Art of Fighting 3/Wang Koh-San

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王覚山, Wáng Juéshān Portrait AOF3 Wang.png
AOF3 Wang Win Screen.png
Difficulty Moderate
Playstyle Mixups, poking
Birthplace China
Occupation Artist
Fighting style Xinyiliuhequan (心意六合拳)
Weight Class Medium
Birthday April 17

Introduction

Player 1 Color Player 2 Color
AOF3 Wang Koh-San 1P.png AOF3 Wang Koh-San 2P.png

Wang Koh-San, a Chinese artist entering a competition, coming to Glasshill for inspiration. Once he arrives there, he learns of Wyler's elixir and thinks that it will interest his friend, Lee Pai Long. He has the company of a pelican called Hoeh-Hoeh.

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: While Wang is fairly wide, his short stature allows him to duck right under many moves, avoid some combos and even dictate some matchups purely based on his height.
  • Higher damage output: Wang's Pursuit and normal throw both deal higher damage than the universal amount, on top of his most useful attacks packing a punch by themselves.
  • Low meter management: Other than his ranbu super, Wang can spend less time managing his own meter thanks to his default mixups providing ample leg room to work with, and instead save it for special cases or knock down the opponent's meter.
  • Has several ways to knock down the opponent: Several of Wang's moves score him free knockdowns which allow him to close the gap and setup okizeme to lay on even more knockdowns.
  • 4A can interrupt just about any close range interaction and fast: Although his normal jab is underwhelming at best, Wang's 4A palm attack is annoying to put up with, stopping the opponent right in their tracks with a fast and powerful "jab" attack.
  • Wide variety of mixups: Wang has a bunch of gimmicky attacks, quick lows, unique overheads, delayed attacks, and weird properties overall that allow him to remain unpredictable in the right hands.
  • Unblockable ranbu super: Although slow, Wang's ranbu travels very far, will carry the opponent into the corner, and is still capable of unblockable setups, helping to squeeze out rounds.
  • Stubby range across the board: Wang's biggest issue is getting in to begin with, when nearly all of his attacks lack good range. This, in turn, makes whiff punishing with Wang difficult, too. Wang usually needs dash cancels to whiff punish, which leaves less room to land the whiff punish.
  • Next to no combos: Wang has few rush combo and juggle combos that opponents are quick to learn how to avoid being caught in said combos, making racking up damage challenging...
  • Momentum comes from him scoring consistent knockdowns rather than combos: ...which in turn means that Wang has to keep poking the enemy for damage more often than not.
  • Sluggish recovery on attacks: Several attacks leave Wang in a lengthy recovery animation, or otherwise leave him minus on block long enough that using the wrong attack in the wring situation leads to an inevitable punish.
  • Specials are gimmicky at best: Although they all serve a purpose, using them in a practical manner is difficult when they can be easily circumvented in many scenarios.
  • Limited overheads: The few overheads Wang has are good, but most times he has to take some sort of risk in order to be able to use them, such as leading from another attack or jumping.
  • Has two hellsweeps but isn’t in Tekken 7, what gives Harada?

Move List

Esoterics

Color Coding

  • Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
  • Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
  • Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
  • Orange refers to the damage dealt in chip damage during block.
  • Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.

Attacks, Notation and Damage

  • [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
  • The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
  • Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
  • This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
  • Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
  • There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.

Reading Frame Data

  • Description of the five stats:
  • Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
  • Active frames is how long the attack is able to hit the opponent, starting at the first active frame
  • Recovery frames is how long it takes before the player resets to neutral and can act again
  • Total is all three stats above added up, so total number of frames in the move
  • Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
  • Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
  • If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
  • When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
  • Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
  • This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
  • The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
  • The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.

Other Tips

  • Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
  • It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.

General Frame Data

Character Jump Startup Jump Recovery Jump Frames Hop Frames Crouch Frames Restand Frames Crouch Height
Portrait AOF3 Wang.png
5f 6f 50f 39f 6f 6f Short
Walk Startup Walk Speed F. Dash Frames F. Dash Speed F. Dash Distance Backdash Frames Backdash Speed Backdash Distance
3f Slow 38f Slow Average 36f Slow Average

Grounded Normals

5A
AOF3 Wang 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
128 Mid 8 - - - -2 -7 LCHL Ground, QKD
  • Spirit restored when blocked: 129 points
  • Gatling possible 4F onwards
  • Can be hopped over only during hop's apex
  • Basic jab where Wang winds up his fist then thrusts it forward to strike.
  • Wang pushes himself an inch forward when using the attack.
  • Slowest jab in the game and arguably one of the most forgettable moves, too. Typical jab damage but the range and startup makes it completely overshadowed by 4A. Ignore using it.
  • If Wang attempts to do a 6A dash cancel too early in his backdash, 5A will come out instead of 6A.
  • This move is the ire of Wang in general due to how 5A overlaps with Wang's walk startup frames, which can make the game ignore 6A inputs. Refer to 6A's attack box for more info.

5B
AOF3 Wang 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Mid 7 - - - -5 -10 LCHL Ground, QKD
  • Spirit restored when blocked: 257 points
  • Can be hopped over only during hop's apex
  • Wang performs a stubby knee attack where he lunges his right knee towards the opponent's gut.
  • Has slightly more range than Wang's 5A, but is still stubby and impractical to use.
  • Has faster startup than 5A, but that's it. Being punishable on both hit and block makes this attack even worse and should always be avoided.
  • Unlike 5A, this does not push Wang forward.

5C
AOF3 Wang 5C.png
Kohboku Sho
Kohboku Sho
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448 Mid 18 - - - KD -10 KD Ground
  • Spirit restored when blocked: 449 points
  • Can be hopped over only during hop's apex
  • Wang pauses briefly before he charges forward and forcibly shoves the opponent onto the ground with his palms.
  • Wang's best button out of the three buttons, since it has the most damage and range.
  • The delayed startup makes it bad for punishing on reaction, but it also makes for an okay delayed punish if the opponent flinches too early.
  • Regardless, it should be used rarely at most since Wang has several more practical moves that either deal more damage, serve the same purpose, or both.
  • This move also pushes Wang forward when using it, more than 5A does.

2A
AOF3 Wang 2A.png
Shin Punch
Shin Punch
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 6 - - - +4 -1 STKD Ground, QKD
  • Spirit restored when blocked: 257 points
  • Can be hopped over
  • Throw invulnerable 5F onwards
  • Low hitting, fast punch showing Wang punching at the enemy's feet.
  • One of the faster lows in the game, which makes it a decent low poke when in range. Only issue - its range is bad.
  • It's safe on both hit and block as opposed to Wang's other lows, so use it sparingly and the opponent won't know how to deal with it.
  • The best use for this low is counter hit attacks. On counter hit, the STKD effect allows Wang to combo into a full juggle if he's close enough, effectively giving him a 6f low hitting launcher if spaced properly.
  • For context, even Kasumi doesn't have this advantage, at least not without entering Full Crouch state, which kind of defeats the purpose of having a 4f low hitting launcher, anyways.
  • However, Wang's 6f 2A is not as strong as Jin's 6f 2A, both because Jin's has better range but also Jin has tools that allow him to combo off of counter hit much easier.
  • If Wang isn't close enough to combo into 6AA from CH 2A, his best bet would be to use something like 22A or some other slow but hard hitting attack to obtain some amount of damage. From far away, 6AA whiffs.

Full Crouch 2A / 2B / FC 2B
AOF3 Wang 2B.png
Weak/Strong Low Tap
Weak/Strong Low Tap
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Low 8 - - - -1 -6 STKD Ground, QKD, High Crush
  • Version: FC 2A
  • Spirit restored when blocked: 193 points
  • Can be hopped over
  • Throw invulnerable
  • Faster version of 2B that is also safer.
  • Safer overall as Wang only recovers just about one frame slower than the opponent does.
  • Use this instead when possible, especially since it still knocks down on counter hit. It's only punishable on block by the fastest attacks in the game such as Kasumi's 5C.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 12 - - - -6 -29 KD Ground, High Crush
  • Version: 2B
  • Spirit restored when blocked: 321 points
  • Can be hopped over
  • Throw invulnerable 6F onwards
  • Low hitting, stubby kick using Wang's left leg to kick.
  • Better range than 2A, but is overall still a mediocre low.
  • Wang is minus both on hit and block, which given its bad range, doesn't give Wang a lot of room to breathe afterwards. You're better off using the 2A FC version which is both faster and much safer.
  • The KD on hit helps Wang score a free pursuit, though the corner carry off of a CH STKD from 2A might be more preferable.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 12 - - - -10 -33 KD Ground, High Crush
  • Version FC 2B
  • Spirit restored when blocked: 257 points
  • Can be hopped over
  • Throw invulnerable
  • Slower version of normal 2B.
  • At least it knocks down on counter hit as opposed to normal 2B.
  • There is no good reason to ever use this attack, it is easily Wang's worst low with almost zero reward and is easy to punish both on hit and block.

Jumps

j.A
AOF3 Wang jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 High 13 - - - Varies Varies LCHL Aerial, QKD
  • Spirit restored when blocked: 257 points
  • Throw invulnerable
  • Wang headbutts the air to slam his head against the opponent.
  • Both the range and startup can be problematic, but also hits slightly lower than j.B does.
  • Can be used as a potential hop mixup for hop counter hit combos due to the delayed startup, if the opponent doesn't suspect a delayed normal.

j.B
AOF3 Wang jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 High 8 - - - Varies Varies LCHL Aerial, QKD
  • Spirit restored when blocked: 257 points
  • Throw invulnerable
  • Wang kicks forward while in the air.
  • Overall better range than j.A, despite j.A being able to hit a little lower than j.B, plus it comes out faster.
  • Wang's go-to jump-in or air-to-air when he needs something to come out ASAP, particularly for hop counter hit combos.
  • There was one instance of using this move during labbing where on normal hit, it caused a STKD. Have not been able to reproduce the effect since, but maybe it's a strange, intentional design choice.

j.C
AOF3 Wang jC.png
Body Splash
Body Splash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 High 8 - - - KD Varies KD Aerial, Pursuit
  • OTG Startup Frames: Varies, Active Frames: 1, Frame Advantage: Varies
  • Spirit restored when blocked: 641 points
  • Throw invulnerable
  • Wang plunges himself into the opponent and knocks them down on hit as he slams his body.
  • Wang's strongest jump-in damage wise. The slower startup can potentially also make for a mixup.
  • Although it appears as such, Wang does not enter an OTG state upon landing so he does not get the advantage of using a wakeup low kick in the event that the attack gets blocked.
  • j.C should never be used as a Pursuit unless you need the extra damage due to the awful frame advantage.
  • The exact frame advantage Wang is at varies, due to it being a jump attack, so when exactly he lands isn't always consistent, but it's roughly around -40 frame advantage because the opponent recovers immediately, leaving Wang wide open.
  • Using j.C as a pursuit is also difficult in the first place as the game is quite picky about the spacing. If you don't hit the bullseye, Wang ends up pushed to either side of the opponent.
  • One other abnormal property to this attack is, even though landing it always leaves Wang facing away from the opponent due to side switch, he completely ignores the turn around animation state upon recovering, so he auto-corrects to face the opponent.

j.AB
AOF3 Wang jAB.png
Tobi Shiri Kougeki
Tobi Shiri Kougeki
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 High 12 - - - KD Varies KD Aerial, Pursuit
  • OTG Startup Frames: Varies, Active Frames: 1, Frame Advantage: Varies
  • Spirit restored when blocked: 513 points
  • Throw invulnerable
  • Wang uses his butt to slam into the opponent and attack instead of his whole body.
  • Deals less damage than j.C and also suffers greater recovery.
  • No good reason to use this, other than the bigger hitbox it's worse than j.C and should be avoided.
  • This attack, just like j.C, should also never be used as a pursuit due to bad recovery, only this time it's even worse by leaving Wang minus by over a full second.
  • It is much easier to land as a pursuit than j.C is, however, so it's more consistent. Also like j.C, the exact frame advantage isn't always exact since it depends on when Wang lands from a jump attack, on top of the opponent recovering instantly.
  • Unlike j.C's pursuit properties, j.AB also leaves Wang side switched and facing away from the opponent but this time, he enters the turn around animation after recovering from the attack, leaving him an extra -8 frames in his already abysmal frame advantage after pursuit.

Dashing Normals

66A
AOF3 Wang 66A.png
Jikottsu
Jikottsu
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
960 Low 23 - - - KD -71 KD Aerial, Dash-In Attack, High Crush (after landing)
  • Spirit restored when blocked: 961 points
  • Can be hopped over
  • Throw invulnerable
  • Wang slams himself into the opponent with his body, striking at their shins.
  • Acts like a grounded version of j.C that can also meaty.
  • Overall risky to use, but makes for a powerful low if the Wang player uses it sparingly and wants to play risky. It can serve as a meaty low in okizeme or as a bold whiff punish attempt.
  • The move is reactable, so it's not difficult to punish. It can, however, still incorporate a wakeup low mixup since it leaves Wang in a KD state, too.
  • High damage for a low that also features good corner carry if it hits, so it justifies the risk, particularly if the opponent doesn't know it hits low.
  • Wang's other lows should still be used much more often, simply since they're less risky.

Command Normals

3A
AOF3 Wang 3A.png
Iron Treatment
Iron Treatment
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x2 Overhead 20 - - - ST (-5) / KD -24 LCHL Ground
  • Spirit restored when blocked: 257 x2 points
  • First hit can be hopped over
  • Wang pulls out a frying pan and swats it at the opponent.
  • It knocks down and does okay damage, with good corner carry that gives Wang a sliver of time to dash in and do a pursuit if the second hit connects.
  • One of Wang's only overheads so Wang players should learn to incorporate it into his gameplay to force a knockdown.
  • Sports decent range for both hits, unlike the majority of Wang's moves, so it's fairly effective as a footsies poke.
  • Useless for combos, and if spaced too far away, the second hit will whiff, which leaves the opponent staggered, but plus over Wang, albeit they can't punish Wang due to the knockback.

4A
AOF3 Wang 4A.png
Hakuhja Tojin
Hakuhja Tojin
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Mid 3 - - - -2 -7 LCHL Ground, QKD
  • Spirit restored when blocked: 321 points
  • Can be hopped over only during hop's apex
  • Able to anti-air
  • Wang summons his inner Tekken 5 Feng and does an instant hand palm attack with his left hand.
  • Completely replaces 5A as a jab for Wang.
  • Nothing amazing damage-wise, but its range and speed makes it a must in Wang’s poking game.
  • Its huge priority will pretty much interrupt anything the opponent does and will certainly frustrate them trying to counter it.
  • As with any move, can counter hit launch so Wang can potentially juggle off of it.
  • Unless you can pull off a jump attack or are in range to punish with a fast attack, there is nothing you can do besides respect it on block. Challenging it will almost always result in a counter hit. Despite being minus on hit and block, it's annoying to deal with up close and can only be countered from afar or a forced trade.
  • Its fast speed also makes it that if Wang gets hit, he will trade regardless, so it's best to not challenge it.
  • A DP and Kasumi's Kasane Ate can potentially beat it on wakeup, but that's it.

1B
AOF3 Wang 1B.png
Ifuoh
Ifuoh
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448 Low 10 - - - KD -12 KD Ground, High Crush
  • Spirit restored when blocked: 449 points
  • Can be hopped over
  • Throw invulnerable 6F onwards
  • The first hellsweep - Wang swings his leg towards the foreground in a circular motion to knock the opponent off their legs, then pulling off a stylish pose.
  • It's quite fast and knocks down with okay range. Wang does a dumb little pose afterwards, which prevents him from following up or chasing after the opponent for okizeme.
  • Wang does, however, gain total invulnerability if the attack hits, which makes him immune to trades.
  • One good example is against Kasumi - the i-frames that Wang gets from it makes it a decent move to avoid Kasumi's Kasane Ate, since if Wang's 1B lands first, then Kasane Ate will completely whiff and therefore can't trade.
  • On the bright side, if it whiffs he doesn’t perform his little pose so you won’t be punished for it as easily, though he still has a pinch of recovery.
  • You want to use this hellsweep for defensive purposes: it's faster and safer, but lacking range and follow up potential.
  • That’s one point for Wang as a quick hitting low that’s well-suited for defensive play, plus it's quite difficult to react to due to its speed.

3B
AOF3 Wang 3B.png
Flying Butt Attack
Flying Butt Attack
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 Overhead 10 - - - KD -41 KD Aerial
  • Spirit restored when blocked: 481 points
  • Throw invulnerable 10F onwards
  • Able to anti-air
  • Wang turns around and jumps backwards into the opponent.
  • It’s a fairly gimmicky move, but it knockdowns on hit. Deceptively looks like it can low crush, but it unfortunately can't.
  • Mediocre range, so avoid using it from far away, but the active hitbox itself comes out quickly.
  • Can be useful for dealing with wakeup low kicks or reading low attacks in general thanks to Wang's hop. Despite the lower reward, it's better that and a knockdown than struggling to block/whiff punish in time.
  • Use sparingly since Wang is minus on block and easily punishable, without the OTG benefit of 66A.

6B
AOF3 Wang 4B.png
Hop Kick
Hop Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Mid 12 - - - KD -35 KD Aerial
  • Spirit restored when blocked: 321 points
  • Cancellable from 6A and 6AA into 6B[B] (4F~29F)
  • Throw invulnerable
  • Able to anti-air
  • Wang leaps forward with a hopkick into the air.
  • 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.
  • Capable of low crushing some lows just like 3B, which can help Wang catch panicking opponents. Not effective for countering wakeup low kicks, however.
  • Despite the good startup, it should be avoided in neutral as the only defense Wang has otherwise is delaying the 6BB follow-up. Not only that, it knocks down on hit, when Wang could use 6A to combo instead.

6B[B]
AOF3 Wang jB.png
Air Punt
Air Punt
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480/600 Mid 7 - - - Launch -13 HCHL Aerial
  • Spirit restored when blocked: 481 points
  • Cancellable from 6B
  • Throw invulnerable
  • Able to anti-air
  • Wang continues his hopkick with a second hopkick using his left leg to kick.
  • Oddly enough, this launches on hit. If against an opponent unfamiliar with the matchup, or you can cleverly delay this follow-up from 6B to hit the opponent when they think it's their turn, Wang can score a free BnB combo.
  • Easily punishable on block otherwise, especially since Wang is right in front of the opponent. Best to avoid using in neutral when possible.
  • If juggling the opponent, there is no reason not to use this attack. It's the only consistent combo damage Wang gets otherwise.

3C
AOF3 Wang 3C.png
Atama Kun
Atama Kun
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 Overhead 28 - - - ST (-5) -40 LCHL Ground
  • Spirit restored when blocked: 641 points
  • Cancellable into 3C~[2B] (33F~79F)
  • Able to anti-air
  • Wang charges up a headbutt into the opponent, followed by a sweeping low kick.
  • Slow overhead attack with only one follow-up that it's easier to justify using 3A instead. It can still prove useful but if it's blocked, Wang has to rely on the 2B follow-up to try and save himself, which is just as punishable as 3C by itself.
  • Good range for a standing overhead attack which can be used to bait the opponent into acting for a delayed punish, similar to 5C.
  • Far from Wang's worst attack, especially since it's one of his few overheads, but you'll need to be creative using it, particularly avoid being punished during startup.

3C~[2B]
AOF3 Wang 1B.png
Ashi Harai
Ashi Harai
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 8 - - - SKD -39 SKD Ground, High Crush
  • Spirit restored when blocked: 321 points
  • Cancellable from 3C
  • Throw invulnerable
  • Low kick hellsweep follow-up to Wang's 3C headbutt.
  • If Wang's 3C gets blocked, this is the only attack he can use to try and save himself out of it. This makes for an overhead > low mix-up.
  • Be wary whether to delay 2B or not depending on if the opponent knows the matchup, since if blocked, it's just as punishable as a raw 3C.

2AB
AOF3 Wang 1B.png
Senpuu Shin
Senpuu Shin
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 12 - - - SKD (+39) -6 SKD (+39) Ground, High Crush
  • Spirit restored when blocked: 321 points
  • Cancellable into 2AB~[6A], [6B], and [2B] (19F~34F)
  • Can be hopped over
  • Throw invulnerable
  • Wang does a quick hellsweep, then a follow-up.
  • If down and AB are pressed on the same frame, 5AB will come out instead so you will need to delay AB by at least one frame.
  • Recovers a lot faster than 1B and all rekkas will hit confirm fairly easily, on top of pushing Wang forward like an actual hellsweep.
  • Use this move and often, it forces other characters to put up with Wang's low mixups or risk a knockdown, with no real answer beyond trading or jumping to avoid it, which due to jump startup frames, is difficult to pull off.
  • You will certainly frustrate your opponent often with this move if they can't counter it. However, that doesn't mean that 1B should be ignored.
  • This hellsweep is for more offensive tactics, as opposed to 1B being defensive. The push forward and simple follow ups make it easier to rush at the opponent with it, but has no invincibility on top of extending his hurtbox.
  • It's mostly safe on block at -6, but if Wang uses any of the follow-ups, it becomes more punishable.
  • Wang needs this move to help score knockdowns, just be sure to know when to use either hellsweep for the best results.

2AB > [6A]
AOF3 Wang 5C.png
Kohboku Sho
Kohboku Sho
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448/560 Mid 8 - - - KD -38 KD Ground
  • Spirit restored when blocked: 449 points
  • Cancellable from 2AB
  • Can be hopped over only during hop's apex
  • Wang follows his 2AB up with a 5C palm strike.
  • Only useful for combos, it hits mid which effectively makes it only good for hit confirms.
  • If you have a good read, the 8f startup makes a good delayed follow-up if 2AB ends up being blocked.
  • 6B does slightly more damage, but is slightly harder to hit confirm, too.
  • Wang's best follow-up out of 2AB when talking strictly hit advantage since this knocks down; 2B only lands a soft knockdown with 6f advantage.

2AB > [6B]
AOF3 Wang 3C.png
Atama Kun
Atama Kun
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480/600 Overhead 16 - - - ST (-5) -40 LCHL Ground
  • Spirit restored when blocked: 481 points
  • Cancellable from 2AB
  • Wang headbutts his way forward after the initial sweep.
  • If the opponent blocked 2AB, and gets too comfortable blocking low, this makes a good way of forcing them to open up.
  • Unlike the other follow-ups, Wang loses his return whether it hits or not, but if it hits it will at least push the opponent far back so they can't strike back.
  • Useful even if delayed, but be careful about its startup if you choose to do so.

2AB > [2B]
AOF3 Wang 1B.png
Ashi Harai
Ashi Harai
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320/400 Low 8 - - - SKD (+6) -39 SKD (+6) Ground, High Crush
  • Spirit restored when blocked: 321 points
  • Cancellable from 2AB
  • Can be hopped over
  • Throw invulnerable
  • Wang doubles down and performs a second hellsweep right after the first one.
  • Useful for when you need the double low mixup and your opponent tends to exit low block after 2AB, or you delayed the string to open them for another low.
  • While the SKD is certainly useful, it gives Wang little time to set up okizeme as opposed to the full knockdown of 6A. It's also less damage, so while not a bad combo ender, 6A is still preferable on a hit-confirm.
  • Just as punishable as the other 2AB follow-ups.

64AC
AOF3 Wang 64AC.png
Haigo Tenda
Haigo Tenda
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
32 + 960 Mid 1 - - - KD -7 X Ground, Command Grab
  • Wang swaps sides with the opponent and body slams them onto the ground.
  • One of the only command grabs in the game.
  • It will hit both standing and crouching opponents, even airborne opponents if they're close enough to Wang, meaning he can catch both the starts and ends of jumps.
  • The input is quite easy to do, and since grabs aren’t breakable in this game, it is useful to mix up with.
  • 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.
  • If you need raw damage, always use the normal 6C throw which deals 1344 damage instead. This throw is useful when you need to side-switch instead of 6C which keeps Wang on the same side, and if you need to catch airborne opponents.

5BC
AOF3 Wang jB.png
Satankyaku
Satankyaku
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
768 Mid 12 - - - KD -24 KD Aerial
  • Spirit restored when blocked: 769 points
  • Throw invulnerable 9F onwards
  • Able to anti-air
  • Wang hops forward with a hop kick that knocks the opponent backwards.
  • Kinda useless, mediocre range and bad frame advantage on block (albeit not as bad as Wang's other attacks) make for an attack with no real purpose other than raw damage. It might be passable at point blank range at best.
  • Wang has a couple other attacks which are faster and also serve a more practical purpose. If Wang needs a fast knockdown, he's better off using 1B or 3B which both start 2f sooner, and in 1B's case, is harder to punish.

Launchers

4B
AOF3 Wang 4B.png
Utankyaku
Utankyaku
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
576 Mid 5 - - - Launch -8 HCHL Ground
  • Spirit restored when blocked: 577 points
  • Wang’s fastest launcher, where he kicks the opponent directly up with his right leg.
  • Able to anti-air
  • Pretty fast for a launcher with okay recovery, but being -8 on block.
  • The preferred launcher since despite being -8 on block, it has a lot more range and comes out quickly.
  • 6AA launches as well, though 4B does more damage by itself and comes out 2 frames faster.
  • If Wang uses 4B instead, he also loses some corner carry that he otherwise gets from two reps of 6AA.
  • Can potentially serve as a whiff punish with its range.
  • Since Wang has next to no combos, other than 6AA this is the best way for him to score launches for juggle combos, other than 6AA being slightly safer on block.

5AB
AOF3 Wang 5AB.png
Tou Ten Hou
Tou Ten Hou
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
576 Mid 9 - - - Launch -5 HCHL Ground
  • Spirit restored when blocked: 577 points
  • A launcher where Wang clenches his fist and throws it up into the air.
  • Able to anti-air
  • As with his other normals, the range is stubby, but easy to follow-up on.
  • Not much reason to use this launcher over 4B when it has worse range and startup, and only slightly better frame advantage.
  • Doesn't help Wang score knockdowns much when instead he can use mixups with hellsweeps, 6BB, delayed jump attacks, 4A, or 4B.
  • Like 4B, Wang loses corner carry in exchange for damage if he uses this instead of 6AA.
  • Wang is trying his best to do an EWGF, give him some slack if he can't produce electricity doing it.

Rush Combo Attacks

6A
AOF3 Wang 5A.png
Step Punch
Step Punch
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Mid 7 - - - +1 -4 LCHL Ground, QKD
  • Spirit restored when blocked: 161 points
  • Cancellable into 6A[A] and 6B (3F~21F)
  • Can be hopped over only during hop's apex
  • Wang does a 5A that pushes him further ahead.
  • Much better attack than normal 5A, but is still only really useful for juggle combos/starting juggle combos.
  • Suffers from a major issue with mis-inputs, particularly whenever Wang walks backwards. This makes it seem un-cancellable for very long, but if Wang doesn't follow-up out of 6A as soon as you push the button to perform a rush combo, this is why.
  • Even worse, if you let go of holding back, but still input 6A too early, Wang will still perform 5A. This is because, for whatever reason, the game refuses to let Wang input 6A while going through his forward walk startup if he enters it out of backwards walk or backdash. Keep in mind: his walk startup speed is 3 frames.
  • No reason to use it by itself, but it makes easy juggle combos if you score a counter hit with it.
  • Wang is completely unable to cancel backdash into 6A for the first half of its duration due to the aforementioned issue regarding 5A. Even then, you can't input 6A too early. Keep in mind: his walk startup speed is 3 frames.
  • If Wang performs a raw 6A, lets go of forward, then presses forward again within the same frame window he can input 6AA, he will get 66A instead, which makes for awkward mis-inputs.

6A[A]
AOF3 Wang 6AA.png
Uppercut Blade
Uppercut Blade
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Mid 8 - - - Launch -5 HCHL Ground, QKD
  • Spirit restored when blocked: 193 points
  • Cancellable from 6A and into 6B (3F onwards) and 6AA[C] (16F~27F)
  • Able to anti-air
  • Wang raises his palm to the sky to strike the opponent flying into the air.
  • While the fact it launches would be a huge boon in Wang's mixup game, Wang has to deal with his 5A-walk startup bug, because otherwise, nothing comes out after what's supposed to be 6A.
  • On the bright side, being only -5 on block makes Wang safe outside of the fastest attacks in the game.
  • Always use it if you're using 6A at all, because otherwise Wang loses out on damage.

6AA[C]
AOF3 Wang 6AAC.png
Pelican Strike
Pelican Strike
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Overhead 34 - - - -16 -21 LCHL Ground, Wrongblock (ST; +14)
  • Spirit restored when blocked: 513 points
  • Cancellable from 6AA
  • Can be hopped over
  • Throw invulnerable once fully crouched
  • Wang bends over to give his pelican friend a shot in the spotlight to unleash fury on his foe with a fierce strike forward, poking its head out to stab the opponent.
  • Wang's cute animal friend is unfortunately not terribly useful. While in juggles, hit confirming it is easy due to coming out right after the opponent is launched, it's too much of a death sentence in neutral.
  • You should avoid ever using this during footsies due to its massive startup, especially if the opponent blocks Wang's 6AA.
  • Using this as a combo ender as opposed to Wang's usual BnB comes down to easier execution vs damage, but Wang's BnB juggles aren't difficult to execute, either, once you learn his dash cancel spacings.

Specials

Hisho Ishi Atama Kun
623A
AOF3 Wang 623A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
576 (144) + 640 / 480 (120) + 480 / 0 Mid 3 - - - KD -68 KD Aerial
  • Spirit Cost: 960 (~24%)
  • Throw invulnerable
  • Able to anti-air
  • 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, but the second hit will whiff.
  • If you wish to use it in a juggle combo that requires a dash cancel, or want to do a dash-in DP in neutral, you must input it not as 66~623A, but 6623A. The second 6 will register for both the dash and the start of the DP motion.
  • Weak version still has an active hitbox, but no matter what will do zero damage. It also cannot hit grounded opponents unless they walk up towards Wang after he's already activated the attack.

Muteki Ranbu Kun
41236B
AOF3 Wang 41236B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
128 (32) x9 / 96 (24) x9 / 0 Overhead 16 - - - ST (+7) -27 LCHL Ground
  • Spirit Cost: 1024 (25%)
  • Cancellable into [46A] (Window starts when Wang starts lowering his arms)
  • First hit can be hopped over, which makes the whole attack whiff if the opponent hops above Wang
  • 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 with his follow-up.
  • It's one of Wang's safer overheads that also packs good range due to pushing Wang forward.
  • It's not a horrendous move, but it also serves next to no purpose. It's lengthy animation and long startup make it easy to react to, which if used as anything other than an overhead attempt in neutral, is likely going to hurt Wang.
  • You cannot combo with it either in juggles due to the low hitbox on its first active frames.
  • Weak version depicts Wang trying to start the attack, but right before hitting the opponent, slows down then falls on his face. Obviously avoid using it other than as a joke.

Atama Kun
41236B > [46A]
AOF3 Wang 3C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 (80) Overhead 8 - - - KD -36 LCHL Ground, Wrongblock (ST; -6)
  • Spirit Cost: 0%
  • Cancellable from 41236B
  • Follow-up attack where Wang charges forward with his 3C headbutt attack after winding down from 41236B.
  • The 8f startup makes this objectively better than normal 3C, plus it's 4 frames more block advantage (albeit Wang is still very punishable). The overhead guard may as well be useless though, since if Wang uses 41236B at all, the opponent will immediately know to block standing, since that too is an overhead.
  • 46A being delayable is hardly a boon either when if 41236B gets blocked, Wang won't have much time to think about whether to commit to 46A or not.
  • Always use it if you get a hit-confirm, and if possible, delay it to try and score a free knockdown hit, but you likely won't use this follow-up much at all when there's little reason to use Wang's 41236B.

Kyoretsu Jirai Shiri Kun
22A
AOF3 Wang jAB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 (144) / 384 (96) / 96 (24) Low 37 - - - SKD (-19) -64 SKD (-19) Aerial
  • Spirit Cost: 1120 (~27%)
  • Can be hopped over
  • Throw invulnerable
  • Wang has i-frames while waking up from the ground pound (exact frames needed)
  • Wang jumps briefly before slamming his butt into the ground.
  • It’s blockable, but can make a good punish tool against some moves like Ryo's 646A, or against opponents who don't know how to deal with it.
  • Wang, unfortunately, recovers a lot slower than the opponent, so if you use this up close, even if it hits, Wang will lose his turn and still face the risk of being attacked back.
  • As a long distance poke, it’s alright if you have a solid read on your opponent, otherwise.
  • It knocks down and essentially resets neutral, but most definitely do not use this up close against players that know the matchup, unless you can kill with it. Even then, Wang can be knocked out of his startup frames or face killing Wang's momentum.
  • Weak version staggers on hit, which leaves Wang more minus than normal.

Kyūkyo Ogi Randa Kun
466C
AOF3 Wang 466C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
2302 Unblockable 20 - - - KD X KD Ground, Ranbu-Type
  • Spirit Cost: 3072 (75%)
  • Wang runs forward and pelts the enemy with a flurry of punches.
  • If you have a good read, Wang gets both unblockable, high damage and probably the best corner carry in the game off of one single move. It moves farther than the other ranbu-type supers, too.
  • The hitbox will also go away if it collides with a projectile.
  • There is one caveat: Wang runs forward fairly slowly. In some situations, this makes it reactable and in others, is a waste of Wang's meter as he runs at the opponent aimlessly.
  • This is the easiest ranbu super to jump over as well, which makes it another incentive to not try and use it from very far away.
  • It is quite punishable if it misses, seeing as he trips over, but Wang just needs one good read for it on the ground. Even as Wang trips over, he has active frames, making it the longest active ranbu, too.
  • Don't be careless with it as it can go wasted, but Wang has a decently reliable super he can fall back on, otherwise.

Miscellaneous

Raz
4C
AOF3 Wang 4C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
0 High/Mid 0 24 33 57 KD X X Ground, Raz Parry
  • Wang steps to the side, backing up his hands to throw the opponent off-guard.
  • Typical Raz parry, lengthier recovery means that Wang shouldn't be too careless when using it, however.
  • That said, Wang also has above average active frames for it, too.

Taunt
5D
AOF3 Wang Taunt.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
X X - - - - X X X Ground, Taunt
  • Wang shakes his butt at the opponent, taunting them with a cat-like face.
  • A complete taunt takes away 2221/2222 points of spirit meter.

Throw
6C
AOF3 Wang Throw.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
1344 - - - - - X X X Ground, Throw
  • Doesn't side-switch on hit
  • Can be hopped over
  • Wang grabs the opponent and punches them upwards with his 5AB punch, knocking them down in front of him.
  • Highest damaging throw in the game that isn't Karman's super.
  • Throws cannot be broken so any time Wang can confirm this, he should consider doing so. It's either confirm a throw or take a risk trying to land a BnB or mixup into a knockdown.
  • This throw does not replace Wang's 64AC command grab, though it is slightly preferable due to its higher damage.

Pursuit
3A/B when opponent is on the ground
AOF3 Wang Pursuit.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x2 OTG 20 / 32 1 / 1 - - Varies (+15 min.) X X Ground, Pursuit
  • Wang bends over, thrusting his fist into the ground where his pelican friend follows suit, poking his neck out to strike the defenseless opponent.
  • The only 3A pursuit to do 512 damage, or 256 damage across two hits.
  • Since this is a pursuit that hits twice, the two hits have separate frames where they connect. Wang attacks first followed by his pelican.
  • While the range on Wang's punch is okay at best, the pelican has good range which helps Wang get a pursuit in even if he's farther away, and all he loses from it is extra damage.
  • Wang's punch comes out after 20 frames, and the pelican's poke comes out after 32 frames, or 12 frames after Wang's punch startup frames finish.
  • Good frame advantage, too, which helps Wang's okizeme game by giving him time to setup for another knockdown. However, the frame advantage Wang gets from it is also, unfortunately, random.
  • Wang can sometimes find himself at an even higher frame advantage, sometimes as high as over +40 frame advantage for landing the pursuit, regardless of whether both hits land or not, instead of defaulting to the +15/+16 frame advantage most universal pursuits share.
  • For this reason, the exact frame advantage per matchup is not listed for this specific pursuit as it is impossible to determine how plus Wang is in a real match.
  • This bug likely has something to do with the pelican's pursuit attack. If Wang pursuits early, and his fist doesn't connect, but the pelican's attack does, the opponent remains knocked down.
  • You cannot perform another pursuit this way as the game will automatically deactivate the hitbox for it, though it still lets you perform a second one if you wish to, anyways.

Strategy

Moves to USE Moves to AVOID
  • 4A, 1B, 3B, 4B, 2AB
  • 22A, 623A
  • Super
  • 5A, 5B, j.AB, FC 2B
  • 3C, 5BC
  • 41236B, 6AA[C]

General 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.

Matchups

VS Portrait AOF3 Jin.png Jin

Jin wins the matchup but not by that much. Jin has plenty of overheads to work with to keep Wang from crouch blocking the whole match so that he avoids free staggers, and his lows can contest with Wang's lows, too. Jin also doesn't need to worry much about meter since 214A is only useful for combos given that Wang can easily duck it, and has no need for the reflector so he can use it however he pleases for counters and sneaking in his 22C. Wang also doesn't need much meter, but benefits from using some for his DP on either wakeups or juggle combos, though DP is more likely to whiff against Jin. Pretty ordinary matchup other than Wang will need to be on point with his combo timings since his limited combos on top of Jin's heavy weight makes it easier for Wang to drop combos against Jin. Otherwise, Jin has better mobility with his double jump and plenty of moves that can fight against Wang's size, on top of good range that can challenge Wang's range. If he really wants to, Jin doesn't have to settle for playing a turtle and can play some rushdown against Wang.

VS Portrait AOF3 Karman.png Karman

Arguably a good matchup for Karman, though Wang being able to duck Karman's main moves makes it the one matchup Karman will most likely have to use his overheads to keep Wang from crouch blocking the whole match. Besides that, Karman easily outranges Wang, which always puts Wang at a disadvantage if he isn't right in front of Karman. He also recovers fast enough that Wang most likely won't whiff punish him without 22A. If Wang can get in, however, he can pester Karman with his faster lows and thus force Karman to prepare to block low, which then opens up more windows for Wang to throw out some overhead mixups. Both characters deal around the same average damage output for the duration of the match, but since Wang can't reliably whiff punish, he benefits most from tempting Karman to use unsafe on block attacks then following up with using his BnB on Karman. This will give Wang both okizeme and more than likely the corner as well. And although Wang gets decent mixups from his jumps, jumping against Karman is too risky with both his longer ranged attacks and also being able to confirm jab into a simple BnB. Regarding his jab, Karman is free to pressure with jab as with any matchup, but Wang can challenge with his 4A to force a trade, one that also beats Karman's jab in damage and resets neutral to help Wang close the gap. Not too lopsided of a matchup, it's whether Karman can keep Wang out and knows how to deal with Wang's mixups. To a small extent, whichever player spends their meter better will also impact the matchup. There's zero reason for either character to use their special moves besides their reversals and 22A for Wang, either because they whiff or are too easily punishable to be worth the trouble. The unspent meter means they'll likely both have access to super if no taunts occur, both of which are ranbu types. But at its core, it's a question of if Wang manages to get in and rack up damage fast.

VS Portrait AOF3 Kasumi.png Kasumi

Another great matchup for Kasumi, but nowhere near as drastic a difference as Sinclair. Kasumi's air game and range easily beat out Wang's neutral game, making the Wang player have to perfect their spacing to optimally whiff punish Kasumi. Using ground pound is incredibly risky as Kasumi can easily anti-air Wang, particularly her dash attack, so it's unlikely Wang can get away with using it. Wang will be punished hard for using his longest recovery moves against Kasumi, especially on block. His DP is still as effective as a defensive tool against Kasumi, however, and combined with ranbu super, Wang isn't completely out of defensive options. He can bring it back if he's in desperation thanks to the added benefits, despite the tight window to do so. If Wang can score a knockdown on Kasumi though, this is a major chance for the match to turn around in his favor thanks to his solid okizeme. Kasumi can circumvent this by taunting, of course, but if the Wang player keeps pushing forward, she will have little chance to do so. He also has really fast moves just like Kasumi if he can manage to sneak in. Still, Kasumi is several steps above Wang, so it's a rough matchup, but not horrendous.

VS Portrait AOF3 Lenny.png Lenny

Lenny can run away most of the match and get away with it, and even if she doesn't, she has enough fast punishers that rack up passable damage anytime she blocks Wang with one caveat - blocking Wang's lows. When this happens, Lenny has no choice but to leave crouch which comes with a lengthy restand animation. She can stay in crouch, but then all she can use is a rising kick attack that Wang can duck anyways - which he should if he's going for lows anyways. Even point-blank range, this attack whiffs against Wang unless Lenny herself walks up to Wang as far as she can, and then uses 2B or either FC variant. In the event Lenny blocks low for an attack, that's also leaving herself open to overheads, too. Lenny's forced to use either 6A, 3B or 4B to escape crouch as any other option would mean a free punish for Wang due to being too slow. 6A whiffs against a crouching Wang, however, and although 3B's range shouldn't be an issue given Wang also has poor range - meaning he has to get close - it's not always the best answer anyways since it can whiff. Lenny's 2A can be countered by Wang's 22A and 3B, making it whiff altogether, so if Wang is consistent about punishing it in general, that can really discourage Lenny from ever going for low strikes. As stated at the start though, Lenny can choose to simply run away. If she does, Wang suffers greatly being unable to approach paired with his bad range. Despite her severe issues dealing with Wang's mixups and small size, she still has plenty up her sleeve to mess with Wang. He has no counter against her projectile, Lenny can throw out 4B on reaction and run away for free, whenever Wang crouches a 2B/FC normal, Lenny can rush combo into 4B as well which hits overhead, her superior ranbu super, fully safe launchers that 4AB in particular packs great range, and all of her other long-ranged attacks that Wang has to be ready to block to try and steal his turn back to close the gap. As usual, Lenny is expected to jump very little given her bad aerial capabilities. Wang can possibly score himself a couple knockdowns using j.C/j.AB while Lenny winds down in her lengthy recovery animations, or otherwise try to score counter hits. An abnormal matchup, but one in Lenny's favor due to her stronger hold on footsies and zoning - both of which Wang needs to work for.

VS Portrait AOF3 Robert.png Robert

4A is borderline useless against Wang since it whiffs against him standing, leaving Robert no choice but to use 5AB to launch Wang when given the chance. Wang in general can duck a lot of Robert's attacks, which forces Robert to go for lows and the occasional overhead to keep Wang out and also prevent him from blocking low all match. That said, Wang's stubby range also gives Robert an easier time capitalizing on whiff punishes. For any other character, a backdash cancel would make short work of Wang, however Robert can't backdash cancel. This puts Robert in an awkward position footsies wise where he has to work for whiff scenarios despite having the tools capable of punishing whiffs reliably because of his awkward mobility, instead having to throw out block punishes. All things considered, Robert is more than capable of block punishing Wang due to Wang's horrible frame advantages, and especially Robert's special moves. The most Wang can use is his DP against Robert on wakeup. Any other special attack Robert can easily punish with a standing 5B or otherwise on reaction either blocking in the right direction or by throwing out a fast special move. Not even 22A can help Wang when Robert can force a trade with a fireball and win the exchange. If Robert also chooses to run away, then Wang has no real chance to throw out his ranbu super, another area Robert beats him in. If Wang throws out ranbu, Robert can easily counter it with j.214B, DP, fireball, wakeup low kick, and 646B. For Wang to come out in this matchup he needs to confirm BnBs and rack up the damage quickly, and force knockdowns on Robert, making sure to keep his meter down. Wang can rely on 4A as with any matchup, but the -7 on block can prove very costly since 5A, 5B, and 646B can punish Wang in that case. Wang will need to capitalize on Robert's mediocre variety of lows to keep him on his toes, which unfortunately still don't leave him much frame advantage even on block beyond 2B, and otherwise keep the gap between both players as small as possible. Wang would be better off forcing Robert to approach him instead if he gets the life lead, but if Wang has to approach instead, he might benefit from jump normal counter hit attempts, even if he can't combo off of it. At least in that case, he gets a knockdown and can play okizeme against Robert. Possibly one of Wang's worst matchups, but certainly not impossible if Wang plays his cards right and shuts Robert's pressure out.

VS Portrait AOF3 Rody.png Rody

If Rody plays the rushdown game, it will essentially turn into a war of attrition where both characters are looking for low/overhead mixups with the exception that Rody is much faster than Wang. If Rody plays the runaway game, it's not as pretty for Wang. Wang only needs to block one projectile from Rody to close the gap, but this is a matchup where 22A is too risky for its own good. From up-close, Rody can punish it right away and from far away, Rody can trade with his projectile. Wang's small size doesn't help him much either when being wrongblocked by Rody only helps Rody, which leaves him not wanting to block low. And as is typical of Wang, his poor range is an issue. Rody's range isn't amazing either, however he has 3A and 4A, both far reaching launchers that make one mistake during footsies and Wang eats a juggle combo. Wang's super easily beats Rody's super thanks to being a ranbu super, and while slow, can potentially catch Rody off-guard if he plays the rushdown game, as opposed to Rody who has fewer chances to throw out super. Keep in mind, however, Rody can throw out projectile to stop it from afar. Wang can get by allowing Rody to act first and blocking against his pressure, which ensures easy confirms off of 6AA and if the Rody player gets predictable, 4C parries that help Wang score knockdown damage. Rody is also more likely to burn meter than Wang is, though all this means is less runaway from Rody and maybe some windows for Wang to use DP, maybe super.

VS Portrait AOF3 Ryo.png Ryo

Without an anti-air beyond his finnicky DP, Wang will have trouble dealing with Ryo's wall jumps if he uses them, also taking into account his range issues that prevent his DP from posing a threat in the air without the first hit. Ryo having access to a traditional DP and 646A shuts Wang out from hop attacks without getting snuffed out. Ryo's superior air game otherwise, Wang doesn't lose much in this matchup. He'll have to contend with Ryo's 2B as well, a far reaching low that's harder to punish than Robert's is (unless Ryo uses normal 2B), and otherwise deal with Ryo's much higher range of tools he can use. What usually gives most everyone else trouble, Ryo's 646A, if Wang blocks it he can use 22A to punish it during its animation - just be careful about its vacuum hitbox. Ryo's overheads are less committal than Wang's. though not by much frame advantage wise, and on block Wang is still capable of punishing a lot of Ryo's attacks. Neither character needs to work with meter either, even for their supers as both are ranbu-types, albeit Ryo's super is better in range and speed. Wang's better corner carry can prove advantageous against Ryo if he keeps his okizeme up, as long as Wang doesn't also give him chances to wall jump from the corner either.

VS Portrait AOF3 Sinclair.png Sinclair

Sinclair can outrange Wang on some attacks, and other than that she's not winning the matchup. Wang can't rely on 22A much since Sinclair can punish it with both 3A and 214A, but outside of that all Wang has to really worry about over Sinclair is 4A. If wrongblocked, it will leave Sinclair plus even if she can't get a real follow-up off of it. All Wang really needs is to spam 4A and throw out 6AA rush combo attempts, both of which all Sinclair can really do is either jab or 4C parry. Sinclair's jump buttons beat Wang's jump buttons, but despite this Sinclair probably isn't going to attempt jumping given her massive 16f jump recovery for a mere knockdown, meaning Wang is free to throw out jump normal counter hits. There's practically nothing Sinclair can do besides respect Wang's mixups if he's close. At the same time, every time Wang is up close is a chance for her to use 4A, which even if it leaves her minus, the only option Wang can use is 4A and DP. Wang's overall damage output isn't impressive without his BnBs so if Sinclair can, she should always prevent Wang from landing any combos, and thus give herself free chances to throw out 4A. The matchup depends on how well Wang maintains his spacing to keep Sinclair from using 4A and launching him. He never has to worry about the corner either, and if anything, he'll easily push Sinclair into the corner from raw pokes alone.

Combos

Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."

Character Combo Abbreviations
  • JIN: Jin
  • KAR: Karman
  • KAS: Kasumi
  • LEN: Lenny
  • ROB: Robert
  • ROD: Rody
  • RYO: Ryo
  • SIN: Sinclair
  • WAN: Wang
  • WYL: Wyler

Rush Combos

Rush Combos
Combo Difficulty Damage Works On Notes
5A, 5B Easy All Will only connect at point blank range. Virtua Fighter this is not.
6ABB Easy All No good reason to use this when he has 6AABB to use instead, not to mention how little room Wang has to cancel into 6B from 6A.
6AABB Easy All Basic juggle string. 6AA will allow Wang to do some funny business since it launches, and people who don't know the matchup will likely disrespect his 6BB, which the second hit also launches. This gives Wang a generic pre-canned mixup that although basic, works pretty well in Wang's favor as he thrives off of knockdowns and okizeme if the opponent is impatient. Important note: the 6BB part will whiff against Lenny in juggle combos, so only continue into 6BB from 6AA if 6AA connects against Lenny on the ground.
6AAC Easy All In a launch combo, this is an okay combo since the final C attack cannot whiff after the initial launch. In neutral, however, the 34 frame startup of C is what kills the rush combo. Very impractical to use and too reactable to be worth using in any serious sense. At least the pelican's cute.
6BB Easy All Same as 6AAB. 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 if you need something right away, though.
3C, 2B Easy All Somewhat effective overhead into low mixup. Both attacks are easy to punish on block, but also isn't super practical either due to 3C's startup. Useful when you need the exceptionally rare delayed mixup that also packs good range.

Juggle Combos

Juggle Combos
Combo Difficulty Damage Works On Notes
j.B > 6AA > FDC 6AABB Easy All but LEN Wang's BnB. You don't need to land the j.B, the 6AA by itself is more than enough to carry Wang. You also don't need to dash to complete the combo either as Wang still gets good damage without it, but you'd be doing yourself a disservice not dashing to extend the combo. The second 6AA is harder to land the heavier the character gets, but it still works on everyone regardless. Also helps ensure your opponent ends up very close to the corner.
j.B > 4B > FDC 6AABB Easy All but LEN Better damage, default to this combo if you need the launch instead
(close to corner) j.B > 6AA > microwalk 6AA > 623A Moderate All but LEN A variant of Wang's main BnB, only this time he uses his DP. If you have the meter to burn, it makes for a flashier combo, but doesn't deal as much damage as 6BB on top of being harder to land.
j.B > 6AA / 4B > FDC 623A Easy All Use this combo only for Lenny. 6BB will whiff against Lenny in juggle combos unless Wang goes right into 6BB after hitting a grounded Lenny with 6AA.


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