No edit summary |
|||
Line 312: | Line 312: | ||
{{USFIVMoveListRow|Yang|Tourouzan| | {{USFIVMoveListRow|Yang|Tourouzan| | ||
Tourouzan|Mantis Slash|qcf + p ex|ex version lets you perform up to 4 followups| | Tourouzan|Mantis Slash|qcf + p ex|ex version lets you perform up to 4 followups| | ||
( | Yang's signature special, a triplet of slashes with his hands. While these is easily Yang's easiest to use, easiest to hit confirm, and most damage combo ender, it is a bad combo ender to use midscreen, as the last slash's knockdown pushes the opponent back very far (it varies among the button strength used, but they all are really close to the other side of the screen if not), in which they can do a quick rise and stay out of your zone. Best used as a combo ender if the opponent is close to, if not in the corner. | ||
Mantis Slashes can be a great tool in the neutral/playing footises. The first slash's hitbox goes a little bit outside of the hurtbox on his arm, so it can beat most mid pokes somewhat easily. After doing the first one, you can confirm if it hits or not and do the followups (if it hits) or stop (or do a generic rekka mixup where you alter the timing between them if they block it, risky). | |||
Note that all the properties on the regular slashes are different depending on the button strength used, meaning that the 2nd and 3rd slashes don't have to be the same button used for the first one. You can try different combinations, such as LP → MP → HP, or MP → LP → MP, or a personal favorite, LP (safest if blocked) → HP (easiest for FADC followups) → LP (least pushback). | |||
All of the different meterless versions have the same startup and active frames. | |||
*[[File:Jab.gif]]: Goes the least distance and does the least damage (only a 5 damage difference between MP and 10 for HP) but is the safest on block (-2, still pretty unpunishable). Definitely the best to use in footsies, as you'll be safe if the opponent blocks. | |||
*[[File:Fierce.gif]]: The opposite of the LP version (most distance, most damage, the most unsafe on block [-6, most people don't punish it for some reason, but smart players will], and the most pushback). Most of the time used in guaranteed situations such as punishing an unsafe move. | |||
*[[File:EX.gif]] (covering all of the slashes): As a combo ender, EX Mantis is not very useful depending on your position. Due to Yang's damage scaling, the damage of all the EX slashes combines to a total of ~15 more damage than a full [[File:Fierce.gif]] Mantis combo. However, the first slash is really fast plus safe on block or hit, allowing for a few mixups/setups. Also, if you're going for a chip KO, keep in mind that this does a tiny bit more damage than a blocked HP Mantis series. | |||
}} | }} | ||
{{USFIVMoveListRow|Yang|Tourouzan| | {{USFIVMoveListRow|Yang|Tourouzan| | ||
Tourouzan Part 2|Mantis Slash Part 2|qcf + p|Perform after Tourouzan| | Tourouzan Part 2|Mantis Slash Part 2|qcf + p|Perform after Tourouzan| | ||
( | The second slash of the 3-slash move. This should NOT be used if the opponent is blocking, as all of them are punishable on block. Also, the [[File:Strong.gif]] and [[File:Fierce.gif]] verions of this move are punishable ''on hit'' so you better be following up with something if you don't wanna pay the price. | ||
*[[File:Fierce.gif]]: This is really the only version of the 2nd slash you should be using. Has the most hitstun, meaning when you FADC forward, you can combo into other stuff (also saves your skin if you do land this on a blocking opponent). The ONLY time you should be FADC following up with a cancelable normal canceled into a special for damage is when you are using Mantis in footsies when you confirmed it into the 2nd slash and want some extra damage/going for the kill. However, the best thing to do when you are FADCing forward is to combo into close MK. | |||
}} | }} | ||
{{USFIVMoveListRow|Yang|Tourouzan| | {{USFIVMoveListRow|Yang|Tourouzan| | ||
Tourouzan Part 3|Mantis Slash Part 3|qcf + p|Perform after Tourouzan Part 2| | Tourouzan Part 3|Mantis Slash Part 3|qcf + p|Perform after Tourouzan Part 2| | ||
( | The final slash, knocks the opponent down and away. Performing this on a blocking opponent that isn't about to be chipped out is asking to eat a combo/Ultra. | ||
In order to counter the pushback, the best move to followup with afterwards is the MK Kaihou (teleport-like dash). LK doesn't go very much distance. HK goes all the way to them, but if the opponent quickrises and performs a reversal, the recovery of HK Kaihou will be slow and you'll eat it. | |||
}} | }} | ||
{{USFIVMoveListRow|Yang|Kaihou| | {{USFIVMoveListRow|Yang|Kaihou| | ||
Line 339: | Line 355: | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Super Combo === | === Super Combo === |
Revision as of 06:53, 24 December 2014

Yang
Yang is the younger of the Lee twins. Unlike his brother Yun, Yang is quiet, reserved, and more analytical. When Yun sets out after Chun-Li, Yang follows in order to keep his brother out of trouble.
In a nutshell
While Yun focuses more on extreme offense, Yang takes a simpler, more balanced approach. Yang's Mantis Slashes are easy to use and very effective both in and out of combos. His command dashes enable him to quickly surprise the opponent and punish them while shocked. Although Yang's Seiei Enbu is no Genei Jin, it is still very potent and can often lead into simple Ultra combos. If Yun just isn't your cup of tea, definitely give Yang a try.
Players to Watch
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Walk Speed: Forward and backward walk speeds increased
- Close LK: Startup reduced to 4 frames from 5 frames
- Close MK: Hitbox expanded downward, easier to connect on crouching opponents
- Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
- Stand LK: Startup reduced to 4 frames from 5 frames
- Crouch LK: Damage increased to 30 from 20
- Diagonal Jump MK: Hitbox size expanded, now in between the AE and Ver.2012 versions for slightly easier cross-up potential
- Torouzan: Light and Medium versions 3rd hit damage increased to 65 from 60
- Torouzan: Hard version 3rd hit damage increased to 70 from 60
- Senkyutai: Light version 1st hit hit-stop increased by 4 frames to 12 frames from 8 frames now matching the hit-stop on block
- Zenpou Tenshin: All versions now do 1 damage from 0 damage
- Tenshin Senkyutai (UC2): Startup reduced to 6 frames from 7 frames
(New to Ultra SFIV Console Digital Release)
- Torouzan: All versions Hitboxes increased downward, mitigating cases where it was difficult to connect on certain characters' crouching states
- L Senkyutai --> EX Focus Cancel --> Forward Dash is now -5 at best
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 900 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.057 | Forward Dash Distance: | 1.45 | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.45 | |||
Jump Height Apex: | 1.70 / 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) [38 for Neutral Jump] | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.34 | Back Dash Airborne: | 14 | ||
Back Jump Distance | 2.45 | Back Dash Recovery: | 5 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Senpukyaku | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch MP, Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | MP/HP Byakko Soshoda, EX Byakko Soshoda | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | LP/MP/HP Tourouzan, LP/MP/HP Tourouzan Part 2, MP Kobokushi | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump LP |
Jump Jab | (in air) lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MP |
Jump Strong | (in air) mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump LK |
Jump Short | (in air) lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MK |
Jump Forward | (in air) mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HK |
Jump Roundhouse | (in air) hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Raigekishu |
Dive Kick | (in air) df + k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Senpukyaku |
Overhead | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 1 |
Target Combo 1 | (near opponent) lk --- mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 1 |
Target Combo 1 | (near opponent) lk --- mk --- hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | mp --- hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | mp --- hp --- b + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 3 |
Target Combo 3 | (in air) mk --- df + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Gut Kick |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Monkey Flip |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Tourouzan |
Mantis Slash | qcf + p ex | ex version lets you perform up to 4 followups |
~~ Uses and Strategies ~~ Yang's signature special, a triplet of slashes with his hands. While these is easily Yang's easiest to use, easiest to hit confirm, and most damage combo ender, it is a bad combo ender to use midscreen, as the last slash's knockdown pushes the opponent back very far (it varies among the button strength used, but they all are really close to the other side of the screen if not), in which they can do a quick rise and stay out of your zone. Best used as a combo ender if the opponent is close to, if not in the corner. Mantis Slashes can be a great tool in the neutral/playing footises. The first slash's hitbox goes a little bit outside of the hurtbox on his arm, so it can beat most mid pokes somewhat easily. After doing the first one, you can confirm if it hits or not and do the followups (if it hits) or stop (or do a generic rekka mixup where you alter the timing between them if they block it, risky). Note that all the properties on the regular slashes are different depending on the button strength used, meaning that the 2nd and 3rd slashes don't have to be the same button used for the first one. You can try different combinations, such as LP → MP → HP, or MP → LP → MP, or a personal favorite, LP (safest if blocked) → HP (easiest for FADC followups) → LP (least pushback). All of the different meterless versions have the same startup and active frames.
| ||||
File:No image.png |
Tourouzan Part 2 |
Mantis Slash Part 2 | qcf + p | Perform after Tourouzan |
~~ Uses and Strategies ~~ The second slash of the 3-slash move. This should NOT be used if the opponent is blocking, as all of them are punishable on block. Also, the
| ||||
File:No image.png |
Tourouzan Part 3 |
Mantis Slash Part 3 | qcf + p | Perform after Tourouzan Part 2 |
~~ Uses and Strategies ~~ The final slash, knocks the opponent down and away. Performing this on a blocking opponent that isn't about to be chipped out is asking to eat a combo/Ultra. In order to counter the pushback, the best move to followup with afterwards is the MK Kaihou (teleport-like dash). LK doesn't go very much distance. HK goes all the way to them, but if the opponent quickrises and performs a reversal, the recovery of HK Kaihou will be slow and you'll eat it. | ||||
File:No image.png |
Kaihou |
Teleport | qcf + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Byakko Soshoda |
Palm Strike | qcb + p ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Senkyutai |
Rolling Kick | dp + k ex | lk kicks straight up, mk rolls forward before kick, hk rolls farther before kick |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Zenpou Tenshin |
Command Throw | hcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Senei Enbu |
Super Combo | qcb qcb + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Raishin Mahhaken |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tenshin Senkyutai |
Ultra Combo II | qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data