Jackie Chan in Fists of Fire/Yeung/Strategy
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.
AA | Description |
---|---|
5HK | Fairly reliable with 9 active frames
|
41236K (Swallow Kick) |
Fast, but hitbox doesn't match animation
|
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
|
far.5HP | No extended hurtbox, so it can work at long range |
j.LP | Long range air-to-air
|
Reversal | Description |
---|---|
41236K (Swallow Kick) |
Fast and airborne, but not invincible
|
Super | Invincible, but usually a poor option
|
Yeung vs. Lau Matchup
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 |
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 |
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 |
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
Only 1st hit is overhead, so you can stand block for a short time then crouch
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
Both hits are mid (despite sweep animation)
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x7 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, forward j.2HK x6 > j.HK > j.HP (stun)
|
2LK x3 xx 41236LK, dash 2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236HK (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
Lau's KD | Yeung's Escape |
---|---|
HP Throw | Can mash out midscreen
|
HK Throw | Can mash out midscreen
|
236P | Midscreen, fast mashing may escape
|
623P | Usually inescapable, especially in juggles
|
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 |
|
|
|
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)
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 |
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) |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Hits overhead, 0 on block (no punish)
|
Getup HK (whiff) |
Bait with backdash, whiff punish
|
Getup HK (block) |
Must be blocked low
|
Combo |
---|
2LK, dash 2LK > cl.5HP xx 41236LK, repeat
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x6 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x3 xx 41236LK, dash 2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236HK (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
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 |
|
|
|
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
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 |
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 |
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x6 |
(Assumes point blank start + fastest possible chain timing)
Thorsten's KD | Yeung's Escape |
---|---|
Throw | Inescapable |
46K | Fast mashing may escape, but difficult
|
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.
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
1st hit is an overhead; safe on block if both hits connect
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
Safe (-2) on block
|
6HK Overhead Loop Setups | ||
---|---|---|
vs. Thorsten | ||
Standing Hit | Crouching Hit | Crouch Block |
|
|
|
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
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 |
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 |
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 |
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 |
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 |
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 |
Dropped Butt Infinite (whiffs far.5HP) |
- Hold down back, 2HP > 2HK while his far.5HP whiffs
|
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx mash 63214HP (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + forward j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
Scenario | Punish |
---|---|
Neutral Getup LK (whiff) |
If you backdash, Drunk will recover near you for an easy punish
|
Neutral Getup LK (block) |
-10 on block, 2LK combo or reversal 41236LK are easy punishes
|
Roll + Getup LK (whiff) |
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
|
Roll + Getup LK (block) |
-2 on block, completely safe |
Getup HK (whiff) |
Can backdash to make it whiff, but remember there are 2 hits
|
Getup HK (block) |
+1 on block, but -10 if 2nd hit whiffs at longer range
|
Drunk's KD | Yeung's Escape |
---|---|
Throw | Can usually mash out midscreen
|
28P | Inescapable |
236K | Inescapable |
Super | Inescapable
|
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.
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 |
|
|
|
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
Opponent's Move | Punish |
---|---|
6HP | - Can punish at any range with 63214LP
- If close, can duck the 2nd hit and punish with 41236LK |
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 |
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 |
Super | - On block, the same punishes as Tiger Fist
- You can also 41236LK on reaction to the super freeze (fairly reliable) |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
2 hits, easy to whiff punish after 2nd hit
|
Getup HK (block) |
-2 on block, both hits are low and a true blockstring
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x5 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, forward j.2HK x6 > j.HK > j.HP (stun)
|
2LK x3 > cl.5HP xx 41236LK, dash 2LK > 5LK xx 41236HK, dash 2LK > cl.5HP xx mash 63214HP (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
Dragonball's KD | Yeung's Escape |
---|---|
Throw | Inescapable |
63214K (Command Throw) |
Inescapable |
41236P | 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. Dragonball Jackie | ||
Standing Hit | Crouching Hit | Crouch Block |
|
|
|
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
Opponent's Move | Punish |
---|---|
2HK | - 2HK will punish if not perfectly spaced
- Reversal 63214LP will punish even at max range |
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 |
Super | - Reversal 63214LP or 2HK
- 63214HP works too, but only do this if necessary to kill since it is very unsafe |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Long 30f recovery, so you can backdash to bait and punish
|
Getup LK (block) |
-7 on block; 2 hits, only 1st is overhead
|
Getup HK (whiff) |
Long 34f recovery, so you can backdash to bait and punish
|
Getup HK (block) |
-11, must be blocked low
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x3 > cl.5HP |
Crouching | 2LK x5 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx mash 63214HP (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
Admiral's KD | Yeung's Escape |
---|---|
Throw | Inescapable |
623K | Inescapable |
41623P | Inescapable if comboed into, but may mash out if done raw
|
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. Admiral Jackie | ||
Standing Hit | Crouching Hit | Crouch Block |
|
|
|
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
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 |
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 |
214K (Divekick) |
- Dash up 2LK into a combo can punish, but difficulty depends on how high the divekick connects
- Short dash + far.5HP > 6HK into 6HK loops is fairly consistent
- 2HK, 6HK, and reversal 63214LP are all reliable, but weak punishes |
Super | - Punish with a full BnB combo when he lands
- The 5th and 6th hits are overheads, so block these high |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
Range is very short, so you can bait this without moving
|
Getup HK (block) |
-12 on block, hits low
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x5 > cl.5HP |
Crouching | 2LK x5 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, dash 2LK > 5LK xx 41236HK, dash 2LK > cl.5HP xx mash 63214HP (stun)
|
2LK x2 > cl.5HP xx 41236LK, dash 2LK > cl.5HP (2 hits) > 5HK, forward j.2HK x2 > j.HK > j.HP (stun)
|
Sam's KD | Yeung's Escape |
---|---|
HP Throw | Inescapable |
HK Throw | Can mash out midscreen
|
236K (3rd Rekka) | KD0, so Yeung wakes up immediately |
236P | If comboed into, usually inescapable
|
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 |
|
|
|
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
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 |
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x6 |
(Assumes point blank start + fastest possible chain timing)
Scenario | Punish |
---|---|
Getup LK (whiff) |
You will get thrown if you stand (unless too far out of throw range)
|
Getup LK (block) |
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
|
Getup HK (whiff) |
The long animation and active frame window makes it hard to backdash this
|
Getup HK (block) |
+6 on block overhead, completely safe
|
Combo |
---|
2LK x3 > cl.5HP xx 41236LK, forward j.2HK x6 > j.HK > j.HP (stun)
|
2LK x3 > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx mash 63214HP (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > 5LK, dash + neutral j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
Kim-Maree's KD | Yeung's Escape |
---|---|
HK Throw | Inescapable if Kim throws toward her nearest corner |
Crouch HP Throw | Can mash out
|
Air Throw | Can mash to escape if midscreen |
236K (Command Throw) | Can usually escape midscreen, at worst taking one OTG hit
|
28P | Can easily mash to escape midscreen |
236P | Can usually escape, at worst taking one OTG hit
|
Super | Can easily mash to escape
|
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 |
|
|
|
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
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 |
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 |
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 |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Backdash to bait and punish
|
Getup LK (block) |
-6 on block, hits overhead
|
Getup HK (whiff) |
Can backdash to bait, then Dash + 2LK punish starter
|
Getup HK (block) |
-3 on block, hits low
|
Opponent | Longest Possible Confirm |
---|---|
Standing | 2LK x4 > cl.5HP |
Crouching | 2LK x7 |
(Assumes point blank start + fastest possible chain timing)
Combo |
---|
2LK x4 > cl.5HP xx 41236LK, forward j.2HK x8 > j.LK > j.HK > j.HP (stun)
|
2LK > cl.5HP xx 41236LK, dash 2LK > cl.5HP xx 41236LK, forward j.2HK x5 > j.LK > j.HK > j.HP (stun)
|
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 |
|
|
|
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