Yang's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 6:12 p.m. PDT


Yang Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 20 50 20 C*Sp*Su 4 2 6 4 8
Close Medium Punch HL 55 100 40 Sp*Su 5 2 12 4 6
Close Hard Punch HL 70*50 100*50 60*20 Sp*Su 6 1*3 17 -5 2
Close Light Kick HL 30 50 20 Sp*Su 3 2 8 1 4
Close Medium Kick HL 50 100 40 SJ 7 4 12 -2 -
Close Hard Kick HL 110 200 60 - 10 4 18 -8 -4
Far Light Punch HL 20 50 20 C*Sp*Su 4 2 6 4 8
Far Medium Punch HL 55 100 40 - 6 2 13 -1 2
Far Hard Punch HL 100 200 60 - 9 4 19 -4 1
Far Light Kick HL 30 50 20 Sp*Su 3 2 8 1 4
Far Medium Kick HL 70 100 40 - 7 3 10 -1 1
Far Hard Kick HL 110 200 60 - 10 4 18 -8 -4
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 2 6 3 6
Crouch Medium Punch L 80 100 40 - 5 2 10 -2 2
Crouch Hard Punch HL 75*50 125*75 60*20 - 9 3(3)2 14 -2 1
Crouch Light Kick L 30 50 20 Sp*Su 3 2 8 1 4
Crouch Medium Kick L 60 100 40 Sp*Su 6 2 14 -1 1
Crouch Hard Kick L 90 150 60 - 8 2 23 -7 -
Jump Light Punch H 50 50 20 - 4 11 - - -
Jump Medium Punch H 80 100 40 - 4 7 - - -
Jump Hard Punch H 100 200 60 - 7 6 - - -
Jump Light Kick H 40 50 20 - 4 8 - - -
Jump Medium Kick H 70 100 40 - 6 5 - - -
Jump Hard Kick H 100 200 60 - 5 6 - - -
Jump Up Hard Punch H 100 200 60 - 8 7 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Forward + Medium Kick H 80 100 40 - 20 4 13 -2 0
DF+Light Kick(Air) HL 60 100 40 - 7 Until Grounded After grounded 4 - -
DF+Medium Kick(Air) HL 60 100 40 - 7 Until Grounded After grounded 4 - -
DF+Hard Kick(Air) HL 60 100 40 - 7 Until Grounded After grounded 4 - -
Close Low Kick - Medium Kick HL 40 60 40 J 7 4 19 -5 1
Close Low Kick - Medium Kick-Hard Kick HL 87 100 40 - 5 3 17 -2 2
Medium Punch - Hard Punch HL 50 50 20 - 10 4 19 -3 1
Medium Punch - Hard Punch - Back + Hard Punch HL 75 50 20 S 15 4 22 -8 -
Jump Foward Medium Kick-DF + Medium Kick HL 60 150 60 - 4 Until Grounded After grounded 4 - -
Focus Attack Level 1 HL 60 100 20 - 21 2 34 -20 -20
Focus Attack Level 2 HL 80 150 40 - 17+12 2 34 -14 -
Focus Attack Level 3 - 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 - -
Low Punch Mantis Slash HL 30 50 10/20 S 8 2 22 -2 1
Low Punch Mantis Slash (2 hit) HL 40 50 10/20 S 8 2 25 -5 -1
Low Punch Mantis Slash (3 hit) HL 75 80 10/20 S 8 2 29 -8 -
Medium Punch Mantis Slash HL 35 50 10/20 S 8 2 25 -4 -1
Medium Punch Mantis Slash (2 hit) HL 50 50 10/20 S 8 2 28 -8 -4
Medium Punch Mantis Slash (3 hit) HL 75 80 10/40 S 8 2 33 -12 -
Hard Punch Mantis Slash HL 40 50 10/20 S 8 2 30 -6 -3
Hard Punch Mantis Slash (2 hit) HL 55 50 10/20 S 8 2 35 -10 -6
Hard Punch Mantis Slash (3 hit) HL 80 80 10/40 S 8 2 35 -14 -
EX Mantis Slash HL 60 50 -250/0 S 7 1 18 -1 0
EX Mantis Slash (2 hit) HL 32 50 0 S 5 1 20 -3 -2
EX Mantis Slash (3 hit) HL 32 70 0 S 6 2 18 -8 -1
EX Mantis Slash (4 hit) HL 32 80 0 S 5 1 23 -11 -5
EX Mantis Slash (5 hit) HL 40 46 0 S 8 2 29 -13 -
Low Punch Command Dash - - - 0 - - - 27 - -
Medium Punch Command Dash - - - 0 - - - 34 - -
Hard Punch Command Dash - - - 0 - - - 42 - -
EX Command Dash - - - -250/0 - - - 32 - -
Low Punch Palm Strike - - - - - - - 24 - -
Medium Punch Palm Strike HL 120 150
S 16 13 11 -5 2
Hard Punch Palm Strike HL 150 250 20/60 S 22 13 9 2 -
EX Palm Strike HL 150 250 30/60 S 25 13 13 -10 -
Low Kick Roll Kick HL 70*50 100*50 0 S- 5 3*3 33+14 -29 -
Medium Kick Roll Kick HL 70*55 100*50 30/30*30 S- 6~24 3*3 37+14 -24 -
Hard Kick Roll Kick HL 70*60 100*100 30/30*30 S- 7~38 3*3 23+14 -21 -
EX Roll Kick HL 45*45*65 50*100*100 30/30*30 S*S- 4~31 1*1*2 27+17 -25 -
Flip Grab 0.96 0 0 -250/0 - 10 2 48 - 7
EX Flip Grab 1.19 0 0 -1000/0 - 7 2 48 - 7
Super - - - 0/0 - 1+0 430 7 - -
Ultra 1 HL 480 0 0/0 - 0+8 5 43 -28 -
Ultra 2 HL 60 * 45x3 * 255 [440] 0

0+4~32 2(2) 5(7) 3(7) 3(9) 3 37+20 -79 -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp.


Comments

Neros said on February 18, 2012 at 10:38 p.m.

this frame data hasn't been updated :/
...oh well, the most important changes regarding yang's frame data are:

-standing L kick now starts in 5 frames not 3 (sad face.)
-All dive kicks recover in 6 frames after landing, not 4.
-Palm strikes now have 9 active frames, not 13.
-All roll kicks now have 4 more recovery frames on block.

That's all i can remember for now, so please update. And btw, in the special moves section of frame data it says Light/Low punch command dash, Medium punch command dash and Hard punch command dash. Those are actually "kicks" not "punches".

#1
learis1 said on July 3, 2013 at 7:31 a.m.

Cmon Eventhubs, we need our updated frame data! My Yang is running around like a chicken with his head cut off!

#2


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