Jackie Chan in Fists of Fire/Yeung/Strategy

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JCFoF Yeung Win.png


General Strategy

Yeung is the game's primary zoner. She can keep the opponent away with far reaching moves like 2LP, 2HP, far.5HP, 6HP, 63214LP, and 236LP. Her movement is fairly average, but she is capable of dashing in for a 2LK or throw mixup after locking the opponent down with her ranged tools. Note that Yeung's forward throw is risky to attempt due to its overlap with her 6HP command normal -- if the throw whiffs, 6HP is very slow and will pass completely through a close range opponent. Back throw attempts are safer, since cl.5HP and far.5HP are substantially less risky.

236LP (Crow Shot) can be a frustrating move for the opponent to deal with, as it hits overhead and is plus on block. It doesn't hit at close range, however, so the opponent may try to force their way in with dashes while stopping to block high. To catch stand blocking opponents, Yeung can poke with 2HP or 2HK. Unfortunately, most of Yeung's moves other than 236LP are at a frame disadvantage, allowing the opponent to close the distance. In a game where many characters can kill in one or two openings, this is a huge disadvantage, so Yeung players should try not to rely too heavily these moves.

Yeung has a fatal flaw that makes her very difficult to play at a competitive level -- when knocked down, she can be re-juggled after an OTG, usually leading to an infinite combo. Because of this skewed risk vs. reward, Yeung has to play nearly perfectly each round to win in most matchups. In order to avoid giving up free infinites, Yeung players must be able to mash quickly to wake up before the opponent can land an OTG (depending on which move caused the knockdown). Whenever possible, resetting to neutral is a better option than engaging in a close range scramble. If Yeung becomes cornered, her defensive options become much more limited, so it's important to try to push the opponent back instead. Even if Yeung eats some counterhits in the process, this is preferable to letting the opponent get close.

Boss Version legality -- unless otherwise specified, Shadow Yeung is usually tournament legal. She gains a lot from the extra juggle, but must fully optimize her combos to get a stun. Additionally, the Yeung OTG infinite more than balances out the buff she gets from her boss version.

Anti-Airs
AA Description
5HK Fairly reliable with 9 active frames
  • No extended vertical hurtbox
  • Not cancellable, and too much pushback for a strong midscreen juggle
41236K
(Swallow Kick)
Fast, but hitbox doesn't match animation
  • HK version hits higher, but harder to juggle afterward
63214P
(Crane Wings)
Amazing vertical hitbox, but slow
far.5LK Essentially a weaker version of 5HK
6HK Early active frames have a strong vertical hitbox
  • Forward movement can also let Yeung dodge jump-in
far.5HP No extended hurtbox, so it can work at long range
j.LP Long range air-to-air
  • No chain afterward, and causes Yeung to corner herself
Reversals
Reversal Description
41236K
(Swallow Kick)
Fast and airborne, but not invincible
  • Risky because opponent can use OTG infinite off a punish
Super Invincible, but usually a poor option
  • First hit whiffs on most opponents unless they are standing at point blank
  • Can work if the opponent was attempting a throw or overhead
  • 2nd hit easily interrupted if the 1st hit whiffs
  • Safe if the opponent blocks 2nd hit



Yeung vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 63214LP will punish at any range if Lau doesn't cancel it (and is safe at farther ranges)

- At closer ranges, can 41236LK or dash 2LK, but harder to gauge the distance

236LK
(LK Dragon Kick)
- Throw (if done at close range)

- Yeung has decent throw range so it has a good chance to reach
- It can be difficult to time the punish properly, and Lau can DP or Super missed punish attempts. May be safer to backdash after blocking.

236HK
(HK Dragon Kick)
- Full combo punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P
(Rising Dragon)
- Full combo punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super
(close range)
- Block, then dash up into full BnB combo

- 41236HK during Super freeze can dodge, beat, or favorably trade with Super at some ranges
- Far 5HP > 6HK sets up 6HK loops if blocked at point blank

Super
(short-mid range)
- 63214LP can punish if slightly too far for dash up 2LK

- 236HP at some spacings can safely hop over the projectile

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • 4f gap between the 2 hits that can be interrupted with 41236LK, Throw, or Super
  • -7 on block, so 41236K is an easy punish
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Recovers crouching, so don't dash up into 5HK or cl.5HP
  • Yeung's 6HK can hop over Lau's Getup HK
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x7

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
forward j.2HK x6 > j.HK > j.HP (stun)
  • Must be close to corner and standing
2LK x3 xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236HK (stun)
  • Shadow Yeung only, works on standing or crouching
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
Lau's KD Yeung's Escape
HP Throw Can mash out midscreen
  • Due to Backturn, Lau has to get very close for OTG Infinite
  • May be difficult if Yeung has high KD Timer
HK Throw Can mash out midscreen
  • Due to Backturn, Lau has to get very close for OTG Infinite
236P Midscreen, fast mashing may escape
  • Inescapable if KD Timer is high
623P Usually inescapable, especially in juggles
  • If it only hits once grounded, fast mashing may escape
Super Inescapable
Getup LK Inescapable
Getup HK No OTG is possible, unless only the 2nd hit connects

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. Lau
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK x3 > 2LP > 2HP > 6HK (+4)
2LK x5-6 > far.5HP > 6HK (+4)
2LK x3-4 > 2LP > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK x3 > 2LP > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x5 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
2LK x2 > 2HP > 6HK
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
  • Easiest, most consistent route
2LK x6 > far.5HP > 6HK (+4)
  • 2LKs must be chained as quickly as possible (difficult)


Strategy

Lau is most likely Yeung's hardest matchup. His OTG infinite is extremely easy to perform anywhere on the screen and he has many ways to safely fish for knockdowns, so getting hit once is usually the end of the round. Yeung must aggressively keep him zoned out while being careful not to get clipped by a random 236P. When Lau has Super, it becomes even more difficult because he can randomly (and safely) throw it out from midscreen; even if blocked, Lau can dash up behind the fireball to force a mixup. Your only real hope is to get the kill before he builds a full bar.

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

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

Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 36:38 to 1:00:15


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung Matchup (Mirror)

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - If well spaced, no punish

- From close range, 41236LK can reach

6HK - 41236LK reliably punishes a blocked overhead

- Throw can punish on hit unless very well spaced
- Throw towards the corner for an easier OTG infinite

63214LP
(LP Crane Wings)
- Can punish with your own 63214LP on block, unless at max range

- From close range, dash up 2LK combo or 41236LK can punish

63214HP
(HP Crane Wings)
- Can always punish with 63214HP on hit or block, creating an endless loop of punishing each other

- From close range, dash up 2LK combo or 41236LK can punish

41236K
(Swallow Kick)
- Dash up and punish with anything that knocks down, then use the OTG infinite

- LK version has surprisingly little recovery, so don't worry about getting an optimal starter

Super - The initial flip kick can't hit Yeung unless you stick a button into it

- Wait for her to flip, then use 41236K to hit her as she dashes forward (and kill with OTG infinite)
- If you block the dash-in part of the move, it is completely safe

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, so don't use cl.5HP or 5HK in punishes
Getup HK
(block)
Must be blocked low
  • -7 on block, but a lot of pushback
OTG Infinite
Combo
2LK, dash 2LK > cl.5HP xx 41236LK, repeat
  • Dash only needed midscreen
  • In the corner, walk out after each 41236LK to maintain positioning
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x6

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x3 xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236HK (stun)
  • Shadow Yeung only, works on standing or crouching
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
Yeung's KD Yeung's Escape
Throw Inescapable
41236K Inescapable
Super Inescapable
Getup LK Inescapable
Getup HK No OTG is possible

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.

6HK Overhead Loop Setups
vs. Yeung
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LK, link 2LK > far.5HP > 6HK (+4)
2LK x3 > 2LP > far.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > 2HP > 6HK
Starters:
2LK > slight delay 2LK > 2HP > 6HK (+4)
  • 2LKs are still chained, but not at fastest speed
2LK x4 > 2HP > 6HK (+3)
  • Can be +4 if you delay 6HK
  • Due to OTG Infinite, +3 into 41236LK is good enough

Infinite Loops:
2LK x2 > 2HP > delay 6HK
  • Without the delay, can't maintain +4 Adv.
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
  • Easiest, most consistent route
2LK x6 > far.5HP > 6HK (+4)
  • 2LKs must be chained as quickly as possible (difficult)
  • It's possible to use 2LK x5 with slower chains, but inconsistent


Strategy

Like many characters, Yeung has an easy OTG infinite on herself if she can score a knockdown, which incentivizes a more offensive style. But because it's hard for her to score a knockdown at longer ranges, playing a more defensive zoning style can make it hard for Yeung to approach. Both playstyles are valid in the mirror match, as the risk generally matches the reward.

Yeung's 6HK is easily punishable by 41236LK if blocked, so it's not recommended to use it for mixups; stick with 236LP to hit crouch blocking opponents safely. Because Yeung has a mediocre dash and slow jump, it's hard for her to counter Crow Shot the way other characters do (by dashing through it or hitting with an air-to-air). At some spacings it is possible for 41236HK to punish the startup of Crow Shot, but this is hard to do on reaction.

Yeung's longest ranged attack, 63214HP, is essentially useless in the mirror match unless you have a significant life lead because the move punishes itself on hit or block. This leads to an infinite series of attacks punishing each other until one character dies or stops trying to punish. Instead, normals like far.5HP and 6HP are better suited for keepaway.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- 41236LK reversal (easy to time and very consistent)

- If you can throw Thorsten into the corner, do this for an even more damaging juggle

46HK
(HK Jackknife Storm)
- Punishable with a full BnB combo

- Might fly over your head if you are crouching, making it harder to punish

28K
(Gatling Kick)
- Both versions punishable with a full 2LK combo

- Only has 3 landing frames, so timing is strict
- Punishing with raw 41236LK is more reliable, but it's important to maximize punishes in this matchup
- Note that 28LK whiffs extremely quickly, so be careful about trying to punish or he might just use another 28LK

16P
(Slash Sword)
- Both versions can be punished with a dash up combo

- If you aren't confident in the timing, 6HP or 2HK should reach

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

- May need to use a predictive backdash first depending on range

Super - Can react to super freeze with 41236LK to win or score a good trade

- If you can survive the chip, better to block and punish with a strong combo as soon as he lands
- Super only has 13 landing frames, so be ready to punish immediately
- 5HK > cl.5HP is a good punish starter

Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x6

(Assumes point blank start + fastest possible chain timing)

Wakeup Mashing to Escape OTG
Thorsten's KD Yeung's Escape
Throw Inescapable
46K Fast mashing may escape, but difficult
  • Sideswitch 46HK can be difficult for Thorsten to follow up
28K Inescapable
Super Inescapable
Getup LK Inescapable
Getup HK No OTG is possible

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with 2HK > HK or 3LP > 6HP
    • Thorsten can punish these if too close; 2LP xx 236LP can be used for safety
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
Safe (-2) on block
  • Both hits must be blocked low, and are a true blockstring
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button


6HK Overhead Loop Setups
vs. Thorsten
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x2 > 2LP > 2HP > 6HK (+4)
2LK x4 > 2HP > 6HK (+4)
  • Shadow Yeung can kill from just this starter:
41236LK, dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > 5LK xx 41236HK (stun)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x5 > far.5HP > 6HK (+4)
  • Shadow Yeung TOD route:
41236LK, dash 2LK > 5LK > 41236HK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
2LK x4 > 2HP > 6HK (+4)
  • Shadow Yeung TOD route:
41236LK, dash 2LK > 5LK xx 41236HK,
dash 2LK > cl.5HP xx mash 63214LP (stun)
  • 63214HP won't stun
  • Alternatively, end with 2LK > 5LK > 5LP > 41236HK (much harder, juggle as late as possible)

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK > 2LP x2 > far.5HP > 6HK (+4)


Strategy

Thorsten is a bit slow and his specials are easily punished by Yeung, so at first it seems like an okay matchup. However, Thorsten is great at landing stray hits that can lead to an OTG infinite anywhere on the screen. His LK Gatling Kick (upkick) has extremely fast startup and little whiff recovery, so he can throw it out during blockstrings. This forces Yeung to be more cautious with her button presses, making it easier for Thorsten to get in. Gatling Kick can also punish Yeung's 6HK overhead, and if Thorsten reacts to a Crow Shot while dashing, he can use it to anti-air as well.

Some of Yeung's farther ranged buttons become much risker when Thorsten has Super, as he can more easily punish slow attacks on block or whiff. Many Thorsten players like to charge meter while running away with teleports, but you can predictively backdash and punish him when he reappears if you're ready for it.

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

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - If it connects from too close, 41236LK is a reliable reversal punish on hit or block

- If you're not sure, you can try to confirm with a couple 2LKs, but this makes it harder to hit the punish timing
- Throw can also punish if done too close (connecting approximately before the apex of his hop)

Light Normal > 6HK chain - Super fully punishes the gap on hit or block

- It's not a bad idea to mash Super if Drunk starts to hit you with close range light normals, as he is very likely to chain to 6HK
- Difficult to use this on reaction

236P
(Jug Throw)
- 236LP can hop over the jug on reaction, while hitting Jackie if close enough

- Yeung can also dash in and throw, but her dash speed is not always fast enough to make it through
- 41236K can work if close enough, but it's more difficult and is basically guaranteed death if it misses

Blockstring into
236P Jug Throw
- 41236LK can be done on reaction to punish any normal cancelled into Jug

- If you block a 2HP or 2HK, be ready to react to a jug
- Can also use 236P but this is less rewarding

621P
(Drunk Dragon)
- Both versions can be punished by reversal 41236LK on hit or block

- It is possible to dash up for a stronger punish, but it's much more difficult to time, so go for consistency
- vs. LP Drunk Dragon: 2HP > 6HK is +3, can link into 41236LK for good damage
- vs. HP Drunk Dragon: far.5HP > delay 6HK is +3 (must delay until the final 3 possible frames)

236K
(Tricky Kick)
- Full combo punishable if blocked
28P
(JackieCopter)
- Both strengths are extremely punishable

- Wait until Drunk fully lands to get a better punish

Super - The most punishable move in the game by far; only has 10 landing frames, so be ready with a point blank 2LK combo starter

- The proximity guard of this move can prevent you from walking to position yourself for a punish
- Dash away from Jackie, then walk/dash forward as he descends

Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 2HP > 2HK while his far.5HP whiffs
  • The 2HK is -5 but safe due to range
  • Always option select a punish in case the infinite drops
  • It's hard to get stronger punishes without standing into the far.5HP blockstun
Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
  • Shadow Yeung only, must be Standing
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + forward j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, 2LK combo or reversal 41236LK are easy punishes
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • It's hard for Yeung to get close enough for a knockdown punish, but ranged pokes or Crane Wings can work
  • Meaty 236LP can work if well-spaced, but will lose/trade from closer
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • It's hard for Yeung to get close enough for a knockdown punish, but ranged pokes or Crane Wings can work
  • Meaty ranged 236LP can stuff it, but the 2nd hit can reach Yeung if mistimed
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Too much pushback for any useful punish
Wakeup Mashing to Escape OTG
Drunk's KD Yeung's Escape
Throw Can usually mash out midscreen
  • In the corner, very fast mashing can escape if Drunk doesn't time OTG properly
28P Inescapable
236K Inescapable
Super Inescapable
  • If deep in the corner, Super sends Yeung back midscreen
  • Drunk can still OTG, but fast mash could potentially escape
Getup LK
(Roll/Neutral)
Inescapable
Getup HK Inescapable

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.

Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x3 > cl.5HP
Crouching 2LK x7

(Assumes point blank start + fastest possible chain timing)

6HK Overhead Loop Setups
vs. Drunk Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+3)

Infinite Loops:
2LK x2 > 2HP > delay 6HK
Starters:
2LK x5 > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x5-6 > far.5HP > 6HK (+4)
  • This one also works with slowed down 2LK x3

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x5 > 2LP > far.5HP > 6HK (+4)
2LP x4 > far.5HP > 6HK (+3)
2LK, link 2LP x2 > 2HP > 6HK (+3)


Strategy

Although Drunk Jackie is usually considered the best character, he doesn't dominate Yeung as easily as one might expect. Drunk's easy OTG infinite only works in the corner, and he isn't great at converting into a knockdown from longer ranges. His throws also have very little knockdown time, so a fast mashing Yeung may be able to wake up before being hit OTG in the first place. He does have a midscreen OTG infinite route, but it's much harder and few players use it.

Drunk's neutral is still incredibly threatening, even compared to Yeung. Once he starts locking Yeung down with far.5LK and Jugs, he can work his way in where his mixups really shine. On reaction to a jug throw, Yeung's 236LP Crow Shot will usually dodge the blast radius, and will hit Drunk if he is in range. Unfortunately it is hard to deal with both his far.5LK and jug throw simultaneously; you generally need far ranged buttons like 5HP or 6HP to stuff his far LK, which are much more risky. If you are careless with Crow Shot, you may trade and land into a Jug; if this happens, there's a chance Drunk can dash up and convert this into a juggle with massive damage and corner carry.

If Drunk frequently uses blockstrings into Jug Throw, Yeung can interrupt this with LK Swallow Kick. Similarly, his blockstring into 6HK overhead can be interrupted with Super. Both are a little hard to do on reaction, but possible with practice.

Counterpokes: Buffering 2LP into 63214LP is effective at stopping Drunk from approaching with far.5HK, since it will hit him out of the air for a juggle. Unlike heavy normals, it also recovers fast enough to block a jug, which is important because it only takes a few counterhit jugs to lose a round.

Matchup Video Examples
Spabobin vs. RCF 09-09-2021 - 0:00 to 27:20


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Can punish at any range with 63214LP

- If close, can duck the 2nd hit and punish with 41236LK
- Don't start with 2LK, or pushback can make combo whiff

236HK
(HK Crush Kick)
- 41236LK can punish except at max range

- Difficult to distinguish between LK/HK Crush Kick; only do this if you are 100% sure which one he used
- Easiest to determine if he does it raw in neutral, as the HK version travels farther

41236P
(Tiger Fist)
- If blocked at point blank, far.5HP > Delay 6HK is +4 for 6HK loops

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

Super - On block, the same punishes as Tiger Fist

- You can also 41236LK on reaction to the super freeze (fairly reliable)

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, it's very difficult to dash in for a punish
    • 2HK might reach after a very early backdash
Getup LK
(block)
-5 on stand block
  • 41236K can punish consistently, but you should always try to crouch under it
Getup HK
(whiff)
2 hits, easy to whiff punish after 2nd hit
  • Simple punish like 2HK > HK or 2LP > 6HP is most consistent
  • Recovers crouching, so don't use any high normals
  • 6HK can hop over the first sweep and punish
    • This hits meaty enough for a link into 41236LK
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Simple 2LP starter is most consistent punish
  • 41236K can reach, but it's hard to react to the situation while inputting it fast enough. If you try buffering the move just in case, you risk getting hit low on the 2nd hit.
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x5

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
forward j.2HK x6 > j.HK > j.HP (stun)
  • Must be close to corner and standing
2LK x3 > cl.5HP xx 41236LK,
dash 2LK > 5LK xx 41236HK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
  • Shadow Yeung only, must be Standing
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
Dragonball's KD Yeung's Escape
Throw Inescapable
63214K
(Command Throw)
Inescapable
41236P Inescapable
  • Unless opponent has poor movement
Super Inescapable
  • Unless opponent has poor movement
Getup LK Inescapable
Getup HK No OTG is possible

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. Dragonball Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK > 2LP x2 > cl.5HP (1 hit) > 6HK (+4)
2LP x3 > cl.5HP (1 hit) > 6HK (+4)
2LK, link 2LP > cl.5HP (1 hit) > 6HK (+3)
2LK > slight delay 2LP > 2HP > 6HK (+3-4)
  • Very difficult to get the exact spacing

Infinite Loops:
2LK x2 > Delay 2HP > 6HK
  • Only +3 if you don't delay properly
Can still link 41236LK for stun combos
Starters:
2LK x3 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x4 > 2HP > slight delay 6HK (+3-+4)
  • Against crouch blocking DB Jackie, there is no 100% consistent setup
  • Far 5HP doesn't work properly due to proximity, and 2HP routes don't give great results without a manual delay
  • You can also try something like slowed-down 2LK x3 for example


Strategy

Regular Dragonball Jackie has no OTG infinite against Yeung, while Hyper Dragonball has one that's impractically difficult. He can still set up a strong reset after an OTG, so knockdowns are still dangerous. This is one of Yeung's more even matchups due to her strong neutral and the ability to survive occasional mistakes. Dragonball Jackie still probably has the edge due to his superior movement, but individual player skill will far outweigh the character matchup this time.

Learn to differentiate between LK and HK Crush Kick, as Yeung can use her LK Swallow Kick to punish the HK version. By taking away that neutral option, he has to get closer to start his offense, which gives Yeung more chances to score stray hits. There are several options to punish Tiger Fist, all with their own drawbacks, but it's important to have something to dissuade the opponent from constantly throwing it out in neutral. When Dragonball has Super available, it's best not to hit any defensive buttons after blocking a special move, as blocked special > Super is a common tactic at all levels of play.

It is very risky for Yeung to use 6HK overhead, as Command Throw can punish it both on hit or block if they are aware. The animation is fast enough that an opponent may miss the punish timing, but it's probably safer to stick with LP Crow Shot.

Dragonball Jackie is one of the easier characters to juggle with Pogo loops in the corner, and a stun is possible even without using Shadow Yeung.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2HK will punish if not perfectly spaced

- Reversal 63214LP will punish even at max range
- If Admiral chains into 2HP, it is likely that attempting to use 63214LP will make you stand block it, making it unpunishable

41236P
(Dragon Palm)
- Reversal 41236LK will punish both strengths

- Dash up Throw or 2LK combo starter can also reliably punish

623K
(Double Dutch)
- Punishable with a full BnB combo

- HK Double Dutch often flies over the opponent's head, so be ready to reverse directions
- Also, LK Double Dutch can whiff really quickly in neutral, so don't risk a punish attempt if you weren't ready for the whiff

Super - Reversal 63214LP or 2HK

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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Recommend a simple Dash + ranged 2LP conversion
    • With good timing, you can get a more optimal close range combo
  • Well-spaced meaty 236LP can stuff Getup LK, but not worth the risk of losing/trading
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Punishable by 41236K if stand blocked
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Dash + full 2LK combo
  • Recovers crouching, so don't use high attacks in punishes
  • 6HK will hop over for a punish (+1 on hit)
Getup HK
(block)
-11, must be blocked low
  • Punishable by 41236LK at nearly all ranges due to its foward movement
  • If unsure, simple 2LP chain starter will easily punish
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x3 > cl.5HP
Crouching 2LK x5

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
  • Shadow Yeung only, must be Standing
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
Admiral's KD Yeung's Escape
Throw Inescapable
623K Inescapable
41623P Inescapable if comboed into, but may mash out if done raw
  • Can be difficult for Admiral to quickly find the necessary 2HK spacing for midscreen infinite
Super Inescapable
  • Can be difficult for Admiral to quickly find the necessary 2HK spacing for midscreen infinite
Getup LK Inescapable
  • Can be difficult for Admiral to quickly find the necessary 2HK spacing for midscreen infinite
Getup HK No OTG is possible

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. Admiral Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x3 > 2HP > 6HK (+4)
2LK > 2LP > 2HP > 6HK (+4)
2LK x2 > 2LP > cl.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x5 > far.5HP > 6HK (+4)
2LK, link 2LK > 2HP > 6HK (+4)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • After this, 41236LK is most consistent
  • 2LK x3 > far.5HP > 6HK can loop, but hit too close/far
Starters:
2LK x2 > 2LP x2 > far5HP > 6HK (+3-4)
  • Delay 6HK to make it +4
2LK x2, link 2LP > 2HP > 6HK (+3)


Strategy

Admiral Jackie is a nightmare matchup for Yeung, possibly only behind Lau. His speed and long range light normals force Yeung to retreat often, until she has nowhere left to back up. Getting hit once by Admiral's throw or Double Dutch is almost always the end of the round, as he gets enough corner carry to use his fairly easy OTG infinite. He also has a midscreen version of the OTG infinite that he can do after Dragon Palm or Super, but it's more difficult and rarely attempted.

LP Crow Shot is usually one of Yeung's most important tools in any matchup, but Admiral can uppercut it on reaction if he started to dash preemptively. It's still important to use this move, but it has to be done more thoughtfully. Some Admiral players will whiff his LK uppercut in neutral hoping to catch an extended hurtbox, so it's important to be ready for anything. The move whiffs quickly so if you aren't close enough for a full punish, something quick like 2LP > 6HP can suffice.

Admiral's awkward juggle hurtbox can make it hard to maximize damage off Swallow Kick or Throw, especially in the corner. Practice your combo routes against Admiral specifically to avoid drops. Also be aware that you can use 63214LP Crane Wings to punish Admiral's usually-safe Super. Many Admirals like to use this for free chip, so it's a good punish to have in your back pocket.

Matchup Video Examples
Spabobin vs. RCF 02-13-2022 - 1:11:48 to 1:17:30


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- HP version can always be punished with a full j.HK > j.HP punish

- LP version can be jump punished if blocked from further out, as more hits will whiff
- If 236LP is blocked from close range, wait for the hands to stop and punish with a quick dash up 2LK combo
- Alternatively, you can just Super as soon as you're out of blockstun and it should punish before Sam's followup hits
- After blocking either version, you can stand just out of range, then microwalk + Far 5HP > 6HK to set up 6HK loops

236P whiffed
(Thousand Spears)
- On whiff, the followup doesn't come out, making it harder to punish

- You can still dash up 2LK punish, but this is difficult to time
- Ranged 2HP > 2HK punish is safer, and can easily be started after you see the attack finish

214K
(Divekick)
- Dash up 2LK into a combo can punish, but difficulty depends on how high the divekick connects
  • Higher = more unsafe

- Short dash + far.5HP > 6HK into 6HK loops is fairly consistent

  • Requires manual timing/spacing to set up

- 2HK, 6HK, and reversal 63214LP are all reliable, but weak punishes
- Blockstun is deceptively long, so time the dash later than you would expect

Super - Punish with a full BnB combo when he lands

- The 5th and 6th hits are overheads, so block these high
- If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 41236K can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Recovery is fast, so backdashing makes it hard to punish afterward
  • The final recovery frames are standing, but it's hard for Yeung to take advantage of this
  • 6HK can hop over for a punish, and link into 41236LK
Getup HK
(block)
-12 on block, hits low
  • 2HK punishes at far range, 41236K works at closer range
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x5 > cl.5HP
Crouching 2LK x5

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
dash 2LK > 5LK xx 41236HK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
  • Shadow Yeung only, must be Standing
2LK x2 > cl.5HP xx 41236LK,
dash 2LK > cl.5HP (2 hits) > 5HK,
forward j.2HK x2 > j.HK > j.HP (stun)
  • Shadow Yeung only, must reach the corner for final juggle
  • Delay the first j.2HK as late as possible
  • If crouching, use 2LK x4 instead
Wakeup Mashing to Escape OTG
Sam's KD Yeung's Escape
HP Throw Inescapable
HK Throw Can mash out midscreen
  • If Sam has perfect movement or your KD Timer is high, he may be able to OTG
236K (3rd Rekka) KD0, so Yeung wakes up immediately
236P If comboed into, usually inescapable
  • If done raw midscreen, fast mashing can escape
214K Inescapable
Super Inescapable
Getup LK Inescapable
Getup HK Inescapable

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. Sam
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LP x3 > 2HP > 6HK (+4)
2LK x5 > cl.5HP > 6HK (+4)
2LK x6 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
  • Other sequences can work, but move slightly closer each time:
2LK x2 > far.5HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x3 > 2HP > 6HK (+3)
2LK > 2LP > 2HP > 6HK (+3-4)
  • This route is inconsistent; if you hit 2LP as fast as possible, it can be too close, but too slow will make 6HK whiff

Infinite Loops:
2LK x2 > 2HP > 6HK
  • It's hard for to set up a +4 6HK situation on Sam, but if you can manage it then this loops
Starters:
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)
  • From this 6HK, you can link into 2LK > 2HP > 6HK (+3), then 41236LK
  • The usual crouching infinite route with 2LK x2 whiffs here
2LK x5 > 2HP > 6HK (+4)


Strategy

It is imperative not to let Sam land a hard knockdown, as his OTG infinite is easy anywhere on the screen. Throw, Thousand Spears, Divekick, and Super are his troublesome knockdowns; Rekka knockdowns don't allow him enough time to OTG. If you do block his Rekkas, there is a good chance Sam will stop after the 2nd hit and dash in for a mixup; it's a good idea to start backdashing just in case.

Be careful about whiffing slow buttons, as a random divekick could come out of nowhere. If Sam has meter, be sure that you are only pressuring with low hitting normals (which dodge the Super's first hit), or airborne moves like 236LP (which won't juggle properly, allowing for a punish).

This just leaves Thousand Spears and Throw. Sam is fast, but not very threatening at Yeung's strongest ranges; it shouldn't be too hard to keep him away if you play safely and check his approach with light normals. It's hard for Sam to combo into Thousand Spear if he doesn't start his offense from point blank, so it's okay to mash defensively even if you get hit several times. Against a good defense, Sam has to rely mostly on Dash + 5LP for his offense, which can often be interrupted by LK Swallow Kick if he is to predictable.

Matchup Video Examples
Funkdoc vs Spabobin 04-05-2022 - 0:00 to 10:51
Spabobin vs RCF 10-23-2021 - 0:00 to 19:50


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Only punishable by 41236LK if done at close range

- 236LP can be used in neutral to make 2HK whiff, which is a difficult option for Kim to deal with

6HK - Reversal 41236LK will punish any blocked overhead

- Can also throw punish if it recovers close enough (on hit or block)

236P
(Running Lariat)
- Stay crouched, then use 2LK to start a combo right as she gets near you

- If you don't hit her during the approach, she can run past you, making the punish difficult

28P
(I Want You!)
- Dash up into a full BnB punish
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x6

(Assumes point blank start + fastest possible chain timing)

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2LP x2 xx 63214LP if you manage to make her whiff nearby
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Touch of Death Combos
Combo
2LK x3 > cl.5HP xx 41236LK,
forward j.2HK x6 > j.HK > j.HP (stun)
  • Must be close to corner and standing
  • 1 frame timing on the 2nd j.2HK
2LK x3 > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
  • Shadow Yeung only, must be Standing
2LK > cl.5HP xx 41236LK,
dash 2LK > 5LK,
dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
Kim-Maree's KD Yeung's Escape
HK Throw Inescapable if Kim throws toward her nearest corner
Crouch HP Throw Can mash out
  • If Kim's back is near the corner, have to mash quickly to escape
Air Throw Can mash to escape if midscreen
236K (Command Throw) Can usually escape midscreen, at worst taking one OTG hit
  • Switches sides, so no followup unless Kim was cornered
28P Can easily mash to escape midscreen
236P Can usually escape, at worst taking one OTG hit
  • If Kim was cornered, she can get full OTG infinite
Super Can easily mash to escape
  • If Kim was cornered, she can OTG
Getup LK
(Throw)
Inescapable
Getup HK OTG is inescapable, but midscreen this usually won't lead to anything

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. Kim-Maree
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LP x3 > far.5HP > 6HK (+4)
2LK > 2LP x2 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
Starters:
2LK > delay 2LK > 2HP > 6HK (+3-4)
  • The delay to get +4 is very precise
  • Safer to assume it will be +3 and link into 41236LK
2LK x2 > 2LP > 2HP > 6HK (+3)
2LP > slight delay 2LP > 2HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK x3 > far.5HP > 6HK (+4)
Then 2LK x2 > 2HP > 6HK is +3, continue with 41236LK
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)


Strategy

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

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

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Yeung vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - 63214LP punishes on block

- This move whiffs on crouchers, so it's harder to react with a whiff punish if you didn't stand block first

2HK - 63214LP can punish, but it's possible for Lion to space it safely, in which case you will be punished for trying this

- If 2HK is very poorly spaced, you can punish with 41236LK instead

far.5HK - 63214LP punishes reliably on block (hard to do on reaction)
646LP
(LP Lion Crusher)
- Punish with full 2LK combo

- Can reversal 41236LK if you're not confident in the timing

646HP
(HP Lion Crusher)
- If used from close range and Lion doesn't corner himself, not punishable

- If used from mid-long range, 6HP or 2HK may be able to reach it
- If your back is closer to the corner or he recovers near you, punish with a full 2LK combo

Normal xx 236LP
(Lion Bomb)
- One of Lion's most important tools -- reversal 41236HK beats it fairly consistently

- Dash up Throw or 2LK combo are stronger options, if you make a good prediction
- 236LP/HP or 6HK can also work while avoiding the bomb, but these are unrewarding

Teleport - Dash in the predicted direction, then 2HK or far.5HP
Super - 41236LK can hit him out of the transformation, ending it immediately

- This can also hit Chibi-Lion out of his 2 special moves while transformed

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
Getup HK
(whiff)
Can backdash to bait, then Dash + 2LK punish starter
  • Recovers crouching, so don't use high normals in punish
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low
  • 41236LK can punish at a surprisingly long range
Max Hitconfirm into 41236LK
Opponent Longest Possible Confirm
Standing 2LK x4 > cl.5HP
Crouching 2LK x7

(Assumes point blank start + fastest possible chain timing)

Touch of Death Combos
Combo
2LK x4 > cl.5HP xx 41236LK,
forward j.2HK x8 > j.LK > j.HK > j.HP (stun)
  • Must be close to corner and standing
  • 1 frame timing on first j.2HK pogo
2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
forward j.2HK x5 > j.LK > j.HK > j.HP (stun)
  • Shadow Yeung only, must end up near the corner
  • If crouching, start with 2LK x4 instead
Wakeup Mashing to Escape OTG
M. Lion's KD Yeung's Escape
Stand Throw Inescapable
Crouch Throw Inescapable
646P
(Mashed)
Inescapable
Getup LK Inescapable
Getup HK No OTG is possible

Check the Advanced System page for info about how the Knockdown Timer affects wakeup speed. The more hits Yeung takes before knockdown, the harder it is to mash out before she is hit OTG.


6HK Overhead Loop Setups
vs. M. Lion
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x6 > 2HP > 6HK (+3)
  • Shadow Yeung can kill from just this starter:
41236LK, dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > cl.5HP xx 41236LK (stun)
2LK > slight delay 2LK > 2LP > 2HP (+3-4)
2LK x3, link 2LK > far.5HP > 6HK (+3)
2LP x4 > far.5HP > 6HK (+3)
2LK > 2LP x3 > far.5HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • After 2nd loop, becomes +3; use 41236LK at that point
Starters:
2LK x6 > far.5HP > 6HK (+4)
2LK x3-4 > 2LP > far.5HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • If you repeat this again, the next loop is only +3
  • 2LK x3 > far.5HP > 6HK will be +4 when used here, but generally unnecessary (just 41236K instead)
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
2LK > slight delay 2LK > 2LP > far.5HP > 6HK (+4)


Strategy

Lion is one of the few characters who can threaten at longer ranges, so Yeung has to adjust her usual gameplan a bit. Using slow mid-range normals is dangerous, as a Lion Bomb can hit Yeung out of her recovery even if she connects. On reaction to a bomb, Yeung can hop over it with Crow Shot to try and punish it. If she lands into a bomb explosion, however, there's a chance Lion could dash up and get a juggle into air reset. If he ticks into bomb from his normals, a reversal HK Swallow Kick will punish during the gap, and usually moves forward far enough to avoid the explosion. It takes a lot of concentration to consistently react to this though, during which time Lion could dash up and throw instead, so this is often used more as a risky prediction.

While Lion does have an OTG infinite, it's very awkward to land and it drains the clock rather than killing Yeung most of the time. If you get a large enough life lead, he will have to go for a reset after an OTG instead. One of M. Lion's strongest tactics is his corner throw loop, which works because the backturned state prevents you from backdashing. Your reversal LK Swallow Kick will beat this clean if he attempts a second throw, although a meaty 2LK will stuff your reversal and likely lead to a stun.

After landing a knockdown, it's generally not worth pressuring on Lion's wakeup due to his strong Getup LK. Backdashing to bait and punish is a strong tactic if they insist on using it, but the risk of getting hit by it is just too great for Yeung since Lion can OTG her afterwards.

vs. Chibi Lion:
Yeung can reaction punish Lion's Super transformation from around 1/2 screen with her mashed Crane Wings attack. After a successful activation, this is also her primary means of keeping Chibi-Lion at bay, as it will hit him out of an airborne Drone Assist call while also doing slight chip damage to him on the ground. Other than that, the only moves that connect on crouching Chibi-Lion are 2LK and 2HK; even your 6K overhead whiffs right over him. The dash-in portion of Yeung's Super can also hit him, but his Self-Destruct will beat it clean. If he gets a successful Drone Assist called, don't use any slow special moves or you might get hit during recovery. Simply backdash to reset the situation, and remember that the Drones hit overhead.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 36:43 to 1:02:57
Funkdoc vs Spabobin 04-05-2022 - 10:58 to 34:25
Spabobin vs RCF 04-04-2022 - 0:00 to 1:07:29; 1:12:38 to 1:39:00


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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Lau
Yeung
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Drunken Fist Jackie
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Mysterious Lion