Xiaoyu, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Xiaoyu

125 moves you can start on your own, 50 follow-ups inside strings, and 9 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
125
Launchers
59
Fastest
i8
Safe
100
Lows
33
Mids
91
Highs
23
Homing
2
Tornado
1
Heat engagers
5
Fastest move
b+1

You blocked it. What does Xiaoyu get?

Pick how minus they were.

Blocked standing

The punish people take
  • b+4,1 30 +40d (-18)

Anything Xiaoyu can start from neutral inside the window.

  • Back Throw Crank up throw i12 50
  • Left Throw Arm Flip throw i12 45
  • Right Throw Dump the Bucket throw i12 45
  • uf+1+2 Dislocator throw i12 40
  • While landing 4 Crane Kick launch i8 25
  • 4 launch i11 15
  • b+1 Great Wall Left i8 10
  • 2 i10 8
  • 1 i10 5

Blocked a low

The punish people take
  • ws1,4 24 +12g

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Skyscraper Kick launch i11 20
  • ws2 Sunflower launch i13 17
  • ws1 i12 8

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

125 of 175 rows
Input Name Level Startup Block Hit CH Damage
b+1 Great Wall Left Transition to BT on hit m i8~13 -12 +1~+6 — 10
While landing 4 Crane Kick Balcony Break m i8 -8 +23a (+13) — 25
1 — h i10 1 8 — 5
2 — h i10 -2 6 — 8
hFC.1hFC — sl i10 -5 6 — 5
4 — Balcony Break h i11 -9 8 +33a 15
d+2 — Alternate input FC.2 sl i11 -4 7 — 8
hFC.2hFC — sl i11 -4 7 — 8
ws4 Skyscraper Kick m i11~13 -10 +20a (+13) — 20
1+3 Jade Homing t i12 -6 +1d — 35
2+4 Ruby Homing t i12 -3 +0d — 35
AOP.1+3AOP Feng Huang Zhuan Wu Actual startup: i32 t i12 -6 +1d — 35
AOP.4AOP Rising Front Kick Inconsistent grounded hit (more consistent on side hit) m i12~13 -3 8 — 14
Back Throw Crank up Unbreakable t i12 — +0d — 50
BT.2BT — Transition to BT h i12 0 6 — 9
d+4 — Alternate input FC.4 l i12 -15 -4 — 6
df+2+4 Dragon Fall Throw Break 2 t i12 -2 +0d — 38
df+4 — m i12 -4 7 — 12
f+1+2 Clouded Peak Balcony Break m i12 -16 +15d (+10) — 30
hFC.4hFC — l i12 -15 -4 — 6
Left Throw Arm Flip Throw break 1 t i12 -3 +0d — 45
Right Throw Dump the Bucket Throw break 2 t i12 -3 +0d — 45
uf+1+2 Dislocator Throw Break 1+2 t i12 0 +0d — 40
ws1 — m i12~13 -7 4 — 8
AOP.2AOP — m i13~14 -11 0 — 10
b+4 — m i13~14 -9 0 — 10
BT.4BT Mistrust M i13~15 -18 +33a (+23) — 13
ws2 Sunflower Transition to r22 standing by holding down any direction (-4, +6, +37a (+27)) m i13~14 -3 7 +38a (+28) 17
3 Cloud Kick h i14~15 -11 +22a — 17
d+3 — L i14 -12 -3 1 12
df+1 Belly Chop Transition to standing by holding any direction (-4, +7) m i14 -2 9 — 13
df+2 — m i14 -6 7 — 15
f,F+1+2 — m i14~16 -9 5 — 12
f,F+3 Raccoon Swing M i14~15 -5 6 12 12
f+2+3 Wang's Waning Moon Balcony Break t i14 -2 +20a — 20
HYP.4HYP Falling Tiger Kick Balcony Break h i14 -2 +57a — 20
While in the air 3 Jumping Pirouette Strong Aerial Tailspin m i14 -2 +29d — 30
ws1+2 — m i14~16 -9 5 — 12
AOP.uf+3AOP — Alternate input AOP.ub+3, AOP.u+3 m i15~17 -17 +27a (+17) — 14
b+1+2 Cross Lifting Palms M,M i15~16 i5~6 -13 +29a (+19) — 8,12
b+2 — Homing m i15~16 -6 5 — 13
BT.db+4BT Reverse Knee Cracker Alternate input BT.df+4 L i15 +2c +2c 14 0
db+3 Knee Cracker L i15 +2c +2c 14 0
f,F+1 — Spike m i15 -11 +7c — 13
f,F+2 — m i15 -5 6 — 12
H.2+3H Divine Shooting Star Heat Smash m,m,m,M i15~16, i9~10, i7~8, i15~17 9 +0d — 8,10,12,20 (50)
H.BT.2+3H.BT Innumerable Moons Heat Smash m,m,m,m i15~16, i7~8, i9~10, i23~27 9 +20g — 7,7,7,30
hFC.3hFC — L i15~17 -15 -4 — 11
While landing 3 Sky Kick L i15 -18 +27a — 19
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
AOP.uf+4AOP — Transition to AOP with D (-12, +0) m i16~26 -10 1 — 12
BT.1BT — Elbow m i16~18 -5 4 +64a 17
BT.1+2BT — m,m i16~18,i3~5 -6 8 — 6,6
BT.3BT Peg Leg +21d on backturned hit M i16 -5 12 — 13
BT.d+3BT — L i16 -12 +7c — 12
f+2 — m i16~17 -5 4 — 12
f+3 — Knee M i16~18 -9 2 — 14
u+1+2 — m,m i16~18 i2~4 -11 +0c — 5,5
uf+3 Bolting Rabbit m i16~17 -13 +29a (+19) — 13
uf+3+4 Shooting Star Balcony Break m,m,m i16~17, i10~11, i8~9 -1 +4d — 8,10,12
BT.b+1+2BT Scorched Feather Tackle Balcony Break m i17~18 -14 +21a (+16) — 25
d+1 Sunset Fan Transition to AOP with D+1 (-10, +4c, +5c) m,m,M i17~19 i4~6 i3~9 -5 +8c +9c 7,7,7
AOP.1AOP — Transition to HYP r21 with B (-2/+9) m i18 -5 6 — 11
AOP.f+4AOP — Transition to AOP L i18~20 -7 4 — 13
b+3 Peacock Kick Unparryable by standard kick parries (backturned heel?) h i18~19 3 +8c +32d 22
BT.3+4BT Monkey Kick Balcony Break m i18~19 -16 +10a (+1) +33a 25
db+1 Storming Flower Heat Engager m i18 -9 +14a (+5) — 22
db+2 Feathered Fan L i18~19 -8 +5c 12 13
db+4 Nutcracker This move is +20 on a traded hit L i18 -12 +4c 14 14
FC.df+4FC — Transition to AOP L i18~20 -7 4 — 13
HYP.2HYP Spin Sticker Heat Engager m i18 -4 +22 (-13) — 25
SS.4SS Street Sweeper L i18 -13 -2 +29a 19
AOP.1+2AOP Phoenix Cannon Tornado m i19 -1 +19a (+10) +64a 25
AOP.d+1AOP Phoenix Swipe Floor Break L i19~21 -12 -1 +0d 13
AOP.f+2AOP — Transition to FC BT with DF_D_DB L i19 -8 3 — 8
CH AOP.d+1 Return to the Nest Floor Break L,t i19~20 — — +0d 40
f+4 Swivel Kick Homing h i19 1 13 — 23
FC.df+2FC — Transition to FC BT with DF_D_DB L i19 -8 3 — 8
1+2 Birds Flock m i20~21 -7 +20a — 24
BT.d+4BT Hou Sao Tui Instant Tornado L i20~22 -26 -1 +27d 19
f,F+4 Soaring Blaze Strong Aerial Tailspin h i20~23 9 +13g c +58a (+38) 20
HYP.3HYP Blue Luan Sweep Homing L i20 -13 +7c — 17
R.df+1+2R Wang's Celestial Epic Rage Art m,t i20 -18 +0d — 55+
ub+3 From the Ashes Tornado m i20~21 -13 +36a (+26) — 23
ub+4 Born of Fire Tornado M i22~24 -13 +13d (-4) — 20
ws2* Jasmine Blossom Transition to r22 standing by holding down any direction (-4, +37a (+27)) m i22~23 -3 +38a (+28) — 20
ws3 Rising Axe Kick Transition to FC +3 +6c with D m i22~23 3 +6c +51a 22
3+4 Crescent Moon Kick Spike M i23~25 -1c +3c +19a 23
AOP.3+4AOP Sliding Firecracker Transition to FC r53 on hit L i23~25 -33 +1d FC — 22
BT.f+1+2BT Spinning Push Hands Sabaki punch parry m i23 -8 3 5 21
f,f,F+3 Diving Falcon Balcony Break m i23~30 +7g~+14g +29a (+19) — 20
u+4 1st Hit Spike m i23~26 -7 +4c +24a 20
uf,n,4 Delayed Rising Toe Kick m i23~24 -18 +27a (+17) — 20
uf+4 Flare Kick Spike m i23~26 -7 +4c +24a 20
AOP.3AOP Piercing Spear Kick 4f timestop on CH L i25~30 -16~-11 +0~+5 +27a 19
HYP.3+4HYP Deadly Orchid Strong Aerial Tailspin h i25 8 +30a — 20
AOP.d+1+2AOP Wave Crest m i26 -8 +42a (+32) — 21
uf+2 Phoenix Flight Spike m i26~27 6 +7c +49a 23
df+3 Phoenix Tail Tornado L i29~30 -23 +71a (+55) — 23
BT.f+1+3BT Bei Shen Zhuan Wu Homing t i31~33 -6 +1d — 35
BT.f+2+3BT Wang's Waning Moon (BT) Homing t i31~33 -2 +20a — 20
BT.uf+1BT Silver Needle Transition to AOP L i33 -7 12 — 15
uf+1 Silver Needle Cancel to r42? FC with D L i33 -7 +10g c — 15
(back to wall).b,b,UB Wall Jump Backflip Transition to BT m i35~38 1 +34d — 21
f,F+3+4 Front Layout Spike M i37~45 -3 +39a — 23
BT.f,F+3+4BT Back Layout Unbreakable throw when connecting at close range on front standing hit M (t) i39 4 +39a — 15 (43)
HYP.2+3HYP Thunder Strike Unblockable m! i61 — +10d — 40
1+2+3+4 Ki Charge — — — — — —
1+3+4 False Salute — — — — — —
2+3+4 Greetings — — — — — —
AOP.dAOP Butterfly Xiaoyu ducks lower — — — — — —
AOP.f+3+4AOP Roll Ball Transition to AOP r44 with D — — — — — —
AOP.ufAOP Jumping Alternate input AOP.ub AOP.u — — — — — —
b+1+3 High Mid Parry Transition to BT on successful parry — — — 6 — —
b+3+4 Rain Dance Transition to BT — — — — — —
BT.b+1+3BT High Mid Parry Transition to BT on successful parry — — — 6 — —
BT.d+1+3BT Reverse Low Parry Low Parry from BT — — — +51a (+35) — —
BT.d+3+4BT Spin Tornado Up (Down) Xiaoyu spins and steps to the right — — — — — —
BT.f+3+4BT — Transition to FC BT — — — — — —
d+1+2 Phoenix Transition to AOP — — — — — —
d+3+4 Spinner Alternate input u+3+4 special — — — — —
db+1+2 Hypnotist Transition to HYP — — — — — —
f+3+4 Forward Roll Transition to AOP with D — — — — — —
hdb+3+4 Low Back Turn Transition to BT FC — — — — — —
HYP.1+2HYP Hypnotist Starts taking steps in the opposite direction — — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.