Yamcha will perform a backhanded jab. (Startup: 7 frames, Advantage on Block: -3 frames)
700
All
—
—
Yamcha will swipe forward with his non-leading hand. (Advantage on Block: -4 frames)
1196
All
—
—
Yamcha will perform a handstand and perform a rapid series of kicks forward. (Advantage on Block: -5 frames)
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Yamcha will step forward and throw out a backhanded swing. (Startup: 18 frames, Advantage on Block: 0 frames)
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Yamcha will do a retreating backflip before rushing forward with a charging palm strike. (Startup: 31 frames, Advantage on Block: +4 frames).
Input
Damage
Guard
Start-Up
Advantage
600
All
—
—
Yamcha will jump backwards and fire a single ki blast. Holding down will cause him to jump before firing the blast. (Startup: 14 frames, Advantage on Block: 1 frame)
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
Yamcha will perform a backhanded jab at an upward angle. (Startup: 6 frames, Advantage on Block: -3 frames)
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Yamcha will perform a spinning sweep kick. It pulls foes slightly closer to him. (Startup: 10 frames, Advantage on Block: -5 frames)
Input
Damage
Guard
Start-Up
Advantage
1330
All
—
—
Yamcha will perform a quite impressive looking set of two high kicks. The first kick has invincibility to air-attacks. (Startup: 13 frames, Advantage on Block: -13 frames)
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Yamcha will perform a claw swipe downwards. (Startup: 24 frames, Advantage on Block: 0 frames)
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
Yamcha will perform a claw swipe downwards.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
Yamcha will lean back and perform a hook kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
Yamcha lets his body fly forward, kicking both feet forward, knocking the opponent away. This move has a respectable hitbox.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Yamcha will retreat backwards while firing a ki blast.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Yamcha will drop to the ground in a dive kick. This can be used to return to the ground faster. If blocked, cancel into Wolf Fang Fist to avoid being punished. Has some uses in more advanced combos.
Special Moves[]
Wolf Fang Fist (狼牙風風拳)
Input
Damage
Guard
Start-Up
Advantage
880
All
—
—
Yamcha will charge forward while unleashing a flurry of swiping claw attacks.
Reverse Wolf Fang Fist (裏狼牙風風拳)
Input
Damage
Guard
Start-Up
Advantage
1010
All
—
—
Yamcha will charge forward while unleashing a flurry of swiping claw attacks. However, if close enough to the foe, he will vanish behind them before doing so.
Wolf Fang Fist: Pack Attack (狼牙風風拳・連)
Continues attacking with a barrage of knifehand jabs.
Input
Damage
Guard
Start-Up
Advantage
1078
All
—
—
This variant has less startup.
1144
All
—
—
This variant causes Yamcha to pause for a moment, catching foes mashing buttons while blocking. Does slightly more damage.
Wolf Fang Fist: Finisher (狼牙風風拳・締)
Finishes the combo with a cross shaped swing with both arms.
Input
Damage
Guard
Start-Up
Advantage
1200
All
—
—
Has less start and a shorter cooldown period.
1500
All
—
—
This variant causes a sliding knockdown and does more damage. However, it is less safe on block.
Wolf Fang Fist: Whiskers (狼牙風風拳・前髭)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Yamcha will pass through the foe if close enough. Wolf Fang Fist can be continued where it left off after this.
Wolf Fang Fist: Tail (狼牙風風拳・後尾)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Yamcha will step backwards if used at any point during Wolf Fang Fist. Yamcha can rush forward and continue the attack with another input.
Wolf Fang Fist: Flash (狼牙風風拳・閃)
Input
Damage
Guard
Start-Up
Advantage
1200
All
—
—
Yamcha will rush forward with a devastating double palm strike while coated in a blue aura in the shape of a wolf's head. This move consume half a Ki meter. It will launch the foe upwards and can be used as a combo starter. It will pass through the foe, even if they are blocking.
Wolf Fang Fist: Gale Claws (狼牙風風拳・旋風爪)
Spins around, attacking rapidly while doing so.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
950
All
—
—
Yamcha will spin around, rapidly performing multiple claw strikes as he does so. Can be used individually without Wolf Fang Fist. This attack is invincible to aerial moves.
(air OK)
1040
All
—
—
Yamcha will spin around, rapidly performing multiple claw strikes as he does so. This attack is invincible to aerial moves. This variant does more damage and causes a sliding knockdown.
(air OK)
1130
All
—
—
Yamcha will spin around, rapidly performing multiple claw strikes as he does so. This attack is invincible to all attacks and does the most damage, however, it consumes half a Ki meter. Starts up as quickly as the light variant.
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
1098
All
—
—
Yamcha will fire a blue beam of energy across the screen. Yamcha's Kamehameha has a bit more startup in compared to everyone else's variant of this move. That being said, he recovers slightly faster than anybody else.
Neo Wolf Fang Fist (新狼牙風風拳)
Input
Damage
Guard
Start-Up
Advantage
1412
All
—
—
This move consumes half a Ki meter. It performs all parts of the Wolf Fang Fist system: The starter, pack attack, finisher, and flash, and can be canceled after each step into a super or meteor attack. It will cause a wall bounce. This move is not a super attack.
Z-Assist[]
Wolf Fang Fist (狼牙風風拳)
Input
Damage
Guard
Start-Up
Advantage
/
830
All
—
—
Yamcha will rush forward, performing multiple claw strikes. This assist is famous for being incredibly quick to start up and is great in blockstrings.
Super Attack[]
Spirit Ball (繰気弾)
Input
Damage
Guard
Start-Up
Advantage
or
2000
All
—
—
Yamcha will create a powerful sphere of energy and throw it at the foe. After the initial hit, five more inputs can be given. It can be guided in any of 8 directions, but cannot perform the same direction twice in a row. Angle the last hit down to cause a sliding knockdown.
Meteor Attack[]
Ultimate Wolf Fang Fist (真・狼牙風風拳)
Input
Damage
Guard
Start-Up
Advantage
or
4015
All
—
—
Yamcha will stance up offensively before charging forward, a blue spirit-like image of a wolf by his side. If he hits the foe, he will unleash a brutal barrage of attacks, before finishing with a devastating double palm strike. This move causes a wall bounce, and pulls the foe slightly away from the corner, allowing Yamcha to jump over them after this move.