Street Fighter 3: 3rd Strike/Yang/Archive

From SuperCombo Wiki
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

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

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