Yang

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
ŒΆ‰ewBI think the ŒΆ‰ew 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 ’n–ŽΤ 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‹|‘ځBBy 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 “]gϊ‹|‘ځAjust make sure to hit the MK button
in case you mess up.  That way, if you mess up a do a MK ϊ‹|‘ځAyou'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.

ŒΆ‰ew: 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.  ŒΆ‰ew 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.  ŒΆ‰ew 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 ŒΆ‰ew 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.  ŒΆ‰ew 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 –Œ the special moves only do 1 line of chip damage
although they multi-hit if unblocked.
Despite the weaknesses, I love ŒΆ‰ew 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
ŒΆ‰ew 20-35% 1 tiny  hard  connects after standard
combo at close range only,
S. MK, & ŒΆ‰e-jin Senkyutai

“]gϊ‹|‘Ϊ
If you want assured damage in many possible ways, “]gϊ‹|‘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.

ŒΆ‰ew
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,
ŒΆ‰ew is your best choice.  Stay close to the opponent or your super will
be useless.  When you use ŒΆ‰ewAmake 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 “]gϊ‹|‘Ϊ/Sourai Rengeki/ŒΆ‰ew
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‹|‘ځAS. MP

(against jumping opponent) S. MK, MK ϊ‹|‘ځA“]g ϊ‹|‘Ϊ
The timing is crucial for “]g ϊ‹|‘Ϊ –Œ 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.

-------------------------
ŒΆ‰ew 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 ŒΆ‰ew 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, ŒΆ‰ewAϊ‹|‘Ϊ

It is crucial to knock the opponent into the air because ŒΆ‰e Jin cannot
juggle on the ground.  There are 3 ways to knock an opponent up into the
air: standard combo, S. MK, and ŒΆ‰ew ϊ‹|‘ځB

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 ŒΆ‰ew 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‹|‘ځB
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 comboALP Charge, LP Charge, LK ϊ‹|‘ځALK ϊ‹|‘ځA
LK ϊ‹|‘ځAS. 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‹|‘ځA
LK ϊ‹|‘ځAS. 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‹|‘ځA
LK ϊ‹|‘ځAS. MK, HP Charge

After the S. MK

S. MK, ŒΆ‰ewAHP Charge, MP Charge, LP Charge, LK ϊ‹|‘ځALK 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‹|‘ځA(activation time ended) S. MK  HP Charge

If you finished the super juggle with a LK ϊ‹|‘ځAyou 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 ŒΆ‰ewB

As far as I know, the combos mentioned above are the best ways to use the
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:
==============

 My strategy with Yang is to sweep the opponent if they are far away.  If
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:
------------------------

Head stomp:
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.

2hit projectile:
Parry
“]gϊ‹|‘Ϊ

Resurrection:
HP Charge.  Just make sure that Gil is floating before you do the move or
Yang will just fly past him.
ϊ‹|‘Ϊ and “]gϊ‹|‘Ϊ won't work.
ŒΆ‰ew
 
 

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