Jackie Chan in Fists of Fire/Yeung

From Mizuumi Wiki
Jump to navigation Jump to search


Waaaaaahhhh!

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.


Normals


Standing Normals

5LP
JCFoF Yeung 5LP.png
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
JCFoF Yeung Close 5HP 1.png
JCFoF Yeung Close 5HP 2.png
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
JCFoF Yeung Far 5HP.png
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
JCFoF Yeung Close 5LK.png
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
  • Proximity range: ≤ 73
far.5LK
JCFoF Yeung Far 5LK.png
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
JCFoF Yeung 5HK.png
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
JCFoF Yeung 2LP.png
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
JCFoF Yeung 2HP.png
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
JCFoF Yeung 2LK.png
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
JCFoF Yeung 2HK.png
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
JCFoF Yeung 8LP.png
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
JCFoF Yeung 8HP.png
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
JCFoF Yeung 9LK.png
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
JCFoF Yeung 8LK.png
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
JCFoF Yeung 8HK.png
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)
JCFoF Yeung 82HK.png
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
JCFoF Yeung 6HP.png
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
JCFoF Yeung 6HK 1.png
JCFoF Yeung 6HK 2.png
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
JCFoF Yeung Throw.png
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
JCFoF Yeung 63214P 1.png
JCFoF Yeung 63214P Mashed.png
JCFoF Yeung 63214P 2.png
JCFoF Yeung 63214P Mashed 2.png
JCFoF Yeung 63214P 3.png
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
JCFoF Yeung 236P.png
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
JCFoF Yeung 41236K.png
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
JCFoF Yeung Super 1.png
JCFoF Yeung Super 2.png
JCFoF Yeung Super 3.png
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

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
JCFoF Yeung GetupLK 1.png
JCFoF Yeung GetupLK 2.png
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
JCFoF Yeung GetupHK.png
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
JCFoF Yeung PursuitA 1.png
JCFoF Yeung PursuitA 2.png
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
JCFoF Yeung PursuitC 1.png
JCFoF Yeung PursuitC 2.png
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

JCFoF Yeung AutoN 2.png
> 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 - -
  • Same animation as cl.5HP
JCFoF Yeung AutoN 3.png
> 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
JCFoF Yeung AutoN 4.png
> 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

JCFoF Yeung AutoS 2.png
> 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
JCFoF Yeung AutoS 3.png
> 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
JCFoF Yeung AutoS 4 Both.png
> 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
JCFoF Yeung Hitstun 26.png
JCFoF Yeung Hitstun 27.png
JCFoF Yeung Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF Yeung Hitstun 29.png
JCFoF Yeung Hitstun 30.png
JCFoF Yeung Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Yeung Blockstun Stand.png
JCFoF Yeung Blockstun Crouch.png
JCFoF Yeung OTG.png

"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

LP/HP Green/Green
LK/HK Red/Blue

Boss Version Colors

Shadow Yeung P1 - Pink/Green
Shadow Yeung P2 - Gray/Blue

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF Yeung Taunt.png
JCFoF Yeung Win.png
JCFoF Yeung Draw.png
Charge Perfect Loss (KO)
JCFoF Yeung Charge.png
JCFoF Yeung Perfect.png
JCFoF Yeung LossKO.png


Stages

JCFoF YeungStage1L.png JCFoF YeungStage1R.png
JCFoF YeungStage2L.png JCFoF YeungStage2R.png
JCFoF YeungStage3L.png JCFoF YeungStage3R.png
JCFoF YeungStage4L.png JCFoF YeungStage4R.png

Broken Pillar Variants

JCFoF YeungStage1LBroken.png JCFoF YeungStage2LBroken.png
JCFoF YeungStage3LBroken.png JCFoF YeungStage4LBroken.png

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




General
FAQ
Controls
HUD
System (Basic)
System (Advanced)
Strategy
Glossary
Community
Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion