Ultra Street Fighter IV/Yang

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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), 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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
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 Jump 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 Overhead 80 100 40 H - 20 4 13 -2 0
Target Combo 1 (TC1) close Short.gif > Forward.gif 40 60 40 HL J 7 4 19 -5 1
Target Combo 1 (TC1) close Short.gif > Forward.gif > Roundhouse.gif 87 100 40 HL - 5 3 17 -2 2
Target Combo 2 (TC2) Strong.gif > Fierce.gif 35 50 20 HL - 10 4 23 -7 1
Target Combo 2 (TC2) Strong.gif > Fierce.gif > 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 Adv On
Guard
Adv
On Hit
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 - - -
Angled Jump HP Angled 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 Dive Kick Short.gif 60 50 40 HL - 7 until ground After landing 6 - -
Dive Kick Forward.gif 60 50 40 HL - 7 until ground After landing 6 - -
Dive Kick Roundhouse.gif 60 50 40 HL - 7 until ground After landing 6 - -
Target Combo 3 (TC3) 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 Adv On
Guard
Adv
On Hit
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 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 34 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 34 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 34 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Gut Kick Forward Throw 120 100 40 0.902 - 3 2 20 - -
Monkey Flip Back Throw 130 120 40 0.902 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Tourouzan Tourou Zan Jab.gif 30 50 10/20 HL su 8 2 22 -2 1
Tourou Zan Jab.gif (2 hit) 40 50 10/20 HL su 8 2 25 -5 -1
Tourou Zan Jab.gif (3 hit) 65 80 10/20 HL su 8 2 29 -8 -
Tourouzan MP Tourou Zan Strong.gif 35 50 10/20 HL su 8 2 25 -4 -1
Tourou Zan Strong.gif (2 hit) 50 50 10/20 HL su 8 2 28 -8 -4
Tourou Zan Strong.gif (3 hit) 65 80 10/40 HL su 8 2 33 -12 -
Tourouzan HP Tourou Zan Fierce.gif 40 50 10/20 HL su 8 2 30 -6 -3
Tourou Zan Fierce.gif (2 hit) 55 50 10/20 HL su 8 2 35 -10 -6
Tourou Zan Fierce.gif (3 hit) 70 80 10/40 HL su 8 2 35 -14 -
EX Tourouzan Tourou Zan EX.gif 60 50 -250/0 HL su 7 1 18 -1 0
EX Tourouzan Followup 1 Tourou Zan EX.gif (2 hit) 32 50 0 HL su 5 1 20 -3 -2
EX Tourouzan Followup 2 Tourou Zan EX.gif (3 hit) 32 70 0 HL su 6 2 18[22] -8 -1
EX Tourouzan Followup 3 Tourou Zan EX.gif (4 hit) 32 80 0 HL su 5 1 23[27] -11 -5
EX Tourouzan Followup 4 Tourou Zan EX.gif (5 hit) 40 46 0 HL su 8 2 29 -13 -
Kaihou Teleport Short.gif - - 0 - - - - Total 27 - -
Teleport Forward.gif - - 0 - - - - Total 34 - -
Teleport Roundhouse.gif - - 0 - - - - Total 42 - -
EX Kaihou Teleport EX.gif - - -250/0 - - - - Total 32 - -
Byakko Soshoda Byakko Soushouda Jab.gif - - - - - - - Total 26[24] - -
Byakko Soushouda Strong.gif 120 150 10/60 HL su 16 9 17[15] -7 0
Byakko Soushouda Fierce.gif 140 200 10/60 HL su 22 9 15[13] 0 -
EX Byakko Soshoda Byakko Soushouda EX.gif 150 250 0 HL su 25 13 13 -10 -
Senkyutai Rolling Kick Short.gif 70*50 100*50 30/30*30 HL su*- 5 3*3 33+14 -29 -
Rolling Kick Forward.gif 70*55 100*50 30/30*30 HL su*- 6~24 3*3 27+14 -24 -
Rolling Kick Roundhouse.gif 70*60 100*100 30/30*30 HL su*- 7~38 3*3 23+14 -21 -
EX Senkyutai Rolling Kick EX.gif 45*45*65 50*100*100 -250/0 HL su*su*- 4~31 1*1*2 27+17 -25 -
Zenpo Tenshin Command Throw 1 0 10/30 0.961 - 10 2 48 - 7
EX Zenpo Tenshin Command Throw EX.gif 1 0 -250/0 1.073 - 8 2 48 - 7
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Sei'ei Enbu Super Combo - - -1000/0 - - 1+0 370 Total 7 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Raishin Mahhaken Ultra Combo 1 480 0 0/0 HL - 0+8 5 43 -28 -
Tenshin Senkyutai Ultra Combo 2 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 Adv On
Guard
Adv
On Hit


Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png Rpdfire.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png (1st hit only) Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png Jcancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png Rpdfire.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png Rpdfire.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Jumping Normals

  Name Nickname Command Notes
File:Example.png

Jump LP

Jump Jab (in air) Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MP

Jump Strong (in air) Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump LK

Jump Short (in air) Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MK

Jump Forward (in air) Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump HK

Jump Roundhouse (in air) Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Senpukyaku

Overhead F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 1

Target Combo 1 (near opponent) Lk.png ---.png Mk.png Jcancel.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 1

Target Combo 1 (near opponent) Lk.png ---.png Mk.png ---.png Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 2

Target Combo 2 Mp.png ---.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 2

Target Combo 2 Mp.png ---.png Hp.png ---.png B.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 3

Target Combo 3 (in air) Mk.png ---.png Df.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Raigekishu

Dive Kick (in air) Df.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Gut Kick

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Monkey Flip

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Tourouzan

Mantis Slash Qcf.png + P.png Ex.png Ex.png 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.pngMp.pngHp.png, or Mp.pngLp.pngMp.png, or a personal favorite, Lp.png (safest if blocked) → Hp.png (easiest for FADC followups) → Lp.png (least pushback).

All of the different meterless versions have the same startup and active frames.

  • Lp.png: 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 if you're concerned about safety.
  • Hp.png: The opposite of the LP version (most distance, most damage, the most unsafe on block [-6, most people online don't punish it likely thinking that you used LP, but smart players will], and the most pushback). Most of the time used in guaranteed situations such as punishing an unsafe move.
  • EX.gif (covering all of the slashes): As a combo ender, EX Mantis generally doesn't see much use. Due to Yang's damage scaling, the damage of all the EX slashes combines to a total of ~15 more damage than a full Hp.png Mantis combo. However, its main redeeming factor is it can build up a lot of stun, plus a lot of corner carry as well. Also, 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.
File:Example.png

Tourouzan Part 2

Mantis Slash Part 2 Qcf.png + P.png 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 Mp.png and Hp.png verions of this move are punishable on hit so you better be following up with something if you don't wanna pay the price.

  • Hp.png: This is really the only notable version of the 2nd slash. 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, probably best thing to do when you are FADCing forward is to combo into close MK.
File:Example.png

Tourouzan Part 3

Mantis Slash Part 3 Qcf.png + P.png 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.

File:Example.png

Kaihou

Teleport Qcf.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Byakko Soshoda

Palm Strike Qcb.png + P.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

Yang rears back, then pushes forward with his hands. Slow to start up, but leaves a high-priority hitbox in front of him for while that will usually beat out anything else coming at him as long as it isn't too low to the ground.

  • Lp.png: A fake version of a palm, Yang will rear back and return to a neutral stance instead of pushing forward.
  • Mp.png: Fastest to start up, but doesn't knock down and is unsafe on block (but nobody knows that). Not used much outside of combos, but is useful in combos if you have meter. With 2 bars, you can FADC forward on a hit for a VERY tight close Lp.png to whatever link for a lot of damage compared to Mantis FADC. If you have 3 bars and an ultra, you can cancel into an EX Red Focus and ultra for some good damage.
  • Hp.png: Slower to startup, but knocks down and is even on block. Makes a good meaty attack in the corner.
  • EX.gif: A little bit slower to start up than Hp.png, but has some invincibility during the startup, but stays active for a long time and leads into a free juggle wall bounce on hit. Excellent move to use after a focus crumple to add on damage. Can also used after a stand Mp.png reset to hit an unsuspecting opponent, but is vulnerable to reversals.
File:Example.png

Senkyutai

Rolling Kick Dp.png + K.png Ex.png

~~ 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.

  • Lk.png: No rolling, just straight up kick. Is the most DP-like of all the moves due to its full invincibility frames on startup. This is the ONLY version of the Rollkick that should be used as a reversal, as no other versions have full invincibility.
  • Mk.png: Rolls about half screen before kicking up. This is mainly used as his midscreen bread and butter combo ender. Does in between the damage of a Mantis ender and a Palm ender, gets a knockdown, and the opponent ends up pretty close to you when they land, allowing for a good mixup opportunity by jumping forward (if they quickrise).
  • Hk.png: Rolls full screen (or reaches the opponent) before kicking up. Your go-to move if your opponent is throwing projectiles at you a lot. However, it likely has to be done on prediction, as most fireballs will recover too fast for you to reach them in time (meter is good to have to back yourself up if you do guess wrong!)
  • EX.gif: A faster, higher damaging version of HK. Combo ender, fireball punisher.
File:Example.png

Zenpou Tenshin

Command Throw Hcb.png + K.png Ex.png

~~ Uses and Strategies ~~

If the grab is successful, Yang will flip over them, leaving them in hitstun for a bit (7 frames) and dealing 1 damage (great for humiliation KOs!) If not, he will lean forward and be vulnerable for a while. This move is important, but one has to learn how to use it. Its important in the sense that if you don't use this move, most people can just hold downback/back when you are overheading and block everything you throw at them. (You can of course tick throw them with a regular throw but this leads to more damage/stun and oki) However, this move is slower then every other grab, starting up in 10 frames; most people can just throw you themselves if they see it coming. Regardless, this move should still be utilized if you are fighting a downback-life opponent.

After landing this move, you can combo into most (if not all) of Yang's cancellable normal moves. Here is a list of links and their difficulty:

  • any Lp.png (4 frame link)
  • close Mp.png (3 frame link)
  • far Mp.png (2 frame link, tends to happen on Hugo)
  • close Hp.png (2 frame link)
  • any Lk.png (5 frame link for crouching, 4 for others)
  • crouch Mk.png (2 frame link)
  • close Mk.png (1 frame link)

Super Combo

  Name Nickname Command Notes
File:Example.png

Senei Enbu

Super Combo Qcb.png Qcb.png + P.png

~~ Uses and Strategies ~~

Yang creates two shadows behind him. They copy his moves. The first shadow hits 10 frames after Yang, and the second shadow hits 20 frames after Yang. Yang's normal attacks maintain the same properties regardless of whether it's Yang or his shadow attacking (with very slight exceptions with close Hp.png and close Mp.png). Shadows do approximately a quarter of the damage that Yang does. Shadows can be blocked high or low (which means Seiei-Enbu cannot create unblockable set-ups). Shadows do not cause stun. Shadow Level 3 Focus Attacks are blockable, and shadow throws won't connect. Shadows also do not appear to have an effect on damage scaling, but I (personally) cannot confirm or deny that one way or the other.

Yang's super lasts for 430 frames. So, it lasts roughly 7 and 1/6 seconds.

--Dustlooper

Ultra Combos

  Name Nickname Command Notes
File:Example.png

Raishin Mahhaken

Ultra Combo I Qcf.png Qcf.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tenshin Senkyutai

Ultra Combo II Qcf.png Qcf.png + 3k.png

~~ 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

SSFIV-Abel Face.jpg

Punishes

Okizeme

  • After Mk.png Rollkick (opponent quickrises):
    • vs Tornado Throw
      • Crossup jump Mk.png is safe.
      • Delayed/attacking divekicks are safe.
      • Instant divekicks are unsafe.
    • vs Ex.png Tornado Throw
      • Crossup jump Mk.png is unsafe.
      • Delayed/attacking divekicks are safe.
      • Instant divekicks are safe, but you will have to jump after you land to dodge the throw.
    • vs Ex.png Change of Direction
      • Everything is safe, but EX CoD is armored so you will have to delay your pressure when it activates.
    • vs Soulless (Ultra 1)
      • Everything is safe.
    • vs. Breathless (Ultra 2)
      • Crossup jump Mk.png is safe, but you will have to jump after you land to dodge the throw.
      • Delayed/attacking divekicks vary.
      • Instant divekicks are unsafe.

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg

Punishes

Okizeme

  • After MK Rollkick (opponent quickrises):
    • vs Lp.png / Hp.png Shoryuken
      • Crossup jump Mk.png is unsafe.
      • Delayed/attacking divekicks are unsafe.
      • Instant divekicks are safe.
    • vs Mp.png / Ex.gif Shoryuken
      • Crossup jump Mk.png is unsafe.
      • Delayed/attacking divekicks are unsafe.
      • Instant divekicks are safe.
    • vs Shoryureppa (super)
      • Crossup jump Mk.png trades unfavorably.
      • Delayed/attacking divekicks are unsafe.
      • Instant divekicks are unsafe.
    • vs Shinryuken (Ultra 1)
      • Crossup jump Mk.png is safe.
      • Divekicks are safe.
    • vs Guren Senpukyaku (Ultra 2)
      • Crossup jump Mk.png is safe.
      • Divekicks are safe.

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg

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

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang (self)

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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 Jump 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 - - - - - - JP: 1
Far HP Far Fierce.gif 100 200 60 HL - 9 4 19 31 -4 1 19 24 Reset Reset - - - - - - JP: 1
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 [2nd Hit]: Forces Stand [2nd Hit]: Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 3 2 8 12 1 4 11 14 Reset Reset - - - - - - JP: 1
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 Overhead 80 100 40 H - 20 4 13 36 -2 0 15 17 Reset Reset - - Lower body: 10~19F Lower body: 10~19F - 8~23F JP: 1
Target Combo 1 (TC1) close Short.gif > Forward.gif 40 60 40 HL J 7 4 19 29 -5 1 18 24 11F~ Jump cancellable Reset Reset - - - - - - JP: 1
Target Combo 1 (TC1) close Short.gif > Forward.gif > Roundhouse.gif 87 100 40 HL - 5 3 17 24 -2 2 18 22 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Target Combo 2 (TC2) Strong.gif > Fierce.gif 35 50 20 HL - 10 4 23 36 -7 1 20 28 Reset Reset - - - - - - -
Target Combo 2 (TC2) Strong.gif > Fierce.gif > 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
Adv On
Guard
Adv On
Hit
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
Jump LP Jump Jab.gif 50 50 20 H - 4 11 - 14 - - Reset Reset - - Lower body: 1~13F - - - -
Jump MP Jump Strong.gif 80 100 40 H - 4 7 - 10 - - Reset Reset - - Lower body: 1~3F - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 7 - 14 - - Reset Reset - - Lower body: 1~14F - - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 7 6 - 12 - - Reset Reset - - Lower body: 1~6F - - - -
Jump LK Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - Lower body: 1~11F - - - -
Jump MK Jump Forward.gif 70 100 40 H - 6 5 - 10 - - Reset Reset - - Lower body: 1~5F - - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 5 6 - 10 - - Reset Reset - - Lower body: 1~10F - - - -
Raigekishu Dive Kick Short.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - JP: 1
Dive Kick Forward.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - JP: 1
Dive Kick Roundhouse.gif 60 50 40 HL - 7 until ground After landing 6 - - - Reset Reset - - - - - - JP: 1
Target Combo 3 (TC3) Air Forward.gif > Downright.gif+Forward.gif 60 150 60 HL - 4 until ground After landing 6 - - - Reset Reset - - - - - - JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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 16 16 Range: 2.036 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - 22 - Range: 2.036 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - - - Range: 2.036, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 34 56 -20 -20 16 16 Range: 2.036, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 34 64 -14 - 22 - Range: 2.036, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 34 100 - - - - Range: 2.036, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 34 56 -14 - 22 - Range: 2.036, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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
Gut Kick Forward Throw 120 100 40 0.902 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Monkey Flip Back Throw 130 120 40 0.902 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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
Tourouzan Tourou Zan Jab.gif 30 50 10/20 HL su 8 2 22 31 -2 1 22 25 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Jab.gif (2 hit) 40 50 10/20 HL su 8 2 25 34 -5 -1 22 26 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Jab.gif (3 hit) 65 80 10/20 HL su 8 2 29 38 -8 - 23 - Only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan MP Tourou Zan Strong.gif 35 50 10/20 HL su 8 2 25 34 -4 -1 23 26 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Strong.gif (2 hit) 50 50 10/20 HL su 8 2 28 37 -8 -4 22 26 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Strong.gif (3 hit) 65 80 10/40 HL su 8 2 33 42 -12 - 23 - Only EX Focus cancelable not Super cancelable, builds 10 meter on block Soft Knockdown Soft Knockdown - - - - - - -
Tourouzan HP Tourou Zan Fierce.gif 40 50 10/20 HL su 8 2 30 39 -6 -3 26 29 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Fierce.gif (2 hit) 55 50 10/20 HL su 8 2 35 44 -10 -6 27 31 19F~ cancellable into next attack, only EX Focus cancelable not Super cancelable Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Tourou Zan Fierce.gif (3 hit) 70 80 10/40 HL su 8 2 35 44 -14 - 23 - Only EX Focus cancelable not Super cancelable - - - - - - -
EX Tourouzan Tourou Zan EX.gif 60 50 -250/0 HL su 7 1 18 25 -1 0 18 19 15F~ cancellable into next attack, only EX Focus cancelable not Super cancelable, opponent gains 5 meter on hit and block Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Tourouzan Followup 1 Tourou Zan EX.gif (2 hit) 32 50 0 HL su 5 1 20 25 -3 -2 18 19 13F~ cancellable into next attack, only EX Focus cancelable not Super cancelable, opponent gains 5 meter on hit and block Soft Knockdown Soft Knockdown - - - - - - JP: 2
EX Tourouzan Followup 2 Tourou Zan EX.gif (3 hit) 32 70 0 HL su 6 2 18[22] 25 -8 -1 12 19 15F~ cancellable into next attack, [] refers to Seiei Enbu, only EX Focus cancelable not Super cancelable, opponent gains 5 meter on hit and block Soft Knockdown Soft Knockdown - - - - - - JP: 3
EX Tourouzan Followup 3 Tourou Zan EX.gif (4 hit) 32 80 0 HL su 5 1 23[27] 28 -11 -5 13 19 13F~ cancellable into next attack, [] refers to Seiei Enbu, only EX Focus cancelable not Super cancelable, opponent gains 5 meter on hit and block Soft Knockdown Soft Knockdown - - - - - - JP: 4
EX Tourouzan Followup 4 Tourou Zan EX.gif (5 hit) 40 46 0 HL su 8 2 29 38 -13 - 17 - Only EX Focus cancelable not Super cancelable, opponent gains 5 meter on hit and block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 5
Kaihou Teleport Short.gif - - 0 - - - - Total 27 27 - - - - Distance traveled: 1.67 - - - - - All: 11~15f - - - - -
Teleport Forward.gif - - 0 - - - - Total 34 34 - - - - Distance traveled: 2.32 - - - - - All: 13~19f - - - - -
Teleport Roundhouse.gif - - 0 - - - - Total 42 42 - - - - Distance traveled: 3.58 - - - - - All: 14~23f - - - - -
EX Kaihou Teleport EX.gif - - -250/0 - - - - Total 32 32 - - - - Distance traveled: 2.96 - - - - - All: 14~22f All: 1~13F All: 1~13F - - -
Byakko Soshoda Byakko Soushouda Jab.gif - - - - - - - Total 26[24] 26[24] - - - - [] refers to Seiei Enbu - - - - - - Lower body: 1~24F Lower body: 1~24F - - -
Byakko Soushouda Strong.gif 120 150 10/60 HL su 16 9 17[15] 41 -7 0 19 26 [] refers to Seiei Enbu X X Soft Knockdown Soft Knockdown - - - - - - -
Byakko Soushouda Fierce.gif 140 200 10/60 HL su 22 9 15[13] 45 0 - 24 - [] refers to Seiei Enbu X X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Byakko Soshoda Byakko Soushouda EX.gif 150 250 0 HL su 25 13 13 50 -10 - 16 - Opponent gains 10 meter on hit 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 Rolling Kick Short.gif 70*50 100*50 30/30*30 HL su*- 5 3*3 33+14 57 -29 - 21 - Builds 10x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - All: 6~10F - 5F~ JP: 0*2
Rolling Kick Forward.gif 70*55 100*50 30/30*30 HL su*- 6~24 3*3 27+14 70 -24 - 20 - Startup changes according to distance, builds 10x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 6~24F JP: 1*2
Rolling Kick Roundhouse.gif 70*60 100*100 30/30*30 HL su*- 7~38 3*3 23+14 80 -21 - 19 - Startup changes according to distance, builds 10x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 6~11F (at fastest) or 6~43F (at longest) - 7F~ (at fastest) or 38F~ (at longest) JP: 1*2
EX Senkyutai Rolling Kick EX.gif 45*45*65 50*100*100 -250/0 HL su*su*- 4~31 1*1*2 27+17 78 -25 - 21 - Startup changes according to distance, opponent gains 10x2*5 meter on hit, 5x3 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 1~11F (at fastest) or 1~34F (at longest) - 4F~ (at fastest) or 31F~ (at longest) JP: 1*3*4
Zenpo Tenshin Command Throw 1 0 10/30 0.961 - 10 2 48 59 - 7 - - X Forces stand - - - - - - - - - -
EX Zenpo Tenshin Command Throw EX.gif 1 0 -250/0 1.073 - 8 2 48 57 - 7 - - Opponent gains 15 meter on hit X Forces stand - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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
Sei'ei Enbu Super Combo - - -1000/0 - - 1+0 370 Total 7 377 - - - - Shadows cause 25% damage, impact freeze reduced by 66% while active, shadows have 12F delay - All: 1~2F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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 Ultra Combo 1 480 0 0/0 HL - 0+8 5 43 55 -28 - - - Opponent gains 30*10x16*30 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - - -
Tenshin Senkyutai Ultra Combo 2 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, startup changes according to distance, opponent gains 10x14*15x2 meter on full animation hit, 10*15*10x3 meter on partial animation hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~32F - 7F~ (at fastest) or 33F~ (at longest) JP: 0*99x4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
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: