Street Fighter 3: 3rd Strike/Yang/Archive: Difference between revisions

From SuperCombo Wiki
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| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
|-
| align="center" | Tourou-Zan (Jab) || align="center" | QCF+LP x 3 || align="center" | 150(100)(60) || align="center" | 19(6)(4) || align="center" | 11 || align="center" | Yes
| align="center" | Tourou-Zan (Jab) || align="center" | QCF+LP x 3 || align="center" | 30+35+90(150 if hits) || align="center" | 2+2+6 || align="center" | 5+5+7(13 if hits) || align="center" | No
|-
|-
| align="center" | Tourou-Zan (Strong) || align="center" | QCF+MP x 3 || align="center" | 165(110+55) || align="center" | 21(14+7) || align="center" | 15(11+5) || align="center" | Yes/No
| align="center" | Tourou-Zan (Strong) || align="center" | QCF+MP x 3 || align="center" | 35+40+95(170 if hits) || align="center" | 2+3+6 || align="center" | 5+5+7(13 if hits) || align="center" | No
|-
|-
| align="center" | Tourou-Zan (Fierce) || align="center" | QCF+HP x 3 || align="center" | 185(80+60+50) || align="center" | 21(10+8+3) || align="center" | 17(11+3+3) || align="center" | Yes/Yes/No
| align="center" | Tourou-Zan (Fierce) || align="center" | QCF+HP x 3 || align="center" | 40+45+100(180 if hits) || align="center" | 3+3+6 || align="center" | 5+5+7(13 if hits) || align="center" | No
|}
|}
'''Frame Data'''
'''Frame Data'''
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| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
|-
| align="center" | Tourou-Zan (Jab) || align="center" | 2 || align="center" | 8 || align="center" | 26 || align="center" | -17 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
| align="center" | Tourou-Zan (Jab) || align="center" | 8/6/7 || align="center" | 5/5/4 || align="center" | 22/25/29 || align="center" | -1/-4/-7 || align="center" | +1/-2/Down || align="center" | +3/0/Down || align="center" | HLx3 || align="center" | Hx3
|-
|-
| align="center" | Tourou-Zan (Strong) || align="center" | 3 || align="center" | 2/12 || align="center" | 28 || align="center" | -24 || align="center" | Down || align="center" | Down || align="center" | HL/HL || align="center" | HL/HL
| align="center" | Tourou-Zan (Strong) || align="center" | 8/7/7 || align="center" | 5/5/5 || align="center" | 26/29/32 || align="center" | -5/-8/-11 || align="center" | -3/-6/Down || align="center" | +1/-4/Down || align="center" | HLx3 || align="center" | Hx3
|-
|-
| align="center" | Tourou-Zan (Fierce) || align="center" | 1 || align="center" | 2/2/7 || align="center" | 32 || align="center" | -31 || align="center" | Down || align="center" | Down || align="center" | HL/HL/HL || align="center" | HL/HL/HL
| align="center" | Tourou-Zan (Fierce) || align="center" | 8/8/7 || align="center" | 5/5/6 || align="center" | 30/33/35 || align="center" | -9/-12/-15 || align="center" | -7/-10/Down || align="center" | -4/-8/Down || align="center" | HLx3 || align="center" | Hx3
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 1,074: Line 1,074:
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
|-
| align="center" | Tourou-Zan (Jab) || align="center" | 3 || align="center" | 10 || align="center" | 15 || align="center" | 4
| align="center" | Tourou-Zan (Jab) || align="center" | 3/0/0 || align="center" | 11/1/1 || align="center" | 17/1/1 || align="center" | 12(4+4+4)
|-
|-
| align="center" | Tourou-Zan (Strong) || align="center" | 3 || align="center" | 11(10+1) || align="center" | 17(15+2) || align="center" | 8(4+4)
| align="center" | Tourou-Zan (Strong) || align="center" | 3/0/0 || align="center" | 7/1/1 || align="center" | 12/2/2 || align="center" | 12(4+4+4)
|-
|-
| align="center" | Tourou-Zan (Fierce) || align="center" | 3 || align="center" | 12(10+1+1) || align="center" | 19(15+2+2) || align="center" | 12(4+4+4)
| align="center" | Tourou-Zan (Fierce) || align="center" | 3/0/0 || align="center" | 7/1/1 || align="center" | 12/2/2 || align="center" | 12(4+4+4)
|}
|}
'''Transcision Frames'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Jab -> Strong''' || align="center" | '''Strong -> Fierce'''
|-
| align="center" | Tourou-Zan (Jab) || align="center" | 20 || align="center" | 19
|-
| align="center" | Tourou-Zan (Strong) || align="center" | 19 || align="center" | 19
|-
| align="center" | Tourou-Zan (Fierce) || align="center" | 18 || align="center" | 19
|}
''Comments here''
''Comments here''



Revision as of 10:03, 28 June 2017

Yang's Character Select Portrait
Yang's Neutral Stance

Introdution

Specific Character Information

  • Stamina: 1020
  • Stun Bar Length (pixels): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 24th frame
  • Taunt: Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.
  • Best Kara-Throw: (Roundhouse) HK
  • Standard Throw Range (pixels): 18
  • Kara-Throw Range (pixels): 31
  • Dash Forward (frames) / Moving Distance: 23 / 2
  • Dash Backward (frames) / Moving Distance: 27 / 2/5
  • Normal Wake up (frames): 57
  • Quick Stand (frames): 41

Character Colors

  • Jab: Default
  • Strong: Blue
  • Fierce: Orange
  • Short: White and Red
  • Forward: Silver
  • Roundhouse: Violet
  • Jab + Forward + Fierce: Black

Moves List

Throws

Name
Command
Notes
Knee Bash
lp + lk
Throw
Foot Propel
b or f + lp + lk
Throw

Command Normals

Name
Command
Notes
Senpuu Kyaku
f + Mk
high
Raigeki Shuu
(neutral or forward jump) df + k

Target Combos

Name
Command
Notes
Target Combo 1
lk --- mk --- hk
Target Combo 2
mp --- hp --- b + hp
Target Combo 3
(forward jump) mk --- df + mk

Special Moves

Name
Command
Notes
Tourou Zan
qcf + p
ex
Senkyuutai
qcf + k
ex
Zenpou Tenshin
hcb + k
Byakko Soushouda
qcb + p
Kaihou
dp + k

Super Arts

Name
Command
Notes
Raishin-Mahhaken
qcf qcf + p
1 stock, 3 ex moves
Tenshin-Senkyutai
qcf qcf + k
2 stocks, 5 ex moves
Seiei-Enbu
qcf qcf + p
1 stock, 1 ex move

Move Analysis

  • All those sprites are taken from the site http://www.zweifuss.ca/
  • All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(yangdf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 2? 8? - 6? 16

Comments here


(yangdb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 4? 4? - 6? 13

Comments here

(yangbjump).gif
(yangjump).gif
(yangfjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(yangw).gif
Move Motion Frames
Normal Wakeup - 75

Comments here


(yangtw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 48

Comments here


(yangt).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Taunt HP+HK 5/5 3/3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15/9 1/1 27 ? ? ? HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(6) ? ? 8(4+4)

Comments here


(yanghparry).gif
(yanglparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

(yanglp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 90 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 10 +3 +4 +5 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yanghp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Fierce HP 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 3 15 0 +2 +4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 100 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 10 +1 +2 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangclosehp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Fierce (Close to opponent) HP 130 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 15 -2 0 +2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yanglk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 7 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Forward MK 110 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 7 16 -6 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yanghk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 150 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 6 19 -4 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here

(yangclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 130 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 15 -2 0 +2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here

Jumping Normals

(yangjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 50(60 if neutral jump) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4(5 if neutral jump) Until landing - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5(6 if neutral jump) 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangnjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 50 5(7 if neutral jump) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4(5 if neutral jump) 10(19 if neutral jump) - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 90 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangnjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 90 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 125 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangnjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP+MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 8 7 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(yanghg).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Hiza Geri LP+LK 160(40x6) 12(3x6) 24 C+MK/C+HK/B+MK/MK/HK 37/37/34/32/32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12(6x2)

Comments here


(yangyst).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Seoi Nage F+LP+LK 120 9 24 C+MK/C+HK/B+MK/MK/HK 37/37/34/32/32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


(yangmf).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Jigoku Guruma B+LP+LK 110 15 24 C+MK/C+HK/B+MK/MK/HK 37/37/34/32/32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

Crouching Normals

(yangclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 5 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangcmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 90 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 7 +3 +4 +5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangchp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 130 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 17 -8 -6 -4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 7 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(yangcmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 85 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 17 -3 -3 -1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(yangchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 130 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 26 -13 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here

Command Normals

(yangfmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fumikomi Mae Geri F+MK 80 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 4 15 -4 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(yangjdk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Inazuma Kakato Wari B+MK 130(60+80) 11(7+7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2/2 10 +1 +2 +3 H/H H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2(2+0) 3(2+1) 9(7+2) 8(4+4)

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Target Combo Close MP -> Close HP 100+60 7+5 No Yes/Yes Yes/Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 - - -2 0 +2 HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 4+1 8+1 8(4+4)

Comments here

Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(yangbsd).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Byakko-Soushouda (Jab) QCB+LP 150(100)(60) 19(6)(4) 11 Yes
Byakko-Soushouda (Strong) QCB+MP 165(110+55) 21(14+7) 15(11+5) Yes/No
Byakko-Soushouda (Fierce) QCB+HP 185(80+60+50) 21(10+8+3) 17(11+3+3) Yes/Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Byakko-Soushouda (Jab) 2 8 26 -17 Down Down HL HL
Byakko-Soushouda (Strong) 3 2/12 28 -24 Down Down HL/HL HL/HL
Byakko-Soushouda (Fierce) 1 2/2/7 32 -31 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Byakko-Soushouda (Jab) 3 10 15 4
Byakko-Soushouda (Strong) 3 11(10+1) 17(15+2) 8(4+4)
Byakko-Soushouda (Fierce) 3 12(10+1+1) 19(15+2+2) 12(4+4+4)

Comments here

(yangtrz).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Tourou-Zan (Jab) QCF+LP x 3 30+35+90(150 if hits) 2+2+6 5+5+7(13 if hits) No
Tourou-Zan (Strong) QCF+MP x 3 35+40+95(170 if hits) 2+3+6 5+5+7(13 if hits) No
Tourou-Zan (Fierce) QCF+HP x 3 40+45+100(180 if hits) 3+3+6 5+5+7(13 if hits) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tourou-Zan (Jab) 8/6/7 5/5/4 22/25/29 -1/-4/-7 +1/-2/Down +3/0/Down HLx3 Hx3
Tourou-Zan (Strong) 8/7/7 5/5/5 26/29/32 -5/-8/-11 -3/-6/Down +1/-4/Down HLx3 Hx3
Tourou-Zan (Fierce) 8/8/7 5/5/6 30/33/35 -9/-12/-15 -7/-10/Down -4/-8/Down HLx3 Hx3

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tourou-Zan (Jab) 3/0/0 11/1/1 17/1/1 12(4+4+4)
Tourou-Zan (Strong) 3/0/0 7/1/1 12/2/2 12(4+4+4)
Tourou-Zan (Fierce) 3/0/0 7/1/1 12/2/2 12(4+4+4)

Transcision Frames

Move Jab -> Strong Strong -> Fierce
Tourou-Zan (Jab) 20 19
Tourou-Zan (Strong) 19 19
Tourou-Zan (Fierce) 18 19


Comments here


(yangkbu).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Kaibou (Short) F, D ,DF+LK 160*(80x4) 5**(5x4) 10***(5x4) No/No
Kaibou (Forward) F, D ,DF+MK 160*(80x6) 5**(5x6) 10***(5x6) No/No
Kaibou (Roundhouse) F, D ,DF+HK 160*(80x8) 5**(5x8) 10***(5x8) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Kaibou (Short) 7 1 12 - - - HL H/H
Kaibou (Forward) 7 1 12 - - - HL H/H/H
Kaibou (Roundhouse) 7 1 12 - - - HL H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Kaibou (Short) 2(1x2) 4(2x2) 18(9x2) 8(4+4)
Kaibou (Forward) 3(1x3) 6(2x3) 27(9x3) 12(4+4+4)
Kaibou (Roundhouse) 4(1x4) 8(2x4) 36(9x4) 16(4+4+4+4)

Comments here


(yangazte).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Zenpou-Tenshin (Short) HCB+LK 160*(80x4) 5**(5x4) 10***(5x4) No/No
Zenpou-Tenshin (Forward) HCB+MK 160*(80x6) 5**(5x6) 10***(5x6) No/No
Zenpou-Tenshin (Roundhouse) HCB+HK 160*(80x8) 5**(5x8) 10***(5x8) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Zenpou-Tenshin (Short) 7 1 12 - - - HL H/H
Zenpou-Tenshin (Forward) 7 1 12 - - - HL H/H/H
Zenpou-Tenshin (Roundhouse) 7 1 12 - - - HL H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Zenpou-Tenshin (Short) 2(1x2) 4(2x2) 18(9x2) 8(4+4)
Zenpou-Tenshin (Forward) 3(1x3) 6(2x3) 27(9x3) 12(4+4+4)
Zenpou-Tenshin (Roundhouse) 4(1x4) 8(2x4) 36(9x4) 16(4+4+4+4)

Comments here


(yangskt).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Senkyuutai (Short) (Air) QCB+LK 160*(80x4) 5**(5x4) 10***(5x4) No/No
Senkyuutai (Forward) (Air) QCB+MK 160*(80x6) 5**(5x6) 10***(5x6) No/No
Senkyuutai (Roundhouse) (Air) QCB+HK 160*(80x8) 5**(5x8) 10***(5x8) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Senkyuutai (Short) 7 1 12 - - - HL H/H
Senkyuutai (Forward) 7 1 12 - - - HL H/H/H
Senkyuutai (Roundhouse) 7 1 12 - - - HL H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Senkyuutai (Short) 2(1x2) 4(2x2) 18(9x2) 8(4+4)
Senkyuutai (Forward) 3(1x3) 6(2x3) 27(9x3) 12(4+4+4)
Senkyuutai (Roundhouse) 4(1x4) 8(2x4) 36(9x4) 16(4+4+4+4)

Comments here

EX Moves

(yangmsex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Tourou Zan (EX) QCB+KK 40 200(60+35(x4)+30) 19(8+2(x5)) 20(7+3(x5)) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tourou Zan (EX) 4 2 13 -3 -1 -1 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tourou Zan (EX) - - - 24(4+4+4+4+4+4)

Comments here


(yangrkkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Senkyuutai (EX) (Air) QCB+KK 40 240(80(x10)) 5(5(x10)) 15(5(x10)) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Senkyuutai (EX) 6 1 12 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Senkyuutai (EX) - - - 20(4+4+4+4+4)

Comments here


Super Arts

(yangsa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Raishin-Mahhaken 1 bar (120) QCF QCF+P 465* 43** 8
* 90+70+50+70+50+70+160 Damage is when all hits connect.
** 16+6+8+4+3+3+(3x6) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 37/36 +1 Down Down HLx7~9 HLx7~9

Comments here


(yangsa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Tenshin-Senkyutai 2 bar (104 each bar) QCF QCF+K 315* 18** 0 4,75
* 100+20+30+30+100+50+60 Damage is when all hits connect.
** 5+3+0+0+3+3+3 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 3~67 37/36 -69 Down Down HLx3~6 HLx3~6


(yangsa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Sei-ei Enbu 1 bar (64) QCF QCF+P - - - -

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 - - - - - - -

300 frames (5 seconds) lenght

Combos

General

  • crouching MK / close MP / close HP (1 hit) xx (EX) Mantis Slashes
  • stand LK xx EX Mantis Slashes
  • crouching or standing LP x2 / crouching LK x2 xx EX Mantis Slashes
  • close MK -> MK Senkyutai -> standing LP
  • close MP / close HP (1 hit) xx EX Senkyutai
  • EX Senkyutai -> close MP or stand LP
  • Rageki Shu -> close MP xx (EX) Mantis Slashes or Target Combo 2
  • close MP -> stand LK xx EX Mantis Slashes

Super Art 1

  • crouching MK xx Raishin Mahhaken
  • crouching LP x2 xx Raishin Mahhaken

Super Art 2

  • close MK -> Tenshin Senkyutai
  • Byakko Soushouda xx Tenshin Senkyutai
  • Target Combo 2 xx Tenshin Senkyutai
  • crouching LP x2 xx Tenshin Senkyutai

Super Art 3

[ ] means repeat until time runs out.

Combos Into

-j.HK/j.MKxdiveKick, close MK sjc. SAIII, MK senkyutai

-in corner j.HK/j.MKxdiveKick, close MK sjc. SAIII, HP Mantis Slash

Already Activated

  • point blank UOH, [LP slash1]
  • far UOH, LK, [HP Slash1, LP Slash2, LK]
  • in corner [HP Slash1, LP Slash2, kick chain]
  • [hp.slash,lp.slash,low.lk] ,c.MK,3 Slashes

Resets

  • knockdown, [crossup divekick, cr.MP, cr.HK]
  • knockdown, [crossup divekick, cr.MP, cr.MK, Slashes]

Frame Data

     Normal Moves, Command Normals, Other
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
Light Punch HL 20 3 C*Sp*Su 3 1 6 4 4 4
Medium Punch H 55 5 Sp*Su 4 2 7 6 7 8
Hard Punch H 40+60 7+7 Sp*Su 5 2*2 13 2 1 0
Light Kick HL 30 3 Sp*Su 3 2 6 2 2 2
Medium Kick H 80 9 - 7 2 15 -2 Down Down
Hard Kick H 100 11 - 14 2 22 -8 -6 -4
Far Medium Punch H 50 5 - 5 3 12 -2 -1 0
Far Hard Punch H 120 15 - 9 5 21 -5 -3 -1
Far Medium Kick H 80 9 - 9 2 15 -4 -3 -2
Crouching Light Punch HL 20 3 C*Sp*Su 3 1 6 4 4 4
Crouching Medium Punch L 70 5 - 5 1 11 2 3 4
Crouching Hard Punch HL 50+60 3+5 - 8 6*2 12 0 1 2
Crouching Light Kick L 30 3 Sp*Su 4 1 8 2 2 2
Crouching Medium Kick L 50 3 Sp*Su 7 1 13 -1 0 1
Crouching Hard Kick L 90 3 - 10 2 20 -7 Down Down
Jump Up Medium Punch H 80 11 - 3 6 - - - -
Jump Up Hard Punch H 120 15 - 8 4 - - - -
Jump Toward Light Punch H 40 7 - 2 - - - - -
Jump Toward Medium Punch H 80 9 - 3 5 - - - -
Jump Toward Hard Punch H 100 13 - 5 3 - - - -
Jump Toward Light Kick H 40 5 - 3 11 - - - -
Jump Toward Medium Kick H 70 9 - 6 6 - - - -
Jump Toward Hard Kick H 110 13 - 5 4 - - - -
Neutral Medium Kick H 70 9 - 6 6 - - - -
Toward + Medium Kick H 80 11 - 19 5 8 -1 - -
Dive Kick H 70 7 - 6/8/6 - - - - -
Throw - 40x6 5x6 - 2 1 21 - - -
Back Throw - 120 11 - 2 1 21 - - -
Toward Throw - 120 11 - 2 1 21 - - -
Universal Overhead H 40 3 - 16 ~ 25 9 5 -5 ~ +7 0 ~ +8 +1 ~ +9
Taunt HL 5 0 - 22 9 27 - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
     Special Moves and Super Arts
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block
Mantis Slash Light Punch (Tourou Zan) H 30 5 - 8 4 22 -1
- H 35+90 5+7 - - 4*3 25*29 -
Mantis Slash Medium Punch (Tourou Zan) H 35 5 - 8 4 26 -5
- H 40+95 5+7 - - 4*4 29*32 -
Mantis Slash Hard Punch (Tourou Zan) H 40 5 - 8 4 30 -9
- H 45+100 5+7 - - 4*5 33*35 -
Mantis Slash EX (Tourou Zan) H 40 9 - 7 1 27 -4
- H 50x4 5x4 - - 1*1*1*3 28*30*33*25 -
Roll Kick Light (Senkyuutai) HL 80+50 7+5 - 8 3*3 34 -25
Roll Kick Medium (Senkyuutai) HL 80+60 9+11 - 4 3*3 28 -19
Roll Kick Hard (Senkyuutai) HL 80+70 11+5 - 3 3*3 25 -16
Roll Kick EX (Senkyuutai) HL 90+20+90 11+5+3 - 3 1*1*3 25 -16
Palm (Byakko Soushouda) H 150 21 Su 21 12 10 -3
Command Dash Light Kick (Kaihou) - - - - - 28 - -
Command Dash Medium Kick (Kaihou) - - - - - 33 - -
Command Dash Hard Kick (Kaihou) - - - - - 42 - -
Flip Grab (Zenpou Tenshin) - 0 - - 7 1 26 -
SA1 — Raishin-Mahhaken H 90 0 - 7 3 1 1
2 ~ 4 H 75+50+70 0 - 30 1*1*1 - -
5 ~ 6 H 50+70 0 - - 1*1 - -
7 H 160 0 - - 5 37 -
SA2 — Tenshin-Senkyutai HL 100 5 - 1 2~66 - -
2 HL 20 3 - - 3 - -
3 ~ 4 HL 30+30 0 - - 1*2 - -
5 HL 100 3 - - 3 - -
6 HL 50+70 3 - - 3 - -
7 HL 60 3 - - 2 52~57 -69
SA3 — Sei-ei Enbu - - - - 16 - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block

Strategies

Overview

Basics

Super Art Selection

Main Super Art is 2 due that his 2 medium stock can be used for a lot of EX Mantis Slashes and Super Art 3 as his alternative due to Seien Enbu mixups for big hitbox characters.

Super Art choices tend to be match-up specific so I'll here's a list of what SA to use against said character:

Alex- SAIII
Chun Li- SAII
Dudley- SAII
Elena- SAII
Gouki/Akuma- SAII
Hugo- SAIII
Ibuki- SAII
Ken- SAII
Makoto- SAIII
Necro- SAIII
Oro- SAII
Q- SAIII
Remy- SAII
Ryu- SAII
Sean- SAII
Twelve- SAII
Urien- SAIII
Yang- SAII
Yun- SAII

Note- Super Arts are honestly personal preference and can be switched interchangeably between the two. Just depends on the player:

SAII- Meter, Stun,for medium and small characters SAIII- Mixups, Damage,for large characters

Kara-Techniques

Zoning

Mixups

Additional Notes

See this video made by DJ-B13.All Yang's setups are there.

SF3 3rd Strike Tricks of the Trade: Yang

  • Why you should play Yang

In order to play Yang you have to play very patiently. Look for your openings and punish very well. Yang may seem like a simple character. But he is not simple by any means. He is extremely reactionary. You have to be able to punish whiffs as you see them or you wont be able to play Yang effectively. Yang has really simple combos but has a really hard style to get a grasp to. Knowing combos is only half the battle. But thats where I will start first.

~3s masta

  • How to play Yang effectively

If you choose to play yang you must learn several things.

1. Yangs mix up game 2. Reaction(this is very important) 3. Spacing 4. Playing it safe.

These are the keys to playing Yang and playing Yang well. Learning combos and learning strats are all apart of learning your character and your characters weaknesses and strengths. Frame data also helps alot with learning your character because you can learn what is safe and what isnt. Read up on how to read frame data in order to further study Yang or any other character that you wish to play and master.

~ 3s masta

Yang frame data: http://web.archive.org/web/20040415192834/www.karathrow.com/yang.html

This is the site to look at for Character frame data. Study the numbers very very much. It helps win matches in the long run

~ 3s masta

Matchups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups