Samurai Shodown V Special/Liu Yunfei

From Mizuumi Wiki
Jump to navigation Jump to search
劉 雲飛, Liu Yunfei
Colors

Introduction

Kicked off from a Chinese wire-fu movie set for one too many lectures.

Yunfei's focus is on his really wild movement options. He's the only character in the game with airdashes, and they're all good. His actual attacks are average at best, although he has a solid ranged high/low mixup. His rage balance easily give him the strongest time slow and Issen in the game, which is to the benefit of his ability to make the opponent edgy. Playing him requires a lot of creativity and trickery, so if that's your bag he's the old dude for you.

His main weaknesses stem from his difficulty in dealing with wide area type moves, such as Genjuro's DP, being grounded due to fear of the opponent's time slow, and simply being outpaced in the damage war.

Strengths Weaknesses
  • Has a ridiculous amount of air control, between his airdashes, footstomp, and dive attacks.
  • Command grab is not only invincible to throws itself, but drains the opponent of his rage. Even drains rage explosion!
  • Charged wave is very, very scary.
  • Rage balance is heavily geared towards absurd meditation.
  • Sweet victory dance.
  • For all his movement he's still pretty easy to knock out out of the air.
  • The limitations on his airdashes prevent you from trying more elaborate tricks.
  • Has difficulty forcing damage.
  • Doesn't really get to rage much.

Data

  • Damage taken: 115%
  • Rage duration: 60 seconds
  • Amount to rage: 51
  • Walk speed: 416
  • Backwalk speed: 336
  • Dash speed: 1600
  • Jump duration: 44 frames
  • Width: 8
  • Throw range: 20

Normals

Slashes

Yunfei has no distinction between near and far slashes.

5A

5A
Samsho5sp Yunfei 5A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 1~11(11) Mid 12 3 14 -7 -7 -3 -

An inexplicably slow standing poke that is safer on block than on hit and can be ducked by most of the cast. Stick to 5B. Deflectable

5B

5B
Samsho5sp Yunfei 5B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
10 1~2 (2) Mid 9 4 18 -4 +4 -9 -

Mid-height slash. Lame range but starts up fast and has decent damage. Deflectable. Recoil Cancel on block.

5AB

Samsho5sp Yunfei 5AB 1.png
Samsho5sp Yunfei 5AB 2.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
10, 19 17~22 (6) Mid 17 3 49 -3 +17 -21 -

Startup and range are not so hot, but on hit it combos into both his WFT and his 236AB, making it a great choice for a punisher. Both hits are Unduckable. Deflectable

2A

2A
Samsho5sp Yunfei 2A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 1~4 (4) Low 13 3 9 -2 -2 -3 -

A low poke that starts really slow like 5A but recovers much quicker and is generally safer. Sometimes okay for spacing, but usually not the ideal move. At least you can't deflect it.

2B

5B
Samsho5sp Yunfei 2B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
11 1~9 (9) Mid 10 4 27 -3 +5 -9 -

Long range mid-height slash with a cool sword twirl at the end. It's Yunfei's longest reaching normal and very very useful, as it can act as a late anti-air for lousy jumps or stop hops from the distance. Even without the recoil cancel it's pretty safe on block, so spam away.

2AB

2AB
Samsho5sp Yunfei 2AB 1.png
Launches grounded opponents
Samsho5sp Yunfei 2AB 2.png
Launches grounded opponents
Samsho5sp Yunfei 2AB 3.png
Knocksdown airbone opponents
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
25 26~39 (14) Mid 17 11 23 KD KD -21 -

Slow startup and bad horizontal range, but launches the opponent for a juggle combo and hits surprisingly high up, making it a good choice for antiair or punishing. Will combo with j.236AB if it hits from the ground, otherwise combo with 8BC. Despite appearances, this does NOT have recoil cancel on block. Be careful. This is good to use just outside of block range, since it will catch any outstretched limbs and jumps, and on whiff you can cancel it into any air special for the mixup of your choice.

Overheads

5BC

5BC
Samsho5sp Yunfei 8AB and 5BC.png
It shares hitboxes with j.AB
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
16 4~19 (16) High 20 4 17 KD KD -15 -

A surprisingly long ranged overhead. Good as a surprise mixup with 6C, but it moves him forward far enough to where getting blocked means he's eating a punish. You can kara cancel this to potentially fake the overhead and go for something else or just get into the air in general.

U.5BC

u.5BC
Samsho5sp Yunfei U.5BC.png
For some reason, this move shakes the screen
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 5~20 (15) High 21 4 20 KD KD -18 -

A midrange overhead with a hilarious animation. Damage makes it not worth the effort unless you think you can get a knockdown from it.

Kicks

5C

5C
Samsho5sp Yunfei 5C 1.png
Samsho5sp Yunfei 5C 2.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - 4 18~26 (9) Mid 9 4 28 KD KD -19 -

The first kick sends the opponent flying into the air on hit, having them land some distance away for a reset. The second kick knocks down if they're still grounded, otherwise resets.

You're airborne and can cancel after the second hit, making this an ideal setup for airdash mixups. A basic example is to cancel this to j.236C to fly along with them so you land next to them for a throw or poke mixup. You don't have frame advantage here, so be careful.

6B

6C
Samsho5sp Yunfei 6C.png
Shares hitboxes with 2BC
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
6 1~4 (4) Low 13 4 11 KD KD -10 -

Startup isn't the best, but it hits low and surprisingly far. It combos into 8BC easily for good damage. The decent active frames let it serve as a pretty much safe meaty. Very useful move.

Mix it with his overhead for an easy high/low.

2C

Samsho5sp Yunfei 2C.png
2C
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
2 1~4 (4) - 14~19 (5) Low 6 8 5 -3 -3 -8 -

Low poke that comes out fast, has a lot of active frames, and recovers reasonably fast. It's pretty lame on block, unfortunately.

Since you can cancel the recovery, one trick you can do is 2C 623C. If you're still in range it's more or less a free command grab.

3C

3C
Samsho5sp Yunfei 3C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
6 1~9 (9) Low 10 13 9 KD KD -17 -

A short range kick with a lot of active frames that knocks down on hit. If this were cancelable it'd be good, but it's not.

Due to the sheer quantity of active frames it might be okay to use if you expect the opponent to dash into your foot, but most of the time it's just a waste of a kick.

Jumping

9A

j.A
Samsho5sp Yunfei 9A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 6~9 (4) High 6 4 4 - - - -
Slice that hits in an arc directly in front of Yunfei with a nice active period. This is actually very useful because it's his fastest air normal and hits further horizontally than j.B. The damage is okay for its speed. Since it's cancelable, you can use this to set up airdash mixups or runaway. A good way to use this is to simply whiff cancel this or j.B into an airdash, just in case the opponent runs into it trying to hit you. This usually winds up being safer than a raw airdash.

9B

j.B
Samsho5sp Yunfei 9B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
11 8~11 (4) High 8 4 3 - - - -
Slice that hits at a downwards angle. Just barely slower than j.A, and the same active period. The upper part of the attack doesn't hit the opponent, so be careful. Otherwise, since it's cancelable, this is at least as useful as j.A is, depending on the angle you come in at.

9AB

j.AB
Samsho5sp Yunfei 8AB and 5BC.png
Shares hitboxes with 5BC
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
25 - High 11 4 9 - - - -
Hits furthest of all his jumping attacks, covers a good area in front of him and below him later in the animation, comes out surprisingly fast, and the damage is high. This is a great all-purpose move but since it's not cancelable you have to have an idea what you're going to do if it doesn't work. Faster air-to-airs like Rimu j.AB still beat it clean unless used preemptively.

9C

9C
Samsho5sp Yunfei 9C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
6 12~20 (9) High 12 9 2 - - - -
Hits about as far as j.A does at a lower angle, for slightly less damage. This is deceptively slow, but the lack of hitstop allows you to surprise the opponent with a quick followup or airdash cancel.

Dashing

66A

66A
Samsho5sp Yunfei 66A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 1~5 (5) Mid 9 3 8 -1 -1 -28 -
Short ranged mid-height poke that is ridiculously disadvantageous on block. Not recommended.

66B

66B
Samsho5sp Yunfei 66B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 - Low 7 3 10 +2 +10 -21 -
Similar to 2A, a short ranged low poke. Surprisingly fast and plus on hit, but not at all safe on block.

66AB

66AB
Samsho5sp Yunfei 66AB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
14 1~3 (3) Mid 7 3 29 KD KD -27 -
Good range knockdown slash. Your most reliable combo after landing a deep j.AB, but ridiculously unsafe on block. A decent punisher if you can't get anything else. Also good for cross-under anti-air because of the autocorrect. This usually falls short on whiffs from really far away.

66C

66C
Samsho5sp Yunfei 66C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 4~24 (21) Mid 13 10 13 -19 -13 18 -
A flying kick that sends Yunfei airborne. This is cancelable so you can do any air move off of it, and since there's almost no hitstop you can setup all kind of mixups off of it.
Hella useful, but also hella unsafe if you don't already have a plan in mind.

Unarmed

u.5S

U.5S
Samsho5sp Yunfei U.5A.png
Same as U.66S
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 1~2 (2) Mid 5 14 6 -2 +6 -15 -
Finger of lameness. Low damage, hilariously bad range. At least it has a lot of active frames, in case they run into it or something.

U.2S

U.2S
Samsho5sp Yunfei U.2A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 1~4 (4) Low 5 4 3 +3 +3 -2 -
Now this is the true finger of death. The entire animation is 12 frames, so he can do this five times a second. It's safe on block and advantageous on hit, so spam away!

JU.5S

ju.S
Samsho5sp Yunfei U.9A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 9~14 (6) High 9 6 5 - - - -
Flying finger of lameness. Does less damage and has less range than j.C but has way more hitstop. Why would you ever use this?

U.66S

U.66A
Samsho5sp Yunfei U.5A.png
Same as U.5S
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 1~25 (25) Mid 5 14 6 KD KD -15 -
This is like u.5S, only good. Comes out fast, Yunfei keeps sliding for a bit, and all frames are cancelable, so if it doesn't work you're free to try something else!

Pursuits

2BC

2BC
Samsho5sp Yunfei 6C.png
Shares Hitboxes with 6C
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
8 1~4 (4) Mid 13 4 17 - - - -
Above average pursuit with above average range and damage. It is one of the few ground pursuits that also works from a 4CD throw in the corner, not limited only to 6CD corner throws.

8BC

8BC
Samsho5sp Yunfei 8BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
19 59~84 (26) Mid 39 10 45 - - - -
The proper combo finish when j.236AB will not connect from 2AB, and after hitting the charged wave.

System

2146D

Deflect
Samsho5sp Yunfei Deflect.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
Ordinary average range deflect.

Weapon Pick

Weapon Pickup
Samsho5sp Yunfei Weapon Pickup.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
Slightly above average speed here.

Taunt

Taunt
Samsho5sp Yunfei Taunt.png
*Yawn*
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- All Frames - - - - - - - -
All frames of this taunt are cancelable, which is kind of cool. This includes before the weapon is put down, so you can put flourishes on your specials if you feel like being silly.

Specials

236A-B

Ten'i Daihou
Samsho5sp Yunfei 236A-B.png
First Hitbox
Samsho5sp Yunfei 236A-B 2.png
Second Hitbox
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
6*3 - Mid 19 16 22 KD KD -12 -
Short range wave that knocks down. The startup is slow and it doesn't do much damage. Eats projectiles whole, but that doesn't accomplish a whole lot.
It's supposed to hit three times, but it'll only hit two at most because of how the attacks are spaced. On the other hand, that means a whole three pixels of chip, and that's worth something.
More or less safe on block at -12, at least. It's just not a very useful move.
Both versions share the same frame data and hitboxes.

236AB

Tensatsu Daisai
Samsho5sp Yunfei 236AB.png
The hitbox literally reaches the celling at max extend
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
1*7, 35 - Mid 19 32 6 KD KD -7 -
This move needs to be charged by landing 623C. You can only do it one time before you have to charge it again. The charge is only lost when the projectile itself comes out, if you're hit during the startup for whatever reason you'll keep it.
Long range wave that does absolutely ridiculous damage, hits/chips 8 times, and is very safe on block. However if any one part of it connects against an airborne enemy they'll just get knocked down and not take any more hits. This is a problem because only the last hit does actual damage.
The startup isn't too hot, but it combos from the first hit of 5AB easily enough. Another use is to confirm it off of opponent's whiffed attacks or predictable timings, since you can cancel into it from a backroll. The threat of being hit by this is huge, so as long as it's charged up you're at an advantage. Always remember, if you get the big knockdown you can combo into 8BC for even more hurt at pretty much any spacing.

623C

Tenkoku Houra
Samsho5sp Yunfei 623C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - Mid 10 2 25 - - - 1-11f
The startup is kind of slow at 10 frames, but it's invincible to being thrown, so you can use it pretty much freely on anyone that likes to mash out throw.
This drains all of the opponent's rage meter and charges up 236AB for use. As a side effect, it will drain away Rage Explosion completely. It will NOT drain time slow, but if you somehow hit with it they've basically lost it anyway.
Very useful move for grabbing momentum and cancelling from various grounded movement options, even if you don't need the charge.

Air Grab

Tensui Choukan
Samsho5sp Yunfei Air Throw.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
19 - - - - - - - - -
Airthrow. While it's not listed on the frame data, it does a fixed 19 damage.
As with all airthrows, you have to do it from slightly below the opponent.

J.236AB

Tenmou Konji
Samsho5sp Yunfei J.236AB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
19 - High 17 - - KD KD -21 -
A diving airdash. Hits overhead, good damage, knocks down, goes really far, but it's very leaves you wide open on block and startup before active frames is somewhat slowish.
Both Versions share the same frame data and Hitboxes
  • Tenmou Konji: Zenpo - j.236AB / j.214AB
Dives forward at a diagonal angle. Good in combination with jumps and feints to bait the opponent's movement and anti-airs out with, but don't throw it out carelessly.
  • Tenmou Konji: Konji - j.236CD / j.214CD
Dives backwards at a diagonal angle. Despite it looking like Yunfei has changed direction, he hasn't, so any hit the opponent does on you after blocking this will count as a backhit.
This has two uses. One is getting the hell out of a possibly nasty situation, and the other is surprising an opponent after crossing up behind them.
Since the startup is still not too quick, it's best to try and do this in a way that will bait the opponent out, but it's really not your best choice. Doing it off of a close range tk.236A can work, since you fly up behind them very quickly and can slap them in the back if they push any buttons or fail to react in time.
Either way, exercise caution.

5B

Tenki Shichiyou: Tsuki
Samsho5sp Yunfei 214A.png
Same than the Jumping version
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - 31 - - - - -
A forwards and up airdash from off the ground, that will cross through the opponent. Changes to normal fall at 31f.
This recovers pretty slow for an airdash, and if the opponent recognizes it they'll likely punish you for it. If you need to use this angle, tk.236A or tk.236C is probably a better choice. However, it is a grounded option, so it can be cancelled into from recoil animations, etc.

214B

Tenki Shichiyou: Hi
Samsho5sp Yunfei 214B.png
Same as the Jumping Version and 214D
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - 19 -- - - - -
A quick hop back and up. Changes to normal fall at 19f.
As the initial movement is really fast, you can use this like a dodge and punish on the way down if they fall for it.
It doesn't set up a particularly good angle to attack from, though you can use it to quickly get above projectiles for other airdashes.

J.214A

Tenki Shichiyou: Mizu
Samsho5sp Yunfei 214A.png
Same as the grounded versions
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - 46 - - - - -
Flies up and forwards, passing through the opponent, pauses momentarily, and then falls back and down. Cancelable on the way up, but not during the pause. Normal fall from 46f onwards.
The small cancel window before the pause means you can get out quickly if you realized you made a mistake. It also sets up a quick crossthrough for j.236CD.
The actual angle on the movement is great for setting up crossups or baiting out forwards DPs, since Yunfei moves forwards VERY quickly and then falls backwards more slowly.

J.214B

Tenki Shichiyou: Ki
Samsho5sp Yunfei 214B.png
Same as the grounded version and 214D
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - 33 - - - - -
Flies up and backwards, then falls diagonally forwards. Cancelable on the way up. Changes to normal fall at 33f.
Effectively a dodge, this can be used to bait out pretty much anything. The falling angle is great for setting up attacks on the way down.
Not very useful when tk'd, unfortunately. Don't use carelessly because used low it puts you in position to get smacked by any jumping attack.

J.214C

Tenki Shichiyou: Kon
Samsho5sp Yunfei 214C.png
Looks pretty much as a foward jump
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- All frames - - 20 - - - - -
Vaults forwards quickly, going through your opponent. Cancelable all throughout. Changes to a normal fall at 20f.
Learn the maximum range on this one, because you're going to be using it a lot to get in. When tk'd it will go over lows and send you at an ideal angle for landing deep hits or setting up more mixups, such as with nothing into throw or j.236A into footstomp.
Vaulting from long distance and canceling into a footstomp from far can be used to bait out DPs and other annoying countermeasures.
High in the air it's not as useful since the angle is really obvious, but it can be used as a good getaway if they're underneath you.

J.214D

Tenki Shichiyou: Do
Samsho5sp Yunfei 214B.png
Same as 214B
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- 1~40 (40) - - 40f - - - - -
Goes backwards and then up slightly. Cancelable on the way up. Changes to a normal fall at 40f.
Sloooooooow. Good escape, but not much of a bait. Cancel into footstomp if everything goes wrong.

J.AC

Tenki Shichiyou: Nichi
Samsho5sp Yunfei J.AC.png
aka: Footstomp
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
9 - High 10 - - - - - 1~10
Footstomp. While it doesn't hurt much, this is a great way of halting all air movement instantly. You can basically do this at any time during all airdashes, so abuse liberally. Just don't land in front of your opponent, because it has punishable landing recovery if he doesn't bounce off of them.
While on the way down it has some lower body invulnerability, which means from sufficient height it will actually beat out most of the game's DPs. Genjuro's in particular can't win.
Unfortunately, when you vault off from a block or hit you have no control temporarily. The direction you hold during it will state which direction you bounce off to, meaning you can do things like 66C j.236C j.AC(crossup) [4] j.AB (uncrossup as you come back down).
Be creative with this one!
Can bounce on some projectiles thanks to his Invulnerability on the Legs

236CD

Tenkai Unri
Samsho5sp Yunfei WFT.png
Last active hitbox
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
37 - Mid 16 38 33 KD KD -59 1-14
Odds are good that you will not ever be raged as Yunfei, so you probably won't be using this much. Combos from 5AB. The first hit is a catch that does no damage, so you'll lose your rage before going to the hit that does actual damage.
Part of the startup is invincible from the knees up, but since you lose it when the attack comes out you'll still get hit trying to use it on moves with long active frames, so be careful.
Starts up pretty fast against grounded opponents but takes awhile to hit people in the air. When it does, it does hit surprisingly high up. Yunfei himself is not invincible during the active frames, so it's not fantastic anti-air, but you can do it off of a backroll to gain more distance before it comes out. It also catches behind him, for all those hard reads on crossups
A decent threat against slow jumpers and anyone that doesn't have the good sense to block j.AB or stop dashing into Yunfei, but otherwise not too great. Looks really cool, though.
Invulnerable above the Knees
The hitbox follows the whirlwind.

Combos

Normal

  • 2AB ...
  • ... xx 8BC
Version that almost always works, regardless of where the other guy is. If done as a backhit, wait and do the 8BC after landing so it hits.
  • ... xx j.236AB 2BC
More damaging variant, but can only be done on characters on or near the ground, and not on backhit. You can 2BC when it's into the corner only.
  • 5AB ...
  • ... xx 236A 2BC
This actually does LESS damage than just letting 5AB finish, but it knocks down. On backhit, they're launched upwards so you can land an 8BC for extra damage.
  • ... xx 236AB 8BC
While it does need charge, this is the only way to combo into 236AB and it REALLY HURTS. This is by far Yunfei's strongest combo, but unfortunately it's really easy to explode out of.
  • ... xx 236CD
The only way to combo into your WFT, this does about 55% damage. Really nice.
If canceled immediately, the game will freeze for two seconds for no apparent reason.
  • 6C 8BC
Hits low, high range, solid damage, great mixup with 5BC or just to catch people who like to dash forwards a lot.
  • 5C(first hit only) j.236AB 2BC
Only works at the specific range where the first kick connects and the second does not. Decent midscreen poke punish. Can only 2BC in the corner.

Time slow

  • (vs air) j.AB j.AB j.AB ...
The usual when you can't cram an Issen in when they fall. With Yunfei you're almost always going to have enough charge to wait their fall out for the Issen.
  • 5C j.AB j.AB j.AB ...
Launches, can't be rage exploded. Timing on the followup can be a pain, but the range and speed is really nice. Great punish if you think they'll recover quickly.
  • 2AB j.AB j.AB j.AB ...
Launches, can't be rage exploded. Neutral jump after the 2AB and wait until you're coming down to hit with j.AB.
  • 2AB Issen
Launches, can't be rage exploded. You can cram in a second 2AB if you meditated enough. Useful!

Strategies

Airdashes

Once you're in the air, you can use any three airdashes, but not the same one twice, before landing. So you can do j.236A j.236B j.236C, but not j.236A j.236A, and not j.236A j.236B j.236C j.236D. Keep this in mind.
To get into the air, you can do one of the following:
  • 214A - This takes forever to cancel and puts you in a bad position. You probably don't want to use it.
  • 214B - Good way of baiting the opponent's forward movement. Treat it like a backroll for airdashes.
  • tk.236whatever (eg 2369C) - Lets you do an airdash directly off the ground. This is very useful for the C and A airdashes for advancing/mixing up the opponent. The D airdash is okay to escape with.
  • 2AB - Very powerful upwards slash that is safely cancelable on whiff. Use it just out of range of the opponent to catch them throwing out attacks or trying to jump.
  • 5C - Nice set of kicks that sends you a decent height into the air and launches nearby opponents. Great for setting up mixups with a j.236C followup. Note that landing from the airdash leaves you at frame disadvantage.
  • 66C - Low hitstun kick that's cancelable with air moves. Once again useful for setting up mixups.
  • 7 / 8 / 9 - Just jump. Neutral jump is as always a great way of confirming the opponent's movement.
  • 5BC kara cancel - Similar to doing a TK motion really. Faking the overhead might see some use.
  • Backdash - Cancel window is pretty tight, and you don't get to do much out of any airdashes from this.
Aside from the airdashes, you have three additional ways of controlling your movement in the air:
  • j.236AB - Diagonal dash slice forwards into the ground. In combination with other moves to confirm you can use this to hit people who carelessly use laggy moves around you. Optionally you can use this instead of landing from an airdash, if you're expecting them to mash on throw, because it will hit them out of it. Not safe on block and leaves you point blank, so be careful here.
  • j.236CD - Diagonal dash slice backwards into the ground. Great for escaping or crossup mixups. And not much else. If blocked you are in for a world of hurt since it gives the opponent a free backhit. Use with caution.
  • j.AC - Footstomp is the one you will probably want to be making the most use of, since it has the best opportunities for faking out the opponent and doing crossup shenanigans.
Above all, be creative with your movement. Your goal is to not be predictable and to get the opponent to want to try to smack you when you're not there.

Rage

Yunfei takes the longest time to rage, easily more than a round's worth of damage to get there. When he does finally rage, it lasts for a whopping 60 seconds, the longest in the game. This means you've got two basic routes for what you can do with the charge.
  • Max the concentration gauge.
This is your best bet for most matchups, since it allows you to get access to time slow very early. This forces the opponent into being defensive, since Yunfei has strong unburstable damage with his launcher normals, and if they've already exploded he has tricky airdash high/lows that cash out into Issen. Very useful in shutting down offensive or fidgety characters.
  • Max the rage meter.
Since the rage lasts a really long time it gives a substantial damage bonus to everything you do. You do have to be careful about the Kenki Gauge here, though, since it does still take time to recharge.
The WFT itself is not boosted by rage damage, so it's not something you'll want to use unless you think it will cinch the win for you. Even if you have the opportunity to land it, the extra rage time is usually better for you. Stick to 236AB.

High/low mixup

This is worth noting because of its sheer range. Yunfei can run this mixup on opponents at least a full character width away.
  • 6C 8BC - Hits low. Simple combo that confirms for you. Long range, comes out surprisingly fast for its range, recovers quickly. Can be used to stuff forward dashes and other things, generally really safe to use.
  • 5BC - Hits high. Long range overhead. Startup isn't so great, but it's difficult to see coming and beats out throw mash.

Damage and defense

Punishers:
  • 2AB xx j.236AB 2BC - If they're wide open for it, you know what to do.
  • 5AB xx 236AB 8BC - When you're charged up and they're open for it, this is the most damage you can get. To get the pursuit midscreen you have to run and follow their knockdown.
  • 5AB xx 236CD - This is actually not the best of ideas, because Yunfei is often better off just staying raged. Good finisher, though.
  • 6C 8BC - Reasonably fast, forces knockdown, isn't explodable.
  • 623C - Doesn't hurt, but draining rage and charging the big wave is always nice.
Antiair:
  • 2AB xx 8BC - Not good against characters with strong downwards swipes, but smacks them out of the air well.
  • Neutral jump j.AB - Always a good option.
  • 66AB - Cross under their jump and autocorrect to hit them from behind.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 5 12 3 29 1~11(11) - -7 -7 -3 Mid Weak attack, Deflectable(weak)
5B 10 9 4 31 1~2(2) 7~8(2) -4 +4 -9 Mid Medium attack, Deflectable(med)
5AB 10, 19 17 3 69 17~22(6) 15~16(2) / 19~22(3) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 13 3 25 1~4(4) - -2 -2 -3 Low Weak attack
2B 11 10 4 31 1~9(9) 6~9(4) -3 +5 -9 Mid Medium attack, Deflectable(med)
2AB 25 17 11 50 26~39(14) - KD KD -21 Mid Knockdown attack
5C 4, 4 9 4 42 18~26(9) - KD KD -19 Mid Weak attack Knockdown attack
6C 6 13 4 28 1~4(4) - KD KD -10 Low Knockdown attack
2C 2 6 8 19 1~5(5) / 14~19(6) - -3 -3 -8 Low Weak attack
3C 6 10 13 32 1~9(9) - KD KD -17 Low Knockdown attack
j.A 8 6 4 14 6~9(4) - -- -- -- High Weak attack, Deflectable(weak)
j.B 11 8 4 15 8~11(4) - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 11 4 24 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 6 12 9 23 12~20(9) - -- -- -- High Medium attack
ju.C 6 12 9 23 12~20(9) - -- -- -- High Medium attack
5BC 16 20 4 41 4~19(16) - KD KD -15 High Medium attack Knockdown attack
u.5BC 8 21 4 45 5~20(16) - KD KD -18 High Medium attack Knockdown attack
66A 8 9 3 20 1~5(5) 6~8(3) / 12~17(6) -1 -1 -28 Mid Weak attack, Deflectable(heavy)
66B 8 7 3 23 x - +2 +10 -21 Low Medium attack
66AB 14 7 3 39 1~3(3) 4~6(3) KD KD -27 Mid Knockdown attack
66C 8 13 10 36 4~24(21) - -19 -13 -18 Mid Weak attack
u.5S 4 5 14 25 1~2(2) - -2 +6 -15 Mid Medium attack
u.2S 4 5 4 12 1~4(4) - +3 +3 -2 Low Weak attack
ju.S 4 9 6 20 9~14(6) - -- -- -- High Medium attack
u.66S 4 5 14 25 1~25(25) - KD KD -15 Mid Knockdown attack
u.66C 8 13 10 36 4~24(21) - -19 -13 -18 Mid Weak attack
2BC 8 13 4 34 1~4(4) - -- -- -- Mid
u.2BC 8 13 4 34 1~4(4) - -- -- -- Mid
8BC 13 39 10 84 59~84(26) - -- -- -- Mid
u.8BC 13 39 10 84 59~84(26) - -- -- -- Mid
Tenkoku Houra - 623C 0 10 2 37 x - -- -- -- Mid 1-11f throw invincible
Ten'i Daihou - 236A / 236B 6x3 19 16 57 x - KD KD -12 Mid Knockdown attack
Tensatsu Daisai - 236AB 1x7, 35 19 32 57 x - KD KD -7 Mid Knockdown attack
Tenki Shichiyou: Nichi - j.AC 8 10 x x x - ?? ?? ?? High Medium attack
10f-hit below knees invincible
Tenmou Konji - j.236AB 18 17 x x x - KD KD -21 High Medium attack Knockdown attack
Tenkai Unri - 236CD 37 16 38 87 x - KD KD -59 Mid 1-14f above knees invincible
Samurai Shodown V Special
General

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves