The reason it is so highly rated, though, 
    is that it can be absolutely DEVISATING to your opponent on counter.  
    Not quite Paul's Phoenix Smasher, but hurts enough coming from Ling.  
    	Use at Medium Range.
    	- See Offense : Charging Tactics
    h) 2, 1: April Showers (6/10)
    	The first hit is 10 frames, and the second turns Ling around, 
    leaving her ready for Rain Dance.  Unfortunately, after this move, 
    Ling doesn't always have such a great frame advantage, which can 
    get her slaughtered if you're not careful against good players.  Can 
    also hold d/b to cancel the turn to rain dance if you wish.
    	Use at close to medum range.
    	- See Offense : Rain Dance
    g) 1+2: Double Palm Strike (3/10)
    	This is a new move to Tag, and frankly I toss it out more 
    by accident than by choice.  In my opinion, it is a very "Un-Ling" 
    move, taking 20 frames to connect.  It does, however, have the 
    longest range of any of her moves (except her unblockable).
    	Do NOT use this at close range EVER, unless you want to 
    attend her funeral.  Best used at Medum to Long range on obvious 
    attacks, though other, better options are available (Storming 
     	- See Okizeme : General
    h) d/f+1: Belly Chop (7/10)
    	This move has slower execution than April Showers, but 
    has better recovery, thus giving Ling more of an advantage once 
    her back is turned.  Also, the first hit goes out further.  Great 
    in custom strings, and allows you to play a change up game by 
    going into/not going into rain dance.
    	Use at close to medium range.
    	- Consult Offense : Rain Dance
    i) Throw: Throw (6/10)
    	Ling's throwing game is very important, and being as 
    quick as she is, you can connect them very often.  Throw them 
    into her strings often.  
    	Should only be used in close range.  
    	- Consult Okizeme : Throws
    j) d+1: Sunset Fan (7/10)
    	This move is not great on speed (17 frames), but has 
    great priority.  It hits 3 times, mid, and stops most attacks 
    cold once it's out.  Followups leave something to be desired 
    however, because good players know she recovers crouching or 
    in the phoenix position.  
    	Use in medium range.
    	- Cyanide (u/f+4)
    	- Bayonet (1,2)
    	- Double Palm Strike (1+2)
    	- Skyscraper Kick (WS+4)
    	- Sunflower (WS+2)
    	- On {D}, consult Offense : Phoenix Position
    k) d+1+2: Phoenix Position (10/10)
    	This move is Ling's best evasion tactic.  She ducks 
    over all high, and most medium attacks, causing most moves 
    to miss her.  After that, the opponents are at your mercy.  
    	Be wary of players who will goad you to enter the 
    phoenix position in order to hit you out of it.  Ling cannot 
    block in the Phoenix position.
    	- Wave Crest: Quick (~1+2) -> Consult Juggles : 
    		Wave Crest
    	- Firecracker (4~3)
    	- Consult Offense : Phoenix Position
    l) 1+4_d+1+4_d/f: Mid/ Low Thrust Blocks (6/10)
    	The mid thrust block is good for stopping momentum, 
    but unfortunately, Ling doesn't have any spectacular followups 
    albeit going on the offensive.  The only thing guaranteed, I 
    think, is the 1-2 punches.
    	The low thrust block is a great move, however.  
    Following it, just about any of Ling's basic moves are 
    	- Mid Thrust:
    		- Bayonet (1,2)
    		- Consult Offense : Pitbull or Evasion
    	- Low Thrust:
    		- Storming Palm (d/b+1)
    		- Sunrise Fan (d/f+2,1)
    		- Throw
    m) 1+4_d+1+4: Left/Right Spinners (2/10)
    	These suck for defense, use the other sidesteps 
    	- See Offense : Sidestep
    o) b+1_b+2: Great Wall Left and Right (5/10)
    	This move is really not that great.  The range really 
    sucks, and whiffing is not a good idea.  If you hold B and 
    manage to connect, you will change to rain dance, but will 
    be at a slight frame disadvantage.  
    	- See Defense : Rain Dance
    	As a rule, Ling is NOT best served by ducking.  She 
    has a better repetoire in the phoenix position, as well as less 
    of a perchance to be hit (Namely by some Mid Level moves).  All 
    ducking moves should be done at close range ONLY.  
    p) WS+2: Sunflower (6/10)
    	Apperantly, in the period where Tekken Tag takes place, 
    it is obvious that one of the following has occured:
    Ling is:
    	a) Having her period
    	b) Recovering from surgery
    	c) A recent victim of Roger's voracious sexual appitite
    	d) Been eating too many Steamed Buns
    	As a result, this move has been butchered in Tag.  It 
    now juggles only on Counterhit, making it a dangerous 
    commodity (to HER!).  Ling ends in the rain dance, and may eat 
    dirt if the move is blocked (reccomend an IMMEDIATE d+1).  
    	Use only in close range, and ONLY if you think a 
    counterhit is possible.
    Note: due to an interesting timing glitch, I have been back 
          thrown out of this move.
    	- On counterhit, consult Juggles : Sunflower
    	- On hit, consult Offense : Rain Dance
    	- On block, consult Ground Recovery
    q) WS+4: Skyscraper Kick (8/10)
    	Very fast move to come out, and knocks down.  
    Unfortunately, damage and followups leave much to be desired.  
    Is GREAT for getting the opponent off your back, however.  
    	- See Okizeme : General
    r) d/f+2, 1: Lotus Twist (3/10)
    	I rarely use this move.  Frankly, it's not much damage, 
    has low priority, and has a high mess-up factor.  I do use it 
    occasionally because of the fact that if you hold d/f after the 
    first hit and don't execute the second, Ling ends in Rain Dance, 
    which can cause opponents to panic.  
    	- See Offense : Rain Dance
    s) N, Throw: Stand and Throw (8/10)
    	Ling's speed once again gives her the advantage.  People 
    don't expect how fast this can come out.  If you get the timing for 
    this down, it's almost instantaneous.
    	- See Okizeme: Throws
    	Ling is not really equipped to defend herself in the Rain 
    Dance position.  Blocking is impossible, and almost all of her moves 
    are slower.  This taken, it's important to avoid this situation if 
    possible, but if it's not avoidable...
    t) Throw: Throw (3/10)
    	Ling's throw while turned around is slower, and if she 
    whiffs, she's going to be in a world of pain.  This move is NOT 
    suited for defense.  
    	- See Okizeme: Throws
    u) 4: Mistrust (7/10)
    	It comes out pretty fast, but many people know the timing 
    of this, and it is only an okay move to use on defense (unless you're 
    baiting the opponent).  The range is pretty good, though.  
    	- See Juggles: Mistrust
    v) 3: Turn Kick (8/10)
    	Comes out a bit faster than the Mistrust, which catches 
    people by suprise.  Hits high, which is a bad thing, but usually 
    people leave theirselves open when attacking Ling's backside.  
    	- None
    w) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)
    	Close to her fastest move with back turned (12 frames for 
    the first hit).  Even better is on counterhit, the rest is guaranteed 
    plus a juggle 
    	- See Juggles: Mistrust
    x) d/f+2: Crouch Punch (7/10)
    	I don't use it much, but it's the fastest move she can pull off 
    in rain dance.  Is a good followup to a bad frame advantage back turn 
    attempt, as it will usually snuff out most anything else.  
    	- See Offense: Crouching
    y) SS: Sidestep (9/10)
    	You have to anticipate a bit with this one (i.e. Start the 
    sidestep early) because it's a bit slower then when she's face forward, 
    but seems to sidestep farther, missing more moves.  
    	- Mistrust (4)
    	- Throw
    	- Dark and Stormie Changeups
    z) 3+4_u+3+4: Spinners (7(9)/10)
    	I have totally changed my opinion of this move recently, but 
    only partially.  The 3+4 spinner is okay, it is a far sidestep, and 
    she ends up close to the opponent in normal stance.
    	The u+3+4 spinner, however, is REALLY, REALLY nice for agressive 
    players against Ling's back.  The movement itself is like Yoshi's B+3+4, 
    moves Ling to the side and away from the opponent, and gives her some 
    room to work with, while simultaneously making many people whiff her.
    Use it wisely.
    	- Mistrust (4)
    	- Hop n' Throw
    	- Cyclone (f,f+3+4,3+4)
    	In General, Ling can be hurt in the Phoenix Position if used 
    carelessly.  However, it's also a great position in which to trick 
    the opponent to attack you.  The latter is risky business, but can 
    be very effective just the same.  
    aa) 1_2: Left/Right Handful (7/10)
    	They're quick, and interupt attacks.  Not great priority, 
    but okay.  
    	- Sunflower (WS+2)
    	- Skyscraper Kick (WS+4)
    bb) ~1+2_1+2_d+1+2: Wave Crests (7/10)
    	They're slower, but pack much more punch and juggle to 
    	- See Juggles: Wave Crest
    cc) 3: Knee Stabber (1/10)
    	The only reason I write this one is to warn you NOT to 
    use it.  You will be hurt from reprisal 90% of the time.  
    	- You hitting the ground
    	- Firecracker (4~3) (If opponent is too slow)
    dd) 4~3: Firecracker (8/10)
    	Hits low, is quick, knocks opponent down.  Stops them 
    dead, people don't usually expect it, either.  
    	- Low sweep (3 from the ground)
    ee) 1+3_2+4, {D}: Cradle Throw (5/10)
    	Good for an escape if you start early enough, but the 
    throw is off axis a lot of the time, which makes it better to 
    just cancel the throw.  All in all, not that great.
    	- See Okizeme: Throws
    ff) u/f+3 {,4}: Hop Kick (9/10)
    	This is a move I discovered the beauty of only recently.  
    Really, it's strenth comes in that it is it's fast-as-hell 
    execution after going into the Phoenix Position, alowing you to 
    often catch people during recovery that you can't for any other 
    	In addition, this move has VERY high priority against 
    most attacks.  On top of that, it Juggles, and you can use it 
    with her other jumping mix-ups.  Learn to use this.
    	- See Juggles: Wave Crest
    	Ling can do almost anything she can do in the normal 
    stance from the Hypnotist Stance (including block).  The only 
    exceptions are moves who's inputs overlap with her 2 moves 
    from this stance.  (1,1+2)
    	- See Defense: Normal Stance
    	Ling is without a doubt, an offensive character.  
    However, there is one thing to remember: careless offensive 
    tactics are not what Master Wang perscribed.  Instead, she 
    is best used with a variety of pokes, confusion tactics, 
    throws and juggles.  I believe that Ling has one of the best 
    overall useful arsenals, with a ton of moves from every 
    position, if you mix them effectively, your opponent will have 
    no idea what to do.  When that happens, you've already won.  
    	Along with not being predictable, there is another 
    skill that will win you more matches than ANYTHING else: being 
    able to predict and/or bait your opponent.  Ling has so many 
    small poking moves, and has many moves from which recovery is 
    very, very fast.  Used effectively, you can:
    	- Snuff opponents attacks out
    	- Major counter opponents attacks
    	- Force them to choose between attack levels
    	- Totally whiff her, leading to an easy juggle
    a) 1, 2: Bayonet (10/10)
    	Great in offense as well as defense.  Recovery is fast, 
    and allows you to go directly into other moves.  A great move 
    to throw out after any whiff, it tends to snuff out other 
    	- See Offense: Custom Stringing
    b) SS: Sidestep (10/10)
    	Thrown out at random, or even as a threataning tactic, 
    Ling's sidestep is the best in the game.  Use it often
    	- See Offense: Custom Stringing
    c) d+1,2: Sunrise Fan (7/10)
    	Great move when you expect the next moves may occur 
    simultaneously, as it tends to out-prioritize enemy attacks.  
    Bad side is that if it's blocked, it has poor recovery.  
    Creates a great changeup game with a throw, as the start of 
    the animation is unthreatening.  Great on ducking opponents.  
    	- See Juggles: Sunrise Fan
    d) 4: Standing right kick (9/10)
    	Excellent in custom strings, and followup to blocked 
    or whiffed moves.  Juggles on counterhit, with a Storming Palm 
    followup (you must be VERY FAST).
    	- Storming Palm (d/b+1), Running Slide/Cross Chop 
    		(WR 3_1+2)
    e) b+1+2: Rain Dance (9/10)
    	Great to throw out after moves, and just randomly.  
    The sidestep from it will dodge most attacks, and leave you 
    back-turned for a mistrust when they whiff.
    	- Mistrust (4)
    	- Throw
    f) B+4, SS+4: Back Kick (2/10)
    	This move SUCKS on offense.  If the second part does 
    NOT connect, Ling will see a world of pain.  It gets 2 points 
    because it does decent damage if both hits connect.  
    	- Block and hope
    g) d/b+2: Storming Palm (10/10)
    	This move is in some respects better than Paul's 
    Phoenix Smasher:
    	- Easier execution
    	- Easy to buffer
    	- People don't expect it from Ling
    	- It takes less space to execute
    	The speed is about the same, as well.  It is 
    important to note, however, that while it has good range, it 
    is NOT anywhere NEAR Paul's (Ling has little tiny arms!).
    	Also, this move is better if you throw it in a 
    custom string, or after an opponent's whiffed attack, as 
    it does have a slight windup time, and it tends to veil the 
    	Note: I just came home from my weekly Saturday night 
    bouts at Taito: Akita, and I counterhit an entering Heihachi 
    for around 45% damage, no joke.  This move ROCKS.
    	- See Offense: Charging	
    h) 2, 1: April Showers (7/10)
    	Good move to mix up the mix, and another good custom 
    stringer.  It's also good to hold d/f after 1, to keep Ling 
    in her normal stance most of the time (it creates a good 
    mixup game for when you DON'T).
    	- See Offense: Custom Stringing
    	- See Offense: Rain Dance
    g) 1+2: Double Palm Strike (4/10)
    	This move is only good occasionally.  Usually, I 
    do it when the opponent is pushed out of Ling's normal range 
    and starts a slower move, although often the Storming Palm 
    is better.  I also occasionally use when people duck directly 
    in front of me.  
    	- See Okizeme : General
    h) d/f+1: Belly Chop (7/10)
    	Another good custom stringer.  You can play the same 
    hold d/f mixup with opponents to trick them.
    	- See Offense: Custom Stringing
    	- See Offense: Rain Dance
    i) Throw: Throw (9/10)
    	Throws are one of Ling's strongest assets when used 
    correctly.  I have found that while people know that I will 
    throw them, can do nothing about it.  
    	I tend to use her regular throws (1+3_2+4), and mix 
    up which one I do (for people who escape throws).  They 
    do good damage, and have good Okizeme (not guarenteed, but 
    good, just the same).  
    	Also, if a throw IS escaped, my most common response 
    is to sidestep immediately, and throw again, changing the 
    throw.  This gets people 85% of the time.  
    	- See Offense: Okizeme
    j) d+1: Sunset Fan (5/10)
    	This move is okay on offense, but I would not 
    reccomend it very often.  It leaves Ling vunerable (either 
    ducking or in the Phoenix Position) to good players.  Also, 
    because of the range, it is primarily a defensive move.
    	- Cyanide (u/f+4)
    	- Bayonet (1,2)
    	- Double Palm Strike (1+2)
    	- Skyscraper Kick (WS+4)
    	- Sunflower (WS+2)
    	- On {D}, consult Offense: Phoenix Position
    k) d+1+2: Phoenix Position (10/10)
    	This is excellent if you use it effectively.  It 
    is great for frontal back-and-forth combat, as you can 
    immediately follow it up with her Wave Crest-Quick for a 
    	If the opponent does not immediately respond, 
    you still have a lot of options, though I would not 
    reccomend staying still for any time at all.  
    	- See Offense: Phoenix Position
    l) 1+4_d+1+4: Left/Right Spinners (2/10)
    	I do not use these moves at all.  It's too obvious 
    and an inferior sidestep for advanced games.  It might work 
    against scrubs, however...
    	- Strategy: Evasion - Premptive/Reactive
    m) WS+2: Sunflower (4/10)
    	With this move butchered as it is, offensively, it's 
    not great.  It has a somewhat slow execution, and if it's 
    blocked, Ling could be in trouble.
    n) WS+4: Skyscraper Kick (7/10)
    	Very fast execution, knockdown.  'Nuff said.
    o) u/f_u_u/b+4: Cyanide (6/10)
    	Occasional use move.  Best used when a low move is 
    expected, but has funky execution.  On the bright side, you 
    can go into her 10 strings from this move.  
    p) u+1+2,2,1: Fortune Cookie (5/10)
    	Alright move, decent priority, last move can be 
    delayed, otherwise not very wise, doesn't string very well.  
    Can also be sidestepped easily.  
    q) f,f+1+2,1+2: Phoenix Wings (9/10)
    	Another move who's usefulness has shown itself to me.
    There is a guard stun after the second hit, which makes it 
    incredibly good against people blocking.  This makes a really 
    really good changeup game.  In addition, it does good damage, 
    and tracks better than most people realize.  Also, the second 
    hit I believe is guaranteed if the first connects.
    	You can also use this without the second hit, after 
    which you should do an immediate standing right kick, for 
    a float into a Storming Palm.
    	- See Juggles: Floats
    	- Bayonet (1,2)
    	- Belly Chop (d/f+1)
    	- Phoenix Position (d+1+2)
    	- Phoenix Wings (f,f+1+2,1+2)
    	- Standing Right Kick (4)
    r) f,f+3: Racoon Swing (7/10)
    	A good general move to follow up any knockdown with.  
    Also a good long range custom string starter.  Leaves you in 
    Rain Dance, but the range from opponent will vary.  Use this 
    to your advantage - Opponent will not understand usually.
    Note: Do NOT overuse this move
    	- See Offense: Rain Dance
    	- Spinner (u+3+4)
    s) f,f+4: Step Kick (7/10)
    	This is an occasional move to throw out, don't use 
    it often, as it takes a bit to come out, during which Ling 
    can get major countered.  However, the timing is kinda funky 
    on it, so it may be miss interpreted by the opponent.  
    	- None
    t) d/b+4: Nutcracker (5/10)
    	Another occasional move, not great speed, poor range, 
    but is her only normal stance low move.  Knocks opponent down 
    face down, head towards Ling on counterhit.  
    	Use when opponent is Turtling.
    	- See Offense: Custom Stringing
    	- See Okizeme: Nutcracker
    u) f, f+3+4: Front Layout (7/10)
    	A move to use from further range.  Most people do not 
    know how to deal with this move, and will fall prey to it, 
    but if opponent catches on, cease all but the upmost prudent 
    use - Ling can be in a lot of trouble otherwise.  On hit, the 
    only guarenteed followup is usually a poke.  
    	Also a good measure charging opponents.  
    	On Hit/Block:
    		- Bayonet (1,2)
    		- Front Kick (4)
    	On Over Opponent:
    		- See Offense: Behind Opponent
    	I'm just going to make a few comments in this section, 
    as I feel it should be used only sparingly, as Ling is very 
    vunerable when she does not move.  
    	These moves should be used only in two main situations, 
    that is 1) to regain the advantage through a low poke or WS move, 
    or 2) inside of a custom string
    	Waiting, immobile, ducking is like begging Mistress Nina 
    to kick her in the teeth.  
    v) FC+1 : Crouch Punch (8/10)
    	Everyone has it, use it in custom strings, or when you 
    feel you give the opponent too much of an advantage and they are 
    attacking in close.
    	- See Strategy : Custom Strings
    w) WS+2 : Sunflower (5/10)
    	This move is butchered.  If you use it and they block, 
    be sure your next move is a crouch punch, otherwise you're going 
    to eat dirt.  Juggles ONLY on counterhit now, making it a shell 
    of the move it once was.  
    	On Hit:
    		- Crouch Punch (d+1)
    	On Counter:
    		- See Juggles : Sunflower
    x) WS+4 : Skyscraper Kick (8/10) 
    	VERY fast execution, decent recovery.  Knocks opponent 
    over, with a Raccon Swing (f,f+3) okizeme possible.  Damage is 
    small.  Good if you need a breather.  Tends to catch people.  
    	- Raccoon Swing (f,f+3)
    y) d/df+4, {4} : Flower Garden (6/10)
    	Same as from the Phoneix Position.  In fact, if you do 
    only one, it leaves you in the Phoenix Position.  
    	- See Offense : Phoenix Position
    z) d/df+2,1 : Lotus Twist (6/10)
    	Okay move, doing only the first will leave you ducking 
    in Rain Dance.  Okay for a suprise turn to Rain Dance, but not 
    all that useful.  Careful, recovery is not great, especially if 
    you miss.  
    	- None
    	- See Offense : Rain Dance
    aa) N, 1+3_2+4 : Stand n' Throw (8/10)
    	Let go of the lever for a moment, and notice how fast 
    Ling stands up.  Learn to buffer the throw, and it comes out 
    like lightning.  
    	- See Okizeme : Throws
    	When Ling is in the Rain Dance, she has her best arsenal 
    available, unfortunately, she is also somewhat vunerable.  Thus, 
    the best way to play her with back turned is offensively, not 
    giving the opponent a chance.
    bb) Throw: Throw (8/10)
    	Ling's throw while turned around is a very, very good 
    move, and should be used whenever possible.  People will often 
    have to choose between this and the mistrust (standing/ducking)  
    If you can influence them correctly, you have it.
    	There is 1 MAJOR danger with this, however.  If you 
    whiff with her throw, Ling remains in Rain Dance and has MAJOR 
    recovery time, which proves very, very deadly to the little girl.  
    	- See Okizeme: Throws
    cc) 4: Mistrust (10/10)
    	Mistrust -> Storming Palm is almost Ling's trademark move.  
    This move is great, comes out with good speed, hits mid, juggles 
    high, recovers with no penalty, and is impossible to see coming 
    from the animation.  
    	There is one downside, people expect this move, and thus 
    will often wait for it.  However, used correctly, this can be 
    easily turned to your advantage.  
    	- See Juggles: Mistrust
    dd) 3: Turn Kick (8/10)
    	This move is good in emergencies, or when you sense you're 
    beginning to lose the advantage.  Coming out a few frames faster 
    than the Mistrust, and having longer range, are it's only 
    advantage over the move.  It hits High, so be careful on ducking 
    opponents (you should Mistrust them anyways).
    	- None
    ee) 2, 1, 4: Dark & Stormie -> Mistrust: (9/10)
    	This canned string is nice, really nice.  The only 
    disadvantage is that the first two hits hit high.  Luckily, if 
    either of them hit on counter, and you use full speed on the rest, 
    the rest is guaranteed.  
    	The REAL strength of this move, though is that it can be 
    delayed between both 2 and 3rd hits, and the last move canceled in 
    favor of a throw, or even further, having the opponent eat a counter 
    hit standing 4 -> Storming Palm.
    	- See Juggles: Mistrust
    ff) 2: Stormie (6/10)
    	This move is her jab when turned around.  Hits high, and is 
    basically a setup move, forcing the opponent to react.  Reccomended 
    for prudent use, and not to be overused, as opponent may duck and 
    hurt you.  
    	- See Offense: Rain Dance
    gg) SS: Sidestep (9/10)
    	Ling's backward sidestep is a great offensive move.  It 
    often causes opponents to react, or miss, leaving Ling ready with a 
    mistrust or throw, though the former is usually preferable, and 
    	- Mistrust (4)
    	- Throw
    	- Dark & Stormie -> Mistrust (2,1,4)
    hh) b+3+4: Roll Ball (8/10)
    	A great move when you end up Rain Dance at medium distance 
    to opponent, and creates a great confusion game.  The move puts you 
    in the opponent's face with Ling in Rain Dance (always a good thing).  
    After this, you can do any rain dance tactics, especially a throw or 
    mistrust (forcing a duck/not duck game).
    	- Mistrust (4)
    	- Throw
    	- Delay, Rain Dance Tactic
    ii) f+3+4,3+4: Cyclone (9/10)
    	A move to be used during times of retribution from opponent.  
    Ling goes down into the roll ball, and then kicks up with both feet, 
    creating a far juggle, and doing good damage.  The move is fairly 
    quick, but the real advantage lies in that she goes under a lot of 
    attacks during the animation.  Also, this creates more confusion, if 
    used in conjunction with the roll ball.  
    	If this move is blocked, you have more advantage that the 
    opponent often thinks.  The best followup is another Cyclone, as 
    opponent will often try to hit her after a block (I fall for this 
    tactic more often than I'd like to admit, despite the fact that I 
    know it and use it myself).  
    	- See Juggles: Cyclone
    jj) f,f+3+4: Back Layout (9/10)
    	A great move for medium range.  It's got among the best 
    priority in the game, stuns on hit and counterhit for a guarunteed 
    juggle, and she is safe for almost the entire move.  It's simply 
    	This move good/bad against large characters, the nice thing 
    is that if she does it close enough to opponent, it will hit the 
    opponent with an unblockable on the way up, and then another time 
    on the way down, and you can get a 1 hit juggle with an immediate 
    Mistrust most of the time (this does excellent damage, by the way).  
    The bad thing is that if it hits large opponents with the down hit 
    only, it often hits too early to get the automatic Mistrust juggle.  
    	- Mistrust (4)
    	- Throw
    kk) d/f+2: Crouch Punch (6/10)
    	This move is ultra fast, and is used primarily if you want 
    to custom string Ling between Rain Dance and normal stance or as 
    a defense, because of it's speed.  Not really that special, just 
    a crouch punch.  
    	- See Offense: Custom Stringing
    ll) d+3: Back Circle Breaker (6/10)
    	Good move for turtling opponents who like to back out of 
    throw range of Ling.  Hits low and gives you the advantage.  
    Also, if you hold D, Ling will return to Normal Stance.
    	- See Offense: Rain Dance
    mm) f,f+3: Peg Leg (6/10)
    	This move is good if you can get it off.  It has a bit of 
    lag at the beginning, and for some reason, against me tends to be 
    countered a lot by King (go figure).  The real advantage of this 
    is the advantage game it plays.  Ling has no lag on block, and 
    so has an illusionary disadvantage, which temps opponents to attack 
    almost 95% of the time.  Remember: getting opponents to attack is 
    Ling's perogative.
    	- Cyclone (b+3+4,3+4)
    	- Sidestep
    nn) f,f+(1+3_2+4): Hop 'n Throw (7/10)
    	Another good move to use at close or medium range, and 
    when opponent is not actively attacking Ling.  The move itself is 
    one of Ling's most deceptive, as she hops, waves her arms wildly, 
    making it look like an attack, and then lands to throw the opponent.  
    Most people can't deal with this move, even if they know it and have 
    fought against it.  
    	Also, this move can be used to counter low attacks against 
    Ling as she hops over them.  This move earns you great style points 
    with observers.
    	Be very careful, though.  This move has horrid recovery on 
    	- See Okizeme: Throws
    oo) 4~3 : Firecracker (8/10)
    	A good move, fairly fast, and plays a great changeup game 
    with the Wave Crests.  Best pulled immediately after going into 
    Phoenix Position.  Doesn't do the best damage, but does knock the 
    opponent down.  
    	Careful, though.  On block, Ling is grounded, but in slide 
    position, meaning she can be picked up by some moves.  
    	- None
    pp) 1+2_d+1+2_d,1+2 : Wave Crests (9/10)
    	Great juggle starters, with variable speed depending on 
    the input.  Not incredibly punishable on block either.  It's best 
    to input a chicken, however, as some players wait for this move.  
    	- See Juggles: Wave Crest
    qq) 1_2 : Handful Left_Right (6/10)
    	A quick poke, leaves Ling in a sort of half ducking, half 
    standing position.  However, this means that a WS move is possible 
    fairly quickly afterwards.  Reccomend WS+2 if you are sure of a 
    counter, WS+4 otherwise.
    	- See Offense: Normal Stance
    rr) u+4,{4} : Flower Power (6/10)
    	This move is okay to keep you on the offense, but is risky, 
    especially if you do the second one because the opponent definately 
    has the advantage.  Usually, after I do two of them, I will immediately 
    throw out an attack parry (this actually works almost 70% of the time).  
    	Otherwise, it is wise to just block, as you are likely going to 
    eat any move the opponent gives you.  Another option is to go 
    immediately into the Phoenix Position, but it is more risky, as for 
    some reason, TTT doesn't like to take buffered directional commands and 
    buttons together for some reason.  Also, it is slower, and Ling may 
    take a counter to the face.  
    	If you do NOT use the second flower power, you have really two 
    options: recover ducking and go from there, or hold U when you input 
    the first move, and end in Rain Dance.  The second is only good because 
    of it's suprise factor, as Ling has a disadvantage when doing this.  
    	- See Above
    ss) f+4,{4} : Flower Garden (5/10)
    	Use this only in very close, as the range is very small.  If 
    you do two, you end up ducking with an illusionary disadvantage.  This 
    is caused by the speed that her WS+4 comes out (use WS+2 if you're 
    gutsy, and be sure to chicken either one!).  
    	If you don't do the second, you're left in the Phoenix 
    Position, Go from there.  
    	- See Above
    tt) f+3+4 : Roll Ball (6/10)
    	A move that would be best used at far range, but unfortunatly 
    doing so give the opponent time to hit you, and so it should not be 
    used as such.  Better used at medium to close range, as a confusion 
    tactic, as it leaves you in ducking stance, which is not optimum for 
    a Ling assault.  
    	- WS+4
    	- WS+2
    	- Phoenix Position
    	- Side Step
    uu) f+(1+3_2+4), {d} : Cradle Throw (7/10)
    	This move is good for an escape... sometimes.  It's actually 
    slower than it looks in getting off of the oppponent's axis, so be 
    wary in using it to avoid hits.  Out of this move, you can either 
    throw or tap down to cancel the throw and recover crouching 
    (reccomended).  Most people will duck the throw, leaving you open, 
    so be careful in using it.  In addition, in TTT, the throw seems to 
    track worse than it did in 3,  
    	- See Throws: Okizeme
    	- See Offense: Ducking
    	When Ling is in the Hypnotist Stance, she can do almost 
    anything she can in the normal position.  With this in mind, use 
    it as a scare tactic, making them think you are vunerable, or 
    are going to come out with 1 of the two moves from this stance, 
    of which I rarely use.  Throws are highly encouraged.  
    	During this stance, Ling will take 4 steps, ending ON 
    the forth (not after).  After each step, the damage (and lag in 
    beginning for the Spin Sticker) will increase.  Note: you can 
    restart the Hypnotist stance by pressing B+1+2.
    	This move is utilized better in sidestepping tactics 
    with Ling.  
    vv) 2 : Spin Sticker (7/10)
    	This move sidesteps and ducks Ling before coming out, 
    and sends Opponent flying on connect.  Follow with a charge.  
    Not highly reccomended because people expect it too much.  
    	- Charge!
    ww) 1+2 : Thunder Strike (3/10)
    	Ling's unblockable is decent in damage, she ducks in 
    execution, it tracks like a SOB and has deceptively long range
    but yet does NOT connect with any regularity.  Don't ask me 
    why, perhaps I don't utilize it correctly.  
    	Not reccomended, people can step away in time or 
    duck punch her out of it, giving them the advantage.  
    	- None
    	The charge is a great offensive tactic for Ling, but 
    at the same time, high risk.  It is important not to be too 
    forward in TTT about charging in general, because there are 
    many more options for avoidance/payback than there were in 3.  
    	The most common mistake is to get too close to the 
    opponent before executing your move, this can be extremely 
    fatal, so watch your step!
    xx) 4 : Slide (9/10)
    	I use this by far the most often.  Even advanced 
    players fall for it time after time, expecting a frontal 
    attack or throw.  Gives you a chance for a followup sweep 
    as well, or, if the opponent immediately tags out, you can 
    sweep juggle the newcommer.  
    	- Play by Ear
    yy) 3 : Jump Kick (8/10)
    	I use this only when people have been blocking the 
    slide as a followup.  It's got very little range, and for 
    some reason people duck when they see the animation, 
    expecting to duck it.  Unfortunately, it doesn't work that 
    way.  A little bit more risky than the slide.
    	- None
    zz) 1+2 : Flying Cross Chop (7/10)
    	Even more risky, as it takes more time to come out, 
    sometimes allowing the opponent to hit you first.  I use it 
    for far opponents, especially large ones, because it sometimes 
    hits them even if they're grounded.  
    aaa) N : Shoulder Charge (6/10)
    	Unblockable, but takes a LOT of time to get going, you 
    also may get hit first, which makes it difficult to pull off.  
    	- None
    bbb) N : Ultimate Tackle (4/10)
    	I don't use this very often, as it's too risky in TTT.  
    Ling really doesn't do much damage with her little slaps, 
    anyways, so it's not worth it in my opinion.  Plus, it can be 
    	- Slaps (1_2 x 5)
    ccc) N : Body Stomp (6/10)
    	Good move usually.  This only occurs when the opponent 
    is lying down.  Fairly safe, unless you give the opponent too 
    much time to recover, in which case you can be low swept.  
    	- None
    ddd) Stop Short, Sidestep (8/10)
    	Defensive manuver, puts Ling into position to make an 
    attack.  Use any of Lings evasive sidesteps from her basic, to 
    the cartwheel, to the back turn.  Change it up!
    eee) d/b+1 : Storming Palm (7/10)
    	A good one because the timing is a little odd the 
    opponent may try to hit you as you run in, but this move will 
    usually out prioritize his move if done correctly.  
    	Best part about it: on counter, you get to charge 
    	- Charge!
    fff) f,f+1+2,f+1+2 : Phoenix Wings (6/10)
    	Quite risky, but has lots of possibilities for 
    devistating damage to the opponent.  If this move out 
    prioritizes, he takes a good 30+ Points.  On counter hit it's 
    more.  If the SECOND hit is on counter, you get a float from 
    which you can do a small juggle or a Storming Palm (d/f+1)
    	- F+4
    	- Charge!
    	- d/f+1
    	- Throw
    ggg) Stop Short, Front Layout (6/10)
    	A little risky.  If the opponent does a long move, 
    you will be back to back with them, but if they recover too 
    fast, they'll kick you out of the air before you land behind 
    them.  Best followup is a Cyclone.  
    	- Cyclone (f+3+4,3+4)
    	- See Tactics : Behind Opponent
    hhh) Throw : (4/10)
    	This is one time in which it is NOT reccomended to 
    throw.  The charge gives people too much time to see you 
    coming, and will more than likely hit you before you get a 
    	- See Okizeme : Throws
    	Okizeme is, put simply, "Hitting the opponent while he's down."
    Some call it cheap (scrubs, no good players), but it's a great way to 
    add damage to Ling's game, especially because many of her moves offer 
    such great opportunities to do so, and are damaging.  So, without 
    further ado...
    	Ling's okizeme is best used exclusively at close range, like 
    most peoples.  It is often uncertain (as well as unwise), to hit far 
    ranged opponents lying on the ground by charging in and doing a move, 
    because 9 times out of 10, they will out prioritize you.  The only 
    somewhat "safe move" in this situation being the Racoon Swing (f,f+3).
    I use the following codes for the Okizeme section:
    [D] - Good damage
    [d] - Poor damage
    [F] - Good Followups
    [f] - Poor (or no) Followups
    [P] - Good Position is gained by the move
    [p] - Poor Position after execution
    [S] - Usually a safe move
    [s] - Fairly unsafe move
    [H] - Usually Hits
    [h] - Hitting is Risky
    * If not noted otherwise, moves are somewhere in the neurtral range.  
    a) d/f+2,1 : Sunrise Fan (9/10) [DF...]
    	This move is AWSOME against grounded opponents.  It comes out 
    with good speed, hits several times, and does good damage.  However, 
    it does not work well UNLESS the opponent is sideways from Ling.  
    Doing so otherwise will hit the opponent 1-2 times, and give them a 
    major advantage.  Good followup is Racoon Swing (f,f+3) to Back Circle 
    Breaker ((RD) d+3)
    	There is one danger in this move, in that the opponent may 
    quick rise to block it.  This situation is covered in Strategy : Ling's 
    Best used when:
    	- Opponent is on his side, and refuses to move OR has just 
    been knocked down.
    	- Tag -> Slide [.fpS.]
    	Opponent Rolls (likely):
    		- Racoon Swing (f,f+3) 	  [dFPSH]
    		- Phoenix Wings (f,f+1+2) [D..sh]
    	Opponent Stays:
    		- Fire Dancer ((FC),3) 	  [D.p.h]
    		- Racoon Swing (f,f+3)    [dFPSH]
    b) d/b+4 :  (5/10) [.F.S.]
    	Okay move, fairly safe if done right away, and you want to 
    stay in front stance.  Has poor range, though, allowing it to miss 
    if you're too far.  Not bad if the opponent is rolling towards you 
    either, because it leads to more followup opportunities.
    Best used when:
    	- Opponent rolls towards you, and you aren't ducking.
    	- Opponent lies still, with feet or head towards Ling
    	Opponent Stays:
    		- Racoon Swing (f,f+3) 	  [dFPSH]
    	Opponent Rolls:
    		- Racoon Swing (f,f+3) 	  [dFPSH]
    		- Phoenix Wings (f,f+1+2) [D..sh]
    		- Step Kick (f,f+4) 	  [D.P.h]
    		- Fire Dancer ((FC),3)    [D.p.h]
    c) d/b+3 : Knee Cracker (5/10) [d.PSH]
    	This move is not bad as a confusion tactic, as it will often 
    cause the opponent to flinch, allowing you to do a number of things.  
    Note: this move does NO damage, it's only nudges the opponent.
    Best Used When: 
    	- Opponent is sideways
    	- Opponent just starting a move (possible float)
    	Opponent Stays:
    		- Racoon Swing (f,f+3) 	  [dFPSH]
    		- Nut Cracker (d/b+4) 	  [.F.S.]
    		- Sunrise Fan (d/f+2,1)   [DF...]
    	Opponent Rolls:
    		- Racoon Swing (f,f+3) 	  [dFPSH]
    		- Phoenix Wings (f,f+1+2) [D..sh]
    		- Step Kick (f,f+4) 	  [D.P.h]
    		- Fire Dancer ((FC),3) 	  [D.p.h]
    d) FC+3,{2...} : Fire Dancer (7/10) [Dfp.h]
    	This move has the potential for the most damage of any of 
    Ling's Okizeme, as it goes directly to her standard Juggle.  
    Unfortunately, it's hard to hit with on a wary opponent.  Keep in 
    mind that some of her longer combos will miss the last move from 
    this juggle, as it is slightly lower than her standard starters.  
    Best Used when:
    	- You block a slide attack, or Opponent is Short.
    	- Opponent does a move that grounds him in front of your 
    	- You can anticipate a roll forwards or backwards
    	Opponent Juggles:
    		- See Juggles : Fire Dancer
    		- No followups possible
    e) f,f+3+4 : Back Layout (6/10) [..P..]
    	This move has a specialized use for long range Okizeme.  
    Use it sparingly, though, as it can be seen coming.  The advantage 
    is that the opponent on the ground will often take incorrect steps 
    to avoid being hit by this move, either leaving him standing or 
    on the ground after being hit.
    Best Used when:
    	- Opponent is at medium distance, recently grounded.
    	Opponent is Hit on Ground:
    		Opponent Rolls:
    			- Racoon Swing (f,f+3) 	  [dFPSH]
    			- Phoenix Wings (f,f+1+2) [D..sh]
    			- Fire Dancer ((FC),3) 	  [D.p.h]
    		Opponent Stays:			
    			- Racoon Swing (f,f+3) 	  [dFPSH]
    f) f,f+3 : Racoon Swing (10/10) [dFPSH]
    	Okay, this move gets a 10/10 because of the following 
    reasons: 1) It's almost a guarunteed hit 2) It ends back turned 
    3) there are good, and (almost) guarunteed followups 4) It's a 
    pretty safe move.
    	If you notice, this move is part of most of my Okizeme 
    tactics, putting me in position to begin with the next attack.  
    However, if opponent is rising when this move connects, be SURE 
    you IMMEDIATELY sidestep.  If you don't, at worse, you'll 
    probably take a single hit to the back.  
    Best Used when:
    	- Just about any time at all (while opponent is on the 
    	- Back Circle Breaker ((RD) d+3) 	  [d.PSH]
    	- Peg Leg ((RD) f,f+3) 			  [D.Psh]
    f) (RD) d+3 : Back Circle Breaker (8/10) [d.PSH]
    	This move is almost guaranteed after the Racoon Swing 
    (f,f+3) if executed immediately, and is if the opponent happened 
    to be rolling when they were hit.  The damage is negligable, but 
    this move is an inportant part in a great little attack pattern 
    Ling has.  
    Best Used When:
    	- Following Racoon Swing (f,f+3) [dFPSH]
    	- See Strategy : Ling's Tricks
    g) (RD) f,f+3 : Peg Leg (7/10) [D.Psh]
    	This move, to be honest, almost NEVER hits if the opponent 
    does anything but just sit there.  So why do I give it a 7 rating, 
    you ask?  See Strategy : Ling's Tricks for the answer.
    Best Used When:
    	- See Strategy : Ling's Tricks
    	- See Strategy : Ling's Tricks
    	The main reasons Ling's throwing game is so deadly is that 
    there are very good Okizeme followups.  Learn to use these, and you 
    can REALLY punish the opponent.  Indeed: this a major part of Ling's 
    fgame, in my opinion.  
    Front Throws - Jade (1+3) and Ruby (2+4)
    	After both of Ling's front throws, there is a very good 
    followup: Sunrise Fan (d/f+2,1).  Follow up with anything you 
    	There is 1 pitfall, however.  This move CAN be blocked, 
    but it is very difficult to do.  For people who DO know how to 
    block it, however, there is a trick...
    - See Strategy : Ling's Tricks
    Side Throws - Dump the Bucket (Right), Arm Flip (Left)
    	Ling's Right throw (Dump the Bucket) doesn't really give 
    you much of an option for good Okizeme.  The best you can hope 
    for is if you do an immediate Phoenix Wings (f,f+1+2,1+2), you 
    can sometimes catch them if they're doing rising kick or sweep.  
    It's risky business, though.  
    	Ling's Left throw (Arm Flip) on the other hand, is an 
    incredibly good thing.  See Ling's Tricks for details.  
    - See Strategy : Ling's Tricks
    Back Throw - Crank Up
    	Aside from doing really nice damage for a character who 
    can get back throws as often as Ling does, it also has a very good 
    possibility for an immediate Juggle afterwards.  
    	The trick is this (will be recapped in Strategy : Ling's 
    Tricks) :
    	Immediately after Ling's Crank Up back throw, duck, and 
    wait for any sign of a flinch from the opponent.  Most people think 
    that because of the range, they are safe from her by rolling back... 
    but Ling has incredibly long legs for such a tiny Chinese girl, 
    and her little juggling sweep can still catch them most of the time.  
    	When they move, hit 3, 2 and Juggle!
    	Ling actually has fewer options than most people from the 
    ground.  She can't perform the normal b,b+3+4, or f,f+1+2 moves like 
    most people can.  This means you have to be somewhat more prudent.  
    	HOWEVER, Ling does have 1 thing in particular that in all 
    likelyhood, more than makes up for it: She can juggle opponents while 
    she herself is on the ground!
    	The move in question is simply her Rising Low Sweep (3) and 
    followed immediately by the Fire Dancer (d+3) into a rain dance combo.
    Note: this juggle is a bit lower than most of her others, and thus, 
    if you try to put a Phoenix Wings (f,f+1+2,1+2) on the end, you will
    more than likely miss (but not always!).  
    	As a result, I tend to use rising kick moves a lot more than 
    I would with other characters when using Ling.  This can occcasionaly 
    get me into trouble with people who anticipate it, but wins me a lot 
    of damage, so I live with it.  
    	The best time to use the sweep is on people who use careless 
    Okizeme tactics against you.  The move is fast, very fast, so you 
    can get it in a lot, but beware of low blockers.  Reccomend to mix 
    it with her Rising High Kick (4) if you're unsure.
    	Other than that, use quick recoveries, rolls, etc. as you 
    would with other characters.
    	In TTT, Tagging in and out safely is no less an important 
    skill than knowing your character.  Doing so unsafely will result 
    in many spent Quarters (or 100 Yen pieces, depending where you are).  
    	Ling has a few advantages when tagging that other players 
    don't, so it's important to learn them and use them to your 
    	Ling's entering moves are standard, that is, she has the 
    Slide (f,f,N+4), the Head Dive (f,f,N+1+2), the Jump Kick (f,f,N+3), 
    and the Run Cancel->Backflip (u/b,b).  
    	I will not explain the use of these moves individually, as 
    they are well known and you should be able to determine when they 
    should be used.  I will instead suggest moves from Ling's arsenal 
    to use when entering.  
    a) d+1+2 : Phoenix Position (9/10)
    	This is a GREAT move, as long as you don't overuse it.  
    It's suprises people who want to hit you as you come in, as it makes 
    thier attacks whiff.  Follow up with a quick Wave Crest (~1+2).  If 
    you misjudge, and the enemy doesn't attack immediately, follow up 
    with a Firecracker (4~3) or another Rain Dance Tactic.  
    	Use on aggressive opponents attempting to hit you 
    immediately on entry.
    	- Wave Crests (1+2)
    	- Firecracker (4~3)
    b) d/b+1 : Storming Palm (7/10)
    	This one is great when done well, but is only good in 
    situations where the opponent is either recovering close to the 
    side of the screen, or is attempting to attack you, but is attacking 
    you towards the end of your run.  This will out prioritise them, and 
    likely counterhit.  But be wary.
    	- Running Charge
    c) SS_b+3+4_f+1+2_f+3+4 : Sidestep, Rain Dance, Cartwheel, Leap Right
    	These are good if the opponent is not on top of you when you 
    come in, or is attacking you with really bad latancy when you come in.  
    	Be careful if the opponent has already begun a move, though.  
    With the cartwheel and Leap right, you will probably not completely 
    avoid an attack, but the damage will be much less.  With the Sidestep 
    and Rain Dance, you might get nailed if you're too close.
    	- See Tactics : Evasion Reactive
    d) Throw : (7/10)
    	This move is good on an "indecisive" opponent.  If they're not 
    attacking, they'll probably expect an immediate attack, so run up and 
    grab them immediately.  
    	- See Okizme : Throws
    	There's really no extra trick to tagging out with Ling in 
    comparison with any other character.  I will now go over methods of 
    tagging out.  
    e) 2+5 : Tag Throw (8/10)
    	Tag throws are a great option for her, because of her speed 
    and ability to make people eat them.  Although, sometimes the prospect 
    of getting close to an opponent while low on life is sometimes 
    f) (RD) 4~5 : Mistrust [Tag] (5/10)
    	This is not bad if you happen to be in the position where you 
    can use this move to tag out, great: more power to you.  Unfortunately, 
    it requires her to go to the trouble of getting into the Rain Dance, 
    which is dangerous if she is low on life.  It's more of a risky manuver 
    than I like to take considering how low her stamina is.  Good juggle 
    starter, however.  
    g) (PP) d+1+2~5 : Wave Crest - Power [Tag] (5/10)
    	The wave crests are tagable, but this option is brought down for 
    a couple of reasons:
    1 - Ling CAN NOT tag out while in the Phoenix Position - a fact 
    that has flustered me once or twice in a game - making this position 
    somewhat dangerous while low on life.
    2 - If the opponent blocks, or you miss, you lose the round.
    	On the up side: you get a good juggle if you connect.  
    h) (PP) 4~3,5 : Firecracker, Tag (8/10)
    	This move makes you go into the Phoenix Position, but the 
    move itself has a much lower chance of being blocked, allowing you to 
    tag out safely, and tag in RELATIVELY safely as well.  The opponent 
    will be grounded, or rising when your partner comes in.  
    i) d+2,1~5 : Sunrise Fan (5/10)
    	This move is a DANGEROUS one to use.  The move itself, if 
    connected, insures a safe exit and entry for your team from the front 
    position.  Unfortunately, the penalty for failure, is death, as the 
    recovery time for this move is enough for any medium speed juggle 
    starter.  You also might be able to juggle SOMETHING off of this.  
    j) WS+2 : Sunflower (3/10)
    	This has about a 25% chance of you surviving.  Unless you 
    feel lucky - little girl - don't use it to tag out.  You get almost 
    no chance of a juggle, anyways.  
    k) 1,2_d/f+1,WC+1_4 : Poking tactics (8/10)
    	This is my usual way of tagging out if an opportunity is 
    not immediately obvious.  Basically, I do a small poking move, and 
    tag out after a connect.  This often causes a retaliation move that 
    will most time miss your partner coming in (but not always!), thus 
    give you a juggle starting opportunity.  
    	Ling is a very good juggler - better than most people think.  
    Her juggle do decent (not Mishima level, but very good) damage, and 
    can be extremely long.  Unfortunately, her Juggle starters are not 
    as good as say, EWGF, but they do the job.
    	A lot of your game should be centered around an occasional 
    a) (RD) 4 : Mistrust (10/10)
    	This is Ling's signature starter.  It juggles high, and 
    allows almost all of her juggles.  Comes out fast, Highly 
    b) ~1+2_1+2_d+1+2 : Wave Crests (7/10)
    	This is a good juggle starter.  It's impossible to hit an 
    unaware person with, but works great on countering other attacks.  
    The d+1+2 version is a Class 1 starter, and is her highest.  
    c) WS+2 : Sunflower (5/10)
    	As a juggle starter, no.  This move is unreliable unless 
    you're ducking under a string and know you can get a counterhit.  
    I would give up the Sunrise Fan (d/f+2,1) to have this move back 
    in full.  
    d) d/f+2,1 : Sunrise Fan (8/10)
    	A new move to TTT, this is the best improvement they've 
    given her (though not enough for what they took away).  It 
    juggles head towards Ling, which SEVERELY limits her options, 
    but it does it's job nonetheless.  
    	Okay, this is by no means the end all of juggles for Ling, 
    and I intend to update this section once tekken.net gets around to 
    listing them.
    	For those who doubt Ling's juggle ability, I ask them to 
    compare them to, say, Jin's Laser scraper combos.  Ling's will 
    usually do more.  In fact, Ling's better Juggles will do from 1/3 
    to 1/2 (on Kali) of the opponent's life bar.  This is by no means 
    weak in any fashion.  
    	Note, [***] Indicates a good damage combo.
    	Also note that all of these juggles have not been tested, 
    ESPECIALLY in the Sunrise Fan category.  I have a number of sources 
    for these juggles, as well as personal experience.
    	They are as follows:
    From tekken.net forums:
    	* TekkenSmoker
    	* Marsical Gump
    	* LingPanda
    	* StatiK
    	* SmuvMoney
    Mistrust Juggles
    	Ling's best Juggle starter for many reasons.  From this 
    move she can do close to her most damaging juggles.  
    Mistrust ( (RD) 4 ) ->
    	* d+4_d/f+1_WS+2
    		* 2,{2},{2},{2} [***]
    		* 2,{2},...
    			* ~1
    				* f,f+1+2,1+2 	[***]
    				* d/f+3		
    				* d/f+1 	
    				* d+4		
    				* d/b+4 	
    				* d/b+3		
    				* (FC) 3	
    			* 3 
    			* 4 
    			* d+3
    		* 3 
    		* 4 
    	* d/b+1 
    	* f+4   
    	* 1
    		* f,f+1+2,1+2 	[***]
    		* d/b+1 [Big Only] [***]
    		* d/f+3		
    		* d/f+1 	
    		* d+4		
    		* d/b+4 	
    		* d/b+3		
    		* (FC) 3	
    		* d+2,d/f+4
    		* d/f+2,1 [~5]
    		* d/f+1
    		* f+3
    		* D+2,WS+4
    		* D+2,D+3
    		* 1,1,f,f+3 
    	* 1,2   
    		* f+4 	
    		* d/b+1	
    The juggle I almost always use is:
    	Mistrust -> d/f+1, 2, 2~1, f,f+1+2.
    However, I will occasionally go for just
    	Mistrust -> d/b+1
    if I know the person will die, or if I'm running out of 
    time with my Kali.
    Wave Crest Juggles
    	With the wave crest Quick and Normal, you can do 
    most of the Mistrust followups minus the f+4 and d/b+1.  
    Keep in mind that fewer of the (RD) 2,{2}... are 
    reccomended to get the end of the juggle off.
    	The wave crest Power is Ling's highest launcher,
    and allows for a few extra juggles.  Any of her Mistrust 
    Juggles are good, but there a few additional Juggles that 
    should be added.
    Wave Crest - Quick ( (PP) ~1+2 ) ->
    Wave Crest - Normal ( (PP) 1+2 ) ->
    	All Mistrust followups except d/b+1 and f+4.
    Wave Crest - Power ( (PP) d+1+2 ) ->
    	* d+1+2
    		* ~1+2
    		* u+4
    			* ws+2
    				* 2,{2},{2} 
    				* 2,1
    					* f,f+1+2,1+2 	[***]
    					* d/f+3		
    					* d/f+1 	
    					* d+4		
    					* d/b+4 	
    					* d/b+3		
    					* (FC) 3	
    	* u/f,N+4 (7/10)
    		* f,f+1+2 [***]
    		* d+4	  
    	Both of the above juggles ending with f,f+1+2 are 
    fairly difficult, but worth the effort if you can get them.
    Sunflower Juggles
    	Though toned down, this move is still a nice 
    juggle starter on counter.  It basically puts you into the 
    same position as if you used the WS+2 link off a Mistrust, 
    plus a bit more.  
    Sunflower (WS+2) ->
    	See Mistrust Juggles off of the WS+2 link for juggles.
    Sunrise Fan Juggles
    	This move juggle opponents with head facing Ling, and 
    not very high, thus limiting her options.
    Sunrise Fan (d/f+2,1) ->
    	* d/f+2,1 [~5] [***]
    	* 1
    		* f,f+1+2,1+2 	[***]
    		* d/b+1 [Big Only] [***]
    		* d/f+3		
    		* d/f+1 	
    		* d+4		
    		* d/b+4 	
    		* d/b+3		
    		* (FC) 3	
    		* d+2,d/f+4
    		* d/f+2,1 [~5]
    		* d/f+1
    		* f+3
    		* D+2,WS+4
    		* D+2,D+3
    		* 1,1,f,f+3 
    		* d/b+3,d/b+3,d/b+3,f,f+3 [Really Taunting]
    			* 2, d+4, 2+3+4 [Taunt!]
    			* 2,{2}
    				* 3
    				* 4
    			* 2~1
    				* d/f+3
    				* d/f+1
    				* d/b+3
    			* d+2,d/f+1,2,4 [Big Only]
    	* 1,2	
    		* 1,2, f,f+3
    		* 1,2,d/f+4
    	* d/f+1,2~1
    		* f,f+1+2,1+2
    	* d/f+1
    		* 3 	(8/10)
    		* 4 	(7/10)
    		* d+3 	(6/10)				
    I usually just go for the d/f+2,1, as it's the easiest, and 
    almost never misses (but beware if you do it too late, it 
    can be techrolled!).
    Cyclone Juggles
    	With the Cyclone, you have a few additional options
    over the Mistrust, but you also have some disadvantages.
    Cyclone ((RD) f+3+4, 3+4) ->
    	* f,f, 2,{2}...
    		* See Mistrust section for juggles
    	* f+3+4, 3+4
    	* u/f,N+3
    	* u/f,N+4
    	* 3
    	* 4
    	Ling has a few moves that float, and while I will 
    not get technical here, I will list a few followups for them.
    Standing Right Kick on counterhit:
    	Storming Palm (d/b+1) is about all you're gonna get off.
    Phoenix Wings (f,f+1+2,1+2) second hit on counterhit
    	* Storming Palm (d/b+1)
    	* Phoenix Wings (f,f+1+2,1+2)
    Nutcracker (d/b+4) on counterhit, Knee Cracker (d/b+3) OR
    Back Circle Breaker ( (RD) d+3 ) on counterhit, Reverse Knee 
    Cracker ( (RD) d+4 ):
    	* 1, f,f+1+2,1+2 [HARD AS HELL]
    	* f,f+1+2,1+2 [HARD AS HELL, but easier]
    Someone gave me this last float, but I totally forget who it 
    was.  It was on tekken.net's forum, and I apologize to that 
    person.  If you would like me to put your name her, please 
    notify me!
    	In this section, I will go into the basic, 
    and intricate strategy of playing Ling.  These 4 strategies 
    are the main ways in which I have found effective to use 
    	Certain stratagies are better against certain kinds 
    of opponent, as well as specific characters.  This will be 
    discussed in detail at a later date.  
    	In General, Ling is at her peak against offensive 
    characters - ESPECIALLY pitbulls.  Turtles are generally 
    her weakness, with every other type of style somewhere in 
    between.  Another type of person to fear is the person who 
    knows Ling well - they are the people who can punish you 
    after certain moves where Ling is vunerable (they exist in 
    more places than people think).  More on this later.  
    Name : 			Schoolgirl's Temprement (jyoshikousei 
    			no seikaku)
    Best Used Against : 	Low-HighAverage Level Pitbulls, 
    Effectiveness :		7/10
    Fun Factor :		10/10
    Strengths :		Allow you to avoid attacks all
    			together if used right.  Is fun as 
    			hell and taunting to your opponent.
    			Evasion often coinsides with an enemy's 
    			reprisal, leaving Ling in prime position.  
    Weaknesses :		If you make a mistake, you can 
    			be punished for it.  High level 
    			players will not fall for it as 
    Primary Purpose: 	Confuse the enemy, provoking them 
    			into making mistakes by attacking 
    			Ling while she is sidestepping, thus 
    			giving you opportunity for side/back 
    			throws or juggle starters.
    	Basically, this is Ling as she was ment to be played.  
    Unfortunately, due to many of the changes made to Ling since 
    Tekken 3, this option has been taken away from her at higher 
    level play (mainly due to the fact that the Mistrust now does 
    a head-over-heels knockdown instead of juggle when done behind 
    the opponent).  
    	In this strategy, you will use a lot of Sidesteps, 
    Rain Dance back turns, Spinners, Cartwheels and Leaps.  To mix 
    it up, you should also use the Phoenix and Hypnotist Positions.  
    	The main trick is to keep moving, and to watch your 
    opponents actions carefully.  When in doubt, sidestep, when not 
    in doubt, sidestep: it's the name of the game.  There are a few 
    reactions that the typical opponent will have to this:
    1) Opponent continually turtles while backing up
    	This is the most annoying type of reaction, and one that 
    you really have very little control over.  If the opponent 
    continuously does this, you should 
    a) Front or sidestep Throw them
    b) Use her Knee cracker (d/b+3), Nutcracker (d/b+4), or 
       Firecracker ((PP) 4~3) to break thier block, and encourage 
       some reprisal.
    c) Use her Roll Ball ((PP) f+3+4) and California Roll 
       ((RD) f+3+4) and changeup with Throw/Mistrust (Risky)
    d) Use her Back Layout ((RD) f,f+3+4) from in close.  If the 
    person continues to back up, he'll be in trouble, even if he 
    doesn't, if you make it up in the air, Ling should be safe.  
    2) They try to pitbull you
    	Switch to reactive evation (you'll beat them soon).
    3) Opponent Turtles, without backing up
    	This is easy to counter, as if they don't back up, 
    thier axis fails to change despite thier ducking.  You can 
    mistrust them or throw them from the side.
    4) Opponent will Turtle with intent to bait you into coming 
    	This is the most common reaction, and the best trick 
    is to beat them at thier own game.  
    	You can do this by making false approaches, and using 
    confusion tactics like the Left and Right Spinners (d+3+4, 3+4).  
    These are only needed for excessively conservative opponents, 
    who have proven themselves to be good at avoiding Ling tactics, 
    and should be very carefully given out.  
    	Usually, people who try this will fail against a clever 
    Ling player, unless they have extensive experience against her.  
    	I usually mix this tactic with Poking : Instigation.  
    Primary Moves:
    	- Sidestep (SS)
    	- Cartwheel Left (f+1+2)
    	- Leap Right (f+3+4)
    	- Rain Dance (b+3+4)
    	- Phoenix Stance (d+1+2)
    	- Roll Ball ((PP) f+3+4)
    	- California Roll ((RD) f+3+4)
    	- Cradle Throw {Cancel} (1+3_2+4,{d})
    	- Throw
    	- Mistrust (4)
    	- Sunrise Fan (d/f+2,1)
    	- False Salute (1+3+4) \ Whoever said 'attacks'
    	- Greetings (2+3+4)    / had to do damage? ^^
    Name : 			Maiden's Prerogative (otome no tokken)
    Best Used Against : 	Low-High Level Pitbulls
    Effectiveness :		9/10
    Fun Factor :		7/10
    Strengths :		Makes your opponent miss you 
    			completely, setting you up for 
    			painful retribution opportunities.  
    Weaknesses :		Moves that track, 360 Degree axis 
    			moves, slow reaction on the part of the 
    			Ling player can all MAJORLY punish her 
    			while using this.  
    Primary Purpose: 	Lings most damaging method of play 
    			if done correctly, allows you to 
    			really do damage.
    	The main difference between this and premptive 
    evasion is the fact that you don't use as much of the 
    outgoing Ling moves to begin with, but do more of a give 
    and take game, with occasional Sidestep, Cartwheel (f+1+2), 
    Rain Dance (b+3+4), or Phoenix Position (d+1+2).
    	This is the primary method I use, as people don't 
    know as much about Ling's frontal arsenal as her back-
    turned.  As a result, people seem to underestimate her, 
    and it adds more variety to her game.  In fact, unlike 
    most people who play Ling, I tend to use her front game 
    more than her back, and use the Rain Dance mostly for 
    specific purposes such as changeups, stringing and 
    Primary Moves:
    	- Sidestep (SS)
    	- Cartwheel Left (f+1+2)
    	- Rain Dance (b+3+4)
    	- Phoenix Stance (d+1+2)
    	- Roll Ball ((PP) f+3+4)
    	- California Roll ((RD) f+3+4)
    	- Throw
    	- Mistrust ((RD) 4)
    	- Sunrise Fan (d/f+2,1)
    	- Wave Crest - Quick (~1+2)
    	- Firecracker ((PP) 4~3)
    Name : 			Teasing the Teacher (Sensei wo ijimeru)
    Best Used Against : 	Fast characters, or those with 
    			Linear or High moves
    Effectiveness :		7/10
    Fun Factor :		9/10
    Strengths :		Can set you up for some good damage
    			counters and juggles.
    Weaknesses :		You may eat a move with higher 
    Primary Purpose: 	Another method of setting opponent 
    			up in order to retaliate.  
    	This strategy is about as defensive as Ling gets.  
    The idea is to use nothing but small, fast pokes and 
    occasional evasion tactics to safely do damage to the enemy.  
    It's basically a back and forth tactic, changing from offense 
    to defense and back again - something Ling is very good at, 
    though not the MOST effective way to play her.  Note, although 
    you should use pokes often, it does not keep you from going 
    for an occasional powerful move or juggle starter.  More often 
    than not, you will be forced into this strategy by better 
    players, so it's important to learn.
    	I use this rarely by choice, as there are usually better 
    ways to beat the enemy.  It can be, however, EXTREMELY annoying 
    to the opponent when you poke thier life away from every move 
    they do.  
    	The primary requisites are extremely fast pokes, and 
    small damage strings, with an occasional throw if the opponent 
    opens themselves up too much.  If he flinches, throw out a 
    poke.  If he stands there, go over and poke them or throw them, 
    or juggle them with a Sunrise Fan (d/f+2,1) when they duck.  
    	The whole idea of play is basically a back and forth 
    strategy, with capitalization on slow moves that can be stopped 
    with small pokes.  
    	The Bayonet (1,2) is your primary weapon, it's tied for 
    the fastest move in the game, and is almost always a great 
    followup to moves that recover at fast to medium speed (anything 
    more, and you should juggle or throw them).  It's also good if 
    you can see a move coming before it comes out (i.e. double 
    forward tap moves).  Better yet is the Standing Right Kick (4), 
    as it's almost as fast as the Bayonet (albeit 2 frames), and 
    on counterhit, floats with a Storming Palm (d/b+1) followup 
    for very good damage.  
    Primary Moves:
    	- Bayonet (1,2)
    	- Belly Chop (d/f+1,{d/f})
    	- April Showers (2,1,{d/f})
    	- Bayonet McTwist (1,d+2)
    	- Standing Right Kick (4)
    	- Storming Palm (d/b+1)
    	- Sunrise Fan (d/f+2,1)
    	- Racoon Swing (f,f+3)
    	- Phoenix Wings (f,f+1+2,1+2)
    	- Flower Garden ((PP) f+4,{4})
    	- Flower Power ((PP) u+4,{4})
    	- Wave Crests ((PP) ~1+2_1+2_d+1+2)
    	- Firecracker ((PP) 4~3)
    	- Skyscraper Kick (WS+4)
    	- Sunflower (WS+2)
    	- Step Kick (f,f+4)
    Name : 			Wrath of the Schoolgirl (jyoshikousei 
    			no hageshii ikari)
    Best Used Against : 	Slow Characters, especially those with 
    			no good pokes.  Turtles.  
    Effectiveness :		7/10
    Fun Factor :		7/10
    Strengths :		Does not give opponents a chance to 
    			react, or will score counterhits for 
    			good damage when they try to retaliate.
    Weaknesses :		You may eat a move with higher priority.
    			Chickens are often difficult to buffer.
    			Damage is not that great compared to 
    			other methods usually.  
    Primary Purpose: 	Keep the pressure on the opponent so that 
    			he can't react, useful especially as the 
    			opponent is tagging out, to be prepared 
    			for the entrance of the partner.  
    	Ling's custom strings are EXCELLENT.  She's probably among 
    the best in the game in this area.  Her moves are fast, most have 
    quick recovery, and add up to damage when you use them to work in 
    a throw or juggle starter.  
    	I do have use some standard strings in my repitoire, mostly 
    because they have worked so well for me consistantly.  On my better 
    days, I tend to do something I call "Random Stringing."
    	Basically, this can be done with the faster characters that 
    one knows very, VERY well.  The trick is to start a string, and not 
    really think about what you're next move will be (because doing so 
    will cause you to go to your standard stringing techniques).  This 
    makes for extremely hard-to-predict strings.  If you're on, it works 
    like a charm.  If you're not, you'll get nailed.  I usually have 
    my best streaks when my strings are sufficiently random.  
    	Other things to work into this is an occasional sidestep, 
    possibly changing to the Poking - Instigation occasionally, as these 
    two styles work together very well with Ling, because the opponent 
    won't know if he's being baited or not.
    	Often the best poke is the poke that the opponent thinks is 
    coming, but doesn't - it usually confuses the opponent, at which 
    point, panic moves come out; Moves often inappropriate against 
    	- Bayonet (1,2)
    	- Belly Chop (d/f+1,{d/f})
    	- April Showers (2,1,{d/f})
    	- Bayonet McTwist (1,d+2)
    	- Standing Right Kick (4)
    	- Storming Palm (d/b+1)
    	- Sunrise Fan (d/f+2,1)
    	- Racoon Swing (f,f+3)
    	- Phoenix Wings (f,f+1+2,1+2)
    	- Flower Garden ((PP) f+4,{4})
    	- Flower Power ((PP) u+4,{4})
    	- Wave Crests ((PP) ~1+2_1+2_d+1+2)
    	- Firecracker ((PP) 4~3)
    	- Skyscraper Kick (WS+4)
    	- Sunflower (WS+2)
    	- California Roll ((RD) f+3+4)
    	Here I will list all of the common strings I 
    pull off with Ling, and attempt to show some of the 
    possible options she has from any position.  Remember: 
    this list is not exhaustive, as I believe that would 
    be close to impossible, so don't use these strings 
    exclusively, try random stringing to see what you come 
    up with!
    Note: I am Forgoing the move names at this stage as a 
          space-saving device.
    I use the following codes for the String section:
    [D] - Good damage (or potential off a juggle or Okizeme)
    [d] - Poor damage
    [F] - Good Followups
    [f] - Poor (or no) Followups
    [P] - Good Position is gained by the move
    [p] - Poor Position after execution
    [S] - Usually a safe move
    [s] - Fairly unsafe move
    [H] - Usually Hits (whether opponent blocks or not)
    [h] - Hitting is Risky
    In refrence to the FC, RD, and PP Strings sections:
    	The strings labeled '1' are for moves where 
    when entering that position, you have little time to 
    make your next move.  Those labeled '2' are if you 
    have more time to work in those positions.  This is 
    subjective, but all moves in '1' sections may be 
    used even if section '2' is pointed to.
    	Sidestep (SS) does not use this method as if 
    you fail to gain the advantage in a sidestep, you are 
    still in front position.
    Setup for this section is as follows:
    ?) Link Input [Properties for using this as a Link]
    	- Move Input	[Properties] Hit Level (Rating) [Links to ?]
    * Ratings for moves are indivdualized for the move they follow.  
      That is, certain moves flow together, the rating reflects that.  
    * Certain links have properties that cannot be listed, and as 
      such are not exactly the sum of thier parts.  Try them out to 
      get a feel of what works.
    * The move listed is the MOST COMMON used linker, other moves 
      may result in similar setups.
    * Keep in mind that these strings are VERY (x3) dependant on whether 
      or not your opponent gets hit, gets hit on counter, or blocks her 
      moves.  In other words, if opponent blocks, they may be pushed 
      back (or the opposite may be true).  You should always be watching 
      EXACTLY what happens when Ling throws her moves.  The difference 
      advantage and spacing means the world.  
    a) 1,2 [FPSH]
    	- d/f+1{d/f}	[dFPSH] (10/10)[c]
    	- 1,d+2		[...SH] (9/10) [b]
    	- 1,2		[...S.]	(8/10) [b]
    	- Throw		[DFPs.] (8/10) [KD]
    	- b+3+4		[.FPS.] (8/10) [RD-2]/[SS-RD]
    	- SS		[..PS.] (7/10) [SS]
    	- d/b+1		[DFP..] (7/10) [KD]
    	- 4		[.F...] (7/10) [b]/[Float on CH]
    	- d/f+1		[dFPsH] (7/10) [RD-1]
    	- d/f+2,1	[DFPs.] (7/10) [Juggle]
    	- f+4		[DFP..] (6/10) [KD]
    	- d/f+4		[dfp.H] (6/10) 
    	- 2,1{d/f}	[....H] (6/10) [b]
    	- 2,1		[.FPsH] (6/10) [RD-1]
    	- d+1+2		[.FP..] (6/10) [PP-1]/[PP-2]
    	- d+1{d}	[.fps.] (5/10) [PP-1]/[PP-2]
    	- d+1		[.Fps.] (5/10) [h]
    b) (1,d+2) d/f+4 [SH]
    	- d/b+1		[DFP..] (8/10) [KD]
    	- f,f+1+2	[DFPs.] (8/10) [d]
    	- SS		[.FPS.] (7/10) [SS]
    	- 4		[.F..h] (7/10) [b]/[Float on CH]
    	- f+4		[DFPsH] (7/10) [KD]
    	- b+3+4		[.FPS.] (6/10) [RD-2]/[SS-RD]
    	- d+1+2		[.FPS.]	(6/10) [PP-2]
    	- d/f+4		[dfp.H] (6/10) 
    	- 2,1		[.FPsH] (6/10) [RD-1]
    	- d/f+1		[dFPsH] (6/10) [RD-1]/[RD-2]
    	- d/f+1{d/f}    [d..SH] (6/10) [c]
    	- 1,2 		[.FPsh] (4/10) 
    	- d/f+2,1	[DFPsh] (4/10) [Juggle]
    c) d/f+1{d/f} [...SH]
    	- Throw		[DFPsH] (10/10)[KD]
    	- 4		[.F...] (10/10)[b]/[Float on CH]
    	- 1,2		[.FPS.]	(8/10) [a]
    	- SS		[..PS.] (8/10) [SS]
    	- d+1+2		[.FP..] (8/10) [PP-1]/[PP-2]
    	- d/f+2,1	[DFPsh] (8/10) [Juggle]
    	- f+4		[D.P..] (7/10) [KD]
    	- d/f+1{d/f}	[dFPsH] (7/10) [c]
    	- 1,d+2		[...SH] (7/10) [b]
    	- b+3+4		[.FPS.] (7/10) [RD-2]
    	- d/b+1		[DFP..] (7/10) [KD]
    	- d/f+1		[dFPsH] (7/10) [RD-1]
    	- d/b+4		[.F..H] (6/10) [b]/[KD on CH]
    	- d/f+4		[dfp.H] (6/10) 
    	- 2,1{d/f}	[....H] (6/10) [b]
    	- 2,1		[.FPsH] (6/10) [RD-1]
    	- d+1{d}	[.fpsH] (6/10) [PP-1]/[PP-2]
    	- d+1		[.FpsH] (6/10) [h]
    d) f,f+1+2 [DFPs.]
    	- Throw		[DFPs.] (10/10)[KD]
    	- ~1+2		[DfPSH] (9/10) [Opp ends FC]
    	- 4		[.F...] (9/10) [b]/[Float on CH]
    	- 1,2		[.FPS.]	(9/10) [a]
    	- f,f+1+2	[DFP.H] (9/10) [d]
    	- f,f+1+2,1+2   [D.P.H] (9/10) [b (Opp FC)]
    	- 1,d+2		[...SH] (8/10) [b]
    	- b+3+4		[.FPS.] (8/10) [RD-2]/[SS-RD]
    	- d/b+1		[DFP..] (8/10) [KD]
    	- f+4		[DFP.H] (7/10) [KD]
    	- SS		[..PS.] (7/10) [SS]
    	- d+1+2		[.FPS.] (7/10) [PP-2]
    	- d/f+1{d/f}	[dFPsH] (7/10) [c]
    	- 2,1{d/f}	[....H] (7/10) [b]
    	- d/f+1		[dFPsH] (7/10) [RD-1]
    	- d/b+4		[.F..H] (7/10) [b]/[KD on CH]
    	- d/f+2,1	[DFPsh] (6/10) [Juggle]
    	- d/f+4		[dfp.H] (6/10) 
    	- 2,1		[.FPsH] (6/10) [RD-1]
    	- d+1{d}	[.fpsH] (6/10) [PP-1]/[PP-2]
    	- d+1		[.FpsH] (6/10) [h]
    FC1) Full Crouch Strings - 1 (Time-critical)
    	- WS+4		[..PSH] (10/10)[KD]
    	- 3,2		[.FP.H] (10/10)[RD-2]
    	- FC+1		[...SH] (9/10) [FC-2]
    	- WS+2		[DFPsh] (7/10) [RD-1]/[Juggles on CH]
    	- d/b+3+4	[.FPs.] (5/10) [RD-1 (FC)]/[RD-2 (FC)]
    FC2) Full Crouch Strings - 2 (Normal or advantage)
    	- WS+4		[..PSH] (10/10)[KD]
    	- FC+1		[...SH] (7/10) [FC-2]
    	- d/b+3+4	[.FPs.] (6/10) [RD-2 (FC)]
    	- d/f+4		[.FPsh] (6/10) [PP-1]
    	- d/f+4,{4}	[.fp..] (6/10) [FC-1]
    	- WS+2		[DFPsh] (6/10) [RD-1]/[Juggles on CH]
    	- d/f+2		[.Fps.] (5/10) [RD-1 (FC)]
    	- d/f+2,1	[.fps.] (3/10) [FC-1]
    RD1) Rain Dance Strings - 1 (Time-Critical)
    	- 2,1,4		[DFP..] (9/10) [Juggles]
    	- d+1		[df.SH] (9/10) [FC-1]
    	- 3		[.fPSH] (9/10) [KD]
    	- 1		[dfP.H] (8/10) [b]
    	- d+1+2		[.FP..] (8/10) [PP-1]
    	- SS		[.FP..] (8/10) [SS-RD]
    	- f+3+4,3+4	[DFP.H] (7/10) [Juggles]
    	- 4		[DFPsH] (6/10) [Juggles]
    RD2) Rain Dance Strings - 2 (Normal or advantage)
    	- Throw		[DFPsh] (9/10) [KD]
    	- 4		[DFP.H] (9/10) [Juggles]
    	- f+3+4,3+4	[DFP.H] (8/10) [Juggles]
    	- SS		[.FP..] (8/10) [SS-RD]
    	- f,f+3+4	[DFP..] (8/10) [RD-1]
    	- d+1+2		[.FP..] (7/10) [PP-1]/[PP-2]
    	- 2		[.fPs.] (7/10) [RD-1]
    	- d+3		[.FPs.] (7/10) [KD on CH]
    	- 2,1,4		[DFP..] (7/10) [Juggles]
    	- f,f+3+4	[.FPs.] (7/10) [RD-1]/[RD-2]
    	- d+1		[df.SH] (7/10) [FC-1]
    	- 3		[.fPSH] (7/10) [KD]
    	- d+4		[dFP..] (7/10) [b (Opp Guard Stun)]
    	- f,f+(1+3_2+4)	[DFPsH] (6/10) [KD]
    PP1) Phoenix Position Strings - 1 (Time Critical)
    	- 4~3		[DFPSH] (10/10)[KD]
    	- ~1+2		[DFPsH] (9/10) [Juggles]
    	- 4		[Df..H] (8/10) 
    	- 1		[dfpS.] (8/10) [WC-1]
    	- f+4		[dFps.] (6/10) [PP-1]
    	- f+4,4		[.fpsH] (6/10) [FC-1]
    PP2) Phoenix Position Strings - 2 (Normal or Advantage)
    	- 4~3		[DFPSH] (9/10)[KD]
    	- ~1+2		[DFPsH] (8/10) [Juggles]
    	- 4		[Df..H] (8/10) 
    	- u+4		[....H] (7/10) [FC-1]
    	- u+4{u}	[...sH] (6/10) [RD-1]
    	- u+4,4		[.fpsH] (6/10) [FC-1]
    	- f+(1+3_2+4){d}[.fp..] (6/10) [FC-1]
    	- f+3+4		[.FPs.] (6/10) [FC-1]/[a]
    	- f+1+2		[.FPs.] (6/10) [RD-1 (FC)]
    	- f+4		[dFps.] (5/10) [PP-1]
    	- f+4,4		[.fpsH] (5/10) [FC-1]
    	- f+(1+3_2+4)	[DFPs.] (5/10) [KD]
    SS)  Side Step Tactics 
    	- d+2,1		[DFP.H] (10/10) [Juggles]
    	- Throw		[DFP.h] (9/10) [KD]
    	- SS-4		[.FPs.] (7/10) [RD-1]
    	- SS-4{b}	[.fp..] (6/10) 
    SS-RD) Sidestep Rain Dance Tactics
    	- 4		[DFP.H] (10/10) [Juggles]
    	- Throw		[DFP.H] (9/10)  [KD]
    	- 2,1,4		[DFP.H] (8/10)  [Juggles]
    	Well, if you get anything from any of the above, 
    let it be this: LING IS VERSITILE.  She has a ton of moves 
    from many different positions, and levels (although she's 
    a bit short on the low side) making her an excellent 
    stringer.  In the words of Master Wang: "Use the strings, 
    	My FAVORITE strings will be listed in the Ling's 
    Tricks section.
    	Okay, this is the section you've all been waiting 
    for: the section where I reveal all of my tricks of the 
    trade, and how I use Ling to her fullest advantage and 
    beat the crap out of every person I meet.
    	Please excuse me there, but I have been doing my 
    best to resist the temptation this long, I guess I finally 
    had to rant.  
    	This is basically all the little things I've found 
    over the years I've been playing Ling, and the basic little 
    insights into Tekken I've gotten from learning it PRIMARILY 
    from the spunky little girl.  (If you didn't know, I tend 
    to sidestep a lot, even with other characters).
    	So, without further ado...
    Bayonet (1,2), Storming Palm (d/b+1)
    	It's simple.  I can hear you asking "What's so 
    special about that?"  Well, it's the fact that the Storming 
    Palm (d/b+1) connects so often if you use this with other 
    strings.  People think Ling is weak after her jabs, in 
    fact, the opposite is true: she has a 5/6 frame advantage.  
    This being the fact, if anyone starts a move that takes 
    longer than 12 frames, they're gonna get busted in the 
    teeth.  Use this ONLY if opponent gets hit by both hits of 
    the Bayonet, otherwise her advantage is not great enough to 
    give you a reasonably safe execution.
    Bayonet (1,2), Belly Chop (d/f+1{d/f})
    	This is Ling's best string starter.  Not do her 
    Bayonet (1,2) almost guarantee the Belly Chop (d/f+1{d/f}) 
    (actually, if the opponent doesn't block, it *IS* 
    If you HOLD d/f, from here, you can:
    	- Throw
    	- d/f+2,1
    	Throwing from here is ingenious because of how 
    close the belly chop brings you to the opponent, and the 
    fact you're still facing forward gives them just enough 
    time to duck, which most people will NOT do the first 
    couple of times you do this, and will continue to fall 
    for it forever after, because any attack they use will 
    fall prey to the speed of her throw, and the alternative 
    is to duck and take a Sunrise Fan (d/f+2,1) juggle.
    	It is HIGHLY reccomended that 75% of the time, 
    you HOLD d/f after the Belly Chop (d/f+1{d/f}).  This is 
    because if you do not hit the opponent, Ling is at a 
    disadvantage when she gets into Rain Dance, and faster 
    players will punish her severly.  However, use the 
    Rain Dance turn occasionally as a changeup.
    Stormy (2), Back Circle Breaker (d+3), Sidestep (SS),
    Mistrust (4)
    	This is an extremely good confusion tactic 
    while Ling is turned around.  If you hit them with the
    Stormie (2), then you will more than likely hit them 
    with the next hit, causing a slight duck animation, 
    and allowing the character to do WS moves.  This is 
    why you sidestep, because most players will either 
    do a WS move, or continue ducking.  
    	Immediately after the SS, I check the 
    opponent's state:
    	1) He did a WS move -> Mistrust
    	2) He remained ducking -> Mustrust
    	3) He stood up and backed away -> Delay, 
    	A lot of times, Sidestepping with Ling while 
    in Rain Dance unnerves people (and with good cause!).  
    People will often attack her immediately following a 
    sidestep, allowing an easy Mistrust.  
    Raccon Swing (f,f+3), and setting up.
    	The Racoon Swing seems to be the best Okizeme to 
    use in a lot of situations.  This is ESPECIALLY true when 
    the other person is low on life, because it leaves Ling in 
    Rain Dance waiting for the opponent to enter: the optimum 
    	From there, you can Mistrust (4) or Cyclone 
    (f,f+3+4,3+4) them into your chosen Juggle, but be SURE to 
    buffer a chicken reversal.  
    	I tend to get a rhythm going with Ling, mainly 
    Juggling them with a Mistrust, and then another, and 
    another, until they tag, and do it again.  It's so 
    sickeningly effective sometimes you don't need your partner.  
    Dark and Stormy Mixups (2,1,?)
    	Okay, this is commonly known, but if you don't get 
    a counterhit on the 2,1 your 4 is gonna miss, because the 
    opponent is blocking, right?  Well, there's two ways to 
    deal with this:
    	- Dealy the 4
    	- Throw 
    	- Delay even farther, and take a standing 4
    	It really depends on how well you can read your 
    opponent.  Many people will duck after they see you dealy 
    on the 1, hoping to avoid a throw.  This is when you use 
    the delayed 4.  
    	For people who continue to backup block, the throw 
    is in order.  I tend to use this option less in higher level 
    play because the throw can whiff give the opponent a juggle 
    or worse.  
    	The last option is if you didn't feel like throwing 
    and the opponent didn't react.  More than likely, they will 
    rush in for a move after.  You can usually score a Counter 
    with this move, giving you a Storming Palm (d/b+1) off the 
    Bayonet (1,2) and Standing Right Kick (4)
    	These two moves are staples of my Ling game.  The 
    1,2 is the safer of the two, giving you great start and 
    recovery (fastest in the game on the former, at WORST a 
    few frames if you whiff, which is hard).  It stops strings, 
    snuffs reprisals, gives you the advantage, and starts you 
    into her custom strings.  Who could ask for more?
    	The 4 is better and worse: 
    1) The Float on counterhit + Storming Palm (d/b+1) does 
    	INCREDIBLE damage for a move this fast.  Not only 
    	that but you have a charging came to play 
    2) It's slower on start and recovery (but not by much)
    	All in all, it's one of my favorite moves for 
    her, and I have been known to go counterhit hunting with it.  
    California Roll ((RD) f+3+4)
    	This move is an intimidating one, because it puts 
    Ling with her back basically touching the enemy's skin.  
    It's frightening to opponents, and it plays an INCREDIBLY 
    good mixup game between Mistrust (4), Throw, and 
    Cyclone (f+3+4,3+4).  Use it whenever you get a chance.  
    Hop n' Throw ((RD) f,f+(1+3_2+4))
    	This move is a great move to throw in 
    occasionally.  It's confusing as hell, even to someone 
    who's seen it and used it a million times.  The thought 
    that goes through thier head is printed on thier faces 
    shall be described through Homer Simpson style phrasing:
    Normal Person - "Say, she's waving her arms, that must 
    		 mean she's... DOH!"
    Experienced Person - "Ah!  The hop and throw!  Still some
    		      time to get out of the way, now less, 
    		      now none!  DOH!"
    	I am pleased to admit that my "deer in the 
    headlights" reaction to this move is down to around 50%.  
    Peg Leg ((RD) f,f+3)), Cyclone (f+3+4, 3+4)
    	This move is decieving whether you hit the opponent 
    with it or not, because people seem to think from the 
    animation that she has some kind of recovery time, when in 
    fact she has almost none.  
    	Even people who play me constantly still fall for 
    this 99.95% of the time.  I just don't get it.
    	Closely related to this is during Okizeme right after 
    a Raccon Swing (f,f+3) that does not knock the opponent away:
    	If you follow this up with a Peg Leg ((RD) f,f+3), 
    many times the person will roll to the side and get up, almost 
    exactly the same time as Ling appears to whiff on her move.  
    Here's the trick: these people are slightly off axis, and really 
    the only move that they could throw that would injure Ling in 
    this tiny period of time is a throw, which is fortunately 
    avoided as she launches them with the Cyclone.  This is also
    near foolproof.  That is, if they rise as I said, they WILL eat
    the Cyclone.
    Knee Cracker (d/b+3) Okizeme Trick
    	There are actually two tricks here.  
    The first one is simply, if the opponent is just beginning his 
    roll away, you can Knee Cracker (d/b+3) him, and he will end up 
    in a more hitable lying position closer to you.  I only use this 
    usually on people I expect to rise kick me, as it snuffs it out 
    and allows me to continue my Okizeme.
    	The second trick is actually a glitch that I used to do 
    in my Tekken 3 days, but I do not know the status of in TTT.  
    Basically, in certain positions, you could do the Knee 
    Cracker (d/b+3) against a sideways-laying opponent, and end up on 
    the other side!  What was even better was that the opponent would 
    invariable rise kick, to the side Ling just left, thus giving you 
    a Mustrust ((RD) 4) to thier back.  Unfortunately, this wouldn't 
    work nearly as well in TTT because of how the Mistrust ((RD) 4) 
    reacts to back turned opponent.  Perhaps you could try a back 
    Left Handful ((PP) 1) to Skyscraper Kick (WS+4)
    	This one gets a lot of people, just because of the speed 
    that the Skyscraper Kick (WS+4) comes out.  I use it as a 
    defensive manuver a lot, as it is pretty safe.
    Flower Garden ((PP) f+4,4), Skyscraper Kick (WS+4)
    	Another trick because of the speed of the Skyscraper 
    Kick (WS+4).  
    Jumping Pirouette ((PP) u,n+3)
    	I use this move about once every two games to throw in 
    some variety.  It's a non-standard juggle starter if followed 
    by a Firecracker (FC+4) into Dark and Stormies (2,1).
    Side Throw - Arm Flip (Left)
    Immediately after Ling's Arm Flip Right throw, begin a dash.  
    1) Opponent rolls away
    	Have Ling Slide, she will take the legs out and do 
    good damage.  You now have have the opponent in the "slide 
    guess" situation, as I call it.  See Ling's Tricks for more 
    2) Opponent does NOT move
    	This is troublesome, because Ling does not have enough 
    running distance to do a stomp from this throw.  As a result, 
    you should run up and immediately pull off the Sunrise Fan 
    (d/f+2,1), bringing them into the normal Okizeme sequence.  
    3) Opponent flinches even slightly just as Ling arrives
    	This is what you're waiting for.  If your timing is 
    down, this works 85% of the time, and can do REALLY NICE damage.  
    You run up to the opponent, stop just barely short, and do a 
    standing 4.  From here, the opponent will either be juggled on 
    a counter hit, from where you can Storming Palm (d/f+1), or 
    they will be standing with back turned, and you can do an almost 
    guaranteed Storming Palm (d/f+1) to thier back, possibly on 
    counter.  If you are really gutsy, you can go for a Phoenix 
    Wings (f,f+1+2,1+2) after the kick, but it's very uncertain.  
    Better than that, if you connect with the Phoenix Wings (f,f+1+2, 
    1+2) fast enough, the opponent will still be back turned.  
    Remember, Counter + clean hit with the Storming Palm = Devistation
    Front Throws - Jade (1+3) and Ruby (2+4)
    	After either one of Ling's front throws, you can immediately 
    followup with a a Sunrise Fan (d/f+2,1). as Okizeme.  However, it is 
    possible to rise fast enough to avoid this, blocking it and leaving 
    Ling vunerable on the recovery.  This point of my game was weak for 
    a while until I discovered a few ways to kill this problem.  Against 
    the 5%-10% of people who actually are able to avoid this, you can:
    1) Sidestep immediately after the throw using either normal, or 
    Rain Dance (b+3+4).  This puts you into attack position immediately, 
    with opponent slightly off axis.
    2) (prefered method) Fake the Sunrise Fan.  I do this by doing sort 
    of a crouch dash (I know, Ling doesn't have one, but it looks 
    something like it).  The effect is, you are in front of your 
    opponent for an IMMEDIATE throw.  This is really fun because it 
    plays an huge mind game for the opponent.  What does he do?  
    Usually, they believe you'll go for the Sunrise Fan again, and 
    stand, giving you a throw again.  I have done this up to six times 
    in a row (against a skilled player, at that, not a scrub).  Finally, 
    I went to the last option.
    3) After you've conditioned the quick-risers to anticipate the throw, 
    and try to duck to catch you on your whiff, you delay the Sunrise Fan.  
    	This is by far my favorite mind game.  Unfortunately, I am 
    unable to do it against most opponents, who just take her Sunrise 
    Fan okizeme, which is actually safer, but less damaging, or fun.  
    Okizeme with Racoon Swing (f,f+3) and Back Circle Breaker ((RD) d+3)
    	The trick with this is that you can do a lot of damage with 
    this simple combo.  The racoon swing also tends to catch people trying 
    to roll out, which can win you a lot of games.  The trick is to have 
    it so that Ling either finishes her Racoon Swing chasing the opponent 
    on the way out, or a non-turning Back Circle Breaker.  This sets the 
    opponent up for a Mistrust or Cyclone as they come in (buffer a 
    chicken!).  If you work it right, you can force the opponent out and 
    get the partner coming in.  I get this so often it's scary, as the 
    entering opponent will take anywhere from 1/3 to 1/2 (on Kali or low 
    endurance opponent) of thier life.  Even after the Juggle, you still 
    get the approach.  
    {Firedancer ((FC) 3)}, 2,1 Mixups
    	This is a good part of Ling's game, but it can be somewhat 
    dangerous for her.  The best thing you can do is to catch opponent on 
    counter with one of the first two hits.  Afterwards, a Mistrust is 
    	However, in the case that the opponent blocks it, you can be 
    in trouble.  What your success depends on now is how well you read 
    your opponent.  
    1) Forget the 4, and go to a throw
    	This is EXTREMELY risky against advanced players, as most of 
    them will just escape the throw, or even worse, duck under it.  On 
    the bright side, you can use (2) to counter people ducking.  
    2) Delay 4 - This can be done, often to good effect, and is often 
    	forgotten about by even the best of players.  
    3) Delay 4, enough for a basic standing 4 to come out.
    	This will OFTEN catch opponents on counterhit, giving you a 
    float juggle.  Unfortunately, the delay is sometimes too long.  
    4) Follow up with a 1,2, (FC) 2
    	This will usually catch the opponent on counter, but have a 
    much better chance of connecting, and give you the advantage.  No 
    real damage like a Mistrust, but lets you keep the initive.  
    5) Block
    	This is one of the safer, but conceeds the advantage, which 
    is not optimal.
    6) Duck
    	Make opponent whiff a high, quick reprisal.  Somewhat risky, 
    but effective sometimes.  
    Flower Power ((PP) u+4, {4})
    	Okay, everyone expects the second hit.  There are really 
    some good followups if you do NOT do it, though.  
    1) ~u, Rain Dance
    	You have time by virtue of unexpectedness.  Reccomend 
    immediate action after this.  An instantaneous Mistrust often 
    connects for some reason.
    2) WS+4, WS+2
    	Ling counts as standing up immediately following the move, 
    so you can execute these.
    3) Throw
    	If the move hits, the opponents will often be close enough 
    for an immediate throw
    4) Phoenix Position (d+1+2), SS, Rain Dance (b+3+4)
    	People seem inclined to immediately reprise this move, so 
    these moves are great for a juggle or other damaging action.  
    5) Quick Poke (1,2; 4; (FC) 1; etc.)
    	This will maintain the initiative, possibly counterhit.  	
    A word on Ling's Low 1
    	I tend to not use Ling's d+1 while standing forward, as it 
    is OFTEN taken as D+1, her Sunset Fan, which is a much slower move, 
    and often gets me hurt.  I use her d+2 in this case.  It's 2 frames 
    slower than the d+1, but is safer.  This does not mean I do not use 
    her d+1, I do, but only from Rain Dance, full crouch, or Phoenix 
    Position, as these all have excellent followups.
    - Reccomended: WS+4, WS+2, (FC) 3,2
    A word on back kick opponents (On the ground, b,b+3+4)
    	Ling has excellent Okizeme, and this is one of the banes 
    of it, as she often has to come in from long range to do it.  Many 
    players learn that the b,b+3+4 while grounded is a great way to 
    stop Ling from her followups.  Well, they're partially right.
    	The thing about this trick is that you have to be watching 
    for it, and anticipate it, otherwise you won't get it.  AS SOON 
    as you see them flinch in thier b,b motion, do a d/f+1.  Don't worry 
    about a back roll or tag out attempt, because at worst they'll be 
    away from you with back turned, which isn't neccicarily a bad thing, 
    and if they tag out, you're in Rain Dance position when the partner 
    enters, not too shabby.  The thing is, though, is that the d/f+1 will 
    float the opponent perfectly, setting the opponent up for a (RD) 2, 
    (RD) 2~1, f,f+1+2,1+2 (or any other small combo you want).
    	One thing to watch for is if they actually did b,f+1+2, which 
    this move will NOT catch.  Bascically, if you do the d/f+1 and do NOT 
    catch the opponent, immediately sidestep.  This will avoid the head 
    dive, and give you an opportunity to chase the opponent's back, which 
    I've always enjoyed.
    	Use this trick if you can, it's a real crowd pleaser.  It 
    also adds more fear to the opponent in thier getup game, which is 
    always a good thing to introduce.  
    Ling's Phoenix Position - Firecracker and Wave Crest - Quick.
    	Use this often, especially during poking games, as you can 
    catch the opponent for an easy juggle, or just use her Firecracker (4~3).
    The firecracker is an excellent move.  It's low, quick, it's one of the 
    safest moves in the game, and people almost never block it, even at a 
    high level of play - it's just too dangerous for people to duck against 
    her in that position.  
    	There is also one special property to the Phoenix position not 
    found in Tekken 3 - that, when back turned, in the Phoenix Position, 
    she is able to do the Mistrust without standing up.  This is very 
    useful when people are doing a head dive against her, as the position 
    avoids this and lets you hit them as they're flying past.  While this 
    won't juggle, it does set you up for Okizeme.  
    More to come!
    VS. Opponents
    Alex - Alex is not too much of a problem, just watch out for the SS+4 low sweep thing, and 
    	you should be alright for the most part.  Also, his Animal Uppercut move can REALLY, 
    	REALLY, REALLY hurt Ling, especially with her low stamina.
    Do:	- Block the SS+4.
    	- Use her Sunrise Fan against frontal attacks.
    	- Poke him off balance,
    Do Not:	- Sidestep his crouch dash or sidestep moves,
    Anna - Anna can be a pain in the ass (no refrence to any move intended, really!).  Her elbow 
    	launcher can catch you often, and if her quick pokes can connect
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do:	- Launch Anna whenever possible, keep her on the ground
    	- Sidestep
    	- Parry her strings.
    	- Low parry after a blocked counterhit-elbow
    Do Not: - Poke her to death
    	- Let her run poking strings on you.  Interupt her any way you can.
    A. King - I've never had that much difficulty with A. King with Ling.  His moves are mostly 
    		too slow I think, and easily sidestepped.  There is a problem if he gets 
    		you on the defense, as he does have an annoying high-low mix-up game.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, 
    	  Wrath of the Schoolgirl
    Do:	- Use any tactics you like against him.
    	- Learn his high-low mix-ups
    Do Not: - Let him throw you
    	- Go into the Phoenix Position obviously
    	- Fall repeatedly for that double-footed, low lunge of death
    Baek - Baek can be a problem, honestly.  His strings are confusing, he gets all sorts of 
    	little cheap shots, and very little recovery time on a lot of his strings.
    Strategy: Maiden's Perogative, Teasing the Teacher
    Do:	- Throw him
    	- Learn his strings, and how to avoid/block/parry them
    	- Use the Phoenix Position to your advantage during his strings
    	- Sidestep opposite him
    Do Not: - Use too frontal attack methods on him.  
    	- Get counterhit by his strings
    Bruce - Bruce is just a power house.  Combined with Ling's low stamina, it takes you from 
    	140 to nill in 6 seconds.  This in mind, be careful!
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do:	- Use the Phoenix Position, his low attcks are slow
    	- Throw him
    	- Sidestep
    	- Be careful
    Do Not:	- Poke him to death, his d/f+2 elbow launcher will get you (however, if he doesn't 
    	  use this move, feel free!)
    	- Reprise too quickly after a sidestep if he's in a string, as it WILL track.
    Bryan - Although Similar, Bryan is much more dangerous to an unaware Ling than Bruce.  He 
    	does nasty damage, and is quick.
    Strategy: Maiden's Perogative, Wrath of the Schoolgirl
    Do:	- Use her Sunrise Fan as a shield
    	- Use the Phoenix Position
    Do Not: - Let him keep the initive for any length of time
    	- Fall for his low d/b+3 / u+4 changeups
    	- Let him catch you rising of the ground
    	- Be to obvious with punch strings, his parry is nasty.
    Devil - Devil is probably your least dangerous Mishima.  Watch for the twin pistons.
    	Do a Phoenix Position or Belly Chop to avoid the Laser.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, 
    	  Wrath of the Schoolgirl
    Do:	- Use the Phoenix Position
    	- String him
    Do Not: - Fall for the laser
    	- Get hit by the twin pistons
    	- Get hit by his SS launcher, you'll probably lose 1/2 your life
    Eddy - Eddy is very rarely a problem for me anymore.  Best thing to do is to pitbull him or 
    	interupt his strings.  But beware the Eddy master!
    Strategy: Teasing the Teacher, Wrath of the Schoolgirl
    Do:	- Interupt his strings early.  Sunrise/Sunset fan, Phoenix Wings, Front/Back Layout, 
    		Cyclone, Racoon Swing are good for this purpose.
    	- Keep him on the defensive
    Do Not: - Let him use his strings
    Ganryu - Ganryu is a pain to Ling.  Because of his large size, he is very difficult to 
    	 get around sidestepping unless he does a forward momentum move.  He also has great 
    	 frame advantage on many of his moves.
    Strategy: Teasing the Teacher
    Do:	- Use pokes to keep him back
    	- Use defensive gameplay
    	- Use the Storming Palm
    Do Not:	- Let him get the offensive
    	- Sidestep carelessly
    G. Jack - G. Jack is a ball to play with Ling.  Very rarely is there any problem at all.  He's 
    	  just too slow to touch her if you keep moving correctly.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Wrath of the Schoolgirl
    Do:	- Sidestep a lot
    	- Use Phoenix Wings
    	- Use the Storming Palm
    	- Have fun
    Do Not: - Let him hit you, ever.
    	- Let him throw you, ever.
    Heihachi - "Heihachi kills, rapes and pillages poor little Ling, and it's not even fair.", as 
    	   someone on Tekken.net's message board put it, and frankly, it's true.  Heihachi 
    	   has everything he needs to dominate the little girl.  He could be one of the most 
    	   difficult opponents.
    		Heihachi opponents tend to really like ducking, and then coming up with his 
    	   big fist in the face.  Anticipate this.
    Strategy: Teasing the Teacher
    Do:	- BE CAREFUL
    	- Watch the Hellsweeps
    	- Watch the EWGF
    	- Poke him to keep him at bay
    	- Sidestep his moves
    	- Duck when he crouch dashes
    Do Not:	- Sidestep his crouch dash
    	- Go into the Phoenix Position in front of him
    	- Sidestep his crouch dash
    	- Whiff any moves
    	- Sidestep his crouch dash
    	- Get hit on counterhit by his WS+2 or standing 4
    	- Sidestep his crouch dash
    Hworang - 
    	Lotsa' damage, nasty strings, not really a problem.  I really enjoy playing 
    	against Hworang now, as his methods are easily countered by Ling on most days.
    Strategy: Maiden's Perogative, Teasing the Teacher, Wrath of the Schoolgirl
    Do:	- Keep him on the defensive
    	- Use the Sunrise Fan (d/f+2,1) to stop slower strings
    	- Use her parry (1+4) to stop quicker strings
    	- Use the Phoenix Position to get under strings
    	- Use the sidestep (not back turn) to get around strings (and block if needed)
    Do Not: - Duck randomly
    	- Sidestep premptively
    	- Get Juggled
    Jack 2 - 
    	- See Gun Jack
    Jin - Jin is frakly, a pain.  His b+4 "Kick of death" is usually his Coup de Grace 
          against her.  Nasty okizeme, nasty sidestep game, just plain nasty.  
    Strategy: Maiden's Perogative, Teasing the Teacher.
    Do:	- BE CAREFUL
    	- Watch the "Kick of Death"
    	- Watch the EWGF
    	- Watch the Sidestep Launcher
    Do Not:	- Sidestep his crouch dash
    	- Go into the Phoenix Position in front of him
    	- Whiff any moves
    	- Get hit by the "Kick of Death," "Rising uppercut of death," "Sidestep 
    	  uppercut of death," "Electric Wind God Fist of death," or 
    	  "Twin Pistons"  (of death).
    Julia - Kill her, a lot.  Julia tends to run people to the ends of the earth with 
            her pokes, and things a lot stronger.  The important thing is to not let her 
    	run you to death.  
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
    Do: 	- Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are great)
    	- Use the Phoenix Position
    	- Keep her guessing
    	- Sidestep, a lot
    	- Throw
    Do Not:	- Use slow moves against her
    	- Duck
    	- Get hit by her hop kick (it hurts)
    	- Watch for Mad Axes bufferers (Like me!)
    Jun - A good Jun can be a pain for Ling.  She has moves that have very high priority, 
          like the cartwheel kick and palm thrust, and other quick moves such as her standing 
          uppercut that can launch you easily.  She does good damage, and should not be taken 
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do:	- Low dodge the sweeps
    	- Duck the White Heron
    	- Buffer Chickens
    	- Sidestep
    Do Not: 
    	- Give reprisal opportunity while in Rain Dance
    	- Let her run you with strings
    	- Use the Phoenix Position too often
    Kazuya - Ow! Ow! OOOOWWW!  Is about what you'll say if you give him a chance.  He's fast, 
    	 does nasty damage, and generally murders a careless opponent.  He also tends to 
    	 turtle, which is probably the hardest thing against Ling.
    Strategy: Teasing the Teacher (with caution!)
    Do:	- Use the Phoenix Wings whenever possible on a guarding Kazuya, it gives you the 
    	  appearance of attacking later than you do, often getting a counter.
    	- Use the Phoenix Position
    	- Throw
    Do Not: - Get hit by counter on anything
    	- Let him hit you
    King - 	King does nasty damage, really nasty.  On the bright side, though, he is pretty 
    	slow.  Usually if you can keep him on the defensive, he's not a problem.  Be sure 
    	to regain the offensive as quickly as possible.
    Strategy: Teasing the Teacher
    Do:	- Use the Storming Palm
    	- Use the Sunrise Fan
    Do Not:	- Let him run you with Okizeme
    	- Let him throw you
    Kunimitsu - I have seen the pain that Kunimitsu can dish out, and it ain't pretty.  Her 
    	    style is actually very, very similar to Ling (so you'd think I'd be able to 
    	    play her better).  The best thing you have to do is play a good back and 
    	    forth game, and watch for her certain key moves.  Be VERY careful about 
    	    being overly offensive.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
    Do:	- Watch for the d+3+4 overhead flip kick
    	- Watch for the FC d,df+4 sweep kick
    	- Watch for the SS 3+4 sweep kick
    	- Watch for the b+2 unblockable
    	- Watch for the Back Turned flip
    Do Not: - Get hit by the above mentioned moves
    Law - Law can be really, really annoying sometimes.  His combos are long and damaging, 
          and he has the annoying d+2,4 starter.
    Strategy: Maiden's Perogative, Teasing the Teacher
    Do:	- Watch the d+2,4 starter
    	- Use the Sunrise Fan after a missed flipkick
    Do Not:	- Get juggled by successive flipkicks
    Lee - I watch Lee players VERY carefully.  It seems like his arsenal is made 
          specifically to thwart Ling.  
    Strategy: Maiden's Perogative, Teasing the Teacher
    Do:	- Parry, and low parry everything you can in a string.
    	- Block when you should
    Do Not: - Get hit by the first hit of his Infitity Kicks (Low Parry the 3rd kick!)
    Lei - Annoying!  Not fun to play against.  Annoying ground stuff.  Low move that 
         is WAY too strong.  Good Okizeme.
    Strategy: Maiden's Perogative, Teasing the Teacher
    Do:	- Use caution in Okizeme against him
    	- Learn to predict his ground changeups (especially the two-footed kick)
    Do Not: - Eat the back turned sweep-o-cheeze
    Ling - Ling vs. Ling fights are always fun, and I personally have a lot of fun with 
           them (feels like I'm protecting her honor).  The best way to beat Ling is to 
           KNOW Ling.  You will often get into back-turned fights, and these are the 
           key to winning against her.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher
    Do:	- Be confusing as hell
    	- Sidestep (this is a MUST)
    	- Get into the Rain Dance
    	- Use overpowering moves against the opponent (Sunrise Fan, Phoenix Wings)
    Do Not: - Go into the Phoenix Position when the opponent is in Rain Dance.
    Michelle - Michelle, while not as dangerous as Julia, has a few things to watch out 
    Do: 	- Use pokes (ONLY) quickly after hers (Bayonette or Standing Kick are great)
    	- Use the Phoenix Position
    	- Keep her guessing
    	- Sidestep, a lot
    	- Throw
    Do Not:	- Use slow moves against her
    	- Duck
    	- Do anything but block after her sidestep moves
    	- Get hit by her upward-double-kick-into-tag-juggle
    Mokujin - Duh!  Figure out who he's mimicing, and go from there.
    Nina - Nina is just as much of a pain as Anna, in my opinion, but not quite as dangerous 
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do:	- Launch Nina whenever possible, keep her on the ground
    	- Sidestep
    	- Parry her strings.
    	- Chicken
    Do Not: - Poke her to death
    	- Let her run poking strings on you.  Interupt her any way you can.
    	- Let her throw you
    Ogre - Nasty if he gets going, but not too much of a problem.  Hop kick, 
    	Infinity kicks, lots of damage, doesn't track well.  Has few low moves 
    	worth anything.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative, Teasing the Teacher, 
    	  Wrath of the Schoolgirl
    Do:	- Keep him busy
    	- Use confusion
    	- Use the Phoenix Position
    Do Not: - Let him hit you
    	- Use the Mistrust too often, doesn't juggle well
    Paul - Pro: Phoenix Smasher, Falling Leaf.  Con: Low recovery, Slow.
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do:	- Capitalize on his recovery time
    	- Use the Storming Palm
    	- Use the Phoenix Wings
    Do Not:	- Get hit by the Phoenix Smasher or Falling Leaf
    P. Jack - Different, but uses a strategy similar enough to the other Jacks not to matter.
    		See: Gun Jack
    T. Ogre - OWWWWwwwwwwww...!  Talk about major damage.  I'd rather be hit by the Phoenix 
    	  Smasher than take one of T. Ogre's combos (and subsequent 50-80 damage Okizeme).
    	  He is quite possibly the most under-rated character in the game, and one of the 
    	  most dangerous by far.
    Strategy: Teasing the Teacher, Wrath of the Schoolgirl
    Do:	- Be REALLY, REALLY careful about being Juggled
    	- Capitalize on his lack of speed, and block if you let up on the attack
    	- Watch the low moves
    	- Be VERY, VERY, VERY careful about getting up off the ground
    	- Use the Storming Palm
    	- Use the Phoenix Wings (As Okizeme as well)
    	- Use the Sunrise Fan (As Okizeme as well)
    Do Not: - Get knocked down anymore than you have to
    	- Tag in predictably
    	- Get up predictably
    Unknown - Same as Mokujin, but this guy (girl?) is not really a problem in the arcade.
    Wang - Ling's Master; nasty old fart, but slowed down by years and years and years...
    Strategy: Schoolgirl's Temprament, Maiden's Perogative
    Do: 	- Take advantage of his lack of speed
    	- Use the Storming Palm
    	- Sidestep
    	- Chicken your moves
    Do Not: - Duck, most of Wang's nasty moves are Mid
    	- Attack when you both have large attack time (Wang's moves can hurt a LOT)
    Yoshimitsu - Yoshi is the master of the 'what move is he gonna do next?' style of 
    	     gameplay.  He has nasty combinations resulting from odd minor stuns, 
    	     floats, and unblockables.  He is agile and has a large repitoire of 
    Strategy: Maiden's Perogative
    Do:	- Anticipate; there are combinations that Yoshi does a lot, see if you can 
    	              guess them.
    	- Watch the quick low sweep
    	- Use the Bayonette and throws as a reprisal
    Do Not: - Fall into timing traps.  Often you'll see an opportunity to attack that's 
    	  	really a trick.
    	- Fall repeatedly for low moves
    	- Be overly offensive
    God, so many people here.
    Ling's Practice Dummies:
    Lin -  Who taught me rudimentary Ling style, and allowed me to get out of 
    	my scrub phase.  (Yes, I was a Ling scrub!)
    Alan Larson - Friend, Compatriot, Tekken Freak the same as I.  
    		Thanks for taking all the beatings you did over the years
    		from my annoying little schoolgirl.
    Jake Raines - Also Friend, chum, Tekken Freak as well.
    		Thanks for beating my ass occasionally in a 12-15 win 
    		streak just to show me my place.  Had you not, my Ling
    		wouldn't have improved beyond the intermediate stage.
    Takuma - Sorry I can't remember your last name, dude, but you've never told 
    	 me!  Ah, wasting our time away daily at Playland Go! in Akita against 
    	 your True Ogre/Kuma team that made my Ling advance to the final level.
    	 It took me nearly 2 weeks to be able to play against you and win at all!
    	 Second Note: Since you've changed to Mishima ultra-offense style, I've 
    	 learned a bunch about why people use them, and why I should be using 
    	 Julia instead of Jun as Ling's partner.
    Enoki - Your Mokujin/Lei team taught me more about tag sliding, head diving 
    	than anything.  May we continue playing at Taito until I leave for home.  
    Eiko - You are a turtle, and you have the hardest style to play against that I've 
           ever seen.  Your style forced me to use different moves, and discover 
           strengths and weaknesses in Ling's.  Thanks for keeping my ego in check.
    Everyone at Say Taito, Akita; Playland Do!, Akita; and Pop's Arcade, Minneapols - 
    	Who provided the the rounding for my style, and improving my Tekken 
    	abilities in general.  While I spent my year in Japan and everything else 
    	in my life turned upside-down, Tekken remained constant, because I always 
    	had good friends to play with.  I'll remember our friendship and miss you 
    People on the Web:
    (jkkim@nwu.edu) - Creater of the original FAQ from which I formulated this one.  
    		  Although the move list is completely rewritten, some of the 
    		  original wording remains here and there.  
    Tekken Zaibatsu (http://www.tekken.net) - 
    	Without who's help, I would have been lost for knowlage about Tekken's 
    	intricate system.  Thanks to them, I finally understand why little Ling 
    	can do so much damage with her little hand on clean hit/counter.  
    For people who want to know why I think Ling is Left Handed, and why it's an 
    	- Her Storming Palm, 'nuff said.
    		It's done with d/b+1, which is her left hand.  NO ONE would do 
    	a move that strong with thier off hand, and if they could, I'd be a 
    	little bit worried about Ling's right.  
    	As far as being an advnatage goes, I honestly don't know.  I'm sure it 
    plays a role somewhere.  Perhaps she gets strength during the fight from the 
    anger caused by lack of a pair of workable scisors when she last trimmed Panda 
    (or perhaps from the sparing practice that occured afterwards, when Panda didn't 
    like her new 'do.).
    	Other Evidance:
    		Wang's left hand reversal cannot be chickened.  Perhaps he got 
    sick of being beaten by a little girl with such a strong left hand and then 
    became proficient at countering it?
    Note: in Tekken Bowl on the PS2 version of Tekken Tag, Ling bowls RIGHT-handed...
    	this may debunk my theory, but I'm not sure.  If she really is right-
    	handed, she's awful ambidextrious for my tastes.  

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