Super Street Fighter IV AE/Yang

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Moves

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 20 50 20 ch/sp/su 4 2 6 +4 +8
Close MP HL 55 100 40 sp/su 5 2 12 +4 +6
Close HP HL 70*50 100*50 60*20 sp/su 6 1*3 17 -5 +2 Seiei Enbu damage 40*65
Close LK HL 30 50 20 sp/su 3 2 8 +1 +4
Close MK HL 50 100 40 SJ 7 4 12 -2 - Floats opponent, 7f~ jump cancellable
Close HK HL 110 200 60 - 10 4 18 -8 -4
Far LP HL 20 50 20 ch/sp/su 4 2 6 +4 +8
Far MP HL 55 100 40 - 6 2 13 -1 +2 Can juggle
Far HP HL 100 200 60 - 9 4 19 -4 +1
Far LK HL 30 50 20 sp/su 3 2 8 +1 +4
Far MK HL 70 100 40 - 7 3 10 -1 +1
Far HK HL 110 200 60 - 10 4 18 -8 -4
crouch LP HL 20 50 20 ch/sp/su 4 2 6 +3 +6
crouch MP L 80 100 40 - 5 2 10 -2 +2
crouch HP HL 75*50 125*75 60*20 - 9 3(3)2 14 -2 +1 [2nd Ground hit] forces stand / Seiei Enbu damage 60*40
crouch LK L 30 50 20 sp/su 3 2 8 +1 +4
crouch MK L 60 100 40 sp/su 6 2 14 -1 +1
crouch HK L 90 150 60 - 8 2 23 -7 - Untechable knockdown
Jump LP H 50 50 20 - 4 11 - - -
Jump MP H 80 100 40 - 4 7 - - -
Jump HP H 100 200 60 - 7 6 - - -
Jump LK H 40 50 20 - 4 8 - - -
Jump MK H 70 100 40 - 6 5 - - -
Jump HK H 100 200 60 - 5 6 - - -
Jump up HP H 100 200 60 - 8 7 - - -
Senpuukyaku (F+MK) H 80 100 40 - 20 4 13 -2 0 10~19f feet invincible, 8~23f airborne
Raigekishuu (DF+LK) HL 60 100 40 - 7 until ground After landing 4 - - Can juggle
Raigekishuu (DF+MK) HL 60 100 40 - 7 until ground After landing 4 - - Can juggle
Raigekishuu (DF+HK) HL 60 100 40 - 7 until ground After landing 4 - - Can juggle
close LK > MK HL 40 60 40 J 7 4 19 -5 +1 11f~ jump cancellable
close LP > MK > HK HL 87 100 40 - 5 3 17 -2 +2
MP > HP HL 50 50 20 - 10 4 19 -3 +1
MP > HP > B+HP HL 75 50 20 su 15 4 22 -8 - Floats opponent, (translate)
jump forward MK > DF+MK HL 90 150 60 - 4 until ground After landing 4 - -
Focus Attack LVL1 HL 60 100 20 - 21 2 34 -20 -20
Focus Attack LVL2 HL 80 150 40 - 17+12 2 34 -14 -
Focus Attack LVL3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.9 120 100 40 - 3 2 20 - -
Back Throw 0.9 130 120 40 - 3 2 20 - -
Tourou Zan LP HL 30 50 10/20 su 8 2 22 -2 +1 19f~ cancellable into next attack
Tourou Zan LP (2 hit) HL 40 50 10/20 su 8 2 25 -5 -1 19f~ cancellable into next attack
Tourou Zan LP (3 hit) HL 75 80 10/20 su 8 2 29 -8 -
Tourou Zan MP HL 35 50 10/20 su 8 2 25 -4 -1 19f~ cancellable into next attack
Tourou Zan MP (2 hit) HL 50 50 10/20 su 8 2 28 -8 -4 19f~ cancellable into next attack
Tourou Zan MP (3 hit) HL 75 80 10/20 su 8 2 33 -12 -
Tourou Zan HP HL 40 50 10/20 su 8 2 30 -6 -3 19f~ cancellable into next attack
Tourou Zan HP (2 hit) HL 55 50 10/20 su 8 2 35 -10 -6 19f~ cancellable into next attack
Tourou Zan HP (3 hit) HL 80 80 10/20 su 8 2 35 -14 -
Tourou Zan EX HL 60 50 -250/0 su 7 1 18 -1 0 Can juggle, 15f~ cancellable into next attack
Tourou Zan EX (2 hit) HL 32 50 0 su 5 1 20 -3 -2 Can juggle, 13f~ cancellable into next attack
Tourou Zan EX (3 hit) HL 32 70 0 su 6 2 18 -8 -1 Can juggle, 15f~ cancellable into next attack
Tourou Zan EX (4 hit) HL 32 80 0 su 5 1 23 -11 -5 Can juggle, 13f~ cancellable into next attack
Tourou Zan EX (5 hit) HL 40 46 0 su 8 2 29 -13 - Can juggle
Kaihou LK - - - 0 - - - Total 27 - - 11~15f Invincible, 11~15f (translate)
Kaihou MK - - - 0 - - - Total 34 - - 13~19f Invincible, 13~19f (translate)
Kaihou HK - - - 0 - - - Total 42 - - 14~23f Invincible, 14~23f (translate)
Kaihou EX - - - -250/0 - - - Total 32 - - 1~13f strike and projectile invincible, 14~22f invincible, 14~22f (translate)
Byakko Soushouda LP - - - - - - - Total 24 - - 1~24f lower body strike and projectile invincible
Byakko Soushouda MP HL 120 150 20/60 su 16 13 11 -5 +2 Floats opponent, armor break, projectile hitbox
Byakko Soushouda HP HL 150 250 30/60 su 22 13 9 +2 - Floats opponent, armor break, projectile hitbox
Byakko Soushouda EX HL 150 250 0 su 25 13 13 -10 - 1~20f lowerbody strike and projectile invincible, floats opponent, armor break, projectile hitbox,
Senkyuutai LK HL 70*50 100*50 30/30*30 su 5 3*3 33+14 -29 - 1~5f invincible, 5f~ airborne, 6~10f immune to projectiles, can juggle
Senkyuutai MK HL 70*50 100*50 30/30*30 su 6~24 3*3 27+14 -24 - 1~[11~31f] projectile invincible, [6~24f]~ airborne, can juggle, (translate), (translate)
Senkyuutai HK HL 70*60 100*100 30/30*30 su 7~38 3*3 23+14 -21 - 1~[11~43f] projectile invincible, [7~38f]~ airborne, can juggle, (translate), (translate)
Senkyuutai EX HL 45*45*65 50*100*100 -250/0 su 4~31 1*1*2 27+17 -25 - 1~[11~34f] projectile invincible, [4~31f]~ airborne, can juggle, (translate), (translate)
Zenpou Tenshin 0.96 0 0 10/30 - 10 2 48 - +7 Forces stand
Zenpou Tenshin EX 1.19 0 0 -250/0 - 7 2 48 - +7 1~8f throw invincible, forces stand
Super Combo - - - -1000/0 - 1+0 430 7 - - 1~2f Invincible, (translate), (translate) follows 10f and 20f, (translate), (translate) damage 1/4, lasts 430 frames
Ultra Combo 1 HL 480 0 0/0 - 0+8 5 43 -28 - 1~9f Invincible, untechable knockdown, on hit goes into animation
Ultra Combo 2 HL 60*45x3*255[440] 0 0/0 - 0+4~32 2(2)5(7)3(7)3(9)3 37+20 -79 - 1~32f projectile invincible, untechable knockdown on [1st-5th air hit], can juggle, [1st ground hit] goes into animation
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: