Intro
JP Name: ヤン
Yeung is a bōjutsu specialist played by Hong Kong actress Yeung Ching-Ching, who had many roles in martial arts films throughout the '80s and '90s.
Yeung uses her bo staff, which features disjointed hitboxes, to keep opponents at bay. She has average mobility and damage, but her incredibly light weight makes her susceptible to unique juggles and infinites. This forces her to play defensively in order to compete with the rest of the cast. When she does get in she can do significant damage with juggle combos, but her mixup opportunities afterward are relatively tame.
Strengths |
Weaknesses
|
- Best long-ranged normals in the game
- Has a safe overhead special that does strong chip damage
- Fast meterless (non-invincible) special, great for punishes and interrupting staggered pressure
- Shadow Yeung (when legal) can kill most characters in one touch
|
- Glitch on her knockdown gives most characters an OTG infinite on her, so she has to play perfectly
- Many of her options leave her at severe frame disadvantage, which is a nightmare due to the aforementioned glitch
- Arguably the worst super in the game
|
Character Stats
General Stats
Base Defense
|
Stun Defense
|
Throw Range
|
240 (Average)
|
10240 (Average)
|
64 (B+)
|
Wakeup Data
Neutral Rise
|
Forward Roll
|
Backward Roll
|
32f
|
47f
|
49f
|
Meter Data
Charge Rate
|
Charge Recovery
|
24.9% /sec
|
5f
|
Taunt Meter Drain
|
Taunt Duration
|
35.8%
|
97f
|
Movement Data
Weight
|
Prejump Frames
|
Jump Frames
|
Ultra-Light
|
3f
|
68f (Awful)
|
Backdash Duration
|
Backdash Distance
|
Back Walkspeed
|
20f (Average)
|
142 (Far)
|
Average
|
Forward Dash Speed
|
Forward Walkspeed
|
4.0 (B-)
|
Average
|
Frame Data Info (click to expand)
|
Startup
|
The number of frames it takes for a move to become active. If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
|
Active
|
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. Attacks with more active frames are more effective as pokes and anti-airs.
|
Recovery
|
The number of frames that a character cannot act after startup and active frames have passed. For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
|
Guard
|
The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked both standing and crouching. Low = Must be blocked crouching. Overhead = Must be blocked standing Throw = Cannot be blocked
|
Hit Adv
|
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. KD means the attack knocks down if it hits. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
|
Block Adv
|
The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
|
Damage
|
Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense.
|
Stun
|
Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun See Basic System page for details on stun.
|
Knockdown Timer
|
KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules). The higher a character's KD Timer value, the longer it takes to wake up after a knockdown. See "Damage" for more information on how to read the values. See Advanced System page for details on KD Timer.
|
Special Cancel
|
The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
|
Attribute
|
Self = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
- (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
|
Hitstun Type
|
Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
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Normals
Standing Normals
5LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
5
|
8
|
High
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
Y
|
-
|
Mid
|
- Start of Normal Autocombo (LP>LP>LP>LP)
|
|
cl.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
2(2)8
|
22
|
High / High
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14*10
|
1792*512
|
224*160
|
Y (1st Hit)
|
-
|
Mid / High
|
- 2 hits
- Important hitconfirm button against standing opponents, but proximity range can be finnicky
- Proximity range: ≤ 89
|
|
far.5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
11
|
22
|
Mid
|
-7
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
1280
|
320
|
N
|
KD0
|
High
|
- Somewhat useful as a confirmable poke (into 6HK or 2HK) that doesn't whiff on crouchers
- Proximity range: ≥ 90
|
|
cl.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
6
|
7
|
High
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
Y
|
-
|
High
|
|
|
far.5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
6
|
7
|
High
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
N
|
-
|
High
|
- Can work as an anti-air in a pinch, but less reliable than 5HK
- Proximity range: ≥ 74
|
|
5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
20
|
High
|
-3
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
N
|
-
|
High
|
- Not a proximity normal like most 5HKs
- Good anti-air hitbox with lots of active frames
|
|
Crouching Normals
2LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
5
|
9
|
Mid
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
512
|
96
|
Y
|
Self-chain
|
Mid
|
- More range than 2LK but slower to chain into itself, leading to more pushback if chaining multiple 2LPs
- Frame advantage when chained into whiffed 5LP: +0/-2
|
|
2HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
7
|
24
|
Low
|
-5
|
-8
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
N
|
OTG
|
Mid
|
- Good long range low poke, generally hard to punish due to pushback
|
|
2LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
6
|
6
|
Low
|
+7
|
+5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
4
|
512
|
64
|
Y
|
OTG, Self-chain
|
Mid
|
- Yeung's only good offensive button if she gets in close
- Frame advantage when chained into whiffed 5LP: +0/-2
|
|
2HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
9
|
23
|
Low
|
-6
|
-9
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
N
|
OTG, No-Chain
|
Mid
|
- Start of Special Autocombo (2HK>HK>HP>HP)
|
|
Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
-
|
No-Chain
|
High
|
- Will pass through opponents if done from close range
- Fairly useless due to the lack of chain followups and Yeung's slow jump; often punishable on hit
- Niche use as a reaction air-to-air against well-spaced neutral jumps, especially if it will KO
|
|
j.HP Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
-
|
Spike, Squish
|
Mid
|
- Best jumpin hitbox for beating anti-airs
|
|
j.LK Diagonal Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
-
|
High
|
- Lower hurtbox is retracted, so it can make some anti-airs whiff
|
|
nj.LK Neutral Neutral
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
-
|
High
|
- Has some utility in corner Pogo combos, and can air-to-air at ranges too close for 8LP
|
|
j.HK Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
-
|
Crossup
|
High
|
- Instant overhead if done within first 3 airborne frames
- OTG vs M. Lion
|
|
j.2HK (Pogo) Neutral/Diagonal Neutral/Diagonal
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
until landing
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
1024
|
256
|
-
|
Crossup, OTG
|
Mid
|
- Instant overhead if done within first 7 airborne frames
- Chains into itself infinitely as long as the hitbox connects with opponent
- After connecting with opponent, Yeung can use another air normal on the way down
- Allows for touch of death combos against Spiritual Kung-Fu Jackie, Lau, Kim-Maree, and M. Lion (see Combos section)
|
|
Command Normals
6HP Bo Thrust Bo Thrust
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
2
|
31
|
Mid
|
-7
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1536
|
384
|
-
|
-
|
Mid
|
- Will pass through opponent if too close
- When chaining into 6HP from a crouching LP or LK, input as 3LK/3LP to avoid special move overlap
|
|
6HK Universal Overhead Universal Overhead
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10/15/(17)
|
5*6
|
21
|
High / Overhead
|
-1
|
-4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*16
|
(512)*1024
|
(128)*256
|
-
|
KD0 (2nd hit), Airborne 8-20f
|
Mid
|
- Beats lows and throws from frame 8 onward
- Can hit twice against an airborne opponent (ex: Corner 41236+LK, juggle 2LK > cl.5HP > 6HK)
- First 5 active frames hit straight above her, making it an okay anti-air
- Startup against grounded opponent: 15f vs standing, 17f vs crouching
- Can whiff over a crouching opponent in some circumstances
|
|
Throws
HP Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
40
|
0
|
640
|
-
|
-
|
-
|
- Can juggle if at a specific distance from the corner
- Range: 64
|
|
Special Moves
Crane Wings (Pole Swing)
63214P
63214P Input Priority: above 236P and 41236K Input Priority: above 236P and 41236K
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6 / 9 (12)
|
2(1)1(2)3
|
36
|
High / High / Mid
|
-12
|
-16
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*12*18
|
1024x3
|
192x2*288
|
-
|
OTG, Mashable, KD0
|
-
|
- First hit connects behind Yeung only
- The first extra mashed hit does 8 dmg/512 stun/128 KD, only connects in a very close range juggle
- The second extra mashed hit does 8 dmg/512 stun/128 KD, generally won't hit a grounded opponent
- Whiffs on crouching opponents if done from close range
- KD0 property only on final hit of mashed version
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8 / 11 (15)
|
2(1)1(3)3
|
45
|
High / High / Mid
|
-22
|
-25
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14*14*22
|
512x2*1280
|
224x2*352
|
-
|
OTG, Mashable, KD0
|
-
|
- First hit connects behind Yeung only
- The first extra mashed hit does 8 dmg/512 stun/128 KD, only connects in a very close range juggle
- The second extra mashed hit does 8 dmg/512 stun/128 KD, will only connect at far range
- Whiffs on crouching opponents if done from close range
- KD0 property only on final hit of mashed version
|
|
Crow Shot (Jumping Pole)
236P
236P Input Priority: above 41236K, below 63214P Input Priority: above 41236K, below 63214P
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
23
|
2
|
11 + 8 land
|
Overhead
|
+5
|
+2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
2048
|
512
|
-
|
KD0, Airborne 4-35f
|
-
|
- Great neutral tool, leads to frame advantage and does good chip damage
- Against some characters, can lead to combos afterward in the corner
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
32
|
3
|
18 + 9 land
|
High
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
40
|
2560
|
640
|
-
|
KD0, Airborne 4-52f
|
-
|
- Whiffs vs standing Sam, Lau, and Yeung
- Jumps much higher than LP version, much harder to use it as a zoning tool
- If timed precisely, can be used to hop over Lau's Super in neutral
|
|
Swallow Kick (Flash Kick)
41236K
41236K Input Priority: below 63214P and 236P Input Priority: below 63214P and 236P
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
5
|
21 + 10 land
|
Mid
|
KD
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
1792
|
448
|
-
|
Airborne 3-28f
|
-
|
- Main juggle starter
- Not invincible, but fast enough to be useful as a reversal in many situations
- Despite its animation, it can lose or trade frequently as an anti-air
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
8
|
32 + 14 land
|
Mid
|
KD
|
-31
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
36
|
2304
|
576
|
-
|
Airborne 4-43f
|
-
|
- Better damage for a combo ender than LK version, but harder to get juggles when launching with this
- Despite its animation, it can lose or trade frequently as an anti-air
|
|
Super
Bo Assault
63214LP+HP
63214LP+HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1 + 10 (26)
|
3(13)38
|
24
|
High / Mid
|
KD
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16* 16*4x6* 8*10*12
|
1024* 3072
|
256* 256*64x6* 128*160*192
|
-
|
Invincible 1-12f, Airborne 1-21f, OTG*
|
-
|
- 20f super flash
- Chip Damage: ~3% for each hit (first hit is very unlikely to connect on block)
- First hit (the flip kick) will only connect from very close range against some standing opponents
- If the flip kick connects vs airborne, it won't continue into the followup animation
- The second hit can't be comboed into, making it very hard to land this move
- Only one hit will connect as OTG; very weak
- The rush forward doesn't count as a hit for damage scaling purposes
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|
Wakeup/Knockdown
Getup Attack Detailed Info (click to expand)
- Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
- The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
- After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6 (13)
|
4*7
|
16
|
High / Overhead
|
KD
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
(16)*8
|
(1024)*512
|
(256)*128
|
-
|
Invincible 1-9f, Airborne 1-16f
|
-
|
- Acts similar to her 6HK overhead, with the initial hitbox hitting straight above her. Leads to a juggle combo on hit.
- Because the invincibility only covers these vertical hitbox frames, many normals (like mid-hitting 2LPs) will beat it
- Most of the damage also occurs during the early active frames, so it does low damage if only the overhead portion connects
- Fast recovery for a Getup attack makes it more difficult to bait with a backdash (in addition to being safe on block)
- (13) = number of frames it takes to hit crouching opponent
|
|
Getup HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
30
|
Low
|
KD
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Invincible 1-9f, OTG
|
-
|
- Long range Getup low attack, unsafe but can be hard to punish due to pushback
- Hurtbox doesn't extend at all when attacking, but low active frames and high recovery makes it susceptible to backdash baits
- Recovers in a crouching state, so it must be punished with moves that work against crouchers
|
|
Pursuit Attack 8LP or 8HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
53
|
2
|
26
|
Overhead
|
[-48]
|
[-44]
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9 * (6 each)
|
768
|
-
|
-
|
OTG, Mashable
|
-
|
- Only usable on a knocked down opponent
- First hit does 9 damage, all mashed followups do 6 damage each
- Damage scales as though it is part of a combo (rather than OTG scaling)
- Auto-tracks to the opponent's position at the time the Pursuit Attack is input
- If the opponent recovers from knockdown before the Pursuit Attack connects:
-[Frame Advantage] on standing/crouching opponents
- Turns into a bird for some reason
|
|
Pursuit Counter Any 2 Buttons
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
0
|
256
|
-
|
-
|
-
|
- 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
- Yeung will take damage before the Counter happens, so it cannot save her from a KO
- Counter can only be performed while knocked down
-If Yeung wakes up before the Pursuit Attack connects, she cannot use Pursuit Counter against it
- Juggles the opponent incredibly high for a followup juggle
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
3
|
23
|
High
|
0
|
-3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
|
|
|
> LP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
2
|
27
|
Low
|
-3
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
1024
|
128
|
N
|
-
|
-
|
- Same animation as 2HP, and can hit OTG as well
|
|
|
> LP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
31
|
High
|
-7
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
1536
|
192
|
N
|
-
|
-
|
- Same animation as 6HP, can whiff even on hit if done too close to the opponent
|
|
Special Autocombo - 2HK > HK > HP > HP
|
> HK
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
4
|
25
|
Mid
|
-3
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
- Can be delayed to create a frame trap, same animation as 41236K
- Airborne 10-31f
|
|
|
> HP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
3
|
23
|
High
|
0
|
-3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
1280
|
160
|
N
|
-
|
-
|
- Doesn't combo, must input HP before the 2HK>HK active frames come out; unique animation
|
|
|
> HP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
25
|
1(1)3
|
38
|
High / Mid
|
KD
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*12
|
1024*1280
|
128*192
|
N
|
-
|
-
|
- Same animation as 63214P, and hits OTG as well.
- Strict timing to input this move on block
|
|
Hurtboxes/Hitstun
Standing (L High) |
Standing (H High) |
Crouching
|
|
|
|
Standing (L Mid) |
Standing (H Mid) |
Juggle State
|
|
|
|
Standing Blockstun |
Crouching Blockstun |
OTG State
|
|
|
|
"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt |
Win |
Time Loss/Draw
|
|
|
|
Charge |
Perfect |
Loss (KO)
|
|
|
|
Stages
Broken Pillar Variants
Trivia
- Yeung turns into a bird during her Pursuit attack, is surrounded by bird companions, has bird-themed attack names, and in Kung-Fu-Master a taunt finisher would turn her into a chicken. This theme may explain why she was made so light with a much more floaty jump than the rest of the cast.
- Yeung's Taunt shifts her hurtbox awkwardly far back; while not practical, this can be used to bait a response (such as a whiffed DP) and punish their recovery.
External Links