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[[File:SSFIV-Ken_Face.jpg]] | [[File:SSFIV-Ken_Face.jpg]] | ||
( | |||
'''Punishes''' | |||
'''Okizeme''' | |||
* After MK Rollkick (opponent quickrises): | |||
** vs [[File:Lp.png]] / [[File:Hp.png]] Shoryuken | |||
*** Crossup jump [[File:Mk.png]] is unsafe. | |||
*** Delayed/attacking divekicks are unsafe. | |||
*** Instant divekicks are safe. | |||
** vs [[File:Mp.png]] / [[File:Ex.gif]] Shoryuken | |||
*** Crossup jump [[File:Mk.png]] is unsafe. | |||
*** Delayed/attacking divekicks are unsafe. | |||
*** Instant divekicks are safe. | |||
** vs Shoryureppa (super) | |||
*** Crossup jump [[File:Mk.png]] trades unfavorably. | |||
*** Delayed/attacking divekicks are unsafe. | |||
*** Instant divekicks are unsafe. | |||
** vs Shinryuken (Ultra 1) | |||
*** Crossup jump [[File:Mk.png]] is safe. | |||
*** Divekicks are safe. | |||
** vs Guren Senpukyaku (Ultra 2) | |||
*** Crossup jump [[File:Mk.png]] is safe. | |||
*** Divekicks are safe. | |||
====vs. M.Bison/Dictator==== | ====vs. M.Bison/Dictator==== |
Revision as of 04:25, 8 April 2015

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
MCZ Mago (JP), FNEX/OG PxG Shine (USA), Kyoku (JP)
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 | rpdfire speccancel supercancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | (1st hit only) speccancel supercancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | speccancel supercancel |
~~ 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 | rpdfire speccancel supercancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | speccancel supercancel |
~~ 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 | speccancel supercancel |
~~ 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 | rpdfire speccancel supercancel |
~~ 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 | speccancel supercancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel supercancel |
~~ 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) |
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) | ||||
File:No image.png |
Raigekishu |
Dive Kick | (in air) df + k | |
~~ 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. A riskier tool using this strategy is to delay the followups if the opponent blocks to confuse them. Best used sparingly. 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. If you FADC forward after landing this in the corner, you can reset the opponent with a quick cr.LK, or add on more damage with a Rollkick. 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 | |
~~ Uses and Strategies ~~ Yang rolls along the ground and kicks upward at the opponent when he reaches them. A versatile move in his bag of tricks. All of the different kick buttons have different properties.
| ||||
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
Bread and Butter
Basic
All of these combos (except for cr.LK xx Mantis) can be started with a LP (up to 3 times) hit confirm.
- cr.MK/st.MP xx Mantis - (~160 to 190 damage, 246 stun)
- The standard Yang combo. Converting damage and knockdown off a poke, punisher, etc.
- cr.LK (up to 3 times) xx Mantis - (162 to 180 damage, 245 stun)
- More damage conversion off simple pressure. Can add another st.LK after the cr.LKs.
- cr.MK/st.MP xx MP Palm Strike - (180/175 damage, 250 stun)
- Yang's equivalent of Yun's st.MP xx Shoulder (aka basic red focus cancel). Not recommended to do this off a LP hit confirm if you're going to combo into a raw ultra.
- cr.MK/st.MP xx MK Roll Kick - (185/180 damage, 250 stun)
- Good midscreen combo ender, as it keeps the opponent in your zone. Note that the roll kick will miss off a st.MP at a certain range.
Intermediate/Links
cl.MP can be can be comboed into from a close st./cr.LP.
- cl.MP st.LK xx Mantis - (176 to 198 damage, 273 stun)
- 3 frame link. cl.MP st.LK is a true blockstring, but if you delay the st.LK a bit, it can make a very tight frame trap.
- cl.MP st.MP xx Mantis or MK Roll Kick - (201 to 223 damage, 323 stun with Mantis; 210 damage, 320 stun with Roll Kick)
- 2 frame link + 2 frame gap frame trap when blocked.
- cl.LP cl.MK - (70 damage, 150 stun)
- Combo into cl.MK, used after a MP Palm FADC (only way to combo into cl.MK) or after a Mantis FADC for a bit more damage.
- cl.MP cr.MK xx Mantis (206 to 228 damage, 323 stun)
- Highest damage link, however is a 1-framer, which is very hard to do consistently without plinking.
After a cl.MK
Stuff that combos into cl.MK:
- cl.LP (2 frame link)
- 2nd Mantis FADC (cl.LP to cl.MK after LP and MP Mantis, cl.MK can be done alone after HP Mantis)
- MP Palm FADC (cl.LP to cl.MK as well)
Basic
- cl.MK → HK Roll Kick - (185 damage, 300 stun)
- cl.MK → EX Roll Kick - (205 damage, 300 stun, uses 1 meter stock)
- Simple combos into Roll Kicks.
Corner
- cl.MK → MP Palm → MK Roll Kick - (270 damage, 370 stun)
- cl.MK → MP Palm → EX Roll Kick - (294 damage, 410 stun, uses 1 meter stock)
- General corner combo. HK Roll Kick can be used, but its a bit harder than MK.
- cl.MK → MP Palm → st.MP - (214 damage, 330 stun)
- Air reset with a cancelable move, so you can mix them up with a Kaihou or Palm/Fake Palm. After the MP Palm, you will have to walk back a bit so that you will get the far MP, the close MP will not hit.
- cl.MK → HP Palm → st.HP - (270 damage, 460 stun)
- Only works on: Honda, Chun-Li, Abel, Bison, Guy, Guile, Fei Long, Adon
Dash forward combos
Characters that CANNOT be hit from a 2nd cl.MK after a dash forward are: Adon, Cody, Dudley, El Fuerte, Honda, Guile, and Hakan (usually).
- cl.MK → dash forward → cr.HK (140 damage, 250 stun)
- Combo into a hard knockdown.
- cl.MK → dash forward → cl.MK → HK Roll Kick - (208 damage, 360 stun)
- Lots of corner carry. For some characters, after you dash forward, the cl.MK will miss. For those you will have to do cl.MK xx jump immediate (as soon as you reach the allowed height) MK divekick. Its much harder to do than a dash forward, although it is faster (if you are going for a reset mixup instead of corner carry, keeps the opponent on their toes).
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
Punishes
Okizeme
- After MK Rollkick (opponent quickrises):
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
Punishes
- F+HP (-9): If properly spaced, only punishable by REVERSAL HP or EX Mantis. If they do it close, you can punish with cr.MK / st.MP xx Mantis.
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang (self)
vs. Yun
vs. Zangief
Frame Data