Xiaoyus AOP 2,1 is no longer hcable
Also she does has a BT 1+2 throw via
RDS u,uf,n df+1+2
Edit
Xiaoyu is top tier as her main issues in ttt2 were low damage, back tracking and there was no reason to duck her
Going into tekken 7 they decided to fix the low damage issue with her actually having average/above average combo damage getting 65 dmg in a game where some are only getting 58 of a 15f frame launcher
They also gave her a stronger i13~14 b+4,4 which now wall splat and out in the open is around +12
Then to also help her punishment she gained 3 as a i14 which leaves a strong oki situation where if she guesses how you are getting up she will launch you again
Her comeback factor was also fixed with her RD, in rage her i10 punish 1,d+2 now leads to a 50/50 with RD or RDS 4 (if health is high enough to survive a i12 do RDS uf+4).
Her tracking was strengthened with a new f+4 which launches, also due to the ss nerfs other moves such as df+1 track extremely well.
The new addition of RDS d+3 and AOP 4~3 also gave opponents a reason to duck with the earlier being ncc and hcable with RDS d+3,4 and the latter giving a strong oki situation where fc d+3 is guaranteed at point blank (at tip ff+3 is guaranteed is you need a guarantee), but this low also sets up a sting oki situation which could get you launched if you guess wrong. Cc df+2~1 is guaranteed at the wall for max dmg grounded hit
Her already strong wall game got buff with her keeping all of her original oki but it being stronger as well as her guessing game being deadlier.
Of axis at the wall jump over RDS 4 is now guaranteed no matter what they do since it hits grounded now.
Uf+1+2 got it's frames increase so anytime she crosses you up with this RDS 4 is now guaranteed.
!W 1 df+1 RDS 4 wall ender give you enough frames to set up a AOP guessing game
And AOP 2,1 now means if she ssr AOP she now has a quick whiff confirm move which she didn't have previously.
She also still has HYP 2+3 hitting grounded near the wall for wall carry which buffs her wall damage even if they stay grounded.
AOP 1+2 is also still -1 which means even if you guess the AOP mid right it's still a guessing game and if you are impatient
ff+2,1 is a strong whiff punish at the wall which if she she's you opponent move she can whiff confirm the string.
The only thing the character is lacking is ws punishment