From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
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.
Moves
Unique Attacks
Raigekishuu
Jump

+

is steep

is not so steep

is not steep at all
Senpuukyaku

+
Overhead
Launcher
Close
Throws
Special Moves
Torou Zan

+

3x
Senkyuutai

+

kicks straight up

rolls

rolls farther
Byakou Sushouda

+
Zenpou Tenshin

+
Command grab
Kaihou

+
Super Combo
Ultra Combos
AE ver. 2012 Changes
Crouching Light Kick
Changed damage from 30 to 20.
Expanded hurtbox upward after hit detection starts.
Crouching Punch
Changed damage from 80 to 70. Changed to 60 during a Seiei Enbu.
Far Standing Medium Punch
Shrunk hitbox.
Forward Jumping Medium Kick
Shrunk hitbox.
EX Zenpou Tenshin
Shrunk throw hitbox.
Changed startup from 7F to 8F.
Removed throw-invincibility.
Tourouzan
Changed light/medium version’s final hit damage from 75 to 60.
Changed heavy version’s final hit damage from 80 to 60.
Made block string to final hit possible for EX version.
EX version only changed so as not to trigger on button release.
Byakko Soshoda
Changed meter build-up from 20 to 10 for medium and heavy versions.
Changed total frame count to 26F for light, 41F for medium, and 45F for heavy version. No change to total frame count during a Seiei Enbu.
Changed heavy version’s damage from 150 to 140, chip damage from 38 to 30, and stun from 250 to 200.
Shortened hitbox active period from 13F to 9F for medium and heavy versions.
Target Combo 2
Changed damage from 150 to 130 when fully hits.
Shortened distance 2nd hit pushes back when blocked.
Lengthened 2nd hit’s recovery by 4F, giving a -7F (dis)advantage when blocked.
Raigeki Shu
Changed stun from 100 to 50.
Changed landing stun from 4F to 6F.
Added hurtbox to foot area as soon as the move starts.
Senkyutai
Removed projectile invincibility from start to 5th frame of heavy version.
Removed projectile invincibility from medium version.
Shrunk hitboxes across all versions.
Given attacker a -4F (dis)advantage with EX Focus→Dash on a block for all versions.
Seiei Enbu
Shortened length of effect by 1 second.
Set chip damage to 1/8 normal damage.
Tenshin Senkyutai
Changed startup at close range from 4F to 7F.
Changed final hit damage to 90 when not locked.
Stun
Changed stun from 1000 to 950.
Near Standing Light Kick
Far Standing Light Kick
Changed startup from 3F to 5F. No change to startup during a Seiei Enbu.
Target Combo 3
Made 3rd hit super-cancelable.
Made opponent get knocked down when 3rd hit connects.
Up From Prone
Removed total invincibility from all frames after action becomes possible.
Back Dash
Prevented special canceling between 24th and 25th frame of backward dash.
The Basics
Combos
You can start with Dive Kick on most of these combos.
1. crouching LK x3, HP Slashes (Tourou Zan)
2. crouching LP, standing LP, crouching MK, EX Dragon Kicks (Senkyuutai)
3. close standing MP, crouching MK xx Slashes
4. Command Grab, Standing HP, Slashes
5. Crouching LK, Standing LP, Crouching MK, Slashes
6. Crouching LP x3, Crouching MK, Slashes
7. Standing LP x2, Crouching MK, Slashes
8. Dive Kick, Crouching LP, Standing LP, Crouching LP, Crouching MK, Slashes
9. (Corner) - Close MK, Palm (Byakou), EX Dragon Kick
10. (Corner) - Standing LP x2, Crouching MK, Slashes (2-hits) xx FADC, Close MK, MP Palm, Dragon Kicks
11. (Corner) - EX Palm, MP Palm, st.HP (if near wall)
12. (Corner) - EX Palm, st.MK Launcher, HK Dragon Kick
13. (Corner) - Target Combo 2, EX Dragon Kicks (only works on Seth, Honda, Rose, DJ, Gouken, Cammy, Balrog, Dhalsim)
14. (Corner) - Jump in HP or HK, Close MK Launcher x2, LK Dragon Kick, EX Dragon Kick
15. (Corner) - Jump in HP or HK, st.HP xx HP Slashes (3 hits) xx FADC, EX Dragon Kick
16. Close MK, Dive Kick (whiff), jump cancel, Ultra 1 or 2
17. crouching MK, HP Slashes (first two hits) xx FADC xx Ultra 2
18. crouching MK, HP Slashes (first two hits) xx FADC xx close MK, dash, Ultra 1
19. (Corner) - EX Slashes, Ultra 2
Sei'ei Enbu combos:
Corner: Standing MP, MP Palm xx Super, crouching MP, Dash, [crouching LK, crouching MP, dash, repeat until end]
Strategy
Matchups
Frame Data
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Close
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 6
| +4
| +8
|
|
|
Close
| HL
| 55
| 100
| 40
| sp/su
| 5
| 2
| 12
| +4
| +6
|
|
|
Close
| HL
| 70*50
| 100*50
| 60*20
| sp/su*-
| 6
| 1*3
| 17
| -5
| +2
| Seiei Enbu damage 40*65
|
|
Close
| HL
| 30
| 50
| 20
| sp/su
| 5[3]
| 2
| 8
| +1
| +4
| [] refers to Seiei Enbu
|
|
Close
| HL
| 50
| 100
| 40
| Jump
| 7
| 4
| 12
| -2
| -
| Floats opponent, 7f~ Jump cancellable
|
|
Close
| HL
| 110
| 200
| 60
| -
| 10
| 4
| 18
| -8
| -4
|
|
|
Far
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 6
| +4
| +8
|
|
|
Far
| HL
| 55
| 100
| 40
| -
| 6
| 2
| 13
| -1
| +2
| Can juggle
|
|
Far
| HL
| 100
| 200
| 60
| -
| 9
| 4
| 19
| -4
| +1
| Can juggle
|
|
Far
| HL
| 30
| 50
| 20
| sp/su
| 5[3]
| 2
| 8
| +1
| +4
| [] refers to Seiei Enbu
|
|
Far
| HL
| 70
| 100
| 40
| -
| 7
| 3
| 10
| -1
| +1
|
|
|
Far
| HL
| 110
| 200
| 60
| -
| 10
| 4
| 18
| -8
| -4
|
|
|
crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 6
| +3
| +6
|
|
|
crouch
| L
| 70[60]
| 100
| 40
| -
| 5
| 2
| 10
| -2
| +2
| [] refers to damage during Seiei Enbu
|
|
crouch
| HL
| 75*50
| 125*75
| 60*20
| -
| 9
| 3(3)2
| 14
| -2
| +1
| [2nd Ground hit] forces stand / Seiei Enbu damage 60*40
|
|
crouch
| L
| 20
| 50
| 20
| sp/su
| 3
| 2
| 8
| +1
| +4
|
|
|
crouch
| L
| 60
| 100
| 40
| sp/su
| 6
| 2
| 14
| -1
| +1
|
|
|
crouch
| L
| 90
| 150
| 60
| -
| 8
| 2
| 23
| -7
| -
| Hard knockdown
|
|
Jump
| H
| 50
| 50
| 20
| -
| 4
| 11
| -
| -
| -
|
|
|
Jump
| H
| 80
| 100
| 40
| -
| 4
| 7
| -
| -
| -
|
|
|
Jump
| H
| 100
| 200
| 60
| -
| 7
| 6
| -
| -
| -
|
|
|
Jump
| H
| 40
| 50
| 20
| -
| 4
| 8
| -
| -
| -
|
|
|
Jump
| H
| 70
| 100
| 40
| -
| 6
| 5
| -
| -
| -
|
|
|
Jump
| H
| 100
| 200
| 60
| -
| 5
| 6
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 8
| 7
| -
| -
| -
|
|
|
Senpuukyaku ( + )
| H
| 80
| 100
| 40
| -
| 20
| 4
| 13
| -2
| 0
| 10~19f feet invincible, 8~23f airborne
|
|
Raigekishuu ( + )
| HL
| 60
| 50
| 40
| -
| 7
| until ground
| After landing 6
| -
| -
| Can juggle
|
|
Raigekishuu ( + )
| HL
| 60
| 50
| 40
| -
| 7
| until ground
| After landing 6
| -
| -
| Can juggle
|
|
Raigekishuu ( + )
| HL
| 60
| 50
| 40
| -
| 7
| until ground
| After landing 6
| -
| -
| Can juggle
|
|
close >
| HL
| 40
| 60
| 40
| J
| 7
| 4
| 19
| -5
| +1
| 11f~ Jump cancellable
|
|
close > >
| HL
| 87
| 100
| 40
| -
| 5
| 3
| 17
| -2
| +2
|
|
|
>
| HL
| 35
| 50
| 20
| -
| 10
| 4
| 23
| -7
| +1
|
|
|
> > +
| HL
| 50
| 50
| 20
| su
| 15
| 4
| 22
| -8
| -
| Floats opponent, projectile hitbox
|
|
Jump forward > +
| HL
| 60
| 150
| 60
| -
| 4
| until ground
| After landing 6
| -
| -
|
|
|
| Focus Attack LVL1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 34
| -20
| -20
|
|
|
| Focus Attack LVL2
| HL
| 80
| 150
| 40
| -
| 17+12
| 2
| 34
| -14
| -
|
|
|
| Focus Attack LVL3
| -
| 140
| 200
| 60
| -
| 65
| 2
| 34
| -
| -
|
|
|
| Forward Throw
| 0.9
| 120
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
|
|
|
| Back Throw
| 0.9
| 130
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
|
|
|
Tourou Zan
| HL
| 30
| 50
| 10/20
| su
| 8
| 2
| 22
| -2
| +1
| 19f~ cancellable into next attack
|
|
Tourou Zan (2 hit)
| HL
| 40
| 50
| 10/20
| su
| 8
| 2
| 25
| -5
| -1
| 19f~ cancellable into next attack
|
|
Tourou Zan (3 hit)
| HL
| 60
| 80
| 10/20
| su
| 8
| 2
| 29
| -8
| -
|
|
|
Tourou Zan
| HL
| 35
| 50
| 10/20
| su
| 8
| 2
| 25
| -4
| -1
| 19f~ cancellable into next attack
|
|
Tourou Zan (2 hit)
| HL
| 50
| 50
| 10/20
| su
| 8
| 2
| 28
| -8
| -4
| 19f~ cancellable into next attack
|
|
Tourou Zan (3 hit)
| HL
| 60
| 80
| 10/40
| su
| 8
| 2
| 33
| -12
| -
|
|
|
Tourou Zan
| HL
| 40
| 50
| 10/20
| su
| 8
| 2
| 30
| -6
| -3
| 19f~ cancellable into next attack
|
|
Tourou Zan (2 hit)
| HL
| 55
| 50
| 10/20
| su
| 8
| 2
| 35
| -10
| -6
| 19f~ cancellable into next attack
|
|
Tourou Zan (3 hit)
| HL
| 60
| 80
| 10/40
| su
| 8
| 2
| 35
| -14
| -
|
|
|
Tourou Zan
| HL
| 60
| 50
| -250/0
| su
| 7
| 1
| 18
| -1
| 0
| Can juggle, 15f~ cancellable into next attack
|
|
Tourou Zan (2 hit)
| HL
| 32
| 50
| 0
| su
| 5
| 1
| 20
| -3
| -2
| Can juggle, 13f~ cancellable into next attack
|
|
Tourou Zan (3 hit)
| HL
| 32
| 70
| 0
| su
| 6
| 2
| 18[22]
| -8
| -1
| Can juggle, 15f~ cancellable into next attack, [] refers to Seiei Enbu
|
|
Tourou Zan (4 hit)
| HL
| 32
| 80
| 0
| su
| 5
| 1
| 23[27]
| -11
| -5
| Can juggle, 13f~ cancellable into next attack, [] refers to Seiei Enbu
|
|
Tourou Zan (5 hit)
| HL
| 40
| 46
| 0
| su
| 8
| 2
| 29
| -13
| -
| Can juggle
|
|
Kaihou
| -
| -
| -
| 0
| -
| -
| -
| Total 27
| -
| -
| 11~15f Invincible, 11~15f (translate)
|
|
Kaihou
| -
| -
| -
| 0
| -
| -
| -
| Total 34
| -
| -
| 13~19f Invincible, 13~19f (translate)
|
|
Kaihou
| -
| -
| -
| 0
| -
| -
| -
| Total 42
| -
| -
| 14~23f Invincible, 14~23f (translate)
|
|
Kaihou
| -
| -
| -
| -250/0
| -
| -
| -
| Total 32
| -
| -
| 1~13f strike and projectile invincible, 14~22f invincible, 14~22f (translate)
|
|
Byakko Soushouda
| -
| -
| -
| -
| -
| -
| -
| Total 26[24]
| -
| -
| 1~24f lower body strike and projectile invincible, [] refers to Seiei Enbu
|
|
Byakko Soushouda
| HL
| 120
| 150
| 10/60
| su
| 16
| 9
| 17[15]
| -7
| 0
| Armor break, projectile hitbox, [] refers to Seiei Enbu
|
|
Byakko Soushouda
| HL
| 140
| 200
| 10/60
| su
| 22
| 9
| 15[13]
| 0
| -
| Floats opponent, armor break, projectile hitbox, [] refers to Seiei Enbu
|
|
Byakko Soushouda
| HL
| 150
| 250
| 0
| su
| 25
| 13
| 13
| -10
| -
| 1~20f lowerbody strike and projectile invincible, floats opponent, armor break, projectile hitbox,
|
|
Senkyuutai
| HL
| 70*50
| 100*50
| 30/30*30
| su*-
| 5
| 3*3
| 33+14
| -29
| -
| 1~5f invincible, 5f~ airborne, 6~10f immune to projectiles, can juggle
|
|
Senkyuutai
| HL
| 70*55
| 100*50
| 30/30*30
| su*-
| 6~24
| 3*3
| 27+14
| -24
| -
| [6~24f]~ airborne, can juggle, (translate), (translate)
|
|
Senkyuutai
| HL
| 70*60
| 100*100
| 30/30*30
| su*-
| 7~38
| 3*3
| 23+14
| -21
| -
| 6~[11~43f] projectile invincible, [7~38f]~ airborne, can juggle, (translate), (translate)
|
|
Senkyuutai
| HL
| 45*45*65
| 50*100*100
| -250/0
| su*su*-
| 4~31
| 1*1*2
| 27+17
| -25
| -
| 1~[11~34f] projectile invincible, [4~31f]~ airborne, can juggle, (translate), (translate)
|
|
| Zenpou Tenshin
| 0.96
| 0
| 0
| 10/30
| -
| 10
| 2
| 48
| -
| +7
| Forces stand
|
|
Zenpou Tenshin
| 1.19
| 0
| 0
| -250/0
| -
| 8
| 2
| 48
| -
| +7
| Forces stand
|
|
| Super Combo
| -
| -
| -
| -1000/0
| -
| 1+0
| 370
| Total 7
| -
| -
| 1~2f Invincible, (translate), (translate) follows 10f and 20f, (translate), (translate) damage 1/4, lasts 370 frames
|
|
| Ultra Combo 1
| HL
| 480
| 0
| 0/0
| -
| 0+8
| 5
| 43
| -28
| -
| 1~9f Invincible, Hard knockdown, on hit goes into animation
|
|
| Ultra Combo 2
| HL
| 60*45x2*90[440]
| 0
| 0/0
| -
| 0+7~32
| 2(2)5(7)3(7)3(9)3
| 37+20
| -79
| -
| 1~32f projectile invincible, untechable juggle knockdown on [1st-5th air hit], can juggle, [1st ground hit] goes into animation
|
|
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Notes: