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There's also u/f+1+2, which is +3 on block.
You can also try f,f+1,d which ends in AoP, then you can go for 4~3 or u/f+3 or u/f+3,1, that's what I tend to do quite often.
If they sidestep a lot, you can try running towards them, they'll expect running 3 and sidestep, you do f+4, which if they get hit you get a follow-up combo.
If you're fighting Bryan don't run at him, let him come to you and get hit by your own CH moves, Xiaoyu has quite a lot of these.
Anyway, Xiaoyu's neutral is strange because she can play a different game from everyone else
You have AOP which forces people to make decisions that beat it, you can really just pop in and out of stance at max poke range to annoy people because they won't hit you unless they choose a move that beats AOP
You can break her whole neutral game down to f,f+3 and SS4. Both moves are basically un-steppable and give combos on CH, use both moves at tip range. SS4 can't be punished if you are at max tip range and they happen to block it, f,f+3 puts you in RDS, and you have options from there like b+3+4 to spin away, or a punch parry, yolo cali-roll, BT hopkick, sidestep, which is actually faster than her front turned step
Use a lot of d/f+1, its 15 frames but instant high crush and can choose to go into RDS, use 1+2 after SS, its a safe normal hit launcher, d/b+4 and d/b+3 are your friends
AOP 1+2, and AOP d+1+2 are safe and abuseable, mix with AOP 3~4 for real annoying pressure at the wall
I might have more, but I'm really tired of typing this out lol
Actually I do this. Almost everything I know about this character is from Sodam and Lingmassacre. If anyone remembers Lingmassacre, I think its safe to say you've been around a while
I personally don't use the forward roll unless I'm screwing around. I agree with WS2 though, some people call it Xiaoyu's ghetto electric. It's safe, 14 frames, and launches on CH. People stick moves into this thing all the time.
As for the f,f+1 sequence, the 3 followup is safe but duckable. It's rare that someone knows the match well enough to even try ducking, but that doesn't mean it won't happen. If the 4 hits I think you get the same combo as standing 3, I don't know for sure, I haven't landed this move since Tekken 6.
Also, I know from experience that running 3 only works as a really fast surprise instant-WR input, or if the other guy is a sleep at the wheel.
If they block it, that kinda sucks for them, but most of the time, at least for the people I play against, it gets stepped or poked. But that's offline play.
I should add that if you're gonna throw out WS2, hold d so you don't go back-turned