Jackie Chan in Fists of Fire/Yeung/Strategy

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Strategy & Matchups

(click to expand)

General Strategy

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).

Anti-Airs

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.


Lau Matchup


Lau
JCFoF Lau icon.png

Important punishes:
2HK: 63214LP will punish at any range if Lau doesn't cancel it (and is safe at farther ranges)
-At closer ranges, can 41236LK or dash 2LK, but harder to gauge the distance

236LK (LK Dragon Kick): Throw (if done at close range)
-Yeung has decent throw range so it has a good chance to reach
-It can be difficult to time the punish properly, and Lau can DP or Super missed punish attempts. May be safer to backdash after blocking.

236HK (HK Dragon Kick): Full combo punish
-If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P (Rising Dragon): Full combo punish
-Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super (close range, block): block, then dash up into BnB combo

Super (slightly farther, block): 63214LP can punish if slightly too far for dash up 2LK

Super (close range): 41236HK during Super freeze can dodge, beat, or favorably trade with Super at some ranges; test out the distances


Wakeup Attacks
Both wakeup attacks can be baited with a backdash, then whiff punished.

vs. Wakeup LK the first hit must be stand blocked
-There is a 4f gap between the 2 hits that can be interrupted with 41236LK, Throw, or Super.
-It is -7 on block, so 41236K is an easy punish.

vs. Wakeup HK despite the sweep animation, this does not hit low. The 2 hits are a true blockstring, and are safe at -2 on block.
-Yeung's 6HK can hop over Lau's wakeup HK
-Recovers crouching, so a dash up combo into cl 5HP will not work in punishes.


Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x7 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, forward jump, j.2HK x6 > j.HK > j.HP (stun)
-Must be close to corner and standing
2) 2LK x3 xx 41236LK, dash 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236HK (stun)
-Shadow Yeung only, works on standing or crouching
3) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + neutral jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
Yeung vs Lau is one of the worst matchups in the game. Any knockdown is a guaranteed death since Lau has one of the easiest OTG infinites against that works anywhere on screen. Yeung must aggressively keep him zoned out while being careful not to get clipped by a random 236P. When Lau has Super, it becomes even more difficult because he can randomly (and safely) throw it out from midscreen, and it will cause a knockdown if you hit a button. If you play passively to prevent this, Lau can dash in and threaten a throw mixup. Your only real hope is to get the kill before he builds a full bar.

Luckily, Lau is one of the easier characters to land a Shadow Yeung TOD on (and even regular Yeung can land an air stomp TOD near the corner). Against Lau players that are overconfident in their approach, you can quickly end them with one optimized combo. Unfortunately, a Lau that plays safely and defensively is almost impossible to land the TOD on, so this only slightly improves the matchup.

Counterpokes -- Yeung's lights tend to get stuffed by Lau's, but far 5HP can contest his buttons. 236LP can safely hop over a lot of Lau's options and punish him, but don't use from too close or he can dash through for a round-ending punish. Yeung's 6HK can also hop over Lau's low pokes, but can be throw punished if blocked.



Yeung Matchup (Mirror)


Yeung
(Mirror)
JCFoF Yeung icon.png

Important punishes
2HK: If well spaced, no punish; from close range, 41236LK can reach

6HK: 41236LK reliably punishes a blocked overhead
-Throw can punish on hit unless very well spaced; throw toward the corner for an easier OTG infinite

63214LP (LP Crane Wings): Can punish with your own 63214LP on block, unless at max range due to pushback
-From close range, dash up BnB or 41236LK can punish

63214HP (HP Crane Wings): Can always punish with 63214HP on hit or block, creating an endless loop of punishing each other
-From close range, dash up BnB or 41236LK can punish

41236K (Swallow Kick): Dash up and punish with anything that knocks down, then use the OTG infinite
-LK version has significantly less recovery, so don't worry about getting an optimal starter

Super: The initial flip kick can't hit Yeung unless you stick a button into it
-Wait for her to flip, then use 41236K to hit her as she dashes forward (and kill with OTG infinite)
-If you block the dash-in part of the move, it is completely safe


Wakeup Attacks
Both wakeup attacks can be baited with a backdash, then whiff punished. Wakeup LK has much faster recovery but also moves forward for an easier punish.

vs. Wakeup LK: must be stand blocked
-From very close range, Wakeup LK will whiff over a crouching opponent; crouch blocking can potentially work against both wakeup options
-0 on block at worst, and potentially advantageous from farther ranges
-Mashing 2LP on Yeung's wakeup will stuff Wakeup LK, but loses to Wakeup HK
-Yeung can pick up juggles from this anywhere, so it is best to assume she will use Wakeup LK instead of HK

vs. Wakeup HK: must be blocked low
-Punishable at -7 on block, but can be too far away for anything to reach
-Don't use cl 5HP or 5HK in punishes, as Yeung recovers crouching.


Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x6 xx 41236LK


TOD Combos
1) 2LK x3 xx 41236LK, dash 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236HK (stun)
-Shadow Yeung only, works on standing or crouching
2) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + neutral jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Yeung OTG Infinite
2LK, dash 2LK > cl 5HP xx 41236LK, repeat
-Dash only needed midscreen; in the corner, walk out after each 41236LK to maintain positioning


Strategy
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Thorsten Matchup


Thorsten
JCFoF Thorsten icon.png

Important punishes
46LK (LK Jackknife Storm): 41236LK reversal (easy to time and very consistent); leads to a juggle
-If you can throw Thorsten into the corner, do this for an even more damaging juggle

46HK (HK Jackknife Storm): Punishable with full BnB, but he might fly over your head if you are crouching, making it harder to punish

28K (Gatling Kick): Both versions are punishable with a full combo, but only have 3 landing frames, making it very difficult
-Punishing with raw 41236LK is more reliable, but a disappointingly weak punish compared to what he gets for landing the move
-Note that his 28LK whiffs extremely quickly, so don't attempt a punish if you aren't ready for it; he will likely just use another 28LK immediately afterward

16P (Slash Sword): Both versions can be punished with a dash up combo, but if you aren't confident in the timing, 6HP or 2HK should reach.

Teleport: Far 5HP and 2HK are good for chasing down a teleport if you are close enough to reach him

Super: Can react to super freeze with 41236LK to win or score a good trade; but might as well block and punish with a strong combo as soon as he lands
-Note that his Super only has 13 landing frames, so be ready to punish immediately; 5HK > cl 5HP is a good starter


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x6 xx 41236LK


Strategy
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Counterpokes: Far 5HP and 2HP can deal with Thorsten's sweep; 2LK is very weak in neutral against Thorsten's main buttons.



Drunk Jackie Matchup


Drunk Jackie
JCFoF Drunk icon.png

Important punishes
Far 5HK: If it connects from too close, 41236LK is a reliable reversal punish on hit or block.
-If you're not sure, you can try to confirm with a couple 2LKs, but this makes it harder to hit the punish timing.

Light Normal > 6HK chain: Super fully punishes the gap, on hit or block. It's not a bad idea to mash Super if Drunk starts to hit you with close range light normals, as he is very likely to chain to 6HK (but difficult to do this on reaction)

236P (Jug Throw): 236LP can hop over the jug on reaction, while hitting Jackie if close enough
-Yeung can also dash in and throw, but her dash speed is just average
-41236K can work if close enough, but it's more difficult and is basically guaranteed death if it misses

Blockstring into 236P Jug Throw: 41236LK can be done on reaction to punish any normal cancelled into Jug.
-If you block a 2HP or 2HK in particular, be ready to react to a jug. Can also use 236P but this is less rewarding.

63214P (Drunk Dragon): Both versions can be punished by reversal 41236LK on hit or block.
-It is possible to dash up for a stronger punish, but it's much more difficult to time, so go for consistency.
-The hitstun and blockstun last much longer than you might expect, so practice your reversal timing.

236K (Tricky Kick): If you block this, it is full combo punishable with any strong BnB combo.

28P (JackieCopter): Both strengths are extremely punishable; wait until he lands to get a better punish.

Super: The most punishable move in the game by far, but it only has 10 landing frames, so be ready with a point blank 2LK combo starter.
-Note: The proximity guard of this move can prevent you from walking to position yourself for a punish; dash away from Jackie, then walk/dash forward as he descends.


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x3 > cl 5HP xx 41236LK
vs. Crouching: 2LK x7 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx mash 63214HP (stun)
-Shadow Yeung only, must be Standing
2) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + forward jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
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Counterpokes: Buffering 2LP into 63214LP is effective at stopping Drunk from approaching with far 5HK, since it will hit him out of the air for a juggle. Unlike heavy normals, it also recovers fast enough to block a jug, which is important because it only takes a few counterhit jugs to lose a round. On reaction to a jug throw, 236LP will usually dodge the blast radius, and will hit Drunk if he is in range. Unfortunately it is hard to deal with both his far 5LK and jug throw simultaneously; you generally need far ranged buttons like 5HP or 6HP to stuff his far LK, which leaves Yeung vulnerable to jugs. This isn't a 9-1 matchup for nothing.



Dragonball Jackie Matchup


Dragonball Jackie
JCFoF Spiritual icon.png

Important punishes
6HP: Can punish at any range with 63214LP
-If close, can duck the 2nd hit and punish with 41236LK combo (don't start with 2LK, or awkward pushback can make combo whiff)

236HK (HK Crush Kick): 41236LK can punish except at max range
-It is difficult to distinguish between LK/HK Crush Kick; only do this if you are 100% sure which one he used
-Easiest to determine if he does it raw in neutral, as the HK version travels farther

41236P (Tiger Fist): 63214LP can reliably punish, but she can be punished back in return
-2HP > 2HK will punish and is safe, but harder to time
-Dash up 2LK xx 41236LK can punish, but is difficult and risky to drop

Super: On block, the same punishes as Tiger Fist
-You can also 41236LK on reaction to the super freeze (fairly reliable)


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x5 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, forward jump, j.2HK x6 > j.HK > j.HP (stun)
-Must be close to corner and standing
2) 2LK x3 > cl 5HP xx 41236LK, dash 2LK > 5LK xx 41236HK, dash 2LK > cl 5HP xx mash 63214HP (stun)
-Shadow Yeung only, must be Standing
3) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + neutral jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
Dragonball Jackie can only OTG infinite Yeung in his Hyper version, and even then it's very difficult to land. However, he can still set up a strong reset into stun after an OTG, so Yeung isn't out of danger after being knocked down.



Admiral Jackie Matchup


Admiral Jackie
JCFoF Admiral icon.png

Important punishes
2HK: 2HK will punish if not perfectly spaced
-Reversal 63214LP will punish even at max range
-Note: If Admiral chains into 2HP to make his sweep safer, it is likely that attempting to use 63214LP will make you stand and block the 2HP, making it unpunishable.

41236P (Dragon Palm): Reversal 41236LK will punish both strengths
-Dash up Throw or 2LK combo starter can also reliably punish, but is a little harder to time

623K (Double Dutch): Punishable with a full BnB combo
-HK Double Dutch often flies over the opponent's head, so be ready to reverse directions
-Also, LK Double Dutch can whiff really quickly in neutral, so don't risk a punish attempt if you weren't ready for the whiff

Air 41236P (Air Dragon Shot): Dash under, and punish with immediate 41236LK to start a juggle
-There is only 1 landing recovery frame; Admiral becomes airborne again during the rest of recovery, so a juggle starter is the only reliable option

Super: Reversal 63214LP or 2HK (63214HP works too, but only do this if necessary to kill)
-If the Super is done raw, can interrupt with 41236K during the Super freeze
-A point blank raw Super has less pushback, making punishes easier (dash 2LK xx 41236LK will reach for example)


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x3 > cl 5HP xx 41236LK
vs. Crouching: 2LK x5 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx mash 63214HP (stun)
-Shadow Yeung only, must be Standing
2) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + neutral jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
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Sam Matchup


Sam
JCFoF Sam icon.png

Important punishes
236P (Thousand Spears) (blocked): The HP version can always be punished with a full j.HK > j.HP punish.
-The LP version can be jump punished if blocked from further out, as more hits will whiff.
-If the LP version is blocked from close range (more hits connect), instead wait for the hands to stop and punish with a quick dash up 2LK combo
-Alternatively, you can just Super as soon as you're out of blockstun and it will easily punish (unless you miraculously time it so the Thousand Spear followup hits you)

236P (Thousand Spears) (whiffed): On whiff, the followup doesn't come out, making it harder to punish
-You can still dash up 2LK punish, but this is difficult to time.
-Ranged 2HP > 2HK punish is safer, and can easily be started after you see the attack finish

236HK (Rekka) followups: The HK Rekka followups are punishable with 2LK confirms or 41236LK
-There's not much reason for Sam to ever end with these instead of the LK followups, so it's unlikely this punish will be relevant
-It's also very difficult to distinguish between the LK and HK enders, so it's probably not worth attempting

214K (Divekick): Dash up 2LK into a combo can punish, but difficulty depends on how high the divekick connects (higher = more unsafe)
-2HK, 6HK, and reversal 63214LP are all reliable punishes too, but you really want to punish hard in this matchup
-Blockstun is deceptively long, so time the dash later than you would expect

Super: Punish with a full BnB combo when he lands
-Note: The 5th and 6th hits are overheads, so don't forget to block them high
-If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter (these hits whiff on crouchers)


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x5 > cl 5HP xx 41236LK
vs. Crouching: 2LK x5 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, dash 2LK > 5LK xx 41236HK, dash 2LK > cl 5HP xx mash 63214HP (stun)
-Shadow Yeung only, must be Standing
2) 2LK x2 > cl 5HP xx 41236LK, dash 2LK > cl 5HP (2 hits) > 5HK, forward jump, delayed j.2HK x2 > j.HK > j.HP (stun)
-Shadow Yeung only, must reach the corner for final juggle and delay the first j.2HK as late as possible
-If crouching, use 2LK x4 instead


Strategy
It is imperative not to let Sam land a hard knockdown, as his OTG infinite is easy anywhere on the screen. Throw, Thousand Spears, Divekick, and Super are his troublesome knockdowns; Rekka knockdowns don't allow him to OTG. So be careful about whiffing slow buttons, as a random divekick could come out of nowhere. If Sam has meter, be sure that you are only pressuring with low hitting normals (which dodge the Super's first hit), or airborne moves like 236LP (which won't juggle properly, allowing for a punish).

This just leaves Thousand Spears and Throw. Sam is fast, but not very threatening at Yeung's strongest ranges; it shouldn't be too hard to keep him away if you play safely and check his approach with light normals. It's hard for Sam to combo into Thousand Spear if he doesn't start his offense from point blank, so it's okay to mash defensively even if you get hit several times.



Kim-Maree Matchup


Kim-Maree
JCFoF KimMaree icon.png

Important punishes
2HK: Only punishable by 41236LK if done at close range
-236LP can be used in neutral to make 2HK whiff, which is a difficult option for Kim to deal with

6HK: Reversal 41236LK will punish any blocked overhead
-Can also throw punish if it recovers close enough, even on hit

236P (Running Lariat): Stay crouched, then use 2LK to start a combo right as she gets near you
-She will run past you (especially with the HP version), which can make it hard to punish if you don't hit her during the approach

28P (I Want You!): Dash up and punish with a full combo


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x6 xx 41236LK


TOD Combos
1) 2LK x3 > cl 5HP xx 41236LK, forward jump, j.2HK x6 > j.HK > j.HP (stun)
-Must be close to corner and standing; 1f timing on the 2nd j.2HK
2) 2LK x3 > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx mash 63214HP (stun)
-Shadow Yeung only, must be Standing
3) 2LK > cl 5HP xx 41236LK, dash 2LK > 5LK, dash + neutral jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
Kim will be absolutely desperate to get in, so Yeung just has to play a safe, patient neutral game. Kim's jump normals can actually be an issue, so it's better to avoid the situation altogether. Kim can't do much about being pinned down with 236LP, and she can't approach well after blocking LP Crane Wings (63214LP). Crane Wings will actually stuff any jump if used preemptively, so it's a great option; however, knocking Kim down lets her roll toward you, so be prepared to quickly change your position if this happens.

Kim's OTG infinite only works in the corner, so just try to stay midscreen and Kim should have no way to knock you out within the round time limit.



Mysterious Lion Matchup


M. Lion
JCFoF MLion icon.png

Important punishes
6HP: 63214LP punishes on block
-This move whiffs on crouchers, so it might be harder to react with a whiff punish if you didn't stand block first

Far 5HK: 63214LP punishes reliably on block, if you're ready for the punish

2HK: 63214LP can punish, but it's possible for Lion to space it safely, in which case you will be punished for trying this
-If 2HK is very poorly spaced, you can punish with 41236LK instead

646LP (LP Lion Crusher): Punish with full 2LK combo, or reversal 41236LK if you're not confident in the timing

646HP (HP Lion Crusher): If used from close range and with a lot of room to spare, not punishable
-If used from mid-long range, 6HP or 2HK may be able to reach it
-If your back is closer to the corner or he recovers near you, punish with a full 2LK combo

Normal xx 236LP (Lion Bomb): One of Lion's most important tools; dash up Throw or 2LK combo are the most reliable punishes
-Takes good reactions or a prediction to do this, but it's important to try this or Lion will have endless momentum
-Other options: reversal 41236HK, 236LP/HP, 6HK

Teleport: 2HK or Far 5HP are good for punishing teleports, since they can't go more than about half screen away

Super: 41236LK can hit him out of the transformation, ending it immediately
-This can also hit Chibi-Lion out of his 2 special moves while transformed


Wakeup Attacks
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Hitconfirm Info
vs. Standing: 2LK x4 > cl 5HP xx 41236LK
vs. Crouching: 2LK x7 xx 41236LK


TOD Combos
1) 2LK x4 > cl 5HP xx 41236LK, forward jump, j.2HK x8 > j.LK > j.HK > j.HP (stun)
-Must be close to corner and standing; 1f timing on first j.2HK
2) 2LK > cl 5HP xx 41236LK, dash 2LK > cl 5HP xx 41236LK, forward jump, j.2HK x5 > j.LK > j.HK > j.HP (stun)
-Shadow Yeung only, must end up near the corner
-If crouching, start with 2LK x4 instead


Strategy
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