
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), 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.
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. Its mostly used as a combo ender, but it does have its uses in footsies and such. Damage and frames are determined by the punch button used. EX version comes out faster than the regulars, and does slightly more damage; not exactly worth using in full combos. | ||||
File:No image.png |
Tourouzan Part 2 |
Mantis Slash Part 2 | qcf + p | Perform after Tourouzan |
~~ Uses and Strategies ~~ The second slash. Pretty unsafe on block. | ||||
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 ~~ Yang quickly slides across the screen. The button used determines distance and duration of the move. LK is the fastest and goes the shortest distance, HK is the slowest but goes the most distance, and MK is somewhere in between. The EX version goes around the MK distance and has more invincibility than the other versions, which can make a good escape option. | ||||
File:No image.png |
Byakko Soshoda |
Palm Strike | qcb + p ex armorbreak | |
~~ Uses and Strategies ~~ Yang rears back and pushes forward with his palms. The LP version is a fake palm and does no damage. The MP/HP versions do damage, but have differing properties. The MP version does not knock down and is unsafe on block (although most of the time you should be properly spaced enough to be relatively safe), but it can be used in combos (notably his best way to EX Red Focus Cancel). The HP version is slower, even on block, and knocks down and away (but in the corner it allows for juggling afterwards). The EX version is the slowest, does good damage, causes a wall bounce (allowing you to combo afterwards), which is really good to use off a focus crumple. | ||||
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 Butter=
- 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) - Yang's equivalent of Yun's s.MP xx Shoulder to 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)
- HP Tourouzans x2 FADC s.LP cl.MK - (146 damage, 210 stun, costs 2 bars) - 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
- cl.MK dash forward s.MK HK Senkyutai - (208 damage, 362 stun) - Has a lot of corner carry.
- (corner) cl.MK MP Byakko Soshoda s.MP - (??? damage, ??? stun)
- (corner) cl.MK MP Byakko Soshoda MK Senkyutai - (293 damage, 410 stun)
Advanced/FADC
- s.LP x2 Raishin Mahhaken - (381 damage, 100 stun)
- 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.
- 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)
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
List of Mixups/Resets (WIP)
- cancelable normal xx LK/MK Kaihou
- divekick → Zenpou Tenshin
- Tourouzans x2 → FADC → Zenpou Tenshin
- EX Tourouzan x1 → Zenpou Tenshin
- close s.MK → j.HP → dash forward(or forward jump MK divekick) → Zenpou Tenshin
- close s.MK → dash forward → close s.MK → dash forward → far s.MP → LK/MK Kaihou
- close s.LP → slight walk forward → Zenpou Tenshin
- LK/MK Kaihou (that goes behind opponent) → Zenpou Tenshin
- close s.MK → nj.HP → neutral jump HK divekick → Zenpou Tenshin
- s.LK chain s.MK jump cancel → nj.HP OR divekick
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