Date started: 00.12.14
Last revised: 01.2.27, 2003.4.12
Yun/Yang
Yun and Yang are the Wolverine of
Street Fighter 3 - they are fast, have
a high priority dive kick, and can combo
their supers for good damage.
They even have a speed up super like Wolvie.
I started using Yang on 00.12.14.
When I can pull off his super consistently,
I can win rounds the fastest with
Yang. However, I have a lot of trouble
doing the super facing left. I like
using Yang because of his moves and
ΆewBI think the Άew juggle looks
hella cool.
Yang is my best character when I
can pull off the super consistently.
I got a perfect against a good SF Alpha
player on 01.2.26. But even when
I can't pull off the super consistently,
Yang's normal moves and standard
combo does enough damage to win.
Yun and Yang are brothers. To pick
Yun, press any of the punch buttons
at the character select screen.
To pick Yang, press any of the kick buttons
at the character select screen.
I like to use Yang because he looks Torowa
from Gundam Wing.
Colors:
LP: MP: white w/ green hat
& buttons HP: white & black
LK: MK: Blue
HK: Red
I like blue the best, then white w/ green
-Yun's hat and buttons look like
they're glowing.
==============
Special moves:
==============
ϊ|Ϊ: QCF + K
Yang rolls on the ground and kicks
upward into the air. The LK goes up
directly from Yang's position, the MK
rolls halfway across the screen then
kicks up, and the HK goes nearly all the
way across the screen.
I like to use the LK version as
air defense, the MK to follow up a S. MK,
and the HK version to chip a near dead
opponent. The HK version chips 2
lines of life.
Zesshou Hohou: QCF + P
Yang charges with a high punch to
the face.
Don't do this move out of nowhere
because it leaves Yang very vulnerable.
I use it only to hit a vulnerable
opponent that is far away. Good times
to use it are after hitting a jumping
opponent with the S. MK or after blocking
Ibuki's stomp kick.
Hyakko Shousouda: QCB + P
Yang stomps his foot on the ground
and does a midbody palm strike that
penetrates the air in front of him.
This does a lot of damage and chips.
This move can be pulled off in a
combo by doing + P or / + P. Another
time to use this is when the opponent
is just getting up. If they try to
do anything, they take huge damage.
If they block, they get chipped. It's
a good change up.
Raigekishuu: (in the air) \+ K
Yang dives down very fast at a diagonally
down angle with a kicks.
This move is very fast, has very
high priority, and can be used to begin
a combo. Make sure it hits the opponent
at the feet or the ground attacks
won't combo. Doing this move from
a straight up jump sets up the standard
combo the best because the angle is steeper.
I usually use the MK version
and use the HK version when the opponent
is too far away for the MK version
to hit.
Zenpou ]g: HCB + K
Yang flips over the opponent by placing
his hands on the opponent's shoulder.
This move can be used to switch up the
opponent's blocking direction and
combo them from the other side.
I don't use this move cuz I've never been
able to successfully combo the opponent
in time after this works. It may
just be me. Also, this move seems
to have short reach, even though I'm really
close to the opponent.
Throw:
* Punch throw: Yang does a nΤ and
throws the opponent into the opposite
direction.
* Kick throw: Yang knees the opponent.
The kick throw is better than the
punch throw because it has better range.
Remember to ram the buttons for
maximum damage.
==============
Super Arts:
==============
All of Yang's supers work best in
his standard combo (S. MP, S. HP, / +
HP). At least for me, I've found
that pounding the punch/kick button once
I've started the joystick motion makes
the super come out easier. This
works because a Charge or ϊ|Ϊ cannot
cancel the Hakkei - only a super
can cancel it.
]g ϊ|Ϊ: QCF, QCF + K. 2 big
bars
Yang does a super version of his
ϊ|ΪBBy itself at close range, it does
25% damage, making it Yang's 2nd most
powerful super. When done in a combo,
the super's damage drops to 15% damage.
This super does 7 hits.
This is Yang's most versatile super
because it does decent damage and can
hit opponents from far away. I use
this super when I want to win. This
super is excellent for punishing opponents
that throw a projectile. When
punishing fireballs with ]gϊ|ΪAjust
make sure to hit the MK button
in case you mess up. That way, if
you mess up a do a MK ϊ|ΪAyou'll
avoid getting hit by the projectile and
yet not be in easy counter range
for your opponent. Even though the
bar is long, Yang can easily build about
2 supers a round.
Sourai Rengeki: QCF, QCF + P. 3 medium
bars
Yang does some rushing punches and
finishes with a flying side kick. If
the first two hits don't make any contact,
the whole super will not come
out. This is Yang's weakest super,
which does about 10% damage in a combo,
and 20% damage by itself.
Although this super is somewhat
easy to build up, I don't like it because
it doesn't do enough damage and you have
to be close for it to chip completely.
Furthermore, you must be at close
range or be canceling the Hakkei for
this super connect. It also doesn't
look that cool.
Άew: QCF, QCF + P. 1 tiny bar
Yang's body glows and his moves
become very fast, his special moves become
multi-hitting, keep the opponent floating
up in the air, and do less damage
for a limited time. The time available
is the length of the super bar,
which will shrink as time passes until
it is empty. Άew can do up to
30% damage in a combo, making it Yang's
most powerful super. If done properly,
you can get 16-24 hits. If
the opponent became dizzy before you began
the juggle, you can pull off a 40+ hit
combo, which is the longest combo
possible in the entire game. Άew
also has the tiniest super bar in the
whole game - 2 standard combos will build
up his bar.
This is Yang's 2nd best super because
it is his most damaging super and
can build up after every other combo.
If your opponent doesn't block, you
can kill your opponent with just 3 combos.
This is one of the best comeback
super in the entire game. Furthermore,
because the super bar is so tiny,
you don't have to worry about saving a
bar for the next round because it
builds up so fast.
One disadvantage of Άew is that it
is a close range super - it only connects
properly only in a standard combo at close
range or off the S. MK. So if
you can't get close to the opponent, this
super is useless. (Well, if you
use all of Yang's moves properly, he can
easily win without a super). Even
if you are close range, you have to activate
the super very quickly or the
opponent will be too far away. Άew
is also the most difficult of Yang's
supers to execute perfectly because you
need to time the juggles almost
perfectly and need to enter a lot moves
for this super. This super also does
not do good chip damage the special
moves only do 1 line of chip damage
although they multi-hit if unblocked.
Despite the weaknesses, I love Άew
cuz it looks cool and I love doing
the super back to back. I mean,
doing a 20 hit combo just rocks! I pulled
off a 44 hit combo one time because the
opponent was dizzy after the 1st
super! Yeah!
Here is a comparison of Yang's supers:
Name Damage Super bar Difficulty Versatility
]g- 15-25% 2 long easy
connects after standard
ϊ|Ϊ combo, S. HP, MK Senkyutai; travels
full screen,
counters projectiles
Sourai- 10% 3 medium easy connects
after standard
Rengeki
combo; outside of a combo,
will
only connect at close
range
Άew 20-35% 1 tiny hard
connects after standard
combo at close range only,
S. MK, & Άe-jin Senkyutai
]gϊ|Ϊ
If you want assured damage in many possible
ways, ]gϊ|Ϊ is the way
to go. If you can pull off the standard
combo, you get guaranteed damage.
If you can't get close, you can
still punish mistakes from far away. Although
it takes a while to build, as long as
you do a lot of combos, it'll build
up fast.
Άew
If you want to be super aggressive, do
a damaging super combo, do supers
one after another, and make amazing comebacks
in a short period of time,
Άew is your best choice. Stay
close to the opponent or your super will
be useless. When you use ΆewAmake
sure you time each juggle perfectly.
If you mess up, no sweat -just build
up another bar with 2 combos.
Sourai-Rengeki
Pick Sourai-Rengeki if you are tired of
the other supers. Personally, I
think this super sucks ass compared to
Yang's other supers, so I don't recommend
using it. I mean, it's okay, but
since he can do much better
==============
Combos:
==============
S. MP, S. HP, + HP
This is Yang's standard combo. Hit
the buttons slowly for this combo or
it will not come out. Make sure
the joystick is neutral for the first 2
hits.
\+ J. kick \/ S. MP, S. HP, + HP
One way to get good positioning for the
Dive kick is to walk forward after
you've executed the standard combo then
normal jump forward and do the MK
Dive Kick. Most of the time, it
will position you perfectly for a combo.
Other ways are to jump straight
up and do the HK Dive kick or try to do
a cross-up at close range.
/\ + MK/HK Cross up dive kick, standard
combo
After knocking the opponent down, jump
straight up and do the dive kick
as right when they are getting up.
J. HP \/ S. MP, S. HP, + HP
I jump-in with the J. HP when the opponent
is dizzy.
S. MP, S. HP, / + HP ]gϊ|Ϊ/Sourai
Rengeki/Άew
This is the main combo you should aim
for because it does the most damage.
For the Hakkei, it is best to do
it diagonally so it is easier to go into
the super motion.
(against jumping opponent) S. MK, MK ϊ|ΪAS. MP
(against jumping opponent) S. MK, MK ϊ|ΪA]g
ϊ|Ϊ
The timing is crucial for ]g ϊ|Ϊ
enter the motion when the opponent
is just about to hit the ground.
Any earlier, and the super will only connect
for 2 hits or Yun/Yang will roll underneath
the opponent, completely missing.
This works about 90% of the time
for full damage.
+ MK, C. HK
This isn't a combo, but it's more of a
psychological combo to mess up the
opponent's blocking direction.
(jumping opponent) J. LP, J. LK, J. MP/MK/HP/HK
This is Yang's air combo. It does
do much damage, but it builds up the
super bar and not as easy to parry against.
C. LK, C. LK LP Charge
I use this combo to tap at opponents that
are too close. The LP Charge
combos off one C. LK, but I do 2 to confirm
the hits.
-------------------------
Άew combos:
-------------------------
To use this super to its full potential,
you need to juggle the opponent
in the air as many times as you can during
the activation time. The stages
of a complete Άew combo are:
Setup: knock the opponent into the air
Activate the super
Super Art Juggle
Non-Super Art juggle
Repeat super w/ crossup Dive Kick
Setup: knock the opponent into the air
Standard combo, S. MK, ΆewAϊ|Ϊ
It is crucial to knock the opponent into
the air because Άe Jin cannot
juggle on the ground. There are
3 ways to knock an opponent up into the
air: standard combo, S. MK, and Άew
ϊ|ΪB
Activate the super
If you are doing the standard combo, cancel
the stomp hakkei immediately
with the super. If you don't do
it fast enough, the opponent will fall
on the ground before you can hit him/her
or s/he will be too far away to
hit. If you are doing the S. MK,
do the super immediately.
In order to activate the super as fast
as possible, push the HP button a
couple time when doing the double QCF
motion. Since you are already hitting
the HP anyway to do the hakkei, it would
be fastest to just hit that button
again instead of moving to another button.
Super Art Juggle
The Άew juggle can go in many different
ways. Basically, use the Charges
to juggle across the screen and the LK
ϊ|Ϊ to juggle at the wall. The
best juggles are 2 Charges and 3 LK ϊ|Ϊ
or 3 Charges and 2 LK ϊ|ΪB
Don't do 4 LK ϊ|Ϊ cuz the activation
time will run out for the last one,
ending the juggle. Here are the
best ways to juggle (as far as I know):
Standard combo (Into the corner)
(into corner) Standard comboALP Charge,
LP Charge, LK ϊ|ΪALK ϊ|ΪA
LK ϊ|ΪAS. MK, HP Charge
The juggle combo is the easiest to execute
when the opponent is in the corner.
You could do the LP Charge more
than twice, but each LK ϊ|Ϊ (4 hits)
does 1 more hit than the LP Charge (3
hits), thus doing more damage. Time
the LK ϊ|Ϊ with the opponent's fall
for maximum hits - don't do it right
away. Some characters fall faster
than others, so try to remember the timing.
For most characters, I enter the
motion as soon as I can see the opponent's
head fall below his/her body. This
will also help prevent doing the ϊ|
Ϊ motion before Yang lands, which is
hard to determine if the opponent is
too high in the air (the screen moves
up then down when Yang does the ϊ
|Ϊ).
Standard combo (back to corner)
(mid screen) Standard combo LP Charge,
MP Charge, HP Charge, LK ϊ|ΪA
LK ϊ|ΪAS. MK, HP Charge
It is crucial to increase the strength
of the Charges or they will not reach.
Before doing a LK ϊ|Ϊ after
the HP Charge, wait until Yang's feet are
completely on the ground or the LK ϊ|Ϊ
will not come out. This has caused
me to mess up a number of times.
Also, do not do a Charge after the last
HP Charge because there is a chance it
might miss. If all these attacks
knock the opponent against the wall, you
can then do the S. MK, HP Charge
follow-up.
Standard combo (back to corner)
(mid screen) Standard combo LP Charge,
MP Charge, LP Charge, LK ϊ|ΪA
LK ϊ|ΪAS. MK, HP Charge
After the S. MK
S. MK, ΆewAHP Charge, MP Charge, LP Charge, LK ϊ|ΪALK ϊ|Ϊ
Doing the juggle combo off the launcher
is very variable; the timing depends
on how high and how far the opponent is.
Juggle combo #2 will work if the
opponent is close. Once again, wait
until Yang is completely on the ground
before doing a move after the HP Charge.
This has caused me to mess many
times.
Failing to start a juggle
The key to starting the juggle is connecting
with the Charge. If the first
Charge does not connect, the combo will
end right there. I've tried all
the other moves, but only the Charge can
knock the opponent up in the air
to set up the super juggle. If you
miss connecting with the Charge, there
isn't really much you can do unless the
opponent jumps at you. I just do
the universal overhead and do the hakkei,
which comes out very fast. If
the opponent jumps at Yang, do a
LK ϊ|Ϊ and then try to begin a juggle
with a Charge.
End juggle
LK ϊ|ΪA(activation time ended) S.
MK HP Charge
If you finished the super juggle with a
LK ϊ|ΪAyou can then hit the
opponent further with a S. MK and then
a HP Charge. When doing the S. MK,
time it according to the opponent's fall
-if they're high in the air before>
falling, wait a split second. Otherwise,
do it right away. Do the HP Charge
as soon as you see the S. MK come out.
Not only do these follow up attacks
do more damage, they also help build up
30% of the super bar. Just do another
Dive kick \/ standard combo and you'll
have a full bar again. Along with
doing additional damage (HP Charge does
4 lines), these 2 moves will help
build up 30% of the super bar.
Repeat juggle
After the juggle is done, do 2 S. LP,
do a forward jump then do an MK Dive
Kick to cross them up. Then proceed
to do a standard combo.
If the opponent is dizzy, do a MK or HK
ϊ|Ϊ and then begin a juggle combo.
I've done a maximum 45 hit combo
this way using 2 ΆewB
As far as I know, the combos mentioned
above are the best ways to use the
==============
My strategy with Yang is to sweep
the opponent if they are far away. If
------------------------
Head stomp:
2hit projectile:
Resurrection:
super. The juggle combo is variable
- there are other ways to execute it
completely I may not be aware of.
Other juggle combos I have tried do not
do as much damage and do not build up
the super bar after the super is over,
which is why I haven't mentioned them.
Strategy:
==============
they get hit by the sweep, I do the dive
kick and super combo their ass,
do the downward flipkick, or throw a hakkei.
I do the hakkei if they are
really close to me. If they jump,
I do a LK ϊ|Ϊ or knock them up with
the S. MK. If they mess up and leave
themselves vulnerable, I super combo
them. This is a very simple strategy,
but very effective. Not only can
I dominate the ground with Yang's fast
and huge range sweep, I can knock
anyone out of the sky and get close to
my opponent when I want to with the
fast and high priority dive kick.
I use the low parry a lot with Yang.
Unfortunately, Yang can't do much
after parrying a jump-in.
VS Gil:
------------------------
I don't know why, but I can't parry the
2hit head stomp that well. I think
it's because Yang is short. I just
parry 1 hit.
Parry
]gϊ|Ϊ
HP Charge. Just make sure that Gil
is floating before you do the move or
Yang will just fly past him.
ϊ|Ϊ and ]gϊ|Ϊ won't work.
Άew