Ultra Street Fighter IV/Yang

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Yang

SSFIV-Yang Face.jpg

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), Shine (USA)

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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 6 +4 +8
Close MP Close Strong.gif 55 100 40 HL sp/su 5 2 12 +4 +6
Close HP Close Fierce.gif 70*50[40*65] 100*50 60*20 HL sp/su*- 6 1*3 17 -5 +2
Close LK Close Short.gif 30 50 20 HL sp/su 4[3] 2 8 +1 +4
Close MK Close Forward.gif 50 100 40 HL ju 7 4 12 -2 -
Close HK Close Roundhouse.gif 110 200 60 HL - 10 4 18 -8 -4
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 6 +4 +8
Far MP Far Strong.gif 55 100 40 HL sp/su 6 2 13 -1 +2
Far HP Far Fierce.gif 100 200 60 HL - 9 4 19 -4 +1
Far LK Far Short.gif 30 50 20 HL sp/su 4[3] 2 8 +1 +4
Far MK Far Forward.gif 70 100 40 HL - 7 3 10 -1 +1
Far HK Far Roundhouse.gif 110 200 60 HL - 10 4 18 -8 -4
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 +3 +6
Crouch MP Crouch Strong.gif 70[60] 100 40 L - 5 2 10 -2 +2
Crouch HP Crouch Fierce.gif 75*50[60*40] 125*75 60*20 HL - 9 3(3)2 14 -2 +1
Crouch LK Crouch Short.gif 30 50 20 L sp/su 3 2 8 +1 +4
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 14 -1 +1
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 8 2 23 -7 -
Senpukyaku Right.gif+Forward.gif 80 100 40 H - 20 4 13 -2 0
Target Combo 1 close Short.gif > Forward.gif 40 60 40 HL - 7 4 19 -5 +1
Target Combo 1 … > Roundhouse.gif 87 100 40 HL - 5 3 17 -2 +2
Target Combo 2 Strong.gif > Fierce.gif 35 50 20 HL - 10 4 23 -7 +1
Target Combo 2 ... > Left.gif+Fierce.gif 50 50 20 HL su 15 4 22 -8 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Jump Jab.gif 50 50 20 H - 4 11 - - -
Jump MP Jump Strong.gif 80 100 40 H - 4 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 7 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 7 6 - - -
Jump LK Jump Short.gif 40 50 20 H - 4 8 - - -
Jump MK Jump Forward.gif 70 100 40 H - 6 5 - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 5 6 - - -
Raigekishu (air) Downright.gif+Short.gif 60 50 40 HL - 7 until ground After landing 6 - -
(air) Downright.gif+Forward.gif 60 50 40 HL - 7 until ground After landing 6 - -
(air) Downright.gif+Roundhouse.gif 60 50 40 HL - 7 until ground After landing 6 - -
Target Combo 3 (air) Forward.gif > Downright.gif+Forward.gif 60 150 60 HL - 4 until ground After landing 6 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gut Kick Forward Throw 120 100 40 0.9 - 3 2 20 - -
Monkey Flip Back Throw 130 120 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tourouzan Tourouzan Jab.gif (1) 30 50 10/20 HL su 8 2 22 -2 +1
Tourouzan Strong.gif (1) 35 50 10/20 HL su 8 2 25 -4 -1
Tourouzan Fierce.gif (1) 40 50 10/20 HL su 8 2 30 -6 -3
Tourouzan Part 2 Tourouzan Jab.gif (2) 40 50 10/20 HL su 8 2 25 -5 -1
Tourouzan Strong.gif (2) 50 50 10/20 HL su 8 2 28 -8 -4
Tourouzan Fierce.gif (2) 55 50 10/20 HL su 8 2 35 -10 -6
Tourouzan Part 3 Tourouzan Jab.gif (3) 65 80 10/20 HL su 8 2 29 -8 -
Tourouzan Strong.gif (3) 65 80 10/40 HL su 8 2 33 -12 -
Tourouzan Fierce.gif (3) 70 80 10/40 HL su 8 2 35 -14 -
EX Tourouzan Tourouzan EX.gif 60 50 -250/0 HL su 7 1 18 -1 0
EX Tourouzan Followup 1 Tourouzan EX.gif (2 hit) 32 50 0 HL su 5 1 20 -3 -2
EX Tourouzan Followup 2 Tourouzan EX.gif (3 hit) 32 70 0 HL su 6 2 18[22] -8 -1
EX Tourouzan Followup 3 Tourouzan EX.gif (4 hit) 32 80 0 HL su 5 1 23[27] -11 -5
EX Tourouzan Followup 4 Tourouzan EX.gif (5 hit) 40 46 0 HL su 8 2 29 -13 -
Kaihou Kaihou Short.gif - - 0 - - - - Total 27 - -
Kaihou Forward.gif - - 0 - - - - Total 34 - -
Kaihou Roundhouse.gif - - 0 - - - - Total 42 - -
EX Kaihou Kaihou EX.gif - - -250/0 - - - - Total 32 - -
Byakko Soshoda Byakko Soshoda Jab.gif - - - - - - - Total 26[24] - -
Byakko Soshoda Strong.gif 120 150 10/60 HL su 16 9 17[15] -7 0
Byakko Soshoda Fierce.gif 140 200 10/60 HL su 22 9 15[13] 0 -
EX Byakko Soshoda Byakko Soshoda EX.gif 150 250 0 HL su 25 13 13 -10 -
Senkyutai Senkyutai Short.gif 70*50 100*50 30/30*30 HL su*- 5 3*3 33+14 -29 -
Senkyutai Forward.gif 70*55 100*50 30/30*30 HL su*- 6~24 3*3 27+14 -24 -
Senkyutai Roundhouse.gif 70*60 100*100 30/30*30 HL su*- 7~38 3*3 23+14 -21 -
EX Senkyutai Senkyutai EX.gif 45*45*65 50*100*100 -250/0 HL su*su*- 4~31 1*1*2 27+17 -25 -
Zenpou Tenshin Zenpou Tenshin 1 0 10/30 0.96 - 10 2 48 - +7
EX Zenpou Tenshin Zenpou Tenshin EX.gif 1 0 -250/0 1.19 - 8 2 48 - +7
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sei'ei Enbu Sei'ei Enbu - - -1000/0 - - 1+0 370 Total 7 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raishin Mahhaken Raishin Mahhaken 480 0 0/0 HL - 0+8 5 43 -28 -
Tenshin Senkyutai Tenshin Senkyutai 60*45x2*90[440] 0 0/0 HL - 0+6~32 2(2)5(7)3(7)3(9)3 37+20 -79 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

A quick poking jab.. No difference between the far and close variants. Chain, special and super cancelable. Combo starter/filler. Its +4 on block, so you can walk up in between jabs to counter the pushback or set up a command throw. (i.e.: jab walk forward jab walk forward command throw) It also leaves the opponent in enough hitstun to combo into Ultra 1!

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

Upper body elbow. Used in BnBs, one of his best options to combo after a divekick (depending on how deep you land). Also +4 on block, can combo into the far variant. Special and super cancelable.

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

2-hit move, first hit is special and super cancelable. Don't use this on block unless you're gonna cancel it, its pretty unsafe. Used in bread and butter combos and Senei Enbu.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

A quick low kick. Easy way to combo into regular/EX Mantis Slashes.

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

The Lee-twins patented close standing Forward. Very important move in Yang's arsenal. Leads to a plethora of mixups and resets. Jump cancellable. Knocks the opponent up in the air for a while. Usually you have 2 options: jump forward and do an air to ground mixup, or dash forward/jump cancel and MK divekick for a ground mixup. The best combo options afterward are in the corner.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Long ranged roundhouse kick. No difference between the far and close variants. Don't use this up close, as its very unsafe on block, and the recovery sucks too. Only used for anti-air purposes or footsies.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

A quick poking jab.. No difference between the far and close variants. Chain, special and super cancelable. Combo starter/filler. Its +4 on block, so you can walk up in between jabs to counter the pushback or set up a command throw. (i.e.: jab walk forward jab walk forward command throw) It also leaves the opponent in enough hitstun to combo into Ultra 1!

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Sorta like close MP, except tiny bit slower, and a tiny bit unsafe on block (although most of the time they won't be able to punish because either you're far away or going to cancel). Got an awesome buff in Ultra with the ability to cancel (special and super). .

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Long ranged spear hand strike. Nice for footsies and an anti-air in some situations. Also used as a combo ender for a reset.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

A quick low kick. No difference between close and far variants. Easy way to combo into regular/EX Mantis Slashes.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

The move that sometimes comes out when you try and combo into a close MK from a command grab (joke). Far anti-air?

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Long ranged roundhouse kick. No difference between the far and close variants. Only used for anti-air purposes or footsies.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Like standing LP, only with slightly less advantages. Easy crouching combo starter. Chain, special, and super cancelable.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

A low spear strike aimed at the legs. Hits low.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

A weird 2-hit downwards than upwards swing. Slower than most c.HPs, but does a good damage (if you hit both) and is harder to punish. Can also make use as an anti-air.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Does more damage than c.LP. Used in usual c.LK things (ticking, hit confirming, etc.) Good simple combo starter from a divekick. Special and super cancelable.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Ok range. Used in BnBs for most damage. Combo starter. Special and super cancelable.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Sweep kick. Good range, can be used to end some combos.

Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

Elbow aimed downwards. Stays out for a while, can be used for air to ground tick throws.

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 ~~

Makes a decent anti-air if done pre-emptively, although you should usually be using HK.

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

Best jump in move if you're going for damage.

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

Aims upward and comes out fast, makes a good air to air.

File:No image.png

Jump MK

Jump Forward (in air) mk

~~ Uses and Strategies ~~

Re-gained its crossup ability to a certain extent. Makes a good combo into crouching LPs.

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

Great air-to-air, comes out quickly and does good damage. Jumping then quickly pressing HK can make a good anti-air too.

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Senpukyaku

Overhead f + mk

~~ Uses and Strategies ~~

Overhead kick with ok range. Another mixup option after an air reset. On counterhit, can be linked to c.LK for a small combo. Slightly unsafe on block.

File:No image.png

Target Combo 1

Target Combo 1 (near opponent) lk --- mk

~~ Uses and Strategies ~~

First two hits of a chain of his standing kicks. Breaks regular focus if you recognize it doing a s.LK quick enough. The MK doesn't launch like the regular, but is jump cancelable.

File:No image.png

Target Combo 1

Target Combo 1 (near opponent) lk --- mk --- hk

~~ Uses and Strategies ~~

Full chain, last hit looks sorta like Yun's HK and causes a soft knockdown.

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 ~~

The infamous Lee twins divekick. Good for starting pressure on the opponent. Can start combos on hit depending on how deep you land on hit. Its not exactly safe or unsafe, but depending on your opponent's reactions, you should determine your use of it on them. Its easily punished by a charged focus attack, and most anti-airs can punish it too.

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 ~~

Yang hops on the opponent and kicks off of them. Plenty of time to close the gap between you and your opponent.

File:No image.png

Monkey Flip

Back Throw b + lp + lk

~~ Uses and Strategies ~~

Yang hops on the opponent and throws them backwards. They land pretty much halfway on the opposite side of the screen. HK Kaihou is the best option if you're trying to get back in quickly.

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 does a triplet of slashes with his hands. Damage and frames are determined by the punch button used. EX version comes out faster than the regulars, and does slightly more damage; not worth using in combos.

File:No image.png

Tourouzan Part 2

Mantis Slash Part 2 qcf + p Perform after Tourouzan

~~ Uses and Strategies ~~

The second slash. Gets scaled in most situations on hit. Pretty unsafe on block. If you have 2 bars, qcf + HP x2 FADC to standing MK. Learn that combo and learn it well. Leads to plenty of combos and mixups.

File:No image.png

Tourouzan Part 3

Mantis Slash Part 3 qcf + p Perform after Tourouzan Part 2

~~ Uses and Strategies ~~

The last slash, knocks down on hit and does the most damage, but still gets scaled. Ridiculously unsafe on block, don't try and end a blockstring with this unless you're going for chip damage KOs or FADCing 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

Yang is an offensive character who has plenty of tools. He can play good footsies, has a DP, a command throw, a teleport that can get him out of sticky situations, and an overhead. However, the one thing he lacks is damage. Yang's combos, be it bread and butter to combos into ultras, get scaled heavily. This takes away Yang's comeback potential overall. Yang relies on mixups and resets in order to get his damage. And Yang has a load of mixups. Learning all of his tools and being able to punish consistently will be your path to winning with Yang.

Combos

Assume that every Ultra meter is fully charged, unless noted otherwise

Bread and Butters

  • c.LK x3 xx HP Tourouzans - (180 damage, 245 stun)
  • c.MK or s.MP xx HP Tourouzans - (188 [s.MP] or 193 [c.MK] damage, 246 stun)
  • s.MP xx MP Byakko Soshoda - (175 damage, 250 stun) - Simple way to hit confirm into a EX Red Focus.
  • c.LK s.LP c.MK xx HP Tourouzans - (194 damage, 285 stun)
  • j.HP s.HP xx HP Tourouzans - (283 damage, 423 stun)
  • close s.MP c.MK xx HP Tourouzans - (228 damage, 323 stun)

Advanced/FADC

  • s.LP x2 Raishin Mahhaken - (381 damage, 100 stun)
  • HP Tourouzans x2 FADC s.LP close s.MK - (146 damage, 210 stun) - Easy way to combo into close s.MK, the s.LP isn't necessary, but it adds a tiny bit more damage (or in some cases adds more scaling to it)

Combos after a close standing MK

(Note: for most combos involving dashing forward you can instead do a forward jump cancel to MK divekick.)

  • close s.MK dash forward Raishin Mahhaken - (438 damage, 100 stun) - Strict timing. For players starting with Yang but know how to FADC, you can FADC from the close MK to land it easier.
  • close s.MK dash forward s.MK HK Senkyutai - (208 damage, 362 stun)
  • (corner) close s.MK MP Byakko Soshoda s.MP - (??? damage, ??? stun)
  • (corner) close s.MK MP Byakko Soshoda MK Senkyutai - (293 damage, 410 stun)


Senei Enbu

NOTE: []s means repeat until super runs out.

  • s.MP xx MP Byakko Soshoda xx Senei Enbu [s.HP xx (first hit) LK Kaihou]
  • (corner) [c.MP dash forward c.MP]
  • (on an opponent about to wakeup) MK/HK Senkyutai (the first one will whiff, but the others can connect on opponent's wakeup) Tenshin Senkyutai

Strategy

Matchups

vs. Abel

(No strategies)

vs. Adon

(No strategies)

vs. Akuma/Gouki

(No strategies)

vs. Balrog/Boxer

(No strategies)

vs. Blanka

(No strategies)

vs. C. Viper

(No strategies)

vs. Cammy

(No strategies)

vs. Chun-Li

(No strategies)

vs. Cody

(No strategies)

vs. Dan

(No strategies)

vs. Decapre

(No strategies)

vs. Dee Jay

(No strategies)

vs. Dhalsim

(No strategies)

vs. Dudley

(No strategies)

vs. E. Honda

(No strategies)

vs. El Fuerte

(No strategies)

vs. Elena

(No strategies)

vs. Evil Ryu

(No strategies)

vs. Fei Long

(No strategies)

vs. Gen

(No strategies)

vs. Gouken

(No strategies)

vs. Guile

(No strategies)

vs. Guy

(No strategies)

vs. Hakan

(No strategies)

vs. Hugo

(No strategies)

vs. Ibuki

(No strategies)

vs. Juri

(No strategies)

vs. Ken

(No strategies)

vs. M.Bison/Dictator

(No strategies)

vs. Makoto

(No strategies)

vs. Oni

(No strategies)

vs. Poison

(No strategies)

vs. Rolento

(No strategies)

vs. Rose

(No strategies)

vs. Rufus

(No strategies)

vs. Ryu

(No strategies)

vs. Sagat

(No strategies)

vs. Sakura

(No strategies)

vs. Seth

(No strategies)

vs. T.Hawk

(No strategies)

vs. Vega/Claw

(No strategies)

vs. Yang (self)

(No strategies)

vs. Yun

(No strategies)

vs. Zangief

(No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 +4 +8 12 16 Reset Reset - - - - - - -
Close MP Close Strong.gif 55 100 40 HL sp/su 5 2 12 18 +4 +6 18 20 Reset Reset - - - - - - -
Close HP Close Fierce.gif 70*50[40*65] 100*50 60*20 HL sp/su*- 6 1*3 17 26 -5 +2 15 22 [] refers to Seiei Enbu Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 4[3] 2 8 13 +1 +4 11 14 [] refers to Seiei Enbu Reset Reset - - - - - - -
Close MK Close Forward.gif 50 100 40 HL ju 7 4 12 22 -2 - 14 - 7f~ Jump cancellable Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Close HK Close Roundhouse.gif 110 200 60 HL - 10 4 18 31 -8 -4 14 18 Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 +4 +8 12 16 Reset Reset - - - - - - -
Far MP Far Strong.gif 55 100 40 HL sp/su 6 2 13 20 -1 +2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL - 9 4 19 31 -4 +1 19 24 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 4[3] 2 8 13 +1 +4 11 14 [] refers to Seiei Enbu Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 7 3 10 19 -1 +1 12 14 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 4 18 31 -8 -4 14 18 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70[60] 100 40 L - 5 2 10 16 -2 +2 10 14 [] refers to Seiei Enbu Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 75*50[60*40] 125*75 60*20 HL - 9 3(3)2 14 30 -2 +1 14 17 [] refers to Seiei Enbu Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 3 2 8 12 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 14 21 -1 +1 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 8 2 23 32 -7 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Senpukyaku Right.gif+Forward.gif 80 100 40 H - 20 4 13 36 -2 0 15 17 Reset Reset - - Feet: 10~19f - - 8~23f -
Target Combo 1 close Short.gif > Forward.gif 40 60 40 HL - 7 4 19 29 -5 +1 18 24 11f~ Jump cancellable Reset Reset - - - - - - -
Target Combo 1 … > Roundhouse.gif 87 100 40 HL - 5 3 17 24 -2 +2 18 22 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Target Combo 2 Strong.gif > Fierce.gif 35 50 20 HL - 10 4 23 36 -7 +1 20 28 Reset Reset - - - - - - -
Target Combo 2 ... > Left.gif+Fierce.gif 50 50 20 HL su 15 4 22 40 -8 - 18 - X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Jump Jab.gif 50 50 20 H - 4 11 - 14 - - Reset Reset - - - - - - -
Jump MP Jump Strong.gif 80 100 40 H - 4 7 - 10 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 7 - 14 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 7 6 - 12 - - Reset Reset - - - - - - -
Jump LK Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Jump MK Jump Forward.gif 70 100 40 H - 6 5 - 10 - - Reset Reset - - - - - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 5 6 - 10 - - Reset Reset - - - - - - -
Raigekishu (air) Downright.gif+Short.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - -
(air) Downright.gif+Forward.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - -
(air) Downright.gif+Roundhouse.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - -
Target Combo 3 (air) Forward.gif > Downright.gif+Forward.gif 60 150 60 HL - 4 until ground After landing 6 - - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 56 -20 -20 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gut Kick Forward Throw 120 100 40 0.9 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Monkey Flip Back Throw 130 120 40 0.9 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tourouzan Tourouzan Jab.gif (1) 30 50 10/20 HL su 8 2 22 31 -2 +1 19f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Strong.gif (1) 35 50 10/20 HL su 8 2 25 34 -4 -1 19f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Fierce.gif (1) 40 50 10/20 HL su 8 2 30 39 -6 -3 19f~ cancellable into next attack Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Part 2 Tourouzan Jab.gif (2) 40 50 10/20 HL su 8 2 25 34 -5 -1 19f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Strong.gif (2) 50 50 10/20 HL su 8 2 28 37 -8 -4 19f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Fierce.gif (2) 55 50 10/20 HL su 8 2 35 44 -10 -6 19f~ cancellable into next attack Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Part 3 Tourouzan Jab.gif (3) 65 80 10/20 HL su 8 2 29 38 -8 - Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Strong.gif (3) 65 80 10/40 HL su 8 2 33 42 -12 - Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan Fierce.gif (3) 70 80 10/40 HL su 8 2 35 44 -14 - - - - - - - -
EX Tourouzan Tourouzan EX.gif 60 50 -250/0 HL su 7 1 18 25 -1 0 15f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - -
EX Tourouzan Followup 1 Tourouzan EX.gif (2 hit) 32 50 0 HL su 5 1 20 25 -3 -2 13f~ cancellable into next attack Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Tourouzan Followup 2 Tourouzan EX.gif (3 hit) 32 70 0 HL su 6 2 18[22] 25 -8 -1 15f~ cancellable into next attack, [] refers to Seiei Enbu Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Tourouzan Followup 3 Tourouzan EX.gif (4 hit) 32 80 0 HL su 5 1 23[27] 28 -11 -5 13f~ cancellable into next attack, [] refers to Seiei Enbu Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Tourouzan Followup 4 Tourouzan EX.gif (5 hit) 40 46 0 HL su 8 2 29 38 -13 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Kaihou Kaihou Short.gif - - 0 - - - - Total 27 27 - - - - - - - All: 11~15f - - - - JP: ?
Kaihou Forward.gif - - 0 - - - - Total 34 34 - - - - - - - All: 13~19f - - - - -
Kaihou Roundhouse.gif - - 0 - - - - Total 42 42 - - - - - - - All: 14~23f - - - - -
EX Kaihou Kaihou EX.gif - - -250/0 - - - - Total 32 32 - - - - - - - All: 14~22f All: 1~13f All: 1~13f - - -
Byakko Soshoda Byakko Soshoda Jab.gif - - - - - - - Total 26[24] 26 - - [] refers to Seiei Enbu - - - - - - Lower body: 1~24f Lower body: 1~24f - - -
Byakko Soshoda Strong.gif 120 150 10/60 HL su 16 9 17[15] 41 -7 0 [] refers to Seiei Enbu X X Soft Knockdown Soft Knockdown - - - - - - -
Byakko Soshoda Fierce.gif 140 200 10/60 HL su 22 9 15[13] 45 0 - [] refers to Seiei Enbu X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Byakko Soshoda Byakko Soshoda EX.gif 150 250 0 HL su 25 13 13 50 -10 - X X Wall Bounce, Free Juggle Wall Bounce, Free Juggle Wall Bounce, Free Juggle Wall Bounce, Free Juggle - - Lower body: 1~20f Lower body: 1~20f - - -
Senkyutai Senkyutai Short.gif 70*50 100*50 30/30*30 HL su*- 5 3*3 33+14 57 -29 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f - All: 6~10f - 5f~ 2nd Hit JP: ?
Senkyutai Forward.gif 70*55 100*50 30/30*30 HL su*- 6~24 3*3 27+14 70 -24 - Startup changes depending on proximity to opponent Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 6~24f 2nd Hit JP: ?
Senkyutai Roundhouse.gif 70*60 100*100 30/30*30 HL su*- 7~38 3*3 23+14 80 -21 - Startup changes depending on proximity to opponent Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 6~11f (at fastest) or 6~43f (at longest) - 7f~ (at fastest) or 38f~ (at longest) 2nd Hit JP: ?
EX Senkyutai Senkyutai EX.gif 45*45*65 50*100*100 -250/0 HL su*su*- 4~31 1*1*2 27+17 78 -25 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 1~11f (at fastest) or 1~34f (at longest) - 4f~ (at fastest) or 31f~ (at longest) 2nd Hit JP: ?, 3rd Hit: JP
Zenpou Tenshin Zenpou Tenshin 1 0 10/30 0.96 - 10 2 48 59 - +7 X Forces stand - - - - - - - - - -
EX Zenpou Tenshin Zenpou Tenshin EX.gif 1 0 -250/0 1.19 - 8 2 48 57 - +7 X Forces stand - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sei'ei Enbu Sei'ei Enbu - - -1000/0 - - 1+0 370 Total 7 377 - - Damage 1/4, lasts 370 frames at full Ultra - All: 1~2f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raishin Mahhaken Raishin Mahhaken 480 0 0/0 HL - 0+8 5 43 55 -28 - On hit goes into animation Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - -
Tenshin Senkyutai Tenshin Senkyutai 60*45x2*90[440] 0 0/0 HL - 0+6~32 2(2)5(7)3(7)3(9)3 37+20 129 -79 - 1st hit vs. ground opponent triggers animation Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~32f - ? JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: