Jackie Chan in Fists of Fire/Yeung/Strategy
Strategy & Matchups
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Yeung is the game's primary zoner. She can keep the opponent away with far reaching moves like 2LP, 2HP, far 5HP, 6HP, and 236LP. She also has decent movement and can threaten the opponent with a dash in 2LK or throw.
236LP can be a frustrating move for the opponent to deal with, as it hits overhead and is plus on block. It doesn't hit at close range, however, so the opponent may try to force their way in with dashes while stopping to block high. To catch stand blocking opponents, Yeung can poke with 2HP or 2HK. Unfortunately, most of Yeung's moves other than 236LP are negative on block (and often on hit), allowing the opponent to close the distance. In a game where many characters can kill in one or two openings, this is a huge disadvantage, so Yeung players should try not to rely too heavily these moves.
Whenever possible, resetting to neutral is a better option than engaging in a close range scramble. Using a safe defensive blockstring to push the opponent away is better than cornering yourself with backdashes. Even if you eat some counterhits in the process, anything is better than letting the opponent knock you down.
Be careful when attempting to use throw; a whiffed forward throw will result in 6HP coming out, which completely misses a close range opponent. Therefore, a back throw is much less risky to attempt, since you will get a close or far 5HP (depending on what the opponent does).
5HK is by far Yeung's most reliable AA normal. It has a whopping 9 active frames and does not extend a hurtbox upward. The only downside is that it is not special cancellable, and her HP buttons are unlikely to juggle afterward, so the damage on the first AA juggle is lackluster.
6HK surprisingly has a great AA hitbox during its early active frames, directly above Yeung. Coupled with its forward movement, it may dodge the jumpin even if the hitbox misses. Far 5LK can be used in a similar manner to 5HK, but its faster speed comes with a much weaker hitbox.
If an opponent jumps from very far away or you backdash at the beginning of their jump, far 5HP is a solid AA because it doesn't extend a forward hitbox. It may also juggle into 5HK or 6HK depending on the range. Be careful of an opponent empty jumping, however, as it may cause far 5HP to whiff, leaving Yeung open for a punish. Jump back LP may also work as a far range air-to-air, but this will cause Yeung to corner herself for very little reward so it is not recommended.
41236K (Flip Kick) is a serviceable anti-air, but nowhere near as good as the animation suggests. Starting with a normal AA is generally preferable. 63214P (Crane Wings) can also work as a close range AA since it has a hitbox behind Yeung, but the active frames are a bit awkward and may miss the opponent entirely. The initial flip kick of Yeung's Super can AA, but the followup will drop so it is one of the weakest possible options.