Art of Fighting 3/Wang Koh-San

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王覚山, Wáng Juéshān

Introduction

Difficulty: Moderate Playstlye: Mixups, poking

Arguably the closest to a proper Tekken character, Wang is an unorthodox character that relies on chipping the opponent down with pokes that slowly frustrate them over time. And for whatever reason, he’s carrying a pelican with him but doesn’t actually do much with it beyond OTG attacks. He's an oddball of a character, but that doesn't stop him from boasting an insane amount of knockdowns which will easily kill the opponent's momentum, paired with his killer mixups which catch unsuspecting foes.

Unfortunately, most of Wang's normals are marred by incredibly short range, and his combo's are very lacking. It doesn't help that his specials are incredibly gimmicky, and he can't combo into his SDM. Wang can easily blowup on someone who is ignorant about the matchup, but otherwise an experienced opponent can easily outpoke him. Still, Wang is very unique, and no matter how flawed he is, he's still a good pick in his own right. Anyone who enjoys wackier characters or just loves to frustrate others will certainly like Wang.

Strengths Weaknesses
  • Smallest hurtbox
  • Easiest SDM input with both high damage and high corner carry
  • Has moves similar to Tekken staples that give him some unique utility over other characters when applied well, such as his two hellsweeps
  • Has several ways to knock down the opponent
  • 4A can interrupt just about any close range interaction and quickly, while also being next to impossible to react to
  • Unblockable ranbu super
  • Stubby range on his normals
  • Limited combos
  • Momentum comes from him scoring consistent knockdowns that slowly frustrate the player through the match, which doesn’t lend too much room to combo from
  • While his SDM is pretty good, he cannot combo into it from a juggle
  • Specials are gimmicky and only work due to the opponent being impatient
  • Limited overheads
  • Has two hellsweeps but isn’t in Tekken 7, what gives Harada?
Player 1 Color Player 2 Color
AOF3 Wang Koh-San 1P.png AOF3 Wang Koh-San 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Basic jab. Probably the slowest jab in the game, but it will still do an okay job on it’s own. Although, you’ll probably use 4A instead since that’s much more useful. 5A is unique in the fact that it pushes Wang forward a little. What use it provides has yet to be seen, but it might prove some use if someone plays Wang long enough.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Stubby knee attack. Nothing else to say other than slightly more range than 5A, but it doesn’t push him forward.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang pauses briefly before he forcibly shoves the opponent onto the ground. It knocks down and pushes pretty far, with okay damage, so it makes for a decent punish if you have a read on the opponent. But much like his other normals, it is stubby so you need to space it.

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Low hitting, fast punch that the opponent will likely not be able to react to. Not amazing, but if you’re in range it’s a good low poke.

Full Crouch 2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Faster version of 2B, and safer overall as Wang only recovers just about one frame slower than the opponent does. Use this instead when possible.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Low hitting, stubby kick with some end lack. It makes an okay poke, and that’s about it. However, Wang recovers slower than the opponent, so be careful about how you use it. If you need to put Wang in crouch, then it’s probably suitable.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang headbutts the air. Stubby range, slight delay, okay damage, nothing noteworthy in the end, other than funny mixups.

j.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang kicks forward while in the air. Better range than j.A so this is probably the better move to use unless you wanna troll the enemy.

j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang plunges himself into the opponent and knocks them down on hit. If you have a feeling it will hit, it’s not a bad move to use, and it helps his mixup game. The problem comes from lengthy end lag that, although not severe, can lead to a punish if it whiffs or is even blocked. Still, there are worse moves in the game so it’s good for catching the opponent off guard when they probably don’t expect. It can also hit OTG.

j.AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A more damaging version of j.C where he uses his butt to attack instead, but with significantly longer recovery. Use sparingly.

Dashing Normals

66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang slams himself into the opponent with his body. Acts like a grounded version of j.C with good knockdown, so if the situation calls for it, you can rely on this move.

66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Cancels forward dash into 6B.

Command Normals

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang pulls out a frying pan and swats it at the opponent. It knocks down and does okay damage, with good wall carry, so you’ll likely use this as a mixup.

4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang summons his inner Tekken 5 Feng and does an instant hand palm attack that is impossible to react to on a whim. Nothing amazing damage wise, but its range and speed makes it a must in Wang’s poking game. Especially if you play Feng in Tekken, in which case you already know how good this move is. Its huge priority will pretty much interrupt anything the opponent does and will certainly frustrate them trying to counter it.

1B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

What’s this? Wang has a hellsweep?! Oh no… Not the 50/50 vortex… But on a serious note, it’s quite fast and knockdown with pretty decent range. Wang does a dumb little pose afterwards, so you can’t follow up on okizeme as well as an actual Mishima would, but at the same time, no one else in the game has a hellsweep. That’s one point for Wang as a quick hitting low that’s faster than even Kasumi’s 2B. On the bright side, if it whiffs he doesn’t perform his little pose so you won’t be punished for it quite as much as it may seem.

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang turns around and jumps backwards into the opponent. It’s a fairly gimmicky move, but it will low crush attacks and knockdown, all the while carrying the opponent to the wall. The range isn’t the best, so be a little cautious, but as stated before, because it low crushes, this is a pretty good punish against lows if you have okay spacing.

6B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang leaps forward with a hopkick into the air. Man, this game really is 2D Tekken! But on a serious note, although it knocks down on hit and isn’t terribly slow, the range is fairly poor. It will often whiff when you don’t expect it to, meaning you need to be closer than necessary to make it hit. This also, however, low crushes so this is preferable to use over 3B if you are up close to the opponent, as this’ll keep you closer to them.

3C~2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang charges up a headbutt into the opponent, followed by a sweeping low kick. As expected, it knocks down, and the reach isn’t bad. Slow and easy to punish, but as you should be doing with Wang, you want to mix up using this move sparingly, and frustrate the opponent into impatience. 3C by itself will not knockdown, so you may as well follow up on 2B. The only problem with the knockdown is it’s only a soft knockdown, not a hard knockdown.

64AC
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Wang swaps sides with the opponent and body slams them onto the ground. It will hit both standing and crouching opponents. The input is quite easy to do, and since grabs aren’t breakable in this game, it is useful to mix up with, especially since it’s one of the only command grabs in the game. It will not activate if you’re out of grab range, and instead activate 4A. There is also a strange bug regarding the move where if you're Player 1, 64AC is blockable, but if you're Player 2, it's unblockable. Supposedly, this move can even hit airborne players as Player 2, but we will need to test this more.

2AB > 6A OR 6B OR 2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Another hellsweep?! We better be careful Wang doesn't have the Devil Gene... On a serious note, Wang does a quick hellsweep, followed by either one of the listed moves. Recovers significantly faster than 1B and all rekkas will hit confirm easily, on top of pushing Wang forward like an actual hellsweep. So yes, use this move and often. You will certainly frustrate your opponent often with this move if they can't counter it.

Launchers

4B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Probably Wang’s fastest launcher, where he kicks the opponent directly up. Pretty fast for a launcher with little lag, and it launches pretty high up with decent range. In other words, do use this often as this is where Wang will get his strongest combos from.

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A launcher where Wang clenches his fist and throws it up into the air. As with his other normals, the range is stubby, but it comes out quick and is easy to follow up on. Wang is trying his best to do an EWGF, give him some slack if he can't produce electricity doing it.

Specials

Hisho Ishi Atama Kun
623A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Wang jumps in an arc while using the weight of his body to lunge himself forward. Nothing crazy, makes a decent mixup and air attack to catch the opponent off guard, on top of knocking down. Probably Wang’s best special attack, but you should still use it sparingly. You can use it in combos, at least.

Muteki Ranbu Kun > Atama Kun
41236B > 46A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25% > 0%
  • Wang charges forward with a low hitting kick, followed up by him spinning his arms around punching the opponent repeatedly, and finally knocking the opponent down. It is at least a true combo when the low kick connects, and the opponent might not expect it. But it’s highly punishable on block, if the majority of the attack gets blocked. In that sense, you could 50/50 by choosing not to follow up on Wang’s headbutt, but the recovery isn’t the greatest either way. If the momentum is already in Wang’s favor, then this move can be much more effective. However, we’ll need more matches overall to really determine how effective Wang’s specials are as a whole.

Kyoretsu Jirai Shiri Kun
22A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 30%
  • Wang jumps briefly before slamming his butt into the ground. It’s blockable, but has very far reach, and isn’t as slow as it sounds. Wang, unfortunately, recovers slower than the opponent, so if you use this up close, even if it hits, Wang will lose his turn. As a long distance poke, it’s alright if you have a solid read on your opponent. It knocks down and essentially resets neutral, but most definitely do not use this up close, unless you can kill with it. Otherwise, you are effectively killing Wang’s momentum.

Kyūkyo Ogi Randa Kun
466C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • Wang runs forward and pelts the enemy with a flurry of punches. Unfortunately, you cannot combo into it form a juggle outside of the corner maybe, but if you have a good read, Wang gets very high damage and probably the best corner carry in the game off of one single move. It is quite punishable if it misses, seeing as he trips over, but Wang just needs one good read for it on the ground. It's unblockable too, so that's an extra bonus on Wang's end.

Strategy

Frustrate the hell out of your opponent with Wang's knockdowns, 4A and hellsweeps. If possible, try to play him on the Player 2 side so that his command grab doesn't end up bugged and whiffs on block. Wang's combo game is pretty limited so most chances you'll have to rely on using different timings to open up your opponent with 6AA and 6BB. 6AA can start simple but effective combos, and 6BB can catch opponents trying to jump in the air or attack out of block stun. If the opponent is crouching low then the second hit will hit overhead to open them up as well and score a knockdown. Those are Wang's two main offensive tools to pry the opponent open, but be careful as they are easily punishable on block. All of his other tools are fairly situational, but the end goal is not to get combos but to mix up and poke the opponent constantly to score knockdowns. His jump B can start combos, however minimal, so be sure to combine it with hops to make the approach less risky, especially considering the poor range.

Whether playing offensively or defensively, 4A is a tool that the opponent has to respect. It comes out incredibly quickly and at best the opponent can trade. If the opponent tries to fight back, Wang will score a counter hit knockdown, so despite the short range, it's a very easy tool to annoy the opponent. 4A makes easy block pressure while also making a useful keep out tool when on the defensive or upon okizeme. Jump C can actually OTG, and otherwise catch opponents off guard if timed right, plus Wang cannot be OTG'd so it takes a bit of time until he is punishable. However, it's still advisable to only occasionally use the move considering the lengthy recovery anyways. Out of all of his normal jump attacks, it's the most damaging and packs the most range, however. Jump AB is better than Jump C, but even more risky and too easy to be careless with. Use both of his hellsweeps to low poke the opponent; either will do. His 2B is really only to be used if you know the opponent is standing and you need the extra damage or to shake them off when they're right in front of you. But even in these scenarios, the hellsweeps are the better alternative, and probably the 1B hellsweep is preferable. All of his other normals are otherwise not the greatest, usually due to the bad range that Wang suffers across all of his moves. Do your best to try and land some 4B launchers, or if you have enough range, his 5AB. This is not to say his normals are bad, but you'll need to be creative about your mixups.

Wang's specials aren't particularly noteworthy. 41236B is very easy to react to and is easy to punish, it's better not to use it at all. 236A isn't a bad reversal, but it's easy to punish and as with Wang's other tools, lacks range. Still just as useful as any other DP on wakeup though, and can be used to end combos, plus the very fast startup can catch people off guard expecting something else, including the second hit if people forget about it. Wang's best special is his ground pound 22A. It can be used from fairly far away and although blockable, the only options the opponent has are to jump it or block low, unless they're close enough and react fast enough to catch him out of the air. 22A makes an easy interrupt from afar, and if used sparingly, makes it really annoying for the opponent to remember and react to it. His super, being an unblockable, must never be underestimated. Wang has the easiest unblockable setup in the game since the super hitbox is active for a very long time, even as he's tripping over, so the only way to drop it is if you did it after a Pursuit and the opponent maybe has the chance to jump out/poke Wang out, or the opponent delays their recovery as long as possible. In neutral, it's the slowest ranbu super, but he still walks very far with it and can carry the opponent to the corner quite easily. Risky to use from far away unless you know what the opponent will do and they can't react quick enough. It can potentially be comboed into from the corner.

Since pretty much everyone, even Sinclair, outranges Wang, you'll have to be selective about almost every move and be very mindful about your spacing to maximize your efficiency. His moves with lengthy recovery are worst off against characters with the farthest reaching punishes, though at least Wang has a smaller hitbox that makes some combos awkward to use against him.

Combos

Rush Combos
Combo Damage Works On Notes
5A 5B Will only connect at point blank range. Virtua Fighter this is not.
6A 6BB No good reason to use this when he has 6AA 6BB.
6AA 6BB Basic juggle string. 6AA will allow Wang to do some funny business since it launches pretty high up, and people who don't know the matchup will likely disrespect his 6BB, giving Wang a generic pre-canned mixup that although basic, works pretty well in Wang's favor as he thrives off of knock downs and okizeme.
6A 6B 6C
6BB Same as 6AA 6BB. 6BB has some recovery so it's not difficult to punish on block especially with Wang being right next to the opponent. Still good for a knockdown, though.
3C 2B
Juggle Combos
Combo Damage Works On Notes
j.B, 6AA, dash 6AA, 6BB
(close to corner) j.B, 6AA, microwalk 6AA, 236A


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler